• 0

    posted a message on LibQTipClick-1.0
    yeah i delted my last post cuase i thought i had it... >.>

    It took me a bit to get my logic right but for future referance i did

    function hideTooltip()
    if MouseIsOver(tooltip) then return end
    tooltip:SetScript("OnLeave", nil)
    tooltip:Hide()
    QTC:Release(tooltip)
    tooltip = nil
    end



    function combatFeed:OnClick(button)
    if button == "RightButton" then
    if IsControlKeyDown() then
    core:ABHS();
    else
    --makeTooltip();
    tooltip = QTC:Acquire("cfTip", 5,"CENTER")
    tooltip:Clear()
    tooltip:SmartAnchorTo(self)
    tooltip:SetScript("OnLeave", hideTooltip)
    tooltip:Hide()
    tooltip:Show()
    tooltip:SetCallback("OnMouseDown", RCHandlerFunc)


    for k,v in pairs(RC_Classdata) do
    local y, x = tooltip:AddLine()
    y, x = tooltip:SetCell(y, x, k, function() return k end, "CENTER")

    end

    end
    else
    local Welmenu = GHM_NewFrame(RC_WelMenu)
    Welmenu.ClearAll()
    Welmenu:Show();
    end
    end

    for an OnLeave you have to set it to a custom handler/function
    Posted in: Libraries
  • 0

    posted a message on LibQTip
    I am normally more refined...Today i wasn't.

    ><

    Anyway thanks for enduring that.
    Posted in: Libraries
  • 0

    posted a message on LibQTip
    Wrath of the Newbie!

    okay I am trying to dry code something up for an RP mod i am working on

    it inculdes character sheets, Now I am trying to set up a system so they can change chracter sheets (right now the assumed limit is they can have up to five at a time), Assuming LibQtip/LibQTC can do this.

    Now confusions on my end is i store these sheets in a non-acdb(IE standerd savedvar DB) way, so i am gonna have to parse through the sheets and get them into the tooltip. So when they click that sheet, it will set the approitate varible and make the proper update function call.

    Now as i am writeing this, the other family units of my house have declared we are going out to eat, so here is my drycode(whitch is basiclly me copiing off the getting started pages)..what am i not doing and what do i need to do?

    Enlighten me oh Gurus of code.


    local icon = LibStub("LibDBIcon-1.0");
    local QTC = LibStub('LibQTipClick-1.0');
    local ldb = LibStub:GetLibrary("LibDataBroker-1.1");
    
    ldb:NewDataObject("RollCrafter", {
        type = "launcher",
        icon = "Interface\\Icons\\Spell_Nature_StormReach",
        OnClick = function(clickedframe, button)
            InterfaceOptionsFrame_OpenToFrame(RollCraft_BlizzOptions)
    
    if button == "RightButton" then
    
    local Welmenu = GHM_NewFrame(RC_WelMenu)  
           Welmenu.ClearAll()
                             
            Welmenu:Show();
        end,
    })
    
    
    combatFeed = ldb:NewDataObject("RollCrafter", {
        type = "data feed",
        icon = "Interface\\Icons\\Spell_Nature_StormReach",
        label = "",
    }) 
    
    
    combatFeed.OnEnter = function(frame, button)
         tooltip = QTC:Acquire("cfTip", 5, "LEFT", "LEFT", "LEFT", "LEFT","LEFT")
        tooltip:Clear()
        tooltip:SmartAnchorTo(self)
        tooltip:SetScript("OnLeave", HideTooltip)
              DisplayTooltip()
               tooltip:SetCallback("OnMouseDown", myHandlerFunc)
                 local y, x = tooltip:AddLine()
                 y, x = tooltip:SetCell(y, 1, "", function() return "You pressed button 1!" end)
                 y, x = tooltip:SetCell(y, 2, "Button 2", function() return "You pressed button 2!" end)
                 y, x = tooltip:SetCell(y, 3, "Button 3", function() return "You pressed button 3!" end)
        
    
    end,
    OnLeave = (tt)
    if MouseIsOver(tooltip) then return end
        tooltip:SetScript("OnLeave", nil)
        tooltip:Hide()
        QTC:Release(tooltip)
        tooltip = nil
    end,
    end,
    )
    )
    Posted in: Libraries
  • 0

    posted a message on puting Ace3 DB values into a temp table and other such nonsense.
    DOH
    I get a spanking for newbie error there

    and i wasn't sure how to do it without a temp table (another spanking), i assume just a pairs loop?

