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add conditions to templates #587
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It's now possible to use more than one type of template per ability/item/buffs/.. Templates titles and descriptions needs to be improved. demo: https://cdn.discordapp.com/attachments/273144328447197186/475487920275456009/2018-08-05_04-16-47.gif |
Fixed "back button" New templates:
Updated templates for paladin and priest using them In many case there are 3 options for type of template now
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I made a table to have a better overview on what the templates types are doing, this will help avoid inconsistency between them. https://docs.google.com/spreadsheets/d/1XYmpwUdF_TzPyq5tJp8YSrNUuCkp1xty_f8zs6kpvcw/edit#gid=0 Things that needs improvement:
btw, just a though, the need for a table to have a good overview on what these templates are doing is showing that the function "createConditionsFor" could use a big refactor. |
I like it sans the active thing, maybe should leave that out for now? In my own UI I set charges=0 the same as on cooldown |
So delete these types : And what do you suggest for "on cooldown" / "charges=0" ? |
I don't want to have the final say about the active thing, wait for what the others have to say, please. For on cooldown and charges=0 I use color #7f7f7f (127,127,127) and no desaturate at all |
Last commit added possibility to use a table in the "talent" field for multi-talents |
last commit fix the template button in the trigger tab New templates for all classes is not finished yet, it takes much more time to do it with zero knowledge of a spec. I think it's ready for review now |
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rename types types description
for every "ability" template, added "abilityShowAlways" or "abilityCharge" template abilityChargeBuff and abilityChargeDebuff for spell with charge + show buff/debuff when active abilityChargeTarget for spell with charge + rangecheck Priest and Paladin templates updated
"Has Target" condition added to "debuffShowAlways" added "debuffShowAlways" to every "debuff" template, same for buffs and items
new template abilityUsable made conditions use less desaturate icons cooldown inverse by default
…rom spell cooldown instead add more abilityUsable template types + update shadow priest
Instead of the last trigger.
Looks imho nicer
Otherwise auras are hidden if the target doesn't exist
The basic concept is, the database describes what a spell is. There are a few new flags for that: - charges: If the spell has charges - usable: If a usable check can be useful - requiresTarget: If the spell requires a target - buff: If the ability buffs the player - debuff: If the ability debuffs the target - totem: If the ability places down a totem The third trigger page now selects the "subtype". A subtype can decide how exactly the triggers and conditions are setup. A subtype has two functions: createTriggers and createConditions which do that, and builts its conditions from a list of common changes. The mapping between spell properties and subtypes is done via subTypesFor. (Which can properly be refactored a bit.)
use spellInRangeRed for abilities with requiresTarget moved isUsableBlue on top of the condition list for avoid flickering between grey and blue moved isBuffedGlow at the bottom of the condition list charge+totem triggers used same trigger index type=buff and type=debuff: re-add "Greyed if Buff/Debuff not active" replaceCondition() did overwrite conditions without erase old data
… spellId updated monk's refreshing jade wind, black ox statue and jade serpent statue
…ec, talent, pvptalent and race
@@ -23,6 +23,560 @@ AceGUI:RegisterLayout("WATemplateTriggerLayoutFlyout", function(content, childre | |||
flowLayout(content, children); | |||
end); | |||
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local changes = | |||
{ |
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move the { to the same line as = please
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local checks = | ||
{ |
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same as above
Add support for condition in templates
Added some template types and changed how some are show
abilitybuff & abilitydebuff :
aura trigger+cooldown spell trigger, default unit is: player for buff, target for debuff
show buff when active, otherwise show cooldown, and desaturate on cooldown
abilitytarget :
cooldown spell trigger
show always, turn red if out of range and have target, desaturate on cooldown or insufficientResources
ability :
show always, desaturate on cooldown or insufficientResources
item :
show always, desaturate on cooldown
debuff :
show always, desaturate if not active
I only used the new templates types on some spells for disc priest for now
ps: There is a bug with "aura - debuff - show always" template, the visibility is changed to "on active" by WeakAuras.Modernize().
Infus have a patch close to be ready for this.