Thanks for the feedback. I just tagged an update release for 4.3, with one dry-coded and minor bug fix to address a ticket. I hope it's alright, because I can't test it.
I should have made positioning easier to configure. :(
- Registered User
Member for 16 years, 5 months, and 11 days
Last active Fri, Oct, 4 2013 21:29:59
- 0 Followers
- 373 Total Posts
- 0 Thanks
Dec 1, 2011 Posted in: General AddOns
0Is StarTip fine after patch? I can't check since it's hard to find time to install it without slowing down the LAN and pissing other residents off.Posted in: General AddOns
0You can restore defaults under the UnitTooltip module and it'll get rid of your extra lines. Or you can delete them individually.Posted in: General AddOns
What happened is I made a poor design decision when I localized strings. So now if a translation changes, then you end up with two lines. If I "fix" it, then I'll get a ton of bug reports for sure. If I leave it alone, then I'll end up with the occasional bug report wondering why lines keep doubling. So I have to find another solution somewhere.
Sorry for the issue. I'll figure something out soon. :) But yeah, hit the little button to restore defaults in the UnitTooltip module. I think that should fix it. Let me know if I'm mistaken.
0_ForgeUser189254 posted a message on LibScriptableDisplay-1.0Ok, LS's wowace project points to the GitHub repository now. I hope nobody was using this. :DPosted in: Libraries
0Changed up the animations a bit and added more dynamics, specifically by resembling Winamp's AVS plugin's Superscope element a little more.Posted in: General AddOns
You have 3 scripts to define:
This will be called when the module is enabled.
This will be called when the GameTooltip is anchored, right before SetUnit() is called.
This will be called at every animation point. You assign 'x' and 'y' here usually.
You have the original 'i' variable to access, but you also have 'v' which is a really tiny random number that increments. It's supposed to be a stand-in for music waveform data.
The run environment inside the Position module is isolated, meaning it's not StarTip.environment, but is local to the module itself. Note that the animationPoint script is performed after the anchor script is ran, e.g. one out of anchorScript, inCombatScript, unitFramesScript, and otherScript.
I'll likely make it to where you can create multiple animations to choose from, so there can be some presets.
I also made an option to toggle animations off all together
0This morning's tag introduces custom animations. The default animation just causes the tooltip to circle around the mouse pointer.Posted in: General AddOns
In your animation script you're assigning two variables -- x and y. You're dealing with a graph, top-left-most being -1,-1 and bottom-right-most is 1,1. Consider 0,0 being mouse cursor center.
All math functions are available, plus a few utilities to make working on the graph a little more practical.
You have: isnonzero(x) which will return 1 if non-zero, 0 otherwise.
You have: signmoid(a, b) which I have no idea what good it may be. o.O
You have: above(val1, val2) which will return 1 if val1 > val2, 0 otherwise.
You have below(val1, val2) which will return 1 if val1 < val2, 0 otherwise.
Yuu have if2(bool, a, b) which if bool is equal to 1, then 'a' is returned, otherwise return 'b'.
You have: sign(v) which returns -1 if v is negative, 1 if positive, 0 otherwise.
You have: equal(a, b) which returns 1 if a == b, or 0 if otherwise.
If you haven't noticed, 1 is a true boolean, and 0 is a false boolean under this animation scope. This is all inspired by Winamp's old AVS plugin, and these functions come from that plugin's script environment.
To disable animations all together, just assign 'x' and 'y' the value of zero.
0The Position module has been made scriptable. You can define scripts for in and out of combat, a script for unit frames, and a script for other places where the GameTooltip might go.Posted in: General AddOns
You can provide an 'anchor' and an 'anchorRelative'. You can set 'relativeFrame' to whatever, defaulting to GameTooltip:GetParent(). No safety nets are in place. :) 'x' and 'y' are initially set to mouse cursor position. You can change those to whatever. Scaling is done on the module's end. Any reason to make effective scale configurable in scripts as well?
Added a new module by the name of Clamp. You can define a script returning left, right, up, and down clamp insets. It's not currently so, but you should be able to indicate whether clamping should apply or not.
0You know that annoying issue with the tooltip showing when you're hovering over your chat frame and there's a world unit directly behind the chat window? How the tooltip would be showing that unit's tooltip right over the chat frame and covering all the text? I found one solution. :) StarTip.tooltipMain just became a LibScriptabeWidget-1.0 object. The only real difference is that all the intersect checking going on under the LibWidget's hood will give the user power to check for frames the StarTip.tooltipMain may happen to intersect with. 4 Lua scripts are configurable, namely SCRIPT_SHOW, SCRIPT_HIDE, SCRIPT_SHOWN, and SCRIPT_HIDDEN. The default scripts are self explanatory, and do exactly what the names suggest. By default StarTip.tooltipMain and ChatFrame1 are checked at each refresh. Note that default refresh rate is zero, which means the feature is turned off by default.Posted in: General AddOns
0_ForgeUser189254 posted a message on LibScriptableDisplay-1.0Nobody _should_ be using this library due to its experimental status, but if anyone happens to be (you're more than welcome to, but I can't make promises) using it then this note's for you.Posted in: Libraries
I've changed LibScriptable's repository from Wowace hosting to Github.
So instead of svn://svn.wowace.com/wow/libscriptable-1-0/mainline/trunk, which will vanish some day,
.. then I'd suggest using its new location at GitHub: git://github.com/Starlon/LibScriptable-1.0.git
.. especially since NO MORE changes will be made to the subversion repo here at Wowace.
0I figured it out. Nah, that doesn't work. It looks the same. hehePosted in: AddOn HELP!
edit: I guess I'll have to do it manually. Time to learn WikiCreole. :)
edit: Nah I'll just go with plain text.
0Posted in: AddOn HELP!Quote from LaoTseuUse Wiki Creole and choose Lua Code, it should help I think.
How do I choose Lua Code?
0Anyone know how to make this page look ok, and still have syntax color?Posted in: AddOn HELP!
0_ForgeUser189254 posted a message on Packager issuesI have to apologize for how I acted in this thread. It appears not many people have the level of access required to fix projects in this state, as Torhal himself said. Odd that the root cause can't be fixed though.Posted in: General Chat
0So I made a modification to the Mana/Power line. The color should be easier to see now.Posted in: General AddOns
I hope nobody minds the change. I know colors can be a huge deal, but I was receiving a lot of negative feedback about the dark blue, so this change was warranted in my opinion.
0_ForgeUser189254 posted a message on Packager issuesI changed it back to use wowace repo. It was still using the wowace repo technically, but it showed it was pointing to github. StarTip is the same way. I could never get the external repo feature working on either project.Posted in: General Chat
Edit: But Repo has been reporting commits for StarTip. hmm
- To post a comment, please login or register a new account.