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BadKitty  Popular! (More than 5000 hits)

Version: 2.5.8
by: MeisBarry [More]

BadKitty is a debuff tracker for Feral Druids. Originally designed to accurately track Mangle's remaining time regardless of how many Ferals or Arms Warriors were in the raid, it has grown to track all buffs, debuffs, and cooldowns important to every cat (and bear) who cares about their damage output.

Savage Roar, Mangle, Weakened Blows, Savage Defense, Rip, Rake, Tiger's Fury, Berserk, Might of Ursoc, Omen of Clarity and Predator's Swiftness are all tracked and take into account any overlapping debuffs that may exist in your group or raid.

In both Cat and Bear Forms, two options are available for you. A small bar frame akin to many simliar mods, and a unique 'warning' frame that displays on your screen images of any buff or debuff that will soon need your attention. These two options can be used independently or simultaneously. Color, texture, and opacity options are available for these as well.

If you have any errors, questions, comments, or suggestions, put them in the comments here, or come bug me on Gul'dan! I try to improve BadKitty when I can, so your words will not fall on deaf ears. Happy Shredding!

-Anatinus

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Unread 08-10-09, 01:01 PM  
pär
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huge dps boost

NOTE TO FERALS: If you're not using this and/or FaceMauler or FeralByNight you are literally screwing yourself out of hundreds and hundreds of dps, and dramatically disadvantaging your raid as a result. I thought I was good, this mod helped me understand that I was not, and helped me learn how to continually strive for excellence and superior feral dps.



This mod coupled with FaceMauler took me from being a mediocre dps'er to regularly taking top 3 slots, even when doing my best to ensure I was using Innervate and Rebirth to the absolute maximum benefit of the raid.

Feral dps is way too complicated right now to disregard using a mod such as this.

Excellent work.

If I had a wish-list it would be for notifications of when applicable dps-boosting buffs/debuffs such as 5 Sunders, Shattering Throw etc are and are not available.

Thank you very very much for making this mod. It tremendously helped me, which got me a stellar reputation in my guild and on the server. I also gave you a shout-out in my new guild promo / Ulduar cinematic movie (on XT Deconstructor) that should be out in a day or two, entitled 'Fun In Ulduar'.

Look for it at http://www.warcraftmovies.com/pv.php?t=3&l=parl2001
Last edited by pär : 08-10-09 at 01:07 PM.
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Unread 08-10-09, 01:38 PM  
MeisBarry
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Re: huge dps boost

Thank you pär, hearing stories like this is what makes the work all worthwhile.
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Unread 08-11-09, 03:42 AM  
Listra
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How nice of you to post it here too, rather than only on curse. This is a far better site to search and comment on add-ons, and your addon belongs here
Thank you for your work!
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Unread 08-11-09, 07:05 PM  
Zdouse
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Originally posted by Listra
How nice of you to post it here too, rather than only on curse. This is a far better site to search and comment on add-ons, and your addon belongs here
Thank you for your work!
I asked for it!
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Unread 08-12-09, 02:22 AM  
Pyrates
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Thanks a lot, it's a good addon

Although, I'm not quite satisfied with the looks, so I'd like to hack around a bit. If there's anything you could tell me about that (e.g, where I could change the texture, or where in the code the bars are actually constructed), that would surely help me out, I'll have a steep learning curve before me
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Unread 08-12-09, 02:28 PM  
MeisBarry
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@Pyrates

The bar texture is changeable now in the options menu.

In BadKitty.lua, near the bottom somewhere, there's a function called BadKitty_Setup(). This is a monsterly disgusting function that runs whenever something about the interface is changed. It updates everything.

BadKitty2.xml constructs all of the frames (excluding the options frame). That's probably what you want.

BadKittyOptions.xml and .lua give it all of it's options. BadKittyOptions.lua has a function called BadKitty_Colorize() that controls the colors of the bars. You shouldn't have to mess with that, though, since you can use the options interface for that.

BadKittyWarnings.lua is what changes the background color of the bar frame when you are out of range, etc. You shouldn't need to touch that, either.

