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Updated: 05-11-21 03:26 AM
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The Burning Crusade Classic (2.5.1)
Classic Patch (1.13.7)
Updated:05-11-21 03:26 AM
Created:05-26-19 11:07 PM
Downloads:38,049
Favorites:117
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TipTac for Classic+TBC  Popular! (More than 5000 hits)

Version: Classic+TBC
by: damagepy [More]

TipTac for Classic + TBC (quickfix by DaMaGepy)
Mouseover ToolTip addon, highly configurable what how and where to display in the tooltips. Took a while to fix because the retail verion had a weird bug displaying (not displaying) player data plus guildinfo randomly.

To open config window: /tiptac

I am not the author, I just modified/updated it to work in Classic, if someone else or the author uploads an official/better version then I'll delete this.
I only tested for a while, I think I found/fixed all error but some may still occur, if that happens then pls report them here or ingame (ClassicPvP): Magepy / Gepy

- I've added an optional namechange feature (for streamers), you can edit the TipTac\FakeNames.lua
- ADDED "/tip" options: General / Name Type: To hide or display PvP rank after the name or to use number instead... server, pvprank and guild rank are darker gray
- ADDED at Layout: my personal layout style (DaMaGepy) as I'm using it

Hopefully will work in prepatch and TBC, I'll update if needed
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Unread 09-16-19, 04:53 AM  
iambRad
A Defias Bandit

Forum posts: 2
File comments: 3
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Also, any idea on how to get the tooltips to work with Questie showing which mobs to kill for quests, etc?
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Unread 09-15-19, 06:27 PM  
iambRad
A Defias Bandit

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Originally Posted by hipjipp
Hi, I got bothered by the seemingly empty line that was created on all tooltips so I looked into it.Seems the SetPadding on line 833 was commented out.
Code:
self:SetPadding(tt.xPadding,tt.yPadding);
Uncommenting it fixes the issue of the tooltip looking wack all the time.
Also uncommenting the block on line 651 for works just fine.
Code:
if (first) and (cfg.hidePvpText or cfg.hideFactionText or cfg.hideRealmText) then
    self:RemoveUnwantedLines(tip);
end
Edit: Forgot to mention that these changes are in ttCore.lua
I came here with this issue and the above fixed it for me, thanks so much!

Editing the second block of code made hiding PvP text work.

Would love an updated version with some of these fixes
Last edited by iambRad : 09-18-19 at 05:22 AM.
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Unread 09-08-19, 10:18 AM  
dssurge
A Kobold Labourer

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File comments: 20
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Originally Posted by hipjipp
Hi, I got bothered by the seemingly empty line that was created on all tooltips so I looked into it.Seems the SetPadding on line 833 was commented out.
Code:
self:SetPadding(tt.xPadding,tt.yPadding);
Uncommenting it fixes the issue of the tooltip looking wack all the time.
Also uncommenting the block on line 651 for works just fine.
Code:
if (first) and (cfg.hidePvpText or cfg.hideFactionText or cfg.hideRealmText) then
    self:RemoveUnwantedLines(tip);
end
Edit: Forgot to mention that these changes are in ttCore.lua
Thanks for this comment.

For those who don't understand what this fixes, if you have Tiptac's Health Bars enabled (the ones inside the frame that are class/reaction colored,) this gets rid of the trailing gap at the end of non-unit tooltips.
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Unread 09-07-19, 03:39 AM  
DeggTSK
A Kobold Labourer

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Re: RealMobHealth

Originally Posted by Calthaza
Hi. I was wondering if it is possible to remove the "Missing Health Data" pm the tooltip?

Picture here: https://puu.sh/Eej6p/d77c21a0e7.png

/Calth
It is RealMobHealth's option "Show Tooltip Info". Disable it and you will be ok.
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Unread 09-06-19, 10:21 PM  
Calthaza
A Kobold Labourer

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RealMobHealth

Hi. I was wondering if it is possible to remove the "Missing Health Data" pm the tooltip?

Picture here: https://puu.sh/Eej6p/d77c21a0e7.png

/Calth
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Unread 09-05-19, 09:18 PM  
DeggTSK
A Kobold Labourer

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Is there any chance to make it work with Classic Codex's quest objectives on tooltips?
It works while "Enable TipTac Unit Tip Appearance" is disabled but addon loses almost all functionality then.
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Unread 09-04-19, 02:40 PM  
hipjipp
A Cliff Giant
 
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Hi, I got bothered by the seemingly empty line that was created on all tooltips so I looked into it.Seems the SetPadding on line 833 was commented out.
Code:
self:SetPadding(tt.xPadding,tt.yPadding);
Uncommenting it fixes the issue of the tooltip looking wack all the time.
Also uncommenting the block on line 651 for works just fine.
Code:
if (first) and (cfg.hidePvpText or cfg.hideFactionText or cfg.hideRealmText) then
    self:RemoveUnwantedLines(tip);
end
Edit: Forgot to mention that these changes are in ttCore.lua
Last edited by hipjipp : 09-05-19 at 01:54 AM.
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Unread 09-04-19, 12:49 PM  
trickdaemon
An Aku'mai Servant

Forum posts: 36
File comments: 40
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Love this addon, especially with the realmobhealth support!

I know this is a quickfix, but the one feature I would love is the option to show the unit speed in tooltips, it's really helpful as a hunter to know which things I can kite and etc.

It's an option in Tinytooltip, maybe we could add it on here if it's not too much work?

