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(Updated with new information (behavior of StartMoving(),StopMovingOrSizing() on frames with a non-UIParent anchor frame))
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{{fair use}}
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{{RPG}}
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{{Racebox
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| image = Nathrezim.jpg
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| name = Tothrezim
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| capital = [[Twisting Nether]] (mystically linked to it)
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| faction = [[Burning Legion]]
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| character = Tracker, Divine caster, Arcane caster
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| mount = Self-powered flight
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| homeworld = Unknown
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| language = [[Eredun]]
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| slang = Unknown
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| leader = None
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| height = 8.5 feet (presumed)
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| alignment = Usually [[Lawful evil]]<ref name="S&L160">''[[Shadows & Light]]'', 160</ref>
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}}
   
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The [[demons|demonic]] '''Tothrezim''' are a secretive race hidden in the darkest corners of the [[Twisting Nether]] with an ability to tap into the swirling invisible eddies of power of the nether.<ref name="S&L154">''[[Shadows & Light]]'', 154</ref> They are the distant cousins of the dread [[nathrezim]]. They serve [[Sargeras]] as laborers, researchers, businessmen, and debt collectors, particularly in constructing and selling [[infernals]].
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Moves the frame-based object in relation to where the mouse is being moved.
 
   
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They have leering, demonic visages with deeply sunken eyes and smooth skin. Great, hooked wings extend from their backs, marked with elaborate symbols fashioned from acts of self-mutilation, including ornate stitching and a series of intricate cuts. They are a dark-skinned humanoid that would stand at least twice as tall as a normal man, were its form not unnaturally hunched over. Four abnormally large arms connect to bulbous shoulders, each clutching a glistening, black blade. A tothrezimā€™s claws drip with a fel poison that eats at the very sanity of a creature. The tothrezim are mystically linked to the [[Twisting Nether]] and can draw power directly from it. The tothrezimsā€™ link to the Twisting Nether also allows them to focus its energy into constructs, giving sculpted rock a chaotic life born of the Nether.
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obj:StartMoving();
 
   
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The tothrezim share a common ancestry with the cruel nathrezim, but while the nathrezim serve Sargeras as lieutenants in his armies, the tothrezim serve as his laborers and craftsmen. They slave away with mining picks and in magical laboratories with a nearly single-minded common goal of filling the [[Burning Legion]]ā€™s demand for [[infernal]]s. The tothrezim were never expansionistic or military-minded, but they share a unique bond with the Twisting Nether and an unmatched greed for gold and magic items. The bond enables them to infuse fiery constructs with fel power, and they have used their ability to establish themselves as a dominant force in Sargeras dire plan.
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;''Arguments''
 
   
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A gray ore known as fel stone litters the physical spaces of the Nether. It functions as a conduit for the Netherā€™s entropic energies. The tothrezim mine the ore and shape it to create shells that channel the energy. The results are fiery infernals. The tothrezim craft them for the Burning Legion, but their greed drives them to sell their constructs to whoever will pay the price they demand. The tothrezim are organized, businesslike and undiscerning. Theyā€™ll offer a contract for infernal summoning to anyone who is capable of paying.<ref name="S&L160"/><ref name="S&L154"/>
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:;nil
 
   
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The tothrezim accept any form of payment. They take gold, gems, jewels and especially magic items. Clients are billed every few weeks and payment is expected immediately. One of the tothrezim's collectors teleports or plane shifts to the client's location. Those who dodge their obligations or attempt to hide from scrying attempts, through nondetection or similar magic, are dealt with harshly. The tothrezim have four specialized collection teams usually consisting of: one tracker who serves as [[scout]] and [[spy]]; one divine caster; two arcane casters, one of whom serves as group leader; and three [[adamantine stalker]]s. For particularly dangerous debt collections, the tothrezim maintain one group comprised of the individuals below and five adamantine stalkers.<ref>''[[Shadows & Light]]'', 155</ref>
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;''Returns''
 
   
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== Notable ==
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:;nil
 
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*[[Thathrell]] ā€” Leader of a group of debt collectors. A [[sorcerer]], [[warlock]], and [[warmage]].
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*[[Kurzill]] ā€” A [[barbarian]] and [[primal]].
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*[[Dweezel]] ā€” A [[healer]].
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*[[Mazgrek]] ā€” A [[rogue]].
   
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== References ==
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{{reflist}}
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;''Example''
 
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myAddonFrame:StartMoving();
 
   
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{{Burning Legion}}
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;''Result''
 
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{{demons}}
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: The frame named 'myAddonFrame' would start to move in relation to where the mouse is being moved.
 
   
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[[es:Tothrezim]]
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[[Category:RPG creatures]]
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;''Description''
 
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[[Category:Tothrezim| ]]
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[[Category:Shadows & Light]]
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*Moves the frame-based object in relation to where the mouse is being moved.
 
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*Use this with the [[API RegisterForDrag|RegisterForDrag()]] function and the <OnDragStart>...</OnDragStart> event to allow your frame-based object to be moved by the user.
 
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*Use the [[API StopMovingOrSizing|StopMovingOrSizing()]] function inside the <OnDragStop>...</OnDragStop> XML section to stop the moving process.
 
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*For pixel-precise movements, you should instead use [[API EnableMouse|EnableMouse()]] and the <OnMouseDown>...</OnMouseDown> and <OnMouseUp>...</OnMouseUp> events (and probably also the <OnHide>...</OnHide> event).
 
