lol 韩服lol战绩查询第二nor for self

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Faker熬夜上分双号超越Dopa拿下韩服前二
11:59:45 && 文章来源:游戏马蹄铁 && 作者:
导读Faker的大小号霸占了韩服Rank的最高点。
前天韩国LCK春季赛的比赛中,SKT战队爆冷0-2不敌飞机队。而Faker的心情似乎不是很好,一回到基地就开始疯狂打Rank,而且一直熬夜打到凌晨5点左右!随后一波愤怒的冲分帮助他的小号直接超过了Dopa上到了韩服第二的位置,而之前他的大号SKTT1Faker已经是冲到了第一。至此,Faker的大小号霸占了韩服Rank的最高点。
Faker和Dopa统治的韩国Rank榜单
熬夜通宵打排位的Faker最终以1分的微弱优势超越了Dopa,来到了第二名,和他的大号SKTT1Faker相聚。
Faker小号Hide on bush
截止昨天的12点半,6个小时前Faker的最后一场排位结束,也就是他从OGN的比赛完了之后回到基地就一直在打排位。电子竞技没有睡觉?Faker曾经自己在采访时说:&输了比赛,说什么都是借口&,或许对于他来说不停的训练和提高强度才是能够保持自己实力,下一次不输比赛的关键吧。
小编复盘了一下前天SKT和飞机队的比赛
第一局比赛输:SKT的打野明显节奏没有对面好,中单压制力也差。导致前中期飞机队的中野不断的带队友滚雪球。而Bang在后期1打5差点翻盘,可惜偷大龙时,如果Wolf的牛头能够提前拦截MF的大招或许结果就不一样了。大龙坑赏金的大招是毁灭性的...总之新人的磨练是需要代价的
第二局比赛输:到底是不是Bengi的锅这是一个问题,送一血没有对面打野存在感强。但是整体阵容上来看,SKT这次犯了非常大的失误,0控(蛤蟆的三舔并不算即时生效的硬控)。减速技能确实多,但是没有硬控的阵容想要跟蛇女+牛头+这样的强控流打,比赛在BP阶段就已经结束了。
Faker确实强,但游戏是5个人的。经历了多年的发展变革,LOL早就不是一个人能够Carry获胜的版本了。而Faker双号登顶韩服证明他的个人能力依然正值巅峰,但电子竞技生气,愤怒是没有用的。SKT的教练组需要针对这次失败总结原因。而这到底是不是冠军诅咒的开始?有待继续观察,毕竟去年的春季赛刚开始SKT也是被Koo打得满地找牙,一场比赛的输赢并不能说明什么。
当然也要再次恭喜Faker成功登顶韩服Rank第一第二的宝座,魔王的实力毋庸置疑。而未来SKT到底是冲击联赛5冠王、总决赛3冠王写下传奇,还是走向没落?我们会保持关注!
游久直播Live游久直播是一款直播聚合引擎,可获取各平台正在直播的内容,免除平台间反复寻找的苦恼
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Copyright & 1998 - 2018 Tencent. All Rights ReservedUpdated: 02-14-18 07:45 AM
Compatibility:Shadows of Argus (7.3.0)
Updated:02-14-18 07:45 AM
Created:11-28-17 06:15 PM
Downloads:1,315
Favorites:8
Categories:,
Version: 7.3.5_beta5by:
DISCLAIMER
This Addon is currently in beta phase
If you encounter bugs or have a need for features not included, please leave a comment.
I am depending on user feedback for making LolzenUI a quality product.
LolzenUI is my personal User Interface. Whenever i play, i use this.
It is a compilation of different utilities for either information, feature, ease-of-life addition or anything of that sort.
It started as a project to make it easier for me to download just one project to virtually have my User Experience in WoW on every Computer i get to play on. (Ever were at a friend and hated his/her UI?)
As i was in the midst of making things work together, a buddy asked me to update a specific Addon i wrote for him, which was already incorporated here. That was when i had the idea to make everything modular. With that in mind, it was not far away for me to add options too, as one might choose a different place for the buffwatcher. So it quickly came to my mind, i want to make it possible for users to basically take my UI and make it their own with little effort as possible. I do not claim to have the best UI, it just fits my needs, but as i did some hard work for the past months to provide options, i hope someone might find it useful in a way.
FAQ & Help
Type /lolzen or /lolzenui for a quick shortcut to open the optionpanel.
Q: How can i access the OrderHall Missions when the Minimap button is missing?
A: On the top left of your Orderhallbar is an icon of your class, click on it.
Q: Can i disable x and use y instead?
A: Disable the module by opening the Optionpanel (/lolzen or /lolzenui) and untick the checkbox. Then press ok.
LolzenUI is modular.
What this means is, there are currently 21 modules, which can either be turned on or turned off. When a module is not needed, it should not take up memory or cpu cycles, so if a module gets disabled, it's disabled.
In addition to the modular approach, there's an separate Addon bundled - LolzenUI_Options which can be used to modify some aspects of these modules. LolzenUI_Options is optional and not needed if you really like the defaults, but it is needed for modifying these defaults.
modules included are:actionbars
artifactbar
buffwatcher
interruptannouncer
nameplates
objectivetrackerframe
orderhallbar
slashcommands
unitframes
versioncheck
Custom Module Support
Create your own modules!
