Download
(3Kb)
Download
Updated: 10-26-10 01:46 AM
Pictures
File Info
Updated:10-26-10 01:46 AM
Created:unknown
Downloads:22,899
Favorites:56
MD5:

combos - combo point bar  Popular! (More than 5000 hits)

Version: 0.9
by: Naitaeti [More]

Simple bar showing the combo points on the current target.

/combos lock to move the frame around.
/combos reset to reset the frame position.

Colors, fonts, texture etc configurable by editing the .lua file.

0.9
- Make it possible to lock / unlock and move the frame around without editing the .lua file.

0.8
- Fix a few bugs and inconsistencies introduced in the last version.

0.7
- Rewrite of the logic that controls the toggling of the bar, should now work for all types of classes and vehicles that uses combo points and energy.

0.6
- Add preliminary support for vehicle combo points. Should hopefully work for the Malygos encounter already.

0.5
- Updated for WotLK, should also work on the PTR. Druid not tested yet. This version will not work on 2.4.

0.4
- The addon will now work for Druids in cat form as well, and by default hides when shifting out of cat form
- The addon will now not load when used by any other class besides Rogues and Druids

0.3
- Only hide when both ooc and there are no combo points on the target
- Don't fade in the next combo point bar when using a finishing move

0.2
- Hide when not in combat (configurable)

0.1
- Initial version
Optional Files (0)


Post A Reply Comment Options
Unread 12-05-10, 01:03 PM  
thamaht
A Kobold Labourer

Forum posts: 0
File comments: 20
Uploads: 0
Originally posted by Naitaeti
Something like the following should do the trick, see the new "widths" table for the actual width values of each bar. Note that I haven't tested this code in-game but I think it should just work.

Code:
diff --git a/combos/core.lua b/combos/core.lua
index 1bce229..2aa95d1 100644
--- a/combos/core.lua
+++ b/combos/core.lua
@@ -29,7 +29,8 @@ local cfg = {
 	-- geometry
 	xpos = 0,
 	ypos = 53,
-	width = 37.9, -- width per combo point frame (5 in total)
+	-- width = 37.9, -- width per combo point frame (5 in total)
+	widths = { 10, 20, 30, 40, 50 },
 	height = 5,
 
 	-- anchor
@@ -88,7 +89,10 @@ local addon = CreateFrame("Frame", "naiCombo", UIParent)
 
 -- the allmighty
 function addon:new()
-	local realwidth = (cfg.width * 5) + (cfg.spacing * 4)
+	local realwidth = cfg.spacing * 4
+	for i = 1, 5 do
+	    realwidth = realwidth + cfg.widths[i]
+	end
 	
 	self:ClearAllPoints()
 	self:SetWidth(realwidth)
@@ -112,7 +116,7 @@ function addon:new()
 		local combo = CreateFrame("Frame", nil, self)
 		combo:ClearAllPoints()
 		combo:SetPoint("TOPLEFT", self, "TOPLEFT", cx, 0)
-		combo:SetPoint("BOTTOMRIGHT", self, "BOTTOMLEFT", cx + cfg.width, 0)
+		combo:SetPoint("BOTTOMRIGHT", self, "BOTTOMLEFT", cx + cfg.widths[i], 0)
 		--combo:SetFrameStrata("HIGH")
 		combo.bg = combo:CreateTexture(nil, "BACKGROUND")
 		combo.bg:ClearAllPoints()
@@ -125,7 +129,7 @@ function addon:new()
 		combo:SetAlpha(0)
 		self.combos[i] = combo
 		
-		cx = cx + cfg.width + cfg.spacing
+		cx = cx + cfg.widths[i] + cfg.spacing
 	end
 
 	self.overlay = CreateFrame("Frame", nil, self)
@@ -286,7 +290,10 @@ function addon:event(event, ...)
 end
 
 function addon:reset()
-	local realwidth = (cfg.width * 5) + (cfg.spacing * 4)
+	local realwidth = cfg.spacing * 4
+	for i = 1, 5 do
+	    realwidth = realwidth + cfg.widths[i]
+	end
 
 	self:SetUserPlaced(false)
 	self:ClearAllPoints()
Works perfectly, thank you very much!
Report comment to moderator  
Reply With Quote
Unread 12-01-10, 04:44 AM  
terranox
A Kobold Labourer

