Unless I'm missing it, i couldn't display the group numbers next to the names, like in the old praid. Since we assign buffers to groups, this was important. So I added this to the end of perfectraid.lua
function PerfectRaid:GetRaidGroupNumber(unitName) for count=0,GetNumRaidMembers() do local name, rank, subgroup, level, class, fileName, zone, online, isDead, role, isML = GetRaidRosterInfo(count) if unitName == name then return subgroup end end end and then changed frame.name:SetText(self:GetColoredName(unit)) to frame.name:SetText(PerfectRaid:GetRaidGroupNumber(UnitName(unit)) .. self:GetColoredName(unit) ) So the group number appears first. If I add it after the name, and the name is too long, you won't see the group number. |
Thats a really inefficient way to do it, but yes, it will work for right now.
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Oh, its totally inefficient, but I didn't want to delv into your code too much since it is still in flux.
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You could write a module very easily that does this, but its intended to be in the core. Not very difficult, to say the least, just needs _time_ =)
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perfectraid r180 question
Clad,
Please see my post in interface help question section. Can you help me out? Thanks! |
In the future, please post here.
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Is there a way to make the range check work on a warrior? I'm not sure what spell I can use that will do a 30 or 40 yard check.
Thanks!! |
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Aye, 2.4 fixes this =/.
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