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    posted a message on Waiting on approval for 3 days.
    Why don’t you try reporting the original project and asking for permission to be added as a project member, so you can upload new versions?
    Posted in: Need Help?
  • 0

    posted a message on Grid — compact party/raid unit frames
    Hi imnogard,

    Grid uses the Blizzard secure group header system, which doesn’t support units like target and focus that aren’t part of your group. Grid can show you when you’re targeting someone in your group, and you could put your regular target and focus frames right next to Grid on the screen, but there’s no way for Grid to show extra frames for those units. Some unit frame addons will even let you make a second target frame and customize it to look similar to your Grid setup so it blends in. Good luck!
    Posted in: Grid & Grid2
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    Hi Pederseen,

    You might try posting in the dedicated oUF forum over on WoWInterface. The creator of oUF doesn’t check this thread anymore, and most people who are writing layouts and plugins for oUF are mainly posting in the new forum.

    Anyway, since oUF doesn’t include an element to track diminishing returns, creating one wouldn’t really be specific to oUF. You’d basically just write a DR tracking addon, and then attach the frames or bars or icons to your oUF frames.
    Posted in: Unit Frames
  • 0

    posted a message on Create whisper history
    If you have your main table:
    local whispers = { }
    


    Then each time you get a whisper from a person who hadn’t whispered you before:
    whispers["Sender"] = { }
    


    And each time you get a whisper from someone, add it to the table you made for them:
    table.insert( whispers["Sender"], "Message goes here" )
    


    That way the messages will all go in the t[y] table and stay in the order they were received, so you can iterate over them and print them out in order like this:
    for i, v in ipairs( whispers["Sender"] ) do
        print( format( "Message #%d: %s", i, v ) )
    end
    


    Or you can see all the people who sent you whispers:
    for k, v in pairs( whispers ) do
        print( format( "%s has sent you %d whispers.", k, #v ) )
    end
    
    Posted in: AddOn HELP!
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    posted a message on Frame alpha with multiple textures
    You could do something like CleanIcons and batch-process all the WoW icon graphics in Photoshop to be round.

    It wouldn’t be very practical though, since you’d have to get everyone using your skin to download ~20 MB of icon files and put them in the right place (the Curse Client can’t install things that don’t go in the AddOns folder).
    Posted in: AddOn HELP!
  • 0

    posted a message on Bug on log in with Ace3 and OneCore
    Hi Seaker,

    From the error message you posted, it looks like there’s a problem with the localization in the latest version of the OneCore-1.0 library in OneBank3. Try going back to the last version, or wait for the author to update.
    Posted in: AddOn HELP!
  • 0

    posted a message on Sthretmeter and my pet
    Hi Abaraion,

    Have you posted on the download page for sThreatMeter? It’s not hosted on Curse or WowAce, so the author probably doesn’t check these forums.
    Posted in: AddOn HELP!
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    posted a message on Wish List addon
    Set OnEnter and OnLeave scripts to show and hide the tooltip. If you use the whole item link with SetText, then something like this would work:

    myFrame:SetScript( "OnEnter", function( self )
         GameTooltip:SetOwner( self, "ANCHOR_RIGHT" )
         GameTooltip:SetHyperlink( myFontString:GetText() )
         GameTooltip:Show()
    end )


    myFrame:SetScript( "OnLeave", function( self )
         GameTooltip:Hide()
    end )
    Posted in: Lua Code Discussion
  • 0

    posted a message on Wish List addon
    For tooltips, you’d have to make each label a frame with a font string, instead of just a font string, and then set OnEnter and OnLeave scripts to show and hide the tooltip.
    Posted in: Lua Code Discussion
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    posted a message on Hide "Made by" text on created items.
    local function RemoveMadeByLines( tooltip )
    	local tooltipName = tooltip:GetName()
    	for i = 2, tooltip:NumLines() do
    		local line = _G[ tooltipName .. "TextLeft" .. i ]
    		local text = line:GetText()
    		if text and text:match( "^<Made by %S+>$" ) then
    			line:SetText( "" )
    			tooltip:Show()
    			break
    		end
    	end
    end
    
    for _, tooltip in pairs( {
    	"GameTooltip",
    	"ItemRefTooltip",
    	"ShoppingTooltip1",
    	"ShoppingTooltip2",
    } ) do
    	if _G[ tooltip ] then
    		_G[ tooltip ]:HookScript( "OnTooltipSetItem", RemoveMadeByLines )
    	end
    end
    


    The function looks at the text on each line in the tooltip, starting at line 2. If it finds a line that matches the “Made by” pattern, it sets that line’s text to nothing, calls the tooltip’s “Show” method to refresh the tooltip, and then stops looking.

    The “for” loop goes through a list of common tooltips, checks if they exist, and hooks their “OnTooltipSetItem” script with the function. Then, every time a tooltip is told to show an item, it runs your function. Using “HookScript” instead of “SetScript” makes sure that you don’t overwrite functions from other addons that want to do the same thing.
    Posted in: Lua Code Discussion
  • 0

    posted a message on editbox focus
    Hi crowem00,

    Here’s a simple example:

    f.enter:SetScript( "OnEnterPressed", function( self )
    	local text = self:GetText()
    
    	-- Do something with the text here.
    
    	self:ClearFocus()
    end )
    
    f.enter:SetScript( "OnEscapePressed", function( self )
    	-- Do any cancel stuff here.
    
    	self:ClearFocus()
    end )
    
    Posted in: Lua Code Discussion
  • 0

    posted a message on Hide "Made by" text on created items.
    Hi Mikari,

    I do this in my addon Item Tooltip Cleaner. The code is pretty simple, if you want to take a look.
    Posted in: Lua Code Discussion
  • 0

    posted a message on LF an Addon - Debuff/Buff Tracker
    Try Auracle. I’ve used it in the past, and found it very useful for the kind of thing you’re talking about.
    Posted in: AddOn HELP!
  • 0

    posted a message on Help with ColorPicker
    Try getting rid of your “ShowColorPicker” and “myColorCallback” functions, and adding this at the end of your code:

    colorButton.SetColor = function( self, newR, newG, newB )
    	[B][COLOR="DarkRed"]self.swatch[/COLOR][/B]:SetVertexColor( newR, newG, newB )
    
    	-- Update things in realtime here.
    	PlayerFrame.name:SetTextColor( newR, newG, newB )
    
    	if not ColorPickerFrame:IsShown() then
    		-- Color picker has been closed.
    		-- Update our internal storage.
    		r, g, b = newR, newG, newB
    	end
    end
    
    colorButton.cancelFunc = function()
    	colorButton:SetColor( colorButton.r, colorButton.b, colorButton.g )
    end
    
    colorButton.swatchFunc = function()
    	colorButton:SetColor( ColorPickerFrame:GetColor() )
    end
    
    colorButton:SetScript( "OnClick", function( self )
    	if ColorPickerFrame:IsShown() then
    		ColorPickerFrame:Hide()
    	else
    		self.r, self.g, self.b = r, g, b
    
    		UIDropDownMenuButton_OpenColorPicker( self )
    		ColorPickerFrame:SetFrameStrata( "TOOLTIP" )
    		ColorPickerFrame:Raise()
    	end
    end )


    The bold red part you might need to change. I don’t use Blizzard’s “OptionsCheckButtonTemplate” template, so I don’t know if “self.swatch” is a valid reference to the colored part of it.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Help with ColorPicker
    You need a swatchFunc. :)

    colorButton.swatchFunc = function()
    	local r, g, b = ColorPickerFrame:GetColorRGB()
    	texture:SetTexture( r, g, b )
    end
    Posted in: Lua Code Discussion
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