Category: Death Knight
Addon Information
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Cralor's Portal Bug Reports Feature Requests
Author:
Version:
2.5.2
Date:
08-24-2009 06:03 PM
Size:
260.45 Kb
Downloads:
17,795
Favorites:
96
MD5:
Pictures
Click to enlarge
Default Layout
Horizontal Layout with Beta Runes
Click to enlarge
Down Curved Layout with Runica Art
Vertical Layout with Orb Runes
Vertical Block Layout with DKI Runes
RuneMover   Popular! (More than 5000 hits)
Description

RuneMover adds more features and functionality to the default rune frame while still using the Blizzard code.

RuneMover does the following:

* Allows you to scale the size of the runes
* Allows you to change the transparency in and out of combat
* Allows you to unlock and lock the runes so that you can move them around
* Has 5 unique layouts including: Vertical, Curved Up, Curved Down, Vertical Block, and Horizontal Block
* Has 7 unique art choices including: Beta Runes, DKI Runes, and Letter Runes, Japanese Runes, Orb Runes, Runica Runes, Beta-Enhanced Runes

Notes

Options can be accessed by typing /rm or /runemover

You must have a scale of 1.2 or higher for OmniCC to function on the Runes.

If you are using Pitbull:
Config. > Modules > Hide Blizzard frames > UNCHECK "Rune bar"
Config. > Modules > Runes > UNCHECK "Enable"

Credits

These people gave me insights to keep me going on the right path:
_Chloe, slakah, zeksie, KarlKFI, Akryn, arnath2, kollektiv
  Change Log - RuneMover
2.5.2
----------
Oops.
Lowered Rune Strata and increased font layer (so that you could see the X when unlocking the runes)

2.5.1
----------
Attempt fix at small bug on the default skin

2.5
----------
Pretty sure I fixed the Death Rune problem!
ToC bumped for Patch 3.2

2.4
----------
Fixed dreadful Unholy/Frost rune bug. What a pain!
Added 2 new layouts: Vertical Block and Curved Down
Added 4 new art choices: Japanese, Runica, Orb, and Beta-Enhanced

2.3
----------
Added art dropdown and new art choices
Fixed Vehicle bug
Updated Portfolio version
Fixed SetPoint issue

2.2
----------
New changes!!!
Now using Portfolio for options - options frame cleaned up
Cleaned up a lot of the code
Added 2 new layouts

2.1
----------
Fixed vehicle messing up the runes
Runes will now hide when you enter a vehicle and come back to personal settings when you exit

2.0
----------
Complete rewrite of the code. More like 2 times over! :P
Fixed and added Saved Variables
Added customizable transparency, scaling, and unlocking
Credits: slakah, _chloe, zeksie, and akryn

1.2
----------
Fixed folder issue.

1.1
----------
Added vertical/horizontal orientation options.
  Archived Versions - RuneMover
File Name
Version
Size
Author
Date
2.5
260kB
Cralor
08-23-2009 08:10 PM
2.4
260kB
Cralor
07-23-2009 03:22 PM
2.3
48kB
Cralor
07-08-2009 02:38 PM
2.3
17kB
Cralor
07-08-2009 02:36 PM
2.2
34kB
Cralor
05-29-2009 11:33 PM
2.2
33kB
Cralor
05-29-2009 09:56 PM
2.1
3kB
Cralor
05-25-2009 08:52 PM
2.0
3kB
Cralor
05-24-2009 11:22 PM
1.2
1kB
Cralor
08-11-2008 11:50 AM
  Comments - RuneMover
Post A Reply Comment Options
Old 07-25-2009, 11:50 AM  
boost
A Kobold Labourer

Forum posts: 0
File comments: 5
Uploads: 0
Trying this addon out - unfortunately it seems to conflict with Pitbull 4.0.

If I enable Pitbull, no icons display for RM. I can still see the white X anchor, but can't move it.

As soon as I disable pitbull, it works great.
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Old 07-25-2009, 11:43 AM  
Cralor
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Premium Member
Interface Author - Click to view interfaces

Forum posts: 549
File comments: 225
Uploads: 6
Re: Re: Re: Rune Image Bug

The unit frame art is from Vector UI. You can find it here on WoWInterface.

