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RV_Mods Manager (RV)

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  • 0 Likes
  • Warhammer Online
  • 51 Monthly Downloads
  • Supports: 1.4.0
  • 20,730 Total Downloads
  • Updated 11/24/2010
  • Created 11/11/2008
  • 63 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: MIT License
  • Newest File: v1.1 Build 002
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About RV_Mods Manager (RV)

A GUI for the RV mods (addons). It allow you to enable/disable and configure them. Open it with /rvmod, or by clicking the button placed right in the middle of the screen (you can move or hide the button, of course :p).
NB! This build is a set of API libs together with RV Mods Manager. If you had a version earlier than v1.1 it is HIGHLY RECOMMENDED to remove all RVAPI folders from the "/[Game Folder]/Interface/AddOns/" folder.
Known RV addons:

Features:
1. Keep your addon options in one place
2. Show additional information about your projects like alternative names, credits, licenses etc.
3. Unlimited number of records in the "recent updates" list
4. Show official site of your project in the WEB.

Globals


RVMOD_Manager.Events
  • NAME_REQUESTED: (Optional) RVMOD_Manager requested an alternative name
    Output:
    • Return any string
  • CREDITS_REQUESTED: (Optional) RVMOD_Manager requested credits information
    Output:
    • Return any string
  • LICENSE_REQUESTED: (Optional) RVMOD_Manager requested license incormation
    Output:
    • Return any string
  • PROJECT_URL_REQUESTED: (Optional) RVMOD_Manager requested project url
    Output:
    • Return any string
  • RECENT_UPDATES_REQUESTED: (Optional) RVMOD_Manager requested recent updates list
    Output:
    • Return any string
  • PARENT_WINDOW_UPDATED: (Optional) RVMOD_Manager regerated a new settings container
    Input:
    • ParentWindow - container name
    Output:
    • Return TRUE to be marked as the addon with a settings

API Functions

API_RegisterAddon() Description: registers callback function in the RV Mods Manager Input:
  • Name - addon name. Should be same as in the .mod file under the "UiMod" tag
  • CallbackOwner - table name for the CallbackFunction
  • CallbackFunction - callBack function itself
Output: boolean value

API_ToggleAddon() Description: show RV Mods Manager window and point on a specific addon settings. Input:
  • Name - addon name. Should be same as in the .mod file under the "UiMod" tag. Leave it NIL to toggle only RV Mods Manager
  • TabNumber - staring from "1" and counting from right to left. Leave it NIL to toggle only RV Mods Manager
Output: nothing

v1.1 Build 002
1. Attention! This build is packed with a set of RVAPI modules. Please follow by official site for more information
2. Entities and Range API's should gather information on demand now

Comments

First Previous Page 1 of 12 Next Last
  • #177

    any one still alive here? need some help with enter the UI for the target MOD but can fix it

     

    have tryd to type the commands that follows the packets

    Last edited by lazyyD on 8/24/2012 3:52:39 PM
  • #176
    I'm only trying out YakUI now (8/21/2011) and it's great - I noticed in some vids that there is an Eve crosshair (I have the latest RV bundle (including Eve online mod), Effigy and YakUI 1.4

    I can't find anyway to enable this crosshair - could someone explain (in as much detail as possible, menu option etc) what I need to do to enable it ?

    Thx in advance
  • #165
    With a hard dependency on RVAPI_ColorDialog and and optional dependency on the ModManager, the latest change will, if the user only uses Effigy and RVMods, cause loads of double computation since you register your event handlers on initialize instead of dynamically on first/last RVAPI event registered/unregistered. So, Unit, Effects and Range will be computed even if one doesn´t use them at all.
  • #166
    Hi Philosound, :)

    The only reason why I did that build is the complexity of the installation. Imagine yourself I have to ask an end-user to install that, that and that to start working a simple addon which is pretty annoying and risky to do anything wrong.
    So pushing everything back is not an option. I analysed the API's which could be used on-demand and... it sounds like its easier just to turn them off or do not include in the build... :)

    I see the only option to put two builds here on curse.com with and without the API's. If you got different idea please reply here.
  • #167
    Tell me about it. The amount of explanations why "multiple" addons in Effigy don´t reduce the performance in comparison to before when it was "all in one" is...high.
    I´d either go the road staying like it is in Effigy and hoping you have set it up via the package manager so that ColorDialog as addon receives the updates, too. However, recommend I would the change mentioned above. The events you currently register on initialize can as well be registered when the first corresponding event is registered in RVAPI_Entities. Sth. like if not next(EventHandlers[myEvent]) then RegisterEventHandler(SystemData.Events.GROUP_UPDATED) ... end
    Should not minder the performance of RVAPI and when I use only a subset, the part of the API not needed would just idle.
  • #168
    That way I could just use RV_MODS Manager as hard dependency and, well, explain to the people why it doesn´t hurt them to have so many new addons in their addon list ;)

    The ColorDialog route would work, too sure, with some people having the double ColorDialog Conflict, but that should be handled fine by the client. It´s just that I would find it generally a good thing if a lib only computes stuff when there´re clients, so I propose that.
  • #169
    Turning them off would work, sure. But delivering a manual to people á la "When you only use Effigy, you can disable the following...", that´d do maybe about 5%... And I don´t think it´d be that nice if I forced them off when I don´t find Targets/Frames ;)
  • #170
    Default Relationships. Entering libs there would make the curse client pull those addons, for example RVAPI_Entities etc. If you then set up a .pkgmeta file and declare the libs in there, a lib version (which becomes the default download) with all the libs, and a nolib version, which would´ve contained only RVMODS_Manager would´ve been created. So, you could update RVAPI_ColorDialog and RVAPI_etc like usual, and just at the packaging level those would be brought together.
  • #171
    Such a thing would, of course, work from Targets/Frames, too, which would then automatically contain all you need, if manual downloaded or per curse client.
    Sorry for the incredible spam, I´m terrible when there´s no "edit" button ;)
  • #172
    The other way round would be the move-folders feature, then you would keep it together and automatically create "single versions". Last one, promise.
  • #173
    I checked the code again and think the "if not next(EventHandlers[myEvent]) then RegisterEventHandler(SystemData.Events.GROUP_UPDATED) ... end" should work.
    Trying to implement that right now
  • #175
    If you run into trouble, you can compare with LibRange, I changed that to work like this a while ago.
  • #174
    Good news. Spent a whole day today and got a working prototype with the on-demand idea. I hope to upload this today with a new build.
  • #163
    Hi I have great feature request for EVE online skin on enemy target:-)

    Show their renown rank. I know API dont show show U exact RR but here are passive buffs what U get on rr 40, 60 and 80 (Battlefield Master, Advanced Battlefield Master and Battle Training) and rr showing can depend on this. Can U add this pls?:-)
  • #164
    Hey Roz, :)

    Sorry for late reply. Curse.com does not send messages to my e-mail box.
    Yes, your request been accepted. But it definitely will take a time. I have to investigate more in that direction ;)
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