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Updated: | 05-27-18 01:29 AM |
Created: | 05-04-12 03:55 PM |
Downloads: | 48,930 |
Favorites: | 152 |
MD5: |
cast [shift] @unit Symbol of the Torch cast Symbol of the Sun
:if role == 1 or role == 6 then target @unit :end :if role == 2 then target @unit cast Healing Spray :end :if role == 3 or role == 4 or role == 5 then cast [shift] @unit Symbol of the Torch cast @unit Symbol of the Sun :end
File Name |
Version |
Size |
Author |
Date |
0.11 |
5MB |
Wildtide |
05-26-18 04:46 PM |
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0.10.19 |
10MB |
Wildtide |
05-13-18 01:09 PM |
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0.10.17 |
10MB |
Wildtide |
08-20-16 07:16 AM |
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0.10.16 |
10MB |
Wildtide |
12-27-15 06:44 AM |
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0.10.15 |
10MB |
Wildtide |
12-26-15 07:50 AM |
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0.10.9 |
10MB |
Wildtide |
11-30-15 02:10 AM |
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0.10.8 |
10MB |
Wildtide |
10-04-15 01:49 PM |
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0.10.7 |
10MB |
Wildtide |
08-30-15 11:35 AM |
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0.10.2 |
9MB |
Wildtide |
07-20-15 02:05 PM |
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0.10.0 |
9MB |
Wildtide |
07-18-15 02:49 AM |
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0.8.6 |
8MB |
Wildtide |
05-12-15 07:00 AM |
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0.8.5 |
8MB |
Wildtide |
05-05-15 05:28 AM |
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0.8.4 |
8MB |
Wildtide |
04-22-15 05:59 AM |
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0.8.3 |
8MB |
Wildtide |
04-10-15 01:52 AM |
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0.8.2 |
8MB |
Wildtide |
04-09-15 06:12 AM |
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0.8.0 |
6MB |
Wildtide |
04-08-15 01:30 PM |
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0.7.2 |
4MB |
Wildtide |
12-07-14 03:05 AM |
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0.7.1 |
4MB |
Wildtide |
10-22-14 12:26 PM |
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0.7.0 |
4MB |
Wildtide |
10-22-14 09:10 AM |
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0.6.3 |
4MB |
Wildtide |
06-24-14 12:32 AM |
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0.6.2 |
4MB |
Wildtide |
05-04-14 10:09 AM |
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0.6.0 |
4MB |
Wildtide |
05-01-14 11:13 PM |
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0.5.91 |
4MB |
Wildtide |
01-03-14 11:31 AM |
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0.5.9 |
4MB |
Wildtide |
01-03-14 09:22 AM |
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0.5.7 |
4MB |
Wildtide |
12-01-13 03:04 AM |
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0.5.61 |
4MB |
Wildtide |
11-08-13 04:28 AM |
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0.5.6 |
4MB |
Wildtide |
11-03-13 02:45 AM |
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0.5.51 |
4MB |
Wildtide |
10-16-13 06:11 AM |
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0.5.4 |
4MB |
Wildtide |
10-06-13 03:37 AM |
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0.5.3 |
4MB |
Wildtide |
10-01-13 02:39 PM |
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0.5.2 |
4MB |
Wildtide |
09-23-13 01:21 AM |
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0.5.1 |
4MB |
Wildtide |
09-22-13 11:58 PM |
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0.4.92 |
4MB |
Wildtide |
09-17-13 01:25 PM |
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0.4.8 |
3MB |
Wildtide |
07-04-13 05:39 PM |
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0.4.7 |
3MB |
Wildtide |
07-04-13 02:44 PM |
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0.4.6 |
3MB |
Wildtide |
06-21-13 03:37 PM |
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0.4.5 |
3MB |
Wildtide |
06-17-13 11:56 AM |
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0.4.4 |
3MB |
Wildtide |
06-16-13 05:45 PM |
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0.4.3 |
3MB |
Wildtide |
06-15-13 06:02 AM |
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0.4.2-beta |
3MB |
Wildtide |
06-15-13 03:11 AM |
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0.4.1-beta |
3MB |
Wildtide |
06-14-13 12:25 AM |
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0.4.0-beta |
3MB |
Wildtide |
06-13-13 05:17 PM |
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0.3.104 |
3MB |
Wildtide |
03-15-13 02:29 AM |
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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 02:35 AM |
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0.3.100 |
3MB |
Wildtide |
02-28-13 06:17 PM |
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0.3.99 |
3MB |
Wildtide |
02-28-13 02:24 AM |
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0.3.98 |
3MB |
Wildtide |
02-18-13 03:25 AM |
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0.3.97 |
3MB |
Wildtide |
02-18-13 02:19 AM |
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0.3.96 |
3MB |
Wildtide |
02-16-13 03:34 AM |
Comment Options |
Wildtide |
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09-25-12, 08:31 PM | |
Forum posts: 0
File comments: 15
Uploads: 0
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Hey, I appreciate the effort
