modui

Re: modui

by Bonuslife » Sun Nov 29, 2015 8:38 pm

Also, i noticed that warrior rage and rogue energy value dont update after targetting them, druid energy/rage do update, but with some decay/ refresh rate, but maybe i just messed up something.

With modui: Side-by-Side Status Text
and modui: % or True Value on Sidebars checked, but it seems it doesnt matter,still the same with/without them.

edit: druid rage/energy does this sometimes, sometimes dont :s
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Re: modui

by Thankyaw » Mon Nov 30, 2015 9:53 am

How is your "RP/Honor colculation is work" i mean, everytime i had static numbers without any changes. Its colculate from "last week" or "this week" ?
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Re: modui

by modernist » Tue Dec 01, 2015 3:17 pm

Bonuslife wrote:Also, i noticed that warrior rage and rogue energy value dont update after targetting them, druid energy/rage do update, but with some decay/ refresh rate, but maybe i just messed up something.

With modui: Side-by-Side Status Text
and modui: % or True Value on Sidebars checked, but it seems it doesnt matter,still the same with/without them.

edit: druid rage/energy does this sometimes, sometimes dont :s


looking into this, thanks

Thankyaw wrote:How is your "RP/Honor colculation is work" i mean, everytime i had static numbers without any changes. Its colculate from "last week" or "this week" ?


its currently static, based on the previous weeks rank progress. I'm looking to develop a more versatile version that updates based on current honour, just haven't had time to break apart the maths involved yet.
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Re: modui

by nefarian78 » Tue Dec 01, 2015 9:52 pm

I don't know if that's possible, but could you add an Enemy Cast Bar?

in pvp it's really useful and it might be in pve aswell :D
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Re: modui

by modernist » Tue Dec 01, 2015 11:16 pm

it's on the long-term to-do list, but no promises at this stage — it's not the easiest thing to accomplish without some heavy lifting code-wise
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Re: modui

by kuurtzen » Wed Dec 02, 2015 4:21 pm

The main problem with a casting bar addon is that there is no way to determine if a spell is interrupted/cancelled or if it suffers pushback, or even what its casting time should be(changed by talents or spell haste abilities). so like many other addons on vanilla, there is a lot of guesswork around using it

with that said I still think it can be quite useful nor do I think its a very heavy task
http://imgur.com/AmgysYL
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Re: modui

by modernist » Wed Dec 02, 2015 8:08 pm

kuurtzen wrote:The main problem with a casting bar addon is that there is no way to determine if a spell is interrupted/cancelled or if it suffers pushback, or even what its casting time should be(changed by talents or spell haste abilities). so like many other addons on vanilla, there is a lot of guesswork around using it

with that said I still think it can be quite useful nor do I think its a very heavy task
http://imgur.com/AmgysYL


this is your own code? I certainly do want to add it — maybe the 'heavy lifting' is actually more me digging through necb to figure out the method :geek:
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Re: modui

by Crichton » Wed Dec 02, 2015 8:18 pm

Brilliant, I spent ages going through fancy custom UI's, making my own, etc - but as soon as I loaded this up I knew I should of gone with this all along. It's instantly familiar due to its similarity with the vanilla UI but offers all the functionality I wanted. Rollin' with this for life. Thanks!
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Re: modui

by kuurtzen » Thu Dec 03, 2015 12:05 am

modernist wrote:this is your own code? I certainly do want to add it — maybe the 'heavy lifting' is actually more me digging through necb to figure out the method :geek:


good point. I don't know how necb does it but antagonist uses the same approach I did (I think lol)

I just created a table with the spells I want to be able to track(name, icon, cast time) and just listen to the event 'playerA begins casting spell' and look for the spell in that table. it's pretty straightforward. Take a look and let me know what you think

https://gist.github.com/anonymous/ec119f06a36ce9739cf1

one advantage this provides in pvp is that you can see more than 1 people casting at the same time but on the other hand it if you're fighting more than one mob with the same name you will see both mobs casting even if only one is.
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Re: modui

by modernist » Thu Dec 03, 2015 9:38 am

kuurtzen wrote:
modernist wrote:this is your own code? I certainly do want to add it — maybe the 'heavy lifting' is actually more me digging through necb to figure out the method :geek:


good point. I don't know how necb does it but antagonist uses the same approach I did (I think lol)

I just created a table with the spells I want to be able to track(name, icon, cast time) and just listen to the event 'playerA begins casting spell' and look for the spell in that table. it's pretty straightforward. Take a look and let me know what you think

https://gist.github.com/anonymous/ec119f06a36ce9739cf1

one advantage this provides in pvp is that you can see more than 1 people casting at the same time but on the other hand it if you're fighting more than one mob with the same name you will see both mobs casting even if only one is.


oh you're right this is really nice and simple, easy to pull out into a castbar on TargetFrame too using the same table.

Shame about the collision with multiple same-name NPCs — but i guess you might be able to vaguely reduce that by only tracking target casts across any multiples? *shrug*

Or maybe i'll just limit it to players for now?
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