created frames can't be destroyed.
even if you try to overwrite frames by creating a new one with the same name, the already existing frame will be still existing as well the new one. Which one you get by calling getglobal(framename) i don't know.
if you want to recycle your frames i advise to take a look at Pitbull (it has two funcs to recycle frames).
I have a problem.
I play a hunter and if I hide the blizzframes with "/fb blizz show=false" then my petbar disappears too.
Cnc, could you please implement an option to make the petbar visible again and draggable by attaching it to a fake group or soming else? Like InfiniBar does it.
Or is there a already a mod out there that could do this. I haven't find something yet.
DrDamage trys to get the module "TextSubs" from FlexBar2.
But FB2s modules has their own addon-folders now and DrDamage checks only if FlexBar2 is loaded and not this specific module.
I have a virtual base class which is inherited by some other classes.
Thoses classes have there own addon-folder, so they are like a module.
-- core luafile
function Core:NewClass(name, ...)
self.classes[name] = AceOO.Class(BasicClass, ...)
self.classes[name].name = name
return self.games[name]
end
function Core:NewObject(classname)
local UID = util:GetUID(game, math.random(0,1))
self.objects[UID] = self.classes[classname]:new(UID)
end
function Core:EndGame(obj)
self.objects[obj.UID] = nil
end
-- another lua file
local DemoClass = Core:NewClass("DemoClass")
function DemoClass.prototype:init(UID)
DemoClass.super.prototype.init(self)
self.UID = UID
Core:Print("init")
end
function BasicServer.prototype:Dispose()
Core:EndGame(self)
end
-- some more methods
-- test it
Core:NewObject("DemoClass")
in reaction to the last line of the code the init func should be called but it never did.
and another problem is if I call the "Dispose"-func i gets an error, I think the error was to index a nil value.
so how could I solve this?
If you need more informations i could give them to you in about 7 hours.
Hi,
I notice that there was no deDE translation in the Babble-Quest Lib so i spend a bit time to build the translationtable for deDE. And here it is. Only 61 questnames aren't translated.
Babble-Quest is a Lib that provide translations for quests but unfortunately there are only translations of enUS, zhCN and zhTW. If the Lib provide more languages the DB could be in englisch only. But i think this will take a long time until more languages are supported or will never been happen. :,-(
I have downloaded this one and now I start gathering more data. Some days later I will upload the DB so you can put them together. At the moment i make quests in the outlands.
I hope this DB will grow like the englisch version.
Hi,
I have wrote a additional ring for ArcHUD to manage the Target-of-Target. You can choose one of 3 color themes (Normal, Color fading and Class colors). It is not perfect but it works. If there is any interest I will upload it.
0
I have made a module for the pet bar: FlexBar2_PetBar (http://www.wowace.com/wiki/FlexBar2_PetBar)
If you want to implement it cnc, go for it.
0
I got the same. (DE-client too)
EDIT:
I would like the feature to change the color of a bar by DogTag too.
eg. for the Target and ToT i would use this:
if self == Unit then blue
elseif UnitIsEnemy then red
else classcolor
in DogTag this would look like this:
[[IsEnemy?Red]:IsUnit(player)?Blue!ClassColor]
0
even if you try to overwrite frames by creating a new one with the same name, the already existing frame will be still existing as well the new one. Which one you get by calling getglobal(framename) i don't know.
if you want to recycle your frames i advise to take a look at Pitbull (it has two funcs to recycle frames).
0
I play a hunter and if I hide the blizzframes with "/fb blizz show=false" then my petbar disappears too.
Cnc, could you please implement an option to make the petbar visible again and draggable by attaching it to a fake group or soming else? Like InfiniBar does it.
Or is there a already a mod out there that could do this. I haven't find something yet.
0
But FB2s modules has their own addon-folders now and DrDamage checks only if FlexBar2 is loaded and not this specific module.
0
0
I have a virtual base class which is inherited by some other classes.
Thoses classes have there own addon-folder, so they are like a module.
in reaction to the last line of the code the init func should be called but it never did.
and another problem is if I call the "Dispose"-func i gets an error, I think the error was to index a nil value.
so how could I solve this?
If you need more informations i could give them to you in about 7 hours.
0
I notice that there was no deDE translation in the Babble-Quest Lib so i spend a bit time to build the translationtable for deDE. And here it is. Only 61 questnames aren't translated.
Could someone with rights on the SVN upload it?
0
0
I have downloaded this one and now I start gathering more data. Some days later I will upload the DB so you can put them together. At the moment i make quests in the outlands.
I hope this DB will grow like the englisch version.
0
For those wanting the ToT Health bar, I've created one.
-Supports classcolors.
-Custom color that will be displayed if you have the aggro (player == targettarget). (can be turned off)
Download: http://warlox.wa.funpic.de/wow/ToTIceHUDBar/ToT%20IceHUD%20Bar.html
Just drop this into the IceHUD\modules directory and add this line at the bottom of the IceHUD.toc file.
modules\TargetTargetHealth.lua
0
I have wrote a additional ring for ArcHUD to manage the Target-of-Target. You can choose one of 3 color themes (Normal, Color fading and Class colors). It is not perfect but it works. If there is any interest I will upload it.
Warloxx