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Last active Tue, Feb, 28 2017 14:22:04
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Apr 14, 2008Would it be possible to move the ChannelNames saved data for custom channels to a perChar database? I like to use the Default profile for all of my characters since they all use the same UI, but they are in different custom channels (usually class related guild channels). So currently if I replace "5.GuildDruids" with Durid, my hunter's class channel, "5.GuildHunters", also becomes Durid.Posted in: General AddOns
Apr 14, 2008Funky, can we have a function added to the StatBlocks core to apply the block's position, scale, and alignment settings? This would allow us to wrap the function and update settings for OnProfileChanged and OnProfileCopied callbacks so block settings can be copied/changed without reloading the UI.Posted in: General AddOns
The function would look something like this:
function SB.modulePrototype:ApplyOptions() local db = self.db.profile self.block:SetBackdropColor(core.globalbgc.r, core.globalbgc.g, core.globalbgc.b, core.globalalpha) self.block:SetScale(db.scale or 1) if db.pos.x == 0 and db.pos.y == 0 then self.block:SetPoint("CENTER", UIParent, "CENTER") else local s = self.block:GetEffectiveScale() self.block:ClearAllPoints() self.block:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", db.pos.x / s, db.pos.y / s) end self.font:SetPoint("CENTER", self.block, "CENTER") self.font:SetTextColor(db.color.r, db.color.g, db.color.b) self.font:SetJustifyH(db.align or "CENTER") end
with a module wrapper as:
function SB_module:ApplyModuleOptions() self:ApplyOptions() self:UpdateBlockInfo() end
and callbacks as:
self.db.RegisterCallback(self, "OnProfileChanged", "ApplyModuleOptions") self.db.RegisterCallback(self, "OnProfileCopied", "ApplyModuleOptions")
Apr 12, 2008Posted in: General AddOnsQuote from Funkydude »
Align options added, won't be shown until adopted by the blocks.
I won't be adding global label color, there is no way to live update the block, you would be changing the saved variables and have to wait until that block next updates to see the color, also not all blocks use labels.
Thanks, Funky! I'll just hack my saved variables to make them all the same color then. Now to go play with text alignment! :D
Apr 12, 2008I was wondering if you'd consider adding a shadow to the text? That way those of us who like to use a completely transparent background on our blocks can read the text a little easier (and so I don't have to go and edit it back in to the new module prototype every update :D).Posted in: General AddOns
self.font:SetShadowColor(0, 0, 0, 1) -- Sets the text shadow color. self.font:SetShadowOffset(1, -1) -- Sets the text shadow offset.
Also, being able to globally set the color of the module labels (if they have one) would be awesome.
Apr 12, 2008I'm having a small conflict between Pitbull and Mapster when used with AddonLoader. When I open up Mapster for the first time during a session, all visible 3D portraits are visually reset to full body mode. I've found several ways to reset the portraits back to head only mode: 1) Go into my Pitbull options and manually toggle full-body mode on and then off. 2) Hide and then reshow the affected frame (ie, target something else). 3) Hide and then reshow my entire UI (this is actually the fastest option). After I have toggled the display, the problem does not repeat itself until I relog or reload my UI. If I set AddonLoader to always load Mapster, this problem does not occur. I've also reported this to the Mapster authors.Posted in: Unit Frames
Apr 12, 2008Posted in: Map/Minimap AddOnsQuote from dyree »
I'm having this problem as well. My portaits in Pitbull are fine until I open up the map with Mapster installed. As soon as the map opens, any portraits currently visible will reset to full body view rather than just the face. Interestingly, if I hide the frame and reshow it (my target frame, for example), the portrait displays correctly again. I don't have this problem with Cartographer, so I'll try poking through the open map code of both and see if I can find any possible causes.
Some more information on this problem:
It seems to only happen when Mapster is used with AddonLoader. When I open up Mapster for the first time during a session, all visible 3D portraits are visually reset to full body mode. I've found several ways to reset the portraits back to head only mode: 1) Go into my Pitbull options and manually toggle full-body mode on and then off. 2) Hide and then reshow the affected frame (ie, target something else). 3) Hide and then reshow my entire UI (this is actually the fastest option). After I have toggled the display, the problem does not repeat itself until I relog or reload my UI. If I set AddonLoader to always load Mapster, this problem does not occur.
