modui

Re: modui

by modernist » Mon Dec 14, 2015 12:21 pm

balsh wrote:
modernist wrote:
balsh wrote:I don't know if it's only me but your last update doesn't have any interrupt on the castbars!

Also there is a "bug" where you can still see the castbar on a dead monster ie:when you loot it


can you double check that you definitely have the latest version before i dig into this further?

Yes just tried with the version you just uploaded on my rogue.
cast bar is not interrupted by either gouge, ks, or kick

also for the "dead castbar" (disappears once the cast is finished:
Image


ack, bugger — looking into it this afternoon, thanks.

unit dying isn't currently accounted for when looking for interrupts (oops) but that's easily added
modernist
Sergeant Major
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Re: modui

by kuurtzen » Mon Dec 14, 2015 2:38 pm

Slight oversight on the functions handleCast to track interrupts. You forgot to give a value to the variable 'c' on the elseif chunk


Code: Select all
      elseif fgain or fafflict or fhits or fcrits or fphits or fpcrits or ffear then
         local t, c, s
         if fgain then t = gain c = gsub(arg1, t, '%1')
         elseif fafflict then t = afflict c = gsub(arg1, t, '%1')
         elseif fhits then t = hits c = gsub(arg1, t, '%3')
         elseif fcrits then t = crits c = gsub(arg1, t, '%3')
         elseif fphits then t = phits c = gsub(arg1, t, '%2')
         elseif fpcrits then t = pcrits c = gsub(arg1, t, '%2')
         elseif ffear then t = fear c = arg2 end
         if not ffear then s = gsub(arg1, t, '%2') end
         if fphits or fpcrits then s = gsub(arg1, t, '%1') end
         for k, v in pairs(casts) do
            if MODUI_INTERRUPTS_TO_TRACK[s] ~= nil or ffear then
               if (time < v.timeEnd) and (v.caster == c) then
                  v.timeEnd = time - 10000 -- force hide
               end
            end
         end
      end
kuurtzen
Senior Sergeant
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Re: modui

by modernist » Mon Dec 14, 2015 4:31 pm

yeah just spotted it. fix coming tonight
modernist
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Re: modui

by balsh » Mon Dec 14, 2015 8:06 pm

great news man thanks.

I want to make my plates non clickable again lol, but

Code: Select all
plate:EnableMouse(false)


didn't do the trick, I can still click them any other suggestions?
balsh
Sergeant
Sergeant
 

Re: modui

by saruwatabi » Mon Dec 14, 2015 8:37 pm

modernist wrote:yeah i just found that too — i'd been aiming for a better method that allowed drag + clickthrough on right click but standard behaviour on left click, but it wasn't really possible as far as i found :[

in the meantime, if you do just want to flat-out remove click functionality you can actually just add this line somewhere in this file between line 72-97:

Code: Select all
plate:SetFrameLevel(0)


which will drop nameplates behind the UIParent or WorldFrame (not sure which) frame that covers the game window, and therefore cause them to become uninteractable.


@balsh
User avatar
saruwatabi
Grunt
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Re: modui

by balsh » Mon Dec 14, 2015 8:52 pm

@saruwatabi yeah but it causes visual bugs sometimes, see some of my previous posts
balsh
Sergeant
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Re: modui

by modernist » Wed Dec 16, 2015 11:13 am

v54

+ directory rename for ease-of-use in customisation
+ scaling blizzard-like onebag
+ tooltip redesign for units
+ latency stats tooltip fleshed out
+ several new skinned & themed frames [mailbox, quest log]
+ chat "tobottom" button shown on floatingchatframe scroll
+ castbar interrupt logic fix
+ tooltips will now correctly display different unit classifications, including rare or boss mobs
- lightly coloured elite unit frame textures, instead reverting back to the darker style. classification can be deduced via the tooltip.

you might notice the keyring has been replaced (or rather, moved into the bag itself) by a new icon — this is a placeholder for the button where a game menu for a few UI options will be accessed in an upcoming revision.
modernist
Sergeant Major
Sergeant Major
 

Re: modui

by balsh » Wed Dec 16, 2015 12:28 pm

cool, not sure if it was planned but still no interrupt on kick.
balsh
Sergeant
Sergeant
 

Re: modui

by Sonasol » Wed Dec 16, 2015 9:16 pm

Just to say that I loved this pack real good :)
Sonasol
Senior Sergeant
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Re: modui

by kuurtzen » Wed Dec 16, 2015 11:52 pm

balsh wrote:cool, not sure if it was planned but still no interrupt on kick.

issue is:
Code: Select all
nameplates.lua
296:            elseif fphits then t = phits c = UnitName'player'
297:            elseif fpcrits then t = pcrits c = UnitName'player'

is registering the playre's name where it should be the player's target. change to:
Code: Select all
296:      elseif fphits then t = phits c = gsub(arg1, t, '%2')
297:      elseif fpcrits then t = pcrits c = gsub(arg1, t, '%2')
kuurtzen
Senior Sergeant
Senior Sergeant
 

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