Can we get a SetFontSize member added to RiftTextfield, we be nice to be able to change the font size in a text field.
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Already discussed, but just logging it here for reference - castbar addons currently need to poll Inspect.Unit.Castbar every frame to detect any changes in the duration of a cast (i.e. pushbacks).
An event notifying us of a change in cast duration, listing the casting unit(s), would be really useful for cutting down on the number of Inspect calls.
Edit: actually, just a repeat trigger of Event.Unit.Castbar would do just fine. The documentation "Signals a unit's castbar changing" already kinda implies this is what should happen anyway.
Last edited by DoomSprout; 06-25-2012 at 06:34 PM.
Some way to hide or close a Mail Message after using Command.Mail.Open would be great or some way to retrieve the detailed message information without actually displaying the message window.
The reason for this is that when I open the window to take the items out the message window is very noticeable before the items are all taken and the window closes. I've only tested with a single attachment at this point, but it was very obvious with only one (best guess would be about 1/2 a second of it being displayed). With up to 7 attachments to iterate over the window could potentially be open for multiple seconds.
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#442 "Hide native dialogs" has actually been on the list for the second major Native push for a while. There's just a lot of other stuff that needs to be done also.
That said, the real reason I'm posting here is to tell you to just go ahead and Take() all seven attachments simultaneously - the server will happily handle it (this is exactly what the Take All button on the native dialog does, in fact.)
In general, any command that *removes* an item from your inventory and moves it elsewhere has to wait until the previous command has completed, but any command that rearranges your inventory, puts an item into your inventory from another source, or destroys items from your inventory can be done at whatever speed you feel like sending messages.
This was mentioned a while back in this thread, but a [nomod] modifier to macros would be wonderful, both for general macros and for click healing addons would be wonderful, so non-GCD abilities/functions don't trigger the base case ability/function.
Basically, it would be great if the following macro could be made so it did not both target and cast Bloom when you click it with Shift down:
target [shift] blah
cast @blah Bloom
Last edited by Toludin; 06-30-2012 at 03:06 PM.
It's perhaps a minor annoyance, but the Lua standard library has some pretty obvious gaps:
- math.round(...)
- string.split(...)
- string.join(...)
- Searching a table for a value without writing a for loop
- etc.
All these are easily implemented, but my gut feeling says that everyone keeps reinventing the wheel for these minor functions, rather than sharing code. If the Rift API would define some of these, it would make everybody's life slightly easier.
I will like to see a "Conquest Timer"
So I can know when the next conquest is up without typing "K"
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Arnakk <Virus> Cleric - FT 4/4 + 1 - EE 5/5
Arnakkk <Virus> Rogue - FT 2/5 - EE 2/5
Lancedufeu <Virus> Mage -
I would like to see some sort of event that triggers when someone logs on (guild) or joins a party/raid/warfront.
The former would be more preferable than the latter.
I'm still very new to this all so if that's impossible just tell me!![]()
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Thoroar - Narcissia - Ricroar - SwimellaI'm @Icewatch, /hug me!
The ability to align the input on text fields, would be great!
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I wish when I change the UI scale, the window for quest, guild info and all those windows also scales and makes them unreadable if I turn the scale lower then 50 or so.
So I wish that they didnt scale or we could scale them diffrent.
Hope people understand what Im trying to explain.
I'm going to re-ask for this as I withdrew it earlier hoping the .Availability. events would solve this issue, unfortunately it is not the case and I still need to poll Inspect.Unit.Detail in order to maintain accuracy, I'm now reverting the code to the call heavy version to ensure accuracy at the cost of annoying the Watchdog on low-end machines.
Event.Unit.Detail.Relation - return table (key = UID, value = relation)
That should be the last thing I need to stop polling the unit details in order to trigger my own events. There are many, many times when a unit changes Relation, and for most addons this event will be useful for maintaining a local unit cache. Think any Mind Control mechanics, of which they are growing in number - and any quest related disguises where mobs change their relation to you.
Rank 72 Guardian Mage
RotP 4/4 - DH 4/4 - GP 4/4 - GSB 5/5 - RoS 5/5 - HK 11/11 - ID 8/8
#450
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