Apr 11, 2008Posted in: General AddOnsQuote from phyber »
Unfortunately it doesn't work in English either. I'm running the enGB client and no names are class coloured so far.
PlayerNames aren't coloring for me either. enUS locale.
Apr 8, 2008Last night (4/7, at approximately 9:30 pm CST) during our attempt on Leotheras the Blind, Omen would occassionally start displaying full bars for everyone. It seemed to happen most often during his humanoid phase, both during and after a whirlwind. This screenshot was taken just before his first demon phase. All raid members were running compatible versions of Threat-2.0 with the exception of one healer who was not running any threat meter. I have a log available as well if that would help to diagnose the problem.Posted in: Raid AddOns
Mar 31, 2008I know it's probably a little early for this request since HandyNotes is still alpha, but I'd like to request that the stables module use Interface\\Minimap\\Tracking\\StableMaster for its icon rather than Interface\\Icons\\Ability_Hunter_BeastTaming. The beast taming icon is a bit dark and bulky while the StableMaster icon already has transparency built in.Posted in: AddOn HELP!
Mar 31, 2008Ok, for those getting fed up with your font not being reapplied when you reload your ui, here's a quick and dirty fix for ClearFont2 and ClearFont2d:Posted in: General AddOns
Add the following to Design.lua. I put mine after the font heights section.
for i = 1, NUM_CHAT_WINDOWS do local cf = getglobal("ChatFrame"..i) local _, s, m = cf:GetFont() cf:SetFont(NORMAL_TEXT_FONT, s, m) end
It's a quick and dirty, brute force method, but it hasn't caused any errors for me.
Mar 31, 2008Posted in: Grid & Grid2Quote from Trevear »
I've been getting this error for some time. Really love the mod and thank the author(s) for their work:
Date: 2008-03-04 14:11:40
Error occured in: Global
Message: ...ns\GridStatusMissingBuffs\GridStatusMissingBuffs.lua line 798:
Bad argument #2 to `GetSpellIcon'. Expected "string", got "nil".
(tail call): ?
This is caused by the new Shadow Protection buff group. Go into that status and set its icon to fix it. It would be great if someone with svn access could go change line 254 to:
icon = "ShadowProtection",
It currently has a space in there which is causing this issue.
Mar 29, 2008I recently completely reset all of my addon profiles while trying to diagnose a zoning problem and am now getting errors any time I try to change or copy Grid profiles (both through console and Waterfall) if I have GridAlert enabled.Posted in: Grid & Grid2
[2008/03/28 16:42:41-3282-x1]: Grid-60898\GridCore.lua:158: attempt to call method 'Reset' (a nil value)
AceConsole-2.0-48940 (Ace2):1747: in function <...erface\AddOns\Ace2\AceConsole-2.0\AceConsole-2.0.lua:1549>
AceConsole-2.0-48940 (Ace2):2389: in function `value'
Interface\FrameXML\ChatFrame.lua:3032: in function `ChatEdit_ParseText':
Interface\FrameXML\ChatFrame.lua:2724: in function `ChatEdit_SendText':
Interface\FrameXML\ChatFrame.lua:2745: in function `ChatEdit_OnEnterPressed':
<string>:"*:OnEnterPressed":1: in function <[string "*:OnEnterPressed"]:1>
[2008/03/28 16:43:26-3282-x1]: Grid-60898\GridCore.lua:158: attempt to call method 'Reset' (a nil value)
Waterfall-1.0-56985 (Waterfall-1.0):3404: in function <...AddOns\Waterfall-1.0\Waterfall-1.0\Waterfall-1.0.lua:3392>
Waterfall-1.0-56985 (Waterfall-1.0):3436: in function <...AddOns\Waterfall-1.0\Waterfall-1.0\Waterfall-1.0.lua:3430>
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