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31 Commits

Author SHA1 Message Date
54bd441f16 Updated changelog 2016-10-28 10:42:35 -05:00
4a7212fc00 Updated TOC for options module 2016-10-28 10:42:35 -05:00
e6f87b52bb Speculative fix for reported problem
There's a case where custom counters seemingly get stuck with an outdated maximum number of charges (perhaps only when augmented by a talent such as with Throw Glaive). This may catch and fix it (I couldn't reproduce the problem with a starter DH since you need level 108 or something to get the second charge for Throw Glaive).
2016-10-27 23:24:14 -05:00
d38c32cf34 Updated changelog 2016-10-26 11:42:34 -05:00
a3bd338ff6 Fixed energy ticker showing up in 7.1
Looks like the ancient predictedPower cvar was finally killed in 7.1, so the ticker was showing back up.
2016-10-25 20:16:57 -05:00
55a376b959 Updated changelog 2016-10-25 14:43:59 -05:00
5b201ffee1 Updated TOC for 7.1 2016-10-25 14:40:10 -05:00
103e8b4eee Turn PlayerAbsorb back on by default
Changing this default has confused too many people, so let's put it back. Now this information is technically duplicated, but avoiding confusion is more important.
2016-10-15 20:27:03 -05:00
bda8da8b9a Updated changelog 2016-10-13 00:06:50 -05:00
60a3293095 Added absorb display to the player health bar
The player health bar will now show a (by default) faded white bar above the health for the amount of absorption the player currently has. The incoming heal bar starts above both the player health and the absorb, if any is present.
Also disabled the PlayerAbsorb bar by default since it's redundant. It can still be enabled separately if desired.
2016-10-12 23:18:27 -05:00
e26ccdfba1 First pass at showing Runes like combo points
With runes being homogenized in 7.0, it makes a little less sense to adhere to the structure of specific runes being available/used. This adds an option to display the runes more like combo points where simple textures are shown to indicate how many runes are available. No cooldown or "soon-to-be-ready" type indicators are setup just yet since that problem is more difficult and my personal usage doesn't really need them right now.
Also added an option to show the Runes module any time the player has some runes that are recharging.
2016-10-12 22:35:24 -05:00
ed0dee1e08 Fixed memory leak in Runes modules
We were creating font factories every time the runes module was asked to redraw. Oops...
Also fixed the numeric frame's parent while I was in there so that it (in a future commit) will show and hide with the module properly.
2016-10-12 21:06:03 -05:00
152a3898a7 Added support for the Scale setting on mirror bars (ticket #228) 2016-10-09 23:50:54 -05:00
2c5ea0c96b Extended scale range to 0.2-2.0 by request 2016-10-09 23:34:55 -05:00
858436e052 Ignore readme when packaging
Setup manual changelog instead of auto-generated one
2016-10-08 10:07:46 -05:00
19de27387e Added readme 2016-10-03 15:48:14 -05:00
6348da4ecc Made Roll the Bones change colors based on how many buffs you rolled (ticket #227, thanks Zahariel!) 2016-10-02 21:46:37 -05:00
491baa5936 Hopefully fixed combo points having an incorrect maximum
Sometimes combo points can get stuck in a state where only 5 will draw on the screen even if the player has 6 max available. It's been really tough to reproduce, but I think the problem is that the frames are getting created but never having a texture set to them. This should fix that.
2016-10-01 21:22:05 -05:00
f74233dcfa Tweaked and updated the FAQ a bit 2016-09-05 23:23:12 -05:00
0c729d77e9 Amended 29dc1b89 to be controlled by its own option
Instead of changing a behavior that's years old out from under people, let's make it opt-in.
2016-09-05 21:50:43 -05:00
7ec918ecb6 Added user-submitted Roll the Bones module (ticket #220, thanks Zahariel!) 2016-09-04 16:14:03 -05:00
29dc1b8955 Allow "scale mana color" to work with class-specific mana types 2016-09-04 08:05:00 -05:00
e36b87a407 Fixed TargetInfo debuffs not having the same frame as buffs 2016-08-31 23:07:54 -05:00
880e2e3278 Added support for the Pain mana type 2016-08-18 23:00:06 -05:00
a5de40f087 Added colors for Maelstrom mana
Fixed TargetMana to use Insanity, Fury, and Maelstrom colors correctly
2016-08-15 23:16:57 -05:00
6090814d4e Fixed error on startup in 7.0 for users with old MaelstromCount, SunderCount, or LacerateCount modules in their settings. 2016-08-15 23:10:58 -05:00
c78f618149 Fixed speed and reliability of absorb bars reacting to changes 2016-08-07 17:16:57 -05:00
6133a59ef3 Added Maelstrom to the list of powers to treat 0 as full for opacity purposes 2016-08-07 16:44:13 -05:00
a201aa5149 Fixed incorrect texture drawing behind power counters
Looks like at some point I modified how "darkened" inactive powers worked and ended up drawing two copies of the darkened power counter for each inactive power. "runebg" is superfluous since we're just setting the color of the actual counter to black and partially transparent instead. For some power counters, such as Paladins, the runebg texture was actually wrong and drawing the entire atlas rather than just the texture we wanted.
2016-07-26 21:37:45 -05:00
34d3060df3 Fixed castbar interruption on 7.0 clients
Looks like some things changed in spellcast events on 7.0 which necessitate using the spellcast GUID to identify when a specific cast starts or stops. Now we use those GUIDs which restores the castbar to its appropriate behavior. (ticket #215)
2016-07-25 13:02:14 -05:00
9e7b34d43c Disabled Resolved for 7.0 clients 2016-07-25 12:33:20 -05:00
22 changed files with 3036 additions and 1152 deletions

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@ -61,3 +61,8 @@ move-folders:
tools-used:
- libdatabroker-1-1
ignore:
- readme.md
manual-changelog: changelog.txt

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@ -272,7 +272,7 @@ end
function IceCore.prototype:RedirectRemovedModules()
local _, class = UnitClass("player")
if class == "WARRIOR" and self.settings.modules["SunderCount"] and IceHUD.WowVer < 60000 then
if class == "WARRIOR" and self.settings.modules["SunderCount"] and GetSpellInfo(SUNDER_SPELL_ID) and IceHUD.WowVer < 60000 then
if self.settings.modules["SunderCount"].enabled or self.settings.modules["SunderCount"].enabled == nil then
local bFound = false
@ -309,7 +309,7 @@ function IceCore.prototype:RedirectRemovedModules()
self.settings.modules["SunderCount"] = nil
end
if class == "DRUID" and self.settings.modules["LacerateCount"] then
if class == "DRUID" and self.settings.modules["LacerateCount"] and GetSpellInfo(LACERATE_SPELL_ID) then
if self.settings.modules["LacerateCount"].enabled or self.settings.modules["LacerateCount"].enabled == nil then
local bFound = false
for k,v in pairs(self.elements) do
@ -346,7 +346,7 @@ function IceCore.prototype:RedirectRemovedModules()
self.settings.modules["LacerateCount"] = nil
end
if class == "SHAMAN" and self.settings.modules["MaelstromCount"] then
if class == "SHAMAN" and self.settings.modules["MaelstromCount"] and GetSpellInfo(MAELSTROM_SPELL_ID) then
if self.settings.modules["MaelstromCount"].enabled or self.settings.modules["MaelstromCount"].enabled == nil then
local bFound = false
for k,v in pairs(self.elements) do

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@ -1,4 +1,4 @@
## Interface: 70000
## Interface: 70100
## Author: Parnic, originally created by Iceroth
## Name: IceHUD
## Title: IceHUD |cff7fff7f-Ace3-|r
@ -89,6 +89,7 @@ modules\FocusAbsorb.lua
modules\Stagger.lua
modules\PlayerAltMana.lua
modules\ArcaneCharges.lua
modules\RollTheBones.lua
#@do-not-package@
IceHUD_Options\Options.lua

