- Registered User
Member for 14 years, 6 months, and 1 day
Last active Sat, Dec, 30 2017 19:41:28
- 0 Followers
- 180 Total Posts
- 0 Thanks
Jun 1, 2011_ForgeUser3533 posted a message on Library to create Interface Options widgets (checkboxes, dropdowns, textboxes, etc.)?I thought that AceGui was for creating your own standalone gui's... I'm just wanting to be able to control the layout of the elements that are automatically created by AceConfig.Posted in: Lua Code Discussion
Jun 1, 2011_ForgeUser3533 posted a message on Library to create Interface Options widgets (checkboxes, dropdowns, textboxes, etc.)?Ya those tutorials don't discuss laying out AceConfig elements at all... They just get created and layed out in a horizontal type layout.Posted in: Lua Code Discussion
May 25, 2011_ForgeUser3533 posted a message on Library to create Interface Options widgets (checkboxes, dropdowns, textboxes, etc.)?Posted in: Lua Code Discussion
I've been looking at the doc plenty, I just can't find any tutorials on how to lay out the stuff...
May 25, 2011I'm new to Ace3 but I'm trying to work through the tutorials for it. Couple questions:Posted in: Lua Code Discussion
1. Are there any specific Ace3 Libraries to use for creating Interface Options widgets? Thinks like Checkboxes, Dropdowns, etc... Most of the addons I've been looking at so far seem to create them all manually... Surely there is something I'm just not seeing?
2. When I use
self.optionsFrame = LibStub("AceConfigDialog-3.0"):AddToBlizOptions("MyAwesomeAddon", "MyAwesomeAddon")
All of my db options show up automatically in my Interface Options. I can't seem to control how they are laid out when going this route. How do I control how they are laid out?
May 24, 2011Looks like its broken. I'm gonna mess around with it and see if I can get it to work. Any other alternative addons that do the same thing?Posted in: General Chat
May 24, 2011Rock on thanks. I figured there had to be something like that already but I had no idea how to find it.Posted in: General Chat
May 24, 2011Is there an addon out there that allows you to save/load where your spells/skills are on your button bars?Posted in: General Chat
Like if my first button bar has the following abilities assigned to the first 4 buttons:
"Attack" "Heroic Strike" "Mortal Strike" "Rend"
And I wanted to change those 4 buttons to use different skills. But then come back and put those 4 original skills back in place later? Like if there was an addon where you could save/load different configs...
(Obviously the 4 skills are just an example. I want to save/load the positions of like 40+ different abilities on my button bars)
I know that the button assignment is stored serverside, I just didn't know if there was an addon that would switch em for you...
May 6, 2011On this page, http://www.wowpedia.org/Hooking_functions under the "Hooking a Function" section it discusses how to generate a tooltip and add lines to it. Is this still how it is done or is this old outdated info?Posted in: Lua Code Discussion
May 6, 2011Posted in: Lua Code DiscussionQuote from Farmbuyer...your hooked code can piece through the text, delete it, change it, append to it, etc.
So... how do I do this? I don't need step by step instructions... but can you point me to a wiki page or something like that with some basic instruction on how to alter/edit/change the content of GameTooltip? I just need some instruction. Thank you
May 6, 2011Well I was looking more into this function:Posted in: Lua Code Discussion
function GearSetButton_OnEnter (self)
if ( self.name and self.name ~= "" ) then
doesn't seem like much to it. I can't find the SetEquipmentSet function in the GameTooltip namespace. Where do the items get added to the tooltip? Like the tooltip will say
7 Items Equipped
4 Items in Inventory
2 Slots Ignored
Where in the code does it add those?
May 5, 2011Ah man I was so close! Everything you said makes sense.Posted in: Lua Code Discussion
Okay so now that you have pointed me in the right direction, how do people normally modify tooltips? Do they hook the OnEnter functions and add stuff to the tooltip somehow? When there are so many Ace libraries that people use these days, I look at addon code but its hard wading through the library code to figure out exactly how things are happening on a low level...
May 5, 2011I have been trying to track this thing down but I still can't figure it out. This is what I got so far:Posted in: Lua Code Discussion
using /framestack, the equipment set buttons are called:
Looking through /FrameXML/PaperDollFrame.xml I've found:
<ScrollFrame name="PaperDollEquipmentManagerPane" inherits="HybridScrollFrameTemplate" hidden="true">
Which only has the following frames as children:
<Button name="$parentEquipSet" text="EQUIPSET_EQUIP" parentKey="EquipSet" inherits="UIPanelButtonTemplate">
<Button name="$parentSaveSet" text="SAVE" parentKey="SaveSet" inherits="UIPanelButtonTemplate">
<Slider name="$parentScrollBar" inherits="HybridScrollBarTemplate" parentKey="scrollBar">
The first two is just the buttons to equip or save equipment sets that you see in the interface. So I have to assume that the PaperDollEquipmentManagerPaneScrollBar is the parent of the PaperDollEquipmentManagerPaneButtonN buttons. So looking at the inherited HybridScrollBarTemplate:
I see <Slider name="HybridScrollBarTemplate" virtual="true">
The only buttons I see as children are the scroll up and down buttons. No equipment set buttons...
So I'm stuck. I'm not sure where to look to figure out where the buttons are the in XML and I don't know where to look to figure out what function is used when the mouse _OnEnter's the buttons...
Can anyone help me out here? I'm sure that my problem is just lack of experience with the Wow xml code. Also I looked at the Global String variables for common text that shows up in the tooltip normally, like ITEMS_IN_INVENTORY, but searching all the XML and LUA for that string and I can't find it.
Apr 26, 2011Posted in: General AddOnsQuote from PaksarraHello. This is an excellent mod, and I'm enjoying it.
I do have a question: is there any way to only show spells that can be interrupted, short of blacklisting every uninterpretable spell in the game (or whitelisting every spell I may wish to interrupt?) Granted, showing all spells in a very obvious position instead of tucked underneath the enemy's health bar has been surprisingly useful, but it still might be handy.
He recently added the ability to change the color of interruptible castbar spells vs non-interruptible. This makes it very easy to tell what spells can be interrupted.
- To post a comment, please login or register a new account.