I'm not going to lie; BadKitty's code is messy, as I was learning lua when I first wrote it. I've rewritten a large portion of it since then, not to mention added a lot, but as a result it's a lot uglier than it would be if I wrote it again today.

I know where everything is, so if you have any specific questions I can probably direct you to the correct lines.
Last edited by MeisBarry : 08-12-09 at 02:28 PM.
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Unread 08-20-09, 03:09 AM  
Pyrates
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Thanks for your answer I'm a bit delayed, my graphics card bailed out, so I hope I can still ask questions. If that's to annoying, just ignore me and I'll stop.

When one opens the configuration screen, the bar texture is reverted to the default one. Is this intended? Should I file a bug report?

Now, I tried changing stuff in BadKitty2.xml to see what happens, but none of the changes ever did anything (yes, I did reload the interface). So, what whould I have to do to change the height of the "Savaging Roar" bar to, say, 30 instead of 15? I can't really identify the bar, and changing some 15's that looked like they control some heights of bars to 30's didn't do anything.

Where are the buttons? I see the lines in BadKitty2.xml, but all seem to have the manaburn image (which isn't true), and changing their dimensions (or trying to have some offset) also didn't do anything.
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Unread 08-20-09, 06:20 PM  
MeisBarry
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The reason you can't find those things in the XML is because they are variable.

Every warning texture defaulted to the manaburn/clearcasting texture as a placeholder. Since BadKitty allows the ability to change the order of the warning icons, each one in the XML is generated and given a number instead of a name. Then, once everything loads, cooldowns/textures are applied based on the order chosen by the user.

Same goes for the bars.

If you give me a little bit, I can tell you how to quickly hack together something that lets you control individual bars, etc. I forget the variable names, so I'll have to go look.

Bar texture shouldn't reset. I'll take a look at it.
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Unread 08-20-09, 06:30 PM  
MeisBarry
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Ok...

You can change SR's bar height with these lines of code:

BadKittyCatSR:SetHeight(x) --where x is pixels.
BadKittyCatSR:SetPoint("TOP",BadKittyFrame, "TOP",0,y) --where y is the vertical offset from the top of the bar frame, positive is up.

This is a pretty ugly hack, since you'll have to put it at the end of BadKitty_Setup() so it overrides whatever settings were given. The SR bar should be the bottom bar you have visible, so that you don't end up with an empty spot in the frame. If you want the SR bar at the bottom anyway, you can skip the second line, since the bar will grow downwards.

I haven't tested this. But if you put it at the bottom of BadKitty_Setup() it should work.
Last edited by MeisBarry : 08-20-09 at 06:31 PM.
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Unread 08-22-09, 03:34 PM  
Pyrates
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Thanks for your answer I spent quite some time on this, found out some more on my own, and it's starting to look the way I want it. I can't find out some things, so maybe you can hint me once more:
  1. The bars are colored alright. But I'd like a background, so that an empty bar is actually black, and if it's full, it should have it's normal color. And a half full bar should have half of it's color and half black. (Is that understandable? I don't mean fading or something like that, just that the half the bar is colored normally and half the bar is colored black, if the bar is half full.)
  2. The KittyBarCat Frame has a grey background, how can I make that vanish?
  3. Offsets aren't working. I do have (e.g.) the following now:
    Code:
    <Frame name="BadKittyCatIcon3">
    			<Size>
    				<AbsDimension x="15" y="15" />
    			</Size>
    			<Backdrop bgFile="Interface/Icons/Spell_Shadow_ManaBurn" tile="false">
    			</Backdrop>
    			<Anchors>
    				<Anchor point="BOTTOMRIGHT" relativepoint="BOTTOMLEFT" relativeTo="BadKittyFrameBar3"/>
    			</Anchors>
    		</Frame>
    but I'd like to move the bar a bit to the right, relative to the icon. I inserted

    Code:
    <Offset>
    <AbsDimension x="6" y="0" />
    </Offset>
    directly before the closing </Anchors>, but that didn't work.
  4. The text that shows the energy or the time left is in the bottom right of the bar. I'd like that in the top right. I tried putting in Anchors, Offset, justifyV="top", but nothing worked.

