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Updated:02-22-10 07:45 AM
Created:12-27-09 07:53 PM
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recRunes  Popular! (More than 5000 hits)

Version: r472
by: recluse [More]

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A lightweight, movable Death Knight rune cluster. Features bright rune indicators when the runes are ready, and an integer-based timer set on a partially transparent rune indicator for when they are on cooldown.

Included are also optional displays for Frost Fever and Blood Plague durations on your target, a Runic Power bar and a Global Cooldown timer.

To move the rune cluster, type /recrunes in your chat window. Use your mouse to place the cluster where you like. You can lock the cluster by typing it a second time.

There are a few Lua-based options for the addon. To change them, simply open the settings.lua file in a text editor and change the values.

If you have any issues with this addon, please let me know. It has worked well for me so far, but I know that everyone has a different environment, and thus may have concerns or unexpected behavior.

Note: The Unholy and Frost runes are NOT in the order present in the default UI. This is intentional. If you would like to change the order in your own copy, feel free to do so.

recUI-472:
- Finish reskinning. New screenshot of skin.
- Update update frequency. Hope it is good now?

rui175:
- Fix for vanishing frame after using slash commands.

rui127:
- Add disease timers!
- Add option to hide the addon while in a vehicle.
- A few refresh fixes.
- Several new options, in their own settings file.

r497:
- Now throttles refresh updates. Default to 4/s
- Added Lua-based option to set a custom refresh rate.

r489:
- Added GCD timer bar. Needs feedback, but appears to work fine?
- Added Lua-based option to toggle the new GCD timer bar.

r488:
- Added runic power bar, with numerical representation.
- Added Lua-based option to toggle the new runic power bar.

r487:
- Added Lua-based option to disable and hide default Blizzard runes.
- Fixed negative rune counts when player is dead.

r486:
- Added Lua-based option to set backdrop color and alpha.
- Added Lua-based option to hide frame when out of combat.

r484:
- Initial release.
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Unread 05-22-11, 07:14 PM  
Rakumn
A Kobold Labourer

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Could you please update this for cataclysm? Vehicles are giving me hell when they cause this thing to dissapear, and I think it lowers my framerate slightly.
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Unread 09-25-10, 09:59 AM  
braininblack
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A litle bugreport...

First of all I want to mention that this addon is just great! It is pretty small, looks good and more importantly, it works reliably.

But unfortunately, it currently has a few minor bugs. For example, if I "show_ooc" set to false, but the bar appears at the beginning of a struggle, but once you lose control of his character, it disappears, as if someone had left combat.

The best example is the fight with Lord Marogwar when one is impaled disappears at the very moment the bar and immersed in the struggle again. The same is with the ice-tombs at Syndragosa and many other battles in which they temporarily lose control of the character.

I think the whole reason is that the event "PLAYER_REGEN_ENABLED" triggered, if one is gored, or lost in a different way to control the character.

Maybe you can install as an additional check, to test for "PLAYER_CONTROL_LOST. At least this would be my approach to solve the problem.
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Unread 06-05-10, 04:54 PM  
Gurupitka
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Hi, will be there some update of this addon?
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Unread 05-21-10, 03:43 AM  
Jokkl
A Kobold Labourer

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Sry... but can you explain me how to switch runeorder? I dont get it... new to lua so i have no idea =(
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Unread 03-23-10, 10:30 PM  
Recluse
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Originally posted by peewee_sweden
local runeOrder = {1,2,5,6,3,4}
rune[runeOrder[i]]

Would that work?
In a basic sense, yes. This is kinda what Blizzard does, actually. They created the runes in the order RRGGBB, referenced with 123456. Then they created extra code to change the order back to RRBBGG - which I can only guess is to match the order of the talent trees.

FrameXML\RuneFrame.lua:
Code:
function RuneFrame_FixRunes(runeFrame)
	local temp;
	
	temp = runeFrame.runes[3];
	runeFrame.runes[3] = runeFrame.runes[5];
	runeFrame.runes[5] = temp;
	
	temp = runeFrame.runes[4];
	runeFrame.runes[4] = runeFrame.runes[6];
	runeFrame.runes[6] = temp;
end
With recRunes, you can easily change the order using various methods, as long as the indexes all match up the way you want them to appear. For recRunes, as default, the order is 123456, and it's that way on purpose - but you can use 125634 in your own copy if you like. =3 I may at some point add a toggle for it, but I have always preferred my runes in the logical RGB order for readability/quick mental processing - and I find it quite silly to add extra overhead to put the runes out of order like Blizzard's.
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Unread 03-23-10, 02:06 PM  
peewee_sweden
A Kobold Labourer

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About the orders of the runes...

The original runeorder is B1, B2, U1, U2, F1, F2 right?

Have an array
local runeOrder = {1,2,5,6,3,4}

and instead of accessing the rune [i] data in the for-next loops , you access the data of rune [runeOrder[i]]

Would that work?
Last edited by peewee_sweden : 03-23-10 at 02:16 PM.
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Unread 03-19-10, 04:16 AM  
Recluse
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Originally posted by Prag
I'm seeing this addon disappear after two types of events it seems:
Enter Vehicle -> Mod hides itself -> Exit Vehicle -> *Mod it nowhere to be seen* Whenever my character is Mind Controlled or taken over (even something as simple as the suplex throw in H ToC 5-man). I haven't updated to the new version. Going to try that right now. Thanks for all your hard work! My absolute can't-live-without addon.
Any luck on the newest version? (I doubt it would fix these issues, though)

Hmm, if possible...
1. Can you tell me the value of your opt.show_ooc option?
2. Regardless of that option, does it stop showing up when you enter/exit the vehicle in combat, out of combat, or both?

