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Updated: | 07-23-11 06:09 PM |
Created: | 10-23-10 01:08 AM |
Downloads: | 5,715 |
Favorites: | 29 |
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A set of basic buff bars using SecureAuraHeaderTemplates, so it is possible to click off buffs.
This, is something I coded for my own personally use and as such, there are only some very basic configuration options in the lua file. However, most users with very basic lua skills (or who are willing to experiment) should be able to configure this how they please without any issues.
Unfortunately, as Blizzard has been dragging their feet finalizing the template there are a few bugs that are out of my hands. Both sorting, and temporary enchants are buggy. Until Blizzard fixes their typos, and adds better support this is unfortunately what you get.
This includes support for poisons on throwing weapons. Looking through blizzard's code they specifically work with the first two slots, but not the third. So if anyone can find actual proof that it's possible using the SecureTemplate, and that they can be clicked off in combat feel free to pass that along to me.
**As of v1.2 I have added a variable named "updateFrequency" to the options at the top of the lua file which defaults to 0.1. Lowering the value will make the bar empty more smoothly if you are really bothered by the default. Alternatively, you can also raise the value to lower CPU usage at the cost of the bar emptying in chunks if you (like me) don't mind that.**
**v1.6 will throw off the positioning values from previous versions . To be able to use your old values you can type "/script print(GetCVar("uiScale"))" into your chat box and then multiply your old value of barScale by the number outputted by the script. This will make it look exactly like it did before.**
Thanks to sigg for his post. I was being lazy and delaying my dig into Blizzard's code until they had fixed all the bugs, but his post did all the hard work for me in that regard so I decided to update.
Oh and Shadowed, for which I first based my buff bars on a very long time ago.
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Dhaern |
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talchas |
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Blt |
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shane3547 |
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Blt |
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12-02-10, 08:18 AM | |
A Murloc Raider
Forum posts: 6
File comments: 397
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This looks like a wonderful replacement for Elkano Buff Bars.
Sorry for the noob question, but may I ask how to edit the lua to: - Make only the buff bars lesser in width (while leaving debuff bars long). - Hide the buff names (but leave the debuff names and all timers still showing) My monitor isn't very wide so I'd love to compress the buffs a bit more.
Last edited by Aisenfaire : 12-02-10 at 08:32 AM.
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Aisenfaire |
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11-03-10, 10:41 PM | |
A Kobold Labourer
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Take your time, I appreciate that you're looking into it!
I mean it, yours is the only buff mod that currently does exactly what I want and need it to do (display buffs as bars with text and time remaining, right-clickable in combat). I'm not going to complain about a few mildly inconvenient tweaks. |
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rach3l |
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11-03-10, 08:41 PM | |
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I actually prefer the buffs the same way, but unfortunately for now there isn't really anything I can do about it. The sorting is bound by what blizzard supplies me, so I can't do anything to move the timer-less buffs around. If they add the ability to do that, you can be sure i'll update it right away.
The reason the buffs don't get sorted properly is because it currently separates self buffs from buffs given by other players. Unfortunately again, until Blizzard fixes things not much I can do. However I will upload another version in the next little while that will fix a few things and get code in place to add support for that, even if it won't work for now. Edit: Hmm, the buff separation issue might be another issue of Blizzard saying one thing, but the code being something else. I might actually be able to fix that. Also, thinking about it I might be able to add a really lame workaround to reorder the buffs without timers too. Consolidated buffs aren't meant to be used that way, but it might just work... Edit2: Ahh, while the problem with the separation is that it tells you to supply a number and it treats it like a boolean, it does actually check to make sure you are supplying it with a number. Making sure it is broken... As for the timerless buffs, the idea is basically to consolidate all buffs that have more than 0 seconds remaining into a separate frame and anchor appropriately. I haven't really looked into the consolidation code so I don't know how it works, but if it follows the current pattern it might not even be complete. I'm pretty busy over the next few days, so we'll see how quick I dig into that.
