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#411 | |
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Newbie
Join Date: Sep 2008
Posts: 1
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Quote:
Code:
if not rejuvenation_expire then
rejuvenation_expire = {}
end
if event ~= "_timer" then
local i=1
local found = false
while true do
local n,_,_,c,_,_,e,u=UnitAura(unit,i,"HELPFUL")
if not n then
break
elseif u=="player" then
if n=="Rejuvenation" then
found = true
rejuvenation_expire[font_string] = e
end
end
i = i + 1
end
if not found then
rejuvenation_expire[font_string] = nil
end
end
local e = rejuvenation_expire[font_string] or 0
local d=ceil(e-GetTime(),1)
if d > 0 then
UpdateIn(0.2)
return '|cFFFF0099%s|r',d
end
Code:
function(unit, unitOwner) ... end Code:
[string "return function(unit, unitOwner)..."] line 21: table index is nil Code:
[string "return function(unit, unitOwner)..."] line 15: table index is nil |
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#412 |
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Member
Join Date: Aug 2009
Posts: 15
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Hi,
Thank you for a great addon! There are two features I didn't find in the config options: 1. I would like to add spec text to the bars. For example fire/frost/arcane for mages etc. Couldn't find "spec" in the text/tags section. 2. I would like to sort party/raid according to role. For example tanks first, then healers, then DPS. Thanks! |
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#413 |
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Newbie
Join Date: May 2008
Posts: 1
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Hi! Been using this wonderful addon for years now!
I'm just wondering, is it possible to blacklist debuffs on my target? So that I can blacklist all the player debuffs and only have boss/world specific debuffs showing? |
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#414 |
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Newbie
Join Date: Oct 2008
Posts: 2
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Hi, sorry if this has been answered before.
I have a problem with the "Player" frame, on some of my characters this box is solid black, and i cant seem to fix it, all other frames and fine, its just the "player" one. |
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#415 | |
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Amazing Member
Join Date: Feb 2005
Posts: 1,076
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Quote:
__________________
In wizardry, one must often be willing to consider serendipitous events as unqualified successes. -Vaarsuvius |
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#416 |
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Newbie
Join Date: Oct 2008
Posts: 2
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This is a SS of the problem:
![]() Its on the bottom middle of the screen |
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#417 |
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Senior Member
Join Date: May 2005
Posts: 447
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As addons are being enabled on beta soon, existing tickets are being cleared and stuff will be transitional into mostly solving 5.0 issues or features.
If you have feature requests for MoP, now is the time. Keep in mind, odds are I'm going to say no to most feature requests, but that's nothing new, just fair warning. General updates for MoP will go out once addons are actually enabled and I have time to shift through everything. http://www.wowace.com/addons/shadowe...rames/tickets/ |
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#418 | |
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Amazing Member
Join Date: Feb 2005
Posts: 1,076
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Quote:
![]() I am in the middle of implementing a feature that I've been threatening for some time to port over from sRaidFrames; it's actually the only reason I'm still using sRF for raids (and sUF for everything else). Once I finish it and test it, I had planned to just maintain it as a separate patch, of the "drop in replacement files for sUF version x.y.z" distribution style. If you decide to include it for MoP, great, if not, that's fine too. sUF 3.4.4 gives, essentially, three choices for raid frame arrangement: One large block of bars by group number, one large block of bars by class (in a hardcoded order), or "split" frames arranged by group number. The "split" frames cannot be moved separately, but there are options controlling their relative layouts and spacing. sRaidFrames offered user-programmable "filter/grouping sets". It came with simple default sets for "a block of frames by class" and "a block of frames by group number"[*]. But then you could also define your own combinations; essentially building up the "groupFilter" and "strictFiltering" attributes of FrameXML/SecureGroupHeaders on a framegroup-by-framegroup basis. Anyhow, I'm adding that. It'll be an extension of the existing "split frames" option, so that the framegroups are still moveable as a block, but each header will be based on user filters instead of always using the 8 fixed group numbers. The configuration so far is strictly an extension, so that if users toggle off the "use this feature" option, or if they revert to an unpatched sUF with a SavedVariables file from a patched one, their previous raid arrangements will Just Work. I'm currently testing that by using live code when taking my alts to LFR raids. The latest files I see at this link are the 3.4.4 release. If you have any more recent alphas someplace, I'd love to get an idea of what changes you're making to the relevant parts of modules/units.lua and sUFOptions/config.lua. [*] And one for "frames by raid role as determined by talent spec" if you had some optional libraries installed. If I mess with that at all, it'll be using the Blizzard defined raid role tags rather than talent scanning, especially in light of MoP's reworked talents.
__________________
In wizardry, one must often be willing to consider serendipitous events as unqualified successes. -Vaarsuvius |
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#419 |
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Senior Member
Join Date: May 2005
Posts: 447
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That is definitely not something I plan on adding, SUF raid frames are only supposed to be basic and not an extensive replacement actual raid frame addons.
You really shouldn't be redistributing modified SUF files either though. It should either be a plugin or not something that's done. I don't really want to be dealing with people complaining that something broke because they're using a modified SUF version. |
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#420 | |||
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Amazing Member
Join Date: Feb 2005
Posts: 1,076
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Quote:
Quote:
A plugin wouldn't be doing the traditional "sUF module" approach so much as replacing and hooking functions entirely -- assuming enough functions are exposed in the first place, and so far there haven't been. I'm not finished yet though. Maybe the MoP code is different? Is it in git someplace public? I'd rather do it with a plugin, if the deep code can be reached. Quote:
__________________
In wizardry, one must often be willing to consider serendipitous events as unqualified successes. -Vaarsuvius |
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| Tags |
| shadowed, shadowed unit frames, suf, unit frames |
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