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    posted a message on Druid Mod to Help with the Eclipse Proc
    v1.4 had menus apearing with examples/predefined animations and triggers, however I scrapped it in the current 1.4.1-beta as it got a tad bit messy, working on a different aproach at the moment and the gui was written with this in mind.
    But yes, even I want a list of predefined animations as it would speed up the setup of new animations and lower the learningcurve of it, currently the examples I do have are stuffed into examples.txt.
    Posted in: Addon Ideas
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    posted a message on Druid Mod to Help with the Eclipse Proc
    /lorhin opens up the config, I personally used the following values, color, size and position excluded.
    Texture: Interface\Icons\Ability_Druid_Eclipse, the name speaks for itself ;).
    Intro: [Alpha 1 t=0.2], to fade in the animation (over the time of 0.2 seconds).
    Active (this is the main chunk of the animation): [S ], (without the space in there) it should just sit there and be pretty, no t=N as I wanted no maximum time for this part, I used the endevent trigger instead.
    Outro: And [Alpha 0 t=0.2] as the outro, revesed intro to just fade it out.

    for the startcondition:
    Events (the smaller editbox of the two): COMBAT_LOG_EVENT_UNFILTERED UNIT_AURA
    Code: the big block in the previous post I made.

    endcondition (One could set the active animation to a maxtime and ignore this if it is prefered, both works):
    Events: UNIT_AURA (only interested in seeing if the Eclipsebuff has worn off.)
    Code:
    function (event, unit)
     if unit == "player" then
     for i=1, 40 do
      local name = UnitBuff("player", i)
      if name == "Eclipse" then
      return false
      end
     end
     return true
     end
     return false
    end


    Or everything above as a picture, http://i107.photobucket.com/albums/m289/carancu/Untitled-1.jpg
    In the picture I've started the animation of both animation 13 and 14, these are the two for Eclipse, one for wrath one for startfire, the redcolored animations are inactive, and the blueish are active in the sense that the addon listents for their events or not, the inactive ones there are for my DK, for her runedisplay.
    Leaving any of the stages in the animation empty like I did with restart won't break anything, there is no need for a restartanimation as this animaiton should not be able to trigger while it already running. Any stage that lacks an animation will sply be skipped while animating, for example, if we would leave intro empty Lorhin would begin the animation with Active instead.

    Writing this post actually made me discovered a new inconvenient bug with the multiline editboxes (again)...
    Posted in: Addon Ideas
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    posted a message on Druid Mod to Help with the Eclipse Proc
    It's not really a addon for just this but I solved it by using the folowing trigger in Lorhin (http://wow.curseforge.com/projects/lorhin/), and then let Lorhin do the job of showing a greencolored animation for wrath, and blueish for starfire.
    I know it's not exactly what you are asking for, but it does the job, and this is one of the uses I intended for Lorhin (although this is slightly more complicated than the "normal" trigger).
    function (event, arg1, combatlog_event, guid, _, _, _, _, _, _, spellname, _, _, _, _, _, _, critical)
     if event == "COMBAT_LOG_EVENT_UNFILTERED" then
     if combatlog_event == "SPELL_DAMAGE" then
      if guid == UnitGUID("player") then
      local name = GetSpellInfo(5176)
      if critical and spellname == name then
       Lorhin_Last_SpellCrit = name
      end
      end
     end
     elseif event == "UNIT_AURA" then
     if arg1 == "player" then
      for i=1, 40 do
      local name = UnitBuff("player", i)
      if name == "Eclipse" then
       local name = GetSpellInfo(5176)
       if Lorhin_Last_SpellCrit == name then
       return true
       else
       return false
       end
      end
      end
     end
     end
     return false
    end

    Wrath - 5176
    Startfire - 2912

    To trigger the end of the same animation I simply let it check for when the Eclipse buff wears off.