    Edit:and i remembered why i was using a temp table is how the framework i am using for my list worked, though probly won't hurt to try the otherway,

    edit2:got it..yay thankjoo.
    Posted in: Lua Code Discussion
  • 0

    posted a message on puting Ace3 DB values into a temp table and other such nonsense.
    I am back, Sorry.

    I am still having problems, though its for a new part of the addon by same deal. I do know that the tables i want are not copying into the new temp table i am setting up.

    my current savedvar format that i am going for is RCclassdata[<class>][<skill>] or to put into another form RCclassdata={ [<class>] = {[<skill>]={<skilldata>} } }

    now in the frame i am working in, i have a dropdown which is dynamically populated with <class>, now when the user clicks a button after selecting a class, it SUPPOSED to go through copy the data from <skill> (whitch i use as the skill name) and the data in its table (i actually just need one part of it but eh) into a temp table so i can force it into a list (to be used to select for editing).

    The data is not going into my temp table

    My set up is like this:

    test = {};
    test = copy(RC_Classdata[tclass]);

    ^ the calls

    local function copy(source)
    local newTable = {}

    for index, value in pairs(source) do
    newTable[index] = type(value) == "table" and copy(value) or value
    print(index);
    print(value);
    end
    print(#newTable);
    return newTable
    end

    ^the current copy function (revision number URGGG)

    the prints are there for me to see if/what its doing
    print(index);
    print(value);
    will return the proper values/data of the table i am copying

    print(#newTable);

    returns 0 meaning after all that, nothings actually in the table..

    ...Halp?
    Posted in: Lua Code Discussion
  • 0

    posted a message on puting Ace3 DB values into a temp table and other such nonsense.
    what i was trying to do was ((note this is for a roleplaying mod so things may look odd to some people))

    --RollCurr_Classes = {};
    --for i = 1, #(core.db.char.skills) do
    --tinsert(RollCurr_Classes,core.db.char.skills);
    --end

    my savedvars (excuse the junk, alot of its from previous testing)

    ["Fethas - Earthen Ring"] = {
    ["emDef"] = false,
    ["stats"] = {
    ["DefPer"] = 86,
    ["Def"] = 181,
    ["Hit"] = 87,
    },
    ["abPos"] = {
    ["y"] = 80.94849465864159,
    ["x"] = 766.3403969058335,
    ["left"] = 102.0618232777443,
    ["bottom"] = -249.4845162408871,
    },
    ["skills"] = {
    ["Warrior"] = {
    },
    ["Character"] = {
    },
    ["NPC"] = {
    },
    ["Hunter"] = {
    },
    ["DemonHunter"] = {
    ["hhh"] = {
    ["emAtp"] = "poke",
    ["Atkk"] = 499,
    ["emFail"] = "miss",
    ["emSucc"] = "hit",
    },
    },
    },
    ["pBcast"] = false,
    ["firstRun"] = false,
    },


    bassiclly what i am trying to do is put the stuff here:
    ["skills"] = {
    ["Warrior"] = {
    },
    ["Character"] = {
    },
    ["NPC"] = {
    },
    ["Hunter"] = {
    },
    ["DemonHunter"] = {
    ["hhh"] = {
    ["emAtp"] = "poke",
    ["Atkk"] = 499,
    ["emFail"] = "miss",
    ["emSucc"] = "hit",
    },
    },
    },

    into a table, these are kind of class sheets for my addon, but all i am interested in are the classes ie: Hunter,Demonhunter.

    That way i can get those names dynamiclly as opposed to a static list.

    local Roll_Classes = {"Warrior","Hunter","DemonHunter"};
    --RollCurr_Classes = {};


    is at the top of one of my files, the first one is static(and right now lilttle) and used by the dropdown in my initial character sheet creator

    now on some of my editors i do not want the static list, i want to make a list by the classes that person has made on that char,cuase they might not use one from the static list.

    I may let the user just input the name of a class they want to make and not have the static dropdown for that..but thats later.

    I am so sorry for being confusing.
    and by straight lua i ment without Ace3 DB as i don't really implement any profile switching, but the values will be diffrent between chars as needed. (i am playing with the non Ace3DB method now)
    Edit:Again..think i am getting the hang of it, it just something about me feels wrong for not useing the Ace libs.

