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
Installation Guide
- Exit "Warhammer Online" completely
- Download the mod you want to install
- Make a folder on your desktop called "My Mods"
- Save the .zip/.rar files to this folder.
- If, when you try to download the file, it automatically "opens" it... you need to RIGHT click on the link and "save as..." or "Save Target As".
- Extract the file - commonly known as 'unzipping'
Do this ONE FILE AT A TIME!
- Windows
- Windows XP has a built in ZIP extractor. Double click on the file to open it, inside should be the file or folders needed. Copy these outside to the "My Mods" folder.
- WinRAR: Right click the file, select "Extract Here"
- WinZip: You MUST make sure the option to "Use Folder Names" is CHECKED or it will just extract the files and not make the proper folders how the Authors designed
- Verify your WAR Installation Path
That is where you are running WAR from and THAT is where you need to install your mods.
- Move to the Addon folder
- Open your Warhammer Online folder. (default is C:\Program Files\Warhammer Online\)
- Go into the "Interface" folder.
- Go into the "AddOns" folder.
- In a new window, open the "My Mods" folder.
- The "My Mods" folder should have the "Addonname" folder in it.
- Move the "Addonname" folder into the "AddOns" folder
- Start Warhammer Online
Translations
When you download a mod, please be sure that the mod is compatible with your translation of WAR. Some mods only work on the US versions, while some only work on some of the various European versions. These variations are called "Localizations".
Directory Structure
Warhammer Online
|_ Interface
|_AddOns
|_*AddonName*
|_ *AddonName*.mod
|_ *AddonName*.lua
|_ (possibly others as well)...