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Updated:07-09-11 10:13 AM
Created:12-15-08 05:02 PM
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Runevolution  Popular! (More than 5000 hits)

Version: 1.5.1
by: Dagma [More]

Version 1.5.1 - Updated for game version 4.2. Just a toc update, really.

To use the options menu, instead of just text commands, you'll need some addon that provides LibDataBroker feeds. I suggest Fortress, but there are many others that would also work fine.

Runevolution is a small rune tracking addon. The intent is to provide a "stack" of your ready runes, so they pile up on your screen in the order you used them. This means your rotation is reflected in the rune positions on your screen.

Cooldowns are tracked by moving the runes towards the "stack" of ready runes. Therefore the order that runes will be ready is also available on the screen.

It is easiest to see what is going on via a movie: http://www.wegame.com/watch/Runevolution_demo_v1_0_5/

You can fiddle with positioning, size, and the distance runes on cooldown travel. Type "/runev" for details.

Commands:
/runev x # : adjust x position
/runev y # : adjust y position
/runev config : toggle configuration mode
/runev cooldown # : maximum cooldown length in rune widths
/runev size # : pixel size of runes
/runev showooc : toggle out-of-combat visibility of runes
/runev showrp : toggle visibility of runic power
/runev showback : toggle rune backgrounds
/runev fixrp : toggle fixed/floating runic power
/runev diseases : toggle display of target diseases
/runev diseasepos : move diseases below/above rune line
/runev alldiseases : show diseases cast by others
/runev reset : reset the order of runes
/runev order #,#,#,#,#,# : set order of runes; 1=far left, 6=far right
/runev hidebliz : hide the default built-in rune frame
/runev mode : set rune animation mode
/runev textures : set rune textures

Version 1.5.0 - Updated for game version 4.0.1. I'm really not sure this addon is useful anymore, given the new rune system. But here it is, anyway.

1.4.10 - Fix for occasional error on zoning in to an instance or being rezzed inside an instance, while using floating runic power number (as opposed to fixed runic power).

v1.4.6 - Bugfix for the location save error described in the comments.

v1.4.5 - Bugfixes: (1) Position saves correctly now. (2) Cooldown visibility saves correctly. (3) Some Chinese localization added.

v1.4.4 - (1) A few cosmetic bug fixes and performance tweaks. (2) Added shift-right-click method of toggling on/off specific diseases, debuffs, and buffs. Enter custom layout mode to use. Added a number of standard spells: Horn of Winter, Gargoyle, Unholy Strength, Freezing Fog, Killing Machine. Each can be toggled on/off and moved within the custom layout.

v1.4.3 - Minor rune error bugfix. After too much boss dummy smacking, managed to replicate it. There is still a rare and hard to replicate cosmetic bug, in which the ready runes are offset incorrectly. When I can manage to reliably replicate this error, I'll get it fixed. But seems playable, now.

v1.4.2 - Sure frame rate fix. Lots of internal optimizations, including a new algorithm for tracking runes. Much nicer on memory now. Handles death more elegantly than before. Another attempt at disease localization.

v1.4.0 - Fixed a memory leak. Also added a custom layout mode that allows you to specify arbitrary arrangements and cooldown paths, by dragging around a set of anchors. Choose custom mode and turn on configuration mode to arrange.

v1.3.1 - Possible disease tracking localization fix. I can't test localization, so users of non-English clients will have to let me know if disease tracking works for them, now. Archive should work with WoWI Updater, now.

v1.3.0 - Added multiple rune textures. Fixed runic power state now centers the runic power and disables the white marker bar.

v1.2.0 - Runes can animate in a number of directions and configurations, now. Data Broker plug-in allows easier access to options.

v1.1.1 - A few minor cosmetic fixes; updated disease tracking for patch 3.1; no more annoying Howling Blast cooldown icon.

v1.1.0 - Finally fixed all the problems with odd spaces between runes, frozen runes, jumbled runes, etc. For the record, Blizzard's event system for runes was at fault, so I had to stop relying upon it, to fix the addon. Instead, the addon now polls the runes constantly. This will create a small performance hit, but I haven't noticed it on my system.

v1.0.7 - Two new options. (1) /runev alldiseases: toggle showing/hiding diseases cast by other death knights. (2) /runev hidebliz: hide the default built-in rune frame.

v1.0.6 - Bugfix: rune cloning on death is gone now. That was a weird one. Now feature: can toggle disease runes to appear below or above the rune line. Use "/runev diseasepos" to toggle.

v1.0.5 - Added optional display of diseases on target (Frost Fever and Blood Plague), as well as Unholy Blight on player.

v1.0.4 - New: (1) Optional dark outlines for the runes, to enhance visibility. (2) "/runev fixrp" to lock runic power display at far left. Bugfix: Runes now hide when hiding UI (alt-Z).

v1.0.3 - Bugfix: postion of runic power updates without UI reload now. Current values of settings show when using /runev.

v1.0.2 - Added optional runic power display on far left of runes. Added minor rune pulse when cooldown finishes.

