Category: Death Knight
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Cralor's Portal Bug Reports Feature Requests
Author:
Version:
2.2
Date:
05-29-2009 10:33 PM
Size:
33.87 Kb
Downloads:
14,131
Favorites:
70
MD5:
Pictures
Vertical, smaller, less transparency
Click to enlarge
Horizontal, large, more transparent
Click to enlarge
Curved Layout
Side by Side Layout
Click to enlarge
RuneMover Options
RuneMover   Popular! (More than 5000 hits)
New! - RuneMover now uses the Portfolio library to handle the Blizzard Options. It is now a required dependency. This means that Portfolio will now be included in the zip.

Description

RuneMover adds more features and functionality to the default rune frame. 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 3 unique layouts including: Vertical, Curved, and Side by Side

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.

Credits

Thanks to _Chloe, slakah, zeksie, KarlKFI and Akryn for helping me out with some of my problems and teaching me things!

Feedback and suggestions are heavily welcome!!
  Change Log - RuneMover
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
2.2
33kB
Cralor
05-29-2009 08:56 PM
2.1
3kB
Cralor
05-25-2009 07:52 PM
2.0
3kB
Cralor
05-24-2009 10:22 PM
1.2
1kB
Cralor
08-11-2008 10:50 AM
  Comments - RuneMover
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Author Comments Comment Options
Old 06-16-2009, 03:29 AM  
Dwarfishort
A Kobold Labourer

Forum posts: 1
File comments: 2
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 03:30 AM.
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Old 06-15-2009, 04:41 PM  
Cralor
A Scalebane Royal Guard
 
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Forum posts: 403
File comments: 168
Uploads: 6
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, 04:33 PM  
Arkadi
A Kobold Labourer
Interface Author - Click to view interfaces

Forum posts: 0
File comments: 3
Uploads: 1
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, 02:32 PM  
Cralor
A Scalebane Royal Guard
 
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Forum posts: 403
File comments: 168
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, 01:34 AM  
Dwarfishort
A Kobold Labourer

Forum posts: 1
File comments: 2
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 06:07 AM.
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Old 06-12-2009, 05:01 PM  
Cralor
A Scalebane Royal Guard
 
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Forum posts: 403
File comments: 168
Uploads: 6
I've been getting some progress here. The images are fully functional and I have fixed the SetPoint bug.

I am now working to make sure that when you use a rune, it gets darker. This is needed because of the addition of new rune arts. Having the Blizzard cooldown frame on the different art is not good looking at all so I am working on a work-around.

I will also need someone to test the Death rune functionality as well. I do not know if that will be working or if that will take time to fix. Maybe someone can help me test that as soon as I fix this current bug.

For the most part, it is looking really good. Once all this is done, I will go back to making more layouts and adding more rune art choices.
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Last edited by Cralor : 06-12-2009 at 05:02 PM.
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Old 06-07-2009, 08:56 PM  
Cralor
A Scalebane Royal Guard
 
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Forum posts: 403
File comments: 168
Uploads: 6
You might run into a SetPoint bug while using RuneMover, I hope to have this fixed along with some new rune art choices by the end of the week.

Thanks for your patience!
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Old 05-31-2009, 07:37 AM  
Benuz
A Deviate Faerie Dragon

Forum posts: 17
File comments: 6
Uploads: 0
Quote:
Originally posted by Cralor
[b]In the ag_UnitFrames options, disable the Runebar module and it should allow RuneMover to work perfectly.
Thanks Cralor, you are a champion! Everything is working beyond satisfaction
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Old 05-30-2009, 10:24 AM  
Cralor
A Scalebane Royal Guard
 
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Forum posts: 403
File comments: 168
Uploads: 6
I fixed it last night. Took a while for WoWI to get it updated.

Thanks for the heads up!
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Old 05-30-2009, 08:16 AM  
Longarms
A Defias Bandit
 
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Forum posts: 2
File comments: 16
Uploads: 2
Erm... It looks like you forgot to include the actual RuneMover in the archive. At least RPText doesn't APPEAR to move the rune frame...
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Old 05-29-2009, 09:05 PM  
Cralor
A Scalebane Royal Guard
 
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Forum posts: 403
File comments: 168
Uploads: 6
Updated! I have now included both Side by Side and Curve layouts!!!

I'm always wanting new layout ideas!!

The next new option I will start conjuring is the ability to switch art forms on the runes. I hope to get permission from other people's artwork to put into RuneMover so that you can have multiple rune styles to choose from.

I hope you are enjoying RuneMover!
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Last edited by Cralor : 05-29-2009 at 09:05 PM.
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Old 05-27-2009, 08:31 PM  
Cralor
A Scalebane Royal Guard
 
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Interface Author - Click to view interfaces

Forum posts: 403
File comments: 168
Uploads: 6
In the ag_UnitFrames options, disable the Runebar module and it should allow RuneMover to work perfectly.

Some notes to users and myself to edit the description next time I update:

* Will not be adding padding - not a feature I would personally use and I just do not see it useful - especially with new "layouts" I will start working on
* OmniCC IS compatible with this - but you MUST have the scale set to 1.2 or higher for it to appear on the runes
* If you have issues with other addons conflicting with RuneMover, make sure you have tried to disable the DK portion (if any) of the addon first

Quote:
Originally posted by Sithdral
I'd like to be able to resize the rune bar and maybe move the runes so it would be like:
B B
U U
F F
(B = Blood, U = Unholy, F = Frost rune)
This will be the first layout I will work on
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Last edited by Cralor : 05-27-2009 at 08:47 PM.
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Old 05-27-2009, 02:31 AM  
Benuz
A Deviate Faerie Dragon

Forum posts: 17
File comments: 6
Uploads: 0
This is a really elegant addon, I liked it so much!

But, my other favorite addon ag UnitFrames automatically removes the rune frame completely, is there a way to prevent this happening?
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Old 05-24-2009, 09:55 PM  
Cralor
A Scalebane Royal Guard
 
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Forum posts: 403
File comments: 168
Uploads: 6
I've fixed the issue that I was having for so long by removing some extra features I did not necessarily need. I may slowly add some of this in as time goes on in a different manner that I have in mind.

Expect the "real release" of this addon very soon!

Sorry for the 6+ month wait!
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Old 05-24-2009, 11:03 AM  
Cryose
A Murloc Raider

Forum posts: 9
File comments: 4
Uploads: 0
Quote:
Originally posted by Shrake
Does anyone else have the problem that when you enter a vehicle the runes will reset to their original size upon exit of the vehicle?

On the addon, nice work, looking forward to the scaling and locking option.
Well, I haven't tried this addon yet, but this sounds like a similar problem I have with Pitbull. When I possess/enter a vehicle or pet, the default Pitbull Rune-bar (it's not really a "bar," considering that you can't edit it at all) vanishes and reappears very small where the default Blizz pet-frame is.

I'll check this out later, I hope it's compatible with Pitbull.
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