Its easy, you have to patch the code to do it though.
Find the playernames.lua file, and swap the code that adds the group number on the right with the code that adds the level on the left. Its pretty easy to see where that information is added.
I made a mistake when I defined the fields which hold the level and group, and included the colon - so you will need to adjust the location of the colon also - again, a simple change.
Fin - what is so bad about the playernames module?
Anyhow, here is the code you need to change:
-- Add level information if needed
if level and Prat_PlayerNames.db.profile.level then
message.PREPLAYER = CLR:Level(tostring(level), level, Name, class)..":"
end
-- Add raid subgroup information if needed
if subgroup and Prat_PlayerNames.db.profile.subgroup and (GetNumRaidMembers() > 0) then
message.POSTPLAYER = ":"..subgroup
end
Had I placed the colons in their own fields, you could just move the PREPLAYER and POSTPLAYER fields in the table so that they were POSTPLAYER..PLAYER..PREPLAYER and it wouldnt require a code change, since the code which places the data in the fields doesnt care where those fields are.
Its easy, you have to patch the code to do it though.
Well, yeah, sorry, I didn't mention that you could do it like this - I assumed you weren't thinking about patching anything. Sorry.
Quote from sylvanaar »
Fin - what is so bad about the playernames module?
Nothing! I just don't use it. Personally the extra information gets in the way for me, I don't actually pay any attention to the level numbers and group numbers and colours and stuff when it's there, so I don't bother enabling it. :)
I think that maybe The PlayerNames module does give Prat a slight reputation as a memory hog though, as the default configuration saves (basic) player data and quite quickly starts using up 1MB+ (which is normally quite high on the list of addons listed by memory use). I know that this doesn't mean dick, but I've noticed people call Prat a hog after seeing Prat at the top of FuBar_Performance because of this.
Oh, and also the code scares me.
I don't think either of those things are anything wrong with the PlayerNames module!
I think that maybe The PlayerNames module does give Prat a slight reputation as a memory hog though, as the default configuration saves (basic) player data and quite quickly starts using up 1MB+ (which is normally quite high on the list of addons listed by memory use). I know that this doesn't mean dick, but I've noticed people call Prat a hog after seeing Prat at the top of FuBar_Performance because of this.
Oh, and also the code scares me.
I don't think either of those things are anything wrong with the PlayerNames module!
The code scares me too sometimes, im not really sure who wrote it originally.
I changed the default setting a while back so that it doesnt save any information to the saved variables as well as periodicaly flushing the in-memory cached information while you are playinng, so it shouldn't use much memory at all anymore. Have a look-see.
Prat's memory use is about 500k for the core, and 25k per module. There are 33 modules, so it adds up. On my system prat uses a constant 1.3MB of memory.
I would like to know why Prat's core takes up 500k though, but 500k isnt alot to me, so I havent bothered to find out. If i had to guess, i'd day its the options menus.
- Oh and about performancefu - since it doesnt add up all the AddonName_* 's memory usages it really doesnt give an accurate picture. Breaking an addon into 20 bits uses more memory than a single addon which contains those 20 bits - if you use all 20 bits. If you dont, it saves as much memory as prat's AutoLOD. I'd say enhance performancefu to show
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To answer your question: I'm not sure, Brigand, sorry. Personally I don't use the PlayerNames module. Maybe someone else can be more helpful.
Find the playernames.lua file, and swap the code that adds the group number on the right with the code that adds the level on the left. Its pretty easy to see where that information is added.
I made a mistake when I defined the fields which hold the level and group, and included the colon - so you will need to adjust the location of the colon also - again, a simple change.
Fin - what is so bad about the playernames module?
Anyhow, here is the code you need to change:
Had I placed the colons in their own fields, you could just move the PREPLAYER and POSTPLAYER fields in the table so that they were POSTPLAYER..PLAYER..PREPLAYER and it wouldnt require a code change, since the code which places the data in the fields doesnt care where those fields are.
Anyhow, you change
message.PREPLAYER = CLR:Level(tostring(level), level, Name, class)..":"
to
message.POSTPLAYER = ":"..CLR:Level(tostring(level), level, Name, class)
and
message.POSTPLAYER = ":"..subgroup
to
message.PREPLAYER = subgroup..":"
Well, yeah, sorry, I didn't mention that you could do it like this - I assumed you weren't thinking about patching anything. Sorry.
Nothing! I just don't use it. Personally the extra information gets in the way for me, I don't actually pay any attention to the level numbers and group numbers and colours and stuff when it's there, so I don't bother enabling it. :)
I think that maybe The PlayerNames module does give Prat a slight reputation as a memory hog though, as the default configuration saves (basic) player data and quite quickly starts using up 1MB+ (which is normally quite high on the list of addons listed by memory use). I know that this doesn't mean dick, but I've noticed people call Prat a hog after seeing Prat at the top of FuBar_Performance because of this.
Oh, and also the code scares me.
I don't think either of those things are anything wrong with the PlayerNames module!
The code scares me too sometimes, im not really sure who wrote it originally.
I changed the default setting a while back so that it doesnt save any information to the saved variables as well as periodicaly flushing the in-memory cached information while you are playinng, so it shouldn't use much memory at all anymore. Have a look-see.
Prat's memory use is about 500k for the core, and 25k per module. There are 33 modules, so it adds up. On my system prat uses a constant 1.3MB of memory.
I would like to know why Prat's core takes up 500k though, but 500k isnt alot to me, so I havent bothered to find out. If i had to guess, i'd day its the options menus.
- Oh and about performancefu - since it doesnt add up all the AddonName_* 's memory usages it really doesnt give an accurate picture. Breaking an addon into 20 bits uses more memory than a single addon which contains those 20 bits - if you use all 20 bits. If you dont, it saves as much memory as prat's AutoLOD. I'd say enhance performancefu to show
Periodic-Table (NNNN KB + NNNN KB in NN submodules)