    Ps. And yes, I know the multiline editboxes are messed up in 1.4.1, really messed up, working on it from time to time.
    Posted in: Addon Ideas
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    posted a message on Lorhin, Visual effects triggered by events.
    What is Lorhin?
    Lorhin is a tool that lets the user define a texture and an animation for it, and then have it triggered by various events ingame.
    These animations can range from simply changing the opacity or color of the texture, to more advanced animations, the user is in complete control on how the animation look (well, almost anyway).
    This is achived by letting the user define the animation with a few commands, the idea comes from when I was writing the lines in cowtip
    and got annoyed at powa for having so few animations.

    What Lorhin will not do.
    Lorhin will most probably never be able to trigger sounds like it triggers animations, why?
    Actually this is due to a personal dislike of sounds more than anything else.

    How to animate the frames?
    Simply said, line up a few animationcommands for Lorhin and it will try to understand it, you'll know if it failed ;)
    e.g: Say that we want to fade in the frame (as we set it to invisible from the start) then loop it through red and green for 30 seconds (each loop takes 2 seconds) and then fade it out, each fade should take, say 1.5 seconds.
    Then we can give it these animations.
    Intro: [Alpha 1 t=1.5]
    Active: [R[Color 1 0 0 t=1][Color 0 1 0 t=1]t=30]
    Outro: [Alpha 0 t=1.5]

    How to define when to start or stop the ainmations?
    This is done by defining what on what events it should check, then the user also have to define the function that should return any nonnil/nonfalse value if they want it to start/stop or false/nil otherwise.

    Known issues:
    Using an endless loop in the start or end condtions code may have undesired effects.
    There is no real fix for this issue as Lorhin do not look for these kinds of errors when the Lua-code
    is added by the user, this is left to the user to correct.

    Usersupplied function that throws an error at runtime state that it is Lorhin that is the cause.
    This also falls under the category of errors that the user is the cause of, no fix will be implemented for this (unless there is a serious error in my code that is).

    [rotate] is not behaving as expected in some cases.
    This is due to the fact that it treats 360 degrees as something different from 0 degrees, hopefully fixed in the next release.

    "Animation N" is not localised.
    I know, miss on my part, fixed in the next release.

    A short showoff of four of the ways it can animate a texture http://www.youtube.com/watch?v=TDPY-1-x9X4 horrible quality but well, it's visible anyway.
    Currently I only have it uploaded on Curseforge, as I'm completly clueless when it comes to svn, and I prefer to not let people see my messy code before I atleast try to tidy it up a bit :P
    http://wow.curseforge.com/projects/lorhin/
    Most descriptions on the gui and commands used are contained in the .txt-files.

    Also if someone want to do the translation for any of the languages I've not added to it yet feel free to do so.

    If you manage to find a bug, please try to make sure it is not due to the code you as a user gives the addon in start/end-conditions before you report it.
    Posted in: General AddOns
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    posted a message on Chatter- Ace3 chat mod (was Chatterbox)
    minor bug (or more correctly a minor annoyance).
    [2008/06/04 08:52:19-943-x1]: Chatter-1.0\Modules\ChannelNames.lua:149: bad argument #1 to 'gsub' (string expected, got boolean)
    Chatter-1.0\Modules\ChannelNames.lua:149: in function <Interface\AddOns\Chatter\Modules\ChannelNames.lua:143>
    (tail call): ?:
    (tail call): ?:
    (tail call): ?:
    <string>:"DEFAULT_CHAT_FRAME:AddMessage(true)":1: in main chunk
    <in C code>: in function `RunScript'
    Interface\FrameXML\ChatFrame.lua:1598: in function `value':
    Interface\FrameXML\ChatFrame.lua:3040: in function `ChatEdit_ParseText':
    Interface\FrameXML\ChatFrame.lua:2732: in function `ChatEdit_SendText':
    Interface\FrameXML\ChatFrame.lua:2753: in function `ChatEdit_OnEnterPressed':
    <string>:"*:OnEnterPressed":1: in function <[string "*:OnEnterPressed"]:1>

    ---

    Simplest way to recreate this error is to use DEFAULT_CHAT_FRAME:AddMessage(any non-string/number value), did a dirty fix locally here that simply do a 'text = tostring(text)' on line 147.
    Posted in: General AddOns
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