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    posted a message on Prat 2.0 Chat Mod Framework (Official Thread)
    Right now, I'm having difficulty on my chat frames. I have ChatFrame 1,4-6 all docked and I cannot click any names or links in those windows, however, I /can/ click the links in ChatFrame3 (ChatFrame 2 is combatlog controlled by Simple Combat Log). I've disabled all modules and enabled them one-by-one and found that Justify is the culprit (which makes sense because CF 1,4-6 are all Justified to the right). Anyone know if there is a fix to this?
    Posted in: General AddOns
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    posted a message on DreamChat
    I am looking forward to this with much excitement. LMK if you want me to look over anything (I have a little experience coding lua, mostly doing hot fixes and such.) Will it be a new version of DreamChat or be under a new name? I'll be looking for it.
    Posted in: Addon Ideas
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    posted a message on DreamChat
    I'm wondering whether you can get the same functionality modifying and otherwise hooking into the default chat frames. I'm going to look into it and maybe start working on it myself. If anyone has more LUA experience that would like to give this a shot then go right ahead.
    Posted in: Addon Ideas
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    posted a message on InfiniBar - Official Thread
    Quote from amb1ent »

    Sorry if it's been covered in the last 16 pages, but I gotta ask: does anyone else get a significant amount of lag while using InfiniBar? The display will start to stutter every 3-4 seconds and I lose 10-15 FPS, both problems go away if I disable InfiniBar.


    The same happens to me but is obviously apparent in BGs. Is there a memory leak?
    Posted in: General AddOns
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    posted a message on InfiniBar - Official Thread
    I can't get any of the text on the buttons to show at all. IDK whats going on, any help? Worked fine under Bartender3 5 mins ago.
    Posted in: General AddOns
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    posted a message on Player Menu (last rev)
    I get the same error but the above worked for me. I hope that this can get fixed permanently (so that it works when updating without having to re-modify it).
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    The conversion of the SystemMessageControlTool is going fine and I just tested it out and fixed all of the bugs. I have some more table and args entry to do before I pass it off to someone who knows what they're doing but I thought I'd just post what I've got so any1 interested in starting to write the code for parsing and coloring of the different messages.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    I've been working on Ace-ing Viper's SystemMessageControlTool. I don't know much about lua and my basic code knowledge is somewhat limited but I've started on the boring stuff that probably no1 wants to do. I'm currently setting up the defaults and the menu system. The defaults are formatted like:
    	system = {
    		roll = {"p", smctGetColor("ROLL")},
    		money_looting = {
    			autoloot = {"p", smctGetColor("MONEY_LOOTING")},
    			moneysplit = {"p", smctGetColor("MONEY_LOOTING")},
    			money = {"p", smctGetColor("MONEY_LOOTING")},
    		},
    		bgplayers = {
    			bgjoin = {"p", smctGetColor("BATTLEGROUND_CONNECTIONS")},
    			bgleave = {"p", smctGetColor("BATTLEGROUND_CONNECTIONS")},	
    		},
    --more stuff
    }

    function smctGetColor(subEvent)
    	local gotColor = false;
      if ((ChatTypeInfo[subEvent]) and (ChatTypeInfo[subEvent].r)) then
       color.r = ChatTypeInfo[subEvent].r;
       color.g = ChatTypeInfo[subEvent].g;
       color.b = ChatTypeInfo[subEvent].b;
       gotColor = true;
      end
     if (not gotColor) then
      color.r = ChatTypeInfo["SYSTEM"].r;
      color.g = ChatTypeInfo["SYSTEM"].g;
      color.b = ChatTypeInfo["SYSTEM"].b;
     end
     return color;
    end

    Syntax:
    type = {windows, color}
    Description:
    windows = "p" for passthrough
    windows = "1" for chatframe1
    windows = "12" for chatframe1 and chatframe2
    color.r = color's red
    color.g = color's green
    color.b = color's blue

    I'm obviously not done with the boring stuff that you real coders don't want to do. I'm unsure whether the code is fine right now (no time to test it, besides, its just events and the defaults which are probably hard to test). Let me know what you think.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Feature Request/Ace Port (fits into Prat really well): Viper's System Message Tool
    It has been out of date for a very long time and seemed to be broken after 2.0. It's too bad it broke because I found a lot of use for this AddOn. I was looking through the code myself to see if I could work on it but it was too complicated for me but it looked like it could be simplified using some Ace stuff. If some could check it out, I'd appreciate it.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    I think what may be the problem is that my chat frames are docked. This is the only thing that I can think of that might interfere with that. If that is the problem I'd like to help fix it.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    The Chattabs are not showing up because of a new module "ChatTabs" (not mine) that defaults to always hide. '/prat chattabs toggle' should fix it

    Also: I think "Always" is spelled wrong as "Allways".
    Also again: Only the selected tab is showing when all on is on.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    I've been working on the ChatTabs module and I've run into a problem that I don't know how to fix. I don't know how to get the exact error message on here so if someone could run it and see how it goes.

    Onto some functionality questions: I am setting all enabled chat tabs to be always visible by:
    	for i=1,NUM_CHAT_WINDOWS do
    		self.SecureHook(getglobal("ChatFrame" .. id .. "Tab"), "Hide");	 
    	end 
    function Prat_ChatTabs:Hide()
    	local tabid = tonumber(string.find(this:GetName(),"%d"));
    	if (self.db.profile.chattabon[tabid]) then
    		this:Show();
    	end
    end


    I don't know if this will work (when the UI gets first loaded, the current chat tab is visible but the rest aren't and then when the mouse goes over then out they return to their normal ways.

    Another thing is that I can't get the options menu thing to appear on "/prat"

    Both of these issues could be caused by the startup errors.

    After I get chattab always visible working then I will start on other tab modifications.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    I was trying to work on a ChatTab visibility/flashing module and I'm failing at it. I was looking at PaLsChatTab's code (which currently doesn't have the chat tabs always show after 2.0) and here's what I came up with (the only real Ace2 conversion I got was just the hooking, although I'm sure there's more.

    Someone please help!

    Attachment 1: Prat ChatTabs Module
    Attachment 2: PaLsChatTab original code
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    I support this addition and hope it will come soon!
    ChatFrames - give options for the actual chat frames
    1. Show/hide chat frame tabs
    2. Adjust chat frame padding
    3. Remove chat frame min/max size restrictions

    Maybe tab flashing (upon new text) could go in here as well?
    Great work with your addon guys, keep up the good work.
    Posted in: General AddOns
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    posted a message on ArcHUD 2.2 (2007-06-11)
    Feature Request:

    • Support for customized textures, configurable by ring.
    • Background/Border for target, ToT, ToTT.
    • Better Pet rings... (on/off is pretty much the only options, would like at least the ability to make them full-sized and like level -1 or something)

    Thanks in advance
    Posted in: General AddOns
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