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ChaosInc's Portal Bug Reports Feature Requests
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Version:
r23
Date:
08-11-2009 01:25 AM
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CFM Config
Import Frame
Chaos Frame Modifier
Chaos Frame Modifier
This allows for full customization of almost any frame within the game.

Bugs Reports/Suggestions
Bugs/Suggestions should be posted here or via the ticket system.

Author's Note
"Extreme" UI modders may remember the old Discord series of mods written by Lozareth. A few years ago he decided to cease development on this series. A few devoted individuals have kept the mods active at underworldexodus.com. Unfortunately, Discord Frame Modifier never truly has been kept "up to date" with the rest. The entire collection has been kept alive through what I like to call "bandaid" fixes, in which code was changed enough to keep the mods functional but are still full of errors. Unless these errors caused a cease in functionality, there were simply ignored. I finally got tired of said errors and started this project up. So enough babble, let's get on to what this thing can do!

Slash Command
/cfm - brings up config
/cfm import - bring up import frame
/cfm load <Realm> <Name> - swap to another toon's settings (remember to capitalize your realm and name)
ESC - closes config

CFM vs. DFM
No Outside Libs: DFM originally required Discord Library as a dependency. The library had so many calls that it would drastically impact performance when working with the config frame. CFM has everything built into it with no dependencies.
No Default List: This is intentional and will NOT be changed. One of my biggest pet peeves about using DFM was that it had a HUGE default list and that 98% of it was never used. The database will only contain what YOU want it to.
No required UI Reloads: When a frame was removed from the database in DFM it would require a UI reload in order to reset that frame back to it's original settings. With CFM, this is no longer the case. When a frame is added, it automatically creates a restore point for that frame's data AT THAT POINT. When a frame is removed, it resets the frame to these settings automatically. The only time when a user is prompted to reload is after swapping profiles as some frames that don't have settings will not be moved.

The Config Panel
Frame List (top-left)
This lists your frames currently in your database.
Left Click: Selects the frame and fills in it's info in all other frames (except "Add Frame").
Right Click: Prompts removal of the frame from the database.

Add Frame (bottom-left)
This is where you can add frames to your database.
Name: The custom name for your frame to show in the list (half-works, see "Known Bugs")
Frame: The actual name of the frame.
Parent: You can reassign the parent frame when adding. Leaving it blank will default it to it's current parent.
Tab: Move to next edit box.

Properties Frame (upper-right)
This displays and controls all the selected frame's properties.
Force Hide: Checking this will always hide the frame.
Width = Height: Also known as "Constrain Porportions". With this checked, if the width/height is changed, it automatically sets the other as the same value.
Width: Current width of the frame.
Height: Current height of the frame.
Scale: Current scale of the frame. (+/- adjust scale by .1)
Level: Current level of the frame. This controls where this frame's position is on the same strata (see below) as other frames. Think of it like a line of plates. You have 3 plates stacked; plate 1 overlaps plates 2 and 3. If you change plate 3 to the top of the stack (change it's level higher than plate 1), plate 3 now overlaps plates 1 and 2.
From: The selected frames anchor point. This is the point that will attach to the parent frame set in "To" (seebelow).
To: The parent's point where you want the your selected frame to attach to.
Strata: Similar to level, but more extreme. There are 5 choices and the list goes from lowest to highest (top to bottom).

Position Frame (lower-right)
This controls the frames position in relation to the parent. Both values can be increased/decreased with their corresponding "+"/"-" buttons.
X: The selected frame's horizontal position.
Y: The selected frame's vertical position.
0,0: Resets the selected frame's position to X:0,Y:0.

Mouseover Frame (bottom)
This will tell you the name of the frame your mouse is currently over.

Import Frame (/cfm import)
This allows users to import their settings from DFM. 2 things to note:
1) No restore point will be generated during an import.
2) Because of the way DFM's saved vars are laid out, there is no way to "mass import" all frames at this time. Sorry.


ALL SETTING (except in Add Frame and Import Frame) ARE APPLIED WITH YOU PRESS "ENTER"

Known Bugs
Frame name displays in list instead of the name I set!: I'm aware of this and for the time being that's the way it is. When I realized my error on this, I was too far into the project to create a fix as it'll require a consider amount of recoding to fix. I actually wanna play for a bit now, dammit! =p
Frame X doesn't keep it's settings!: Some frames are "Load on Demand", meaning they don't exist yet when CFM tries to apply changes to it. This especially applies to several default Blizz frames (like AchievementFrame). If you come across something like this, please submit a ticket and I'll add support for it.

Soon-to-be FAQs (things I've asked myself along the way)
How long did it really take to write this?
Almost 4 months. I have a full time job, a woman and 2 kids. Doesn't leave much time for continuous coding without getting yelled at.

Why didn't you keep the "Discord" name?
This was completely written from the ground up. Not to discredit the original, but this was my hard work and felt it deserved to be titled with such in mind.

Why not just fix DFM?
DFM is way too bulky and, well, out of date. With the changes to the API over the last several patches a lot of the existing code is now redundant or just plain broken. I'd also have to rewrite portions of the Discord Library to compensate for fixes and would just be bigger headache than this has been so far.

Will you consider making this "Ace"'d?
Will you consider holding a shotgun to your head and pull the trigger? If there's one tradition for the Discord mods I've always agreed with is that it'll never use Ace libs (or any other for that matter). I hate trying to work off other people's libs because if something changes that breaks the lib then I have to sit and wait for a fix before I can fix my own project.

LDB/Titan/Fubar support?
Why? Too lazy to type /cfm?

Can the colors be changed?
Eventually. Maybe. I like em. I didn't like Discord's color scheme, but I dealt with it just fine. You can too.

Will you allow WoWMatrix to distribute this?
They can go die in a bus fire.

Things To Do
1) Figure out why the strata box keeps saying "Center". (DONE!)
2) Fix so name shows in list instead of the frame.
3) Get my Argent Tournament mount. (most likely to happen first) (DONE!)
4) Compatibility with other mod's saved vars. Currently, there are a few mods that will reset frame positions when their options are opened (XPerl, Lunarsphere, etc.) Goal is that when CFM saves a frame's position, it'll also automatically save them to the parent mod's saved vars as well, preventing the "auto shift back" when these mods are opened after CFM is closed. (likely to happen second) (PARTLY DONE!)
5) Go get a soda (DONE!)

Credits
ME!: I wrote it.
Moongaze: LOTS of help along the way, including a lot of performance suggestions.
Discord Community: For keeping Discord going as long as it has been. Notable people being Shiny, ThaDruid, Kayda. No credit goes to Lappen, however, as he's just a whiny bastard who hasn't done anything useful. Ever.
WoWInterface Community: Including Seerah, Akryn, and kraftman for helping me with my noobish questions on the forums when I'd get stuck.
  Change Log - Chaos Frame Modifier
r23
+ Added missing "OnShow" hooks when a frame is initially added, which was causing a variety of frames to keep reseting their x/y positions until login/reload

r22
+ Force load Blizzard_AchievementUI if user has made changes to the AchievementFrame (ticket 5958)

r21
+ Anchoring fixes, now aligns properly on widescreens
+ Added frames will now set as movable before attempting to modify them

r20
+ Changed restore info and useProfile to PerCharacter variables to avoid taint. Existing variables should convert silently.
+ Frames should now restore after exiting a vehicle
+ File no longer run through LuaSrcDiet. Too much of a hassle to keep updated and the performance trade off is hardly noticeable.

r19
+ CombatLockDown checks added.
+ ForceHidden frames should not show at ANY point now (for real this time!)

r18
+ Fix bug where not all frames were being loaded
+ ForceHide properly works on already hidden frames (example: TargetFrame will now stay hidden, even on target changes)
+ Some code cleanup

r 17
+ Frames are now set as "UserPlaced". If newly added frames were already previously "UserPlaced", it is recorded in that frames restore data.
+ Fix bug where Blizz's target frame would remain present after zoning/porting (not tested)(WoWI Ticket 5937).
+ Frames not currently present (addon disabled/deleted, etc.) will no longer show up in the frame list.

