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| Updated: | 03-15-13 02:29 AM |
| Created: | 05-04-12 03:55 PM |
| Downloads: | 10,646 |
| Favorites: | 70 |
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File Name |
Version |
Size |
Author |
Date |
0.3.103 |
3MB |
Wildtide |
03-12-13 12:40 PM |
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0.3.102 |
3MB |
Wildtide |
03-11-13 04:58 PM |
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0.3.101 |
3MB |
Wildtide |
03-06-13 01:35 AM |
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0.3.100 |
3MB |
Wildtide |
02-28-13 05:17 PM |
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0.3.99 |
3MB |
Wildtide |
02-28-13 01:24 AM |
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0.3.98 |
3MB |
Wildtide |
02-18-13 02:25 AM |
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0.3.97 |
3MB |
Wildtide |
02-18-13 01:19 AM |
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0.3.96 |
3MB |
Wildtide |
02-16-13 02:34 AM |
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High CPU usage in Raids
I have noticed a considerable high cpu usage in raids when using the Gadgets raidframes.
When joining a raid with 10+ ppl, the addon usage spikes sometimes at 30-40%. This should not happen, since anything above 15% causes huge FPS loss. Hope you have taken this into consideration whenever you're gonna update the mod ![]() |
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| Dajova |
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Forum posts: 0
File comments: 8
Uploads: 0
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defiler beacon
- I am having issues with the pet unit frame when I summon defiler beacons.
sometimes it will work fine but then after a bit and cant tell if specific action or not as of yet .. the unit frame will do one of two things .. either gray out as if no pet (sometimes even showing one buff -from toon) and become unclickable as if no pet .. or .. will show the beacon for a bit but will act as if nothing is there .meaning unclickable as if no pet summoned..still having original buffs but not showing health dropping or debuffs. ---this only seems to be with the defiler beacon pet unit frame only. I have not tried other pet class' however so im not sure if its universal or just with beacon. I have not noticed an issue (yet) so not sure 100% but seems to work fine with it shows up in target.focus unit frames .. but til its hit and that shows up there are many times I cannot heal/buff the pet beacon. ----I have tried multiple times to: dismiss and resummon beacon .. the reloadui ...to log in /out . and to delete pet unit frame and add it back. Sometimes it will bring beacon back .but then after bit (and sometimes immediately) it will have the same issues stated above. please help my poor beacon show back 100% time .. my defiler is feeling lonely without it) ![]() Thank you ![]() |
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| Darkforge |
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Quote:
If you don't mind editing the templates, you could alter the settings directly for now. Look in: Gadgets/wtLibUnitFrame/templates/ Find the template you want to alter, e.g. StandardFrame.lua, and edit it using something like Notepad++. In there, you'll find a section that looks like: Code:
{
id="barHealth", type="Bar", parent="frameBackdrop", layer=10,
attach = {
{ point="TOPLEFT", element="frame", targetPoint="TOPLEFT", offsetX=1, offsetY=1 },
{ point="BOTTOMRIGHT", element="barResource", targetPoint="TOPRIGHT" },
},
growthDirection="right",
binding="healthPercent", color={r=0,g=0.7,b=0,a=1},
texAddon=AddonId, texFile="img/Diagonal.png",
backgroundColor={r=0, g=0, b=0, a=1},
colorBinding = "taggedColor",
},
E.g. {r=1, g=0, b=0} would result in bright red health bars. |
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| Wildtide |
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Quote:
The file you'd need to edit is: /Interface/Saved/<account>/SavedVariables/wtLibGadget.lua In there, you'll find a section starting: wtxLayouts = { ["Character@Server"]= { ....Lots of lines... }, You could removed the lines from the ["Character@] bit to the closing }, line for each profile you want to remove. I will look at adding some profile management. I've got the same problem myself - having a lot of alts and moving servers means my own list is huge. |
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| Wildtide |
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Is there a way to change the color of the unit frame health bars? The green is very annoying and I can only get it to go blue or yellow by changing the texture.
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| retsopmi |
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Is there a way to delete profiles? Tried to find it, but unsuccessful... :/
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| Dajova |
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Quote:
http://www.exyles.com/addons/wtCastbarGadget.lua Save as... And overwrite the one in your Addons\Gadgets folder. This puts the target in the bottom left. Oh, you will also need to use the modify gadget options to get to the config screen, and tick the 'show target' checkbox.
Last edited by adelea : 03-28-13 at 08:00 AM.
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Quote:
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| Bard |
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OK - doesnt quite work right - sometimes it gets set for no apparant reason!