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@ -1,4 +1,4 @@
## Interface: 70000
## Interface: 70100
## Title: IceHUD |cff7fff7f-Options-|r
## Author: Parnic
## Version: @project-version@

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@ -65,22 +65,22 @@ Expand "|cffffdc42Module Settings|r", expand PlayerHealth (or TargetHealth for t
Expand "|cffffdc42Module Settings|r", expand PlayerInfo (or TargetInfo for targets), select Buff Settings or Debuff Settings, and un-check "show buffs" (or "show debuffs").
|cff9999ff12. How do I turn off these big huge bars that pulse whenever one of my abilities procs?|r
This isn't |cff9999ffIceHUD|r - it's Blizzard's new Spell Alerts they added in 4.0.1. Interface options => Combat => "Show Spell Alerts" to turn them off or search for a mod to tweak their positioning/size/etc.
This isn't |cff9999ffIceHUD|r - it's Blizzard's Spell Alerts they added in 4.0.1. Interface options => Combat => "Spell Alert Opacity" to turn them off or search for a mod to tweak their positioning/size/etc.
|cff9999ff13. I don't like where some of the bars are placed. How do I put the health/mana on the left/right?|r
Expand "|cffffdc42Module Settings|r", expand whatever module you want to move (e.g. PlayerHealth, PlayerMana), and adjust the "Side" and "Offset" settings. "Side" controls whether it's on the left or the right and "Offset" controls how far from center it is.
|cff9999ff14. Which module displays Monk Chi power?|r
This module is called HarmonyPower. Harmony was the original name for Chi back when 5.0 was in beta, so I used Blizzard's name for it while I was developing for Cataclysm. I feel like it's too late to change now that many people are familiar with the Harmony name.
This module is called |cffdcff42HarmonyPower|r. Harmony was the original name for Chi back when 5.0 was in beta, so I used Blizzard's name for it while I was developing for Cataclysm. I feel like it's too late to change now that many people are familiar with the Harmony name.
|cff9999ff15. How do I add commas/periods into big numbers like health?|r
If you have DogTags enabled, you can open the Text Settings for the module in question and add SeparateDigits() around the tag you're trying to split up. To display Health/MaxHealth with commas, use: [(SeparateDigits(HP):HPColor "/" SeparateDigits(MaxHP):HPColor):Bracket]. To use periods instead of commas, use: [(SeparateDigits(HP, "."):HPColor "/" SeparateDigits(MaxHP, "."):HPColor):Bracket]. Use the /dog help menu to build your own similar tags for Mana, etc.
If you have |cff42ffffDogTags|r enabled, you can open the Text Settings for the module in question and add SeparateDigits() around the tag you're trying to split up. To display Health/MaxHealth with commas, use: [(SeparateDigits(HP):HPColor "/" SeparateDigits(MaxHP):HPColor):Bracket]. To use periods instead of commas, use: [(SeparateDigits(HP, "."):HPColor "/" SeparateDigits(MaxHP, "."):HPColor):Bracket]. Use the /dog help menu to build your own similar tags for Mana, etc.
|cff9999ff16. The countdown timers on buffs and debuffs completely obscure the icon. How do I disable the timer text?|r
IceHUD is not responsible for this countdown text and cannot control it. The 6.0 patch added an option in the game client to display counts on top of cooldowns. Look at the Action Bars menu under the game's Interface options. You can turn the text on or off there. Mods like OmniCC or CooldownCount will generally give you the same feature but allow you to control when, where, and how the text shows up.
|cff9999ffIceHUD|r is not responsible for this countdown text and cannot control it. The 6.0 patch added an option in the game client to display counts on top of cooldowns. Look at the Action Bars menu under the game's Interface options. You can turn the text on or off there. Mods like |cff42ffffOmniCC|r or |cff42ffffCooldownCount|r will generally give you the same feature but allow you to control when, where, and how the text shows up.
|cff9999ff17. When I rotate some modules 90 degrees, such as the castbar, the bar appears to wiggle up and down as it fills or empties. How do I fix this?|r
This is a side effect of the animation API that I'm co-opting to force a rotation without having to provide duplicates of every bar texture in the mod. Any bar moving sufficiently quickly and updating rapidly will cause this. IceHUD is intended to be a vertically-oriented mod, so the rotation feature is there for people who are willing to accept the side effects that come with it. My suggestion is to use one of the many horizontally-oriented bar mods out there if you're wanting horizontal bars. Quartz is a good castbar replacement that you can use and disable IceHUD's built-in castbar, for example.
This is a side effect of the animation API that I'm co-opting to force a rotation without having to provide duplicates of every bar texture in the mod. Any bar moving sufficiently quickly and updating rapidly will cause this. |cff9999ffIceHUD|r is intended to be a vertically-oriented mod, so the rotation feature is there for people who are willing to accept the side effects that come with it. My suggestion is to use one of the many horizontally-oriented bar mods out there if you're wanting horizontal bars. |cff42ffffQuartz|r is a good castbar replacement that you can use and disable |cff9999ffIceHUD|r's built-in castbar, for example.
|cff9999ff18. How do I get rid of the bars that showed up beneath the player in the 7.0 patch?|r
Blizzard added a "Personal Resource Display" feature in the 7.0 game client. You can disable it in the Game options -> Interface -> Names -> Personal Resource Display.]]
@ -152,8 +152,8 @@ Blizzard added a "Personal Resource Display" feature in the 7.0 game client. You
set = function(info, v)
IceHUD.IceCore:SetScale(v)
end,
min = 0.5,
max = 1.5,
min = 0.2,
max = 2.0,
step = 0.05,
isPercent = true,
order = 14,

1124
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@ -684,11 +684,6 @@ function IceClassPowerCounter.prototype:SetDisplayMode()
for i=1, self.numRunes do
self:SetupRuneTexture(i)
self.frame.graphical[i]:Show()
if self.moduleSettings.inactiveDisplayMode == "Darkened" then
self.frame.graphical[i].runebg:Show()
else
self.frame.graphical[i].runebg:Hide()
end
end
end
end
@ -723,8 +718,6 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "ARTWORK")
self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
self.frame.graphical[i].runebg = self.frame.graphical[i]:CreateTexture(nil, "BACKGROUND")
self.frame.graphical[i].runebg:SetVertexColor(0, 0, 0)
self:SetupRuneTexture(i)
self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
@ -749,14 +742,10 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i]:SetHeight(self.runeHeight)
self.frame.graphical[i].rune:SetWidth(self.runeWidth)
self.frame.graphical[i].rune:SetHeight(self.runeHeight)
self.frame.graphical[i].runebg:SetWidth(self.runeWidth)
self.frame.graphical[i].runebg:SetHeight(self.runeHeight)
if self.currentGrowMode == self.growModes["width"] then
self.frame.graphical[i].rune:SetPoint("LEFT", self.frame.graphical[i], "LEFT")
self.frame.graphical[i].runebg:SetPoint("LEFT", self.frame.graphical[i], "LEFT")
else
self.frame.graphical[i].rune:SetPoint("BOTTOM", self.frame.graphical[i], "BOTTOM")
self.frame.graphical[i].runebg:SetPoint("BOTTOM", self.frame.graphical[i], "BOTTOM")
end
end
@ -774,7 +763,6 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
-- make sure any texture aside from the special one is square and has the proper coordinates
self.frame.graphical[rune].rune:SetTexCoord(a, b, c, d)
self.frame.graphical[rune].runebg:SetTexCoord(a, b, c, d)
self.frame.graphical[rune]:SetWidth(width)
self.frame:SetWidth(width*self.numRunes)
local runeAdjust = rune - (self.numRunes / 2) - 0.5
@ -784,8 +772,8 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
self.frame.graphical[rune]:SetPoint("CENTER", 0, -1 * (runeAdjust * (self.runeHeight-5) + runeAdjust + (runeAdjust * self.moduleSettings.runeGap)))
end
local tex = self:GetRuneTexture(rune)
if self:GetRuneMode() == "Graphical" then
local tex = self:GetRuneTexture(rune)
if tex then
self.frame.graphical[rune].rune:SetTexture(tex)
else
@ -800,11 +788,6 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
elseif self:GetRuneMode() == "Graphical Clean Circle" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
end
if tex then
self.frame.graphical[rune].runebg:SetTexture(tex)
else
self.frame.graphical[rune].runebg:SetAtlas(self.frame.graphical[rune].rune:GetAtlas())
end
end
function IceClassPowerCounter.prototype:GetAlphaAdd()

