Charms

This project has become inactive.

This project is inactive and its default file will likely not work with the most recent version of Warhammer Online: Age of Reckoning. The author may have abandoned it, or it may have outlived its usefulness.

charms

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

Authors