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Updated:01-16-24 05:25 PM
Created:11-28-12 12:17 AM
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Discord Art  Popular! (More than 5000 hits)

Version: 10.2.1
by: Fizzlemizz [More]

Lozareth's configurable, scriptable Discord Art.

Updates.
10.2.1

  • Update: Compatable with Dragonflight 10.2.5: Seeds of Renewal

See the Change Log (tab above) for a list of all changes.

Modify your World of Warcraft environment to suit your style. Add textures that are clickable, will react to events ie. showing when you aquire a target and hiding again when not and lots lots more.

NOTE: If you change the file names of, copy, move, add texture files etc. and let's not forget typos while in-game, you will have to completely exit WOW and re-start before the "new" textures will register (going back to the character select or account login screens is not good enough).

A bright green blob where your amazing artwork is supposed to appear is a good indicator your texture hasn't registered when the game loaded (did I mention typos ).

SCRIPTS
Because the ubiquitous "this" is no longer a valid construct in WOW Lua, the scripting engine has been changed to include/parse "self" as a replacement to "this". "param" is still the universal parameter 1 name passed to scripts so for OnEvent self= the old "this" and param = the "event" parameter. For OnUpdate, self= the old "this" and param = the "elapsed" parameter. For OnClick self = the old "this" and param = the "button" parameter etc...

FUNCTIONS
Version 6.1 added the ability to create custom functions that are "compiled" to the private DART table, they are NOT global. These functions can be called from any texture script or any of your other custom functions. See the Function Options section of the ReadMe.htm for more information.

***USING OLDER DART
If you load a DART profile imported from pre 5.0 version of Discord Art you may (most likely will) get errors due to scripting that is no longer valid. The WOW API has changed a lot so these will need some careful attention.

***IF YOU DO GET ERRORS, please post the full error message and a discription of what you were doing at the time.

For information on how to customise DART, the Readme.html in your "[WOW]\Interface\Addons\DiscordArt" folder is the place to go. It's old school like DART but it will get updated as required.

Sharing your DART configuration: Dreadlorde's Discord Custom Layout Extractors (The DART_Custom sub-folder) still works with Discord Art. You will need to enable "Out of date Addons" under the Addons button of the character selection screen. DART MUST be installed as well otherwise errors will be generated ie. only install the extracor(s) for the Discord addons you have installed. See the ReadMe file in each extractors folder for information on how to use DCLE.

Dates are in dd/mm/yyyy format.

10.2.1 - 17/1/2024
  • Update: Compatable with Dragonflight 10.2.5: Seeds of Renewal

10.2.0 - 10/11/2023
  • Update: Compatable with Dragonflight 10.2.0: Guardians of the Dream
10.1.2 - 11/9/2023
  • Update: Compatable with Dragonflight 10.1.7: Fury Incarnate and 1.14.4 Classic (Hardcore).
10.1.1 - 23/7/2023
  • Update: Compatable with Dragonflight 10.1.5: Fractures in Time.
10.1.0 - 9/5/2023
  • Update: Compatable with Dragonflight 10.1.0: Embers of Neltharion.
10.0.2 - 23/3/2023
  • Update: Compatable with Dragonflight 10.0.7.
10.0.1 - 21/11/2022
  • Update: Compatable with Dragonflight 10.0.2 Pre-Patch.
Updates - 26/10/82022
10.0.0
  • Update: Compatable with Dragonflight 10.0.0 Pre-Patch.
9.3.0 - 27/9/2022[list][*]Update: Compatable with Wrath of the Lich King 3.4.0 launch.
9.2.3 - 11/9/2022
  • Up/date: Compatable with Wrath of the Lich King 3.4.0.
  • Fix: Removed WorldViewFrame from the Profiles list.
9.2.2 - 2/6/2022
  • Update: Compatable with Shadowlands 9.2.5.
9.2.1 - 12/5/2022
  • New: Added WoWI tag to toc for 3rd party addon downloaders (downloader needs to recognise version specific .toc files to work on Classic/TBC).
9.2.0 - 26/2/2022
  • Update: to Shadowlands 9.2.0, Eternity's End.
9.1.1 - 3/11/2021
  • Update: to Shadowlands 9.1.5.
9.1.0 - 30/6/2021
  • Update: to 9.1 Chains of Domination.
9.0.5 - 20/6/2021
  • Fix: Frames shown via conditions now use their DisableMouse and DisableMouseWheel settings instead of defaulting to Enabled.
9.0.4 - 21/5/2021
  • Fix: For WorldView frame Backdrop errors in Classic.
9.0.3 - 20/5/2021
  • New: One addon download works for Classic, Classic Burning Crusade and Shadowlands (Retail). The Classic download page will be deleted.
  • Fix: Change to the backdrop system causing an error if using Mixins.
9.0.2 - 13/3/2021
  • Update: for 9.0.5: Shadowlands.
9.0.1 - 18/11/2020
  • Update: for 9.0.2: Shadowlands.
9.0.0 - 14/10/2020
  • Update: for 9.0: Shadowlands.
8.3.0 - 15/1/2020
  • Update: for 8.3: Visions of N'Zoth.
8.2.2 - 25/9/2019
  • New: Support for dynamically created Parent/Anchor frames.
    * If a frame used as the parent or one of the anchors of a texture is not available on entering the world ie. it is dynamically created, the texture will be placed "on watch". When ALL the frames specified as Parent and Anchor frames are available (created), the texture will then be configured.
8.2.1 - 18/7/2019
  • New: World View. Allows moving/sizing of artwork without the full DART Options frame showing.
  • New: Alignment Grid. Part of the World View (see screen shots).
  • Updated: ReadMe.HTML listing the new World View options.
8.2.0 - 26/6/2019
  • Update: 8.2 Rise of Azshara
8.1.0 - 15/12/2018
  • Update: 8.1/8.1.5 Tides of Vengence
8.0.1 - 27/8/2018
  • Fixed: Added back CustomTextures folder, the # border edge texture should work again as intended.
8.0.0 - 18/7/2018
  • Update: Updated for 8.0.1 Battle for Azeroth

7.3.0 - 30/8/2017
Change: Updated for 7.3 Shadows of Argus
NOTE: event scripts or functions using the API PlaySound may cause errors. Make sure you are using a valid SOUNDKIT table id, not a path to a sound file.

7.2.1 - 28/6/2017
Fix: For a change effecting Discord Library additions to the ColorPicker dialog.

7.2.0 - 29/3/2017
Made compatible with version 7.2, The Tomb os Sargeras.

7.0 - 20/7/2016
  • Update: Compatible with 7.0.3 Legion Pre-patch

6.2 - 24/6/2015
  • Update: Compatible with 6.2 Fury of Hellfire

6.1.2 - 2/3/2015
  • Fixed:Corrected version number so yiou no longer need to check out of date addons dor it to work in 6.1

6.1.1 - 25/2/2015
  • Discord Art release for Warlords of Draenor patch 6.1
End of release notes

6.1.0 - 6/11/2014
DART options window changes.
  • NEW: Functions. You can now create functions that are added to the DART private table and callable from your texture scripts. See the Function Options section of the ReadMe.htm file.
  • Fixed: A bug in the slider code that could allow for incorrect and/or error causing input.
  • Changed: DART options window can now be re-sized to 200%.

6.0.1 - 25/10/2014
DART options window changes.
  • Fixed: Background colour for scroll lists.
  • Changed: In line with drop lists, scroll lists will now close half a second after receiving an ONLEAVE event.
  • Changed: Drop and scroll lists are no longer orphaned on screen when the DART options window closes.

6.0.0 - 15/10/2014
Updated Discord Art for Warlords of Draenor.