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@ -332,6 +332,7 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
self.frame.graphicalBG[i] = frame
frame.texture = frame:CreateTexture()
frame.texture:SetAllPoints(frame)
forceTextureUpdate = true
end
if forceTextureUpdate then
@ -367,6 +368,7 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
self.frame.graphical[i] = frame
frame.texture = frame:CreateTexture()
frame.texture:SetAllPoints(frame)
forceTextureUpdate = true
end
if forceTextureUpdate then
@ -464,7 +466,7 @@ function ComboPoints.prototype:UpdateComboPoints(...)
anticipate = self.moduleSettings.showAnticipation and anticipate or 0
if self:GetMaxComboPoints() > #self.frame.graphical then
self:CreateFrame()
self:CreateComboFrame(true)
end
if (self.moduleSettings.comboMode == "Numeric") then

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@ -436,6 +436,12 @@ function IceCustomCount.prototype:UpdateCustomCount()
end
local points = IceStackCounter_GetCount(self)
local max = IceStackCounter_GetMaxCount(self)
if max ~= #self.frame.graphical then
self:Redraw()
return
end
if (self.moduleSettings.countMode == "Numeric") then
local r, g, b = self:GetCustomColor()

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@ -165,6 +165,8 @@ function MirrorBarHandler.prototype:init()
self:SetDefaultColor("BREATH", 0, 0.5, 1)
self:SetDefaultColor("DEATH", 1, 0.7, 0)
self:SetDefaultColor("FEIGNDEATH", 1, 0.9, 0)
self.scalingEnabled = true
end
@ -540,6 +542,7 @@ function MirrorBarHandler.prototype:SetSettings(bar)
bar.moduleSettings.barVerticalOffset = self.moduleSettings.barVerticalOffset
bar.moduleSettings.alwaysFullAlpha = self.moduleSettings.alwaysFullAlpha
bar.moduleSettings.rotateBar = self.moduleSettings.rotateBar
bar.moduleSettings.scale = self.moduleSettings.scale
end

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@ -13,15 +13,10 @@ function PlayerAbsorb.prototype:GetDefaultSettings()
settings["side"] = IceCore.Side.Left
settings["offset"] = 3
settings["enabled"] = true
return settings
end
function PlayerAbsorb.prototype:MyRegisterCustomEvents()
end
function PlayerAbsorb.prototype:MyUnregisterCustomEvents()
end
-- Load us up
IceHUD.PlayerAbsorb = PlayerAbsorb:new()

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@ -5,6 +5,7 @@ local IceHUD = _G.IceHUD
PlayerHealth.prototype.resting = nil
PlayerHealth.prototype.pendingBlizzardPartyHide = false
PlayerHealth.prototype.absorbAmount = 0
local configMode = false
local HealComm
@ -16,6 +17,7 @@ function PlayerHealth.prototype:init()
self:SetDefaultColor("PlayerHealth", 37, 164, 30)
self:SetDefaultColor("PlayerHealthHealAmount", 37, 164, 30)
self:SetDefaultColor("PlayerHealthAbsorbAmount", 220, 220, 220)
end
@ -31,8 +33,10 @@ function PlayerHealth.prototype:GetDefaultSettings()
settings["allowMouseInteraction"] = false
settings["allowMouseInteractionCombat"] = false
settings["healAlpha"] = 0.6
settings["absorbAlpha"] = 0.6
settings["lockIconAlpha"] = false
settings["showIncomingHeals"] = true
settings["showAbsorbs"] = true
settings["showStatusIcon"] = true
settings["statusIconOffset"] = {x=110, y=0}
@ -107,6 +111,8 @@ function PlayerHealth.prototype:Enable(core)
self:RegisterEvent("UNIT_HEAL_PREDICTION", "IncomingHealPrediction")
end
self:RegisterEvent("UNIT_ABSORB_AMOUNT_CHANGED", "UpdateAbsorbAmount")
if (self.moduleSettings.hideBlizz) then
self:HideBlizz()
end
@ -164,6 +170,11 @@ function PlayerHealth.prototype:IncomingHealPrediction(event, unit)
end
end
function PlayerHealth.prototype:UpdateAbsorbAmount()
self.absorbAmount = UnitGetTotalAbsorbs(self.unit) or 0
self:Update()
end
-- OVERRIDE
function PlayerHealth.prototype:GetOptions()
@ -327,6 +338,52 @@ function PlayerHealth.prototype:GetOptions()
order = 43.7
}
opts["showAbsorbs"] =
{
type = 'toggle',
name = L["Show absorbs"],
desc = L["Whether or not to show absorb amounts as a lighter-colored bar on top of your current health."],
get = function()
return self.moduleSettings.showAbsorbs
end,
set = function(info, v)
if not v then
self.absorbFrame.bar:Hide()
else
self.absorbFrame.bar:Show()
end
self.moduleSettings.showAbsorbs = v
self:Update()
end,
disabled = function()
return not (self.moduleSettings.enabled and IceHUD.WowVer >= 70000)
end,
order = 43.8
}
opts["absorbAlpha"] =
{
type = "range",
name = L["Absorb bar alpha"],
desc = L["What alpha value to use for the bar that displays how much effective health you have including absorbs (This gets multiplied by the bar's current alpha to stay in line with the bar on top of it)"],
min = 0,
max = 100,
step = 5,
get = function()
return self.moduleSettings.absorbAlpha * 100
end,
set = function(info, v)
self.moduleSettings.absorbAlpha = v / 100.0
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showAbsorbs
end,
order = 43.9
}
opts["iconSettings"] =
{
type = 'group',
@ -824,6 +881,7 @@ function PlayerHealth.prototype:CreateFrame()
PlayerHealth.super.prototype.CreateFrame(self)
self:CreateHealBar()
self:CreateAbsorbBar()
end
@ -880,6 +938,18 @@ function PlayerHealth.prototype:CreateHealBar()
end
end
function PlayerHealth.prototype:CreateAbsorbBar()
self.absorbFrame = self:BarFactory(self.absorbFrame, "LOW","BACKGROUND")
self.absorbFrame.bar:SetVertexColor(self:GetColor("PlayerHealthAbsorbAmount", self.alpha * self.moduleSettings.absorbAlpha))
self:UpdateBar(1, "undef")
if not self.moduleSettings.showAbsorbs or UnitGetTotalAbsorbs == nil then
self.absorbFrame.bar:Hide()
end
end
function PlayerHealth.prototype:EnableClickTargeting(bEnable)
if bEnable then
@ -1151,7 +1221,7 @@ function PlayerHealth.prototype:CheckPvP()
minx, maxx, miny, maxy = 0.05, 0.605, 0.015, 0.57
elseif UnitIsPVP(self.unit) then
pvpMode = UnitFactionGroup(self.unit)
if pvpMode == "Neutral" then
pvpMode = "FFA"
end
@ -1216,7 +1286,7 @@ function PlayerHealth.prototype:Update(unit)
local percent
if incomingHealAmt > 0 then
percent = self.maxHealth ~= 0 and ((self.health + incomingHealAmt) / self.maxHealth) or 0
percent = self.maxHealth ~= 0 and ((self.health + (self.absorbAmount or 0) + incomingHealAmt) / self.maxHealth) or 0
if self.moduleSettings.reverse then
percent = 1 - percent
-- Rokiyo: I'm thinking the frama strata should also to be set to medium if we're in reverse.
@ -1230,6 +1300,23 @@ function PlayerHealth.prototype:Update(unit)
self:SetBarCoord(self.healFrame, percent)
end
if self.moduleSettings.showAbsorbs and self.absorbFrame and self.absorbFrame.bar and self.absorbAmount then
local percent
if self.absorbAmount > 0 then
percent = self.maxHealth ~= 0 and ((self.health + self.absorbAmount) / self.maxHealth) or 0
if self.moduleSettings.reverse then
percent = 1 - percent
end
else
percent = 0
end
percent = IceHUD:Clamp(percent, 0, 1)
self:SetBarCoord(self.absorbFrame, percent)
end
if not IceHUD.IceCore:ShouldUseDogTags() then
self:SetBottomText1(math.floor(self.healthPercentage * 100))
self:SetBottomText2(self:GetFormattedText(self.health, self.maxHealth), textColor)
@ -1399,6 +1486,9 @@ function PlayerHealth.prototype:UpdateBar(scale, color, alpha)
if self.healFrame and self.healFrame.bar then
self.healFrame.bar:SetVertexColor(self:GetColor("PlayerHealthHealAmount", self.alpha * self.moduleSettings.healAlpha))
end
if self.absorbFrame and self.absorbFrame.bar then
self.absorbFrame.bar:SetVertexColor(self:GetColor("PlayerHealthAbsorbAmount", self.alpha * self.moduleSettings.absorbAlpha))
end
--[[ seems to be causing taint. oh well
if self.frame.button then
if self.alpha == 0 then

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@ -19,6 +19,8 @@ function PlayerMana.prototype:init()
if IceHUD.WowVer >= 70000 then
self:SetDefaultColor("PlayerInsanity", 150, 50, 255)
self:SetDefaultColor("PlayerFury", 255, 50, 255)
self:SetDefaultColor("PlayerMaelstrom", 62, 54, 152)
self:SetDefaultColor("PlayerPain", 255, 50, 255)
end
end
@ -98,6 +100,27 @@ end
order = 53
}
opts["scaleManaColorForAll"] = {
type = "toggle",
name = L["Scale for non-mana users"],
desc = L["Uses the 'color bar by mana %' setting/colors even for classes that don't use Mana"],
width = 'double',
get = function()
return self.moduleSettings.scaleManaColorForAll
end,
set = function(info, value)
self.moduleSettings.scaleManaColorForAll = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return not self.moduleSettings.scaleManaColor
end,
order = 53.1
}
return opts
end
@ -151,7 +174,7 @@ function PlayerMana.prototype:CheckVehicle()
end
function PlayerMana.prototype:ShouldUseTicker()
return IceHUD.WowVer < 30000 or not GetCVarBool("predictedPower")
return IceHUD.WowVer < 30000 or (IceHUD.WowVer < 70100 and not GetCVarBool("predictedPower"))
end
function PlayerMana.prototype:SetupOnUpdate(enable)
@ -245,7 +268,7 @@ end
function PlayerMana.prototype:TreatEmptyAsFull()
return self.manaType == SPELL_POWER_RAGE or self.manaType == SPELL_POWER_RUNIC_POWER
or (IceHUD.WowVer >= 70000 and (self.manaType == SPELL_POWER_LUNAR_POWER or self.manaType == SPELL_POWER_INSANITY
or self.manaType == SPELL_POWER_FURY))
or self.manaType == SPELL_POWER_FURY or self.manaType == SPELL_POWER_PAIN or self.manaType == SPELL_POWER_MAELSTROM))
end
function PlayerMana.prototype:UpdateEvent(event, unit, powertype)
@ -280,11 +303,10 @@ function PlayerMana.prototype:Update(unit, powertype)
end
local color = "PlayerMana"
if (self.moduleSettings.scaleManaColor) then
color = "ScaledManaColor"
end
if not (self.alive) then
color = "Dead"
elseif (self.moduleSettings.scaleManaColor and (UnitPowerType(self.unit) == SPELL_POWER_MANA or self.moduleSettings.scaleManaColorForAll)) then
color = "ScaledManaColor"
else
if (self.manaType == SPELL_POWER_RAGE) then
color = "PlayerRage"
@ -298,6 +320,10 @@ function PlayerMana.prototype:Update(unit, powertype)
color = "PlayerInsanity"
elseif (IceHUD.WowVer >= 70000 and self.manaType == SPELL_POWER_FURY) then
color = "PlayerFury"
elseif (IceHUD.WowVer >= 70000 and self.manaType == SPELL_POWER_MAELSTROM) then
color = "PlayerMaelstrom"
elseif (IceHUD.WowVer >= 70000 and self.manaType == SPELL_POWER_PAIN) then
color = "PlayerPain"
end
end

View File

@ -80,6 +80,6 @@ end
-- Load for tanks only
local _, unitClass = UnitClass("player")
if ((unitClass == "DEATHKNIGHT" or unitClass == "DRUID" or unitClass == "PALADIN" or unitClass == "WARRIOR" or unitClass == "MONK")
and IceHUD.WowVer >= 60000) then
and IceHUD.WowVer >= 60000 and IceHUD.WowVer < 70000) then
IceHUD.Resolve = Resolve:new()
end

436
modules/RollTheBones.lua Normal file
View File

@ -0,0 +1,436 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local RollTheBones = IceCore_CreateClass(IceUnitBar)
local IceHUD = _G.IceHUD
local baseTime = 12
local gapPerComboPoint = 6
local maxComboPoints = 5
local rtbEndTime = 0
local rtbDuration = 0
local rtbCount = 0
local CurrMaxRtBDuration = 0
local PotentialRtBDuration = 0
local RtBBuffs = {199603, 193358, 193357, 193359, 199600, 193356}
local RtBSet = {}
for _, v in ipairs(RtBBuffs) do
RtBSet[v] = true
end
-- Constructor --
function RollTheBones.prototype:init()
RollTheBones.super.prototype.init(self, "RollTheBones", "player")
self.moduleSettings = {}
self.moduleSettings.desiredLerpTime = 0
self.moduleSettings.shouldAnimate = false
self:SetDefaultColor("RollTheBones", 1, 0.6, 0.2)
self:SetDefaultColor("RollTheBones2", 0.75, 1, 0.2)
self:SetDefaultColor("RollTheBones3", 0.4, 1, 0.2)
self:SetDefaultColor("RollTheBones6", 0.1, 1, 0.7)
self:SetDefaultColor("RollTheBonesPotential", 1, 1, 1)
self.bTreatEmptyAsFull = true
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function RollTheBones.prototype:Enable(core)
RollTheBones.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_AURA", "UpdateRollTheBones")
self:RegisterEvent("UNIT_POWER", "ComboPointsChanged")
if not self.moduleSettings.alwaysFullAlpha then
self:Show(false)
else
self:UpdateRollTheBones()
end
self:SetBottomText1("")
end
function RollTheBones.prototype:Disable(core)
RollTheBones.super.prototype.Disable(self, core)
end
function RollTheBones.prototype:ComboPointsChanged(...)
if select('#', ...) >= 3 and select(1, ...) == "UNIT_POWER" and select(3, ...) ~= "COMBO_POINTS" then
return
end
self:TargetChanged()
self:UpdateDurationBar()
end
-- OVERRIDE
function RollTheBones.prototype:GetDefaultSettings()
local settings = RollTheBones.super.prototype.GetDefaultSettings(self)
settings["enabled"] = false
settings["shouldAnimate"] = false
settings["desiredLerpTime"] = nil
settings["lowThreshold"] = 0
settings["side"] = IceCore.Side.Right
settings["offset"] = 6
settings["upperText"]="RtB:"
settings["showAsPercentOfMax"] = true
settings["durationAlpha"] = 0.6
settings["usesDogTagStrings"] = false
settings["lockLowerFontAlpha"] = false
settings["lowerTextString"] = ""
settings["lowerTextVisible"] = false
settings["hideAnimationSettings"] = true
settings["bAllowExpand"] = true
settings["bShowWithNoTarget"] = true
settings["bUseMultipleBuffColors"] = true
return settings
end
-- OVERRIDE
function RollTheBones.prototype:GetOptions()
local opts = RollTheBones.super.prototype.GetOptions(self)
opts["textSettings"].args["upperTextString"]["desc"] = "The text to display under this bar. # will be replaced with the number of Roll the Bones seconds remaining."
opts["textSettings"].args["upperTextString"].hidden = false
opts["showAsPercentOfMax"] =
{
type = 'toggle',
name = L["Show bar as % of maximum"],
desc = L["If this is checked, then the RtB buff time shows as a percent of the maximum attainable (taking set bonuses and talents into account). Otherwise, the bar always goes from full to empty when applying RtB no matter the duration."],
get = function()
return self.moduleSettings.showAsPercentOfMax
end,
set = function(info, v)
self.moduleSettings.showAsPercentOfMax = v
end,
disabled = function()
return not self.moduleSettings.enabled
end
}
opts["durationAlpha"] =
{
type = "range",
name = L["Potential RtB time bar alpha"],
desc = L["What alpha value to use for the bar that displays how long your RtB will last if you activate it. (This gets multiplied by the bar's current alpha to stay in line with the bar on top of it)"],
min = 0,
max = 100,
step = 5,
get = function()
return self.moduleSettings.durationAlpha * 100
end,
set = function(info, v)
self.moduleSettings.durationAlpha = v / 100.0
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end
}
opts["bShowWithNoTarget"] =
{
type = 'toggle',
name = L["Show with no target"],
desc = L["Whether or not to display when you have no target selected but have combo points available"],
get = function()
return self.moduleSettings.bShowWithNoTarget
end,
set = function(info, v)
self.moduleSettings.bShowWithNoTarget = v
self:ComboPointsChanged()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
}
opts["bUseMultipleBuffColors"] =
{
type = 'toggle',
name = L["Use multiple buff colors"],
desc = L["If this is checked, then the bar uses different colors depending on how many RtB buffs you have"],
get = function()
return self.moduleSettings.bUseMultipleBuffColors
end,
set = function(info, v)
self.moduleSettings.bUseMultipleBuffColors = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
}
return opts
end
function RollTheBones.prototype:CreateFrame()
RollTheBones.super.prototype.CreateFrame(self)
self:CreateDurationBar()
end
function RollTheBones.prototype:CreateDurationBar()
self.durationFrame = self:BarFactory(self.durationFrame, "BACKGROUND","ARTWORK")
-- Rokiyo: Do we need to call this here?
self.CurrScale = 0
self.durationFrame.bar:SetVertexColor(self:GetColor("RollTheBonesPotential", self.moduleSettings.durationAlpha))
self.durationFrame.bar:SetHeight(0)
self:UpdateBar(1, "undef")
-- force update the bar...if we're in here, then either the UI was just loaded or the player is jacking with the options.
-- either way, make sure the duration bar matches accordingly
self:UpdateDurationBar()
end
function RollTheBones.prototype:RotateHorizontal()
RollTheBones.super.prototype.RotateHorizontal(self)
self:RotateFrame(self.durationFrame)
end
function RollTheBones.prototype:ResetRotation()
RollTheBones.super.prototype.ResetRotation(self)
if self.durationFrame and self.durationFrame.anim then
self.durationFrame.anim:Stop()
end
end
-- 'Protected' methods --------------------------------------------------------
function RollTheBones.prototype:GetBuffDuration(unitName, ids)
local i = 1
local buff, rank, texture, type, duration, endTime, remaining, spellId
buff, _, _, _, type, duration, endTime, _, _, _, spellId = UnitBuff(unitName, i)
local realDuration, remaining, count
local now = GetTime()
count = 0
while buff do
if (spellId and ids[spellId]) then
if endTime then
realDuration = duration
remaining = endTime - now
count = count + 1
end
end
i = i + 1;
buff, _, _, _, type, duration, endTime, _, _, _, spellId = UnitBuff(unitName, i)
end
if count > 0 then
return realDuration, remaining, count
else
return nil, nil, 0
end
end
function RollTheBones.prototype:MyOnUpdate()
RollTheBones.super.prototype.MyOnUpdate(self)
if self.bUpdateRtb then
self:UpdateRollTheBones(nil, self.unit, true)
end
if self.target or self.moduleSettings.bShowWithNoTarget then
self:UpdateDurationBar()
end
end
local function RTBGetComboPoints(unit)
return UnitPower(unit, SPELL_POWER_COMBO_POINTS)
end
-- use this to figure out if Roll the Bones is available or not. neither IsSpellKnown nor IsPlayerSpell are correct for it
-- when SnD is known, but this is.
local function HasSpell(id)
local spell = GetSpellInfo(id)
return spell == GetSpellInfo(spell)
end
local function ShouldHide()
return not HasSpell(193316)
end
function RollTheBones.prototype:UpdateRollTheBones(event, unit, fromUpdate)
if unit and unit ~= self.unit then
return
end
local now = GetTime()
local remaining = nil
if not fromUpdate then
rtbDuration, remaining, rtbCount = self:GetBuffDuration(self.unit, RtBSet)
if not remaining then
rtbEndTime = 0
else
rtbEndTime = remaining + now
end
end
if rtbEndTime and rtbEndTime >= now then
if not fromUpdate then
self.bUpdateRtb = true
end
self:Show(true)
if not remaining then
remaining = rtbEndTime - now
end
local denominator = (self.moduleSettings.showAsPercentOfMax and CurrMaxRtBDuration or rtbDuration)
self:UpdateBar(denominator ~= 0 and remaining / denominator or 0, self:GetColorName(rtbCount))
else
self:UpdateBar(0, "RollTheBones")
if RTBGetComboPoints(self.unit) == 0 or (not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget) or ShouldHide() then
if self.bIsVisible then
self.bUpdateRtb = nil
end
if not self.moduleSettings.alwaysFullAlpha or ShouldHide() then
self:Show(false)
end
end
end
-- somewhat redundant, but we also need to check potential remaining time
if (remaining ~= nil) or PotentialRtBDuration > 0 then
local potText = " (" .. PotentialRtBDuration .. ")"
self:SetBottomText1(self.moduleSettings.upperText .. tostring(floor(remaining or 0)) .. (self.moduleSettings.durationAlpha ~= 0 and potText or ""))
end
end
function RollTheBones.prototype:GetColorName(count)
if self.moduleSettings.bUseMultipleBuffColors and count >= 2 then
return "RollTheBones"..count
else
return "RollTheBones"
end
end
function RollTheBones.prototype:TargetChanged()
if self.moduleSettings.bShowWithNoTarget and RTBGetComboPoints(self.unit) > 0 then
self.target = true
else
self.target = UnitExists("target")
end
self:Update(self.unit)
self:UpdateDurationBar()
self:UpdateRollTheBones()
end
function RollTheBones.prototype:UpdateDurationBar(event, unit)
if unit and unit ~= self.unit then
return
end
local points = RTBGetComboPoints(self.unit)
-- check for Deeper Stratagem
local _, _, _, DeeperStratagem = GetTalentInfo(3, 1, 1)
if DeeperStratagem then
-- first, set the cached upper limit of RtB duration
CurrMaxRtBDuration = self:GetMaxBuffTime(maxComboPoints + 1)
else
CurrMaxRtBDuration = self:GetMaxBuffTime(maxComboPoints)
end
if event then
self:UpdateRollTheBones()
end
-- player doesn't want to show the percent of max or the alpha is zeroed out, so don't bother with the duration bar
if not self.moduleSettings.showAsPercentOfMax or self.moduleSettings.durationAlpha == 0 or (points == 0 and not self:IsVisible())
or ShouldHide() then
self.durationFrame:Hide()
return
end
self.durationFrame:Show()
-- if we have combo points and a target selected, go ahead and show the bar so the duration bar can be seen
if points > 0 and (UnitExists("target") or self.moduleSettings.bShowWithNoTarget) then
self:Show(true)
end
if self.moduleSettings.durationAlpha > 0 then
PotentialRtBDuration = self:GetMaxBuffTime(points)
-- compute the scale from the current number of combo points
local scale = IceHUD:Clamp(PotentialRtBDuration / CurrMaxRtBDuration, 0, 1)
-- sadly, animation uses bar-local variables so we can't use the animation for 2 bar textures on the same bar element
if (self.moduleSettings.reverse) then
scale = 1 - scale
end
self.durationFrame.bar:SetVertexColor(self:GetColor("RollTheBonesPotential", self.moduleSettings.durationAlpha))
self:SetBarCoord(self.durationFrame, scale)
end
if rtbEndTime < GetTime() then
local potText = " (" .. PotentialRtBDuration .. ")"
self:SetBottomText1(self.moduleSettings.upperText .. "0" .. (self.moduleSettings.durationAlpha > 0 and potText or ""))
end
end
function RollTheBones.prototype:GetMaxBuffTime(numComboPoints)
local maxduration
if numComboPoints == 0 then
return 0
end
maxduration = baseTime + ((numComboPoints - 1) * gapPerComboPoint)
return maxduration
end
function RollTheBones.prototype:GetItemIdFromItemLink(linkStr)
local itemId
local _
if linkStr then
_, itemId, _, _, _, _, _, _, _ = strsplit(":", linkStr)
end
return itemId or 0
end
function RollTheBones.prototype:IsItemIdInList(itemId, list)
for i=1,#list do
if string.match(itemId, list[i]) then
return true
end
end
return false
end
function RollTheBones.prototype:OutCombat()
RollTheBones.super.prototype.OutCombat(self)
self:UpdateRollTheBones()
end
local _, unitClass = UnitClass("player")
-- Load us up
if unitClass == "ROGUE" and IceHUD.WowVer >= 70000 then
IceHUD.RollTheBones = RollTheBones:new()
end

View File

@ -21,6 +21,13 @@ if IceHUD.WowVer >= 70000 then
GetRuneType = function() return RUNETYPE_LEGION end
end
local RUNEMODE_DEFAULT = "Blizzard"
local RUNEMODE_NUMERIC = "Numeric"
local RUNEMODE_BAR = "Graphical Bar"
local RUNEMODE_CIRCLE = "Graphical Circle"
local RUNEMODE_GLOW = "Graphical Glow"
local RUNEMODE_CLEANCIRCLE = "Graphical Clean Circle"
-- setup the names to be more easily readable
Runes.prototype.runeNames = {
[RUNETYPE_BLOOD] = "Blood",
@ -34,6 +41,8 @@ Runes.prototype.runeSize = 25
-- blizzard has hardcoded 6 runes right now, so i'll do the same...see RuneFrame.xml
Runes.prototype.numRunes = 6
Runes.prototype.lastRuneState = {}
-- Constructor --
function Runes.prototype:init()
Runes.super.prototype.init(self, "Runes")
@ -152,6 +161,9 @@ function Runes.prototype:GetOptions()
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return self.moduleSettings.runeMode ~= RUNEMODE_DEFAULT
end,
order = 36
}
@ -175,6 +187,42 @@ function Runes.prototype:GetOptions()
order = 34.1
}
opts["runeMode"] = {
type = 'select',
name = L["Rune display mode"],
desc = L["What graphical representation each rune should have. When setting to anything other than 'graphical', the module will behave more like combo points and simply show how many are active."],
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.runeMode)
end,
set = function(info, v)
self.moduleSettings.runeMode = info.option.values[v]
self:ResetRuneAvailability()
self:Redraw()
end,
values = { RUNEMODE_DEFAULT, RUNEMODE_NUMERIC, RUNEMODE_BAR, RUNEMODE_CIRCLE, RUNEMODE_GLOW, RUNEMODE_CLEANCIRCLE },
disabled = function()
return not self.moduleSettings.enabled
end,
order = 35.5,
}
opts["showWhenNotFull"] = {
type = 'toggle',
name = L["Show when not full"],
desc = L["Whether to show the Runes module any time the player has fewer than max runes available (regardless of combat/target status)."],
get = function()
return self.moduleSettings.showWhenNotFull
end,
set = function(info, v)
self.moduleSettings.showWhenNotFull = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 38,
}
return opts
end
@ -192,7 +240,9 @@ function Runes.prototype:GetDefaultSettings()
defaults["alwaysFullAlpha"] = false
defaults["displayMode"] = "Horizontal"
defaults["cooldownMode"] = "Cooldown"
defaults["runeMode"] = RUNEMODE_DEFAULT
defaults["runeGap"] = 0
defaults["showWhenNotFull"] = false
return defaults
end
@ -212,6 +262,10 @@ function Runes.prototype:Enable(core)
self.numRunes = UnitPowerMax("player", SPELL_POWER_RUNES)
end
for i=1,self.numRunes do
self.lastRuneState[i] = select(3, GetRuneCooldown(i))
end
Runes.super.prototype.Enable(self, core)
self:RegisterEvent("RUNE_POWER_UPDATE", "UpdateRunePower")
@ -259,15 +313,45 @@ function Runes.prototype:UpdateRunePower(event, rune, dontFlash)
return
end
if self.moduleSettings.runeMode == RUNEMODE_NUMERIC then
self.frame.numeric:SetText(tostring(self:GetNumRunesAvailable()))
return
end
local start, duration, usable = GetRuneCooldown(rune)
local lastState = self.lastRuneState[rune]
self.lastRuneState[rune] = usable
if self.moduleSettings.runeMode ~= RUNEMODE_DEFAULT then
if lastState == usable then
return
end
if usable then
for i=1,self.numRunes do
if self.frame.graphical[i]:GetAlpha() == 0 then
rune = i
break
end
end
else
for i=1,self.numRunes do
if self.frame.graphical[i]:GetAlpha() == 0 then
break
end
rune = i
end
end
end
-- print("Runes.prototype:UpdateRunePower: rune="..rune.." usable="..(usable and "yes" or "no").." GetRuneType(rune)="..GetRuneType(rune));
if usable then
if self.moduleSettings.cooldownMode == "Cooldown" then
self.frame.graphical[rune].cd:Hide()
elseif self.moduleSettings.cooldownMode == "Alpha" then
if self.moduleSettings.cooldownMode == "Alpha" or self.moduleSettings.runeMode ~= RUNEMODE_DEFAULT then
self.frame.graphical[rune]:SetAlpha(1)
elseif self.moduleSettings.cooldownMode == "Cooldown" then
self.frame.graphical[rune].cd:Hide()
elseif self.moduleSettings.cooldownMode == "Both" then
self.frame.graphical[rune].cd:Hide()
self.frame.graphical[rune]:SetAlpha(1)
@ -283,7 +367,9 @@ function Runes.prototype:UpdateRunePower(event, rune, dontFlash)
UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
end
elseif start ~= nil and duration ~= nil then
if self.moduleSettings.cooldownMode == "Cooldown" then
if self.moduleSettings.runeMode ~= RUNEMODE_DEFAULT then
self.frame.graphical[rune]:SetAlpha(0)
elseif self.moduleSettings.cooldownMode == "Cooldown" then
CooldownFrame_SetTimer(self.frame.graphical[rune].cd, start, duration, true)
self.frame.graphical[rune].cd:Show()
elseif self.moduleSettings.cooldownMode == "Alpha" then
@ -294,6 +380,20 @@ function Runes.prototype:UpdateRunePower(event, rune, dontFlash)
self.frame.graphical[rune]:SetAlpha(0.2)
end
end
self:Redraw()
end
function Runes.prototype:GetNumRunesAvailable()
local available = 0
for i=1,self.numRunes do
if select(3, GetRuneCooldown(i)) then
available = available + 1
end
end
return available
end
function Runes.prototype:ShineFinished(rune)
@ -319,10 +419,19 @@ function Runes.prototype:UpdateRuneType(event, rune)
end
function Runes.prototype:GetRuneTexture(runeName)
if not runeName then
return ""
if self.moduleSettings.runeMode == RUNEMODE_DEFAULT and runeName then
return "Interface\\PlayerFrame\\UI-PlayerFrame-DeathKnight-"..runeName
elseif self.moduleSettings.runeMode == RUNEMODE_BAR then
return IceElement.TexturePath .. "Combo"
elseif self.moduleSettings.runeMode == RUNEMODE_CIRCLE then
return IceElement.TexturePath .. "ComboRound"
elseif self.moduleSettings.runeMode == RUNEMODE_GLOW then
return IceElement.TexturePath .. "ComboGlow"
elseif self.moduleSettings.runeMode == RUNEMODE_CLEANCIRCLE then
return IceElement.TexturePath .. "ComboCleanCurves"
end
return "Interface\\PlayerFrame\\UI-PlayerFrame-DeathKnight-"..runeName
return ""
end
-- 'Protected' methods --------------------------------------------------------
@ -344,13 +453,19 @@ end
function Runes.prototype:CreateRuneFrame()
-- create numeric runes
self.frame.numeric = self:FontFactory(self.moduleSettings.runeFontSize, nil, self.frame.numeric)
if not self.frame.numeric then
self.frame.numeric = self:FontFactory(self.moduleSettings.runeFontSize, self.frame)
end
self.frame.numeric:SetWidth(50)
self.frame.numeric:SetJustifyH("CENTER")
self.frame.numeric:SetPoint("TOP", self.frame, "TOP", 0, 0)
self.frame.numeric:Hide()
if self.moduleSettings.runeMode == RUNEMODE_NUMERIC then
self.frame.numeric:Show()
else
self.frame.numeric:Hide()
end
if (not self.frame.graphical) then
self.frame.graphical = {}
@ -409,7 +524,11 @@ function Runes.prototype:CreateRune(i, type, name)
local runeTex = self:GetRuneTexture(name)
self.frame.graphical[i].rune:SetTexture(runeTex)
self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
self.frame.graphical[i]:Show()
if self.moduleSettings.runeMode ~= RUNEMODE_NUMERIC then
self.frame.graphical[i]:Show()
else
self.frame.graphical[i]:Hide()
end
self.frame.graphical[i].cd:SetFrameStrata("BACKGROUND")
self.frame.graphical[i].cd:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel()+1)
@ -485,6 +604,14 @@ function Runes.prototype:CheckCombat()
self:Redraw()
end
function Runes.prototype:UseTargetAlpha(scale)
if not self.moduleSettings.showWhenNotFull then
return Runes.super.prototype.UseTargetAlpha(scale)
else
return self:GetNumRunesAvailable() ~= self.numRunes
end
end
-- Load us up
local _, unitClass = UnitClass("player")
if (unitClass == "DEATHKNIGHT") then

View File

@ -4,13 +4,8 @@ IceTargetAbsorb.prototype.highestAbsorbSinceLastZero = 0
IceTargetAbsorb.prototype.ColorName = "TargetAbsorb"
local UnitGetTotalAbsorbs = UnitGetTotalAbsorbs
if IceHUD.WowVer < 50200 then
UnitGetTotalAbsorbs = nil
end
-- Constructor --
function IceTargetAbsorb.prototype:init(moduleName, unit, colorName)
-- not sure if this is necessary...i think it is...this way, we can instantiate this bar on its own or as a parent class
if moduleName == nil or unit == nil then
IceTargetAbsorb.super.prototype.init(self, "TargetAbsorb", "target")
else
@ -29,45 +24,46 @@ function IceTargetAbsorb.prototype:GetDefaultSettings()
settings["side"] = IceCore.Side.Right
settings["offset"] = 3
settings["upperText"] = "[TotalAbsorb]"
settings["upperText"] = "[TotalAbsorb:VeryShort]"
return settings
end
-- OVERRIDE
function IceTargetAbsorb.prototype:Enable(core)
IceTargetAbsorb.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_ABSORB_AMOUNT_CHANGED", "UpdateAbsorbAmount")
self:MyRegisterCustomEvents()
self:UpdateAbsorbAmount("UNIT_ABSORB_AMOUNT_CHANGED", self.unit)
self:UpdateAbsorbAmount()
self:Show(false)
end
function IceTargetAbsorb.prototype:MyRegisterCustomEvents()
self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateAbsorbAmount")
end
function IceTargetAbsorb.prototype:MyUnregisterCustomEvents()
self:UnregisterEvent("PLAYER_TARGET_CHANGED")
end
function IceTargetAbsorb.prototype:Update()
self:UpdateAbsorbAmount()
end
function IceTargetAbsorb.prototype:UpdateAbsorbAmount(event, unit)
if UnitGetTotalAbsorbs == nil or (event == "UNIT_ABSORB_AMOUNT_CHANGED" and unit ~= self.unit) then
if event == "UNIT_ABSORB_AMOUNT_CHANGED" and unit ~= self.unit then
return
end
local absorbAmount = UnitGetTotalAbsorbs(self.unit)
local absorbAmount = UnitGetTotalAbsorbs(self.unit) or 0
if absorbAmount == nil or absorbAmount <= 0 then
if absorbAmount <= 0 then
self.highestAbsorbSinceLastZero = 0
elseif absorbAmount > self.highestAbsorbSinceLastZero then
self.highestAbsorbSinceLastZero = absorbAmount
end
if absorbAmount == nil or absorbAmount <= 0 or self.highestAbsorbSinceLastZero <= 0 then
if absorbAmount <= 0 or self.highestAbsorbSinceLastZero <= 0 then
self:Show(false)
else
self:Show(true)
@ -82,4 +78,6 @@ function IceTargetAbsorb.prototype:Disable(core)
self:MyUnregisterCustomEvents()
end
IceHUD.TargetAbsorb = IceTargetAbsorb:new()
if UnitGetTotalAbsorbs ~= nil then
IceHUD.TargetAbsorb = IceTargetAbsorb:new()
end

View File

@ -1325,6 +1325,7 @@ do
icon:SetHeight(size-2)
end
else
frame.texture:SetTexture(0, 0, 0, 0.5)
icon:SetWidth(size-2)
icon:SetHeight(size-2)
end

View File

@ -21,6 +21,8 @@ function IceTargetMana.prototype:init(moduleName, unit)
if IceHUD.WowVer >= 70000 then
self:SetDefaultColor("TargetInsanity", 150, 50, 255)
self:SetDefaultColor("TargetFury", 255, 50, 255)
self:SetDefaultColor("TargetMaelstrom", 52, 64, 221)
self:SetDefaultColor("TargetPain", 255, 50, 255)
end
end
@ -109,10 +111,14 @@ function IceTargetMana.prototype:Update(unit)
self.color = "TargetEnergy"
elseif (manaType == SPELL_POWER_RUNIC_POWER) then
self.color = "TargetRunicPower"
elseif (IceHUD.WowVer >= 70000 and self.manaType == SPELL_POWER_INSANITY) then
elseif (IceHUD.WowVer >= 70000 and manaType == SPELL_POWER_INSANITY) then
self.color = "TargetInsanity"
elseif (IceHUD.WowVer >= 70000 and self.manaType == SPELL_POWER_FURY) then
elseif (IceHUD.WowVer >= 70000 and manaType == SPELL_POWER_FURY) then
self.color = "TargetFury"
elseif (IceHUD.WowVer >= 70000 and manaType == SPELL_POWER_MAELSTROM) then
self.color = "TargetMaelstrom"
elseif (IceHUD.WowVer >= 70000 and manaType == SPELL_POWER_PAIN) then
self.color = "TargetPain"
end
if (self.tapped) then
@ -133,7 +139,7 @@ end
function IceTargetMana.prototype:TreatEmptyAsFull(manaType)
return manaType == SPELL_POWER_RAGE or manaType == SPELL_POWER_RUNIC_POWER
or (IceHUD.WowVer >= 70000 and (manaType == SPELL_POWER_LUNAR_POWER or manaType == SPELL_POWER_INSANITY
or manaType == SPELL_POWER_FURY))
or manaType == SPELL_POWER_FURY or manaType == SPELL_POWER_PAIN or manaType == SPELL_POWER_MAELSTROM))
end
-- OVERRIDE

81
readme.md Normal file
View File

@ -0,0 +1,81 @@
IceHUD is a highly configurable and customizable HUD addon in the spirit of DHUD, MetaHUD, and others designed to keep your focus in the center of the screen where your character is.
### **What it is**
* Player and target health and mana bars, casting and mirror bars, pet health and mana bars, druid mana bar in forms, extensive target info, ToT display, and much more
### **Short feature list**
* Lots of different bar shapes and patterns to make the HUD look like you want
* Class-specific modules such as combo point counters, Slice'n'dice timers, druid mana trackers, Eclipse bar, Holy Power monitoring, Warlock shard tracking, and more
* Target-of-target bars, Crowd Control timers, Range Finders, Threat meters, and plenty of other helpful modules
* Lots of DogTag-supported strings for extreme customizability (with the option to completely disable DogTag support for those that dislike the CPU toll that it takes)
* Cast lag indicator (optional)
* Alpha settings for in combat, target selected, etc.
* Fully customizable bars and counters capable of tracking buff/debuff applications on any unit, spell/ability cooldowns, and the health/mana of any unit you specify. The custom health/mana bars will even work with crazy unit specifications like "focustargettargetfocustarget" if you want!
* Highly configurable (can totally re-arrange all bars, change text display, etc.)
### **Slash commands**
* /icehud - opens the configuration UI to tweak any setting
* /icehudCL - command-line access to tweak IceHUD settings (for use with macros, etc.)
# **Frequently Asked Questions**
1. **How do I hide the default Blizzard player, target unit frames and party unit frames?**
Type /icehud, expand the "Module Settings" section, click "Player Health" or "Target Health," and check "Hide Blizzard Frame" and/or "Hide Blizzard Party Frame". (NOTE: before version 1.3.7, the player/target unitframes were hidden by default. Follow the same steps to enable them if desired)
1. **How do I turn off click-targeting and menus on the player bar?**
Type /icehud, expand the "Module Settings" section, click "Player Health," un-check "Allow click-targeting." Note that as of v1.3, there is now an option to allow click-targeting out of combat, but turn it off while in combat.
1. **How do I hide the HUD or change its transparency based on combat, targeting, etc.?**
Type /icehud, check the "Transparency Settings" section. Nearly any combination of states should be available for tweaking.
1. **Even if the rest of the HUD is transparent, the health percentages seem to show up. Why?**
Type /icehud, expand the "Module Settings" section, expand "Player Health," click "Text Settings," look for options about keeping the lower/upper text blocks alpha locked. If the text is alpha locked, it will not drop below 100%, otherwise it respects its bar's transparency setting. Player Health/Mana, Target Health/Mana, and pet bars should all have these options.
1. **Is there any way to see combo points for Rogues and Druids or sunder applications for Warriors?**
Yes, check the "Combo Points" and "Sunders" modules in the /icehud configuration panel. (Note that these modules may not show up if you're not of the appropriate class to see them. They should be present for their respective classes, however.)
1. **What's this thing at the top of the player's cast bar and threat bar? It's darker than the rest of the bar.** (and may be colored red)
That's the Cast Lag Indicator (or the aggro-pull warning for the Threat bar) that shows you when you can start casting a new spell and still be able to finish the current one (based on your lag to the server). You can disable this in the Player Cast Bar settings under the /icehud configuration screen.
1. **Is there a bar that shows breath underwater and if so, how can I adjust it?**
Yes, this is called the MirrorBarHandler in the module settings portion of the /icehud configuration. It's called that because it mirrors casting bar behavior, displays more than just breathing (fatigue is one example), and that's what Blizzard calls it. It can be moved/adjusted/resized/etc. as with any other module.
1. **There's a long green bar that sometimes shows up below everything else. What is it?**
That would be the TargetOfTarget module. That module is available for people who don't want the full ToT health/mana bars, but do want some sort of ToT representation on the screen. It's configurable through the /icehud module settings.
1. **IceHUD needs a bar or counter for buff/debuff X!**
Good news: as of v1.5, you can create as many bars and counters for any buffs or debuffs you want! Type /icehud, select one of the custom module types in the drop-down at the top of the settings page, and press the Create button. This will create a custom module and automatically select it in the list. It is highly recommend that you rename the bar as soon as possible to avoid any confusion later.
1. **How do I turn off the resting/combat/PvP/etc. icons on the player or target?**
Type /icehud, expand Module Settings, expand PlayerHealth (or TargetHealth for targets), click Icon Settings. You can control every aspect of the icons there including location, visibility, draw order, etc.
1. **How do I turn off buffs/debuffs on the player's or target's bar?**
Type /icehud, expand Module Settings, expand PlayerInfo (or TargetInfo for targets), select Buff Settings or Debuff Settings, and un-check "show buffs" (or "show debuffs").
1. **How do I turn off these big huge bars that pulse whenever one of my abilities procs?**
This isn't IceHUD - it's Blizzard's Spell Alerts they added in 4.0.1. Interface options => Combat => "Spell Alert Opacity" to turn them off or search for a mod to tweak their positioning/size/etc.
1. **I don't like where some of the bars are placed. How do I put the health/mana on the left/right?**
Type /icehud, expand Module Settings, expand whatever module you want to move (e.g. PlayerHealth, PlayerMana), and adjust the "Side" and "Offset" settings. "Side" controls whether it's on the left or the right and "Offset" controls how far from center it is.
1. **Which module displays Monk Chi power?**
This module is called HarmonyPower. Harmony was the original name for Chi back when 5.0 was in beta, so I used Blizzard's name for it while I was developing for Cataclysm. I feel like it's too late to change now that many people are familiar with the Harmony name.
1. **How do I add commas/periods into big numbers like health?**
If you have DogTags enabled, you can open the Text Settings for the module in question and add SeparateDigits() around the tag you're trying to split up. To display Health/MaxHealth with commas, use: [(SeparateDigits(HP):HPColor "/" SeparateDigits(MaxHP):HPColor):Bracket]. To use periods instead of commas, use: [(SeparateDigits(HP, "."):HPColor "/" SeparateDigits(MaxHP, "."):HPColor):Bracket]. Use the /dog help menu to build your own similar tags for Mana, etc.
1. **The countdown timers on buffs and debuffs completely obscure the icon. How do I disable or adjust the text?**
IceHUD is not responsible for this countdown text and cannot control it. The 6.0 patch added an option in the game client to display counts on top of cooldowns. Look at the Action Bars menu under the game's Interface options. You can turn the text on or off there. Mods like OmniCC or CooldownCount will generally give you the same feature but allow you to control when, where, and how the text shows up.
1. **When I rotate some modules 90 degrees, such as the castbar, the bar appears to wiggle up and down as it fills or empties. How do I fix this?**
This is a side effect of the animation API that I'm co-opting to force a rotation without having to provide duplicates of every bar texture in the mod. Any bar moving sufficiently quickly and updating rapidly will cause this. IceHUD is intended to be a vertically-oriented mod, so the rotation feature is there for people who are willing to accept the side effects that come with it. My suggestion is to use one of the many horizontally-oriented bar mods out there if you're wanting horizontal bars. Quartz is a good castbar replacement that you can use and disable IceHUD's built-in castbar, for example.
1. **How do I get rid of the bars that showed up beneath the player in the 7.0 patch?**
Blizzard added a "Personal Resource Display" feature in the 7.0 game client. You can disable it in the Game options -> Interface -> Names -> Personal Resource Display.
See [here](http://www.wowace.com/addons/ice-hud/tickets/113-basic-guide-to-texture-creation/) for a user-created guide to creating new IceHUD textures.