If you know your way around Lua, don't want to rely on me, or simply want to integrate a module by your own, LolzenUI now supports it.
Template can be found here:
SharedMedia support
Add any Shared Media pack and use the dropdown menus in the options. It's as easy as that. Currently supported are statusbars, backgrounds, borders and backgrounds.
Of course LolzenUI comes with standards and SharedMedia packs are optional.
Planned Features/Updates
LolzenUI_Options is in it's early stages and probably doesn't have any single option for every user. I plan on adding things popular on demand. Unitframe options are not finished yet, but the most others are done and the essential stuff is already there.
A crucial ToDo list can be found on Github
You can submit patches, request or bug reports there in addition to the comment section.
Github version may be more up2date, but might invoke breaking changes.
https://github.com/Lolzen/LolzenUI
https://github.com/Lolzen/LolzenUI_Options
Libs embedded
LibItemUpgradeInfo-1.0
As blizzards API doesn't perfectly well work (heirlooms, upgrades, ..) LolzenUI makes use of this lib.
LibSharedMedia-3.0
Can be used to easily add custom fonts and textures to LolzenUI.
the Unitframes and Nameplates integrated make use of oUF.
WoWInterface forum users (you know who you are)
haste, p3lim, everyone involed i oUF - mosty for oUF, but also other inspirations
neav/neal - clock is basically a modified nClock ripoff. if you like the clock module be sure to check out nClock!
Seerah - back in the days she gave me persission to use itemQualityColor borders for my tooltip, which the included one is based off
Phanx, tuller, rothar/zork, tekkub - various inspirations, fixes which i found via google and stuff incorporated in LolzenUI (specifics can be seen in the code itself)
More, so much more i don't know on top of my head - i'm sorry
If you think you deserve to have your name here, please drop a comment or me, i want to give credits where credits are due
If you found a code, you think is yours and don't want it here, please tell me. I don't purposely steal code, i try to do as much as i can from on my own, as i strife to learn more and more, since years. Sometimes i hit a wall and look at other peoples code to get inspiration, sometimes this may end up looking as i blatantly used something without permission, but i assure you, almost nothing is copy/pasted! (the only thing i know of is the bufftimer format from tekkub which is credited and linked to the original project in the code itself)
7.3.5_beta5
Notes: This update brings auras (buff/debuff or both) to Nameplates alsong with some fixes
defaultconfig: nameplates: add aura SVs
nameplates: add auras
unitframes: add testmode
defaultconfig: unitframes: add testmode SV
unitframes: fix castbar shield by setting castbar shield texture individually for every unitframe
LolzenUI_Options:
nameplates: add aura options
actionbars: specify about
unitframes: fix general options & add tesmode option
inspect: clarify that a keybind exists
7.3.5_beta4
Notes: This update adds aura and castbar + options to focus & boss unitframes and make the &scrollable options experience& a bit better
furthermore bug fixes to auras, and castbars
libs: update embedded oUF to 7.0.14
defaultconfig: unitframes: focus: add SVs for aura
unitframes: focus: add & use auras
unitframes: boss: fix castbar color uing target's castbar color values
defaultconfig: unitframes: focus: add castbar SVs
unitframes: focus: add & use castbar
unitframes: target/boss/focus: add missing maxnum for debuffs & auras
unitframes: fix aura settings only using target specific settings
As target was the only unitframe &planned& with buffs i totally oversaw
LolzenUI_Options:
scrollable content: make it dynamically change &size& depending on op
this adds a new function to either increase or decrease the max value of
the scrollbar
boss checkbox 2 was already defined, therefore previous 2&3 had to be
corrected to 3&4
hide & disable scrollbar on boss options if there's nothing to scroll & realign target&boss headers
unitframes: boss: fix checking for wrong button for &uf_boss_aura_show_only_player&
unitframes: focus add aura options
unitframes: focus: make options scrollable
7.3.5_beta3
Notes: This update brings new options for the boss frame. Namely, aura & castbar and powerbar/powerpoint options.
The default values for boss frames have changed a little regarding size and spacing, it is adviced you change the settings to default by opening the Options panel (/lolzen or /lolzenui) Unitframes -& Boss, click on &Defaults& and then &These Settngs&
Also includes a fix for player castbar options not accepting some values from the option panel
unitframes: put elements back into shared and only use the the desired ones on the desired frames
unitframes: Castbar Spark: adjust size to make it look nicer
unitframes: Spark: don't try to set size for every unitframe
SetSize() would be ignored, so do it individually.
Also looks nicer once again.
defaultconfig: rearrange standard SV default table for untframes, boss according to options panel
defaultconfig: add SV &uf_show_boss_power&
unitframes: boss: add ability to show power bar if the option is set
defaultconfig: unitframes: boss: add SVs for power points
unitframes: boss: use options for powerpoints if the power bar is shown
defaultconfig: unitframes: boss: add aura SVs
defaultconfig: unitframes: boss: change default spacing to 30 up from 5
panel with level and name like on target and focus will be added to boss
frames, making it easier for multiple boss frames to be identified
within a glance
However, as neither buffs nor debuufs are shown on these the spacing
does not account for these.
unitframes: boss: add panel with level and name (like on target)
unitframes: boss: fix using wrong panel values
unitframes: boss: use aura options
defaultconfig: unitframes: boss: add Svs for castbar
unitframes: boss: add castbar and use castbar options
unitframes: boss: rechange level/name position
defaultconfig: unitframes: boss: change default height & width
LolzenUI_Options:
unitframes: rearrange okay/default functions according to option panel order
unitframes: boss: add option to show power bar
unitframes: boss: add options for powerpoints if power bar option is set to true
unitframes: boss: add aura options
and change default value spacing to respect defaultconfig changes
regarding added panel (level/name display)
unitframes: player: fix cb icon size variable
unitframes: boss: change defaults in size & height
unitframes: boss: add castbar options
unitframes: boss: fix Aura header not hiding when deselected on load
unitframes: boss: add scrollframe/scrollbar
unitframes: boss: make scrollable content only visual within it's visual bounds
7.3.5_beta2
versioncheck: fix typo
defaultconfig: add player castbar SVs
unitframes: use player - castbar SVs
unitframes: use dedicated Castbar text, not change the unit's name
defaultconfig: unitframes: add SVs for target: castbar
unitframes: support castbar options on target
defaultconfig: change default position for target castbar in standalone mode
LolzenUI_Options:
unitframes: add castbar options for player
unitframes: player: standardize classpower pos x&y/anchor1/2 positions in options
unitframes: player: options: fix misalignment
core: add new variable &sub&, indicating an subtable hast to be used for these functionns
needed for upcoming changes introducing the use of a scrollframe and
scrollbar in the optionpanel, for when the space give isn't enough
actionbars: use GetSpellTexture instead of GetSpellInfo and guard against core changes
buffs: use GetSpellTexture instead of GetSpellInfo and guard against core changes
buffwatcher: use GetSpellTexture/preset string instead of GetSpellInfo
nameplates: preview: use GetSpellTexture instead of GetSpellInfo and guard against core changes
[WiP] unitframes: target: create a scrollframe in the optionpanel and use it as parent for every element
That way we can scroll within the panel and they &get hidden& when not
in the view. Previous attempt with the optionpanel as parent made the
options which were scrolled past &float& outside the panel, which didn't
look good.
For this we made the changes in core and safeguarded some modules
[WiP] unitframes: target: add castbar options
[de-WiP] unitframes: castbar options: player/target
unitframes: finishing t &cut& content exactly at the border, not before
7.3.5_beta1
unitframes: don't overwrite oUF.colors.power, instead directly use custom set colors
TOC: Update version to 7.3.5
LolzenUI_Options:
TOC: Update version to 7.3.5
7.3.2_beta6
defaultconfig: add SVs for powerpoints
unitframes: use SVs for powerpoints
unitframes: make the level&name display look nicer on the target panel
defaultconfig: add SVs for focus
unitframes: add focus frame
unitframes: fix healthpoints percent display
defaultconfig: add SVs for hppercent options
unitframes: use hppercent options if enabled
unitframes: change framestrate of the castbar, so it doesn't shine through other UIelements
defaultconfig: add SVs for target aura
unitframes: use aura options for target auras
LolzenUI_Options:
core: add pickertype &uf_parent& for powerpoint parent options
unitframes: add options for powerpoints (player/target)
unitframes: add subpanel and options for focus
unitframes: add options for hppecent and divider option if both value&percent is set
unitframes: fix checking the wrong button for divider option
core: add new picker types for auras in unitframes
unitframes: add aura options for target unitframe
7.3.2_beta5
optionpanel: simplify on/off check for modules
core: add LolzenUI.cutsomModuleOptions to support user modules in LolzenUIcfg
optionpanel: make LolzenUI.createButtons global for user modules
libs: split into their own folder to decrease package size due to duplicate dependencies
TOC: update
add some credits
change lib loading
LolzenUI_Options:
typo: createFonString -& createFontstring
core: make functions global for user modules
also, as we call LolzenUI_Options.createOptionPanels more than once now
(when a user module requests it) we need a check to not double create
OptionPanels.
7.3.2_beta4
libs: update embedded oUF to 7.0.13
optionpanel: stop printing messages if LolzenUI_Options is disabled and can't be loaded
defaultconfig: add SVs for tooltip statusflag colors
tooltip: use statusflag color SVs
defaultconfig: add SV &tip_use_guild_color_globally&
tooltip: change guild check and use guild color for all players if the option is set
defaultconfig: add SV &ilvl_use_itemquality_color&
itemlevel: use itemQualityColor if the option is set
defaultconfig: add SV &uf_use_dot_format&
unitframes: use dot divider format for siValue if the option is set
defaultconfig: add SVs for bossframes
unitframes: use SVs for bossframes
LolzenUI_Options:
tooltip: add options for statusflag colors
tooltip: add option to use guild color for all players
itemlevel: add option to use itemQuality as text color
unitframes: add option to use dot divider format (7.5m instead of 7m5) for siValue option
unitframes: add suppanel and options for bossframes
core: add new pickerType &growth&
used by bossframes to determine if addinial bossframes are placed either
above, below, left or right from the first one
7.3.2_beta3
buffwatcher: switch from OnUpdate loop to AnimationGroups
This is based upon discovering OmniCCs mechanic.
