1. #13981
    Anyone with ElvUI having issues with debuffs displaying on enemy nameplates? Debuffs only show up after the nameplate 'resets' (when I turn around), and after that they stop updating. Only got ElvUI installed.

    Edit: It seems that both Buffs and Debuffs must be enabled for debuffs to show on enemy nameplates.
    Last edited by Nayami; 2016-07-21 at 01:43 PM.

  2. #13982
    I had an addon back a few months ago that would sort Premades from newest to oldest, anyone knows one that does? I only need this functionaly, not extra bagge so maybe someone even has a snippet I dunno.

    Currently I'm using a updated version of PremadeAge to show the Age on the side with this code, but I would like to actually Sort by age too maybe this can be done easily too?

    Code:
    local function hook_LFGListSearchEntry_Update(self)
    	local resultID = self.resultID;
    	local _, activityID, name, _, _, _, _, age = C_LFGList.GetSearchResultInfo(resultID);
    	self.Name:SetText(string.format("%s (%s)", name, SecondsToTime(age, false, false, 1, false)))
    end
    
    hooksecurefunc("LFGListSearchEntry_Update", hook_LFGListSearchEntry_Update);
    Edit: Ops this is the wrong thread I guess.
    Last edited by Yuyuli; 2016-07-21 at 02:45 PM.

  3. #13983
    Hi guys, does anyone know an addon that shows the number of HOTs active on the raid/party/environmental NPCs?

    I have tried tempering with TellMeWhen, but I was not able to code an icon to show the exact and precise number of the total HOTs.

  4. #13984
    Deleted
    Hi Guys, Does anyone know which tags control the invalid tags shown here:


  5. #13985
    Deleted
    I heard that the new Legion floating combat text should shoot off in different directions, however mine all go above the enemy and its clumped together:

    http://i.imgur.com/zloNNz4.jpg

    I've tried disabling my addons but it hasn't worked. Anyone had a similar issue?

  6. #13986
    Deleted
    I've used http://mods.curse.com/addons/wow/auditor for years to track my daily gold balance across toons.
    But it broke with 7.0. Does anyone know a similar addon that works?
    I'm explicitly not just looking for my total gold across all toons, but rather my outgoings and ingoings across all toons for the day.
    I'm playing the AH on a rather big scale and I like to monitor those things.

    Thanks

  7. #13987
    Quote Originally Posted by Tyrogs View Post
    I've used http://mods.curse.com/addons/wow/auditor for years to track my daily gold balance across toons.
    But it broke with 7.0. Does anyone know a similar addon that works?
    I'm explicitly not just looking for my total gold across all toons, but rather my outgoings and ingoings across all toons for the day.
    I'm playing the AH on a rather big scale and I like to monitor those things.

    Thanks
    http://www.wowace.com/addons/broker_currencyflow/

  8. #13988
    Quote Originally Posted by nairobi13 View Post
    Hi Guys, Does anyone know which tags control the invalid tags shown here:

    looks like pitbull, so those tags could be anything really. I assume it's some kind of custom unit health tag based on its position on the frame, but the only way to be sure would be to open up the config GUI and see

  9. #13989
    Hey everyone,

    I do apologize if this has been addressed already, but I didn't find anything with the search thread tool so I'll just go ahead and ask:

    Is there either an in-game option or an addon that will revert the changes done to the damage numbers with prepatch? The numbers are just too small now and I can't even read what they say before they're gone. The fact that they fly to the side is part of it, though I fixed that with the AdvancedInterfaceOptions addon. I'd just like my numbers to go back to the size they were beforehand so I can have an easier time reading them, thus making it easier to tell when I'm doing particularly high or particularly low amounts of damage.

    Thanks.

  10. #13990
    So, I have two addons that people here/WoW forums made for me.

    One shows basic health information for enemies (in a more simplified manner than the default Blizzard way), and the other hides my focus target. (So I don't have an extra character panel on my screen when I have a focus target).

    However, ever since 7.0, I've had the whole "Your addons are causing a lot of LUA errors, which may be slowing down your system" issue. I narrowed it down to just these two addons, when I disabled everything but just them. I was hoping someone might be able to take a look and see what might be causing them? They work perfectly fine but the error pop up is annoying. :/

    Health one, (Treeston, <3 You've made/remade this one for me like 3 times xD)

    Code:
    local function round(num, places)
        return tonumber(string.format("%."..(places or 0).."f",num))
    end
    local function short(num)
        if num > 10000000 then
            return round(num/1000000, 1).."m"
        elseif num > 10000 then
            return round(num/1000, 1).."k"
        else
            return num
        end
    end
    TFUtils = CreateFrame("Frame")
    --force target frame health text to show
    local tftfhbt = TargetFrameTextureFrameHealthBarText
    local tfh = tftfhbt.Hide
    local tfs = tftfhbt.Show
    local tfs2 = function(self) self:SetAlpha(1) tfs(self) end
    local tfh2 = function(self) self:SetAlpha(1) tfs(self) end
    local tfst = tftfhbt.SetText
    function tftfhbt:SetText()
        if UnitExists("target") then
            local uh, uhm = UnitHealth("target"), UnitHealthMax("target")
            local pct = round(uh/uhm*100, 1)
            tfst(self, short(uh).."/"..short(uhm).." ("..pct.."%)")
        else
            tfst(self, "")
        end
    end
    local emptyfunc = function() end
    local tftfmbt = TargetFrameTextureFrameManaBarText
    local tfms = tftfmbt.Show
    local tfms2 = function(self) self:SetAlpha(1) tfms(self) end
    local tfmh2 = function(self) self:SetAlpha(1) tfms(self) end
    local tfmst = tftfmbt.SetText
    function tftfmbt:SetText()
        if UnitExists("target") and UnitPowerMax("target")>0 then
            local up, upm = UnitPower("target"), UnitPowerMax("target")
            local pct = round(up/upm*100, 1)
            tfmst(self, short(up).."/"..short(upm).." ("..pct.."%)")
        else
            tfmst(self, "")
        end
    end
    TFUtils:SetScript("OnEvent", function()
        --[[tftfhbt.Hide = UnitCanAttack("player", "target") and tfh2 or tfh
        tftfhbt.Show = UnitCanAttack("player", "target") and tfs2 or tfs--]]
        tftfhbt.Hide = tfh2
        tftfhbt.Show = tfs2
        --tftfhbt[(UnitCanAttack("player", "target") or tftfhbt:GetParent():IsMouseOver()) and "Show" or "Hide"](tftfhbt)
        tftfhbt:Show()
        if not UnitCanAttack("player", "target") then
            tftfhbt:SetAlpha(1)
        end
        if not tftfhbt:GetParent():IsMouseOver() then
            tftfhbt:Hide()
        end
        tftfmbt.Hide = tfmh2
        tftfmbt.Show = tfms2
        tftfmbt[(UnitCanAttack("player", "target") or tftfmbt:GetParent():IsMouseOver()) and "Show" or "Hide"](tftfmbt)
        tftfmbt:Show()
        if not UnitCanAttack("player", "target") then
            tftfmbt:SetAlpha(1)
        end
        if not tftfmbt:GetParent():IsMouseOver() then
            tftfmbt:Hide()
        end
    end)
    TFUtils:RegisterEvent("UNIT_FACTION")
    TFUtils:RegisterEvent("PLAYER_TARGET_CHANGED")
    And the Focus Target one: (which I highly doubt is the culprit, as well, it's really small lol)

    Code:
    -- This file is loaded from "FocusHide.toc"
    
    RegisterStateDriver(FocusFrame,"visibility","hide")
    FocusFrame:UnregisterAllEvents()

  11. #13991
    Hey, anyone know of a fix/alternative to the "Velhari Health Fix" addon? Seems to have been borked by the patch

  12. #13992
    Was wondering if someone could fix this addon, cant remember where i got it but its snowfall keypress and it's worked till now with the pre-patch, this is the addon:

    Code:
    local animationsCount, animations = 5, {}
    local animationNum = 1
    local frame, texture, alpha1, scale1, scale2, rotation2 
    for i = 1, animationsCount do
        frame = CreateFrame("Frame")
        texture = frame:CreateTexture() texture:SetTexture('Interface\\Cooldown\\star4') texture:SetAlpha(0) texture:SetAllPoints() texture:SetBlendMode("ADD")
        animationGroup = texture:CreateAnimationGroup()
        alpha1 = animationGroup:CreateAnimation("Alpha") alpha1:SetChange(1) alpha1:SetDuration(0) alpha1:SetOrder(1)
        scale1 = animationGroup:CreateAnimation("Scale") scale1:SetScale(1.5, 1.5) scale1:SetDuration(0) scale1:SetOrder(1)
        scale2 = animationGroup:CreateAnimation("Scale") scale2:SetScale(0, 0) scale2:SetDuration(0.3) scale2:SetOrder(2)
        rotation2 = animationGroup:CreateAnimation("Rotation") rotation2:SetDegrees(90) rotation2:SetDuration(0.3) rotation2:SetOrder(2)
        animations[i] = {frame = frame, animationGroup = animationGroup}
    end 
    local AnimateButton = function(self)
        if not self:IsVisible() then return true end
        local animation = animations[animationNum]
        local frame = animation.frame
        local animationGroup = animation.animationGroup
        frame:SetFrameStrata(self:GetFrameStrata())
        frame:SetFrameLevel(self:GetFrameLevel() + 10)
        frame:SetAllPoints(self)
        animationGroup:Stop()
        animationGroup:Play()
        animationNum = (animationNum % animationsCount) + 1
        return true
    end 
    hooksecurefunc('MultiActionButtonDown', function(bname, id) AnimateButton(_G[bname..'Button'..id]) end) 
    hooksecurefunc('ActionButtonDown', function(id)
         local button
         if C_PetBattles.IsInBattle() then
              if PetBattleFrame then
                   if id > NUM_BATTLE_PET_HOTKEYS then return end
                   button = PetBattleFrame.BottomFrame.abilityButtons[id]
                   if id == BATTLE_PET_ABILITY_SWITCH then
                        button = PetBattleFrame.BottomFrame.SwitchPetButton;
                   elseif id == BATTLE_PET_ABILITY_CATCH then
                        button = PetBattleFrame.BottomFrame.CatchButton;
                   end
                   if not button then return end
              end
              return
         end 
         if OverrideActionBar and OverrideActionBar:IsShown() then
              if id > NUM_OVERRIDE_BUTTONS then return end
              button = _G["OverrideActionBarButton"..id]
         else
              button = _G["ActionButton"..id]
         end
         if not button then return end 
         AnimateButton(button)
    end)
    the only error it gives is:

    Code:
    attempt to call method 'SetChange' (a nil value)
    
    Locals:
    animationsCount = 5
    animations = <table> {
    }
    animationNum = 1
    frame = <unnamed> {
     0 = <userdata>
    }
    texture = <unnamed> {
     0 = <userdata>
    }
    alpha1 = <unnamed> {
     0 = <userdata>
    }
    scale1 = nil
    scale2 = nil
    rotation2 = nil
    (for index) = 1
    (for limit) = 5
    (for step) = 1
    i = 1
    (*temporary) = nil
    (*temporary) = <unnamed> {
     0 = <userdata>
    }
    (*temporary) = 1
    (*temporary) = "attempt to call method 'SetChange' (a nil value)"

  13. #13993
    Deleted
    Quote Originally Posted by tordenflesk View Post
    Thank you very much, good Sir!

  14. #13994
    Does anyone know a working addon for 7.0 which moves the whole Alert Frame? (Loot Won, Achievements, ...)
    oh, honey.

  15. #13995
    Quote Originally Posted by Lyn View Post
    Does anyone know a working addon for 7.0 which moves the whole Alert Frame? (Loot Won, Achievements, ...)
    MoveAnything

    But those frames are not together. You can easily filter for them in the search bar.


  16. #13996
    Quote Originally Posted by Juvencus View Post
    MoveAnything

    But those frames are not together. You can easily filter for them in the search bar.
    MoveAnything removed Loot Won window.

    And ... they are more or less together. Since 7.0 it's some kind of complex frame manager instead of one anchor.
    oh, honey.

  17. #13997
    Quote Originally Posted by elitist noob View Post
    Was wondering if someone could fix this addon, cant remember where i got it but its snowfall keypress and it's worked till now with the pre-patch, this is the addon:
    It hasn't been necessary for quite some time:

    Remove it and run this:
    /console ActionButtonUseKeyDown 1

  18. #13998
    Deleted
    Does anyone know of an Addon to help you make your UI? I used to use UI Setup Helper, but that doesn't work anymore as of pre-patch. It created a white background and you could make lines to align elements of your UI. I did find some sort of "Grid" addons, but they aren't sufficient for me.

  19. #13999
    Quote Originally Posted by otszx View Post
    Does anyone know of an Addon to help you make your UI? I used to use UI Setup Helper, but that doesn't work anymore as of pre-patch. It created a white background and you could make lines to align elements of your UI. I did find some sort of "Grid" addons, but they aren't sufficient for me.
    Not received an update, so no idea if it works still or not.
    But you could try Guidelines @ Curse.
    It won't do the background though, just the lines.
    Is that what you mean by insufficient ?
    Quote Originally Posted by DeadmanWalking View Post
    Your forgot to include the part where we blame casuals for everything because blizzard is catering to casuals when casuals got jack squat for new content the entire expansion, like new dungeons and scenarios.
    Quote Originally Posted by Reinaerd View Post
    T'is good to see there are still people valiantly putting the "Ass" in assumption.

  20. #14000
    Anyone know why addons that draw regions are causing so much lag since 7.0? NPCScan overlay, some of my weakauras, and I assume it's the same thing with Tidyplates because people are complaining about that too. Wondering if there's a good way to fix it, at least for my weakauras.

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