EDIT: Further investigation reveals it is probably not working due to a bug in the Rift API! EDIT2: Updated below post with code that has a workaround for the API bug. EDIT3: After running some dungeons, this still wasnt quite right, and some odd behaviour was still seen. Adding this appears to have fixed it (so far!) Code:
local function Event_Unit_Detail_HealthCap(h, u) local ud = Inspect.Unit.Detail(u) for k,v in pairs(ud) do if WT.Units[k] then WT.Units[k].healthCap = v.healthCap end end end Command.Event.Attach(Event.Unit.Detail.HealthCap, Event_Unit_Detail_HealthCap, "Event.Unit.Detail.HealthCap", -20) I could have fixed this is gadgets\wtLibUnitDatabase - but its sort of a workaround, and hopefully the API gets fixed making it unnecessary.
Last edited by adelea : 03-27-13 at 02:48 AM.
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Quote:
Add this to your template file: Code:
{
id="barCapped", type="Bar", parent="frameBackdrop", layer=15,
attach = {
{ point="TOPLEFT", element="barHealth", targetPoint="TOPLEFT" },
{ point="BOTTOMRIGHT", element="barHealth", targetPoint="BOTTOMRIGHT" },
},
growthDirection="left",
binding="cappedPercent",
visibilityBinding="healthCap", color={r=1, g=0.5, b=0, a=1}
},
Code:
if WT.Unit.VirtualProperties["cappedPercent"] == nil then
WT.Unit.CreateVirtualProperty("cappedPercent", {"healthCap", "health", "healthMax"}, function(unit)
if unit.health and unit.healthCap and unit.healthCap > 0 and unit.healthMax and unit.healthMax > 0 and unit.healthCap ~= unit.healthMax then
return (1-(unit.health / unit.healthCap)) * 100
else
return 0
end
end)
end
Code:
if WT.Unit.VirtualProperties["cappedPercentLab"] == nil then
WT.Unit.CreateVirtualProperty("cappedPercentLab", {"healthCap", "health", "healthMax"}, function(unit)
if unit.healthCap == nil then
if unit.health and unit.healthMax and unit.healthMax > 0 then
return string.format("%d%%%%", (unit.health/unit.healthMax)*100)
else
return nil
end
else
if unit.health and unit.healthCap and unit.healthCap > 0 and unit.healthMax and unit.healthMax > 0 then
if unit.healthCap == unit.healthMax then
return string.format("%d%%%%", (unit.health/unit.healthMax)*100)
else
return string.format("%d%%%% [%d%%%%]", (unit.health/unit.healthCap)*100, (unit.health/unit.healthMax)*100)
end
else
return nil
end
end
end)
end
if WT.Unit.VirtualProperties["cappedHealth"] == nil then
WT.Unit.CreateVirtualProperty("cappedHealth", {"healthCap", "health", "healthMax"}, function(unit)
if unit.healthCap == nil then
if unit.health and unit.healthMax and unit.healthMax > 0 then
return string.format("%s/%s", WT.Utility.NumberComma(unit.health), WT.Utility.NumberComma(unit.healthMax))
else
return nil
end
else
if unit.health and unit.healthCap and unit.healthCap > 0 and unit.healthMax and unit.healthMax > 0 then
if unit.healthCap == unit.healthMax then
return string.format("%s/%s", WT.Utility.NumberComma(unit.health), WT.Utility.NumberComma(unit.healthMax))
else
return string.format("%s/%s [%s]", WT.Utility.NumberComma(unit.health), WT.Utility.NumberComma(unit.healthCap), WT.Utility.NumberComma(unit.healthMax))
end
else
return nil
end
end
end)
end
![]() The top UF is my custom UF, the bottom one is the standard template. Not tested in a raid, but simulated with: /script local p =Inspect.Unit.Lookup("player") WT.Units[p].healthCap = 20000 WT.Units[p].health = 12000 Note: This also assumes that healthMax stays at whatever the max is, health is your current HP, that just never goes above healthCap.
Last edited by adelea : 03-26-13 at 04:47 PM.
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Forum posts: 0
File comments: 2
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Is there any chance that the unit frames will add a reduced HP monitor thing. So that you can see when players max HP is reduced(such as in the Grugonim/Regulos fights)?
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| Popko |
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Quote:
The castbar details, has no member indicating who it is being cast on. Now, you could go off of the target of the owner of the castbar - but if they cast cast @focus spell Then as far as I can see, you couldnt retrieve this information. Once the spell lands, and does damage or applies a buff/debuff, you can get this information - but whilst it is being cast, it doesnt seem available. |
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| adelea |
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Could I make a suggestion for the Cast Bar gadget:
Have the target of the cast rendered as well as the name of the ability, e.g., Fireball on Zazen |
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| Bard |
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I wanted to add something to my custom raidframes...
So I went the route of a new VP - but couldnt figure out how to add it to gadgets, so I thought, "lets try just setting it and see what happens..." Code:
WT.Unit.CreateVirtualProperty("AdeleaRFStatus", {"dead", "offline", "health", "soulwalk"}, ...
Code:
WT.Units[u].soulwalk = true The more I use gadgets the more I love it -- thank you Wild =) |
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| adelea |
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