Quote:
Originally posted by Dannyll
Sorry this took such a long time, been busy elsewhere in life. I downloaded the new version but the issue still seems to persist. To make sure, I removed any Runemover saved variables from my WTF folder but did not seem to help. I left the Runica layout alone this time and did tests on default, beta runes, and enhanced beta runes.

Don't have such wealth of knowledge of how addons work, but I found it seems like the problems occurs only when death runes are used. The skins seem to want to revert back to the Default skin. In all cases, when death runes were produced, by say using Blood Tab, the death runes would a) appear in numbers of 3+, some which looked like the default skin and some which looked like the skin currently being used.

After combat ended, the runes would turn back to normal, except might still look like the default skin.

I took some screenshots this time, to help you have a look;

With Default runes, after hitting Blood Tab:
During battle.
With Default runes, after battle:
Runes have reset.

With En. Beta runes, after hitting Blood Tab:
During battle.
With En. Beta runes, after battle:
Runes have reset.

Hope this helped.
Thanks for clarifying. I have not received this issue before. It might be because I do not have the Blood Tab spell. Does it only occur with the Blood Tab spell? I'll see what I can do.
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Last edited by Cralor : 07-25-2009 at 11:44 AM.
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Old 07-25-2009, 08:20 AM  
Deadlycuts
A Kobold Labourer
 
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Forum posts: 0
File comments: 22
Uploads: 0
Quote:
Originally posted by amdfaizal
hello. its a nice addon for DK yet simple.
can i ask u what addon u use for the potrait?
black frame, its yummy
or someone here know where to get that?

http://s.wowinterface.com/preview/pvw29497.jpg
yeah i wish to know this too
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Old 07-24-2009, 05:27 PM  
amdfaizal
A Defias Bandit

Forum posts: 2
File comments: 1
Uploads: 0
hello. its a nice addon for DK yet simple.
can i ask u what addon u use for the potrait?
black frame, its yummy
or someone here know where to get that?

http://s.wowinterface.com/preview/pvw29497.jpg
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Old 07-24-2009, 03:26 AM  
Dannyll
A Kobold Labourer

Forum posts: 0
File comments: 3
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Re: Re: Rune Image Bug

Quote:
Originally posted by Cralor
I've tried to reproduce the issue but was unable to. Can you elaborate any further? Thanks.
Sorry this took such a long time, been busy elsewhere in life. I downloaded the new version but the issue still seems to persist. To make sure, I removed any Runemover saved variables from my WTF folder but did not seem to help. I left the Runica layout alone this time and did tests on default, beta runes, and enhanced beta runes.

Don't have such wealth of knowledge of how addons work, but I found it seems like the problems occurs only when death runes are used. The skins seem to want to revert back to the Default skin. In all cases, when death runes were produced, by say using Blood Tab, the death runes would a) appear in numbers of 3+, some which looked like the default skin and some which looked like the skin currently being used.

After combat ended, the runes would turn back to normal, except might still look like the default skin.

I took some screenshots this time, to help you have a look;

With Default runes, after hitting Blood Tab:
During battle.
With Default runes, after battle:
Runes have reset.

With En. Beta runes, after hitting Blood Tab:
During battle.
With En. Beta runes, after battle:
Runes have reset.

Hope this helped.
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Old 07-23-2009, 03:26 PM  
Cralor
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Premium Member
Interface Author - Click to view interfaces

Forum posts: 549
File comments: 225
Uploads: 6
Okay I found that issue and is has been fixed.

I've also added new layouts and art choices.


Known Issue:

It seems that after fighting with a mob using the Runica layout and afterward switching layouts, the overlay will stay.

This does not seem to be a big issue as most of the time you will choose a layout, and then play with it. And Runica is only one of the choices. I'll see if I can get a fix but I won't be specifically trying to fix that right now. If it seems to be a big issue with some of you, then I can work on it earlier.
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Last edited by Cralor : 07-23-2009 at 03:29 PM.
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Old 07-18-2009, 05:14 PM  
Cralor
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Interface Author - Click to view interfaces

Forum posts: 549
File comments: 225
Uploads: 6
Re: Rune Image Bug

Quote:
Originally posted by Dannyll
A very nice addon mate. Liked it way more than other rune track addons, but I noticed a strange phenomenon in some of the runes. I've set it up to a curved layout using the DKI runes for images. The problem is, when I begin to use the runes, when they refresh two of them always convert to the standard rune images. The position of these two changes and varies, but usually stays two.

Have no idea what's causing it, but thought you'd be interested try fix it.
I've tried to reproduce the issue but was unable to. Can you elaborate any further? Thanks.
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Old 07-16-2009, 10:25 AM  
Cralor
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Forum posts: 549
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Uploads: 6
I am not aware of this issue. I must have changed something around without knowing it.

I'll look into it this weekend. Thanks for the report.
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Old 07-16-2009, 01:55 AM  
Dannyll
A Kobold Labourer

Forum posts: 0
File comments: 3
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Rune Image Bug

A very nice addon mate. Liked it way more than other rune track addons, but I noticed a strange phenomenon in some of the runes. I've set it up to a curved layout using the DKI runes for images. The problem is, when I begin to use the runes, when they refresh two of them always convert to the standard rune images. The position of these two changes and varies, but usually stays two.

Have no idea what's causing it, but thought you'd be interested try fix it.
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Old 07-08-2009, 04:39 PM  
Cralor
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Forum posts: 549
File comments: 225
Uploads: 6
Art is finally here!

I fixed the SetPoint and Vehicle issues as well. I'm pretty sure the Death rune's will work fine as well.

Let me know if you run into any problems.

I'll start working on more art and layouts.
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Old 06-16-2009, 04:29 AM  
Dwarfishort
A Kobold Labourer

Forum posts: 1
File comments: 3
Uploads: 0
Quote:
Originally posted by Cralor
I believe that is caused by the vehicle configuration that is in RuneMover. It is currently set to to hide the runes when you enter a vehicle.

I believe I know why it is also triggering when you target someone on a vehicle as well. Thanks for the report. I'll see what I can do.
Just as a follow up for this, I've either had a very lucky day avoiding this error, or it was solved completely by commenting out the vehicle entering event in your lua file.
Thanks for the tip!

Last edited by Dwarfishort : 06-16-2009 at 04:30 AM.
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Old 06-15-2009, 05:41 PM  
Cralor
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Yes. I thought about that a while ago.

I will include that in a future version. Thanks
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Old 06-15-2009, 05:33 PM  
Arkadi
A Kobold Labourer
Interface Author - Click to view interfaces

Forum posts: 0
File comments: 4
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Any chance you could add an option to rotate the Side-By-Side layout 90 degrees so it's in the standard format, BBFFUU, but more compact?

Just a suggestion, thanks for the read.
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Old 06-15-2009, 03:32 PM  
Cralor
Mmm... cookies!!!
 
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Forum posts: 549
File comments: 225
Uploads: 6
I believe that is caused by the vehicle configuration that is in RuneMover. It is currently set to to hide the runes when you enter a vehicle.

I believe I know why it is also triggering when you target someone on a vehicle as well. Thanks for the report. I'll see what I can do.
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Old 06-15-2009, 02:34 AM  
Dwarfishort
A Kobold Labourer

Forum posts: 1
File comments: 3
Uploads: 0
I get a pretty frequent bug where my Runemover bar disappears, I haven't figured out what causes it yet, it happens a few times each day in BG's/Arenas, and a /reloadui or relog appears to be the only thing that fixes it, but more oddly, it has been disappearing for short periods of time, then reappearing.
This happened multiple times in Malygos, often when I either targetted a Scion, was on a Disk, or was thrown up in the air by his tornado. In each case, once the effect that caused it faded, the bar returned. Targetting vehicles in SoTA and WG also seems problematic.
EDIT: The only other mod I use that has rune/DK functionality is Perl Classic, and it's rune bar is disabled.

Last edited by Dwarfishort : 06-15-2009 at 07:07 AM.
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