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 Post subject: Feature Request:
PostPosted: Wed Feb 24, 2010 6:24 pm 

Joined: Wed Feb 24, 2010 6:18 pm
Posts: 2
I would like to see being able to customize where the "player" is in the list of units. IE: grow up, grow down, or from the middle like it is now.


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 Post subject: Re: Feature Request:
PostPosted: Sat Feb 27, 2010 3:34 am 
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Joined: Mon Nov 02, 2009 9:47 pm
Posts: 31
dither wrote:
I would like to see being able to customize where the "player" is in the list of units. IE: grow up, grow down, or from the middle like it is now.


This will be included


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 Post subject: Re: Feature Request:
PostPosted: Fri Mar 19, 2010 2:17 pm 

Joined: Wed Feb 24, 2010 6:18 pm
Posts: 2
just like to say great work on all of the features recently added.

i really like this mod and try to share it with others, but my priest has a problem with the fact that he would have to add every buff and debuff in the game to show if its worth dispelling at times when mana conserving is key. im sure this is probably the same with other dispellers, so i would like to request a "normal" buff list with prioritized buffs and debuffs making those ones fall off if its taking up too much room.

also i was thinking since you had this track trinkets there would be a way to add party or enemy cooldowns as a timer next to it as well, i plan to look into doing this myself even if you dont think its worth doing for you. some mods already do this but having it in the same place would be ideal. mods already doing it would be: interruptbar and partyabilitybars.


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 Post subject: Re: Feature Request:
PostPosted: Sat Mar 20, 2010 2:40 am 
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Joined: Mon Nov 02, 2009 9:47 pm
Posts: 31
Glad you like it! The beta version does come with a pre-populated list. All your priest would have to do is find power word shield/renew or whatever he wants to try on that list, and enable it for friendly players so that he knows when his stuff is up. Might also want to add a taste-for-blood buff for warriors, but that's about it. Likewise, warlocks would be adding immolate, ele shamans flame shock, etc. But the major debuffs are in there.

For purposes of dispelling, if there's a white highlight around the enemy frame, there's something available to dispel. What that is, though, is questionable.

Ability cooldowns were part of the original plan, but I scrapped that for diminishing returns. This is because cooldowns can't really be accurately predicted as different talents alter the cooldowns and there's no way to tell for sure if an enemy player has it. Rather than displaying potentially misleading information, I opted for something more practical and immediate to fill that slot.


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