If it's not already on your list or supported:
The ability to add a background/backdrop to any frame element.
See the screenshots here:
Notice the unit name has it's own background box, as does the portrait.
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Feb 14, 2007andreasg: Where on your priority list does further customization fall? I've been able to do some simple tweaks locally (adding a "Backdrop" to the portrait for example). What I'm curious about are things like 2D portrait toggles, panels behind text, etc... What's there now is pretty good, but it's also somewhat limited at the same time.Posted in: Unit Frames
Feb 1, 2007Here's a temp fix to keep your bags from resorting when selling to a merchant:Posted in: General AddOns
In Baggins.lua in the Baggins:OnBagUpdate(bagids) function, change the line (1081 in the current build) that says this:
if itemschanged then
if itemschanged and not (MerchantFrame:IsShown() and MerchantFrame.selectedTab == 1) then
I haven't tested thoroughly but this seems to prevent item resorting when selling to a merchant. I haven't tested this next bit at all, but it may also work. To prevent bag resorting while at the bank as well:
if itemschanged and not (MerchantFrame:IsShown() and MerchantFrame.selectedTab == 1) and not self.bankIsOpen then
Jan 28, 2007Zidomo: One way I have found to get around this for the time being is just to use "/ai standby". This disables ArkInventory and allows you to open your bags normally. When you're done, you can do "/ai standby" again to re-enable it.Posted in: General AddOns
Oct 5, 2006You can get your config back with some editing of the SV file. See the comments on any of the release sites for details.Posted in: General AddOns
Not sure about your plugins. The raid icons are now set by right-clicking on the item you want to be a raid icon in the menu config panel.
I'm redoing the global config panel right now... i'll have more options for effects disable when that's done. (re: splitting effects config)
Oct 4, 2006The button does nothing by default. You need to set up some mouse triggers/menus for it.Posted in: General AddOns
1) Open Sprocket configuration pane
2) Go to the "Triggers" panel
3) Go to the "Mouse" tab
4) Select "LeftButton" from the top scoll list
5) Click "Add", open the "Sprocket" sub-menu and select "SprocketBigButton"
6) Note the "SprocketBigButton" entry that just appeared in the frames list
7) Assign the menu of your choice to this entry
At this point, clicking the left mouse button on the floating button will open the menu of your choice.
Oct 3, 2006Posted in: General AddOnsQuote from British »
Yesterday I installed version 12298 over... a quite old version.
I lost my configuration in the process.
Is it a general issue, or I had this only because my previous version was old ?
This has something to do with AceDB. I added a new SavedVariables (in addition to SavedVariablePerCharacter) and it when from storing char data in ["chars"], ["Charname of Servername"] to storing it in ["global"]... dunno why it did that.
Oct 2, 2006Posted in: General AddOnsQuote from British »
Quote from British »
- Is there a way to make one of those spell/script/whatever a toggle ? I have put my ShadowForm in a menu, and when I'm in ShadowForm and want to get back to normal by using SPr... well, it doesn't work :x
Yet another bump for recognition :'-[
I'll see about adding a "Cancel if Active" option to Spells (maybe actions, I'm not sure)
Oct 1, 2006Posted in: General AddOnsQuote from Devla »
How does the "Floating Button" work? I enabled it, can resize and move it, but it appears to do nothing. I looked around in the settings and couldn't find any other info regarding the Floating button.
The floating button can be moved and resized with the ctrl-click and shift-click. As for the purpose, it's meant to be used as a mouse button trigger. That means you can click on it and have menus open up, like the minimap button. But you can also move it around and resize it.
Oct 1, 2006Posted in: General AddOnsQuote from Slayman »
I have a little complaint to make, well i cannot for the sake of me get my oUF_Player nor oUF_Target to be accepted by the Custom Frame Sprocket Option. Even though the scan found 'em, and i didn't mispelled em.
It says "oUF_Player is not a valid frame object"
i think this is strange, as every other frame i could find worked, even FuBar and BuffButtons.
Due to the way oUF was written, it's impossible to support it internally without adding special case code. I'll see about adding a Frames plugin API so someone can write a plugin.
Sep 30, 2006Posted in: General AddOnsQuote from Uruloke »
Got a interesting error with my warlock. I have created menus for my spells and abilities and set them up as actions not spells and as such also got proper range coloring and cooldowns. However, targeted spells (offensive spells, curses etc) doesn't work and I get an "Invalid target" after selecting it. Doesn't matter what target I have selected. Self-buffs works fine however. Using the latest (0.9.5) from the SVN. I have tried to reset my settings and used the auto-created Action Bar 1 but that doesn't work either. What's funny is that for my shaman, targeted spells works just fine.
Make sure you don't have a pre-action, and that "use on self" isn't checked in the options. I'll look into it locally as well. If you want to, email your sv file to [email]firstname.lastname@example.org[/email] and I'll have a look at it.
Sep 25, 2006I don't think I'll ever build in a consumable menu... i'd be more likely to make a plugin API instead and let someone else do it.Posted in: General AddOns
I do think the following would let you use a Script type item with XAD:
/script this = XADButton6; XAD:OnClick( "LeftButton" )
That should use the bandange feature. Button 5 is water and I think 4 is food... they go in order from hearthstone up to bandage.
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