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Ciuine

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Весь контент Ciuine

  1. Works fine in 1.1.02. Did you resize your window repeatedly to ensure that all elements were properly resized? Here's my add-on description page for this with a picture of the resize. http://allods-forum.gpotato.com/viewtopic.php?f=55&t=33801&sid=d2be347e88fbfeab891e142d7dc0c84b
  2. The command widgetsSystem:SetShrinkRatio( # ) does this function (kind of), names get real big though. Try this code. Code: function Shrink( params ) widgetsSystem:SetShrinkRatio( .8 ) end function Init() common.RegisterEventHandler( Shrink, "EVENT_UPDATE_SHRINK_RATIO" ) end Init() And then resize your window and it'll activate, do it twice to ensure that all widgets have responded. (This will effect UserMods widgets as well.) Edit: If someone wants a functional version for just useage. http://www.kadoo.com/en/download/13270211-4fc
  3. Where's your indexing call? "for i = 0, # do"
  4. For simple health/mana bars, you can take a look at SLA's old TargetofTarget add-on. I used this code to help develop my current PlayerHUD add-on which is still in early NA forum only publication.
  5. Your code breaker is the first pass which results in; Code: wtBars :Show(false) Seems like a database error attributed to changing a widget into a number by means of; Code: wtBars = unitId I might be horribly wrong, but that's what I can see just by glancing at the code.
  6. Ah, makes much more sense now. I'll think about writing a separate call attached to a switch when I get some free time.
  7. Yeh, I've opened up the .PAK's before and scanned the gibberish that was the compiled lua. But pretty cool to see it uncompiled. The TextScaleEffect would work as well, but would need to be written like widget:PlayTextScaleEffect( sizefrom, sizeto, over time, state ); so widget:PlayTextScaleEffect( 1, 0.8, 0, EA_MONOTONOUS_INCREASE ) rather than just widget:SetTextScale( 0.8 ). Definitely really cool to see how similar and dissimilar the two add-ons are though. As a side note: It makes me want to test calling on or attaching the LayoutManager using; Code: -- register plugins RegisterLayoutManagedAddon( { type = ADDON_TYPE_SUPER_HUD, side = SCREEN_SIDE_GENERAL, toggled = false, hiding = true } ) RegisterEscapeSequenceAttendee( { rank = ESCAPE_SEQUENCE_RANK_WINDOWS } ) To reattach the add-on to the Alt-Z function.
  8. Thanks for the changes, I'll put them in.
  9. Added a new feature that also needs translation help; Code: [ "TS" ] = "Text Size", [ "TS" ] = "Taille du Texte", [ "TS" ] = "Texte Größe", [ "TS" ] = "Размер текста", The German seems like it should be reversed, based on the French/Russian versions putting Text last.
  10. After a couple of tests, it seems memory wise absurd to do this. If I made it external (through adding Small variants of the files), then there would be double the memory for texts which isn't much. If I did it internally through this method, it'd make the LUA burdened having to write out each one of these on demand and remember it. I might try this again later, but right now I'll test one last simple thing and then I'll put this off until I get a break. Edit: Instead of this I used the insanely simple, SetTextScale... Which I then became angry that I spent a day trying to do something a single line of code could do.
  11. Thanks alot. I have no idea why you can't change it from german to english, mine's in english. I know nothing about any of this. (Glad you solved your problem.)
  12. Thanks for the quick reply, I'll make these changes immediately. Still trying to find some way to convert cyrillic to latin1 like SLA did for the Russian translation.
  13. It was suggested to me that I add tooltips to the buttons to explain what they turn on/off. I have already done this, but I need translation assistance again. Code: [ "DD" ] = "Damage Done", [ "DR" ] = "Damage Received", [ "HD" ] = "Healing Done", [ "HR" ] = "Healing Received", [ "MR" ] = "Mana Received", [ "SN" ] = "Spell Names", [ "HN" ] = "Heal Names", [ "Pet" ] = "Pet Done", [ "DD" ] = "Fait de Dommages", [ "DR" ] = "Reçu Dommages", [ "HD" ] = "Fait de Guérison", [ "HR" ] = "Reçu Cicatrise", [ "MR" ] = "Reçu Mana", [ "SN" ] = "Noms des Sorts", [ "HN" ] = "Noms des Cicatrise", [ "Pet" ] = "Fait Animaux", [ "DD" ] = "Schaden Geschehen", [ "DR" ] = "Schaden Eingegangen", [ "HD" ] = "Heilung Geschehen", [ "HR" ] = "Heilung Eingegangen", [ "MR" ] = "Mana Eingegangen", [ "SN" ] = "Zauber Namen", [ "HN" ] = "Heilen Namen", [ "Pet" ] = "Haustier Geschehen", [ "DD" ] = " Нанесенный урон", [ "DR" ] = "Ущерб Поступило", [ "HD" ] = "Исцеления урон", [ "HR" ] = "Исцеление Поступила", [ "MR" ] = "Мана Поступило", [ "SN" ] = "Заклинание названиям", [ "HN" ] = "Заживать названиям", [ "Pet" ] = "Домашнее животное", As always, I hope they're close and non-offensive.
  14. I like the merged text idea, as I can see it being a blur when you're in a raid/party and you're the tank and people are just spamming heals on you, or you're a summoner that has full DoTs on four+ mobs. I'm more than likely going to leave it as it is, since making a merged/full mode would require rewriting the add-on to be twice as large and the size of two CT_Total add-ons. Honestly, I'm never going to put dynamic generation into this add-on after what I saw from simple tests of just 3-10 widgets. Having 40+ widgets on screen at once while fighting three mobs is extreme overkill and I don't want that. WoW add-ons use smaller text, and multiple methodologies of making the text move instead of a singular move and fade concept. My favorite joke move and fade was the "sprinkler", but I always used the format that I have CT_Total set up in. My goal right now to address formatting issues is to find some way to make the text sizing a switch rather than having to go in and manually change all the sizing numbers. I feel that if the text gets the ability to easily become smaller/larger less people will have issues. The *next* add-on is apparently going to be a comprehensive group project, because I let the cat out of the bag that I was working on it on the Gpotato forums and people started shouting out formatting ideas that I couldn't honestly use without seeming like a thief.
  15. I really don't think the spinning in corners idea is at all something I'd want to see done. In my head all I can see is people complaining about only being able to see the damage upright for 1/10th of every second. 9 times out of 10 a player knows what spell he/she is casting, turn spell names off if you feel they are in your way. I'll consider adding a healer/target name buff for players that want to see the names of heals while not seeing the names of skills.
  16. I personally rarely play with the spell name button on, and just care more about what type of damage output I'm doing; glancing, resisted, so on. I use this information to better optimize my DPS and growth as a player. I am having trouble comprehending how people are getting memory problems with the add-on in parties. I will have to look into this as I have personally never experienced this.
  17. My translation of this post is going to be quite off, but I'm assuming you're asking for the ability to turn off skill names while keeping healer/target names? I'll need help translating or a rephrasing of this request. Google spat out drums spinning and Persians cutting and such..
  18. SLA's code worked without any problems, thanks for the additional information though. However, this will not be infecting my add-on as when I tested it, it turned the entire screen into a blob of numbers and words. I prefer the methodology that Nikon suggested, it works well and maintains the information without cluttering the screen.
  19. New version includes this functionality, thanks again for the suggestion, Nikon. I hope you enjoy the changes.
  20. All of the spell names are transmitted as abilityIds, and should only call on the name attached to the client you are using, making the spell name display "globalized". For the specific events such as Dodged, Glanced, etc.; SLA, neFAST, and Carnifex helped localize.
  21. Ciuine

    CT_Total

    Нажмите здесь, чтобы скачать файл I created a series of add-ons called Combat Texts. What they do is take your outgoing damage and they display it as multiple separate announcements near the area of your character. Like so: Click the image to expand the picture. As you can see, in the picture: Vampirism is in the critical spot, my pet hit, my Putrefy hit for normal damage, and my Neurotoxin was partially resisted and showed such. These move up and the left of the player's screen. CTDR is part two of the series that I'm working on. This part in the series displays damage you receive from an enemy. It functions just like my CT but with damage received rather than output. Like so: In this part of the series damage received is displayed to the bottom-left of the character. This time I used an alt of mine to demonstrate the parry/resist/glance/dodge/hit functionality. CTH and CTHR are the newest in my series, they take your healing done/received and puts it to the right of your character. The healing done is displayed on the top and the healing received on the bottom. These have healer/target naming attached to the Skill Name button. It works like so: As you can see the healing is displayed to the right of the character and shows Crits/Glances/Resists/Hits in different locations, all in a varying greens (for healing!). The picture demonstrates the fields where damage done, damage received, healing done, healing received display. The text moves from the center of the character to the end of that field in some manner. Mana received moves down and to the right. It also has a GUI -- Click this; To open this; Images attach to switches as follows; Red Out = Damage Done Red In = Damage Received Blue Out = Healing Done Blue In = Healing Received Kitten = Pet Damage Done Purple In = Mana Received Eyeball = Spell Names (not visibility of whole) Wise Sage = Healer/HealTargetNames Text = Text Size (off=25/on=20) These switches when activated will turn on or off the series type linked to it. When you turn these switches off and on, the add-on saves that information for later loading for each character; which means if you turn a button off for a character, it stays off until you turn it back on for that character. Update (v4.2) or (r5): Updated this add-on with some of my new understanding on the code. Killed all the text/tooltip files. Removed more redundant coding, added better detection/writing for damage done and healing done/received suggested by Tihi. Update (v4.3) or (r8): Added LibTiogan.lua to restore Alt-Z/EscapeMenu show/hide. Added four defined slash command toggles; /ctnormal, /ctsimple, /ctphud, /ctswap. These each trigger a different mechanism for the moving and fading. Normal (/ctnormal) uses the traditional CT set-up. Simple (/ctsimple) uses the design asked for by r3d. PHUD (/ctphud) uses a set-up complimentary to the standard HUD. Swap (/ctswap) uses a set-up complimentary to the SwapBar HUD asked for by ovsanka. Update (v4.4) or (r9): Now with sprinkles. Sprinkler Left (/ctsprinklerL) Sprinkles damage/healing done to the left, received to the right. Sprinkler Right (/ctsprinklerR) Sprinkles damage/healing done to the right, received to the left. Sprinkler Up (/ctsprinklerU) Sprinkles damage/healing done upwards, received downwards. Sprinkler Down (/ctsprinklerD) Sprinkles damage/healing done downwards, received upwards. Super Sprinkler (/ctsprinklerS) Sprinkles your damage upwards, damage received downwards, healing done to the right, healing received to the left. Update (v4.5) or (r11): Removed lots and lots of code and useless excessive button .xdbs. Zip reduction from 188KB to 88KB -ish, without the readme. With this, I recommend removing the previous versions of this add-on as you'll end up with lots of useless files. Added support for Brazilian Portuguese and added /ctcrit, which lets you keep crits on screen for 4 seconds instead of the normal 1.5 to 2 seconds. Corrected an error in my global methodology which actually triggered an interesting unseen problem. Swap Setting:
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