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Updated: 02-27-14 01:33 PM
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File Info
Compatibility:
Siege of Orgrimmar (5.4)
Escalation (5.3)
Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:02-27-14 01:33 PM
Created:07-03-09 12:57 AM
Downloads:32,350
Favorites:191
MD5:
5.4
Neav UI  Popular! (More than 5000 hits)
Version: 5.4.1
by: Neal, ballagarba
Neav UI
This UI complication will work on all resolution.
But be warned.

I will not help with questions
Most of the addons in this compilation is only configurable through Lua, so some basic programming knowledge is highly recommended but not required. A lot of the options are basically setting the value to either true or false depending on if you want to enable or disable the feature.

AddOns include
!Beautycase
!Colorz
ActionButtonText (by kerrang) *
nBuff
nChat
nCore
nMainbar
nMinimap
nPlates
nPower
nTooltip
OmniCC (by Tuller)
oUF (by Haste)
oUF_Neav
oUF_NeavRaid

* some changes by me

Tanks to Haste, kerrang, zork, Tuller, and many more for their great AddOns.

Information
A lot of the addons have a config.lua file where you can change some settings. So look first into this file before you ask something!

How can I move the Pet-, Stance- or Possessbar?
It's very simple!
ShiftKey + AltKey + Leftclick on the first button of the Pet-, Stance- or Possessbar to move the them.

Commands
/neavrt to move the raid frames.
/wm, /worldmarkers, /rm or /raidmarkers to show world raid markers.
/rolecheck or /rcheck to do a role check.

Great extensions
For a improved totem frame check out ImprovedTotemFrame
If you want a small, not overload threat addon. Check out zorks rThreat
Some other decent and good ui improvements are tekability, oGlow and Combuctor

The latest updates and changes can be found on Github.
v. 5.4.1

- Added Siege of Orgrimmar raid debuffs to the raid frames
- Added option to hide unit tooltips during combat
- Added option to show the chat input box above the chat window (default: true)
- Option to hide the coalesced/interactive realm text from the tooltip
- Fix the error when clicking the Player vs. Player option in the picomenu
- Add absorb bar to player, target, focus and pet frame
- Fix tooltip concatenation error in scenarios

v. 5.4.0

- TOC updates (50400)
- Added an absorb bar to the raid frames (like incoming heals, except yellow)
- Option to show a border around the chat frame (#28)
- Show a tooltip on the watchframe describing how to move it (#34)

v. 5.3.0

- Abbreviate Instance chat type in nChat.
- Lower frame strata for the warlock power frame, so it doesn't obscure the map.
- Add skiplist to autogreed in nCore. See nCore/modules/autogreed.lua.
- Added Throne of Tunder debuffs to oUF_NeavRaid.
- Other minor fixes and tweaks.

v. 5.1.0

- Nameplate updates.
- Chi fixes for nPower.
- Mostly TOC updates.

v. 5.0.6

- Open mail module now shows amount of money collected.
- Nameplate threat highlight should now be correctly hidden out of combat.
- Abbreviate some more num pad keys for example: Num Pad / => Nu/ and Num Pad * => Nu*
- Correctly display the dungeon/raid difficulty on the minimap.
- Unit frames should now hide during pet battle.
- NEW: Added a threat indicator on the target frame, identical to the one Blizzard uses. You can turn it off in the config.

v. 5.0.5

- Fixes for the arena frames (hopefully shouldn't throw anymore errors at least).
- There's now a whitelist filter for buffs on the arena frames.
- Demonic Gateway timers for warlock (Blizzard style).
- Fix the "ghost buff" buff on targets.
- MoP raid debuffs.
- Fix the battletag bug on friendslist.
- Added symbiosis info and spec to tooltip.
- Now correctly display item level on tooltip.
- Correctly skin editbox on all chat windows.
- Minor tweaks...

v. 5.0.4b

- Battle.Net fixes for friends tab on nMinimap.
- oUF_SpellRange now reports out of range correctly.
- Fixes for the colorPlayerDebuffsOnly option.

v. 5.0.4

- Updated for patch 5.0.4.
- nMainbar now supports a minimum alpha on bars using mouseover.
- Minor tweaks here and there.

v. 4.3.0_1

- updated nMainbar
- updated oUF_Neav and oUF_NeavRaid
- updated nChat
- updated nMinimap
- updated nCore
- updated nBuff
- some small changes and additions

v. 4.3.0

- 4.3 compatible version
- changed version numbering scheme

v. 1.6.4

- updated for patch 4.2
Optional Files (2)
File Name
Version
Size
Author
Date
Type
5.4.7
290kB
05-04-14 11:53 AM
Addon
5.4.1
82kB
11-17-13 07:21 AM
Addon


Archived Files (2)
File Name
Version
Size
Author
Date
5.4.0
934kB
Neal
09-11-13 09:47 AM
5.3.0
1MB
Neal
05-22-13 05:10 AM


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Unread 12-21-09, 09:32 AM  
pekaziz
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Wow, I probably missed that part of code. After removing paranthesis, it worked!
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Unread 12-21-09, 07:59 AM  
Aschker
A Murloc Raider
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In all the neav ui packages is a lightwieght version of omnicc installed, and i think the coding is allready in there, just hidden.. or otherwise find:
Code:
local function GetFormattedTime(s)
	if s >= 86400 then
		return format("%dd", floor(s/86400 + 0.5)), s % 86400
	elseif s >= 3600 then
		return format("%dh", floor(s/3600 + 0.5)), s % 3600
	elseif s >= 60 then
		return format("%dm", floor(s/60 + 0.5)), s % 60
	end
	return floor(s + 0.5), s - floor(s)
end
and delete that, and on top of the file insert:
Code:
local i
local _G = getfenv(0)
local ClassColors = {}
local strformat, strfind = string.format, string.find

for k, v in pairs(RAID_CLASS_COLORS) do
	ClassColors[k] = strformat("%2x%2x%2x", v.r*255, v.g*255, v.b*255)
end

local function classHexColor(unit)
	_, v = UnitClass(unit)
	if v and ClassColors[v] then
		return ClassColors[v]
	else
		return "FFFFFF"
	end
end

local format = string.format
local floor = math.floor
local min = math.min

local function GetFormattedTime(s)
	if s >= 86400 then
		return format("|cffffffff%d|r|cff"..classHexColor("player").."d|r", floor(s/86400 + 0.5)), s % 86400
	elseif s >= 3600 then
		return format("|cffffffff%d|r|cff"..classHexColor("player").."h|r", floor(s/3600 + 0.5)), s % 3600
	elseif s >= 60 then
		return format("|cffffffff%d|r|cff"..classHexColor("player").."m|r", floor(s/60 + 0.5)), s % 60
	end
	return floor(s + 0.5), s - floor(s)
end
I think thats it :P
Last edited by Aschker : 12-21-09 at 08:00 AM.
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Unread 12-21-09, 07:55 AM  
pekaziz
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Originally posted by Aschker
I made classcoloring work by stealing this from the originall nbuff
Is there a way to add class color duration times for the ouf as well?
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Unread 12-21-09, 05:26 AM  
Julchen
A Deviate Faerie Dragon

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Originally posted by Aschker
I made classcoloring work by stealing this from the originall nbuff:
Code:
...
Thanks a lot!
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Unread 12-21-09, 05:23 AM  
Neal
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Re: Re: Re: Re: nBuff

Originally posted by BobJustBob
TicketStatusFrame:ClearAllPoints()
TicketStatusFrame:SetPoint()
The question ist..where is a good place for the TicketStatusFrame?
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Unread 12-21-09, 01:03 AM  
BobJustBob
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Re: Re: Re: nBuff

Originally posted by Neal
Damn data wipe..

But now .. i have no problems with the GM window.

http://img10.abload.de/img/wowscrnsh...09_202udj5.jpg


@ Aschker ... where is the problem on pic #2?
TicketStatusFrame:ClearAllPoints()
TicketStatusFrame:SetPoint()

In case you haven't already found out how to move it.
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Unread 12-20-09, 09:53 PM  
Aschker
A Murloc Raider
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I made classcoloring work by stealing this from the originall nbuff:
Code:
local strformat, strfind, classColors = string.format, string.find, {}

for k, v in pairs(RAID_CLASS_COLORS) do
	classColors[k] = strformat("%2x%2x%2x", v.r*255, v.g*255, v.b*255)
end

local function classHexColor(unit)
	local _, v = UnitClass(unit)
	if (v and classColors[v]) then
		return classColors[v]
	else
		return "FFFFFF"
	end
end

_G.MINUTE_ONELETTER_ABBR = '|cffffffff%d|r|cff'..classHexColor("player")..'m|r'
_G.HOUR_ONELETTER_ABBR = '|cffffffff%d|r|cff'..classHexColor("player")..'h|r'
_G.DAY_ONELETTER_ABBR = '|cffffffff%d|r|cff'..classHexColor("player")..'d|r'
_G.SECOND_ONELETTER_ABBR = '|cffffffff%d|r'
Last edited by Aschker : 12-20-09 at 09:53 PM.
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Unread 12-20-09, 08:28 PM  
Julchen
A Deviate Faerie Dragon

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did anyone know how to color strings in classcolor?
if have an idea but it doesnt work this way
Code:
_G.MINUTE_ONELETTER_ABBR = '|cffffffff %d|r|c'..(string.format("%x, %x, %x", 100,0,0))..'m|r'
the numbers are only for testing - they will be exchange with classcolor rgb
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Unread 12-20-09, 01:37 PM  
Aschker
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Re: Re: Re: nBuff

Originally posted by Neal
Damn data wipe..

But now .. i have no problems with the GM window.

http://img10.abload.de/img/wowscrnsh...09_202udj5.jpg


@ Aschker ... where is the problem on pic #2?
Look closely.. the alignment is off by 1 or 2 pixels on the first buff line 2 and 3

I dont see it on your screenshot tho so im not worried.. any ETA on your release ?
Last edited by Aschker : 12-20-09 at 01:47 PM.
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Unread 12-20-09, 01:35 PM  
Neal
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Re: Re: nBuff

Damn data wipe..

But now .. i have no problems with the GM window.

http://img10.abload.de/img/wowscrnsh...09_202udj5.jpg


@ Aschker ... where is the problem on pic #2?
Last edited by Neal : 12-20-09 at 01:36 PM.
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Unread 12-20-09, 11:41 AM  
Aschker
A Murloc Raider
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Re: nBuff

Originally posted by Julchen
This should fix nBuff so all position are well right now (with consolidated buffs and without). If there are any mistakes report pls.

You need the modified texture for consolidated BuffFrame if u want the cool NeavUI style!
http://hotfile.com/dl/20096195/bd87d...rface.zip.html
I still have the same problem as before. The 2nd row of buffs spawns like 1-2 pixels to far to the left and the 3rd and 4th line line up under that.. And a GM ticket spawns on top of the first row of buffs, and for some reason that doesnt effect the first line of buffs, but the does push the 2nd 3rd and 4th line down like 50 pixels >_< If you never seen it, ill try to make a screeny of both problems in raid tonight.

EDIT:
gm issue:

align issue:
Last edited by Aschker : 12-20-09 at 01:04 PM.
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Unread 12-20-09, 06:10 AM  
Tanque
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I'd like to thank everyone for their contribution. I'm using every single fix/tweak that has been posted so far.
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Unread 12-19-09, 06:01 PM  
Julchen
A Deviate Faerie Dragon

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nBuff

This should fix nBuff so all position are well right now (with consolidated buffs and without). If there are any mistakes report pls.
Code:
_G.MINUTE_ONELETTER_ABBR = '|cffffffff%dm|r'
_G.HOUR_ONELETTER_ABBR = '|cffffffff%dh|r'
_G.DAY_ONELETTER_ABBR = '|cffffffff%dd|r'
_G.SECOND_ONELETTER_ABBR = '|cffffffff%d|r'

local function BuffFrame_SetPoint(self)
    local hasMainHandEnchant, _, _, hasOffHandEnchant = GetWeaponEnchantInfo()
    if (self and self:IsShown()) then
        self:ClearAllPoints()
        if (hasMainHandEnchant and hasOffHandEnchant) then
            self:SetPoint('TOPRIGHT', TempEnchant2, 'TOPLEFT', -nBuff.padding.x, 0)
            return
        elseif (hasMainHandEnchant or hasOffHandEnchant) then            
            self:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0)
            return
        elseif (not hasMainHandEnchant and not hasOffHandEnchant) then
            self:SetPoint('TOPRIGHT', TempEnchant1)
            return
        end
    end
end

	local button = ConsolidatedBuffs--Icon
    button:SetScale(nBuff.button.scale)
    button:SetWidth(32)
    button:SetHeight(32)
	
	ConsolidatedBuffsIcon:SetTexCoord(0.02	, 0.48, 0.02, .98)
	--(left,right,top,bottom) 
	
	local border = ConsolidatedBuffs:CreateTexture('$parentOverlay', 'ARTWORK')
	border:SetTexture(nBuff.button.borderBuff)
    border:SetTexCoord(0, 1, 0, 1)
    border:SetVertexColor(unpack(nBuff.button.buffBorderColor))
    border:ClearAllPoints()
    border:SetPoint('TOPRIGHT', button, 1, 1)
    border:SetPoint('BOTTOMLEFT', button, -1, -1)    
	
	button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND')
    button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35)
    button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35)
    button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground')
    button.Background:SetVertexColor(0, 0, 0, 1)
	
	ConsolidatedBuffsCount:ClearAllPoints()
    ConsolidatedBuffsCount:SetPoint('TOPRIGHT', button)
    ConsolidatedBuffsCount:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE')
    ConsolidatedBuffsCount:SetShadowOffset(0, 0)
    ConsolidatedBuffsCount:SetDrawLayer('OVERLAY')
	
	ConsolidatedBuffs:ClearAllPoints()
    ConsolidatedBuffs:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0)
    ConsolidatedBuffsIcon:SetAlpha(1)
	
if (BuffFrame.numConsolidated > 0 ) then
	TemporaryEnchantFrame:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'TOPLEFT', -nBuff.padding.x, 0)
else
	TemporaryEnchantFrame:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0)
end

TempEnchant2:ClearAllPoints()
TempEnchant2:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0)

for i = 1, 2 do
    local button = _G['TempEnchant'..i]
    button:SetScale(nBuff.button.scale)
    button:SetWidth(32)
    button:SetHeight(32)

    local icon = _G['TempEnchant'..i..'Icon']
    icon:SetTexCoord(0.03, 0.97, 0.03, 0.97)

    local duration = _G['TempEnchant'..i..'Duration']
    duration:ClearAllPoints()
    duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2)
    duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE')
    duration:SetShadowOffset(0, 0)
    duration:SetDrawLayer('OVERLAY')

    local border = _G['TempEnchant'..i..'Border']
    border:SetTexture(nBuff.button.borderDebuff)
    border:SetTexCoord(0, 1, 0, 1)
    border:SetVertexColor(0.9, 0.25, 0.9)
    border:ClearAllPoints()
    border:SetPoint('TOPRIGHT', button, 1, 1)
    border:SetPoint('BOTTOMLEFT', button, -1, -1)    
    
    button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND')
    button.Background:SetPoint('TOPRIGHT', border, 3.35, 3.35)
    button.Background:SetPoint('BOTTOMLEFT', border, -3.35, -3.35)
    button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground')
    button.Background:SetVertexColor(0, 0, 0, 1)
end 
	
function UpdateBuffAnchors()	
		local buff, previousBuff, aboveBuff;
		local numBuffs = 0;
		
		for i = 1, BUFF_ACTUAL_DISPLAY do
			buff = _G["BuffButton"..i];
			if ( buff.consolidated ) then
				if ( buff.parent == BuffFrame ) then
					buff:SetParent(ConsolidatedBuffsContainer);
					buff.parent = ConsolidatedBuffsContainer;
				end
			else
				numBuffs = numBuffs + 1;
				index = numBuffs;
				if ( buff.parent ~= BuffFrame ) then
					buff.count:SetFontObject(NumberFontNormal);
					buff:SetParent(BuffFrame);
					buff.parent = BuffFrame;
				end
				buff:ClearAllPoints();
					if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then
						if ((BuffFrame.numConsolidated > 0) and (index == nBuff.button.buffPerRow)) then
							buff:SetPoint('TOP', ConsolidatedBuffs, 'BOTTOM', 0, -nBuff.padding.y)
						elseif ((BuffFrame.numConsolidated == 0) and (index == nBuff.button.buffPerRow + 1)) then
							buff:SetPoint('TOP', ConsolidatedBuffs, 'BOTTOM', 0, -nBuff.padding.y)
						else
							buff:SetPoint('TOP', aboveBuff, 'BOTTOM', 0, -nBuff.padding.y)
						end
						aboveBuff = buff;
					elseif (index == 1) then
						BuffFrame_SetPoint(buff)
					else
						buff:SetPoint('RIGHT',previousBuff, 'LEFT', -nBuff.padding.x, 0)
					end
				previousBuff = buff;
			end
		end
	end
hooksecurefunc("BuffFrame_UpdateAllBuffAnchors", UpdateBuffAnchors)


hooksecurefunc('DebuffButton_UpdateAnchors', function(self, index)
	local space = 31 + nBuff.padding.y
	if (BuffFrame.numConsolidated > 0) then
	local row = ceil((BUFF_ACTUAL_DISPLAY-BuffFrame.numConsolidated+1)/nBuff.button.buffPerRow)
    else
	local row = ceil(BUFF_ACTUAL_DISPLAY/nBuff.button.buffPerRow)
	end
	
    if (row and row > 1) then
        rowspacing = -row * space
    else
        rowspacing = -space
    end
    
    local buff = _G[self..index]
    buff:ClearAllPoints()
	if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then
		buff:SetPoint('TOP', _G[self..(index-nBuff.button.buffPerRow)], 'BOTTOM', 0, -nBuff.padding.y)
	elseif (index == 1) then
        buff:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'BOTTOMRIGHT', 0, rowspacing)
	else
		buff:SetPoint('RIGHT', _G[self..(index-1)], 'LEFT', -nBuff.padding.x, 0)
	end
end)

hooksecurefunc('AuraButton_Update', function(self, index)
    local button = _G[self..index]
    if (button) then
        button:SetScale(nBuff.button.scale)
        button:SetWidth(32)
        button:SetHeight(32)
    end
        
    local icon = _G[self..index..'Icon']
    if (icon) then
        icon:SetTexCoord(0.03, 0.97, 0.03, 0.97)
    end
	
    local duration = _G[self..index..'Duration']
    if (duration) then
        duration:ClearAllPoints()
        duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2)
        duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE')
        duration:SetShadowOffset(0, 0)
        duration:SetDrawLayer('OVERLAY')
    end

    local count = _G[self..index..'Count']
    if (count) then
        count:ClearAllPoints()
        count:SetPoint('TOPRIGHT', button)
        count:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE')
        count:SetShadowOffset(0, 0)
        count:SetDrawLayer('OVERLAY')
    end
        
    local border = _G[self..index..'Border']
    if (border) then
        border:SetTexture(nBuff.button.borderDebuff)
        border:SetPoint('TOPRIGHT', button, 1, 1)
        border:SetPoint('BOTTOMLEFT', button, -1, -1)
        border:SetTexCoord(0, 1, 0, 1)
    end
    
    if (button and not border) then
        if (not button.texture) then
            button.texture = button:CreateTexture('$parentOverlay', 'ARTWORK')
            button.texture:SetParent(button)
            button.texture:SetTexture(nBuff.button.borderBuff)
            button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor))
            button.texture:SetPoint('TOPRIGHT', button, 1, 1)
            button.texture:SetPoint('BOTTOMLEFT', button, -1, -1)
        end
        
        local name = UnitAura('player', index)
        if (name == select(1, GetSpellInfo(34477)) or name == select(1, GetSpellInfo(57934))) then
            button.texture:SetVertexColor(1, 0, 1)
            button.texture:SetTexture(nBuff.button.borderDebuff)
        else
            button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor))
            button.texture:SetTexture(nBuff.button.borderBuff)
        end
    end
    
    if (button and not button.Background) then
        button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND')
        button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35)
        button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35)
        button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground')
        button.Background:SetVertexColor(0, 0, 0, 1)
    end
end)

--function UnitAura() return "TestAura", nil, "Interface\\Icons\\Spell_Nature_RavenForm", 9, nil, 120, 120, 1, 0 end
You need the modified texture for consolidated BuffFrame if u want the cool NeavUI style!
http://hotfile.com/dl/20096195/bd87d...rface.zip.html
Last edited by Julchen : 12-19-09 at 06:02 PM.
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Unread 12-19-09, 03:03 AM  
neenee
A Murloc Raider
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Forum posts: 4
File comments: 32
Uploads: 1
Originally posted by Detox
I think we're talking about the same findings, I just forgot to paste the whole function

Only thing I really changed was putting self:AppendText(' : ' instead of self:AddLine(TARGET .. ': to make it look like NAME : NAME-OF-TARGET-TARGET so it doesn't create a new line on the tooltip's bottom.
No worries

I see. That sounds like a good idea, I'll try that out
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Unread 12-18-09, 08:05 PM  
Malice.US
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Originally posted by Dodo321
Today it works without any change.

A new question:

It is possible to move the LFGtool and the bgtool icon while using nMinimap? Would be really great!
Add this to nMinimap.lua (line#96)
Code:
MiniMapLFGFrame:ClearAllPoints()
MiniMapLFGFrame:SetPoint('TOPLEFT', Minimap, -2, 1)
If you want to move this or the bgtool, just modify the x, y coords
__________________
Last edited by Malice.US : 12-18-09 at 08:07 PM.
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