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Created:08-02-10 04:07 AM
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XLoot 1.0 (Inactive)  Popular! (More than 5000 hits)

Version: 1.0_final
by: Xuerian [More]

This addon has been merged into XLoot. Please use it instead.


A customizable loot frame

Providing a large array of options to change how loot is presented, as well as allowing you to use Masque or ButtonFacade Skins, XLoot's job is to make looting more functional while still having a better form.


Options GUI available under Interface->Addons or /xloot

The 1.0 XLoot branch will eventually replace the legacy XLoot once all features have been implemented.
The major advantage to using the new version is support for Masque/ButtonFacade skins, as well as custom image-based skins instead of simply coloring the frame.

Skinning

XLoot can use any Masque skins, but skins made to fit rectangles will work better for obvious reasons.
Here's a example of Caith (A masque skin) with Frame transparency set to 0, along with the Legacy skin and a normal background:


If you find a skin that doesn't fit correctly, either tell me or go ahead and make a quick compatibility addon (See below)

About the plugins

XLoot Group/Monitor/Master require the support plugin in order to be used with this version.

I will be re-writing them as time allows to be stand-alone addons instead of plugins, which will work alongside 1.0 natively, and once that happens, they will all replace the old versions I post. I respect that some people like the old look of the frames, and I may try to make a legacy-lookalike skin.

Extending XLoot

It's easy to release skins or tweak masque skins (Or include tweaks in your skin, if you are already a masque skin author!) Skins are really just square textures of a border, like Masque skins.
To let XLoot know about your skin, use: XLootFrame:RegisterSkin(skin_name, skin_table)
To add a tweak for a Masque skin, use: XLootFrame:RegisterMasqueTweak(masque_skin_name, skin_table)
For documentation of skin_table, see the comments near the top of XLoot.lua
Please make sure you have permission to use any textures you include.

final:
Notifies users that "XLoot" should be installed instead, as this is now inactive.
This is only due to the massive fragmentation the addon has experienced over its lifetime, and to prevent more subsequent user confusion.

z27:
Add channel menu to right click of link button
Automatically resize bottom buttons

z26:
Add new skin (Smooth) as default
Add Link Button Visibility option

z25:
Add AutoLoot options for coin and quest items
(This is separate from WoW's autoloot completely and does not change it)
Option default changes (Reset to see)

z24:
Change preview items

z23:
Preview frame in options

z22:
Fix right-click not picking up loot

z21:
Minor performance update
Better compatibility with Masque skins
Proper zhTW localization

z18:
Fixed skin border size not applying
Allowed skins to supply alternate default colors (User must have default color settings for them to apply)
Adjusted color settings for "Legacy" skin
Slightly darkened loot borders when coloring by quality
Added a couple failsafes to try to catch slot errors

z17:
Mostly transparent changes involving packaging.

1.0.16a:
Fixed bug when selecting profile
Localized profile name

1.0.16-release:
**Options panel complete
**Slash commands completely changed
Add "Legacy" skin (Thanks to rikarods)
Added Profile management panel
/xloot now opens options panel
[/xloot get] lists options that can now be set via [/xloot set] for those who still wish to use slash commands
Fixed Link-to-chat "Threshold not reached" issue
Resorted options panel
Recolored large option element labels
Adjusted a lot of the labels

1.0.16-alpha:
Nearly-complete "Blizzard Options Panel" GUI to replace slash commands (Missing Profiles controls, and probably broke some slash commands)
Separated frame and row alpha settings
Added "Highlight" option for rows
Fixed bottom buttons highlighting
Added fixed-width option
Made "collapse looted slots" a option
Added XLootFrame:RegisterSkin and :RegisterMasqueTweak to allow for user made and distributed skins. See top of XLoot.lua
Lost some sanity


FFFFFUUUUUUUUUUUU:
Testing fixes is probably a good thing. The amount of people using this file and reporting this complete failure is slightly disappointing..

1.0.15:
Fix Masque integration again, fail gracefully if required version is not used.

1.0.14:
Masque/ButtonFacade fix. Requires Masque alpha at this point.

1.0.13:
4.2 fix

1.0.12:
Fixed "text" error when using /xloot skin
Reverted to 1.0.x versioning until a name change, due to curse filename conventions

1.1:
Improved help. Added /help color
Added coloring options: {frame/loot}_border (formerly frame/loot), _background, _gradient
Added skin 'hack' for PixelSkin
Added skin.border_pad, which pads the icon, item, and loot frame at the same time.
Changed skin.pad_small and skin.pad_large to skin.pad_icon and skin.pad_item
Added skin.pad_frame

1.0.10:
Sanity check for errors regarding Masque/skins
Added reasonable responses to /xloot. Help for commands is now available in-game.

1.0.9:
Can now use skins with spaces in the name (oops)
*Re-uploaded to remove .git folder

1.0.8:
Added check for variable to prevent erroring out on autoloot/addon loot.

1.0.7:
Tooltip moved to uncover icons above it
Info color option added
font_size_loot and font_size_info added

1.0.6:
4x TOC fix, minor cleanup

1.0.5:
Fixed frame_snap off defaults issue. (It was snapping to 0,0 - bottom left of the screen)

1.0.4 "I'm just going to fix this one thing and push another version..":
Another attempted fix at unpack() error
Slash commands and option profiles introduced
Frame coloring cleaned up
Bind indication fixed
Frame snapping (or not, while disabled) fixed
Skin picking changed

1.0.3:
Attempted fix unpack() expects table error

*Re-uploaded 1.0.2 to fix improper Link All settings

1.0.2:
Fixed Link All
Fixed skin_spacing_row
Per-addon ButtonFacade settings saved/respected
Quality Highlighting works (Somewhat, enable with loot_border_quality = true in XLoot.lua)
Naming as release version


1.0.1:
Added default texture (Thanks, Ferous)
Possibly fixed AceConsole error
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Unread 09-23-10, 07:41 PM  
Xuerian
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Originally posted by Stanzilla
Looks better now:

just need to get the text back to the vertical center, is that a SetPoint() somewhere or more difficult?

Edit: Found it, only thing missing is a little more space to the left of the text

I think you want row:OffsetText() on 564+
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Unread 09-23-10, 07:16 PM  
Stanzilla
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Originally posted by Xuerian
-bottom and -top should be row height
-right is probably line 597 or so, frame:SetWidth(maxwidth + 64) (raise 64)

When I get time I look at it myself.
Looks better now:

just need to get the text back to the vertical center, is that a SetPoint() somewhere or more difficult?

Edit: Found it, only thing missing is a little more space to the left of the text

Last edited by Stanzilla : 09-23-10 at 07:35 PM.
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Unread 09-23-10, 03:28 PM  
Xuerian
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Originally posted by Stanzilla
That's what I meant and it would be awesome if you could try to make that look a bit better
I tried playing around with the BuildRow() function as you said and row:SetHeight(38) made it a bit better but still not optimal because padding to the right is still missing and the texts do not vertically center.
To explain what I want: this would probably be
Code:
padding-top:5px;
padding-bottom:5px;
padding-right:20px;
in CSS on the text
-bottom and -top should be row height
-right is probably line 597 or so, frame:SetWidth(maxwidth + 64) (raise 64)

When I get time I look at it myself.

Originally posted by blitzseed
does not seen to want to work for me >< getting a error.

edit this was with 1.0.2, 1.0.1 is still working

done know if that helps or not ><


edit, one other thing is there a was to lock the window to one x/y spot on the screen?
Yes, stacktraces always help. As to how you're getting it, I'm not sure. What button facade skin are you using? Have you set a color for it? or are you not using any?