    If i were to post all my code it would confuse many people..

    edit3:
    for i = 1, #(RC_Classdata.classes) do
    tinsert(RollCurr_Classes,RC_Classdata.classes[i]);
    end

    and

    RC_Classdata.stats = {
    ["Def"] = f.GetLabel("lDef"),
    ["DefPer"] = f.GetLabel("lDefp"),
    ["Hit"] = f.GetLabel("lHitp")
    };
    RC_Classdata.classes = {};
    RC_Classdata.classes[class][skillName]={
    ["Attk"] = f.GetLabel("lAttk"),
    ["emAtp"] = f.GetLabel("lAtp"),
    ["emSucc"] = f.GetLabel("lSucc"),
    ["emFail"] = f.GetLabel("lFail")
    };

    the above(non-AceDB way) is actually saving correctly, still working on that for loop thing.
    not sure if i am doing it right still...

    so maybe i can use the AceDB for some lilttle things (like the postion of an miniactionbar i got in this thing)
    Posted in: Lua Code Discussion
  • 0

    posted a message on puting Ace3 DB values into a temp table and other such nonsense.
    yeah copying the values into a temp table. i should probly rearrange it to use the straight up lua for things like this.

    but an example would be

    a temp table
    my saved vars table

    going through the table inserting the values into the temp.

    like
    temp={}

    self.db.char.fruit (containing various fruits), it would also have self.db.char.fruit[fruitname][otherfruit], so self.db.char.fruit.banana might have a banana peel in its table

    i only want the banana to go into my temp table, basically just storing those names, so i can put them in a dropdown later.

    But the more i think on it i might want to use straight lua for this...meaning i have to change my mindset from the Ace3 to the raw. though that would be as simple as referanceing the Savedvar name in my toc when i got to set something yes?
    Posted in: Lua Code Discussion
  • 0

    posted a message on puting Ace3 DB values into a temp table and other such nonsense.
    Me again...

    Trying to pass the top level of a table in my DB into a temp.Table so i can use that in other things (IE, Passing the it to a DDown).

    tried various methods of for looping..and now my head hurts from this brick wall.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Actionbutton..thing...
    okay i am back got it working..one problem is with custom positioning

    if (core.db.char.abPos.y and core.db.char.abPos.x) then
    f:SetPoint("BOTTOMLEFT",core.db.char.abPos.x,core.db.char.abPos.y);
    else
    f:SetPoint("CENTER");
    end

    is my code in my OnInit, its like its not wanting to use the savedVars like i think it should (whitch is most likely wrong) and when i have repositioned the bar for the first time then do a reload, the bar is just gone not there..poof...

    Edit::NM i had done somthign silly and fixed it on my own after not thinking on it for awhile
    Posted in: Lua Code Discussion
  • 0

    posted a message on Actionbutton..thing...
    well i was hacking up the Qbar code..orginally core was self, reffering to the main addon namespace...so i was thinking it was a parenting thing.

    so thank you very very much!

    *gives out gingerbread cookies*
    Posted in: Lua Code Discussion
  • 0

    posted a message on Actionbutton..thing...
    I have the 'make the code harder then it is' programmer syndrome -_-, i am kinda new at this...could you give me a example.

    do i just make it from
    local b = CreateFrame("Button",core,f,"SecureActionButtonTemplate");
    to
    local b = CreateFrame("Button",core,f,);

    cuase i got the errors to stop..now the whole..getting it to show up thing...

    And thank you for the help by the way....
    Posted in: Lua Code Discussion
  • 0

    posted a message on Actionbutton..thing...
    i set those up mainly just so i didn't have to keep doing the long form of it each time. it has worked thus far..but i will take your word on it.

    I am still messing with it..still haveing a bit of trouble but i almost think i am making progress
    Posted in: Lua Code Discussion
  • 0

    posted a message on Actionbutton..thing...
    I would have to send like half my code..but hold on..I know Role playing addon strangeness.

    The mod is made for 'Free form' or emoted combat, kinda with rolling like in table top gameplay. basiclly something to help set a scene up and try to avoid long drawn out dbz style fights where no one hits each other.

    two ways of attacking/emoteing in this are a custom emote and a custom set up skill or ability, both right now can be accessed by a slash command indepent of the base addon command.