v1.0.1 - Added option to hide runes when out of combat. Toggle with "/runev showooc". Also some minor bug fixes and code refinements. "/runev reset" much more effective now.

v1.0.0 - Initial release
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Unread 01-01-09, 04:57 PM  
Castle
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Originally posted by Dagma
THis was happening on death and some other cases that forced the character to re-enter the world. It should be fixed now.
Very nice work, love the mod, keep it up. : )
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Unread 01-01-09, 01:00 PM  
Dagma
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Originally posted by Castle
Seems as though 1.0.5 is borked, and making a double copy of itself, overlapping and not functioning, 1.0.4 still good though.
THis was happening on death and some other cases that forced the character to re-enter the world. It should be fixed now.
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Unread 01-01-09, 11:37 AM  
Dagma
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Originally posted by Castle

Question: What lines in the lua can I edit, to move the disease timers UP above the runes? Instead of below, how they are now.
I put this option in my new version (1.0.6). So it'll be in the next version I upload.
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Unread 12-31-08, 06:21 PM  
Castle
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Love the disease timer you added, but

Question: What lines in the lua can I edit, to move the disease timers UP above the runes? Instead of below, how they are now.

Thanks.
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Unread 12-31-08, 12:03 AM  
Castle
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Seems as though 1.0.5 is borked, and making a double copy of itself, overlapping and not functioning, 1.0.4 still good though.
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Unread 12-30-08, 06:10 PM  
rahven32
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Thanks a ton for adding the diseases! I've been searching for a way to show them and all the timer bars just did way to much for what i wanted. Was one of the things I liked about runewatch but just didnt like the look of the addon. Now if they would just approve your upload so i can update!
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Unread 12-30-08, 12:28 PM  
Dagma
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Originally posted by DaemonSambe
I think the available runes should immediately shift to the left, then the used runes can travel back to fill the space.
I'm not likely to get around to such a change anytime soon. It would require a deep rewrite, and I wouldn't find it useful, myself. So while I might get around to this at some point, don't hold your breath. Sorry.
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Unread 12-30-08, 12:26 PM  
Dagma
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Originally posted by Castle
Can you add an option for making the runes Darker? In light areas, or during alot of AOE and graphical nonsense being thrown around, I cannot see my runes half the time.
Doesn't the current version already do this? I think it does.
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Unread 12-29-08, 11:47 PM  
Castle
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Can you add an option for making the runes Darker? In light areas, or during alot of AOE and graphical nonsense being thrown around, I cannot see my runes half the time.

Thanks.
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Unread 12-26-08, 11:44 PM  
DaemonSambe
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While i do like the overrall idea of the mod, and the way used runes travel, i do have an issue with the placement,

I find it offputing, the way the available runes do not reposition themselves, until the used runes are finished on cooldown. I think the available runes should immediately shift to the left, then the used runes can travel back to fill the space.

For some reason, the way it works now,bugs the life out of me, and i've been avoiding using the mod for that reason.

Regards,

Daemon Sambe
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Unread 12-26-08, 03:57 AM  
icemeph
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Originally posted by Sentient
Very nice idea, I love the looks and implementation.

One question, is it supposed to hide the blizzard rune frame, 'cause mine is still showing.

Thanks
Easy, just edit line 66 to 69:
Code:
local _,engClass = UnitClass("player")
if engClass ~= "DEATHKNIGHT" then
  return
 else
  RuneFrame:Hide()
end
so long and merry xmas
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Unread 12-24-08, 07:05 PM  
TeHCoq
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Best rune mod out there but there are a couple problems I'd like to point out:

I've found that every time I am riding/running around, and a mob aggros me, the runes displace themselves.

There should be a toggle for how visible the runes are. In light areas I can hardly see the runes.

Lastly, you should also be able to toggle whether or not the runes travel to the left like they do when they are on cooldown. I kinda liked the way the default ones stayed in their place and had a circular cooldown.

Otherwise, wonderful mod.
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Unread 12-22-08, 05:37 PM  
Sentient
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Originally posted by Dagma
It is NOT supposed to hide the default Blizzard rune frames.

That is probably a very easy option to add, though. If so, I'll add it in a later version.
Not a huge issue, I can probably find a way to hide those, just it would make it a lot easier if this covered that part

Thanks in advance
Last edited by Sentient : 12-22-08 at 05:37 PM.
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Unread 12-22-08, 04:36 PM  
Dagma
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Originally posted by Sentient
One question, is it supposed to hide the blizzard rune frame, 'cause mine is still showing.
It is NOT supposed to hide the default Blizzard rune frames.

That is probably a very easy option to add, though. If so, I'll add it in a later version.
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Unread 12-22-08, 04:35 PM  
Dagma
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Originally posted by Theondry
Can you change the way the stuff is displayed so that when I remove everything from the screen via ALT-Z (like for screenshots and stuff), the display of the runes and rune power also goes away?
That's news to me. I'll see if it's an easy fix.
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