Forum posts: 1
File comments: 10
Uploads: 0
the combo text is not showing... a fix would be appreciated

thanks for a great and practical addon
Report comment to moderator  
Reply With Quote
Unread 11-29-10, 12:37 AM  
Naitaeti
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 38
Uploads: 6
Originally posted by thamaht
I'm trying to look through the code to figure out how to do this, but considering my lack of expertise in lua, I figure it's smart to ask here too.

I don't suppose there's a way to alter the code to be able to specify widths for each combo point? (as in, the first one is narrower, growing until it gets to the last one)
Something like the following should do the trick, see the new "widths" table for the actual width values of each bar. Note that I haven't tested this code in-game but I think it should just work.

Code:
diff --git a/combos/core.lua b/combos/core.lua
index 1bce229..2aa95d1 100644
--- a/combos/core.lua
+++ b/combos/core.lua
@@ -29,7 +29,8 @@ local cfg = {
 	-- geometry
 	xpos = 0,
 	ypos = 53,
-	width = 37.9, -- width per combo point frame (5 in total)
+	-- width = 37.9, -- width per combo point frame (5 in total)
+	widths = { 10, 20, 30, 40, 50 },
 	height = 5,
 
 	-- anchor
@@ -88,7 +89,10 @@ local addon = CreateFrame("Frame", "naiCombo", UIParent)
 
 -- the allmighty
 function addon:new()
-	local realwidth = (cfg.width * 5) + (cfg.spacing * 4)
+	local realwidth = cfg.spacing * 4
+	for i = 1, 5 do
+	    realwidth = realwidth + cfg.widths[i]
+	end
 	
 	self:ClearAllPoints()
 	self:SetWidth(realwidth)
@@ -112,7 +116,7 @@ function addon:new()
 		local combo = CreateFrame("Frame", nil, self)
 		combo:ClearAllPoints()
 		combo:SetPoint("TOPLEFT", self, "TOPLEFT", cx, 0)
-		combo:SetPoint("BOTTOMRIGHT", self, "BOTTOMLEFT", cx + cfg.width, 0)
+		combo:SetPoint("BOTTOMRIGHT", self, "BOTTOMLEFT", cx + cfg.widths[i], 0)
 		--combo:SetFrameStrata("HIGH")
 		combo.bg = combo:CreateTexture(nil, "BACKGROUND")
 		combo.bg:ClearAllPoints()
@@ -125,7 +129,7 @@ function addon:new()
 		combo:SetAlpha(0)
 		self.combos[i] = combo
 		
-		cx = cx + cfg.width + cfg.spacing
+		cx = cx + cfg.widths[i] + cfg.spacing
 	end
 
 	self.overlay = CreateFrame("Frame", nil, self)
@@ -286,7 +290,10 @@ function addon:event(event, ...)
 end
 
 function addon:reset()
-	local realwidth = (cfg.width * 5) + (cfg.spacing * 4)
+	local realwidth = cfg.spacing * 4
+	for i = 1, 5 do
+	    realwidth = realwidth + cfg.widths[i]
+	end
 
 	self:SetUserPlaced(false)
 	self:ClearAllPoints()
Last edited by Naitaeti : 11-29-10 at 12:42 AM.
Report comment to moderator  
Reply With Quote
Unread 11-27-10, 03:41 PM  
thamaht
A Kobold Labourer

Forum posts: 0
File comments: 20
Uploads: 0
I'm trying to look through the code to figure out how to do this, but considering my lack of expertise in lua, I figure it's smart to ask here too.

I don't suppose there's a way to alter the code to be able to specify widths for each combo point? (as in, the first one is narrower, growing until it gets to the last one)

[#] [##] [####] [########][################]

edit: or, specifically aimed at a mutilate rogue:
[###][###][###][########][#########]

I'm fairly positive it'd be in lines 111-115, but how to actually do it is a whole 'nother ballgame.