And yes, it just doesn't save position over sessions yet. set frame_snap = false
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Unread 09-23-10, 09:02 AM  
blitzseed
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does not seen to want to work for me >< getting a error.

edit this was with 1.0.2, 1.0.1 is still working

Code:
Error occured in: Global
Count: 1
Message: ..\AddOns\XLoot1.0\XLoot.lua line 175:
   bad argument #1 to 'unpack' (table expected, got nil)
Debug:
   (tail call): ?
   [C]: ?
   [C]: unpack()
   XLoot1.0\XLoot.lua:175: SetBackdropBorderColor()
   XLoot1.0\XLoot.lua:589:
      XLoot1.0\XLoot.lua:490
   XLoot1.0\XLoot.lua:654: ?()
   XLoot1.0\XLoot.lua:739:
      XLoot1.0\XLoot.lua:739

done know if that helps or not ><


edit, one other thing is there a was to lock the window to one x/y spot on the screen?
Last edited by blitzseed : 09-23-10 at 11:37 AM.
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Unread 09-23-10, 07:47 AM  
Stanzilla
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Originally posted by Xuerian
As far as padding between the texts and the rows, I'd need to make the icons bigger and then make the rows bigger, but I can try it if it does bother you.
That's what I meant and it would be awesome if you could try to make that look a bit better
I tried playing around with the BuildRow() function as you said and row:SetHeight(38) made it a bit better but still not optimal because padding to the right is still missing and the texts do not vertically center.
To explain what I want: this would probably be
Code:
padding-top:5px;
padding-bottom:5px;
padding-right:20px;
in CSS on the text
Last edited by Stanzilla : 09-23-10 at 07:50 AM.
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Unread 09-23-10, 03:01 AM  
Xuerian
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Originally posted by Stanzilla
If I compare it to the original xloot (or phatloot, the ace3 clone) the texts could use a little more spacing, looks a bit squeezed atm.

I could try, but you might be better off either disabling the type text or changing it's color (loot_texts_info & loot_texts_info_color), since the texts are that close to eachother in the old version. As far as padding between the texts and the rows, I'd need to make the icons bigger and then make the rows bigger, but I can try it if it does bother you.

(Theoretically, you can also try messing with BuildRow() from line 365+, especially item:SetHeight/Width and row:SetHeight.)
Last edited by Xuerian : 09-23-10 at 03:25 AM.
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Unread 09-23-10, 01:34 AM  
Stanzilla
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If I compare it to the original xloot (or phatloot, the ace3 clone) the texts could use a little more spacing, looks a bit squeezed atm.

Last edited by Stanzilla : 09-23-10 at 01:34 AM.
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Unread 08-10-10, 12:58 PM  
Xuerian
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Try setting
Code:
frame_snap = true
to
Code:
frame_snap = false
I'll look in to picking up the default setting.
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Unread 08-10-10, 07:42 AM  
shane3547
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Thank you for updating it to work, I do hoever have a request.

For the life of me, I can not stand the snap to mouse "feature" I have it turned off in WoW but your Mod keeps snapping to the Mouse. I could turn it off in the last one and set the mod where I wanted it. Can you please change this or tell me how to make it snap/open to a specific location ont he screen.

I tried the frame_snap_offset that worked well .. but it was offsetting from the mouse .. I would like it to sit at a specific spot every time, no matter where my mouse is looting.

Thanks
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Unread 08-09-10, 09:03 PM  
ffcloud2000
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Would it be possble to link the addon to the interface controls option "Open loot window at mouse"?

Also is there any way to disable the open at your mouse with the current version maybe in the lua?
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Unread 08-07-10, 01:32 PM  
Xuerian
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Originally posted by Morpheusdead
Yep that is what I said thank you for the repeat though. Reading comprehension took a min huh?



Yep I would say that is right. Except when it is a rewrite of an addon. If they rewrite it and don't put all the funcionality back into it that was there to begin with, I would call that incomplete and so would many others.
This re-write was started, and mostly finished, a long time ago. As in two years. I just recently gutted all library dependent code, and only within the last week did I find a nice snippet of texturing code that I put together with ButtonFacade to take care of the problem of skinning it. Where the core XLoot file used to be 1400 lines, with five or six other files + tons of localization, this is one file, 750 lines, no dependencies.

Most all the features of the first XLoot are in this rewrite. There will be option profiles, but settings will be changed via something like: /xloot set {option} {value} or /xloot profile copy {name}, etc. It's not something you'll be changing a lot anyway.

For now, you can change the options (Which are actually the defaults) at the top of the file.

As far as what features I do or don't decide to include, the current release of XLoot is, and probably will continue to be, functional. Feel free to use it

That being said I'm glad that Xloot is getting some love. Do you have plans on eventually including the functionality of the old plugins either as modules or separate addons?
I want to, but they'd be split into standalone plugins instead of dependent, while still bearing their names. With the addition of a full-fledged history module instead of the one in Monitor.

I'm tired of complications and dependencies, as you can see from this re-write.. And they're rat-nests.
Last edited by Xuerian : 08-07-10 at 01:37 PM.
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Unread 08-07-10, 12:44 PM  
Morpheusdead
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Originally posted by xtoq
A GUI means a graphical user interface, one you would find in-game. The author is saying there will be no GUI, not that there will be no way to change the options. That usually means a LUA-based options configuration.
Yep that is what I said thank you for the repeat though. Reading comprehension took a min huh?

Originally posted by xtoq
Regardless, a project in "complete" when an author says it is, so if he starts at the beginning of a project and states he's not going to add that feature, it's hardly intending not to finish the project. His vision of the finished product is just different from yours.
Yep I would say that is right. Except when it is a rewrite of an addon. If they rewrite it and don't put all the funcionality back into it that was there to begin with, I would call that incomplete and so would many others.
Last edited by Morpheusdead : 08-07-10 at 12:51 PM.
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Unread 08-07-10, 09:13 AM  
xtoq
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Originally posted by Morpheusdead
There were many many option's and setting's and customization's in the original Xloot, and you are saying there will be no way to change these setting's at all? Ever? Only to change them in the Lua? I am sorry, but I think that is pretty ridiculous. I would love to see Xloot modernized, but not at the expense of dumbing it down. Why would you start a project with the actual intent of not finishing it? [/b]
A GUI means a graphical user interface, one you would find in-game. The author is saying there will be no GUI, not that there will be no way to change the options. That usually means a LUA-based options configuration.

Regardless, a project in "complete" when an author says it is, so if he starts at the beginning of a project and states he's not going to add that feature, it's hardly intending not to finish the project. His vision of the finished product is just different from yours.

That being said I'm glad that Xloot is getting some love. Do you have plans on eventually including the functionality of the old plugins either as modules or separate addons?
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Unread 08-07-10, 06:30 AM  
Morpheusdead
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OK, While I think the idea of a complete rewrite and the addition of button facade support are GREAT ideas, I REALLY don't get this.

Xuerian
There is no, and will be no, options GUI. (I may add slash commands for profiles later)
There were many many option's and setting's and customization's in the original Xloot, and you are saying there will be no way to change these setting's at all(ingame)? Ever? Only to change them in the Lua? I am sorry, but I think that is pretty ridiculous. I would love to see Xloot modernized, but not at the expense of dumbing it down. Why would you start a project with the actual intent of not finishing it?
Last edited by Morpheusdead : 08-07-10 at 12:53 PM.
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Unread 08-07-10, 12:48 AM  
Xuerian
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Originally posted by kappe
keep up the good work, i'm loving this verision
i just miss something like lcloot have, report in desired channel loot contents, nothing more to add imho

http://www.wowinterface.com/download...74-lcLoot.html
It does have that, technically. The option for which channel to link to is at the top of XLoot.lua - it defaults to raid.
I'm not sure the button actually works at the moment, probably something dumb on my end. But, I really didn't look at it when I gutted the code, so I'll give it a look here soon.
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