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1

Sunday, March 30th 2014, 7:57pm

Statrating? Maybe? Static Tooltips!? Just RoM's Tooltip problem possibly...*shrugs*

Hey guys I gots a question, been trying to figure out on my own but it's a little over my head now...

I currently use pbinfo and use it's static tooltip feature. Works great all fine and dandy with that. Now on to my problem....

StatRating... It seems to dynamically position the tooltips based on where the item is in relation to the screen IE: if my bag is on the bottom right and i mouse over a weapon the (statrating)tooltip gets aligned to the bottom left on the left of the item tooltip. Normally this wouldnt be a problem. But I like my tips in the upper right hand side of the screen. This pushes most of the information out of top portion of the screen making it unreadable.

So what Im looking for is tips on modding Statrating to make its tips always show on the left side, and aligned to the topleft of the item toolltip. I'm hoping it's an easy thing to accomplish "HOPING" anyways. There changed Title... lol :pillepalle:

I'll attempt some pics! lol Not gonna spend alot of time on them so here it goes.


P.S. I'll edit this! Bleh it might not even be statrating, Possibly might just be RoM's native tooltips? I'm not really sure still pretty new to the addon modding/authoring community. Trying to read up on creating these bad boys... :hail:

P.P.S.S May even be possible that pbinfo didnt include positioning system of the compare tips? No idea just spouting out stuff now. Ill stop and watch topic quietly now.... :gamer:
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This post has been edited 2 times, last edit by "13lack13ox" (Mar 30th 2014, 8:11pm) with the following reason: I dunno always thinking up stuff....ARRRRRRG!


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Sunday, March 30th 2014, 11:55pm

Well....Couldn't figure out how to mod the addons, I pretty much think this is a feature of RoM anyways. To have the tooltips behave in this manner. So I just did the simple thing positioned my "tips" more towards the center of my screen. Using the pbinfo options. It works pretty decent. Sometimes in a blue moon it will position part of it off screen but I can deal with this behavior.

I do want to work on making an addon for tooltipcontrol. Callit "TipControl" or something. Options i want to work on for it are adjusting anchor points of all the types of tooltips, and having seperate positions/anchor points for each kind (Tooltips from items in bag/shop/AH/etc) . As well as static positioning. Last but not least a way to keep the tooltips from doing this very thing and thats floating offscreen. I gotta read up on development of addons, and the api feature set of RoM.

But I do think it would be pretty cool to control every aspect for these tooltips and have separate options for each type. Like static tooltips from bag, and yet have dynamic tooltips from shop etc. Or even compare tooltips on one side corner then current item on the opposite side corner being able to control everything independently. Anyways wish me luck! Dunno if it's possible.....we'll see.

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3

Monday, March 31st 2014, 1:49am



~Fly into the distance, disappear for awhile~

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Monday, March 31st 2014, 5:46pm

Thx for this, unfortunately I was unable to get it working without error out of the box, reading through the thread it seems there is some conflicts with AAH and it's hooks. Also, unfortunate that further into the thread it seems one guys may have solved it, his links are no longer valid.

Some good news though, I was able to mod pbinfo in such a way to fix it's tooltips anchor points so they grown outward to the left and downward. Was pretty simple. I had to disable the WYSWYG portion of setting location of the tooltips. Gonna work on rewriting the settings panel so you can adjust coordinates there. Also very cool I was able to make unit tooltip dynamic while keeping static positioning of other tooltips items etc. Gotta work on separating those and writing settings for them.

The hard part will be wrangling the statrating tooltips. The version from that link seems to behave in a manner I was looking for so maybe I could find what was changed in that one. And apply to my version.

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Tuesday, April 1st 2014, 3:43am

Hmm would it be possible to set scale of just the frames, GameTooltip, GameTooltip1, GameTooltip2, and GametooltipHyperlink?

Something like:realscale = MyFrame:GetRealScale();

Except:

SetScale?

not entirely sure if that would be a correct function or whatever they are called. :lol: Sorry I'm sure about all the terminology.

Ok found it!
MyFrame:SetScale(0.5); Sorry we can now let this thread die off into thread heaven.

This post has been edited 1 times, last edit by "13lack13ox" (Apr 1st 2014, 4:05am)


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Tuesday, April 1st 2014, 4:59am

Sorry last post here. I'm just so proud ;)

OH AND :bday: ROM!!! LUV YA!
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7

Tuesday, April 1st 2014, 4:15pm

Well, don't let all your good work go to waste. Link it or something, add to curse, otherwise make available. I have been hoping someone would come up with something to address this annoying issue. I would also like very much to have an option to disable tooltips if possible, perhaps easier to move them off-screen?
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8

Tuesday, April 1st 2014, 4:40pm

Sure I wouldnt mind sharing, as soon as I'm ready too. Still testing it all out. Haven't wrote the all options or some of the changes into the actual addons yet. Been testing most of these changes via bootscript. I still do need to figure out where in some parts of the addons I need to make the actual changes/write code. Cuz some of it, well most of it just isnt there or needs reworked to add the features and options.

