StarTip-Rift

Natural

StarTip-Rift : Tooltips from the Outer Rift.

StarTip-Rift is is a tooltip addon. It only tries to reproduce the unit tooltip. You can customize by installing a new profile addon that you or someone else writes. Examples exist within the StarTip directory: StarTipDefault and StarTipNatural. You can copy/paste the entire folder to your Addons folder to get started. You'll have to give it a name though, let's say HopeBound.

Here's an example to give you a feel: http://rift.curseforge.com/addons/startip-rift/pages/example-profile/

To load it, type: /startip profile YourProfileName

Type /startip for options, including configurations, proiles, CPU information, ...

Note that StarTip comes with two profiles: Default and Natural.

If you are unhappy with Default, then type: /startip profile Natural

If you wish to create your own profile using this profile as a template, then it's really easy. Check the file StarTipNatural.lua and adjust what you need to customize as you wish. Look under StarTip-Rift's Libs directory and note the LibScriptable-1.0 directory. Look under this directory, and you'll see LibScriptablePlugins-1.0. From there view all the various functions in the sub directories. This is your execution environment organized. The LibScriptablePluginUnit-1.0.lua file is where you might want to start.

Each run environment for each Lua script executed has a couple of special members and variables. Such as _G if you wish to reach the overall script environment. And you have 'self'. And 'unit'. Then everything included from the plugin directory.

Note that each instance of StarTip starts off with a _G, and that is the main script environment. However, we use a special table for each Lua script's environment, and _G doesn't point to that table, but rather to Rift's UI interface script environment, where Inspect.Unit.Detail exists.. So you could call '_G.StarTip:IterateModules()' or '_G.UI.CreateFrame()'. I've tried to add everything from Rift's _G into the user's Lua script's global environment, but I may have missed some things. This is what '_G' is for at this point.

I'm always in #riftuidev on freenode.net, or use this addon's comments to ask questions.

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  • 4 comments
  • Avatar of kine420 kine420 Mar 02, 2012 at 02:51 UTC - 0 likes

    i really like the look of your tooltip addon here. man the default one is so bad haha. glad you have made this.

    i do have one question though.

    is it possible to attach StarTip to the cursor? thanks!

  • Avatar of Unrak Unrak Sep 27, 2011 at 17:49 UTC - 0 likes

    Many thanks, I had looked through the API and couldn't see a way of doing it, hence the question. Thanks for clarifying.

  • Avatar of starlon starlon Sep 27, 2011 at 04:19 UTC - 0 likes

    At some point you'll be able to choose to position the tooltip wherever -- such as anchoring it in the bottom right hand corner if so desired. I'm not sure when that will happen.

    To clarify; Trion doesn't want to give us the ability to hook into hard coded elements, but we'll have the ability to hide elements at some point. This will happen _after_ 1.5 some time if they go forward with it.

    Last edited Sep 27, 2011 by starlon
  • Avatar of Unrak Unrak Sep 26, 2011 at 15:56 UTC - 0 likes

    Is it possible to hook Startip to the default tooltip leaving my viewport clear?

  • 4 comments

Facts

Date created
Sep 12, 2011
Category
Last update
Mar 02, 2012
Development stage
Release
Language
  • enUS
License
GNU General Public License version 3 (GPLv3)
Curse link
StarTip-Rift
Downloads
9,103
Recent files

Authors