upon further digging i implemented it in conjunction with a BuffDetect
function from an old addon i've made long ago.
references:
http://www.wowinterface.com/downloads/info4836-OmniCC.html
http://www.wowinterface.com/forums/showthread.php?t=42390
https://www.wowinterface.com/forums/showthread.php?t=35104
http://www.wowinterface.com/downloads/info15972-bar4threat.html
This improves CPU usage by a significant amount, exponentially to the
amount of buffs watched.
buffwatcher: refinements & little documentation of things
slashcommands: remove deprecated slashcommand /uiscale
optionpanel: only create checkboxes once
optionpanel: add LolzenUI_Optionpanel loading hack
buffwatcher: only hide inactive buffs
defaultconfig: add SV &clock_seconds_enabled&
clock: make seconds display optional
clock: use animationGroup instead of onUpdate loop
tip: don't try to reanchor itemreftooltips
defaultconfig: add SV &actionbar_show_keybinds&
actionbars: show keybinds wehen the option is true
defaultconfig: add SV &artifactbar_mouseover_text&
artifactbar: optional text mouseover
defaultconfig: add SV &xpbar_mouseover_text&
xpbar: optional text mouseover
pullcount: replace onUpdate loop with animationGroup
LolzenUI_Options:
clock: add option to disable seconds display
actionbars: add option to show keybinds
artifactbar: add option to show text on mousover (default on)
xpbar: add optionto show text on mouseover (default on)
7.3.2_beta2
xpbar: use correct colors for regular/rested
chat: do not move undocked frames around
chat: split filter functions again to fix whispers
defaultconfig: add general font setting & own font setting saved variables
unitframes: use saved variables for font options and check if to use unitframes specific font options or general (only for healthpoints atm)
defaultconfig: add SVs to disable LolzenUI party/raid frames
unitframes: respect options to disable party/raid frames (use blizz default or alternative addons)
defaultconfig: add SV for vertical party layout
unitframes: optional vertical party layout support
fix SV typo
LolzenUI_Options:
unitframes: update & cleanup
*remove whitespaces
*use namespace variables to prevent hitting 200 local cap in the future
*split power colors into it's own category
*add global font options
*add options for overwriting global font options
unitframes: add options to disable party/raid frames
unitframes: add vertical party frame layout option
7.3.2_beta1
unitframes: change FrameStrata so the power doesn't shine through the classhall missionboard
libs: update ebedded oUF to version 7.0.12
libs: update embedded LibItemUpgradeInfo-1.0 to rev30
buffs: fix tainting (thanks to everyone in http://www.wowinterface.com/forums/showthread.php?t=55928)
Itemlevel: register BAG_OPENED and INIT_INVENTORY_CHANGED on PLAYER_LOGIN (fix bags having itemlevel on login)
7.3.2_alpha7
tooltip: try to prevent &anchorFrame is a number value& error
orderhallbar: optimize
itemlevel: significantly less cpu usage
tooltip: fix wintergrasp and potentially other openworld pvp zones throwing error
actiobars: siginifacntly decrease cpu usage
defaultconfig: make the petbar nicely centered per default
unitframes: use centered shield textture for uninterruptable spells and scale it proportionally to icon size
LolzenUI_Options:
actionbars: change petbar default posx
7.3.2_alpha6
unitframes: bring back initialcfg, else the raid bugs out at grp 7-8
defaultconfig: add readycheck indicator sv's
unitframes: add readycheck options for party & raid
unitframes: cleanup
defaultconfig: add classpower sv's
unitframes: use classp add runes for DKs and add border adjustments for them
LolzenUI_Options:
unitframes: add options for readycheckindicator & fix double title on party options
unitframes: add options for classpower & runes
7.3.2_alpha5
defaultconfig: add unitframe size variables
unitframes: add
SetSize for every individual unitframe along with sv support
defaultconfig: fix my logic kkthxbye
defaultconfig: add saved variables for role inidicator on party & raid
unitframes: add role indicator options and fix it for raids
tooltip: use a different approach for background color
LolzenUI_Options:
uniframes: add option to change size for player, target, targettarget, party, raid & pet
unitframes: add options for role indicator
7.3.2_alpha4
libs: update oUF to 7.0.11
defaultconfig: fix not being able to disable modules
unitframe: border & panel perfection
core: add pixel perfection
defaultconfig: add more also minor cleanup & fix
unitframes: use Health.value options
LolzenUI_Options:
unitframes: add hpval options
unitframes: add power color options & bypass the 200 local limit
7.3.2_alpha3
defaultconfig: add hp percent variable
unitframes: add hp pe also use fixed texture for powerDivider
defaultconfig: fix updateDB function for booleans