Gotta work out a new positioning system (the options to change positions) for pbinfo, then add it to each type of tooltip (Items, spells, units etc) So you can have different positions or static/dynamic for each. Need to add the Keep unit tooltip stickied option (again possibly for each type, but really doesnt make sense to me for anything but unit type tooltips. It's already there but need reworked. Which shouldn't be too bad. The worst part is makign all the new options, cuz im a newbie addon dev(or so I'd like to think) Now I gotta just find out where statrating has it's anchoring code for its tooltips, and change it accordingly. But I'm starting to think It's just not there and uses RoM native. So I'll prolly have to add it. Now as I have it working via bscripttooltip1 and tooltip 2 are scaled. to .075 or something cant remember off hand but. I think I may need to work out options to adjust that scaling, So it wont mess with other ppls setups, and they can adjust it accordingly. So i'll have to write that bit up adn figure out where it will go. Then test some more for conflicts with other addons.

Still I dunno if I should just mod each addon like I am doing atm. Or just create an addon itself to handle tooltips. I'm thinking that modding each addon would be the way to go here to avoid a ton of conflict with unknown addons. Still it may mess with others as it is. So I'm playing around. Trust me When I get it all cool and what not. I'll share and link it up xD

Oh and doing a disable tooptips would be hella easy. So thats deff doable, actually I dont think anything I'm doing here is too hard. Just need to study on how to make the option portions of addons, and write away.

This post has been edited 1 times, last edit by "13lack13ox" (Apr 1st 2014, 4:48pm)


9

Tuesday, April 1st 2014, 7:40pm

Ok so here, is where I am at. These are dirty changes, and only try for testing purposes. If you want to play around with how I am running atm. By no means will I say this is the correct way to do things. I've notice some funny behavior with my client tooltip sometimes, and crashed on occasion. But the crashing may have been from other reasons. If you want to try my setup.

In pbinfo ( includes/inc.Tooltip.lua )
Find:

Source code

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if (pbInfoSettings["STICKYTOOLTIP"] == true) then
		if ((UnitExists("mouseover") and UnitLevel("mouseover") > 0) or pbInfoSettings["STICKYALLTOOLTIPS"]) then
			if (UnitExists("mouseover")) then
				GameTooltip["cursor"] = false;
			elseif (GameTooltip["cursor"] == false) then
				GameTooltip:Hide();
				GameTooltip["cursor"] = nil;
			end;
			local scale, x, y = GetUIScale(), unpack(pbInfoSettings["GameTooltipPosition"]);
			GameTooltip:ClearAllAnchors();
			GameTooltip:SetAnchor("TOPLEFT", "TOPLEFT", "UIParent", x / scale, y / scale);
		end;
	end;


Replace with:

Source code

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	if (pbInfoSettings["STICKYTOOLTIP"] == true) then
		if ((UnitExists("mouseover") and UnitLevel("mouseover") > 0) or pbInfoSettings["STICKYALLTOOLTIPS"]) then
			if (UnitExists("mouseover")) then
				GameTooltip["cursor"] = false;
			elseif (GameTooltip["cursor"] == true) then
				GameTooltip:Hide();
				GameTooltip["cursor"] = nil;
			end;
			GameTooltip:ClearAllAnchors();
			GameTooltip:SetAnchor("TOPRIGHT", "TOPRIGHT", "UIParent", -205, 5);
		end;
	end;



Now the portion

Source code

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GameTooltip:SetAnchor("TOPRIGHT", "TOPRIGHT", "UIParent", -205, 5);
You can replace with whatever anchors , and x, y coridnates you want. ( possible anchors are : TOP, TOPRIGHT, CENTER, BOTTOM, BOTTOMLEFT, and SO on )

This next part I want to rework, cuz I do not like how you cant change anchor points with pbinfo's movable frame to set static positions. This will basically disable it. (I'm pretty sure anyways) I didn't want to spend a lot of time messing with whatever files so I wanted to leave most of what was there intact. Now again after this you cant move the tooltip positions with the config area in pbinfo, you have to manually specify your anchor and xy in the above lines.

SAME FILE

find:

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function pbInfo.Tooltip.Scripts.OnLoad()
	if ((pbInfoSettings["MODIFYTOOLTIP"] == false and pbInfoSettings["SHOWMATERIALINFO"] == false) or pbInfoSettings["ENABLE"] == false) then
		pbInfoTooltipTimer:Hide();
	else
		pbInfoTooltipTimer:Show();
	end;
	local scale, x, y = GetUIScale(), unpack(pbInfoSettings["GameTooltipPosition"]);
	pbInfoTooltipBorder:Hide();	
	pbInfoTooltipBorder:ClearAllAnchors();
	pbInfoTooltipBorder:SetAnchor("TOPLEFT", "TOPLEFT", "UIParent", x / scale, y / scale);
	pbInfoTooltipBorder_Title:SetText(		pbInfo.Locale["Config"]["TooltipBorderTitle"]);
	pbInfoTooltipBorder_Text:SetText(		pbInfo.Locale["Config"]["TooltipBorderText"]);
	pbInfoTooltipBorder_CloseButton:SetText(pbInfo.Locale["Config"]["CloseButton"]);
end;