Last edited by Blt : 11-03-10 at 10:08 PM.
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Blt |
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11-02-10, 05:29 PM | |
A Deviate Faerie Dragon
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I agree with everything rach3l said, I would love to have my buffs sorted in this exact way, with permanent buffs (timeless buffs) on top, followed by shortest duration at the very bottom.
I've tried playing around with the configuration as well and I can't seem to get it to work this way either. |
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Jexx |
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11-02-10, 02:51 AM | |
A Kobold Labourer
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I believe that this is THE ONLY fully functional buff mod right now. It allows right clicking of buffs, even in combat; it functions right out of the box. You are amazing, thank you for releasing this. Such well-formed code too, no obfuscation. I've never edited lua for an addon before but your code makes it so easy to do! (obviously a config menu would be optimal but this does well enough for our purposes)
That said, I do have one question. I changed my buffs to sort by time descending; no problems there. And my buffs sort just fine when I only have my own buffs on myself. However, any time someone else casts a buff on me, it isn't sorted properly. I screenshotted the issue: I'm a priest and you can see the arcane intellect buff cast on me by a mage isn't being sorted properly, but all the rest of my buffs are. The only thing I changed was changing the two plus signs to minuses in these functions: Code:
buffHeader:SetAttribute("sortDirection","-") debuffHeader:SetAttribute("sortDirection","-") Additionally I'd like it if the timeless buffs (like Essence of Wintergrasp) could go at the very top instead of the very bottom... any tips are MUCH appreciated. Or if what I want isn't possible, that's OK too. I'd just like to know for sure either way so that when I recommend your mod to guildmates, I'll be literate in what is and isn't mutable. |
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rach3l |
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10-26-10, 07:44 PM | ||
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I can supply you with code that works as long as you don't try to enter/exit a vehicle in combat if you want. The problem is you need to change the header's unit attribute for it to work, and that's something that's protected. Not sure what you could even do as a work around either, since Hide() and Show() are also protected. I suppose you could have a second set of frames on a different part of the screen, but that kind of defeats the purpose of it all. 10 second after edit: The reason why it acts buggy is because the vehicle event is fired before the player one, so if you just try to update the player frame based on the vehicle event you get mismatched info. The vehicle event is for the vehicle bar, the player event the player bar they don't actually share any info.
Last edited by Blt : 10-26-10 at 07:47 PM.
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Blt |
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10-26-10, 07:10 AM | ||
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__________________
Oh, the simulated horror! |
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Ailae |
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10-25-10, 02:08 PM | ||
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Edit: Okay, I snuck away to test, and you actually don't need to do that. However, it does seem to be buggy as hell. If I hop on an argent mount and cast shield, it fires the vehicle update event, but nothing happens or I get a duplicate (and broken) existing buff. Cast it again and the display fixes and it updates to say I have one stack (I actually have two). Cast it a third time and it updates to say I have three. Letting the time run out on the buff doesn't remove it. Each cast of shield calls one vehicle, one pet, and two player UNIT_AURA updates. I'll look into this more, but you might also need to add pet to the list too... Edit2: Okay, for at least the Argent mounts you don't actually need to watch anything other than player and it will work fine. It makes sense when you think of it, and explains the bugginess since I wasn't changing the attribute too. The vehicle event is passed to keep track of a separate list of buffs which display only what is on the vehicle, this information is also passed onto the player frames. So unless you want to display ONLY the vehicle buffs, or there is a case where the vehicle buffs aren't passed to the player ones, you don't need to worry about it. Is there such a case that you found?
Last edited by Blt : 10-25-10 at 03:16 PM.
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Blt |
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10-25-10, 01:07 PM | ||
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Oh, the simulated horror! |
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Ailae |
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10-25-10, 10:44 AM | ||
A Kobold Labourer
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Re: Re: Moving the bars?
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Tearitup |
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