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    posted a message on Modifying the Reputation Frame.
    I can do it that way, but it's awkward. I'd really prefer if I could get this to work.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Modifying the Reputation Frame.
    Tried OnUpdate already, it never appears to run.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Modifying the Reputation Frame.
    I'm trying to modify the reputation frame by adding percentages and removing mouseover. This is my code so far.
    local orige, origl = {}, {}
    local _G = getfenv(0)
    
    local function OnEnter(...)
    	local _, _, standingID, barMin, barMax, barValue = GetFactionInfo(this.id);
    	local barn = barValue-barMin
    	local bard = barMax-barMin
    	
    	this.tooltip = string.sub(_G["FACTION_STANDING_LABEL"..standingID],1,1).." ".." "..barn.."/"..bard.." "..string.sub(barn/bard * 100,1,5).."%"
    	
    	if orige[frame] then return orige[frame](...) end
    end
    
    local function OnLeave(...)
    	local _, _, standingID, barMin, barMax, barValue = GetFactionInfo(this.id);
    	local barn = barValue-barMin
    	local bard = barMax-barMin
    	
    	this.standingText = string.sub(_G["FACTION_STANDING_LABEL"..standingID],1,1).." ".." "..barn.."/"..bard.." "..string.sub(barn/bard * 100,1,5).."%"
    	
    	if origl[frame] then return origl[frame](...) end
    end
    
    
    for i=1, NUM_FACTIONS_DISPLAYED do
    	local f = _G ["ReputationBar"..i]
    	
    	orige[f] = f:GetScript("OnEnter")
    	f:SetScript("OnEnter",OnEnter)
    	
    	origl[f] = f:GetScript("OnLeave")
    	f:SetScript("OnLeave",OnLeave)
    end

    All it's doing is removing the ability to mouse over.

    If I use something like:
    	_G[this:GetName().."FactionStanding"]:SetText(this.standingText);

    To change the text inside my function, it works whenever I mouse over, but it doesn't change the text when the rep frame is open, and it resets it when I click on the rep. So, whats the corrent script to hook to do this?
    Posted in: Lua Code Discussion
  • 0

    posted a message on AutoRez error
    Comment out line 14 in Core.lua. E.G:
    AutoRez = AceLibrary("AceAddon-2.0"):new("AceConsole-2.0", "AceEvent-2.0")
    
    function AutoRez:OnInitialize()
    	self:Print("AutoRez loaded.")
    end
    
    function AutoRez:OnEnable()
    	self:RegisterEvent("RESURRECT_REQUEST", "Res");	
    end
    
    function AutoRez:Res()
    	if UnitAffectingCombat(arg1)==nil then
    		AcceptResurrect()
    		--SendChatMessage("thanks"..arg1, "EMOTE", nil, nil);
    		self:Print("Automatically rezzed by".." "..arg1)
    	end
    end
    Posted in: AddOn HELP!
  • 0

    posted a message on 2.4 PTR - New interface options as a UI
    A library which would add them to the window like that (like waterfall, except in the blizzard frame) would be nice.
    Posted in: General Chat
  • 0

    posted a message on Oh dear, a replacement thread, yarr
    I love the pirate speak.

    I also want a similar thing. I'm looking for the delicious UI of Atlas+AtlasLoot with Cartographer.
    Posted in: General Chat
  • 0

    posted a message on SimpleSelfRebuff - official topic
    Latest version is bugged. You forgot to include LibBabble-Spell-3.0 as a dependency, so it didn't get downloaded with and it doesn't get loaded before it either.
    Posted in: General AddOns
  • 0

    posted a message on SimpleSelfRebuff - official topic
    This needs PeriodicTable listed in the .toc and you need to update the code for the new verion of PT.
    1042 in the main .lua to this:
    PT3 = AceLibrary('LibPeriodicTable-3.1')
    Posted in: General AddOns
  • 0

    posted a message on IconDoit
    Definitely add mob support.
    Posted in: General AddOns
  • 0

    posted a message on Trap Timer
    I'm currently using Chronometer solely for that feature.
    Posted in: Addon Ideas
  • 0

    posted a message on A HUD, A real one !!
    I've been learning the WoW api with the eventual goal of making a HUD.

    My idea was to have three basic displays Bars, Ticks, and Text.

    Text would simply be a line of info via DogTag. Can be moved around anywhere/anchored to bars.

    Bars would have a start, middle, end point each with a position, width and rotation. The bar would curve automatically. Each bar would be filled up from point a to point b of stat of unit. So you could create a bar for 5-5 combo points of target.

    Ticks would simply be lines that travel across a bar every x seconds starting on an event. So you could have ticks for attack timer/five second rule/regen/etc.

    I'm not sure about a casting bar, but you could make one with Ticks I guess.

    And of course everything would have options to change color/fade depending on status.

    I've been working on the codeing, but I'm going to wait till Ace3 comes out and reevaluate which framework I want to use.
    Posted in: Addon Ideas
  • 0

    posted a message on Baggins - Official Thread
    No idea if this has been addressed in a previous page cause I only read 1, 28 and 29 but...

    Baggins gives a error if you open your bags as soon as your given the item by the server but before information about it loads. It's really starting to become annoying for me because as an aussie I have a good half second before the item fully loads. I'll post the error when it happens again.

    Line 1960, itemOp was nil is what I can remember.
    Posted in: General AddOns
  • 0

    posted a message on Quartz embedded latency desplay
    Didn't they say they would completely redo spells so they're cast from the local client?
    Posted in: General Chat
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