Replace with:

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function pbInfo.Tooltip.Scripts.OnLoad()
	if ((pbInfoSettings["MODIFYTOOLTIP"] == false and pbInfoSettings["SHOWMATERIALINFO"] == false) or pbInfoSettings["ENABLE"] == false) then
		pbInfoTooltipTimer:Hide();
	else
		pbInfoTooltipTimer:Show();
	end;
	pbInfoTooltipBorder:Hide();	
	pbInfoTooltipBorder:ClearAllAnchors();
	pbInfoTooltipBorder:SetAnchor("TOPLEFT", "TOPLEFT", "UIParent", 0, 0);
	pbInfoTooltipBorder_Title:SetText(		pbInfo.Locale["Config"]["TooltipBorderTitle"]);
	pbInfoTooltipBorder_Text:SetText(		pbInfo.Locale["Config"]["TooltipBorderText"]);
	pbInfoTooltipBorder_CloseButton:SetText(pbInfo.Locale["Config"]["CloseButton"]);
end;


I'm pretty sure the important bits of info are

Source code

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local scale, x, y = GetUIScale(), unpack(pbInfoSettings["GameTooltipPosition"]);
In the both of the above snippets. This is what was removed, Again I will find a proper way to remove this area, and rework a config to set positioning. At least thats my goal.

------------------------------------------------------------------------------------------

Now in statrating. I have done this. Again I'm sure there are way better ways to do all of this, Please understand I'm a newbie and will further tweak add options to change everything in the furture, and make sure I've done it all properly.

In the file StatRating.xml

find:

Source code

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StatRating_OnEvent(event);


Add on next line just under:

Source code

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GameTooltip1:SetScale(.80);
GameTooltip2:SetScale(.80);



You can adjust scale values for youself, I would like to add options to adjust this possible for ease of use. 1.0 is 100% .50 is 50%.

--------------------------------------------------------------------------------------------

This is the part I use bootscript for, still testing where I should do all of this possibly in the same spot as above..

Now in game create macros or macro with:

Source code

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/script GameTooltip2:ClearAllAnchors(); GameTooltip2:SetAnchor("TOPLEFT", "TOPRIGHT", GameTooltip1, 0, 0);

/script GameTooltip1:ClearAllAnchors(); GameTooltip1:SetAnchor("TOPLEFT", "TOPLEFT", UIParent, 5, 5);


Again you will have to manually position where you want each tooltip to appear via anchors and xy. The frame "GameTooltip" it's position was adjusted in the code in pbinfo. That one is the default tooltip for mouseovers, like items units etc.

Ok I thinks that's pretty much all I changed around. But there it is if you wanted to try it out. I dont think I left anything out. *scratching head*

Tooltip1 will be current equipment tooltip, and tooltip2 is the extra slot example: like viewing rings or shield/offhand. I know I know it's dirty >,< will fix. But you asked, and I figured I'd give a preview of what I was thinking of achieving.

Almost forgot GameTooltip2 is using GameTooltip1 as a parent so where ever you position GameTooltip1, GameTool2 will always follow it, you can adjust whatever side or top/bottom it appears by setting it's anchor But I would leave it's parent as Gametooltip1 and leaving its xy as 0,0 unless you want them more spaced apart. If you dont want it to follow GameTooltip1 set its parent as UIParent and give it anchor points and xy of your choosing. I gota figure out a good way to do all this via config's and make an addon for the frames GameToolip, GameToolip1, and GameToolip2. I really do like the stickied (peristant) tooltip feature that pbinfo is using. That would be cool to make that able to handle units/items/whatever you want all separately as well.

This post has been edited 4 times, last edit by "13lack13ox" (Apr 1st 2014, 8:19pm)


10

Wednesday, April 2nd 2014, 2:24pm

If you do the above tweaks and use lootit there is a small issue with the item filter tooltip when hovering over the inputbox. A quick fix.

LootIt\lua\Filter.lua

find and DELETE:

Source code

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GameTooltip2:SetOwner(GameTooltip, "ANCHOR_BOTTOMLEFT", 0, 0)


Same file find all instances of GameTooltip2, and replace with GameTooltip1.

That's it. Still researching how to do everything properly. But until then I've been running like this with no ui errors, or major problems. I did mention a crash earlier in my posts. But I was having connection issues at the time. Have fun. Also if you want to play around with positioning. I believe you could remove the anchors we added in pbinfo and just make macros for each GameTooltip frame(s), and when you get a good position you can just add those into the files. Without having to keep restarting the client to see if you got the right placement. That's pretty much what I have been doing, when I see some frame that I feel like should be moved. I do run a heavy modded UI and I like to place things myself. Makes my gaming experience just that much better. Here I'll give a screenie of my UI setup.

It's pretty much an older version of fslimUI with some things removed. Like the buffs from targettarget and some things on mouseover. Nothing too crazy, but I like it and have fun.
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