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;''Notes''
 
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*If the frame becomes stuck by any cause (see [[API SetClampedToScreen|SetClampedToScreen()]]), the mouse and the frame will go out-of-sync.
 
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*This function together with [[API StopMovingOrSizing|StopMovingOrSizing()]] exhibit some "special" behavior that can cause problems when used with frames that are not anchored to UIParent (or some other full-screen frame).
 
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**Immediately upon calling StartMoving(), the frame will be de-anchored from any other frame it was previously anchored to, and instead anchored to the screen. For example, if MyFrame's TOPLEFT is anchored to MyParent's TOPLEFT at (5,-5), and MyParent's TOPLEFT is anchored to UIParent's TOPLEFT at (100,-100), then MyFrame:StartMoving() immediately re-anchors MyFrame's TOPLEFT to the screen's (nil anchor) TOPLEFT at (105,-105). The original anchor frame (MyParent) and offset will not be restored by [[API StopMovingOrSizing|StopMovingOrSizing()]].
 
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**Furthermore, [[API StopMovingOrSizing|StopMovingOrSizing()]] will identify the closest anchor point on the screen and re-anchor the frame once again to that closest point. For example, if MyFrame is dragged to (50,-600) (still relative to the screen), and has a height of 25, then MyFrame:[[API StopMovingOrSizing|StopMovingOrSizing()]] immediately re-anchors MyFrame's BOTTOMLEFT to the screen's BOTTOMLEFT at (50,143) (recall that the WoW UI always has height 768 regardless of resolution).
 
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**There does not appear to be any way to disable either of these behaviors. If you want your frame to end up anchored to the same frame it was anchored to initially, one way to work around this issue is to store the result of GetPoint() three times:
 
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*** immediately before StartMoving(), to get the initial offset relative-to-frame
 
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*** immediately after StartMoving(), to get the initial offset relative-to-screen
 
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*** immediately before [[API StopMovingOrSizing|StopMovingOrSizing()]], to get the final offset relative-to-screen, but before the anchor points are (potentially) changed
 
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**This way, you can subtract the second measurement from the third to get a "delta" (x,y) for the total movement, and then add that to the first measurement to get the appropriate final offset relative-to-frame. You can then manually re-anchor your frame to its appropriate parent, at its new offset -- but you must do so after calling [[API StopMovingOrSizing|StopMovingOrSizing()]] (and [[API ClearAllPoints|ClearAllPoints()]]).
 

Revision as of 20:03, 3 July 2011

This file is copyrighted. It will be used in a way that qualifies as fair use under US copyright law.

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This article contains information from the Warcraft RPG which is considered non-canon.

Template:Racebox

The demonic Tothrezim are a secretive race hidden in the darkest corners of the Twisting Nether with an ability to tap into the swirling invisible eddies of power of the nether.[1] They are the distant cousins of the dread nathrezim. They serve Sargeras as laborers, researchers, businessmen, and debt collectors, particularly in constructing and selling infernals.

They have leering, demonic visages with deeply sunken eyes and smooth skin. Great, hooked wings extend from their backs, marked with elaborate symbols fashioned from acts of self-mutilation, including ornate stitching and a series of intricate cuts. They are a dark-skinned humanoid that would stand at least twice as tall as a normal man, were its form not unnaturally hunched over. Four abnormally large arms connect to bulbous shoulders, each clutching a glistening, black blade. A tothrezimā€™s claws drip with a fel poison that eats at the very sanity of a creature. The tothrezim are mystically linked to the Twisting Nether and can draw power directly from it. The tothrezimsā€™ link to the Twisting Nether also allows them to focus its energy into constructs, giving sculpted rock a chaotic life born of the Nether.

The tothrezim share a common ancestry with the cruel nathrezim, but while the nathrezim serve Sargeras as lieutenants in his armies, the tothrezim serve as his laborers and craftsmen. They slave away with mining picks and in magical laboratories with a nearly single-minded common goal of filling the Burning Legionā€™s demand for infernals. The tothrezim were never expansionistic or military-minded, but they share a unique bond with the Twisting Nether and an unmatched greed for gold and magic items. The bond enables them to infuse fiery constructs with fel power, and they have used their ability to establish themselves as a dominant force in Sargeras dire plan.

A gray ore known as fel stone litters the physical spaces of the Nether. It functions as a conduit for the Netherā€™s entropic energies. The tothrezim mine the ore and shape it to create shells that channel the energy. The results are fiery infernals. The tothrezim craft them for the Burning Legion, but their greed drives them to sell their constructs to whoever will pay the price they demand. The tothrezim are organized, businesslike and undiscerning. Theyā€™ll offer a contract for infernal summoning to anyone who is capable of paying.[2][1]

The tothrezim accept any form of payment. They take gold, gems, jewels and especially magic items. Clients are billed every few weeks and payment is expected immediately. One of the tothrezim's collectors teleports or plane shifts to the client's location. Those who dodge their obligations or attempt to hide from scrying attempts, through nondetection or similar magic, are dealt with harshly. The tothrezim have four specialized collection teams usually consisting of: one tracker who serves as scout and spy; one divine caster; two arcane casters, one of whom serves as group leader; and three adamantine stalkers. For particularly dangerous debt collections, the tothrezim maintain one group comprised of the individuals below and five adamantine stalkers.[3]

Notable

References

 
  1. ^ a b Shadows & Light, 154
  2. ^ Cite error: Invalid <ref> tag; no text was provided for refs named S&L160
  3. ^ Shadows & Light, 155