Either way, thank you so much!
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Unread 08-29-19, 09:14 PM  
BujuArena
A Deviate Faerie Dragon
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Originally Posted by Duman
I know this was a "quickfix", but in ttBars.lua, you can define some functions to check for and use RealMobHealth if installed, so that the health bars have values for mobs that are stored in RMH...

Define something like:

Lua Code:
  1. function MH_UnitHealth(unit)
  2.         if RealMobHealth ~= nil then
  3.                 local cur,max = RealMobHealth.GetUnitHealth(unit)
  4.                 return cur
  5.         else
  6.                 return UnitHealth(unit)
  7.         end
  8. end
  9. function MH_UnitHealthMax(unit)
  10.         if RealMobHealth ~= nil then
  11.                 local cur,max = RealMobHealth.GetUnitHealth(unit)
  12.                 return max
  13.         else
  14.                 return UnitHealthMax(unit)
  15.         end
  16. end

And then replace any calls to "UnitHealth" or "UnitHealthMax" with the above functions (respectively) -- which really seem to be just in the function HealthBarMixin:GetValueParams(), so it would become:

Lua Code:
  1. function HealthBarMixin:GetValueParams(u)
  2.         local val = MH_UnitHealth(u.token);
  3.         local max = MH_UnitHealthMax(u.token);
  4.         return val, max, cfg.healthBarText;
  5. end

(Which could theoretically be rewritten to not even use local vars, but I was just doing a quick edit)
Thanks! I used your code locally and it works wonderfully. Good old TipTac is back!
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Unread 08-17-19, 07:18 PM  
damagepy
A Kobold Labourer
 
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Yes, thanks for the suggestion... actually I've tought about adding it to tiptac too but I guessed its not needed.... but I'll add then
As I see it is enough to just add one single line for this, but I'll copy the code from zperl where my modification supports older version of mobhealth too (in case someone havent updated it).
I'll check if it works at launch and onle then I'll update here, just to besafe
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Unread 08-15-19, 02:26 PM  
Duman
A Murloc Raider

Forum posts: 9
File comments: 35
Uploads: 0
I know this was a "quickfix", but in ttBars.lua, you can define some functions to check for and use RealMobHealth if installed, so that the health bars have values for mobs that are stored in RMH...

Define something like:

Lua Code:
  1. function MH_UnitHealth(unit)
  2.         if RealMobHealth ~= nil then
  3.                 local cur,max = RealMobHealth.GetUnitHealth(unit)
  4.                 return cur
  5.         else
  6.                 return UnitHealth(unit)
  7.         end
  8. end
  9. function MH_UnitHealthMax(unit)
  10.         if RealMobHealth ~= nil then
  11.                 local cur,max = RealMobHealth.GetUnitHealth(unit)
  12.                 return max
  13.         else
  14.                 return UnitHealthMax(unit)
  15.         end
  16. end

And then replace any calls to "UnitHealth" or "UnitHealthMax" with the above functions (respectively) -- which really seem to be just in the function HealthBarMixin:GetValueParams(), so it would become:

Lua Code:
  1. function HealthBarMixin:GetValueParams(u)
  2.         local val = MH_UnitHealth(u.token);
  3.         local max = MH_UnitHealthMax(u.token);
  4.         return val, max, cfg.healthBarText;
  5. end

(Which could theoretically be rewritten to not even use local vars, but I was just doing a quick edit)
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Unread 05-31-19, 05:08 PM  
mech6982
A Kobold Labourer

Forum posts: 1
File comments: 16
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This happens when mousing-over rewards in the quest log:
Code:
Message: Invalid quest item in SetQuestLogItem("type", index [, questID])
Time: Fri May 31 19:05:15 2019
Count: 1
Stack: Invalid quest item in SetQuestLogItem("type", index [, questID])
[C]: ?
[C]: in function `SetQuestLogItem'
[string "*:OnEnter"]:3: in function <[string "*:OnEnter"]:1>

Locals: (*temporary) = GameTooltip {
 0 = <userdata>
 FadeOut = <function> defined @Interface\AddOns\TipTac\ttCore.lua:856
 SetUnitDebuff = <function> defined =[C]:-1
 comparing = false
 SetInboxItem = <function> defined =[C]:-1
 SetBuybackItem = <function> defined =[C]:-1
 shoppingTooltips = <table> {
 }
 SetMerchantItem = <function> defined =[C]:-1
 SetQuestLogItem = <function> defined =[C]:-1
 SetHyperlink = <function> defined =[C]:-1
 SetUnitBuff = <function> defined =[C]:-1
 SetTalent = <function> defined =[C]:-1
 SetTradePlayerItem = <function> defined =[C]:-1
 SetIconTextureAndText = <function> defined @Interface\AddOns\TipTacItemRef\ttItemRef.lua:62
 SetSendMailItem = <function> defined =[C]:-1
 BottomOverlay = <unnamed> {
 }
 updateTooltip = 0.060000
 SetInventoryItem = <function> defined =[C]:-1
 ttIcon = <unnamed> {
 }
 ttCount = <unnamed> {
 }
 SetLootRollItem = <function> defined =[C]:-1
 SetUnitAura = <function> defined =[C]:-1
 TopOverlay = <unnamed> {
 }
 SetAuctionSellItem = <function> defined =[C]:-1
 SetBagItem = <function> defined =[C]:-1
 needsReset = true
 SetTradeTargetItem = <function> defined =[C]:-1
 SetLootItem = <function> defined =[C]:-1
 SetQuestItem = <function> defined =[C]:-1
 SetAuctionItem = <function> defined =[C]:-1
}
(*temporary) = "choice"
(*temporary) = 2
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