Ok, that's more than once Still feel free to ignore me, thanks anyways!
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Unread 08-22-09, 05:41 PM  
MeisBarry
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25 lines into the XML is where you can change the grey frame background. Change the 'a' value to 0. After that, go into BadKittyWarnings.lua and change the 4th value in the SetTexture() calls in BadKittyWarning_Clear() as well. If you don't use the BadKittyWarnings 'module' (which is what makes the background change colors), then you can just comment that whole file out instead.

For your #1, the statusbars don't have a background the way I set it up. This is where more screwing with the XML happens.

In EACH StatusBar:

<Layers>
<Layer level="BACKGROUND">
<Texture name="$parent_Background" setAllPoints="true"/>
</Layer>
</Layers>

If you want to add the background to a single bar, or have multiple bars with different color backgrounds, stick this in BadKitty_Setup() somewhere with the the appropriate name:

BadKittyCatSR_Background:SetTexture(r,g,b,a)

If you want all bars to have the same background color, it's easier than doing this for every bar. But I don't know why you'd do that, so I won't type it out now.

Most of those other adjustments will have to be made on the lua end, either in BadKitty_Setup() or in the main update loop somewhere, along these same lines.


Again, haven't tested any of this. And this is a little rushed, so if what I said made no sense, just ask for clarification
Last edited by MeisBarry : 08-22-09 at 05:44 PM.
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Unread 08-23-09, 10:55 AM  
Pyrates
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I'm very close, you set me on the right tracks I've set the text of the bars I use to "", e.g I have

Code:
BadKittyCatSRText:SetText("")
Then I put the following to the end of BadKitty_Setup (after making the background modification for each bar in BadKitty2.xml):

Code:
BadKittyFrameBar1:SetHeight(4)
BadKittyFrameBar1_Background:SetTexture(0,0,0,1)
BadKittyFrameBar1Secs:SetPoint("TOPRIGHT",BadKittyFrameBar1,"TOPRIGHT",0,15)
BadKittyCatIcon1:SetPoint("BOTTOMRIGHT",BadKittyFrameBar1,"BOTTOMLEFT",-5,0)
Now Bar 1 looks great! I've copied that for all the other bars and 2 bear bars (I only use 2), but now 2 things happen:
  1. Only bars 1,3,9 look good. For all the others, the icon is scaled to height 4 and not moved to the left.
  2. Shred Count doesn't work anymore, it keeps showing "3" with a full bar

Can you see what causes this?

Also, I put

Code:
BadKittyFrame_Background:SetTexture(1,0,0,0)
BadKittyBear_Background:SetTexture(1,0,0,0)
At the very end of this function, which only works if I reload the interface _after_ I switched forms. When I switch form, the background is grey again (I've made the change to BadKitty2.xml as you said, too).

As a last question, do you have a quick way to make some space between the bars? I've tried positioning them via

Code:
BadKittyFrameBar3:SetPoint("TOPRIGHT",BadKittyFrame,"TOPRIGHT",0,-50)
But that didn't do anything (actually, it would be nice to position them more freely anyways, since I'd like to have 2 or 3 columns...). I also tried the xml, but only shortly, because so much else doesn't work from it

Thanks again, I hope I can show you a nice screenshot soon
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Unread 08-27-09, 11:00 AM  
Pyrates
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Yay I did it It sure felt hacky, but nobody's probably interested in details, so I'll just leave you a screenshot:




Thanks a lot for all your help! I'll have to think about sizes and positioning now, but that shouldn't be a problem at all

(e) Edited in a second image, that's what I'll be using now
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Last edited by Pyrates : 08-27-09 at 01:20 PM.
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Unread 08-29-09, 12:52 PM  
MeisBarry
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Wow, very well done. Not something I'd be able to use personally (space is a premium when you play on a 15'' 1024x768...yes I'm serious), but it looks much, much nicer than the condensed design I ship it with.

Good work
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Unread 09-19-09, 06:32 AM  
Burphel
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Would it be possible to set up BK so it only activates in party/raid situations? Solo, very few things live past one set of combo points for me, and even in 5-mans, most things go down too fast for it to be really useful. Of course, I couldn't live without it on raid nights .
Last edited by Burphel : 09-19-09 at 06:34 AM.
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