I had in the trigger nothing, I don't know what it's exactly in english, cause it's translatet into german ;) but I changed it and the aura didn't work.
I'll try it tomorrow again. Hopefully I'll find the mistake ;) |
I'll try and take a look tonight, if my connection works then (but it hasn't connected at all for about ~14 hours so far).
When you say it doesn't work, is it always showing or never showing? If it's always showing (even when you don't have a target) then it's a known bug that'll be fixed in the next release. If you want, you can do a /powa export ingame and it'll export your entire profile. Paste it here and it might help a bit :) |
With the 5.0 version, I'm not sure the Power Auras "Classic" name is justifiable.
I'll see myself out... |
Right, going to make this clear again because I'm sick of people ignoring it:
This is an alpha-quality release. The UI is in an alpha-quality state. Feedback is incredibly useful, so long as it's constructive and helpful. In the vast majority of cases, it has been incredibly useful. However there's still the lingering issue of people complaining about <x> and throwing their toys out of the pram because they expected a release-quality system. I'll just quickly explain how our development process has worked in regards to the UI:
You might be wondering what the point of using the development UI is. In a nutshell, the alpha was put out for two reasons:
Now I've gotten that off my chest, here's the tentative plans for the next couple of releases (hopefully one on Saturday, but no promises):
TL;DR Feedback is useful, whining is not. Pretending this is final is a bad idea. |
I didn't mean it in a negative way... but failed to really have a constructive point, I admit. It was in regard to the *nice* overhaul being done and the word classic being used. What's classic about it? Power Auras Awesome 5.0 seems more relevent. I don't care what the name is nor was I intending to provide feedback of the addon's progress.
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It wasn't aimed at you, it was just something I wanted to address in general. Apologies if it came across that way :)
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Right, basically nailed the Sources system now.
Here's how it works, with pretty pictures: 1) Create the display (we'll do a Timer). 2) Configure it to track what you want. I'll make it track the Legacy of the White Tiger buff. 3) No messing around with sources, because it defaults to automatic configuration mode. 4) It works. For something a bit more advanced (using a buff icon for the texture): 1) Create the texture display. 2) Again, configure it. This time I'll make it show my whirly kick of wet paper bags. 3) It's in automatic mode, so I just need to check "Use Buff/Debuff for Icon". 4) Close editor, spin around, done. The configuration modes are:
Hopefully that'll resolve any concerns about how painful it'd be to set things up. Next on the list is either going to be more triggers/source types, or adding timers/whatever to existing displays. |
Putting up an alpha now, one thing to note is that any existing UnitAura triggers will need reconfiguring (you'll need to delete their entire displays to do so). I made changes to how UnitAura works to add in all the missing options, including tooltip matching and multiple unit scanning. Plan is to extend this to all the other triggers too, over the next couple of days.
Sources might be a little buggy, in particular auto-configuring might be off. Report any issues with those please. But hey, alpha is alpha. dealwithit.jpg |
Quote:
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Can you try deleting the entire aura? If not, can you do a "/powa debug" and check the log for anything that looks like an error (missing localisation strings/load time messages don't count - everything else does). There's a "copy" button on each row which you can click for a full output string to paste into a post here.
I might just put out another release tonight which will forcibly nuke existing saved variables. I can just hide under the word 'alpha' and get away with it, right? :) |
Hey just trying out last build (Alpha 6) and cant realy make it to work.
Here is my story :D Wanted to cofigure 'Shadow Word: Pain' to activate texture when its on target. Current Trigger : unit Buff/Debuff Type : Debuff Unit : target Matches Match : Shadow Word: Pain checked only 'Ignore Case' and 'Is Mine'. Stacks on default (operator >=, Count 0, Source 'Stack Count') Above didnt work. When in Matches, checked the Match Tooltip, cleared 'Match' field and write "shadow" in 'Match Tooltip' it kinda started to react.. It activated any time the hostile mob buffed himself (as I was playing around on Pandaria continent not on dummies) In no point there was word 'shadow' in tooltip of it, still texture showed up on buff and deactivated when buff did fade. After using /powa debug there was error listed like 3 times: [GetScreenEdgeDistance] Invalid edges, defaulting to 0. Pressing Copy button next to it is causing WoW to crash x___X Quote:
Power Aura Classic: No iterator found: GetAllAnimations Power Aura Classic: No iterator found: GetAllTriggers and some others in chat. [Edit] Out of curiosity I asked Aura to pick texture from source debuff. Its still activated by target buff, but the icon is taken from its first debuff =) |
I'll take a look when I get home tonight, when you get in next can you click the Matches editbox on the display you created, copy the text and paste it here? Want to make sure that the encoding isn't screwy.
