Go to Page... |
Updated: | 07-09-11 10:13 AM |
Created: | 12-15-08 05:02 PM |
Downloads: | 30,392 |
Favorites: | 139 |
MD5: |
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
Comment Options |
Dagma |
View Public Profile |
Send a private message to Dagma |
Find More Posts by Dagma |
Add Dagma to Your Buddy List |
10-28-09, 03:44 PM | |
A Kobold Labourer
Forum posts: 0
File comments: 8
Uploads: 0
|
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> |
|
Helsling |
View Public Profile |
Send a private message to Helsling |
Find More Posts by Helsling |
Add Helsling to Your Buddy List |
10-29-09, 08:32 AM | ||
|
Did you delete your saved variables? You will have to be a better communicator, if you want help.
|
|
|
Dagma |
View Public Profile |
Send a private message to Dagma |
Find More Posts by Dagma |
Add Dagma to Your Buddy List |
11-09-09, 05:25 PM | ||
A Kobold Labourer
Forum posts: 0
File comments: 8
Uploads: 0
|
|
|
|
Helsling |
View Public Profile |
Send a private message to Helsling |
Find More Posts by Helsling |
Add Helsling to Your Buddy List |
02-14-10, 02:23 AM | |
A Kobold Labourer
Forum posts: 0
File comments: 6
Uploads: 0
|
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 |
|
subtext |
View Public Profile |
Send a private message to subtext |
Find More Posts by subtext |
Add subtext to Your Buddy List |
02-14-10, 08:37 PM | ||
|
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.
|
|
|
Dagma |
View Public Profile |
Send a private message to Dagma |
Find More Posts by Dagma |
Add Dagma to Your Buddy List |
03-15-10, 11:33 PM | |
A Kobold Labourer
Forum posts: 0
File comments: 6
Uploads: 0
|
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 |
|
subtext |
View Public Profile |
Send a private message to subtext |
Find More Posts by subtext |
Add subtext to Your Buddy List |
03-26-10, 05:44 PM | |
|
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: |
|
Ookami.kun |
View Public Profile |
Send a private message to Ookami.kun |
Find More Posts by Ookami.kun |
Add Ookami.kun to Your Buddy List |
03-27-10, 09:41 AM | ||
|
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.
|
|
|
Dagma |
View Public Profile |
Send a private message to Dagma |
Find More Posts by Dagma |
Add Dagma to Your Buddy List |
04-04-10, 01:59 PM | |
A Kobold Labourer
Forum posts: 0
File comments: 1
Uploads: 0
|
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! |
|
Popidge |
View Public Profile |
Send a private message to Popidge |
Find More Posts by Popidge |
Add Popidge to Your Buddy List |
04-04-10, 09:05 PM | ||
|
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.
Last edited by Dagma : 04-04-10 at 09:06 PM.
|
|
|
Dagma |
View Public Profile |
Send a private message to Dagma |
Find More Posts by Dagma |
Add Dagma to Your Buddy List |
04-13-10, 04:25 PM | |
A Kobold Labourer
Forum posts: 1
File comments: 6
Uploads: 0
|
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. |
|
DiDi |
View Public Profile |
Send a private message to DiDi |
Find More Posts by DiDi |
Add DiDi to Your Buddy List |
04-13-10, 07:20 PM | ||
|
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.
|
|
|
Dagma |
View Public Profile |
Send a private message to Dagma |
Find More Posts by Dagma |
Add Dagma to Your Buddy List |
04-14-10, 03:36 AM | |
A Kobold Labourer
Forum posts: 1
File comments: 6
Uploads: 0
|
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 |
|
DiDi |
View Public Profile |
Send a private message to DiDi |
Find More Posts by DiDi |
Add DiDi to Your Buddy List |
04-14-10, 09:39 AM | ||
|
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.
|
|
|
Dagma |
View Public Profile |
Send a private message to Dagma |
Find More Posts by Dagma |
Add Dagma to Your Buddy List |