    SLASH_RC_ME1 = "/Rcoll"
    SlashCmdList["RC_ME"] = function (input)
    core:RandRoll(input)
    end--end slashfunc

    usage is /rcoll <emote> or /rcoll <skill>, I would love to do /rcoll <skill> <emote> but i haven't figured out that one yet(heck maybe even random emotes).

    an example skill taken from out very simple ruleset (that will be expanded on later) is
    Ability Name: "Sword Attack"
    Attack: 500
    Attempt Emote: "/e swings the heavy sword, striking at %t."
    Success Emote: "/e hits %t hard with the blade."
    Failure Emote: "/e 's swing goes wide, missing %t.

    currently these are being saved into my DB in the format of <class>={<skill>={<skill data>}}(core.pSkills[currClass][skillname]), and class can be custom or not but is constant for the most part.
    A class would be pretty much a character sheet, a user can have a select number of sheets and will not be able to switch to them while fighting (i am setting up a timer for that one), I am still trying to figure out a nice graphical user friendly switching mechnisim for this..and it makes my head hurt.

    anyway i figured, an option i could provide was a bar of buttons for these skills so it wasn't just all typing. in the editor for them (that i am still laying out, so right now i am hardcoding alot), a person could have like 5 skills but i want to limit the buttons to four, so i would make them pick four from that skill set.

    These four would display on the bar (that can be shown and hidden when fighting and not fighting) using the info saved on them from the Savedvars(the name of the skill mostly), and when clicked would pass the buttons skillname to my rolling function.

    Before my code some apologies, I apologise for my typing, I apologise for being a newb coder annnddd I apologise for being confusing.

    --=====Declare namespace and liberarys.
    core = LibStub("AceAddon-3.0"):NewAddon("RollCraft", "AceConsole-3.0", "AceEvent-3.0", "AceComm-3.0", "AceSerializer-3.0")
    LBO = LibStub("LibBlizzOptions-1.0");
    --=======
    core.comms = {};
    local function D(msg)
            DEFAULT_CHAT_FRAME:AddMessage("|cff33FF66Rollcrafter:|r "..msg)
        end
    
    --=====Profile Setup========
    local RCdefaults = {
        char ={
         firstRun = true,
         emDef = nil,
         emAttk = 1,
         pBcast = 1,
        
         currSheet = "",
         stats = {},
         skills = {
           },
           
        abScale = 1,
        abPadd = 1, 
        abLock = 1,
        abPos = {},
        abButtons = {},  
         },
        profile = {
        },
    }
    
    
    --======Options Table Setup==============
     core.options = {
    name = "RollCrafter",
    type = 'group',
    handler = core,
    order = 1,
    childGroups = "tree",
      args = {
          lock = {
         type = "input",
          name = "Attack Target",
          desc = "Set the target to attack",
          set = function(info,v)
         core.rolls.name = v
          D("name is now:"..core.rolls.name)
         end,       
        },
    }--args
    
      
    }--options
    local engaged = "OOC";
    local CommsIO
    local btnSize = 36;
    local ComPFix = "RCCom"
    local currClass = "Demonhunter"
    --====addon startup========
    
    -----=============
    function core:OnInitialize()
        -- Called when the addon is loaded
        --if we need to register systme events we do them the last thing here
       
            
        self.db = LibStub("AceDB-3.0"):New("RCDB", RCdefaults) --create DB
        ---shortcuts---
        self.pStats = self.db.char.stats
        self.pSkills = self.db.char.skills
        self.rDef = self.db.char.emDef
        self.rAttk = self.db.char.emAttk
        self.pBC = self.db.char.pBcast
        self.scale = self.db.char.abScale
        self.pad = self.db.char.abPadd
        self.buttons = self.db.char.abButtons
        self.sheet = self.db.char.currSheet
        self.posi = self.db.char.abPos
        -----------------
                