5.0.19 - 22/8/2014
Fixed a potential bug with texture scaling.

5.0.18 - 23/7/2014
Fixed the bounds box (# button) to represent the actual boundaries of the texture. Makes it easier to see when setting TexCoords.

5.0.17 - 1/12/2013
Included updated Discord Library to correct an outdated function call.

5.0.16 - 25/11/2013
Included updated Discord Library to correct an outdated Combo points function call.

5.0.15 - 17/11/2013
Fixed running taint caused by Discord Art Options being opened. This would cause errors when opening certain in-game windows until the game was re-loaded.

5.0.14 - 30/10/2013
Discord Art made compatible with World of Warcraft 5.4.1
Updated to fix removal of realmname as a CVar

Changed in 5.0.13 - 11/9/2013
Discord Art made compatible with World of Warcraft 5.4 : Siege of Orgrimmar.

5.0.12 - 27/7/2013
  • Added replacement text variables for colouring text associated with a texture.
    $co is used to place hexadecimal color codes. All following text will be in that color. Format is $coAARRGGBB; AA = alpha, RR = red, GG = green, BB = blue. $coFFFFFFFF is white and $coFF000000 is black.
    $cs After using $co you can use $cs to return to the default coloring set for the textbox.
  • Added the # button to display a white border around the texture viewer to better see partial images with dark or transparent backgrounds when using coords (ULx. ULy, LLx, LLy).
  • Added the [COLOR="Plu/m"]DART as a Data Broker:[/color] section to this page./

5.0.11 - 2/7/2013
Added the option to change a texture's visibilty when entering pet battles. They can either be shown or hidden when a pet battle starts and revert to the default state set by the texture's Hide option when the pet battle ends.

5.0.10 21/3/2013
Made Discord Art compatible with WOW 5.3.

5.0.9 5/3/2013
Made Discord Art compatible with WOW 5.2.

5.0.8a 7/01/213
Discord Library fix for potential call to protected function in combat

5.0.8 25/12/2012
Added the ability to save and recall root texture paths.

5.0.7 13/12/2012
Added Root Path for your custom textures and fonts (under Misc. Options) - Enter a default path to your custom textures and fonts (a trailing slash "\" is required).
Wherever you have entered a texture or font file name without a fully qualified path, the root path will be prefixed at runtime (if you enter a partially qualified or incorrect path for a texture file or the root path you will see a green blob).

5.0.6 4/12/2012
The Options window can now be closed using the escape key (It's a small thing but it has always bugged me).

5.0.5 2/12/2012
  • Fixed errors being thrown when adding/edting some Conditions.
  • "self" added to replace "this" in the scripting engine.
5.0.4 30/11/2012
Fixed an error being generated when using the colour pickers.

5.0.3 30/11/2012
  • Added Flip X, Y buttons.
  • Fixed a coupl of parameter passing issues. Pressing and holding down MiddleButton (scrollwheel button) on the any of the move buttons (< > ^ v) will now glide the texture.
5.0.2 29/11/2012
  • Fixed the sliders for height and width handling not intitalising properly for textures that have an edge size greater than 300
  • Increased the maximum slider values for width and height to 1500. These can be increased further if there is a need.
Release 5.0.1 28/11/2012
Discord Art made compatible with Mists of Pandaria patch 5.1, Landfall.
Archived Files (1)
File Name
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Date
10.2.0
513kB
Fizzlemizz
11-09-23 07:39 PM


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Unread 11-12-19, 11:49 PM  
KTMFinX
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Re: Re: Discord Art Classic - not remembering Blend Mode

Originally Posted by Fizzlemizz
Originally Posted by KTMFinX
Hi Fizzlemizz!

My current problem is that Discord Art Classic 1.13.1 doesn't seem to remember the Blend Mode of a texture when "shown" ...
Hi KTMFinX,
Thank you for using DART and reporting the problem.

It looks like it was a bug introduced with the release of TBC...
Fizzle, you are amazing. The fix worked - thank you so much for the easy solution and quick response time
Last edited by KTMFinX : 11-12-19 at 11:50 PM.
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Unread 11-12-19, 06:06 PM  
Fizzlemizz
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Re: Discord Art Classic - not remembering Blend Mode

Originally Posted by KTMFinX
Hi Fizzlemizz!

My current problem is that Discord Art Classic 1.13.1 doesn't seem to remember the Blend Mode of a texture when "shown" ...
Hi KTMFinX,
Thank you for using DART and reporting the problem.

It looks like it was a bug introduced with the release of TBC to try and get around the potential for hiding/showing secure frames (like unit frames) causing taint leading to errors.

If you open the file DART_Functions.lua (located in the DiscordArt addons folder) using any text editor (like NotePad) and find the lines (around line 170/171):

Code:
texture:SetBackdropColor(DART_Settings[DART_INDEX][textureIndex].bgcolor.r, DART_Settings[DART_INDEX][textureIndex].bgcolor.g, DART_Settings[DART_INDEX][textureIndex].bgcolor.b, DART_Settings[DART_INDEX][textureIndex].bgalpha);
texture:SetBackdropBorderColor(DART_Settings[DART_INDEX][textureIndex].bordercolor.r, DART_Settings[DART_INDEX][textureIndex].bordercolor.g, DART_Settings[DART_INDEX][textureIndex].bordercolor.b, DART_Settings[DART_INDEX][textureIndex].borderalpha);
and add two dashes to the beginning of the lines so they look like:
Code:
--	texture:SetBackdropColor(DART_Settings[DART_INDEX][textureIndex].bgcolor.r, DART_Settings[DART_INDEX][textureIndex].bgcolor.g, DART_Settings[DART_INDEX][textureIndex].bgcolor.b, DART_Settings[DART_INDEX][textureIndex].bgalpha);
--	texture:SetBackdropBorderColor(DART_Settings[DART_INDEX][textureIndex].bordercolor.r, DART_Settings[DART_INDEX][textureIndex].bordercolor.g, DART_Settings[DART_INDEX][textureIndex].bordercolor.b, DART_Settings[DART_INDEX][textureIndex].borderalpha);
Should fix it.

I'll add this change to the next release.
Thank you again and have fun!
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Fizzlemizz
Maintainer of Discord Unit Frames and Discord Art.
Author of FauxMazzle, FauxMazzleHUD and Move Pad Plus.
Last edited by Fizzlemizz : 11-12-19 at 06:07 PM.
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Unread 11-12-19, 04:48 PM  
KTMFinX
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Discord Art Classic - not remembering Blend Mode

Hi Fizzlemizz!

My current problem is that Discord Art Classic 1.13.1 doesn't seem to remember the Blend Mode of a texture when "shown" by a Control parameter. Right now my goal is to have a texture appear behind the Target frame whenever a target is selected, and disappear whenever no target is selected.

So far I've been able to import the textures as TGA's and have them display correctly when the Blend Mode is set to BLEND (shown in the 2nd screenshot). However if I de-select then re-select a target, the Blend Mode seems to change to something else (behaves like DISABLE, shown in 3rd screenshot).

Do you know what I can do as a work-around for this? I feel like maybe if I can use the CODE section to tell DART to set the BlendMode to BLEND OnShow it could work, but I'm not experienced enough in coding to know what string or function to type out.

I understand this could just be a Classic-specific issue (but hopefully it isn't!)



Last edited by KTMFinX : 11-12-19 at 04:49 PM.
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Unread 09-28-19, 10:01 AM  
Fizzlemizz
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Originally Posted by Aur0r4
I love you! Thanks for the update, the dynamic frames work fine!

