SabineWren

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Let me know if the new beta fixes all above issues. Please take a look at `Locale/zhCN.translations.lua` as well, as I've marked some English with `TODO`. It has [breaking changes](https://github.com/SabineWren/Quiver/blob/main/Changelog.md)...

Yes it prevents clipping, which is useful for trueshot, but not so much for multi-shot. Now it's a global function instead of a macro. Castbar fixed 963875a8d1aa81d59501fdeea7671cd50673fb9a

Fixed by 2da729e3a2030e16088b07cf63485239b6d761f1

3.0.0 released. Thanks for the translations. :sparkles:

Bought a Frenzied Striker to test and it works fine. https://github.com/user-attachments/assets/71f24c52-f314-47e4-af83-3efdad000714

Aimed Shot has the same icon texture as these weapons, and Quiver relies on texture equality to find the spell on your action bars. I investigated if this could trigger...

1. Already possible by dragging to resize. 2. I have no plans to develop new features. I'll spend time on :art::bug::twisted_rightwards_arrows: code quality, bugfixes, and merge requests. If someone else...

First, there isn't a `QQsteady` macro; see the [API](https://github.com/SabineWren/Quiver?tab=readme-ov-file#lua-functions). I recommend using this one: ```lua /run local a, b = Quiver.GetSecondsRemainingShoot(); if b < -0.25 then DEFAULT_CHAT_FRAME:AddMessage(b) end; local c...

I stopped adding new features to Quiver after twow 1.17.2, but will fix bugs and review/merge code if you want to contribute. API commands for macros go in `GlobalFunctions.lua`. It's...

@leenux Updated on main branch (see [changelog](https://github.com/SabineWren/Quiver/blob/main/Changelog.md)). Readme has instructions to build from source.