r16
+ Fix WorldFrame strata work around(typo)
+ Added additional checks when working with the WorldFrame (hopefully no more bugs, but no promises)
+ No really, "useProfile" isn't a selectable frame. Fixed.
+ Fix typo when importing forceHide value from DFM (was saving incorrectly)
+ Increase load delay from 1sec to 2sec to compensate a bit for UI lag
+ Profile swapping now works the way it's supposed to (thanks Akryn)
+ If a parent frame is no longer present for a selected frame, it will now default to "UIParent"
+ Users will now be prompted to reloadUI when switching profiles (in case frames don't end up where they're supposed to)

r15
+ profile swapping (temp setup)

r14
+ Clicking height +/- will now properly update the height box instead of the width box
+ Created workaround for strata error when attempting to add/edit the WorldFrame
+ Fix confusion with From/To points (listed correctly, code was backwards)

r13
Users are now able to import settings from DFM (see desc for details)

r11
+ Added (+/-) buttons to height,width,scale and level
+ Reorganized config frame for the new buttons
+ Moved (-) on X/Y edit boxes

- No longer possible to set a negative level

r8
Mouseover info frame now shows parent data
Couple bug fixes that many may not have even seen
Switched file version to revision numbering (easier to deal with)

1.1
Clicking the 0,0 button should now set X/Y boxes to 0
Frames with no defined parent will now default to "UIParent"

1.0
Initial Release
  Archived Versions - Chaos Frame Modifier
File Name
Version
Size
Author
Date
r22
8kB
ChaosInc
07-15-2009 10:27 PM
r21
8kB
ChaosInc
07-15-2009 01:55 PM
r21
25kB
ChaosInc
07-10-2009 08:38 PM
r19
7kB
ChaosInc
07-01-2009 03:09 PM
r18
7kB
ChaosInc
06-30-2009 11:58 PM
r17
7kB
ChaosInc
06-29-2009 10:31 PM
r16
7kB
ChaosInc
06-17-2009 08:21 AM
r15
7kB
ChaosInc
06-08-2009 10:43 AM
r14
8kB
ChaosInc
06-04-2009 05:51 PM
r13
8kB
ChaosInc
06-04-2009 12:54 AM
r11
6kB
ChaosInc
05-25-2009 12:38 PM
r8
5kB
ChaosInc
05-23-2009 10:48 PM
1.1
21kB
ChaosInc
05-23-2009 09:48 AM
1.0
5kB
ChaosInc
05-21-2009 02:25 AM
  Comments - Chaos Frame Modifier
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Old 09-16-2009, 12:41 PM  
Gixx
A Kobold Labourer

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Quote:
Originally posted by ChaosInc
As far as the vehicle bug, again, I believe this is caused by the same conflict. Completely removing MA! from the process should resolve this issue as well.

Sorry, I didn't test this with MA! and didn't see why there would be any sort of relevant conflicts, but apparently I was wrong.
Thanks for your answer, im gonna test it soon!
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Old 09-16-2009, 12:08 AM  
ChaosInc
A Frostmaul Preserver
 
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Re: ..

Quote:
Originally posted by Warschild
Hey Chaos. I'm sad to hear you are quitting (but completely understand... mostly the balance part -_-). So, if I understand you correctly from your post below... if we just do a /reload after altering stuff it should work (most of the time)?

Also, it is sad to here this addon probably won't be developed too much further but I know DFM stayed around for a LONG time without needing to be updated. I don't think Blizzard messes with the code that makes it tick too often. Do you think CFM is coded in a manner that will keep it working without the need for updates every patch?

Thanks again.
All the reload will do is save your settings to the saved variable file for the mod, which I suppose in turn makes your settings "permanent" until you change them again as far as CFM is concerned. Once settings are made with CFM, nothing should have to be done again, reload or not. The only thing that corrupts this is another addon that fires off other events in-game to adjust frames, such as MA!. I've only ever used this to adjust my frames and came across no issues.

