mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 22:51:53 -05:00
- added a couple of reminders to press [enter] after typing into text boxes in the custom bar/counter configuration screens
- fixed a bug causing rune cooldowns to not reset when the player died/res'd if the module was in alpha mode
This commit is contained in:
@ -103,7 +103,7 @@ function IceCustomBar.prototype:GetOptions()
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opts["name"] = {
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opts["name"] = {
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type = 'text',
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type = 'text',
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name = 'Bar name',
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name = 'Bar name',
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desc = 'The name of this bar (must be unique!)',
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desc = 'The name of this bar (must be unique!).\n\nRemember to press ENTER after filling out this box with the name you want or it will not save.',
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get = function()
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get = function()
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return self.elementName
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return self.elementName
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end,
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end,
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@ -158,7 +158,7 @@ function IceCustomBar.prototype:GetOptions()
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opts["buffToTrack"] = {
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opts["buffToTrack"] = {
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type = 'text',
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type = 'text',
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name = "Aura to track",
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name = "Aura to track",
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desc = "Which buff/debuff this bar will be tracking",
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desc = "Which buff/debuff this bar will be tracking.\n\nRemember to press ENTER after filling out this box with the name you want or it will not save.",
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get = function()
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get = function()
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return self.moduleSettings.buffToTrack
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return self.moduleSettings.buffToTrack
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end,
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end,
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@ -42,7 +42,7 @@ function IceCustomCount.prototype:GetOptions()
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opts["name"] = {
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opts["name"] = {
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type = 'text',
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type = 'text',
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name = 'Counter name',
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name = 'Counter name',
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desc = 'The name of this counter (must be unique!)',
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desc = 'The name of this counter (must be unique!). \n\nRemember to press ENTER after filling out this box with the name you want or it will not save.',
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get = function()
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get = function()
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return self.elementName
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return self.elementName
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end,
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end,
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@ -95,7 +95,7 @@ function IceCustomCount.prototype:GetOptions()
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opts["auraName"] = {
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opts["auraName"] = {
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type = 'text',
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type = 'text',
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name = "Aura to track",
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name = "Aura to track",
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desc = "Which buff/debuff this counter will be tracking",
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desc = "Which buff/debuff this counter will be tracking. \n\nRemember to press ENTER after filling out this box with the name you want or it will not save.",
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get = function()
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get = function()
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return self.moduleSettings.auraName
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return self.moduleSettings.auraName
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end,
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end,
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@ -167,7 +167,7 @@ function IceCustomCount.prototype:GetOptions()
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opts["maxCount"] = {
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opts["maxCount"] = {
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type = 'text',
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type = 'text',
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name = "Maximum applications",
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name = "Maximum applications",
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desc = "How many total applications of this buff/debuff can be applied. For example, only 5 sunders can ever be on a target, so this would be set to 5 for tracking Sunder.",
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desc = "How many total applications of this buff/debuff can be applied. For example, only 5 sunders can ever be on a target, so this would be set to 5 for tracking Sunder.\n\nRemember to press ENTER after filling out this box with the name you want or it will not save.",
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get = function()
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get = function()
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return self.moduleSettings.maxCount
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return self.moduleSettings.maxCount
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end,
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end,
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@ -234,14 +234,21 @@ function Runes.prototype:Enable(core)
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self:RegisterEvent("RUNE_POWER_UPDATE", "UpdateRunePower");
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self:RegisterEvent("RUNE_POWER_UPDATE", "UpdateRunePower");
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self:RegisterEvent("RUNE_TYPE_UPDATE", "UpdateRuneType");
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self:RegisterEvent("RUNE_TYPE_UPDATE", "UpdateRuneType");
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self:RegisterEvent("PLAYER_ENTERING_WORLD", "ResetRuneAvailability");
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if (self.moduleSettings.hideBlizz) then
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if (self.moduleSettings.hideBlizz) then
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self:HideBlizz()
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self:HideBlizz()
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end
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end
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end
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end
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function Runes.prototype:ResetRuneAvailability()
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for i=1, self.numRunes do
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self:UpdateRunePower(i, true, true)
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end
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end
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-- simply shows/hides the foreground rune when it becomes usable/unusable. this allows the background transparent rune to show only
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-- simply shows/hides the foreground rune when it becomes usable/unusable. this allows the background transparent rune to show only
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function Runes.prototype:UpdateRunePower(rune, usable)
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function Runes.prototype:UpdateRunePower(rune, usable, dontFlash)
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if not rune or not self.frame.graphical or #self.frame.graphical < rune then
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if not rune or not self.frame.graphical or #self.frame.graphical < rune then
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return
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return
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end
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end
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@ -255,6 +262,7 @@ function Runes.prototype:UpdateRunePower(rune, usable)
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self.frame.graphical[rune]:SetAlpha(1)
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self.frame.graphical[rune]:SetAlpha(1)
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end
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end
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if not dontFlash then
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local fadeInfo={
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local fadeInfo={
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mode = "IN",
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mode = "IN",
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timeToFade = 0.5,
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timeToFade = 0.5,
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@ -262,6 +270,7 @@ function Runes.prototype:UpdateRunePower(rune, usable)
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finishedArg1 = rune
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finishedArg1 = rune
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}
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}
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UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
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UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
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end
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else
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else
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if self.moduleSettings.cooldownMode == "Cooldown" then
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if self.moduleSettings.cooldownMode == "Cooldown" then
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self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune))
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self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune))
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