The "snapping" is part of the LibBars I'm using and I myself don't like it. It's non-trivial to fix but fortunately you can align well when you account for it - simply use the handle bar when aligning.
Using r28.
Sometimes the bars don't change their alpha levels due to combat. They will remain invisible (in my setup) until they've been consumed (and after that act as expected).
...
Further clarification:
After some testing, I've determined that if I am put in combat because I use an ability on an enemy, then the combat status is not detected properly and the bars do not change their alphas accordingly. This is a minor nuisance, but it means I am not shown how many death runes I have going into a combat.
If I am put in combat without me initiating it explicitly (ie body-pulls) then the bars do change their alphas properly, just as I have configured them.
Occasionally get this though, and I haven't figured out what triggers it:
[2008/11/28 11:47:02-339-x1]: MagicRunes-1.0\MagicRunes.lua:160: attempt to index local 'info' (a nil value)
MagicRunes-1.0\MagicRunes.lua:580: in function `UpdateBars'
MagicRunes-1.0\MagicRunes.lua:706: in function `RefreshRuneTypes'
MagicRunes-1.0\MagicRunes.lua:770: in function `?'
CallbackHandler-1.0-3:146: in function <...oot\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[1]":13: in function `?'
CallbackHandler-1.0-3:91: in function `Fire'
AceEvent-3.0-3 (beql):70: in function <...rface\AddOns\beql\Libs\AceEvent-3.0\AceEvent-3.0.lua:69>
...
Occasionally get this though, and I haven't figured out what triggers it:
[2008/11/28 11:47:02-339-x1]: MagicRunes-1.0\MagicRunes.lua:160: attempt to index local 'info' (a nil value)
MagicRunes-1.0\MagicRunes.lua:580: in function `UpdateBars'
MagicRunes-1.0\MagicRunes.lua:706: in function `RefreshRuneTypes'
MagicRunes-1.0\MagicRunes.lua:770: in function `?'
CallbackHandler-1.0-3:146: in function <...oot\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[1]":13: in function `?'
CallbackHandler-1.0-3:91: in function `Fire'
AceEvent-3.0-3 (beql):70: in function <...rface\AddOns\beql\Libs\AceEvent-3.0\AceEvent-3.0.lua:69>
...
Recieveing this error as well, by leaving an instance or zoning while in combat.
The frame level was sort of intentional to allow for "overlapping" runes not to randomly change which is drawn on top (it looked bad). Obviously though this needs to be tweaked a bit.
That particular loading issue is fixed. I didn't notice it because I use AddonLoader for on-demand loading. Anyhow I just setup localization for Magic Runes. Any help for the translations would be great.
One quick question though, I use the "Horizontal labeled bars" layout - is there currently anyway to move the Runic bar to the top without reversing the order of the Runes?
I'm working on an icon-only display mode (optionally used together with or instead of the bars). I was wondering if anyone might have links to alternative rune icons that I can use - I'd like to have a couple of different sets to pick from. An early preview (you can't yet move, size or organize the buttons) is available here:
Used a mod earlier as rogue that had Chinese characters as combo points graphics. They looked good even if they where not correlated to the points, which might be possible with runes. My graphic skills suck so I wont be able to make anything good looking though. http://www.wowinterface.com/downloads/info10123-ccComboPoints.html
Like:
Blood------ Frost------ Unholy------
Blood------ Frost------ Unholy------
Else, the best rune addon for DK's :)
Further clarification:
After some testing, I've determined that if I am put in combat because I use an ability on an enemy, then the combat status is not detected properly and the bars do not change their alphas accordingly. This is a minor nuisance, but it means I am not shown how many death runes I have going into a combat.
If I am put in combat without me initiating it explicitly (ie body-pulls) then the bars do change their alphas properly, just as I have configured them.
Occasionally get this though, and I haven't figured out what triggers it:
interface\addons\magicrunes.lua:160:attempt to index local �info (a nil value)
However, it seems that the frame level for the first blood rune is different with the others. Here is the pic:
http://img132.imageshack.us/img132/4576/runeto7.png
I modified the Line 400 as following, problem is gone. Hope not effect anything else
bar.overlayTexture:SetAlpha(0)
bar.barId = id
>>>> bar:SetFrameLevel(3) <<<<
runebars[id] = bar
Recieveing this error as well, by leaving an instance or zoning while in combat.
Changes in r31:
See my ticket on curseforge:
http://www.wowace.com/projects/magicrunes/tickets/3-error-when-logging-non-dk-alts/
Same here.
http://www.wowace.com/projects/magicrunes/localization/
One quick question though, I use the "Horizontal labeled bars" layout - is there currently anyway to move the Runic bar to the top without reversing the order of the Runes?
http://eongames.com/wow/mr_001.wmv
It's the 4 icons in the center of the screen.
Using chinese glyphs as runes is a possibility. Unfortunately I'm rather graphically challenged as well.