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Updated:08-08-08 03:06 AM
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ccComboPoints  Popular! (More than 5000 hits)

Version: 1.0
by: Reanna [More]

ccComboPoints is a Combo Points display mod for rogues. It displays animated glowing combo points in an arc beneath the character. It also displays green rings that surround the combo points to indicate the number of applications of Deadly Poison on the target, for use with the Envenom ability.

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Unread 08-08-08, 03:10 AM  
Hapepe82
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This looks really cool. I am using these at the moment:

http://www.wowinterface.com/download...gComboBar.html

Can you tell me what the chinese-looking signs on the buttons mean in your addon?
Last edited by Hapepe82 : 08-08-08 at 03:11 AM.
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Unread 08-08-08, 03:40 AM  
Reanna
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Originally posted by Hapepe82
Can you tell me what the chinese-looking signs on the buttons mean in your addon? [/b]
Thanks for the comments. From left to right (combo points 1-5), the symbols are chinese characters meaning:

地 - Earth
空 - Sky/Air
海 - Sea
陽 - Sun
魂 - Soul/Spirit
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Unread 08-08-08, 03:42 AM  
Imithat
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ahhhhh great! Thats what i need

but need a option to move it ))
Last edited by Imithat : 08-08-08 at 04:22 AM.
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Unread 08-08-08, 06:13 AM  
Hapepe82
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Originally posted by Reanna
From left to right (combo points 1-5), the symbols are chinese characters meaning:

地 - Earth
空 - Sky/Air
海 - Sea
陽 - Sun
魂 - Soul/Spirit
*Very* nice! Thank you for explaining!
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Unread 08-08-08, 06:25 AM  
Hapepe82
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Originally posted by Imithat
but need a option to move it
If you dare to change some addon code, you'll probably find the position somewhere inside "ccComboPoints.xml"

As far as I can tell from looking at the lua-code, the addon is already prepared to be expanded using several layouts and maybe it will be movable in the next release.

Nice work!
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Unread 08-10-08, 06:47 PM  
Reanna
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Yep, I do plan to add customizable layouts in the near future.. though right now I'm working on a Death Knight runes mod, but it's a little hard to test without a beta key.
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Unread 08-24-08, 05:08 AM  
ant1pathy
A Murloc Raider

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Moveable.
Other icons to use, besides having to add new TGA files :P.
Support for other ranks of DP.

And thanks for what looks like will be a great addon!

[edit] And maybe an option to allow the DP rings to display even if there's not combo points?
Last edited by ant1pathy : 08-24-08 at 05:17 AM.
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Unread 10-15-08, 08:56 PM  
rassa
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any chance to get this mod updated for the 3.02 patch ?

badass mod btw
ty
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Unread 10-15-08, 11:56 PM  
Koroso
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Aye love the mod, would love to see a 3.0.2 compatible version.
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Unread 10-18-08, 12:30 AM  
Timmeah
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Yeah I too miss havind the mod, please do make it 3.0 compatible.
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Unread 10-18-08, 06:50 AM  
nonis
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After making he following changes it looks like it is working again:

Line 37
this:RegisterEvent("UNIT_COMBO_POINTS");

Line 48, 49
local cp = GetComboPoints("player");
local dp = GetDeadlyPoisonPoints("player");
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Unread 10-18-08, 04:00 PM  
Buio
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I tested the change and it works fine after that.

Just wish it was easier to tweak the position, and that the cp don't flash all time, just when you got 5 cp.

Edit: I also noted that if you have x deadly poison stacks and do an finisher, everything shown vanishes meaning the deadly poison stack isn't showing anymore despite them being still no target. Would be cool if the deadly poison was shown as the outer circle only.
Last edited by Buio : 10-18-08 at 04:27 PM.
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Unread 10-18-08, 05:08 PM  
rassa
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Originally posted by nonis
After making he following changes it looks like it is working again:

Line 37
this:RegisterEvent("UNIT_COMBO_POINTS");

Line 48, 49
local cp = GetComboPoints("player");
local dp = GetDeadlyPoisonPoints("player");
TYVM good sir
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Unread 10-21-08, 06:16 PM  
joemawma
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Originally posted by nonis
After making he following changes it looks like it is working again:

Line 37
this:RegisterEvent("UNIT_COMBO_POINTS");

Line 48, 49
local cp = GetComboPoints("player");
local dp = GetDeadlyPoisonPoints("player");
Quick question...my line numbers don't seem to match up; I understand the local cp & dp edits, but for the Line 37 edit, am I replacing one of the existing events, or can I just add that one?

In any event, thanks for the awesome fix!
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Unread 10-23-08, 07:14 AM  
nonis
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You replace it.

ccComboPoints.lua

Before change:
function CPFrame_OnLoad()
CPFrame = getglobal("ccMod_ComboPointsFrame");
CPFrame.numCP = 0;
CPFrame.lastCP = 0;
this.cppoints = {};
for i=1,5 do
this.cppoints[i] = getglobal("ccMod_ComboPoint"..i);
this.cppoints[i]:Hide();
end
this:RegisterEvent("PLAYER_COMBO_POINTS");
this:RegisterEvent("CHAT_MSG_COMBAT_HOSTILE_DEATH");
this:RegisterEvent("PLAYER_TARGET_CHANGED");
this:RegisterEvent("UNIT_AURA");
end


After change:
function CPFrame_OnLoad()
CPFrame = getglobal("ccMod_ComboPointsFrame");
CPFrame.numCP = 0;
CPFrame.lastCP = 0;
this.cppoints = {};
for i=1,5 do
this.cppoints[i] = getglobal("ccMod_ComboPoint"..i);
this.cppoints[i]:Hide();
end
this:RegisterEvent("UNIT_COMBO_POINTS");
this:RegisterEvent("CHAT_MSG_COMBAT_HOSTILE_DEATH");
this:RegisterEvent("PLAYER_TARGET_CHANGED");
this:RegisterEvent("UNIT_AURA");
end


Hope this explains it better
Last edited by nonis : 10-23-08 at 07:16 AM.
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