Quantcast
Download
(257 Kb)
Download
Updated: 09-08-18 03:49 PM
Pictures
File Info
Compatibility:
Battle for Azeroth (8.0.1)
Shadows of Argus (7.3.0)
Tomb of Sargeras (7.2.0)
Return to Karazhan (7.1.5)
Legion (7.0.3)
Updated:09-08-18 03:49 PM
Created:unknown
Downloads:46,720
Favorites:124
MD5:
Categories:Death Knight, Buff, Debuff, Spell, Casting Bars, Cooldowns

Rune-It-All  Popular! (More than 5000 hits)

Version: 8.0.1
by: Cralor [More]

Description

Rune-It-All adds more features and functionality to Blizzard's rune frame, including size, movement, transparency, cooldown text, various art styles, and more.

Rune-It-All 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 5 unique layouts including: Vertical, Curved Up, Curved Down, Vertical Block, and Horizontal Block
  • Has 7 unique art choices including: Beta Runes, DKI Runes, and Letter Runes, Japanese Runes, Orb Runes, Runica Runes, Beta-Enhanced Runes
  • Allows you to move the runes individually
  • Has custom cooldown text (includes several options along with it)
  • Has option to show runes (when OOC - and useful when OOC alpha is less than 1) when you use a rune (e.g. Death and Decay OOC)
  • Allows you to increase or decrease the spacing between runes ("padding") Note: only works for Vertical and Horizontal layouts
  • Allows you to configure how the rune bar acts when you enter a Vehicle
  • And more...

Notes
  • Options can be accessed by typing /ria, /runeitall or /rune-it-all (or accessing the Interface Options)
Credits

Thank you to these people who gave the knowledge and insight to keep me on the right track:
_Chloe, slakah, zeksie, KarlKFI, Akryn, arnath2, kollektiv, Parnic, Yivry

Source
https://github.com/cralor/rune-it-all

8.0.1
----------
Updated for BfA 8.0.1
- Bug fixes with RUNE_POWER_UPDATE & initial login

7.3.0
----------
Updated for Legion 7.3.5
- Bug fixes & compatibility updates
- Added new feature to display Rune Type based on current Talent Spec

7.0.0
----------
Updated for Legion
- Rewrote the entire AddOn
- New expansion, same taste... same features
- Because runes are now "Death" style by default, created option to modify this if you want Blood, Unholy, or Frost for nostalgia
- Added the new Death rune default Blizzard style art as an option
- Support for 7th rune (Frost spec)

3.2.2
----------
Updated for Mists of Pandaria
- Fixed Pet Battle compatibility issues

3.2.1
----------
ToC update

3.2.1
----------
Have I really fixed the Death Rune issue?!

3.2 BETA
----------
TOC bump for latest patch compatibility
Fixed Vehicle entering / exiting issues
New experimental feature: change rune CD alpha (give feedback!)

3.1.1
----------
Another attempt at fixing exiting vehicle bug
Fixed package name error

3.1
----------
Remove debug code
Fix some comments
Included license txt this time around
New feature: choose how Rune-It-All acts when entering vehicles
Attempt at fixing exiting vehicle errors

3.0
----------
New features:
- Padding
- "OCC Rune Sensing"
- Individual Rune Moving
- Custom Cooldown Text

2.6.6
----------
Fixed YssDrop complications - Please update your YssDrop too!
Added new license file

2.6.5
----------
More attempts at fixing the rune issues!

2.6.4
----------
Forgot a :Show() call somewhere in there :)

2.6.3
----------
Unregister Blizzard Events! Stop fiddling with my code!

2.6.2
----------
Embed Portfolio! yay!

2.6.1
----------
Include Portfolio... d'oh!

2.6
----------
AddonLoader support - delayed
ToC reflected to show support for Patch 3.3
Fixed Death and Loading Screen bugs where the runes would reset

2.5.2
----------
Oops.
Lowered Rune Strata and increased font layer (so that you could see the X when unlocking the runes)

2.5.1
----------
Attempt fix at small bug on the default skin

2.5
----------
Pretty sure I fixed the Death Rune problem!
ToC bumped for Patch 3.2

2.4
----------
Fixed dreadful Unholy/Frost rune bug. What a pain!
Added 2 new layouts: Vertical Block and Curved Down
Added 4 new art choices: Japanese, Runica, Orb, and Beta-Enhanced

2.3
----------
Added art dropdown and new art choices
Fixed Vehicle bug
Updated Portfolio version
Fixed SetPoint issue

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.
Optional Files (0)


Archived Files (4)
File Name
Version
Size
Author
Date
7.3.0
260kB
Cralor
02-12-18 08:10 PM
7.0.0
261kB
Cralor
09-22-16 06:28 PM
3.2.2
263kB
Cralor
12-23-13 06:25 PM
3.2.1-40300
266kB
Cralor
03-07-12 07:06 PM


Post A Reply Comment Options
Unread 07-16-09, 08:25 AM  
Cralor
Mmm... cookies!!!
 