defaultconfig: add unitframe position variables
unitframes: use saved var positions
defaultconfig: add border sv
unitframes: add LSM use fixed bg texture for targetpanel
LolzenUI_Options:
unitframes: add hp percent option
unitframes: initialize sub-optionpanels for player, target, targettarget, party raid and pet
unitframes: add options for unitframe positions
unitframes: add border options
7.3.2_alpha2
unitframes: fix background texture
versioncheck: add wowinterface.com link and make it clear that github should not be the first choice
LolzenUI_Options:
actionbars: remove pre LibSharedMedia texture reference
fonts: remove pre LibSharedMedia font reference
7.3.2_alpha1
public alpha release
Optional Files (0)
Archived Files (17)
7.3.5_beta4
02-09-18 06:18 AM
7.3.5_beta3
01-31-18 06:49 AM
7.3.5_beta2
01-27-18 07:49 AM
7.3.5_beta1
01-16-18 09:26 PM
7.3.2_beta6
01-13-18 01:09 PM
7.3.2_beta5
01-11-18 10:59 PM
7.3.2_beta4
01-08-18 04:08 PM
7.3.2_beta3
01-07-18 08:14 AM
7.3.2_beta2
12-31-17 10:16 AM
7.3.2_beta1
12-23-17 04:58 AM
7.3.2_alpha7
12-11-17 12:05 PM
7.3.2_alpha6
12-08-17 06:52 AM
7.3.2_alpha5
12-05-17 04:42 PM
7.3.2_alpha4
12-03-17 08:00 AM
7.3.2_alpha3
12-01-17 08:46 AM
7.3.2_alpha2
11-30-17 05:35 AM
7.3.2_alpha1
11-28-17 06:15 PM
A Fallenroot Satyr
Forum posts: 24
File comments: 141
Uploads: 11
I've added &testmode& to unitframes in 7.3.5_beta5 under general options, so you can see the placement of unitframes in a rough manner. This still needs to be extended and aura stuff is to be done as well in that regard.
A Fallenroot Satyr
Forum posts: 24
File comments: 141
Uploads: 11
Just a heads up, when working on the &both value & percent option& i just realized that percentage was stuck at 100% at all times due to a derp i've made. This is fixed in the next version. (beta6)
A Kobold Labourer
Forum posts: 0
File comments: 4
Uploads: 0
Originally Posted by Lolzen
Originally Posted by wankthepirate
Any plans to add debuffs to enemy nameplates? It's strange not seeing them pop up when I apply my dots.
Not until now - will be added.
A Fallenroot Satyr
Forum posts: 24
File comments: 141
Uploads: 11
Originally Posted by wankthepirate
Any plans to add debuffs to enemy nameplates? It's strange not seeing them pop up when I apply my dots.
Not until now - will be added.
A Kobold Labourer
Forum posts: 0
File comments: 4
Uploads: 0
Any plans to add debuffs to enemy nameplates? It's strange not seeing them pop up when I apply my dots.
A Fallenroot Satyr
Forum posts: 24
File comments: 141
Uploads: 11
Beta 5 doesn't include any new options, sorry.
But it does include custom module support - which means anyone (who knows his way around Lua) can now create their own modules for LolzenUI if they want to.
This includes, but is not limited to oUF layouts (unitframes, nameplates), alternative UIelements (such as Minimap, actionbars, etc), something niche, or something new altogether. (e.g. a threat based addon)
Hope someone finds this useful in some way.
A Fallenroot Satyr
Forum posts: 24
File comments: 141
Uploads: 11
Originally Posted by myndzero
Turns out the /lolzen does do the same thing, I must of got it mixed up at some point.
Yeah I completely missed that text offset for the artifact/xp bars lol
On the previewing thing I mentioned, maybe an alternative thing you can do is make the current movement/sizing in real time without needing to reload the UI.
Also I forgot to mention you could change the &parent& works, maybe have it be a drop down menu rather than typing out the name? Just thinking for convenience of others that don't know too much about that stuff.
Here's the error code I got, I tried it with deleting my WTF and it still does it.
Message: ...\AddOns\LolzenUI\modules/buffwatcher/buffwatcher.lua:74: attempt to index field '?' (a nil value)
Time: 01/07/18 04:03:50
Count: 350
Stack: ...\AddOns\LolzenUI\modules/buffwatcher/buffwatcher.lua:74: attempt to index field '?' (a nil value)
...\AddOns\LolzenUI\modules/buffwatcher/buffwatcher.lua:74: in function &...\AddOns\LolzenUI\modules/buffwatcher/buffwatcher.lua:70&
Thanks, mate!
One reason why i haven't used an ondrag positioning is my need for pixel perfection, but i think i can kinda implement that in some way or another. But i'll look for a solution which i'm happy with and work on that at a later point.
Parents are an editbox because you may anchor stuff on frames not foreseen by me, that's the idea why i haven't changed them. I agree it would be more convenient, but at the same time would rob some freedom.
On a side note, i just fixed the inGame menu loading for LolzenUI_Options
current, updated todo list can be found here on the bottom of the page:
EDIT: made some changes to buffwatcher today, could you download the github version and test if the error is still present? Thanks you!