        LibStub("AceConfig-3.0"):RegisterOptionsTable("RollCraft", core.options)
        
        self:RegisterChatCommand("rc", "ChatCommand")
        self:RegisterChatCommand("rollcraft", "ChatCommand") 
        
        self:RegisterComm(ComPFix,"OnComm") 
        
    end
    
    --RCActionBar
    local f = CreateFrame("Frame",core,UIParent);
    f:SetMovable(1);
    f:SetToplevel(1);
    f:SetFrameStrata("MEDIUM");
    f:SetScale(1);  
    
    local function OnMouseUp(self,button)
        f:StopMovingOrSizing();
        self.posi.left, self.posi.bottom = f:GetLeft(), f:GetBottom();
    end
    
    f:SetScript("OnMouseDown",function(self,button) f:StartMoving(); end);
    f:SetScript("OnMouseUp",OnMouseUp);
    
    function core:setScale(input)
    f:SetScale(input);  
    core.scale = input;
    end
    -- Lock Frame
    local function SetLocked(lock)
        if (lock) then
            f:EnableMouse(nil);
            f:SetBackdrop(nil);
        else
            f:EnableMouse(1);
            f:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = 1, tileSize = 16, insets = { left = 0, right = 0, top = 0, bottom = 0 } });
            f:SetBackdropColor(0.1,0.22,0.35,1);
        end
    end
    
    f.items = {}
    
    local function Button_OnClick(self,button)
    ---do stuff
    local skill = self.name;
    RandRoll(self.pSkills[currClass][skill])
    end
    
    
    local function MakeItemButton()
        local b = CreateFrame("Button",core,f,"SecureActionButtonTemplate");
        b:SetWidth(btnSize);
        b:SetHeight(btnSize);
        b:SetHighlightTexture("Interface\\Buttons\\ButtonHilight-Square");
        b:RegisterForClicks("LeftButtonUp","RightButtonUp");
        b:HookScript("OnClick",Button_OnClick);
    
        b.icon = b:CreateTexture(nil,"ARTWORK");
        b.icon:SetAllPoints();
    
        --b.count = b:CreateFontString(nil,"ARTWORK","NumberFontNormal");
        --.count:SetPoint("BOTTOMRIGHT",b.icon,-3,3);
        
        if (#f.items == 0) then
            b:SetPoint("TOPLEFT",f,8,-8);
        end
    
        tinsert(f.items,b);
        return b;
    end
    
    
    local function AddButton(index,skillname)
    button = f.items[index] or MakeItemButton();
    
    button.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark")--self.pSkills[class][skill].icon
    button.name = core.pSkills[currClass][skillname]; --debug hardcode--skillname --currclass will always reflect the current class, skill will be done by editor
    
    if (index > 1) then
    button:ClearAllPoints();
    button:SetPoint("LEFT",f.items[index - 1],"RIGHT",1,0);
    end
    --show IC otherwise hide
    button:Show();
    end
    
    function f.UpdateButtons()
    if (InCombatLockdown()) then
            return;
        end
        -- locals
        local index = 1;
    ---bunch of stuff
    shownItems = (index - 1);
    
        for i = index, #f.items do
            f.items[i]:Hide();
        end
        
        -- Set Frame Dimention
        x = (btnSize * shownItems + (shownItems - 1) * 1 + 16);
        y = (btnSize + 16);
        
        f:SetWidth(y or x);
        f:SetHeight(x or y);
        
    ---morestuff
    end
    ------------------------
    
    function core:OnEnable()
        -- Called when the addon is enabled
        if (self.posi.left and self.posi.bottom) then
                f:SetPoint("BOTTOMLEFT",self.posi.left,self.posi.bottom);
            else
                f:SetPoint("CENTER");
            end
            f:SetScale(core.scale)
         --LBO params
    local params = {
    Mod = "Rollcraft",
    Title = "Rollcraft:Instances and Aspects",
    Description = "A Roleplaying addon allowing pen and paper style in game",
    Version = "v0 Alpha",
    Author = "Tharion Greyseer, Lannia Winterstorm, Fethas Ravenmoon.ER-US",
    Credits = "Pilus for helping out Fethas and letting us use GHM",
    Execute = function()local Optmenu = GHM_NewFrame(RC_OptMenu); Optmenu.ClearAll()
                    Optmenu.ForceLabel("attk_rand",core.db.char.emAttk);
            Optmenu.ForceLabel("def_rand",core.db.char.emDef);
            Optmenu.ForceLabel("pbroad",core.db.char.pbcast) ;       
            
            Optmenu:Show();
             end,
    ExecuteText = "Options",
    }--end params 
    LBO:CreateBlizzardOptions(params);
    ----LBO     
    AddButton(1,"hhh");
    f:Show();
        SLASH_RC_ME1 = "/Rcoll"
            SlashCmdList["RC_ME"] = function (input)
                                   core:RandRoll(input)
                                    end--end slashfunc
                     
    end
    Posted in: Lua Code Discussion
  • 0

    posted a message on Actionbutton..thing...
    Currently working on a roleplaying addon, Virtual combat skills are invovled..so i figure i would make a mini actionbar so the only access to these skills wouldn't just be from a commandline. Ran into some trouble as i do not think it wanting to access the savedvars(Ace3) like i want it too..

    i was using code stripped down from a mod named Qbar (http://www.wowinterface.com/downloads/info8645-QBar.html)
    so if anyone could tell me what i am doing wrong or a better way to do things would be appreciated. I almost have a feeling its cuase i set it between my oninit and onenable parts of the addon (as i am calling some things for it including a test in the onenable and my db is setting up in on init)

    --RCActionBar
    local f = CreateFrame("Frame",core,UIParent);
    f:SetMovable(1);
    f:SetToplevel(1);
    f:SetFrameStrata("MEDIUM");
    f:SetScale(1);  
    
    local function OnMouseUp(self,button)
        f:StopMovingOrSizing();
        self.posi.left, self.posi.bottom = f:GetLeft(), f:GetBottom();
    end
    
    f:SetScript("OnMouseDown",function(self,button) f:StartMoving(); end);
    f:SetScript("OnMouseUp",OnMouseUp);
    
    function core:setScale(input)
    f:SetScale(input);  
    core.scale = input;
    end
    -- Lock Frame
    local function SetLocked(lock)
        if (lock) then
            f:EnableMouse(nil);
            f:SetBackdrop(nil);
        else
            f:EnableMouse(1);
            f:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = 1, tileSize = 16, insets = { left = 0, right = 0, top = 0, bottom = 0 } });
            f:SetBackdropColor(0.1,0.22,0.35,1);
        end
    end
    
    f.items = {}
    
    local function Button_OnClick(self,button)
    ---do stuff
    local skill = self.name;
    RandRoll(self.pSkills[currClass][skill])
    end
    
    
    local function MakeItemButton()
        local b = CreateFrame("Button",core,f,"SecureActionButtonTemplate");
        b:SetWidth(btnSize);
        b:SetHeight(btnSize);
        b:SetHighlightTexture("Interface\\Buttons\\ButtonHilight-Square");
        b:RegisterForClicks("LeftButtonUp","RightButtonUp");
        b:HookScript("OnClick",Button_OnClick);
    
        b.icon = b:CreateTexture(nil,"ARTWORK");
        b.icon:SetAllPoints();
    
        --b.count = b:CreateFontString(nil,"ARTWORK","NumberFontNormal");
        --.count:SetPoint("BOTTOMRIGHT",b.icon,-3,3);
        
        if (#f.items == 0) then
            b:SetPoint("TOPLEFT",f,8,-8);
        end
    
        tinsert(f.items,b);
        return b;
    end
    
    
    local function AddButton(index,skillname)
    button = f.items[index] or MakeItemButton();
    
    button.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark")--self.pSkills[class][skill].icon
    button.name = core.pSkills[currClass][skillname]; --debug hardcode--skillname --currclass will always reflect the current class, skill will be done by editor
    
    if (index > 1) then
    button:ClearAllPoints();
    button:SetPoint("LEFT",f.items[index - 1],"RIGHT",1,0);
    end
    --show IC otherwise hide
    button:Show();
    end
    
    function f.UpdateButtons()
    if (InCombatLockdown()) then
            return;
        end
        -- locals
        local index = 1;
    ---bunch of stuff
    shownItems = (index - 1);
    
        for i = index, #f.items do
            f.items[i]:Hide();
        end
        
        -- Set Frame Dimention
        x = (btnSize * shownItems + (shownItems - 1) * 1 + 16);
        y = (btnSize + 16);
        
        f:SetWidth(y or x);
        f:SetHeight(x or y);
        
    ---morestuff
    end
    ------------------------
    Posted in: Lua Code Discussion
  • 0

    posted a message on Question:Acetimer3.0 and Libsimpletimer.
    wow thanks for the reply. Later i am going to need to pass arguments (be another timer in itself) but for a set Vcombat timer this will work.

    @slyv: give me an example of your function delayCall(delay, func)
    ...and not a hard example....cuase i am sure i can use that combined with Xinhuans.

    Thank you for putting up with my questions guys!

    (Oh BTW even though its hard to tell over the interwebs, "She", yes we DO exist)
    Posted in: Libraries
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