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04-25-09, 11:05 AM | #1 |
Help understanding RDX
I am trying to do something simple (or so I thought ) to get a feel for RDX. What I am attempting is to simply show some text when I have aggro.
I did see in the Threats.lua a function that I thought would work, but it looks to only give threat %s (scaled and raw) with no way to get the isTanking or state variables. So I decided to go the custom script route, but it doesn't seem to update very much in combat. I added some print statements in and I might see 3 of them per fight and all vars from UnitDetailedThreatSituation() remain nil. It took me a few hours to even get the window and unit frame part to show with no errors and I'm still not sure if it's correct since I am not familiar with the concepts within RDX and how everything works together. For instance, in the custom script I figured I could use the RDX.Unit functions, but I couldn't figure out what unit they were applying to at a given point in time. They always seemed to apply to my target. I thought this might be because the unit frame's "context" was "target", but if I changed it to "player", it doesn't work at all. I have included the package information here hoping someone can point the way so to speak. I may be doing it completely wrong, but I played with so many settings, this was the only way I could get it work even partially work. Code:
["Kell_UI"] = { ["infoVersion"] = "1.0.0", ["infoAuthor"] = "Gaktar", ["player_has_aggro_script"] = { ["ty"] = "Script", ["version"] = 1, ["data"] = { ["script"] = "text = \"AGGRA\"\n\nif UnitExists(\"target\") then\n local _, status = UnitDetailedThreatSituation(\"player\", \"target\")\n\n if not status and not UnitIsUnit(\"player\", \"player\") then\n if UnitIsUnit(\"player\", \"targettarget\") then\n status = 3\n end\n end\n\n GatherSage2:Print(\"Status: \", status)\n\n if status == 3 then\n text = \"AGGRO\"\n end\nend", }, }, ["player_has_aggro_win"] = { ["ty"] = "Window", ["version"] = 1, ["data"] = { { ["bkdColor"] = { ["a"] = 0.5, ["r"] = 0, ["g"] = 0, ["b"] = 0, }, ["titleColor"] = { ["a"] = 1, ["r"] = 0, ["g"] = 0, ["b"] = 0, }, ["title"] = "", ["feature"] = "Frame: LW Lock/Unlock", }, -- [1] { ["feature"] = "UnitFrame", ["design"] = "Kell_UI:player_has_aggro_if", }, -- [2] { ["feature"] = "layout_single_unitframe", ["unitWatch"] = 1, ["version"] = 1, ["interval"] = 0.1, ["unit"] = "target", }, -- [3] }, }, ["infoAuthorRealm"] = "Ghostlands", ["player_has_aggro_if"] = { ["ty"] = "UnitFrameType", ["version"] = 1, ["data"] = { { ["feature"] = "Description", ["description"] = "Shows if the player has aggro\n", }, -- [1] { ["feature"] = "base_default", ["h"] = 20, ["version"] = 1, ["w"] = 95, ["alpha"] = 1, }, -- [2] { ["feature"] = "ColorVariable: Static Color", ["name"] = "staticRed", ["color"] = { ["a"] = 1, ["r"] = 1, ["g"] = 0, ["b"] = 0, }, }, -- [3] { ["script"] = "Kell_UI:player_has_aggro_script", ["color"] = "staticRed", ["owner"] = "Base", ["w"] = 75, ["feature"] = "txt_custom", ["h"] = 20, ["version"] = 1, ["anchor"] = { ["dx"] = 0, ["dy"] = 0, ["lp"] = "CENTER", ["rp"] = "CENTER", ["af"] = "Base", }, ["name"] = "customText", ["font"] = { ["flags"] = "THICKOUTLINE", ["title"] = "Default", ["name"] = "Default", ["justifyH"] = "CENTER", ["face"] = "Interface\\Addons\\RDX_mediapack\\sharedmedia\\fonts\\DIOGENES.ttf", ["justifyV"] = "CENTER", ["size"] = 20, }, }, -- [4] }, }, ["infoComment"] = "", }, |
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05-03-09, 02:40 AM | #2 |
Get aggro is already implemented in RDX.
Use Variable: Unit in set Select class "has aggro" This will provide a flag aggro for you. You also have "ColorVariable: Threat Color" by Cripsii The color change depend on the situation where you are : No Threat color Gain aggro color Loss Aggro color Tanking color |
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WoWInterface » Featured Projects » OpenRDX » OpenRDX Community » OpenRDX: Community Chat » Help understanding RDX |
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