Thanks for this addon, it's customizable enough to fit in pretty well already! I'll probably come back wanting it to support Holy Power in a month or two, but hopefully by then I can figure out how to add that in myself
Last edited by thamaht : 11-27-10 at 05:28 PM.
Report comment to moderator  
Reply With Quote
Unread 11-24-10, 06:30 AM  
Naitaeti
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 38
Uploads: 6
Originally posted by BobbyG2794
How do I change the texture ? I can't seem to find that parent file it lists for the texture to replace it with the one I want.
Not quite sure what you mean by parent file. What you need to do is to modify the .lua file, find the "statusbar" line and put the texture you want there. Note that the texture has to be in your World of Warcraft folder and you need to use a path relative to this folder. I.e. if you have your texture in c:\games\world of warcraft\interface\addons\textures\texture.tga then use "interface\\addons\\textures\\texture" as the texture name.
Report comment to moderator  
Reply With Quote
Unread 11-07-10, 12:54 PM  
BobbyG2794
A Kobold Labourer

Forum posts: 0
File comments: 1
Uploads: 0
How do I change the texture ? I can't seem to find that parent file it lists for the texture to replace it with the one I want.
Report comment to moderator  
Reply With Quote
Unread 07-10-10, 09:26 AM  
fuda
A Murloc Raider

Forum posts: 6
File comments: 6
Uploads: 0
Great addon
I also replaced the lines to change the colors of specific combopoints, just awesome
Report comment to moderator  
Reply With Quote
Unread 04-22-09, 12:41 AM  
Whistles
A Kobold Labourer

Forum posts: 0
File comments: 3
Uploads: 0
Huge thanks for this add-on! I've been looking for something really specific for a while (custom spacing/size and custom colors for the 4th and 5th combo points) and I was able to play around with the configuration to get it exactly how I wanted. I'll be using this for a long time hopefully.
Report comment to moderator  
Reply With Quote
Unread 03-23-09, 12:54 PM  
NakariAD
A Kobold Labourer

Forum posts: 0
File comments: 1
Uploads: 0
First of all, love the simplicity of the add-on, it's just what I've been looking for. However, I came across a glitch in last night's raiding. For some reason the GUI bar wasn't updating properly after using a finisher. I'd sometimes end up with the 4th and/or 5th point lit until I generated enough CP for another finisher.

The modifications to the LUA I made were:
Changing the X/Y Position
Changing the Horizontal/Vertical size
Setting the GUI color to Red
Turning off the numerical CP display
Lowering the fadein/fadeout timer for the combat CP gain/loss (made it faster since it felt a bit slow for my tastes)

Edit: can't wait for the release version with working in-game contols. Keep up the good work!
Last edited by NakariAD : 03-23-09 at 12:58 PM.
Report comment to moderator  
Reply With Quote
Unread 01-18-09, 07:17 PM  
annalise
A Kobold Labourer

Forum posts: 0
File comments: 6
Uploads: 0
Re: Re: Coloring for each box

Originally posted by Naitaeti
Not possible I'm afraid, though it shouldn't be too hard to do. Something like the following should work, replace the line reading

Code:
local comboColor = { r = 1, g = 0.86, b = 0.1, a = 1 }
with

Code:
local comboColors = {
{ r = 1, g = 0.86, b = 0.1, a = 1 },
{ r = 1, g = 0.86, b = 0.1, a = 1 },
{ r = 1, g = 0.86, b = 0.1, a = 1 },
{ r = 1, g = 0.86, b = 0.1, a = 1 },
{ r = 1, g = 0.86, b = 0.1, a = 1 },
}
and then also replace

Code:
combo.bg:SetVertexColor(comboColor.r, comboColor.g, comboColor.b)
combo.bg:SetAlpha(comboColor.a)
with

Code:
local curColor = comboColors[i]
combo.bg:SetVertexColor(curColor.r, curColor.g, curColor.b)
combo.bg:SetAlpha(curColor.a)
and then change the five colors in the comboColors table with whatever colors you want. This code is untested but I believe it should work.