Cralor's Avatar
AddOn Author - Click to view AddOns

Forum posts: 772
File comments: 323
Uploads: 4
I am not aware of this issue. I must have changed something around without knowing it.

I'll look into it this weekend. Thanks for the report.
__________________
Never be satisfied with satisfactory.
Report comment to moderator  
Reply With Quote
Unread 07-15-09, 11:55 PM  
Dannyll
A Kobold Labourer

Forum posts: 0
File comments: 7
Uploads: 0
Rune Image Bug

A very nice addon mate. Liked it way more than other rune track addons, but I noticed a strange phenomenon in some of the runes. I've set it up to a curved layout using the DKI runes for images. The problem is, when I begin to use the runes, when they refresh two of them always convert to the standard rune images. The position of these two changes and varies, but usually stays two.

Have no idea what's causing it, but thought you'd be interested try fix it.
Report comment to moderator  
Reply With Quote
Unread 07-08-09, 02:39 PM  
Cralor
Mmm... cookies!!!
 
Cralor's Avatar
AddOn Author - Click to view AddOns

Forum posts: 772
File comments: 323
Uploads: 4
Art is finally here!

I fixed the SetPoint and Vehicle issues as well. I'm pretty sure the Death rune's will work fine as well.

Let me know if you run into any problems.

I'll start working on more art and layouts.
__________________
Never be satisfied with satisfactory.
Report comment to moderator  
Reply With Quote
Unread 06-16-09, 02:29 AM  
Dwarfishort
A Kobold Labourer

Forum posts: 1
File comments: 3
Uploads: 0
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 : 06-16-09 at 02:30 AM.
Report comment to moderator  
Reply With Quote
Unread 06-15-09, 03:41 PM  
Cralor
Mmm... cookies!!!
 
Cralor's Avatar
AddOn Author - Click to view AddOns

Forum posts: 772
File comments: 323
Uploads: 4
Yes. I thought about that a while ago.

I will include that in a future version. Thanks
__________________
Never be satisfied with satisfactory.
Report comment to moderator  
Reply With Quote
Unread 06-15-09, 03:33 PM  
Arkadi
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 12
Uploads: 2
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.
Report comment to moderator  
Reply With Quote
Unread 06-15-09, 01:32 PM  
Cralor
Mmm... cookies!!!
 
Cralor's Avatar
AddOn Author - Click to view AddOns

Forum posts: 772
File comments: 323
Uploads: 4
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.
__________________
Never be satisfied with satisfactory.
Report comment to moderator  
Reply With Quote
Unread 06-15-09, 12:34 AM  
Dwarfishort
A Kobold Labourer

Forum posts: 1
File comments: 3
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 : 06-15-09 at 05:07 AM.
Report comment to moderator  
Reply With Quote
Unread 06-12-09, 04:01 PM  
Cralor
Mmm... cookies!!!
 
Cralor's Avatar
AddOn Author - Click to view AddOns

Forum posts: 772
File comments: 323
Uploads: 4
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.
__________________
Never be satisfied with satisfactory.
Last edited by Cralor : 06-12-09 at 04:02 PM.
Report comment to moderator  
Reply With Quote
Unread 06-07-09, 07:56 PM  
Cralor
Mmm... cookies!!!
 
Cralor's Avatar
AddOn Author - Click to view AddOns

Forum posts: 772
File comments: 323
Uploads: 4
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!
__________________
Never be satisfied with satisfactory.
Report comment to moderator  
Reply With Quote
Unread 05-31-09, 06:37 AM  
Benuz
A Fallenroot Satyr

Forum posts: 23
File comments: 6
Uploads: 0
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
Report comment to moderator  
Reply With Quote
Unread 05-30-09, 09:24 AM  
Cralor
Mmm... cookies!!!
 
Cralor's Avatar
AddOn Author - Click to view AddOns

Forum posts: 772
File comments: 323
Uploads: 4
I fixed it last night. Took a while for WoWI to get it updated.

Thanks for the heads up!
__________________
Never be satisfied with satisfactory.
Report comment to moderator  
Reply With Quote
Unread 05-30-09, 07:16 AM  
Longarms
A Murloc Raider
 
Longarms's Avatar
AddOn Author - Click to view AddOns

Forum posts: 4
File comments: 36
Uploads: 1
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...
__________________

(click for Armoury)
Report comment to moderator  
Reply With Quote
Unread 05-29-09, 08:05 PM  
Cralor
Mmm... cookies!!!
 
Cralor's Avatar
AddOn Author - Click to view AddOns

Forum posts: 772
File comments: 323
Uploads: 4
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!
__________________
Never be satisfied with satisfactory.
Last edited by Cralor : 05-29-09 at 08:05 PM.
Report comment to moderator  
Reply With Quote
Unread 05-27-09, 07:31 PM  
Cralor
Mmm... cookies!!!
 
Cralor's Avatar
AddOn Author - Click to view AddOns

Forum posts: 772
File comments: 323
Uploads: 4
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

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
__________________
Never be satisfied with satisfactory.
Last edited by Cralor : 05-27-09 at 07:47 PM.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: