Results: 159Comments by: SpellBuilder
File: Lui Extended04/01/15
Can we have larger font size option...
Posted By: SpellBuilder
Can we have larger font size options? Do you mean for Custom Frames? Only change max value of font size sliders? This can be arranged :) As for even more customization: too lazy to change it. But if you have very large monitor, then there should be no problem in placing big frames somewhere.
File: Lui Extended04/01/15
Can you add a some "crit" marker to...
Posted By: SpellBuilder
Can you add a some "crit" marker to floating numbers of DOTs/HOTs please? Critical DOT already have it: text formatted like "-123 CRIT". All critical healing (single and HOT) does not have any specific text, only label colour for critical healing is more intense green. And after some experience I decided, that it should be like this...
File: Lui Extended04/01/15
I believe it is automatically taken...
Posted By: SpellBuilder
I believe it is automatically taken into account. The timing for a lot of skills (including Entropy) is taken from game API. And only portion of skills have their timing manually recorded. The original duration of Entropy is 12 seconds. With Everlasting Magic x2 it is 20% more, i.e. 14.4 seconds. This is exactly what game API retu...
File: Lui Extended03/31/15
need an option "time to fade" Diff...
Posted By: SpellBuilder
need an option "time to fade" Different areas and different types of labels atm have different timing options (time to fade, and time to initially scale up). So adding this option to configurable parameters is somehow difficult. Also several people asked to add option to change positions of areas where labels appear, but this is als...
File: Foundry Tactical Combat (FTC)03/31/15
I'm switching from ggframes and won...
Posted By: SpellBuilder
I'm switching from ggframes and wondering how I can achieve some of these options on my own. As far as I remember all the parameters you mention are hard-coded in FTC and there is no option to change them. But if you are switching from ggFrames (which development is somehow stalled) you can try my Lui Extended addon. In recent versi...
File: Lui Extended03/31/15
Version 2.11
Posted By: SpellBuilder
1) Fixed reported issue that prevented custom frames unlocking. Thanks to soultrain001 and QuadroTony reporting this error. 2) Ultimate Tracking merged into Combat Info module and will will not work if the module is disabled. This is done due to a lot of similar code used by 2 different modules. Now it is more logical. 3) Finish im...
File: Lui Extended03/30/15
Re: unable to unlock frames
Posted By: SpellBuilder
Anything I can do to fix this? Sorry. Missed that thing in last release after some code optimization. Will be fixed in next release. I am also unable to move the buff/debuff frames when i unlock them. For short-term buffs there is a separate option which will hard-lock those windows to either default or custom frames (when they...
File: Lui Extended03/30/15
Re: Possible to show party members stam and magika?
Posted By: SpellBuilder
see party members stam/magika levels Nope. Not possible by game API. Only thing you can query about any unit (except "player") is Health values and visual for shield, regen, and power/armor stat alteration. For my custom group frame shield and regen is imlpemented. Power/Armor is implemented for player, target and bosses.
File: Lui Extended03/30/15
player+target frames not movable?...
Posted By: SpellBuilder
player+target frames not movable? cannot found the option for it =( In section Custom Unit Frames the first option will unlock all custom frames.
File: Lui Extended03/30/15
Honestly I do not know why is this...
Posted By: SpellBuilder
Honestly I do not know why is this happening. I cannot reproduce the error, and examining the code I believe that this error should not appear. Anyway, this is something to do between CombatInfo and Ultimate modules. To avoid this in future, I will merge them into one module, and Ultimate tracking will only be possible when Combat...
File: Destinations03/28/15
Could you please add WW altar: $...
Posted By: SpellBuilder
Could you please add WW altar: $ /myloc Reaper's March: 66.38x20.53 (reapersmarch/reapersmarch_base)
File: Lui Extended03/20/15
@tiarna: My opinion is that after...
Posted By: SpellBuilder
@tiarna: My opinion is that after you play a little, you will recognize class icons, and you will not need text label. It's only 4 different classes, and text takes more place on screen. @Narfi: Floating text addon has a lot of stuff hardcoded. The options to add customizable settings will require a lot of internal logic rewriti...
File: Lui Extended03/19/15
Fixed. Uploaded fast quick patch....
Posted By: SpellBuilder
Fixed. Uploaded fast quick patch. It was stupid type comparison on lua, that sometimes works and sometimes not. And somehow when I tested it, this exact combination of parameters was not set for me, and I did not get error.
File: Lui Extended03/19/15
Version 2.7
Posted By: SpellBuilder
@Xray70, @pumpkin, @KaoruCmLeader: Fixed. @Otagamo, @vm1000: Added options to enable each component of default and custom frames independently of each other. Btw, my default unit frames extender does nothing to default raid frames. Due to internal unitTags naming, it's rather a pain to keep tracks for all frames used, plus I ne...
File: Lui Extended03/18/15
Ah... I see where error is... You h...
Posted By: SpellBuilder
Ah... I see where error is... You have enabled "Fade out" icons... and this now causes troubles. If you temporary disable "Fade out" expiring short term buffs option, then this error will go away. I will fix this issue in next update. EDIT: Fixed this templar skill. I do not have any high enough level templars characters, so I can...
File: Lui Extended03/18/15
Hey Sensel3ss, First of all, you n...
Posted By: SpellBuilder
Hey Sensel3ss, First of all, you need to understand, that all addons, that deal with default unit frames can influence each other behavior. That said, I would recommend to use several similar addons with care. Next: My LUIE Unit Frames module actually consists of 2 submodules: 1) Default Unit Frames Extender, that overlays text...
File: Lui Extended03/18/15
Re: Re: Re: Re: Re: regens
Posted By: SpellBuilder
Besides, in a four members party if you cast mutagen 2 times, it will land on every member. It won't land on someone who already has it if there is one who don't. Well, first this is completely NOT true. What I'm saying is that I am SURE that that player has mutagen on him. I see the graphical effect on him. My question was not...
File: Lui Extended03/18/15
Re: Re: Re: regens
Posted By: SpellBuilder
I cast mutagen on every team member, but one random player doesn't have the regen animation Well, while Mutagen is random, I think it simply was not applied to this member of your group. The easy check - when you think group frame addons lie to you, just target this person and look at DEFAULT target frame. If it has regen animation,...
File: Lui Extended03/18/15
Re: regens
Posted By: SpellBuilder
As far as I know, all addon and even default UI uses function GetUnitAttributeVisualizerEffectInfo() with parameters ATTRIBUTE_VISUAL_INCREASED_REGEN_POWER, ATTRIBUTE_VISUAL_DECREASED_REGEN_POWER to calculate if currently any specific unit has a "regen" or "degen" attribute status. But afaik, not all skills do really affect those par...
File: Lui Extended03/16/15
@abbon: You can unlock custom fram...
Posted By: SpellBuilder
@abbon: You can unlock custom frames in settings menu and then you will be able to move all 4 custom frames (Player, Target, SmallGroup, RaidGroup) to any desired position. @sarousse: Question: Does this happen for you when you have my custom frames enabled only for Player/Target, but disabled them for SmallGroup and RaidGroup?...
File: Lui Extended03/15/15
Oh! I found a bug when "Include pla...
Posted By: SpellBuilder
Oh! I found a bug when "Include player in group frames" option switched off, i.e. when you want to exclude the player. Please do not exclude yourself until next release, otherwise frame bar of one of other members of group becomes completely messed up.
File: Lui Extended03/15/15
Version 2.4
Posted By: SpellBuilder
Added: default target frames disable. Added: new visuals on player and target frame. When armor is decreased, the bar is overlayed with standard game crack texture (same as on default bars) When armor is increased, I display new 'armor' icon over health bar When power is increased, I display new 'weapon' icon over health bar W...
File: Lui Extended03/14/15
But at the moment, is there any way...
Posted By: SpellBuilder
But at the moment, is there any way to hide the default target frame ? Heh... Again answer is "not at the moment" :). Do you need this feature? I ask because personally when I've player with only custom frames from different addons I still needed that I want to have default target frame, as it shows a lot of additional visual infor...
File: Lui Extended03/13/15
In released version there is no suc...
Posted By: SpellBuilder
In released version there is no such option yet. I have already added one on in my code and found several not very critical bugs, so I think I will upload new version in 1-2 days with some improvements. The main visual difference from ggFrames, is that for now I do not have separate code for small group frames, and small group wil...
File: Lui Extended03/12/15
Version 2.2
Posted By: SpellBuilder
Please check out new version. It contains a lot of changes. As requested, Combat Info now has a font sizes configurable through menu, as well as new option to colour outgoing damage according to damage type. NEW: Unit Frames - custom ones. Inspired by visual graphics of ggFrames and code-wise logic of FTC. If you have Custom...