As for the WoW crash, that's an interesting one. I'll take a look. The 'No Iterator Found' messages are fine, as is the 'GetScreenEdgeDistance' one. |
Match for 'Shadow Word: Pain' :
e3tbIkVmZmVjdCJdPSJTaGFkb3cgV29yZDogUGFpbiJ9LFswXT17WyJVc2VUb29sdGlwIl09ZmFsc2UsWyJQYXR0ZXJuIl09ZmFsc2UsWyJFZmZlY3QiXT0iPEJ1ZmYvRGVidWZmIE5hbWU-IixbIlN0ZWFsYWJsZSJdPWZhbHNlLFsiVG9vbHRpcCJdPSIiLFsiQ2FzdEJ5Il09InBsYXllciIsWyJFeGFjdCJdPWZhbHNlLFsiQ291bnQiXT0wLFsiSWdub3JlQ2FzZSJdPXRydWUsWyJDb3VudFNvdXJjZSJdPTAsWyJPcGVyYXRvciJdPSI-PSJ9fQ== Match Tooltip for 'shadow' (with empty 'Match' field): e3tbIlVzZVRvb2x0aXAiXT10cnVlLFsiRWZmZWN0Il09IiIsWyJUb29sdGlwIl09InNoYWRvdyJ9LFswXT17WyJVc2VUb29sdGlwIl09ZmFsc2UsWyJQYXR0ZXJuIl09ZmFsc2UsWyJFZmZlY3QiXT0iPEJ1ZmYvRGVidWZmIE5hbWU-IixbIlN0ZWFsYWJsZSJdPWZhbHNlLFsiVG9vbHRpcCJdPSIiLFsiQ2FzdEJ5Il09InBsYXllciIsWyJFeGFjdCJdPWZhbHNlLFsiQ291bnQiXT0wLFsiSWdub3JlQ2FzZSJdPXRydWUsWyJDb3VudFNvdXJjZSJdPTAsWyJPcGVyYXRvciJdPSI-PSJ9fQ== |
The first string in your post seems to be that of the default UnitAura trigger (it doesn't match Shadow Word: Pain). Either way, I figured out the problem, was a stupid error on my part. I'll put out another release in a couple of hours, sorry for the inconvenience :)
Edit: Uploading now. Also fixes upgrade issues from pre-alpha 6 versions, so deleting UnitAura stuff won't be needed. |
Works well now ^_^ Thanks!
Another little glitch. I set Aura to show when Mind Blast is off cooldown (using 'Spell Off Cooldown' trigger). Works well enough, but if I set in 'Texture Option/Sources': Service : Texture Type : [UL] Name I get either : - Shadow Form icon (this black head) IF i have Shadow Form on me, or - WoW logo IF im out of Shadow Form |
Sources for anything that isn't UnitAura are still very broken/not implemented. I'll probably pull those off for the next release.
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Is it possible to show 'stacks' of rechargable cooldowns in diffrent aura's? just like it's possible with buffs and debuffs.
i know Roll (monk) and Hand of Gul'dan (warlock) use this system and i would love to be able to show how much charges i have left. |
I may be wrong, but last time I checked (for Warrior's double-charge talent at least) these effects put a buff on the player. You could set up some trigger combination for it - if you have the buff, you've got one charge left. If the spell is on cooldown and you have no buff, you've got no charges left, and if the spell is off cooldown and you don't have the buff then you've got two charges.
I'll play around tonight and see what I can do, maybe implement it as a Charges source/trigger combo. Thanks for the idea :) |
I don't know about warrior's but i don't get a buff from Hand of Gul'dan, nor roll.
I would love you (no homo) if you can add it :D |
Worst case scenario, I'll just scan the combat log for usages of these abilities and then check if a cooldown is present. Might be easier to just do that initially.
If there's any abilities that behave like this that I'm missing, please correct me:
Edit: I'll work on it when the servers come up tonight, assuming maintenance isn't extended. In addition, the next release will have 'linked' displays (got them working before shutdown), so duplicating the configurations if you want a texture/timer tracking the same thing won't be necessary. In other news: Next alpha release will hopefully be tomorrow, mostly as a bugfix one but with some new features (reworked animation editor, linked displays). Layouts have been pushed to 5.1, since I don't have time to work on them just yet. |
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