Charms are icons that are placed aboved the heads of other players and mobs.
--Requires LibSlash
How it works:
Charms uses the same method used by the in-game Combat Event Text to attach a UI element to a unit. Because this icon (or charm) is a UI element rather than part of the 3D game world -- it is visible through walls and over long distances.
In order to attach a "charm" to a unit, that unit must first be targetable by either mousing over the unit or making it a friendly/hostile target. This is necessary in order to determine the unit's unique world object ID that is used to attach the UI element.
Hostile & Friendly Targets
By default, a "skull" charm is enabled for your hostile target and a "star" charm is enabled for your friendly target. To turn these features on/off, use the following command:
/charms [skull|star] [on|off]
Circle, Sword & Crown Targets
These charms are used to attach a specific persistant icon to a hostile target that will remain even if you switch targets.
These can be placed using the following commands:
/circle or /script Charms.Circle()
/sword or /script Charms.Sword()
/crown or /script Charms.Crown()
Party Targets
Places a "shield" charm above the head of each of your party members. Once you mouseover/target them, these are treated as persistant icons (like the Sword, Circle, Crown) and reset on player death or UI reload.
By default, this feature is turned OFF and can be enabled with the following command: /charms party [on|off]
Known Caveat:
You might temporarily experience what I would describe as a "stranded" charm or icon. This will never occur with hostile "skull" or friendly "star" charms, but under certain circumstances, it may occur for party, circle, sword or crown charms.
Basically what happens is that the object represented by the ID stored for a player or mob no longer exists in the client memory. The most likely cause is that the unit is simply very far away (i.e. "Target is Too Far Away" message). As of now, I know of no way to "test" if the world object still exists if it is no longer a hostile/friendly target. If you learn of one, please let me know.
If stranded icons do occur, they will reset on Respawn, UI Reload or you can manually force a clear with the following command: /charms clear
Facts
- Date created
- 14 Nov 2008
- Categories
- Last update
- 04 Jun 2009
- Development stage
- Inactive
- Language
- enUS
- License
- GNU General Public License version 3 (GPLv3)
- Curse link
- Charms
- Recent files
- R: Charmsv041 for 1.2.1 on 04 Jun 2009
- R: Charmsv036 for Beta 3.0 on 15 Nov 2008
- R: Charmsv035 for Beta 3.0 on 15 Nov 2008
- B: Charmsv034 for Beta 3.0 on 14 Nov 2008