Thank you so much for your prompt reply. Took a little tinkering to find the right RGB values for the colors but it turned out great. The code seems to be fine; thanks again!
Report comment to moderator  
Reply With Quote
Unread 01-10-09, 08:26 PM  
Facktotum
A Kobold Labourer

Forum posts: 1
File comments: 36
Uploads: 0
Originally posted by Naitaeti
I'm not seeing this here at least, the combo points fade in immediately after hitting mobs with, say, mutilate or cheap shot. I'm using Pitbull for my unit frames and I just tried reenabling the combo points there and it seems they appear at the same time as in the bar.

What abilities are you using to generate the combo points and how long does it take before they fade in? Does it help if you change the fade in timer in the .lua perhaps?
I did some more testing and you are actually right. Combo points seem to fade immediately after using cheap shot or mutilate. I was using an older version edited by me and something got messed up. Switched to your latest version and everything seems to be normal.
Report comment to moderator  
Reply With Quote
Unread 01-09-09, 08:20 PM  
Naitaeti
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 38
Uploads: 6
Originally posted by Facktotum
Any possibility to increase updating of how combo points are gained? It seems that from the previous verions combo points displayed seem a bit slower to the blizzard default combo point.

I testes this with another addon as well could be just me. Do you think its latency related? I'm always under 100ms.
I'm not seeing this here at least, the combo points fade in immediately after hitting mobs with, say, mutilate or cheap shot. I'm using Pitbull for my unit frames and I just tried reenabling the combo points there and it seems they appear at the same time as in the bar.

What abilities are you using to generate the combo points and how long does it take before they fade in? Does it help if you change the fade in timer in the .lua perhaps?
Report comment to moderator  
Reply With Quote
Unread 01-09-09, 10:27 AM  
Facktotum
A Kobold Labourer

Forum posts: 1
File comments: 36
Uploads: 0
Any possibility to increase updating of how combo points are gained? It seems that from the previous verions combo points displayed seem a bit slower to the blizzard default combo point.

I testes this with another addon as well could be just me. Do you think its latency related? I'm always under 100ms.
Report comment to moderator  
Reply With Quote
Unread 01-07-09, 06:13 PM  
Naitaeti
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 38
Uploads: 6
Re: Coloring for each box

Originally posted by annalise
Quick question - I'd like to color each box individually - is this possible? I found the section in the .lua for coloring, but it seems to be more of a global setting - am I missing something? If it's not possible, no worries
Not possible I'm afraid, though it shouldn't be too hard to do. Something like the following should work, replace the line reading

Code:
local comboColor = { r = 1, g = 0.86, b = 0.1, a = 1 }
with

Code:
local comboColors = {
{ r = 1, g = 0.86, b = 0.1, a = 1 },
{ r = 1, g = 0.86, b = 0.1, a = 1 },
{ r = 1, g = 0.86, b = 0.1, a = 1 },
{ r = 1, g = 0.86, b = 0.1, a = 1 },
{ r = 1, g = 0.86, b = 0.1, a = 1 },
}
and then also replace

Code:
combo.bg:SetVertexColor(comboColor.r, comboColor.g, comboColor.b)
combo.bg:SetAlpha(comboColor.a)
with

Code:
local curColor = comboColors[i]
combo.bg:SetVertexColor(curColor.r, curColor.g, curColor.b)
combo.bg:SetAlpha(curColor.a)
and then change the five colors in the comboColors table with whatever colors you want. This code is untested but I believe it should work.
Report comment to moderator  
Reply With Quote
Unread 01-06-09, 12:31 PM  
annalise
A Kobold Labourer

Forum posts: 0
File comments: 6
Uploads: 0
Coloring for each box

Hi there,

Just wanted to say that I very much appreciate your work with this addon

Quick question - I'd like to color each box individually - is this possible? I found the section in the .lua for coloring, but it seems to be more of a global setting - am I missing something? If it's not possible, no worries

Keep up the great work!
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: