vanilla-wow-addons – Blame information for rev 1

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4 <meta name="GENERATOR" content="PageBreeze Free HTML Editor (http://www.pagebreeze.com)">
5 <title>FlexBar READ ME FIRST</title>
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8 <p align="center"><strong><em><font size="5">Read Me
9 First</font></em></strong></p>
10 <p align="center"><strong><em> Changes 1.406</em></strong></p>
11 <p align="left"><strong>Flexbar Development Under New Management:</strong>
12 With the apparent disappearance of Dhargo, Flexbar is now being worked on by a
13 new development team, under the direction of Dagar.&nbsp; We are all avid users
14 of Flexbar and are dedicated to&nbsp;keeping it the most essential WoW UI
15 mod around.&nbsp; Dhargo created an amazing tool for all of us, and we
16 can only&nbsp;strive to live up to the standards of his creation.&nbsp;Version
17 1.406 is primarily a bug fix release, but we managed to squeeze in a few
18 enhancements while we were at it.</p>
19 <p align="left"><strong>New Text3: </strong>Another text field for your buttons,
20 Text3 is located on the center of the button. New command /Flexbar Text3 added,
21 the syntax is the same as the other text commands. </p>
22 <p align="left"><strong>Key Binding "Toggle Button Info":</strong> A new
23 keybinding has been added, pressing this key will toggle between your text
24 settings and showing Button number, ID mapping, and Group membership, on the
25 button. This button will not disrupt your Text1-Text3 settings. While active,
26 Text1 shows the Button Number, Text2 shows the Group Number the button is a
27 member of, Text3 shows &nbsp;the ID the button is mapped to.</p>
28 <p align="left"><strong>Duel targets&nbsp;are 'hostile': </strong>Flexbar will now
29 consider your target in a duel to be 'hostile'.&nbsp; This is more in line with
30 user expectations.</p>
31 <p align="left"><strong>On='trackingchanged' Event Added:</strong> Target= any one
32 of the following: herbs, minerals, treasure, beasts, humanoids, hidden,
33 elementals, undead, demons, giants, dragonkin, senseundead, sensedemons or none.
34 'none' will fire if we loose tracking</p><font size="1"></font>
35 <p align="left"><strong>Several Major and minor bug fixes: </strong>Many bugs were
36 squished for this release, including the very&nbsp;annoying "Wandering buttons"
37 bug. &nbsp;Eforts have been made to make special attack 'dodge' work correctly
38 in conditions.&nbsp; Flexbar's handleing of clicks on buttons useing FlexPet,
39 has been made more like Blizzard's.&nbsp;Non-visible creatures when should be
40 handled properly when&nbsp;determining creature type.&nbsp; Fixed nil string
41 concatenation errors in lines 409 and 433.&nbsp; The 'scaled&lt;&gt;' condition
42 should now work properly.</p>
43 <p align="center"><strong><em>Changes from 1.36 to 1.37</em></strong></p>
44 <p align="left"><strong>Introduction:&nbsp; </strong>I realize it's a pain when I
45 change structural details in FlexBar and you have to change your setups.&nbsp; I
46 give a lot of thought to these things before doing it.&nbsp; Please remember I
47 still consider FlexBar to be <strong><em>Alpha Software.</em></strong>&nbsp;
48 Until I am satisfied with the feature set (not until pet buttons at least) and
49 satisfied with a low enough number of known issues will I move it to beta
50 status.&nbsp; Once I do that I will be even more reluctant to change things like
51 these.&nbsp; Until then, these changes were necessary to allow me to keep
52 extending it without working around poor design decisions made early on.</p>
53 <p align="left"><strong>Buttons Above 72:</strong>&nbsp; Prior to this, there were
54 96 buttons, and the buttons above 72 did NOT have a 1-1 mapping of default ID to
55 button number the way buttons 1-72 did.&nbsp; In order to fix this, I have
56 increased the number of buttons to 120 and now there is a 1-1 mapping of default
57 ID to button #.&nbsp; That means that, before you remap anything, button 73 has
58 ID 73, button 88 has ID 88 and so on.&nbsp;</p>
59 <p align="left">What this means for prior users - The apparent location of your
60 abilities on buttons 73-96 will move.&nbsp; Abilities that were on 85-96 will
61 now be on 109-120.&nbsp; For all but warriors and druids, abilities that were on
62 73-84 will now be on 97-108.&nbsp; If you had abilities on these buttons and you
63 were just remapping to them, then no change needs to be made as they are still
64 at the same ID.&nbsp; If you were displaying those buttons and not remapping to
65 them, just display the new buttons, drag the abilities to the old buttons and
66 you're done.&nbsp; Finally if you were both displaying those buttons and
67 remapping to those ID's - you will have to move the abilities back to the old
68 buttons, and change and remapping commands to reference the new ID's.</p>
69 <p align="left"><strong>SetTexture:</strong>&nbsp; SetTexture used to set the
70 texture by button #.&nbsp; This has changed to setting the texture by ID
71 #.&nbsp; This is to facilitate the new features
72 flexmacro/flexscript/autoitems.&nbsp; While you can still set on events - this
73 ability is mainly for flex-actions (and later pet buttons).</p>
74 <p align="left"><strong>/wait command:</strong> &nbsp; Has been
75 changed to /fbwait to avoid replacing /wait voice emote.</p>
76 <p align="left"><strong>Extending FlexBar:</strong>&nbsp; The way you hook into
77 WoW events has changed - please read that section.</p>
78 <p align="left"><strong>IsUsable</strong>:&nbsp; While this isn't my change, it
79 warrants a word.&nbsp; In interface version 1.4 of WoW, Blizzard change the
80 return value of IsUsableAction.&nbsp; Originally it only indicated that a
81 prerequisite event had happened, (dodge for overpower, parry for riposte
82 etc.).&nbsp; Now it indicates that : A prerequisite event has happened,
83 <strong><em>you are in the correct stance</em></strong>, you have enough
84 mana/rage/energy and it is out of cooldown.&nbsp; If you are a stance dancing
85 warrior who used macros that changed to battle-stance (if you weren't in it)
86 then cast overpower (on the next press) and were used to using isusable to light
87 up/show your buttons when you were not in the correct stance, this will no
88 longer work.</p>
89 <p align="left">For now, use the new On='TargetCombat' Target='Dodge' to capture
90 this and use a timer to hide the button and an On='CooldownStart' to hide
91 it.</p>
92 <p align="left">This isn't the definitive answer, but it is the best I have atm
93 I'm afraid.</p>
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