As far as development, yeah, this is pretty much it as of right now. The code is pretty basic and solid with plenty of crosschecks to ensure that things run smoothly, as well as the restore system in case something messes up. Unless there are dramatic changes to the frame management API (which is what killed a lot of the Discord mods), this should hold up for quite a while. If something does change along the road, as long as I'm aware of it and catch it in time it shouldn't require me to have to log in and fix; just c/p the replacement info.

I apologize about CART though. I was hoping to get it out before things went down. Just like CFM, it was stripped of fluff and being built from the ground up. Unfortunately between busy season at work and school, this didn't happen. The file itself isn't even coded enough to bother with releasing to someone else.

As I stated before, I'd love to keep going on development for all my projects, but I can't justify spending $15/month just to do this when I'll already be paying for another MMO subscription that I'll actually play.
__________________

"Introduce a little anarchy. Upset the established order, and everything becomes chaos. I'm an agent of chaos. Oh, and you know the thing about chaos? It's fair!" -- The Joker

I R MOD AT CURSE
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Old 09-15-2009, 07:53 PM  
Warschild
A Murloc Raider

Forum posts: 6
File comments: 6
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..

Hey Chaos. I'm sad to hear you are quitting (but completely understand... mostly the balance part -_-). So, if I understand you correctly from your post below... if we just do a /reload after altering stuff it should work (most of the time)?

Also, it is sad to here this addon probably won't be developed too much further but I know DFM stayed around for a LONG time without needing to be updated. I don't think Blizzard messes with the code that makes it tick too often. Do you think CFM is coded in a manner that will keep it working without the need for updates every patch?

Thanks again.
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Old 09-13-2009, 12:50 AM  
ChaosInc
A Frostmaul Preserver
 
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Quote:
Originally posted by Gixx
Hello!

First of all, thank you for creating this addon, it is really good and helped me getting rid of moveanything
There is just one thing which is annoying: When I leave any vehicle the PlayerFrame(which is quite the only thing why I'm using CFM) is buggy. It looks like http://img11.imageshack.us/img11/529...1109183610.jpg . (normally the PlayerFrame is in the middle just to the left of the TargetFrame)

Maybe it helps when I tell you how I configured CFM: I activated MoveAnything and CFM, moved all the Frames I wanted to move with MoveAnything then added them to CFM and after this I deactivated MoveAnything.

I can fix the problem with a /rl, but in a bg its not the best solution. Btw it seems that when I leave a vehicle and beeing not in-combat the PlayerFrame resets to top left.

It would be really nice if you could fix it even though you are not playing anymore.
Not tested, but I believe the conflict is that the "UserPlaced" settings and CFM's DB are conflicting. This is because:
1) CFM adjusts frames ONLY when you either alter them via the interface or when "PLAYER_ENTERING_WORLD" is fired (login/reload).
2) CFM automatically applies "UserPlaced" to the frame, but unfortunately "UserPlaced" settings will not be saved until a /reload. Nothing I can do about that.
3)If any other event fires that causes frames to be adjusted before the "UserPlaced" data is saved, it will use old "UserPlaced" data or whatever it's default data would be (in case of PlayerFrame, upperleft).

The only reason to use MA! before CFM is for the drag-n-drop feature, which I regretfully didn't get time to add to CFM before our accounts went down. However, it doesn't really take much more time to manually place the frame via the X/Y positioning on the lower-right of the interface, as long as you have general idea on where you want to place it. Utilizing the parent/anchor settings makes it even easier.

Try placing your frame strictly with CFM (MA! deactivated) and see if the behaviour reproduces again. If you want to quick-wipe the saved data for your toon beforehand (without having to log out):
Code:
/script CFM_Profiles["realm"]["toon"] = {}
Obviously, replace realm/toon with your info (WITH QUOTES). This shouldn't be necessary, however, unless you simply want to start from scratch again.

As far as the vehicle bug, again, I believe this is caused by the same conflict. Completely removing MA! from the process should resolve this issue as well.

Sorry, I didn't test this with MA! and didn't see why there would be any sort of relevant conflicts, but apparently I was wrong.
__________________

"Introduce a little anarchy. Upset the established order, and everything becomes chaos. I'm an agent of chaos. Oh, and you know the thing about chaos? It's fair!" -- The Joker

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Old 09-11-2009, 01:04 PM  
Gixx
A Kobold Labourer

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Hello!

First of all, thank you for creating this addon, it is really good and helped me getting rid of moveanything
There is just one thing which is annoying: When I leave any vehicle the PlayerFrame(which is quite the only thing why I'm using CFM) is buggy. It looks like http://img11.imageshack.us/img11/529...1109183610.jpg . (normally the PlayerFrame is in the middle just to the left of the TargetFrame)

Maybe it helps when I tell you how I configured CFM: I activated MoveAnything and CFM, moved all the Frames I wanted to move with MoveAnything then added them to CFM and after this I deactivated MoveAnything.

I can fix the problem with a /rl, but in a bg its not the best solution. Btw it seems that when I leave a vehicle and beeing not in-combat the PlayerFrame resets to top left.

It would be really nice if you could fix it even though you are not playing anymore.
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Old 09-08-2009, 04:36 PM  
ChaosInc
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Unfortunately, CART has been put on hold (and may not actually see the light of day ) for 2 reasons:

1) I've been focusing on getting my programming degree, so I don't have as much time as I used to
2) more recently, I quit WoW (again) thanks to some DK showing me exactly how unbalanced the game still is in pvp ("WTF? White melee for 2.5k, 4k crit?!?!")

However, I am still keeping my existing projects going, but I'm not sure how long that's going to last since my only WoW access decided she wants to take a break from the game for a while and I can't justify paying for a game I'm not actually playing. I'll see if I can sneak your request in before her account goes down. If not, I'll still slap the code together, I'll just need it tested.
__________________

"Introduce a little anarchy. Upset the established order, and everything becomes chaos. I'm an agent of chaos. Oh, and you know the thing about chaos? It's fair!" -- The Joker

I R MOD AT CURSE
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Old 09-08-2009, 01:13 PM  
Warschild
A Murloc Raider

Forum posts: 6
File comments: 6
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One more thing...

Oh, also... I know you are working on Chaos Art. How is that coming along? Where can I get a copy? I imagine you're going with a similar design that makes it a lot more light-weight? *gay voice* Detaaailz!
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Old 09-08-2009, 01:03 PM  
Warschild
A Murloc Raider

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Thumbs down Feature Request

Hey Chaos, fellow old-school discorder here! First off, this addon is a life-saver. FINALLY YAY! I like that you cut off a lot of fat from DFM but one thing I do miss is the option to disable mouse clicks on frames. Any possibility of adding this feature at some point? Thanks and thanks again.
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Old 08-16-2009, 11:06 AM  
Eiraidyn
A Kobold Labourer

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Re: Re: Re: Re: Parent size

Quote:
Originally posted by ChaosInc
WorldFrame
Not sure if you mean you were trying to attach the tooltip to this or that you were trying to modify it.
I tried to attach the tootlip to it, just to see if that helped

I guess I will stick with Ct_Mod core to move my tooltip for now

Can't wait until you get a chance to test that


EDIT: I was testing it some more, and got it to move the tooltip (with UIParent, not sure why it wouldnt work for me before) but it now has a "fixed" size for the tooltip, so if there is more information than will fit it in, that information is underneath the tooltip box (I hope you understand what I mean) and it is hard to read.

Last edited by Eiraidyn : 08-16-2009 at 11:22 AM.
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Old 08-16-2009, 03:48 AM  
ChaosInc
A Frostmaul Preserver
 
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Re: Re: Re: Parent size

Quote:
Originally posted by Eiraidyn
I didnt realize I could set a parent name into the frame part, but I did that and it worked great, thank you so much


Sorry to be a pain, but I have another question, any clue how to move the tooltip? Is it possible? I think the name of the frame is GameTooltip, but I wasnt sure what the parent was, so I tried leaving it blank, that stuck it to a Fubar addon I have lol , I tried WorldFrame but it wont allow me to move it I can change the x,y but it wont actually move it, and I tried UIParent, no luck
Tooltip
The tooltip is quite a tricky little guy. I haven't fully tested it with that. I should really get around to it since you're not the first to ask about it. However, it should've stuck the frame to "UIParent" as that is set as the default if no parent info is provided. Of course, thinking about it, it most likely stuck to Fubar if that was the last frame you moused over (and popped the Tooltip). That's the main problem with trying to anchor the tooltip with this; most mods it gets reanchored everytime you mouseover a part (such as Fubar module tooltips).