Last edited by Lolzen : 01-06-18 at .
A Kobold Labourer
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Turns out the /lolzen does do the same thing, I must of got it mixed up at some point.
Yeah I completely missed that text offset for the artifact/xp bars lol
On the previewing thing I mentioned, maybe an alternative thing you can do is make the current movement/sizing in real time without needing to reload the UI.
Also I forgot to mention you could change the &parent& works, maybe have it be a drop down menu rather than typing out the name? Just thinking for convenience of others that don't know too much about that stuff.
Here's the error code I got, I tried it with deleting my WTF and it still does it.
Message: ...\AddOns\LolzenUI\modules/buffwatcher/buffwatcher.lua:74: attempt to index field '?' (a nil value)
Time: 01/07/18 04:03:50
Count: 350
Stack: ...\AddOns\LolzenUI\modules/buffwatcher/buffwatcher.lua:74: attempt to index field '?' (a nil value)
...\AddOns\LolzenUI\modules/buffwatcher/buffwatcher.lua:74: in function &...\AddOns\LolzenUI\modules/buffwatcher/buffwatcher.lua:70&
A Fallenroot Satyr
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Uploads: 11
Originally Posted by myndzero
Hey dude, tried out your UI and I have some feedback for things you may want to add or improve upon. I'm a pretty picky person at times so that may show.
Hey myndzero, being picky is good to a certain degree in my case.
Originally Posted by myndzero
Using /lolzen should do the same thing as /lolzenui but it doesn't. Would be nice if it did in case you forgot the 'ui' to get the + to customize stuff. Honestly these should just be together and required, I think most people will want to customize at least one thing when they install a new UI.
They really should do the same thing. Can you tell me what's the difference for you?
-- Open up the option panel
SLASH_LOLZENUI1 = &/lolzen&
SLASH_LOLZENUI2 = &/lolzenui&
SlashCmdList[&LOLZENUI&] = function(self)
LoadAddOn(&LolzenUI_Options&)
-- we h known Blizzard bug
InterfaceOptionsFrame_OpenToCategory(&LolzenUI&)
InterfaceOptionsFrame_OpenToCategory(&LolzenUI&)
I know there's a minor issue of opening up the panel with the inGame menu and not showing any subpanels at all, due to the slashcommands loading the options after entering that command. I'm aware of that and will fix that eventually, which is probably what you are talking about.
Originally Posted by myndzero
Can we have an option to disable the seconds on the clock? I don't like it.
yeah, sure.
Originally Posted by myndzero
Can we show keybinds on the action bar?
Yup, no problem.
Originally Posted by myndzero
Artifact bar / XP Bar, can we have an option to not show text by default, and rather on mouse over? Also can't seem to put text in bar using center/bottom area, but maybe I missed an offset area.
Kinda thought about that myself. Will be implemented.
regarding centering text, it should work..
Originally Posted by myndzero
Adding a buff to buffwatcher gave me a continous LUA error, had to reload UI. It added the buff but yeah.
I'd like to give any advice/action on it, but without any proper error it's kinda hard to debug.
Please post your error so i can look into that matter.
Originally Posted by myndzero
Order hall icon was weird for me. I didn't notice it for a bit but just that it was missing from the minimap. Once I saw it I also noticed if you hide the order hall bar outside of that zone you can still using the button in that spot despite it being invisible. Maybe it should just be on the minimap?
I just tested it by disabling the OHB, but neither of those issues could be reproduced.
I disabled the MinimapButton on purpose, because i like to have things clean, so that's a no from me, sorry.
If you really want it back you can delete or comment out these lines in LolzenUI/modules/minimap/minimap.lua
GarrisonLandingPageMinimapButton:HookScript(&OnShow&, function() GarrisonLandingPageMinimapButton:Hide() end)
GarrisonLandingPageMinimapButton.IsShown = function() return true end
Originally Posted by myndzero
Would love an option for both health number & percent at the same time.
I'll add an oUF tag and options for this.
Originally Posted by myndzero
Speaking of health, I hate how it's laid out. &7m5& is just confusing to me. I know what it's saying, but would be nice to be able to lay it out as &7.5m&
I'll decide if i change it/make it an option in the future.
Originally Posted by myndzero
Would love the option to be able to colour the player/target (mostly this) cast bar
Castbar stuff is time consuming to implement, but certainly doable. I will probably implement options for castbars, just not in the next time. Speaking of Unitframe stuff, as i already said in an earlier comment, UF's are the most customizable thing in here, purely because they are an oUF layout. oUF gives so much freedom you could do virtually everything with them, just look around for layouts here.
I'll try do cover a lot of things, it's just a mind numbing to to that for hours straight. Eventually they'll be more customizable to a degree from the optionpanel.
Originally Posted by myndzero
Main menu bar is missing, I think I saw an option for it somewhere but it's invisible or something? This is fine but if you have an unspent talent point it still shows that message
Should not happen, unless you had some other addon hide the MMB before you installed LolzenUI. The actionbars are essentially just using the default actionbars and change the looks/hide artwork (gryphons, etc). Other than that they're blizzard's default bars.
In case you mean the MicroButtons, yes they're hidden.
Originally Posted by myndzero
Target frame doesn't show buffs? I think this is vital info, especially for mobs that buff themselves and you need to know about it. For example/easy testing, the tank mob in the order hall casts a buff on itself
No th i am personally not interested in buffs/debuffs other that mine on the target - as i am playing 100% DDs.
I could make this optional, but again. UFs unlimited possibilities, bla bla. Some time in the future.
Originally Posted by myndzero
Tooltip: AFK/DND should have a colour associated with them I feel. Player guild colour only works on yourself? Or at the very least not other guilds (would like it to). Perhaps also colour the faction name
AFK/DND flags with an color option is easily implemented.
Player guild coloring is done in the way it colors the [b]player's guild[b], YOUR guild in that color.
Reason is to identify guildmates easily when hanging out in cities and mouseovering a character.
Originally Posted by myndzero
Using focus button in UI gave me a error wanting to disable the addon (this was the only one I was running). If you do it using the command /focus it uses the default focus UI? Maybe that's just not added in yet?
Yes, that's the case, /focus isn't implemented in any way. Again, in the future it'll be added for sure.
Originally Posted by myndzero
In general I like the simpicity of it. The modular approach really does it for me because I generally hate most other nameplates and just run using the default ones (which also gives me my preferred personal nameplate). Love the item level stuff, I find most UIs don't let you change this & it's hard to read, nice to be able to set your own colour and stuff.
Thanks, i try to keep it kinda simple with a certain degree of freedom.
I thought about adding an option to make the iLvL colored in the itemquality.
Originally Posted by myndzero
Only other thing I would suggest but I imagine it won't happen due to the complexity, is a way to preview where things are placed or their size (like the group frames)
Yeah that's kind of a maybe. I know it would simplyfy things immensely and kind of want to that, but it's pretty low in the priority list as of now. I want to finish up implementing options first (make it &feature complete&) and some more optimizations.
For now i think &the most basic stuff& is there and is &usable&, which is a base i can build upon.
Thanks for all the feedback!
I hope i can implement stuff in a timely manner, most likely in partial steps per updates.
Regarding some errors you've encountered: You could try backing up your WTF (or temporary renaming it) for finding out if it's not some other addon's config interfering. Don't forget to close WoW before doing that.
I may be able to do something about that if i know which one it it, and if it's fixable from my side
Last edited by Lolzen : 01-06-18 at .
A Kobold Labourer
Forum posts: 0
File comments: 35
Uploads: 0
Hey dude, tried out your UI and I have some feedback for things you may want to add or improve upon. I'm a pretty picky person at times so that may show.
Using /lolzen should do the same thing as /lolzenui but it doesn't. Would be nice if it did in case you forgot the 'ui' to get the + to customize stuff. Honestly these should just be together and required, I think most people will want to customize at least one thing when they install a new UI.
Can we have an option to disable the seconds on the clock? I don't like it.
Can we show keybinds on the action bar?
Artifact bar / XP Bar, can we have an option to not show text by default, and rather on mouse over? Also can't seem to put text in bar using center/bottom area, but maybe I missed an offset area.
Adding a buff to buffwatcher gave me a continous LUA error, had to reload UI. It added the buff but yeah.
Order hall icon was weird for me. I didn't notice it for a bit but just that it was missing from the minimap. Once I saw it I also noticed if you hide the order hall bar outside of that zone you can still using the button in that spot despite it being invisible. Maybe it should just be on the minimap?
Would love an option for both health number & percent at the same time.
Speaking of health, I hate how it's laid out. &7m5& is just confusing to me. I know what it's saying, but would be nice to be able to lay it out as &7.5m&
Would love the option to be able to colour the player/target (mostly this) cast bar
Main menu bar is missing, I think I saw an option for it somewhere but it's invisible or something? This is fine but if you have an unspent talent point it still shows that message
Target frame doesn't show buffs? I think this is vital info, especially for mobs that buff themselves and you need to know about it. For example/easy testing, the tank mob in the order hall casts a buff on itself
Tooltip: AFK/DND should have a colour associated with them I feel. Player guild colour only works on yourself? Or at the very least not other guilds (would like it to). Perhaps also colour the faction name
Using focus button in UI gave me a error wanting to disable the addon (this was the only one I was running). If you do it using the command /focus it uses the default focus UI? Maybe that's just not added in yet?
In general I like the simpicity of it. The modular approach really does it for me because I generally hate most other nameplates and just run using the default ones (which also gives me my preferred personal nameplate). Love the item level stuff, I find most UIs don't let you change this & it's hard to read, nice to be able to set your own colour and stuff.
Only other thing I would suggest but I imagine it won't happen due to the complexity, is a way to preview where things are placed or their size (like the group frames)
A Fallenroot Satyr
Forum posts: 24
File comments: 141
Uploads: 11
Originally Posted by Namica
Hey Lolzen,
wanna see your beautiful baby in action?
Just one - really small! - issue: If you can see, I changed the position auf player/target frames. Is there a change to change the position of the boss-frame(s) as well? If it's only one, it's okay, but sometimes it's 4-5. I can change the lua too, just need a small hint where to look!
