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Ideally the "x ID does not resolve to a valid y" errors should never pop up, but some do slip through the net still. Quote:
Will be able to preview it tomorrow, but I can't work on it while I'm at work for obvious reasons so it'll be sometime in the evening :) |
Can someone walk me through how to make a aura for "maelstrom weapon" stacks? I tried for 45min and COULD NOT figure it out. Sorry, I am a noob.
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Stacks weren't displaying for me in the first few releases but they're working fine now. They work the same as Timers, which are explained at the start of the thread. Add a display and choose Stacks as the type (first screen you see after selecting the aura, + button in the corner), set the activation to Dependency and select your main display, then set Source to the buff/debuff name.
I'm not a fan of stack and timer displays all being separated out from the main aura display like this, but setting it up is fairly intuitive once you have the idea. The one bit that feels less intuitive is having to set the Source for the timer/stacks independantly, with it not having any link to the buff/debuff you already used as an activation in the main display. I realise that Activations and Sources won't always be the same things, and the current form of the addon will be good for making auras with more complex and specific conditions, but it seems like there should be an easy way to make a basic aura that just shows icon/timer/stacks all pulled from one spell source. |
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This also applies to other things like ability icon textures, when I get around to it. |
I didn't have time to test out your addon before you made this UI change, so this might be a bit to late, but I wanted to mention it anyway. I had thought you could use drop down menus on the breadcrumbs, like what Blizz does in the Dungeon Journal, to allow easy backwards navigation.
Also, as someone who moved over to WeakAuras after finding (ironically) that PowerAuras didn't have the power I wanted, this new version has me very impressed so far. Those controls look fantastic by the way. |
Yeah, we do have dropdown menus in the breadcrumbs but they only pop up if the bar overflows. That might not be needed once I do a polish pass on the depth of certain parts.
Either way, I suppose I could also expose them via right-click. Tentatively aiming for the next alpha release next Monday/Tuesday, don't know what'll be in it though. |
can you just update existing version of PA to MOP?
--- You made a lot of work, but in existing version I can make/edit auras faster then in your. I have about 90 (yes, 90!) auras in PA and dont want to make them again. This step by step system you use dont allow ppl to edit auras fast, just waste of time. no offense. |
quick question is possible with the actual alpha releas do an activation like?
(FS FS<=2sec remaining) OR (FS<=7sec remaining AND LS charge>=5) |
I want Aura with timer, showing cooldown of my spell.
With live version I have dots icon as texture with timer of duration, and similarly spells with their cooldowns. Here after some time i did DoTs by pulling out textures and timers through sources (buffs/debuffs) but there is no option for my spells. Does "my spells" are not yet avaible in sources, or I missed other way to do it ? /cheers :D |
Bug GCD
GCD-option works with my dk, but not on my windwalker monk. Every ability cooldown powas are flashing off while I'm on GCD.
5.0 beta version ofc. |
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With the intended functionality of the final release? Yes. With the next release? Probably. Quote:
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Hello, sorry for my bad English, but can you help me to make aura for moonkin eclipse energy like it on live servers.
Here it is: lunar eclipse - http://s002.youpic.su/pictures/13440...3f984cf8b8.png Version:4.23; g:0.8588; thresholdinvert:true; icon:ability_druid_eclipse; r:0.6667; x:-60; bufftype:10; texture:0; PowerType:108; threshold:0; textaura:true; size:0.35; y:100; texmode:1; stacks.enabled:true; stacks.LegacySizing:false; stacks.Relative:RIGHT; stacks.UpdatePing:true; stacks.h:2.51 solar eclipse - http://s002.youpic.su/pictures/13440...a11beef1dc.png Version:4.23; b:0.2196; g:0.8392; thresholdinvert:true; icon:ability_druid_eclipseorange; x:60; bufftype:10; texture:45; PowerType:208; threshold:0; textaura:true; size:0.35; y:100; texmode:1; stacks.enabled:true; stacks.LegacySizing:false; stacks.y:98; stacks.Relative:LEFT; stacks.UpdatePing:true; stacks.h:2.51 Ty |
There was a post about triggers for talents, but it seems to have vanished.
Answer to it is yes, the list I made was just off the top of my head :) |
any news on next releas date and what it will contain?
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Probably Friday. I typically don't know what days I'm working until a day in advance, and I've been going in a lot these past two or so weeks. In addition, our ISP has had some service issues the past couple of days so that's slowing me down a slight bit.
As for what it'll contain: Stuff. I'll probably put up a list when I'm reasonably sure. |
Hey guys
I'm trying to get my actiovation working, butit doesn't. I want to see, when my target has 20% of life or less. I went from Displays to #1: Texture, made some selections in styles but then in Actiovation, if got Current Trigger: Unit Health, [UL] Unit: target, [UL] Health 20%, [UL] Operator: <=, Support Triggers: disabled No idea why it's not working ^^ Cheers Edit says, I have to change the profile, I'll test this soon ;) Edit 2 says, it didn't help -.- |
Update on the next update (before my internet dies for another 6 hours).
Took in the UI feedback and made some 'minor' changes across the board, especially regarding editor depth and the lot. Starting with the browser: The tabs were scrapped 'cause I needed to add a way to access addon options, and a possible help panel without expanding the width of the frame. The window style matches that of the editor now, and uses a list-style inlay widget for accessing each section. The Auras section is opened by default, and up to one section can be opened at a time: I think this approach works pretty well in general, as it still provides a clear way of saying "this section is for this" without cluttering the browser up unnecessarily. Moving onwards to the editor... Not too much has changed in this specific area since the last preview, except the Delete Aura tool was moved here. I'll also note that all 'delete' tools now have confirmation prompts, however you can bypass these by holding Ctrl and clicking the delete button. We'll move onto the recent change I've made in regards to actions/trigger editing: The sequence panel has been embedded into the actual window, so you won't lose it by scrolling now (this also fixes other bugs too). As this is the activation editor, all that's in there is the operators editbox. Triggers are no longer separate nodes within the editor, if I click the "New Trigger" button... The new system is basically similar to the list used in the browser. You'll see 3 triggers per page and can edit them one at a time without needing to navigate via the breadcrumbs. To delete a trigger, you just click the delete button on the trigger 'item' itself, and to change the type the button next to it will open a dropdown (as seen in the image). The eagle-eyed among you will have probably spotted the missing "Positioning" option in the left sidebar. I've merged it back into the Styles category and made use of the list system again to keep it clean. As I've mentioned before, none of this is final and is subject to change. Unless my ISP suddenly stops tripping over power cords, you may not get a lot of responses/updates for a little while too. |
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I'll also add that there's still a bug where those triggers will still be considered 'active' even if you have no target (as it'll say "there's no unit, so therefore it has 0 health"). It works fine for me here, so I'm just wondering. Edit: Heard back from my ISP, apparently it's a known issue that'll take three days to fix >.> |
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