They aren't in the framexml at all, they seem to be rendered as part of the minimap. The api functions also don't seem to return information for all of the different types of icons, I only noticed it working for the treasure chests.
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Just tested the IsInProvingGround() function and it will only return 1 after the player has talked to the NPC inside the scenario and the timer has finished counting down.
Lua Code:
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Currently it is defined as Code:
function IsInProvingGround() It would be interesting to check what C_Scenario.GetProvingGroundsInfo() and / or GetInstanceInfo() return in proving grounds as that's probably a better way to test for them. |
xCT+ author here. There are some floating combat text features that were not documented:
New CVars Code:
CombatHealingAbsorbTarget Code:
SHOW_COMBAT_HEALING_ABSORB_SELF == 1 or 0 Code:
InterfaceOptionsCombatTextPanelHealingAbsorbTarget Code:
ABSORB_ADDED Code:
function CombatTextUpdated_Handle(event, ...) Take care! |
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