Oh, and HAPPY NEW YEAR!
Happy new year!
ATM there's no option implemented. if you go to WoW/Interface/AddOns/LolzenUI/modules/unitframes/unitframes.lua at the very bottom there is a section for bossframes, party & raid, there you should be able to change the position.
One of the thing i have to create options for :S
A Kobold Labourer
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File comments: 141
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Hey Lolzen,
wanna see your beautiful baby in action?
Just one - really small! - issue: If you can see, I changed the position auf player/target frames. Is there a change to change the position of the boss-frame(s) as well? If it's only one, it's okay, but sometimes it's 4-5. I can change the lua too, just need a small hint where to look!
Oh, and HAPPY NEW YEAR!
A Fallenroot Satyr
Forum posts: 24
File comments: 141
Uploads: 11
Alright, i've played with OOC fading, but any implementation i've made was either wonky or unsatisfying to say at least.
One option is to nag p3lim to revive oUF_Fader back to life, or wait for it to be implemented when i've found a soltution that works, which could be a while. Sorry for that! :/
Originally Posted by Namica
Tbh, I love that you are willing to give support to healers, even if you aren't a healer anymore.
Sure thing!
Originally Posted by Namica
I absolutely understand you don't want to be second Elv - we actually *HAVE* Elv, and if people want to use it, they can! It has tons of options and so but your UI is - for me - on a different site. I *like* to have a few options, but I don't want to spent hours and hours installing/configuring my UI. I have a lot of characters, and I really need my UI simple and useful without being to complicated. And your UI provides that in a really amazing way!
Exactly my thoughts
One of the reasons i've created it was that i absolutely HATE addons which use a oncharacter based config. I want to relog to a different char and have everything set. (in that regard buffwatcher is an exception, for obvious reason) And sure many Addons using that make sense, but for an UI i don't need/want a different one for any Character.
Originally Posted by Namica
Thanks in advance, I'm happy to see your UI growing. And it's so nice to give feedback - even if you don't want to include *every* feedback/wish, you read it and maybe it will help you a little. =)
Thanks you, it's a good feeling to know the hours you poured in to make a thing being usable by other people other than yourself are worth it. I'm sure i'll decline some monster wish, but your requests make sense and are exactly what i am &looking for&. I have my needs implemented, trying to give a basic thought about things: &maybe someone wants the objectivetrackerframe open at all times, like in default UI - i should make it an option&.
It's easy to loose oversight sometimes.
A Kobold Labourer
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Originally Posted by Lolzen
TL;DR you can expect everything to be implemented within the next update .... haven't forgotten about OOC hiding, that will be included too
Thanks for your kind answer. Tbh, I love that you are willing to give support to healers, even if you aren't a healer anymore. I absolutely understand you don't want to be second Elv - we actually *HAVE* Elv, and if people want to use it, they can! It has tons of options and so but your UI is - for me - on a different site. I *like* to have a few options, but I don't want to spent hours and hours installing/configuring my UI. I have a lot of characters, and I really need my UI simple and useful without being to complicated. And your UI provides that in a really amazing way!
Thanks in advance, I'm happy to see your UI growing. And it's so nice to give feedback - even if you don't want to include *every* feedback/wish, you read it and maybe it will help you a little. =)
A Fallenroot Satyr
Forum posts: 24
File comments: 141
Uploads: 11
Originally Posted by Namica
Hi Lolzen,
just another random thoughts about your amazing UI.
- It would be nice if you could change the fonts for unit frames all at once. Do you need different fonts for different frames?
- From my point of view as a passionate healer, your unitframes are a little hard to handle. It would be awesome if..
... you could disable the group/raidframes seperate, so a different addon like Grid can be used for healers while keeping the nice frames for player/target
... you could change your groupframes to be displayed *vertical* if you wish, just for people like me who cannot heal without it (or not that good at all)
I see if you want to keep it simple, so maybe the first option would be easier to do.
Thanks so far again, I really enjoy your work!
Hey Namica,
again thanks for the precious feedback!
TL;DR you can expect everything to be implemented within the next update
The idea of having different fonts for each frame is, in default raid frames use i think a FonsSize of 18 whilst player/target uses a fontsize of 24 due to size differences.
It will add a switch to either use a global size (and use the global size instead of the specific size) or use the unit specific size, no problem to implement.
Healer's feedback - that's nice! I have played Priest for the longest time (Classic to MoP), but ditched healing since late classic. That's why i'm really out of touch on a healer's needs and put the UI into &DPS Compilations& as a main category. Again, thanks for the feedback!
I'll implement off switches for both group/raid and group vertical layout too in the next update
In all honesty, i like it simple.
But LolzenUI made the transition from being &my hardcoded UI compilation& to &maybe someone wants to change option x or position y& and that's why i try to find a middleground for keeping it simple while providing a fair amount of options. It will never be an ElvUI, but it doesn't try to be.
EDIT: haven't forgotten about OOC hiding, that will be included too
Last edited by Lolzen : 12-30-17 at .
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