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    posted a message on Squeenix - Some people enjoy putting square things in round holes
    Quote from johndoe »

    Is there an easy way to make the tracking icon hide?
    In Squeenix.lua change:

    MiniMapTrackingFrame:SetPoint("TOPLEFT","Minimap","TOPLEFT",0,-2)


    to:

    MiniMapTrackingFrame:Hide()


    Not entirely sure if it'll stay gone when you switch what you're tracking though, if it doesn't the change becomes more complicated.
    Posted in: Addon Ideas
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    posted a message on Sprocket
    Quote from Dreyruugr »

    I think I fixed that one last night (it's in the tree). It had to do with submenus. Make sure you're running the latest and let me know if it still happens.
    Fixed now I've updated. Cheers :)

    http://svn.wowace.com/files still had the old version up from what I saw, so grabbed it using Tortoise myself now and it's fine.

    Edit:

    Feature request: Make submenu buttons show the icon set as central icon for the submenu instead of showing a gear.
    Posted in: General AddOns
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    posted a message on Sprocket
    Not sure why, but Sprocket pumps out this error on me at random:

    [2006/09/17 21:07:15-1]: Sprocket\Sprocket.lua:719: attempt to index a nil value
    Sprocket\Sprocket.lua:719: in function `SprocketItemButton_OnEvent'
    <string>:"SprocketItemButton6:OnEvent":2: in main chunk


    Haven't been able to discern anything specific which pops it up. It happens when I stand still do nothing, or am very active.
    Posted in: General AddOns
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    posted a message on oRA2
    Quote from Arsenal »

    Quote from Gunahylia »

    It should work just fine. I'm in the same situation and as far as most people are concerned I'm using the same mods as they are, even though I'm using oRA and BigWigs instead of CTRA and LV Boss Mods. ;)


    Hmm intriguing, does Bigwigs sync with La Vendetta then? (Sorry about the off-topic post, am still following this thread with interest to see how the MT List design develops!)
    No it doesn't. But BigWigs has an option in it to increase the range at which it catches events which seems to work perfectly as far as I can see. I've yet not to see any information and I've been using it for weeks now.
    Posted in: Raid AddOns
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    posted a message on oRA2
    It should work just fine. I'm in the same situation and as far as most people are concerned I'm using the same mods as they are, even though I'm using oRA and BigWigs instead of CTRA and LV Boss Mods. ;)
    Posted in: Raid AddOns
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    posted a message on SCT 6.0 / SCTD 3.0
    Speaking of the Low Mana Warning, could there be some spam limiter option for it? Currently I frequently get it four or five times in a row when casting (Silly itemization encouraging really low rank heals...), so if it'd be possible to add an option so that the low mana warning can't happen more than once in a configurable amount of seconds it'd be nice.
    Posted in: General AddOns
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    posted a message on oRA2
    Minor request for the Resurrection module. Could it be possible that if someone else is rezzing your target, that person's name appears in a different colour in the module? It's one of the few features I miss from using CTRA, it made it really jump out when you were trying to rez someone already being rezzed.
    Posted in: Raid AddOns
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    posted a message on Prefered format of the new forums. PLEASE VOTE!
    Quote from Ammo »

    I think there should be a limited amount of sub categories:

    Raid Addons
    Frame Addons (Unitframe/Skins etc)
    Class Addons
    Interface (SCT, Actionbars, FuBar, OneBag etc)
    Other.. (can be the main addon forums

    -Ammo
    Seconding this suggestion.
    Posted in: General AddOns
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    posted a message on UI Screenshots - Show us what you use!


    Pretty much pure functionality, with a little bit of focus on looks.
    Posted in: General Chat
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    posted a message on otravi_UnitFrames 2.0.0 [Alpha] [26.06.06]
    Try:

    if(not self.frames[u].Buffs and db.Buff) then
    	self.frames[u].Buffs = CreateFrame("Frame", nil, self.frames[u])
    	self.frames[u].Buffs:SetPoint("TOPLEFT", self.frames[u], "BOTTOMLEFT", 3, 0)
    end
    if(not self.frames[u].Debuffs and db.Debuff) then
    	self.frames[u].Debuffs = CreateFrame("Frame", nil, self.frames[u])
    	self.frames[u].Debuffs:SetPoint("BOTTOMLEFT", self.frames[u], "TOPLEFT", 3, 0)
    end


    You'll probably also need some code further ahead though. Under function oUF:CreateFramework(u, n, id, s). There's some code that handle splitting the buffs/debuffs into two rows there.

    Change:

    if i == 1 then
    	self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs, "BOTTOMLEFT", 0,0)
    elseif i == 9 then
    	self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs[1], "TOPLEFT", 0, 2)
    else
    	self.frames[u].Buffs[i]:SetPoint("LEFT", self.frames[u].Buffs[i-1], "RIGHT", 2 ,0)
    end


    and

    if i == 1 then
    	self.frames[u].Debuffs[i]:SetPoint("TOPLEFT", self.frames[u].Debuffs, "TOPLEFT", 0,0)
    elseif i == 9 then
    	self.frames[u].Debuffs[i]:SetPoint("TOPLEFT", self.frames[u].Debuffs[1], "BOTTOMLEFT", 0, -2)
    else
    	self.frames[u].Debuffs[i]:SetPoint("LEFT", self.frames[u].Debuffs[i-1], "RIGHT", 2 ,0)
    end


    To:


    if i == 1 then
    				self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs, "BOTTOMLEFT", 0,0)
    			elseif i == 9 then
    				self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs[1], "TOPLEFT", 0, 2)
    			else
    				self.frames[u].Buffs[i]:SetPoint("LEFT", self.frames[u].Buffs[i-1], "RIGHT", 2 ,0)
    			end


    and

    if i == 1 then
    	self.frames[u].Debuffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Debuffs, "BOTTOMLEFT", 0,0)
    elseif i == 9 then
    	self.frames[u].Debuffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Debuffs[1], "TOPLEFT", 0, -2)
    else
    	self.frames[u].Debuffs[i]:SetPoint("LEFT", self.frames[u].Debuffs[i-1], "RIGHT", 2 ,0)
    end
    And you'll have them fully reversed.
    Posted in: Unit Frames
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    posted a message on oSkin
    Quote from LaoTseu »

    I like oSkin a lot! So mush nice and easier to read.

    Still, I would like my input box to stay at the standard position. I don't mind hacking it if someone can just point me in the right direction :-).
    If you check EditBox.xml these lines are for where the edit box is anchored:

    		<Anchors>
    			<Anchor point="BOTTOMLEFT" relativeTo="ChatFrame1" relativePoint="TOPLEFT">
    				<Offset>
    					<AbsDimension x="-5" y="0"/>
    				</Offset>
    			</Anchor>
    			<Anchor point="BOTTOMRIGHT" relativeTo="ChatFrame1" relativePoint="TOPRIGHT">
    				<Offset>
    					<AbsDimension x="5" y="0"/>
    				</Offset>
    			</Anchor>
    		</Anchors>
    Switching around the TOP and BOTTOM should attach the edit box to the bottom of your chat window.
    Posted in: General AddOns
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