I have a feeling it may have something to do with this. I'll look over the logic again to see if I missed something obvious. As far as the mind control... I haven't a clue why it would vanish! D= I'll do some testing/pondering for that if I get a chance.

For now, you may want to use opt.show_vehicle set to true to prevent the bug from ruining your mojo during boss fights or anything like that.
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Unread 03-14-10, 08:48 PM  
Prag
A Kobold Labourer

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I'm seeing this addon disappear after two types of events it seems:

Enter Vehicle -> Mod hides itself -> Exit Vehicle -> *Mod it nowhere to be seen*

and

Whenever my character is Mind Controlled or taken over (even something as simple as the suplex throw in H ToC 5-man).

I haven't updated to the new version. Going to try that right now. Thanks for all your hard work! My absolute can't-live-without addon.
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Unread 03-01-10, 12:36 AM  
Recluse
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Originally posted by Gurupitka
1. Is there some way to turn off new look and take old skin? (glow effect, shadow and new font isnt too much pretty )
You can download the previous version if you would like. It had the older version of the skin, and there were no major changes other than the look of the addon. I'll add an option to toggle it in the next release.

Originally posted by Gurupitka
2. Is there some way to change position of runes? I mean:
BR, BR, FR, FR, UR, UR and BR, BR, UR, UR, FR, FR
This is one of my pet peeves about the Blizzard version. There is a note on the description page where I have stated that BUF was intentional.

I am not sure why Blizzard did it, but in every part of their RuneFrame code, the order of the runes is BUF. Order of the colors is BUF. Order of Rune return types is BUF... Then, Blizzard creates a function called FixRunes, which changes the order to BFU right before display.

To me this is ridiculous and silly. BUF uses an order that is easy to recognize (RGB), and is a direct representation of the -internal- order of Blizzard runes. Due to the way that Blizzard created a workaround to use BFU, to make recRunes show them in that order, I would have to create my own code to reorganize the runes. The reason Blizzard displays them as BFU is to match the order of the talent trees in the talent window - but that does not excuse the BUF order in the RuneFrame.lua source.

I feel that if Blizzard had truly intended the runes to display as BFU, the source code would match this fact. BUF(RGB) is easier to process, at least for me. Adding in a toggle and the extra code to reorganize/compensate for a Blizzard issue, I feel is unwarranted. Perhaps if I am super bored one day I'll think about it. I know not everyone knows Lua well enough to do it, but if you like you can always change the order yourself.

Originally posted by Gurupitka
3. There is some strange bug, sometimes this addon bad indicate runes and isnt CD on this, but cant use this rune.
I'm not sure what the bug is, or how to reproduce it from your description. That a rune is not on cooldown in recRunes, but cannot be used? What kinds of situations cause the bug?
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Unread 02-27-10, 10:43 AM  
Gurupitka
A Kobold Labourer

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Hi, i love your addon. It is very simple and usefull. But...

1. Is there some way to turn off new look and take old skin? (glow effect, shadow and new font isnt too much pretty )
2. Is there some way to change position of runes? I mean:
BR, BR, FR, FR, UR, UR and BR, BR, UR, UR, FR, FR
3. There is some strange bug, sometimes this addon bad indicate runes and isnt CD on this, but cant use this rune.
Thx and gl with work about this addon

ps.:Sorry for my bad english, i hope you can understand me
Last edited by Gurupitka : 02-27-10 at 10:51 AM.
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Unread 02-26-10, 07:17 AM  
Recluse
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Originally posted by DaemonSambe
Like the mod alot, especially with the new visuals.

Do you think it's possible to modify for rogue/druid energy & combo points? As well as warrior rage & i suppose sunders?

I'm looking in to it now. The rage/energy should be fine, as it's just another form of power, but i can't tell as yet, how much would need to be changed for combo points/sunders.

If you want to think about it, great, otherwise, i'll work on it myself, and let you know.

Regards.
Well, while I can see that it might be interesting for using the code to create a frame with info for other classes, it's not something I would do personally. It sounds like a nifty idea, and perfectly plausible.
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Unread 02-24-10, 04:21 PM  
DaemonSambe
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Like the mod alot, especially with the new visuals.

Do you think it's possible to modify for rogue/druid energy & combo points? As well as warrior rage & i suppose sunders?

I'm looking in to it now. The rage/energy should be fine, as it's just another form of power, but i can't tell as yet, how much would need to be changed for combo points/sunders.

If you want to think about it, great, otherwise, i'll work on it myself, and let you know.

Regards.
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Unread 02-22-10, 10:24 PM  
Sythral
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Not a problem IMO. Thank you for moving texture and font settings to the settings lua. Makes editing it much easier
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Unread 02-22-10, 08:41 PM  
Recluse
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Sorry for delay on the new revision. Wanted to get the new skin to a stable point.
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Unread 02-03-10, 10:52 PM  
Sythral
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Originally posted by recluse
Thanks

Yeah, the issue with that is I throttled it back some more, but thought it was not too much. I'll increase the gcd updates when I release the next revision (a day or two I believe it will be).

If it bothers you too much, and you just can't wait, you can open up modules\global_cooldown.lua, and lower the number on line 30 - probably something around 0.01 or 0.005 should do the trick.
Thanks! I knew that there was some sort of update value I needed to edit but I could not find it. Thanks a ton!
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