McRun - Official thread
This thread is for discussion of my McRun framework and any of my McRun addons.
I'm happy to answer any questions from people trying to write McRun addons, or users trying to figure out how to use them. I'm also open to any feedback on the framework itself (especially proposed additions to McLib). And yes, I'm nuts! :D The McRun page linked above has a list of McRun addons (the ones that I know about, anyway... Post here if you want yours added) |
I think I just swallowed my own tongue.
Wow. |
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I would LOVE to see how addons actually work with this.
It looks amazing. |
Would someone like to explain to me what this does to someone who knows nothing about addon coding?
:( |
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After the McRun framework (~5 macro slots), what you see there took 3 macro slots (really, just over 2) for the addon plus one character-specific macro for configuration. Once I get the state-based paging finished it'll be ready for its close-up! Quote:
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Small update: CogsBar McRun is finished, and I'm throwing together some documentation as we "speak" :banana:
Edit: et voilą: http://cogwheel.info/wow/CogsBarMcRun.html |
Nifty, Cloud addons.
Although why not seperate McRun into a separate addon and allow for better addon-> macro compression? |
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With a little bit of trial and error, I've figured out a bit of how the bars you create relate to the real bars for documentation purposes.
The first 12 buttons you create uses Bar 1, the next 12, uses bar 2, and so on until you hit bar 10 (120 total global buttons). While you can create additional bars past that, it they will not be assignable as they are reserved for various things such as the totem bar. It does not matter how you actually split the bars, but the assignment is in order of whatever you create the bars in the config. Looking at your example, Code:
bars={ V= Pixels from bottom H= Pixels from Center, positive going right. W = Number of buttons per row (rows are generated based on [b]uttons/[W]idth) S = Switching based on the model form:1 => bar 1 N= ??? I have no idea K= Key binding, ordered by the order of bars from left to right, top row to bottom, placed in a single dimension array. So...what's N? I couldn't figure that out at all as the code is of course obfuscated for compactness. FYI: I'm Pallyana on the "other" forum thread. |
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Ok heres an autojunk seller, 237 characters (it's not tested but it's pretty much identical to tekjunkseller). |
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There's also an unused option, P for "Point", which sets the anchor point of the bar relative to UIParent (usually equal to the screen edges). It defaults to "BOTTOM", hence the descriptions of H and V. You can use any of the anchor points used by SetPoint. |
Oo..thanks. That's what I figured it was for, but wasn't sure.
Also, in case anyone else was trying to figure it out. The configurations go in a macro called "CBConfig1" (or CBConfig<n> as many configuration files as you need.) |
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CogsBar was my main motivation for creating McRun since my action bar needs are so specific. |
Since I'm at work and can't try it here maybe someone can answer me a small question ;)
Is it possible to switch buttons/bars when you switch your talents to the second spec ? |
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I was hesitant to bump CogsBar's macro slot use up to 4 just for state-based visibility, but dual spec support would certainly be worth it. In the meantime, you can work around it by keeping two separate CConfig macros and change the names when you switch specs. |
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