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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 10-23-09, 10:17 AM  
Dagma
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Sorry, that's not going to happen. The point of the addon is to have the runes change relative positions. It's the unique innovation that makes it so valuable for understanding rotations. Once you take that away, it'd be like every other rune addon.

If you need the notifications for abilities and disease timers, I recommend TellMeWhen---it can replicate all of that functionality, and then you can have the ability icons with any other rune addon you like.
Originally posted by Chigerian
I totally love this addon there is just one more thing I need from it.

Basically I dont want the runes to move at all and for them to stay in the releative positions even when used. I have it set custom so there is no cooldown path but the runes still switch places when they are on cooldown.
Last edited by Dagma : 10-23-09 at 10:19 AM.
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Unread 10-28-09, 03:44 PM  
Helsling
A Kobold Labourer

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1. Runevolution-1.4.10\Runevolution.lua:790: RunevolutionFrameContainer:SetPoint(): Couldn't find region named '(null)'
Runevolution-1.4.10\Runevolution.lua:790: in function `Runevolution_CreateFrames'
Runevolution-1.4.10\Runevolution.lua:769: in function `Runevolution_OnEvent'
<string>:"*:OnEvent":1: in function <[string "*:OnEvent"]:1>
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Unread 10-29-09, 08:32 AM  
Dagma
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Did you delete your saved variables? You will have to be a better communicator, if you want help.
Originally posted by Helsling
1. Runevolution-1.4.10\Runevolution.lua:790: RunevolutionFrameContainer:SetPoint(): Couldn't find region named '(null)'
Runevolution-1.4.10\Runevolution.lua:790: in function `Runevolution_CreateFrames'
Runevolution-1.4.10\Runevolution.lua:769: in function `Runevolution_OnEvent'
<string>:"*:OnEvent":1: in function <[string "*:OnEvent"]:1>
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Unread 11-09-09, 05:25 PM  
Helsling
A Kobold Labourer

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Originally posted by Dagma
Did you delete your saved variables? You will have to be a better communicator, if you want help.
I did. Deleted my whole WTF too folder and still doesn't work.
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Unread 02-14-10, 02:23 AM  
subtext
A Kobold Labourer

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Getting this message spammed over and over when I log in

Message: Interface\AddOns\Runevolution\Runevolution.lua:1080: attempt to index field '?' (a nil value)
Time: 02/14/10 09:20:55
Count: 1
Stack: Interface\AddOns\Runevolution\Runevolution.lua:1080: in function `Runevolution_UpdateRuneTypes'
Interface\AddOns\Runevolution\Runevolution.lua:616: in function `Runevolution_OnEvent'
[string "*:OnEvent"]:1: in function <[string "*:OnEvent"]:1>

Locals: (for index) = 1
(for limit) = 6
(for step) = 1
i = 1
rtype = 1
_ = 0
_ = 10
ready = true
texture = "Interface\Addons\Runevolution\Blood.blp"

Deleting SavedVariables doesnt fix it
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Unread 02-14-10, 08:37 PM  
Dagma
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I can't replicate this error. Judging from where the error is occurring, I suspect your texture files are missing/corrupt. Try reinstalling completely? That's all I can think of.
Originally posted by subtext
Getting this message spammed over and over when I log in

Message: Interface\AddOns\Runevolution\Runevolution.lua:1080: attempt to index field '?' (a nil value)
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Unread 03-15-10, 11:33 PM  
subtext
A Kobold Labourer

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Its weird, I consistently get it now, the error, every time I log in.

But if i just type /rl after i log in (reload ui) it goes away and everything works fine
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Unread 03-26-10, 05:44 PM  
Ookami.kun
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As of the last patch (3.3.3) as soon as I log in I get the following three errors:

