CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on moveFrames
    Farook, I don't have any plans of adding bags to moveFrames. There's a million and one addons out there whose entire focus are the containers, but the process for adding them is fairly simple. If you'd like, contact me on IRC and I can walk you through adding them, it wouldn't take more than a few minutes.

    Matrix110, I plan on adding both the AlwaysUpFrame and the "contest status" (world pvp objectives) frames to moveFrames in the next release. Handling the contention frame is a bit of a pickle, though, because it looks like blizzard generates a different frame for each area.

    Currently it's not possible to reset a single frame, British, though I'll likely be adding that soon. I need to move 90% of the frames over from XML definitions to LUA so that I can faster access to them. I'll be adding individual frame locking, global frame locking, individual frame resets, and a number of other smaller features very soon. If your heart is set on resetting a single frame, though, just go into your WTF/ACCOUNT/ServerName/CharacterName/SavedVariables/moveFrames.lua and find the FrameName_x/FramName_y and remove it.
    Posted in: General AddOns
  • 0

    posted a message on moveFrames
    Re-read what I wrote, I modified it a bit. Also, if you're just looking to "temporarily" move frames and have them default back to the blizzard behavior after they're closed, you should just download KC_Mobility. It does exactly what you ask.

    I'd suggest giving moveFrames a try, it might be that we're just having a miscommunication and are indeed aiming at the same thing. moveFrames lets you just move frames "when/if" you need to, but they retain their moved position. However, resetting them to the default Blizzard positioning/behavior is as easy as typing /mf reset. The worst that can happen is you have a new SavedVariables file in your character's directory.
    Posted in: General AddOns
  • 0

    posted a message on moveFrames
    Quote from Seerah »

    So, it "resets" upon closing the frame? ie, the next time you open the frame, it will use default blizzard behavior until you move it? Just wondering since one thing that was REEEALLY annoying me with MoveAnything was that I was ending up with frames opening on top of eachother (no "pushing"). :(

    I would love the ability to just open frames the way they were intended and then just drag them if/when I need to.


    Oof, heavens no. I boffed the description, it will open up in it's *new* moved position without pushing frames anymore, thereby avoiding the default behavior. Let me be clear, they will not do this *until* you've dragged them. Frames will retain their "push left/center" (default) behavior until they are modified by moveFrames. Let me update the description accordingly, just a miswording.

    To move a frame, simply drag by the 'title bar' to the location you want the frame placed. The next time you re-open the frame, it will open in it's newly placed position and no longer adhere to the "frame push" behavior when opened or closed like the default.


    I hope that dispells any confusion.
    Posted in: General AddOns
  • 0

    posted a message on moveFrames
    Description:
    moveFrames does exactly what it's name implies, it allows you to move the basic Blizzard frames anywhere you would like. No more frames locked to the left and center of the screen. Think of it as a lightweight version of MobileFrames, MoveIt, or DiscordFrameModifier only without all the extra stuff. It doesn't do anymore than it's name implies. moveFrames is very unobtrusive, there are no visible frames or buttons cluttering up the UI or special slash commands used to move a frame.

    To move a frame, simply drag by the 'title bar' to the location you want the frame placed. The next time you re-open the frame, it will open in it's newly placed position and no longer adhere to the "frame push" behavior when opened or closed like the default. Frames that have not been moved using moveFrames retain the default blizzard behavior, opening on the left and pushing currently open ones to the middle.

    moveFrames works with just about every frame, including the LoadOnDemand frames like TradeSkillFrame or TalentUI. Currently, every frame is enabled by default but you may turn off / lock individual frames; check the 'Usage' section for more details.

    Currently movable:
    Blizzard_AuctionUI
    Blizzard_CraftUI
    Blizzard_InspectUI
    Blizzard_MacroUI
    Blizzard_TalentUI
    Blizzard_TradeSkillUI
    Blizzard_TrainerUI
    QuestLogFrame
    TradeFrame
    MerchantFrame
    ClassTrainerFrame
    PetStableFrame
    BattlefieldFrame
    FriendsFrame
    CharacterFrame
    SpellBookFrame
    BankFrame
    QuestFrame
    GossipFrame
    GuildRegistrarFrame
    ItemTextFrame
    TabardFrame
    MailFrame
    OpenMailFrame
    WorldStateScoreFrame
    DressUpFrame
    TaxiFrame
    LootFrame
    QuestWatchFrame
    WorldStateCaptureBar(1-9)
    WorldStateAlwaysUpFrame
    CastingBarFrame

    Usage:
    The slash commands offer a number of options and may be accessed in one of two ways: /moveframes or /mf
    /mf reset - This will reset all of the moveFrames positional data. The next time frames are opened, they will use the default Blizzard positioning.
    /mf lock - This toggle a global lock on all moveFrames, frames will not be moveable with this toggled.