WorldFrame
Not sure if you mean you were trying to attach the tooltip to this or that you were trying to modify it.
__________________

"Introduce a little anarchy. Upset the established order, and everything becomes chaos. I'm an agent of chaos. Oh, and you know the thing about chaos? It's fair!" -- The Joker

I R MOD AT CURSE
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Old 08-14-2009, 08:52 AM  
Eiraidyn
A Kobold Labourer

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Re: Re: Parent size

Quote:
Originally posted by ChaosInc

Note: Modifying "BuffFrame" will modify both buff/debuff.
I didnt realize I could set a parent name into the frame part, but I did that and it worked great, thank you so much


Sorry to be a pain, but I have another question, any clue how to move the tooltip? Is it possible? I think the name of the frame is GameTooltip, but I wasnt sure what the parent was, so I tried leaving it blank, that stuck it to a Fubar addon I have lol , I tried WorldFrame but it wont allow me to move it I can change the x,y but it wont actually move it, and I tried UIParent, no luck

Last edited by Eiraidyn : 08-14-2009 at 09:21 AM.
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Old 08-13-2009, 04:27 PM  
ChaosInc
A Frostmaul Preserver
 
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Re: Parent size

Quote:
Originally posted by Eiraidyn
Thank you for this addon I have been looking for something like this, but wasnt sure what to look for. I used to use move-anything and it worked great until WotLK, now I can move/resize things again

Is there a way to change the size of the parent frame and have it change for all under that parent? What I am wanting to do is to change the size of all of my buff buttons. Is there a way to change all without having to change each one individually? Im not sure how many there are/can actually be. Same with de-buffs.
Are you talking about the default buff/debuff icons (or buttons as some call them)? If so, each should be under a main parent and if you change that it should also change the children. Both are part of the parent frame "BuffFrame".

Note: Modifying "BuffFrame" will modify both buff/debuff. If this is not what you're looking for, I have another untested suggestion. Each time a buff button is created it inherits it's size from an unseen frame named "TempEnchantX" (X = 1 for buff, 2 for debuff). If you modify the size of this it should apply to each button as it's created.

If need be I can add an option "Apply to all children" (which probably would've been easier than looking the previous up), but it'd be a bit before I could add it as I'm playing catch up on school work (I've been slacking.... A LOT) and building my next major project.
__________________

"Introduce a little anarchy. Upset the established order, and everything becomes chaos. I'm an agent of chaos. Oh, and you know the thing about chaos? It's fair!" -- The Joker

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Old 08-13-2009, 10:45 AM  
Eiraidyn
A Kobold Labourer

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Parent size

Thank you for this addon I have been looking for something like this, but wasnt sure what to look for. I used to use move-anything and it worked great until WotLK, now I can move/resize things again

Is there a way to change the size of the parent frame and have it change for all under that parent? What I am wanting to do is to change the size of all of my buff buttons. Is there a way to change all without having to change each one individually? Im not sure how many there are/can actually be. Same with de-buffs.
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Old 08-11-2009, 01:25 AM  
ChaosInc
A Frostmaul Preserver
 
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r23

All fixed.
__________________

"Introduce a little anarchy. Upset the established order, and everything becomes chaos. I'm an agent of chaos. Oh, and you know the thing about chaos? It's fair!" -- The Joker

I R MOD AT CURSE
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Old 08-10-2009, 07:11 PM  
scaredofspiders
A Kobold Labourer

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Super

Thanks--I looked for this on curse as 'CFM' or I might've commented there first.
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