Would definitely love a charge bar though, or at the very least that indicator, I like to keep my UI as compact as possible and having to find space for the charge bar atm is a bit of a nuisance. I noticed also that there is no mouseover highlighting on the raid (or unit) frames to show who you are hovering over, is that something that could be added? Finally, the biggest issue, and the reason I had to disable this addon for the moment, was that I noticed a considerable delay in updating the health of players while raiding. I am not sure if this is because the update interval is kept low to prevent resource hogging, but as a healer in a raid I can't afford to have as much as a second of delay in health pool updates. Is this just me, or is it to do with the API/resource management? Cheers! |
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Tarien |
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09-20-12, 11:30 AM | ||
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Quote:
I wasn't planning on adding charge to the default frames, though in a very early version I did have a small triangular indicator that slid along the bottom of the frame to show charge without adding another bar. Maybe I should bring this back as it was kinda neat (it even lit up when you were at 100% charge). Changing the minimum width of the raid frames should be really easy, though I do have to be careful with fitting the text and buffs on the frames properly. I'll see how much extra I can knock off the width. |
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Wildtide |
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09-19-12, 05:32 AM | |
Forum posts: 0
File comments: 15
Uploads: 0
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Hey there, love the addon, thankyou very much for this!
Can I ask, any plans to add charge to the default frames for mages? And any plans to allow further resizing of the raid frames? Atm they can only be made to shrink just so far, would like to make them a little smaller (width wise mostly) Thanks again! Tarien |
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Tarien |
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09-17-12, 01:06 PM | |
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I've made the change and got it working, will upload later.
For info, the element config ended up looking like this: Code:
{ id="imgMark", type="MediaSet", parent="frameBackdrop", layer=30, attach = {{ point="CENTER", element="frameBackdrop", targetPoint="CENTER", offsetX=20, offsetY=0 }}, width = 24, height = 24, nameBinding="mark", names = { [1] = "riftMark01", [2] = "riftMark02", [3] = "riftMark03", [4] = "riftMark04", [5] = "riftMark05", [6] = "riftMark06", [7] = "riftMark07", [8] = "riftMark08", [9] = "riftMark09", [10] = "riftMark10", [11] = "riftMark11", [12] = "riftMark12", [13] = "riftMark13", [14] = "riftMark14", [15] = "riftMark15", [16] = "riftMark16", [17] = "riftMark17", }, visibilityBinding="mark",alpha=1.0, }, If I remember right, there is a set of smaller mark icons which I will try to switch over to before I publish. These ones look a bit scruffy compared to the previous text based ones.
Last edited by Wildtide : 09-17-12 at 01:09 PM.
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Wildtide |
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09-17-12, 10:00 AM | ||
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Quote:
Not sure why it's not working. I've never used it with a Rift texture, but can't see why that wouldn't work. There must be something in the MediaSet I'm forgetting. |
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Wildtide |
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09-17-12, 07:38 AM | |
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Thanks for the reply - tried this, and it didnt work.
Media.Library.AddTexture() needed a 4th parameter, a table of properties - had no idea what was expected there, so passed in an empty table just to stop the errors. What i have with an ImageSet is working, so will leave it be until you add in official support =) |
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adelea |
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09-17-12, 07:11 AM | ||
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Quote:
You need to use a MediaSet rather than an ImageSet, and then you can use the built in textures directly. To do this, you have to load all of the images into LibMedia, and then use the media IDs in the MediaSet in your template, as follows: Load the textures into the media library: Code:
Library.Media.AddTexture("Adelea_Mark_01", "Rift", "vfx_ui_mob_tag_01.png.dds") Library.Media.AddTexture("Adelea_Mark_02", "Rift", "vfx_ui_mob_tag_02.png.dds") Code:
{ id="labelMarkImg", type="MediaSet", parent="frameBackdrop", layer=30, attach = {{ point="TOPLEFT", element="labelMark", targetPoint="TOPRIGHT", offsetX=20, offsetY=0 }}, width = 32, height = 32, names = { [1] = "Adelea_Mark_01", [2] = "Adelea_Mark_02", }, visibilityBinding="mark",alpha=0.6, }, I need to do this myself in all of the built in templates, which is why I added 'Adelea_' to the media IDs above - I wouldn't want us to clash PS. The way you tried to set up an image element, with a binding on the filename, would be really cool. Unfortunately they are not that flexible - you can only bind a property using a field that is explicitly expecting a bound property name (generally the fields that have 'binding' in their name). Doing fully flexible data binding in Lua would be quite a challenge.
Last edited by Wildtide : 09-17-12 at 07:20 AM.
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Wildtide |
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09-17-12, 06:31 AM | |
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Would it be possible to add in support for the new graphical target marks?
I've found the rift textures for them : unit.mark = texture name "1" = "vfx_ui_mob_tag_01.png.dds" "2" = "vfx_ui_mob_tag_02.png.dds" "3" = "vfx_ui_mob_tag_03.png.dds" "4" = "vfx_ui_mob_tag_04.png.dds" "5" = "vfx_ui_mob_tag_05.png.dds" "6" = "vfx_ui_mob_tag_06.png.dds" "7" = "vfx_ui_mob_tag_07.png.dds" "8" = "vfx_ui_mob_tag_08.png.dds" "9" = "vfx_ui_mob_tag_tank.png.dds" "10" = "vfx_ui_mob_tag_heal.png.dds" "11" = "vfx_ui_mob_tag_damage.png.dds" "12" = "vfx_ui_mob_tag_support.png.dds" "13" = "vfx_ui_mob_tag_arrow.png.dds" "14" = "vfx_ui_mob_tag_skull.png.dds" "15" = "vfx_ui_mob_tag_no.png.dds" "16" = "vfx_ui_mob_tag_smile.png.dds" "17" = "vfx_ui_mob_tag_squirrel.png.dds" I've created my own custom ImageSet, but if it would be possible to use the ingame textures directly, that would be great. I did try doing it with a virtual property, but it didnt display anything: Code:
local markidtable = { ["1"] = "01", ["2"] = "02", ["3"] = "03", ["4"] = "04", ["5"] = "05", ["6"] = "06", ["7"] = "07", ["8"] = "08", ["9"] = "tank", ["10"] = "heal", ["11"] = "damage", ["12"] = "support", ["13"] = "arrow", ["14"] = "skull", ["15"] = "no", ["16"] = "smile", ["17"] = "squirrel" } WT.Unit.CreateVirtualProperty("vpMarkId", { "mark" }, function(unit) if unit.mark then return string.format("vfx_ui_mob_tag_%s.png.dds", markidtable[unit.mark]) else return "" end end) Code:
{ id="labelMarkImg", type="Image", parent="frameBackdrop", layer=30, attach = {{ point="TOPLEFT", element="labelMark", targetPoint="TOPRIGHT", offsetX=20, offsetY=0 }}, width = 32, height = 32, texAddon = "Rift", texFile = "vpMarkId", visibilityBinding="mark",alpha=0.6, },
Last edited by adelea : 09-17-12 at 06:32 AM.
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adelea |
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09-15-12, 04:52 PM | ||
Forum posts: 0
File comments: 50
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Quote:
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AlienFromBeyond |
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09-15-12, 04:44 PM | ||
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[quote=Wildtide]
Quote:
This has added an option 'outline' to labels in templates, and I've enabled this for names/levels/callings on the standard unit frames. It actually looks a lot better |
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Wildtide |
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09-15-12, 04:15 PM | ||
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Quote:
I actually did it yesterday myself following on from your forum post, but I couldn't come up with a quick and sensible way of making it configurable for those specific templates in time for the release. For now, I'll add an outline around the name and upload it as an alpha. I can't see anyone objecting to that, so there should be no need to make it configurable. With 1.10, Zorba has apparently fixed the problem with lots of text frames bringing the client to it's knees, so hopefully I don't need to worry about things like outlining quite so much. |
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Wildtide |
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09-15-12, 03:57 PM | |
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How would I go about editing the Standard Frame template so there's a background behind the name/level? It's near impossible to read against a white-ish backdrop, more so if there's a high light level. I suppose text outlining would serve much the same purpose in this case however. I just have no idea of how to go about it.
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AlienFromBeyond |
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09-14-12, 06:57 PM | ||
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Quote:
I've updated the version embedded in Gadgets now, as well as adding a couple of simple options (hiding cast bars, changing number formatting). |
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Wildtide |
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09-14-12, 08:23 AM | |
Hey man, haven't seen you around. I am seeing some nasty lag with anything that goes through libUnit right now. I replaced the copy Gadgets was using with the new one from Zorba, and all of the lag vanished. Um... any chance of an official update soon?
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Wykkyd |
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