    There are also a number of ways to handle individual frame settings by click on the
    TitleBar area or, in the case of frames like QuestWatch and WorldStateCaptureBar,
    on the frame itself.

    Left-Click+Drag - Move a frame wherever you want. Pretty straight forward.
    Right-Click - This will lock the selected frame into position. To un-lock the frame, just right-click it again.
    Shift+Right-Click - This will reset the moveFrame data. Do this if there is one frame that needs to be reset without losing every frames positional data.


    Download current version: 1.0.61
    http://chuckg.org/wow/mods/moveFrames/moveFrames-1.0.61.zip
    http://www.wowinterface.com/downloads/download6983-moveFrames
    Or get betas from the SVN: http://svn.chuckg.org/trunk/moveFrames

    Changelog:
    [2007-03-27] 1.0.61
    - Fixed a small issue with global frame reset not applying to frames not controlled by the user.
    - Fixed a small issue with locking/unlocking frames with no positional data.
    - Added CastingBarFrame.

    [2007-03-27] 1.0.59
    - Removed LoadOnDemand frames from core.xml, which was causing 'ghost' (TopMF) frames to be created. Nasty.
    - Fixed up MoveFrameToLeft()/Center code which handles frames that have not been moved.
    - Fixed up the AllPoints template since using the SetAllPoints was having the frame span
    the entire width of the screen if it was moved away from it's initial position.
    - Fixed the LootFrame's buttons/text for pageup/pagedown not moving with the frame.
    - Fixed up quest watch moveFrame sizing. Should be superb now and fit exactly the size of
    the elements exactly, no more guessing.
    - Added the CaptureBar, should be working gloriously.
    - Added WorldStateAlwaysUp to the list of movable frames, god what a pain.
    - Added the DurabilityFrame.
    - Added individual frame locking. To lock an individual frame, just right click on the
    TitleBar area that you would normally use to drag the frame around. To unlock the frame,
    simply right click it again.
    - Added global frame locking. This feature may be accessed through the slash commands.
    - Added individual frame reset. To reset a frame, shift + right click on the frames TitleBar
    area (or the frame itself in some cases) and it will have it's positions reset to Blizzard
    standard and will no longer be modified by moveFrames.
    - TOC and readme.txt updated.
    - Code cleanup/organization.

    [2007-03-14] 1.0.39
    - Fixed a small issue with the moveFrame for QuestWatch overlapping ActionBars and making
    them inaccessible.
    - Fixed a typo in the TOC which pointed to the wrong folder for AceHook-2.1.
    - Changed some information in the readme.txt, again.

    [2007-03-13] 1.0.38
    - Initial release.
    Posted in: General AddOns
  • 0

    posted a message on cgCrafty-2.0
    Quote from ffcloud2000 »

    just a feature request.. one thing i miss about this mod compared to others is the option to also count the mats you have in your bank. the default ui only counts the mats in your inventory.. but counting your bank also would be very helpful.. maybe adding something like [1/5] second number based on how many of that item you can create counting the items in your bank.. might be more then you wanted in the mod but it would be a nice addition :)


    This is a bit beyond the scope of what I want cgCrafty to do.

    Quote from Gridius »
    Can this be added so it shows up in WowAceUpdater?


    I'll do this soon, I've become used to editing on my own SVN. As a side note, cgCrafty has been updated to revision 2.0.33.
    Posted in: General AddOns
  • 0

    posted a message on ArenaPointer
    I think there's a new model for how arena points are calculated for 3on3 and 2on2 teams, though I can't for the life of me find the post that referenced this change. Does anyone have more info on this?
    Posted in: General AddOns
  • 0

    posted a message on Chronometer (Ace2'ed AceTimer)
    Quote from Blackbird »

    Could you add the proc from warlock's Tier4 bonus (Shadowflame) 15 secs duration:

    self:AddTimer(self.EVENT, BS["Shadowflame"], 15, 0,1,1, { cr="GREEN", a=1, xn=BS["Shadowfury"] })

    (icon could be either Shadowfury or a flame, depends on what type of spell it has procced)


    They're actually two separate buffs with two separate names and icons:
    -Shadowflame is a proc off of any fire spell cast by the warlock and uses the same icon as the "Shadow and Flame" talent, directly above Shadowfury in the destruction tree.
    -Flameshadow is a proc off of any shadow spell cast by the warlock and uses the Shadowfury icon.