Code:
Date: 2010-03-25 01:21:28
ID: -9
Error occured in: Global
Count: 1
Message: ..\AddOns\Runevolution\Runevolution.lua line 1080:
   attempt to index field '?' (a nil value)
Debug:
   [C]: ?
   Runevolution\Runevolution.lua:1080: Runevolution_UpdateRuneTypes()
   Runevolution\Runevolution.lua:616: Runevolution_OnEvent()
   [string "*:OnEvent"]:1:
      [string "*:OnEvent"]:1
AddOns:
Code:
Date: 2010-03-25 01:21:30
ID: -7
Error occured in: Global
Count: 1
Message: ..\AddOns\Runevolution\Runevolution.lua line 1163:
   attempt to index field '?' (a nil value)
Debug:
   [C]: ?
   Runevolution\Runevolution.lua:1163: Runevolution_UpdateRunePositions()
   Runevolution\Runevolution.lua:1444: Runevolution_OnUpdate()
   [string "*:OnUpdate"]:1:
      [string "*:OnUpdate"]:1
AddOns:
Code:
Date: 2010-03-25 01:21:32
ID: -5
Error occured in: Global
Count: 8
Message: ..\AddOns\Runevolution\Runevolution.lua line 1532:
   attempt to compare number with nil
Debug:
   [C]: ?
   Runevolution\Runevolution.lua:1532: Runevolution_OnUpdate()
   [string "*:OnUpdate"]:1:
      [string "*:OnUpdate"]:1
AddOns:
Thanks for your time and work on this.
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Unread 03-27-10, 09:41 AM  
Dagma
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I can't replicate this error yet.

Judging from the locations of your errors, something is messing up the creation of the rune frames (the graphical elements). So when the code tries to index them, it can't find them and throws those errors. But it's not happening on my system---the addon is still working fine for me.

Can you try disabling all other addons and see if it's maybe a conflict of some kind? I don't have any other ideas, yet.
Originally posted by Ookami.kun
As of the last patch (3.3.3) as soon as I log in I get the following three errors:
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Unread 04-04-10, 01:59 PM  
Popidge
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Thumbs up I love this addon

This addon is by far the best DK Rune addon i've ever used. It's so simple, yet works so efortlessly. The relative positions really make planning out your next few GCD's easy, and it's built in Disease and Proc timers are amazing! It's the linchpin of my Death Knight UI, and it should be for yours too!

Just a couple of suggestions - Could you possibly add timers for more Procs?
Specifically;
Desolation (Unholy, 30-point talent)
Unholy Force (Sigil of Virulence str proc)
Unholy Might (Tier 9 2 piece bonus str proc)
Advantage (Tier 10 4 piece bonus damage proc)

Also, Death's Choice and Deathbringer's Will Trinket Procs would be nice, as they're immensely popular amongst DK DPS right now.

Of course they're only the DPS procs, let alone all the tanking ones (Blade Barrier, Evasion [T9 Sigil] etc).

I understand this brings up the problem of space, but you could use a dynamic right-hand proc section, where instead of each proc having it's own defined space, upon activation, a proc/aura is given the lefthand-most spot of the section. If another proc comes along, then it can be put immediately next to it (or, you could order them by time remaining, so that procs that are close to running out are farthest right, whilst ones with more time on are further left)

Once again, Thanks for this epic addon! I can't play my DK without it nowadays!
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Unread 04-04-10, 09:05 PM  
Dagma
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Re: I love this addon

Yeah, the buff list is way behind the state of the game. A couple of short term solutions:

(1) If you are willing to edit the Runevolution.lua file, you can add and remove buffs from the addon yourself. Search for the "RunevolutionDiseaseList" list near the top of the file. Modify those entries, and you can add anything.

(2) What I do now is just use TellMeWhen. It can be positioned so its icons are near the runes, and it frankly tracks better than my code does.

In the medium-term, I plan to make it so you can right-click each buff icon in custom mode and set every detail about which buff is tracked in that spot.

Originally posted by Popidge
This addon is by far the best DK Rune addon i've ever used. It's so simple, yet works so efortlessly. The relative positions really make planning out your next few GCD's easy, and it's built in Disease and Proc timers are amazing! It's the linchpin of my Death Knight UI, and it should be for yours too!

Just a couple of suggestions - Could you possibly add timers for more Procs?
Specifically;
Desolation (Unholy, 30-point talent)
Unholy Force (Sigil of Virulence str proc)
Unholy Might (Tier 9 2 piece bonus str proc)
Advantage (Tier 10 4 piece bonus damage proc)

Also, Death's Choice and Deathbringer's Will Trinket Procs would be nice, as they're immensely popular amongst DK DPS right now.