/disable kgpanels
Thank you Aur0r4, it was a good suggestion.
Have fun .
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Unread 09-28-19, 04:50 AM  
Aur0r4
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I love you! Thanks for the update, the dynamic frames work fine!

/disable kgpanels
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Unread 09-18-19, 03:16 PM  
Fizzlemizz
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Originally Posted by Aur0r4
Thank you very much for your detailed comments. I am very pleased that I could make you a good suggestion and would be pleased if it is realizable.

I will continue to follow the development of DART and will continue to work mainly with DART for my Yulu UI Classic. For the group frames I will stay with kgpanels for the moment.

PS: The author portal influences the flag "Interface Author" in the profile?
Thank you Aur0r4 for all the input, it is greatly appreciated.

I'm guessing that having an addon listed under a "Compilations" category you would be listed as an "AddOn Compiler" and having an addon listed under a non compilation category you would be listed as an "Interface Author" (which is why I have both as my UI addon is a "compilation" on top of my other "standalone" addons like DART).

If you have a UI replacement "addon" made up of lot's of "bits" mostly of your own code rather than combining other addons (ElvUI etc.), you can list it under Suites which I think will also give you "Interface Author" (it will add your addon to the New and Updated list when you upload a new version).

You could confirm with Seerah, Cairenn or Dolby.
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Author of FauxMazzle, FauxMazzleHUD and Move Pad Plus.
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Unread 09-18-19, 02:26 PM  
Aur0r4
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Thank you very much for your detailed comments. I am very pleased that I could make you a good suggestion and would be pleased if it is realizable.

I will continue to follow the development of DART and will continue to work mainly with DART for my Yulu UI Classic. For the group frames I will stay with kgpanels for the moment.

PS: The author portal influences the flag "Interface Author" in the profile?
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Unread 09-16-19, 02:28 PM  
Fizzlemizz
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The problem is that the PitBull frames don't exits when DART loads (or when KgPanels loads).
DART was made in early vanilla when the API was very different and most addons created their frames in XML which were loaded while you watched the blue bar scroll across the screen before play starts.

As far as I'm aware, KgPanels is on it 3rd or 4th rewrite and is taking advantage of "new" understanding and methods.

The code I posted was to make one or all (depending on the method used) of the DART frames you want anchored to a PitBull Frame essentially just wait unit PitBull created the frame(s) (which may never happen if you didn't group or open the PB setup window) and then do the anchoring.

Because it's never come up, I've never thought about it but a "watch" process could probably be added to DART for frames that don't exist at load so the "workaround" I described wouldn't be needed. I'm guessing KgPanels does something similar.

I'll do some testing and see if it's workable. Thank you for the "suggestion" Aur0r4

As for hosting an addon on WoWI, press the big orange button top right of the main page and follow the steps to create a basic page. Add the information about the addon (there is a "Managa Addon" link in the upper right of pages/addons you "own"). It's very simple and the WoWI site moderators are all awesome and friendly.

Edit: I see you're already an addon compiler so maybe you are wanting to create an "Author Portal" for bug reports etc. I created mine and it's barely used, most people post questions etc. in the addon comments but you should be able to create a portal using the author menu options at the top (it's been a looong time so I'm not 100% certain about that).
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Last edited by Fizzlemizz : 09-16-19 at 08:31 PM.
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Unread 09-16-19, 01:49 PM  
Aur0r4
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First of all I would like to thank you for your efforts, I really appreciate that.

I've probably read your message and the scripts 100 times and spent half a Sunday doing the whole thing.

Unfortunately I was not able to add a 1px frame to all PitBull group frames. I could now list every step I made individually, maybe we'll find my mistake, but I think it would take too much time overall.

SadlyI don't have much patience when it comes to programming/scripting, so I just installed kgpanels again as a last resort. Surprisingly it seems to work perfect under Classic. I created 4 frames there and anchored them with all 4 group frames. That was a thing of 5 minutes and works great. When a group member leaves the group, the texture disappears as desired.


Why does DART seem to work only through detours? It seems to me that it is not a direct problem with PitBull, but with DART or with the way DART handles some frames.
Shouldn't the problem be solved if DART does NOT reset the texture anchor to UIParent?

Please don't get me wrong, I've been working a lot with DART in the last days and most of the time I find it even easier to use than KGPanels, but this group problem really drove me crazy^^.

If you have the time and the desire, you are welcome to explain to me again what I have to do, so that all my group frames get a frame.

I thank you for your work and especially for the fast support!


PS: A question on the side, maybe you can tell me: How do I become an interface author on wowinterface.com?
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Unread 09-14-19, 07:20 PM  
Fizzlemizz
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Originally Posted by Aur0r4
Sadly I am not very good in coding...
I don't understand, why it is working for Group Frame 1 (PitBull 4 Unitframes) but not for the other group frames...

It makes we really sad because of I've created so many textures with DART and I started to like it a lot more than kgpanels.

Can you give me further instructions for a fix or workaround? Or do I have to contact the developer of PitBul Unit Frames? Why is it working with kgpanels (in retail wow)?
I downloaded/installed PitBull4 (retail), opened up DART, created two textures (1 and 2) (width 100, height 100, using textures from "Click to Set Texture".

I set frame 1 (going to be my control frame) to be shown and set it to be off screen (LEFT, LEFT, -150, 0). Others are hidden by default

Under CODE for texture 1 in the OnUpdate box (press the OnUpdate button to set the edit mode) I used the following:

Lua Code:
  1. if not self.foundAll then
  2.     local Count = 0
  3.     local PitBullUnit = 2
  4.     for i=1, 2 do -- DART_Texture 1 and 2
  5.         local FrameName = "PitBull4_Groups_PartyUnitButton"..PitBullUnit
  6.         local Frame = _G[FrameName]
  7.         if Frame then -- PB Party Frame found so attach the DART texture
  8.             Count = Count + 1
  9.             DART_Attach(i, 1, FrameName, "LEFT", "RIGHT", 50, 30)
  10.             DART_Show(i) -- Set the frame to show
  11.             _G["DART_Texture_"..i]:SetParent(Frame)
  12.         end
  13.         PitBullUnit = PitBullUnit + 1 -- Set for the next unit
  14.         if Count == 2 then -- only doing 2 units here
  15.             self.foundAll = true -- so stop looking
  16.         end
  17.     end
  18. end

DART texture 1 set to shown and moved off screen because when a frame is hidden, its OnUpdate script stops running.

This just puts all the code in one place but expects the DART textures you want to anchor to be in sequence. To extend this to 4 PB units you just need 4 sequential DART textures and adjust the nobers in the code to match.

You could do each texture/unit individually if you don't have sequential DART textures by setting each one as shown and placing them off screen and adding code to the OnUpdate script of each texture,

Lua Code:
  1. if not self.found then
  2.     local FrameName = "PitBull4_Groups_PartyUnitButton3" -- this texture will attach to PB unit 3
  3.     local Frame = _G[FrameName]
  4.     if Frame then
  5.         self.found = true
  6.         local TextureNum = self:GetID()
  7.         DART_Attach(TextureNum, 1, FrameName, "LEFT", "RIGHT", 50, 30)
  8.         DART_Show(TextureNum) -- Set the frame to show
  9.         _G["DART_Texture_"..TextureNum]:SetParent(Frame)
  10.     end
  11. end

I hope this is somewhat understandable .
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Last edited by Fizzlemizz : 09-14-19 at 07:32 PM.
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Unread 09-14-19, 03:22 PM  
Aur0r4
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Sadly I am not very good in coding...
I don't understand, why it is working for Group Frame 1 (PitBull 4 Unitframes) but not for the other group frames...

It makes we really sad because of I've created so many textures with DART and I started to like it a lot more than kgpanels.