    I added them in the following way, since they're not localized:
    self:AddTimer(self.EVENT, "Shadowflame", 15, 0,1,1, { cr="TEAL", a=1, tx="Interface\\Icons\\Spell_Shadow_ShadowandFlame" })
    self:AddTimer(self.EVENT, "Flameshadow", 15, 0,1,1, { cr="TEAL", a=1, xn=BS["Shadowfury"] })
    Posted in: General AddOns
  • 0

    posted a message on Chronometer (Ace2'ed AceTimer)
    Quote from Bhattu »

    As for the other person mentioning Fire Vulnerability from Scorch... Well, there's a reason no other DoT timers even try to show stuff like Fire/Shadow Vulnerability, Inspiration, Ancestral Fortitude, etc. There is no way to accurately detect when buffs like these have been re-applied. I might just comment out the lines for all of those type of timers and let people comment them back in at their own discretion with the knowledge that they don't work well.


    In terms of shadow vulnerability for warlocks, I'm curious why it's so finicky. It seems like 50% of the time it doesn't add a timer, and the other half it does. The fact that it doesn't reset when I re-crit doesn't interest me as much as the finicky nature. Any ideas what would cause this?
    Posted in: General AddOns
  • 0

    posted a message on Fubar_WarlockTimerFu
    There are some lingering issues with the timers and the current version, but the most blatant is that corruption, for some reason, is ticking at 30 seconds. I've briefly gone over the code and I can see no reason why it's starting at 30 seconds when the definition clearly states 18.

    Also, the 'safemode' which is never supposed to have a timer disappear when a mob dies doesn't work as stated.

    Has anyone else experienced this?
    Posted in: General AddOns
  • 0

    posted a message on SimpleChatMods question
    Quote from Rabbit »

    Quote from chuckg »

    I added the ability to turn off timestamps by ChatFrame number, is anyone interested in me SVN'ing this change?


    No, thanks anyway.


    Is there no chance that you'll be adding the other stuff I talked about? Ability to change whispers received and sent format?
    Posted in: General AddOns
  • 0

    posted a message on SimpleChatMods question
    I added the ability to turn off timestamps by ChatFrame number, is anyone interested in me SVN'ing this change? I also spent a few hours trying to figure out how to rig in changing receiving whisper format and although I was successful with the sending, the way the playernames are handled doesn't allow me to change the receiving.

    I was trying to make it like this:

    To: [Name] text
    From: [Name] text
    Posted in: General AddOns
  • 0

    posted a message on Grid
    It seems as if frame alpha is working for most forms of debuff/status indicators with exception to death warning. Is anyone else having this issue?
    Posted in: Grid & Grid2
  • 0

    posted a message on cgCrafty-2.0
    Quote from Hjalte »
    I do however, with the newest version from wowinterface.com (2.0.25) receive the following error when working with my crafting windows:

    http://ace.pastey.net/6022


    This issue has been fixed in 2.0.27. I have also included a 'fastenchant' option in this release, which is effectively a way of hiding the confirmation dialogue that appears when overwriting enchants on your own gear. It is especially useful when skilling up and the player is re-using the same enchant over and over for skillups. This functionality can be accessed through the slash command, /cgc fastenchant.
    Posted in: General AddOns
  • 0

    posted a message on cgCrafty-2.0
    Quote from Chris2k »

    Is this mod telling you wheter your alts have a certain recipe or not ?
    Maybe was already asked... be patient as I am logging from work and have not time to read everything :)


    No it's not; simply put, cgCrafty offers search functionality to all tradeskills and a few features serving the addition of a search.
    Posted in: General AddOns
  • 0

    posted a message on cgCrafty-2.0
    Quote from scae »

    Unfortunately the hard-crash bug when searching by reagent seems to have re appeared. I would have tested more but I was too busy playing TBC (yay).


    I've been doing nothing but professions this last week and I'll have to say, I haven't even seen the or heard (from my guildmates) of a hard-lock in a long time. I know it's still there somewhere, but I think it lurks in the Blizzard tradeskill stuff and beyond my reach.
    Posted in: General AddOns
  • To post a comment, please or register a new account.