Closed Thread
Page 13 of 33 FirstFirst ... 3 9 10 11 12 13 14 15 16 17 23 ... LastLast
Results 181 to 195 of 488
Like Tree38Likes

  Click here to go to the first Rift Team post in this thread.   Thread: Post Your Small Addon API Suggestions Here

  1.   Click here to go to the next Rift Team post in this thread.   #181
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    Quote Originally Posted by Aieny View Post
    Code:
    function rarityColor(rarityName)
    	ret = {}
    	if rarityName == "trash" then ret.r = .34375; ret.g = .34375; ret.b = .34375;
    	elseif rarityName == "common" then ret.r = .98; ret.g = .98 ret.b = .98;
    	elseif rarityName == "uncommon" then ret.r = 0; ret.g = .797; ret.b = 0;
    	elseif rarityName == "rare" then ret.r = .148; ret.g = .496; ret.b = .977;
    	elseif rarityName == "epic" then ret.r = .676; ret.g = .281; ret.b = .98;
    	elseif rarityName == "quest" then ret.r = 1; ret.g = 1; ret.b = 0;
    	elseif rarityName == "relic" then ret.r = 1; ret.g = .5; ret.b = 0;
    	else ret.r = .98; ret.g = .98 ret.b = .98; end
    	return ret
    end
    Given the time investment required to come up with a generic information-requesting interface, and documenting that interface, and making sure it adjusts to the real values, and so forth, this is currently the official recommended solution to that problem

    We'll have a better solution someday, but right now I think you'd rather have new APIs.

  2. #182
    Telaran
    Join Date
    Jun 2011
    Posts
    69

    Default Create backup file for saved variables

    Could we enhance the addon saved variables code to rename the previous saved variables file to .bak before it saves the new values?

  3.   Click here to go to the next Rift Team post in this thread.   #183
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    Quote Originally Posted by Xenyr View Post
    Could we enhance the addon saved variables code to rename the previous saved variables file to .bak before it saves the new values?
    At the moment, it actually writes to a ".new" file, then clobbers the old one and renames once everything's saved. I've heard there are sometimes problems but I'm currently unsure where those problems could be located.

  4. #184
    RIFT Fan Site Operator Aieny's Avatar
    Join Date
    Feb 2011
    Location
    Earth
    Posts
    472

    Default

    Inspect.Item.Detail needs to return base armor value for armor items.
    a community-oriented site for all things Rift

  5. #185
    Ascendant the_real_seebs's Avatar
    Join Date
    Jan 2011
    Posts
    16,859

    Default

    Quote Originally Posted by ZorbaTHut View Post
    Given the time investment required to come up with a generic information-requesting interface, and documenting that interface, and making sure it adjusts to the real values, and so forth, this is currently the official recommended solution to that problem

    We'll have a better solution someday, but right now I think you'd rather have new APIs.
    Fair enough. I'll shove it in LibBaggotry.
    You can play WoW in any MMO. You don't have to play WoW in RIFT. Oh, and no, RIFT is not a WoW clone. Not having fun any more? Learn to play, noob! I don't speak for Riftui, but I moderate stuff there. Just came back? Welcome back! Here's what's changed. (Updated for 2.5!)

  6. #186
    Rift Disciple
    Join Date
    Jan 2011
    Posts
    147

    Default

    Quote Originally Posted by Aieny View Post
    Code:
    function rarityColor(rarityName)
    	ret = {}
    	if rarityName == "trash" then ret.r = .34375; ret.g = .34375; ret.b = .34375;
    	elseif rarityName == "common" then ret.r = .98; ret.g = .98 ret.b = .98;
    	elseif rarityName == "uncommon" then ret.r = 0; ret.g = .797; ret.b = 0;
    	elseif rarityName == "rare" then ret.r = .148; ret.g = .496; ret.b = .977;
    	elseif rarityName == "epic" then ret.r = .676; ret.g = .281; ret.b = .98;
    	elseif rarityName == "quest" then ret.r = 1; ret.g = 1; ret.b = 0;
    	elseif rarityName == "relic" then ret.r = 1; ret.g = .5; ret.b = 0;
    	else ret.r = .98; ret.g = .98 ret.b = .98; end
    	return ret
    end
    I've copied this to the RiftUI wiki: http://wiki.riftui.com/RarityColor

  7. #187
    Soulwalker
    Join Date
    Jan 2011
    Posts
    2

    Default

    I was hoping you could add some of the same functions to the RiftTextfield frame type as we are given in the Text frame type, things such as SetFontColor() and such. I have been struggling with RiftTextfields for some time now in my menu windows when trying to set a background color for the RiftTextfield frames and the font color becomes almost unreadable if the background color is set to some darker colors.

  8.   Click here to go to the next Rift Team post in this thread.   #188
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    Quote Originally Posted by Aieny View Post
    Inspect.Item.Detail needs to return base armor value for armor items.
    Whoops, knew I was forgetting something. This may have to wait for 1.6.1.

  9. #189
    Rift Disciple
    Join Date
    Jan 2011
    Posts
    147

    Default

    Wrong thread, reposted in Changelog Discussion.
    Last edited by dOxxx; 11-17-2011 at 04:57 PM.

  10.   Click here to go to the next Rift Team post in this thread.   #190
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    Quote Originally Posted by Aieny View Post
    Inspect.Item.Detail needs to return base armor value for armor items.
    It seems to do so already. Can you give me the item type for an item it fails on?

    Turns out it *doesn't* record Valor, Toughness, or Vengeance, though, and we'll put those in.
    Last edited by ZorbaTHut; 11-18-2011 at 12:25 AM.

  11. #191
    Champion
    Join Date
    Jun 2011
    Posts
    561

    Default

    Quote Originally Posted by ZorbaTHut View Post
    It seems to do so already. Can you give me the item type for an item it fails on?

    Turns out it *doesn't* record Valor, Toughness, or Vengeance, though, and we'll put those in.
    Any chance this fix will find it's way into a hotfix for 1.6 or will it rather be implemented in a future minor / major Rift version (1.6.1 or 1.7)?

    Also I'll try my luck by asking if you can give a rough timeframe as to when the itemkey <-> item type reference will be implemented in the items.xml file on your FTP server?

    Cheers
    N.

  12.   Click here to go to the next Rift Team post in this thread.   #192
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    Quote Originally Posted by Naifu View Post
    Any chance this fix will find it's way into a hotfix for 1.6 or will it rather be implemented in a future minor / major Rift version (1.6.1 or 1.7)?
    It'll be a 1.6 patch.

    Quote Originally Posted by Naifu View Post
    Also I'll try my luck by asking if you can give a rough timeframe as to when the itemkey <-> item type reference will be implemented in the items.xml file on your FTP server?

    Cheers
    N.
    I'll go ping someone about that. Chances are good that I won't have a response until the response is "it's up now".

  13.   Click here to go to the next Rift Team post in this thread.   #193
    Rift Team
    Join Date
    Oct 2010
    Posts
    927

    Default

    Quote Originally Posted by ZorbaTHut View Post
    I'll go ping someone about that. Chances are good that I won't have a response until the response is "it's up now".
    And it's up now!

  14. #194
    Champion Lorandii's Avatar
    Join Date
    Jun 2011
    Posts
    516

    Default Experience and Noteriety

    Inspect.Unit.Detail is missing CurrentExperience and MaximumExperience. MaximumExperience at level 50 is easy: 500 000 per planar level; levels 1-49 are the interesting ones.
    Code:
    Print("The player has " .. CurrentExperience .. "/" .. MaximumExperience .. " and needs " .. MaximumExperience - CurrentExperience .. " to gain a level.")
    I am getting the impression that Inspect.Unit.Detail is getting a tad bloated, but it would nice to also have the Noteriety levels. Preferably, because there are so many factions, this would be a different Inspector.

  15. #195
    Soulwalker Sithsa's Avatar
    Join Date
    Nov 2011
    Posts
    7

    Default

    I would like to have the ability to call '/emote <text>' added to the addon api.

    I was trying to write an addon which lets you expand the emote capability of the game with custom ones.

Closed Thread
Page 13 of 33 FirstFirst ... 3 9 10 11 12 13 14 15 16 17 23 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts