Перейти к содержанию

Дайджесты за январь-февраль

Обновления гайдов и аддонов

Январь Февраль

Мониторинг серверов и редактор аддонов

Представляем вам две легенды. То, о чем можно было только мечтать, стало реальностью.

Мониторинг серверов Редактор аддонов

Подсказки из игры на вашем сайте

Теперь вы можете отображать сведения о внутриигровых элементах простым наведением курсора мыши.

Подробнее

Апдейтер аддонов

Представляем вам программу для автообновления аддонов и делимся подробностями.

Подробнее Скачать

Ciuine

Пользователь
  • Постов

    480
  • Зарегистрирован

  • Посещение

Весь контент Ciuine

  1. Ciuine

    CT_Total

    Версия 16

    37 085 раз скачали

    Данный аддон заменяет стандартную визуализацию повреждений на более подробный вариант, который отображает надписи, разлетающиеся от вашего персонажа в определённых направлениях, а не поднимающиеся над головами противников. Аддон создан американским игроком. English: This addon replaces the standard damage visualizer to a more detailed version that displays the announcements moving away from your character, and not above the heads of enemies. Инструкция: 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:
    Бесплатный
  2. Ah, I use two different coding ITE's, Notepad++ and SciTE, the second doesn't have encoding checkers, but still has detection (and it looks nicer while coding). So it probably detected that I wrote ANSI coding and translated it to UTF-8, and then later when I saved it again it saved as UTF-8 instead of ANSI. I'll use Notepad++ to verify that the Lua is saved in ANSI from now on. Thanks for the help and English instructions. My next development goal will be to find a way to make multiple versions of the same widget appear on screen at once, so that it doesn't display just one widget for AoE's if they all do the same type of damage. I saw that DarkDPS uses something similar for writing each different player and damage field. Edit: I might test "local wtChildForm = common.AddonCreateChildForm( "AdditionalForm01" )" for this purpose.
  3. Quote: P.S. BTW, I will write an English translation of the guide on posting addons on UI9, tonight. There is similar guide in Russian, but English guide will be more detailed, because it requires more explanation, with step-by-step screenshots. Ah, I figured it was simple to upload; click the upload button in the top right, fill in the fields, name, information, file, and then await approval. Then after approval set-up a screenshot and make the best possible one sentence explanation translation as possible. However, if there's more to it then that, I'll wait for the posting. As an explanation, I was thinking (I hope this is close and non-offensive); Quote: Данный аддон удаляет нормальной визуализатор повреждений и заменяет его а более подробный вариант, который отображает несколько отдельных движущихся виджеты, недалеко от района вашего персонажа, а не над головами врагов.
  4. Nevermind, figured out how to do it on my own, using a simple switch. Code: for widget, v in fadeS Edit: Uploaded a new version 3.8 and then 3.9, with the localization and AM changes suggested and even more rewritten database and function coding. I'll need a tester for RU 2.0.00.22 when someone gets the time, no hurry. Shrunk the LUA file from 79 KB to 25 KB, heh.
  5. How would I go about making this; Code: function OnEventEffectFinished( params ) if params.wtOwner:IsEqual( Critical ) then if fadeS [ Critical ] == WIDGET_FADE_IN then Critical:PlayFadeEffect( 1.0, 1.0, MESSAGE_FADE_SOLID_TIME, EA_MONOTONOUS_INCREASE ) fadeS [ Critical ] = WIDGET_FADE_SOLID elseif fadeS [ Critical ] == WIDGET_FADE_SOLID then Critical:PlayFadeEffect( 1.0, 0.0, MESSAGE_FADE_OUT_TIME, EA_MONOTONOUS_INCREASE ) fadeS [ Critical ] = WIDGET_FADE_OUT elseif fadeS [ Critical ] == WIDGET_FADE_OUT then fadeS [ Critical ] = WIDGET_FADE_TRANSPARENT Critical:Show( false ) end end end Into an unspecified widget, that would carry to term. IE, instead of Critical, it calls from an outside source the widget to run the effects on. The function OnEventEffectFinished as I have it set-up now runs when EVENT_EFFECT_FINISHED, so when Critical finishes it's first fade it moves onto the next fade. My goal would be to essentially get the add-on itself to specify which widget to run through the effect finish code.
  6. Thanks for the upgrade to your code. I'm in the process of stripping the whole CT_Total mod into a series of function calls, rather than repeated redundancy at the moment. So hopefully it'll all be shrunken memory wise.
  7. Ha, my bad, I'll fix it Carnifex. Thanks for the help.
  8. Both abprallen and ricoché mean "glanced off of" or "ricocheted". Heh. I'll probably end up using manqué instead of raté. Edit: Oh, and thanks for all the help, really appreciate it.
  9. Here's what I'll use. French; Dodged = "Esquivé" Missed = "Raté" Glanced = "(Ricoché)" German; Dodged = "Ausgewichen" Missed = "Verfehlt" Glanced = "(Abprallen)" How's that sound/look, translation wise?
  10. Went through and wrote up all the changes necessary to localize it. Poor translations done through Google Translate, heh. Switched DND libraries as suggested, and fixed the SCRIPT_TOGGLE_UI event registration to work with AddonManager. (Noticed something interesting while using AddonManager; "ContextLayoutManager", the add-on probably responsible for allowing user add-ons to receive Scripts from the game, no longer loads or exists. Or! It doesn't do any of that at all and just avoids interacting with user add-ons all together. Atleast in 1.1.02.) I'd appreciate it if someone tested out the new version 3.7 before I upload it to UI9. Primarily for translation feedback, as the Russian translation had to be formatted in ANSI (so it looks more unreadable to me than usual).
  11. Thanks for the response and appreciation. Tomorrow, (it's 3:21 AM now) I'll sit down and modify the add-on to include localization, the new DND library, and I'll fix the TOGGLE_UI switch. The reason the toggle switch doesn't work is that I went through a number of testing phases to see if it was the game not passing the event or the add-on itself not reading it. While going through all these tests I converted the SCRIPT_TOGGLE_UI event registration into a reaction registration and didn't change it back since it didn't matter; it simply needs to be changed back to an event registration to work with the AddonManager. (Theoretically!) I'm glad it works on all three clients; NA/EU/RU.
×
×
  • Создать...

Важная информация

Пользуясь сайтом, вы принимаете Условия использования