Can you give me further instructions for a fix or workaround? Or do I have to contact the developer of PitBul Unit Frames? Why is it working with kgpanels (in retail wow)?
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Unread 09-14-19, 11:18 AM  
Fizzlemizz
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Originally Posted by Aur0r4
Okay, for now I've some issues with some Textures that are connected to my PitBull4 GroupFrames.

I created one texture for GroupFrame #1 and connected it to Frame PitBull4_Groups_GruppeUnitButton1.

Then I duplicated (copy/paste) this texture for the other groupframes 2-4.
In the next step I changed the frame anchor and parrent frame to PitBull4_Groups_GruppeUnitButton2-4.

Everything ist looking fine, but as soon as I do a /reload, frame 2-4 is anchored to UIParent. Only the "original frame" from where I do the copy is OK.

I've made some screenshots for you, hope it helps.
Any ideas!?

Thanks in advance.
I'll preface this with "I don't know PitBull" (for some strange reason I use Discord Unit Frames ).

That said, if PitBull is creating these frames dynamically (possibly as you form a group for the first time) then these may well be create after DART has created it's frames and set their location (by default shortly after you enter the world for the first time).

In DART, if you enter a frame as an anchor that is not "detected" when DART loads it defaults back to UIParent.

If that's the case then you would need to use some code to detect when the PitBull frames are created either by hooking the PitBull function that does this or checking for the event "GROUP_ROSTER_UPDATE" and testing to see if/which frame was created.

Then attach and parent the aprioriate DART texture to the aprioriate PitBull frame.
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Unread 09-14-19, 10:54 AM  
Aur0r4
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Okay, for now I've some issues with some Textures that are connected to my PitBull4 GroupFrames.

I created one texture for GroupFrame #1 and connected it to Frame PitBull4_Groups_GruppeUnitButton1.

Then I duplicated (copy/paste) this texture for the other groupframes 2-4.
In the next step I changed the frame anchor and parrent frame to PitBull4_Groups_GruppeUnitButton2-4.

Everything ist looking fine, but as soon as I do a /reload, frame 2-4 is anchored to UIParent. Only the "original frame" from where I do the copy is OK.

I've made some screenshots for you, hope it helps.
Any ideas!?

Thanks in advance.

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Unread 09-08-19, 11:17 AM  
Aur0r4
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Thank you for that quick response, wow!
Alright that all makes sense.

I hope you will find a way to better organize the textures, because its really confusing sometimes (e.g. you create some textures for your actionbar, then you create some other textures and then you realize that you need another texture for your actionbar )

But all in all a very nice addon - keep up your work!
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Unread 09-08-19, 10:12 AM  
Fizzlemizz
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Originally Posted by Aur0r4
Hey there, I was using kgpanels for years (and still use it in retail), but for classic wow I'm giving Discord Art a try.
Some questions:

- how can I delete one of my textures? Not the one in my texture browser, I mean that one that you can see in your "Select Texture list".

- is there a way to change the order of my textures? e.g. I want that Texture [1] is above texture [11].

Thanks a lot.
Hi Aur0r4, thank you for trying Discord Art.

This was one of the major drawbacks with DART, primarily because the DART functions use the texture numbers. If you delete/reorder a texture in the "middle" of the list, any DART function call in your scripts becomes automatically "broken" until you've gone through and adjusted every texture after the deleted/reordered one.

The simple answer is to just remove any conditions/scripts that might show the frame and hide it for re-use later if you have a need. While not being ideal, it's also not going to effect the game which has thousands of frames even before addons start creating theirs so a couple of extra won't do anything hurtful.

Other than "fixing" a copy of the SavedVarialbles file, I haven't been able to think of a better solution that wouldn't effectively mean re-creating DART from scratch making it "not DART". Something I started once but haven't found the time to work on for a while.
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Last edited by Fizzlemizz : 09-08-19 at 10:53 AM.
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