Of course they're only the DPS procs, let alone all the tanking ones (Blade Barrier, Evasion [T9 Sigil] etc).

I understand this brings up the problem of space, but you could use a dynamic right-hand proc section, where instead of each proc having it's own defined space, upon activation, a proc/aura is given the lefthand-most spot of the section. If another proc comes along, then it can be put immediately next to it (or, you could order them by time remaining, so that procs that are close to running out are farthest right, whilst ones with more time on are further left)

Once again, Thanks for this epic addon! I can't play my DK without it nowadays!
Last edited by Dagma : 04-04-10 at 09:06 PM.
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Unread 04-13-10, 04:25 PM  
DiDi
A Kobold Labourer

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Rune cooldown to Anchor?

Hey there, thanks for this great addon!

I have a question:
i've set my Runes, per custom mode, as a Bar a bit beneath my Char, but let the Anchor stay in the middle of the screen. The Cooldown is a straight line from over the runes downwards.

As I was playing I suddenldy got irritated because there were some of the Runecooldown-Symbols moving UP and not down as I wanted them, so I kept an eye on it.
I found out, that after finishing the cooldown and moving all the way down to my Runebar, the "shadowy" Runes from the Cooldown go up again until they reach the position the Anchor(red cube) of the Addon is. (The Symbol for the ready Rune shows up, so no problem with this.)

Is this intended and when, is there a way to not show them? I find it highly irritating, as they move against the "real" Runecooldown-Symbols.
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Unread 04-13-10, 07:20 PM  
Dagma
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Re: Rune cooldown to Anchor?

I haven't seen that bug before. Actually, I haven't understood yet what the runes are doing, to be honest. Can you try explaining again, or maybe link to a movie of the problem?

I'm going to have to rewrite this thing quite a lot for the DK rune changes that coming with Cataclysm. So if we can figure out what the problem is here, I can get it fixed at the same time.
Originally posted by DiDi
Hey there, thanks for this great addon!

I have a question:
i've set my Runes, per custom mode, as a Bar a bit beneath my Char, but let the Anchor stay in the middle of the screen. The Cooldown is a straight line from over the runes downwards.

As I was playing I suddenldy got irritated because there were some of the Runecooldown-Symbols moving UP and not down as I wanted them, so I kept an eye on it.
I found out, that after finishing the cooldown and moving all the way down to my Runebar, the "shadowy" Runes from the Cooldown go up again until they reach the position the Anchor(red cube) of the Addon is. (The Symbol for the ready Rune shows up, so no problem with this.)

Is this intended and when, is there a way to not show them? I find it highly irritating, as they move against the "real" Runecooldown-Symbols.
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Unread 04-14-10, 03:36 AM  
DiDi
A Kobold Labourer

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Hey, thanks for the fast reply. I made a video for you to see the thing I mean.

Runevolution Test

As you can see the Cooldown-Runes move diagonal up to the center before finishing the cooldown. I showed my config at the beginning to show you that the Anchor is at the point the Runes seem to move to.

btw. Is there a possibility to reset the Runes after combat? Like "/runev reset" does? I just like my UI to look cleaned up and all
If I have to change something in the .lua just tell me, I'm a bit into it
Thanks for your work, I really appreciate your support for me here.

DiDi
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Unread 04-14-10, 09:39 AM  
Dagma
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Thanks for the vid. I'm not likely to get to this until the weekend, at earliest, but I've seen it and it's on my radar.
Originally posted by DiDi
Hey, thanks for the fast reply. I made a video for you to see the thing I mean.

Runevolution Test

As you can see the Cooldown-Runes move diagonal up to the center before finishing the cooldown. I showed my config at the beginning to show you that the Anchor is at the point the Runes seem to move to.

btw. Is there a possibility to reset the Runes after combat? Like "/runev reset" does? I just like my UI to look cleaned up and all
If I have to change something in the .lua just tell me, I'm a bit into it
Thanks for your work, I really appreciate your support for me here.

DiDi
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