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Landfall (5.1)
Updated:11-28-12 01:45 PM
Created:04-03-09 05:34 PM
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rBBS, an art framework  Popular! (More than 5000 hits)
Version: 50100.01
by: zork [More]

Intro
This is rBBS an art framework. It provides basic functionality that can be used by rBBS layout styles to display art, models and orbs on screen. The addon does nothing on it's own. You need rBBS-layouts and probably an actionbar mod to make it work properly. This mod just displays art.
Install
Download rBBS and any rBBS-layout you like. Put both into your AddOns folder and start the game afterwards. Make sure you have any kind of actionbar mod installed that hides the default Blizzard actionbar!
Layouts
Default layouts are provided. They must be downloaded spereratly, like oUF layouts. rBBS is just a framework that needs layouts to display data.

Current available layouts:
Roth UI (Roth UI look alike)
OrbsOnly (Example for player, pet and target orbs)
OrbsOnly2 (player and target orbs only)
Diablo1 (Diablo 1 flavoured layout)
Diablo2 (Diablo 2 flavoured layout)
Diablo3 (Diablo 3 flavoured layout)
Diablo3Adjusted (Diablo 3 flavoured layout, but with WoW 12 button system)
Diablo3NoOrbs (Diablo 3 flavoured layout, but wihtout orbs and the bar texture matches WoW 12 button system)
Aion (Aion flavoured layout)
Backdrop (Example layout showing how to do backdrops)

Ingame menu
Use the rBBS menu gem or the /rbbs slash command to open the menu. You can do the following things ingame: lock, unlock, show, hide, resize, scale, move, reset.

Dragframe
Version 1.03 introduced a new API function, the dragframe. If you want to make use of it create it first in your layout and have other frames parent it. (See example layouts). If you move/scale/resize the dragframe all hooked frames will follow.

Fluid animations
The new rBBS supports the fluid animation system of Roth UI 4.009+. You can choose between, no animation, no animation+classcolored, or choose one of the 23 preset animations.
How to create a layout?
Try editing one of the example layouts first to get a feeling for the files. The example layouts use a config.lua and a style.lua. The config.lua has all the config data for the frames you want to spawn in the style function. Most of the config data is optional. But some has to be set. The config does nothing by itself. The style.lua uses the API functions to spawn frames of different types using the config data. In some cases you want hook the frame to the dragframe. The dragframe can be passed as the third element and is optional.
API
The following API spawn function are currently specified. Each API function can handle a buch of config parameters. Set the config parameters in the config of your style and call the spawn function with the specifc config entry. Check layout examples for more.


- spawnDragFrame config attributes:
lua Code:
  1. --strata      = "BACKGROUND",   --frame strata (optional)
  2.     --level       = 0,              --frame level (optional)
  3.     pos         = { a1="BOTTOM", x=0, y=0, },                     --frame position (optional)

- spawnBackdropFrame config attributes:
lua Code:
  1. name        = "ChatFrameBackground",    --Needed. Must be UNIQUE per addon.
  2.     width       = 450,                      --width of the frame
  3.     height      = 230,                      --height of the frame
  4.     scale       = 1,                        --scale of the frame (optional)
  5.     --alpha       = 1,                      --alpha value of the frame (optional)
  6.     --strata      = "BACKGROUND",           --frame strata (optional)
  7.     --level       = 0,                      --frame level (optional)
  8.     pos         = { a1="BOTTOMLEFT", x=20, y=20, }, --position
  9.     backdrops   = { --you can overlay different backdrops on top of each other, each backdrop must have it's own index number
  10.       [1] = {
  11.         padding   = 0,                                                                  -- padding (the space that is between the frame and the backdrop edges)
  12.         bgFile    = "Interface\\AddOns\\rBBS_Backdrop\\media\\background_gradient.tga", -- background texture
  13.         bgColor   = { r = 0.15, g = 0.15, b = 0.15, a = 0.8 },                          -- background color in red, green, blue, alpha
  14.         edgeFile  = "Interface\\AddOns\\rBBS_Backdrop\\media\\glow_outer.tga",          -- border texture
  15.         edgeColor = { r = 0, g = 0, b = 0, a = 1 },                                     -- border color in red, green, blue, alpha
  16.         tile      = false,                                                              -- tile the backdrop (if false it will be stretched)
  17.         tileSize  = 32,                                                                 -- size of background texture tile
  18.         edgeSize  = 10,                                                                 -- thickness of border texture (if your texture has 16px height default value is 16)
  19.         inset     = 10,                                                                 -- backdrop inset
  20.       },
  21.     },

- spawnFrame config attributes:
lua Code:
  1. name        = "ActionBar",      --Needed. Must be UNIQUE per addon.
  2.     width       = 512,              --width of the frame
  3.     height      = 256,              --height of the frame
  4.     scale       = 0.82,             --scale of the frame (optional)
  5.     --alpha       = 1,              --alpha value of the frame (optional)
  6.     --strata      = "BACKGROUND",   --frame strata (optional)
  7.     --level       = 0,              --frame level (optional)
  8.     pos         = { a1="BOTTOM", x=0, y=0, },                     --frame position (optional)
  9.     texture     = {
  10.                     file        = "Interface\\AddOns\\rBBS_RothUI\\media\\bar3.tga",          --the texture file that should be attached to the frame
  11.                     --strata      = "BACKGROUND",                                             --texture strata (optional)
  12.                     --level       = -8,                                                       --texture level (optional)
  13.                     --color       = { r=1, g=0, b=0, a = 1, },                                --recolor the texture (optional)
  14.                     --blendmode   = "ADD",                                                    --texture blendmode (optional)
  15.                   },

- spawnHealthOrb config attributes:
lua Code:
  1. -- animation IDs
  2.   -- 0 = red fog,         1 = purple fog,       2 = green fog,          3 = yellow fog,     4 = turquoise fog
  3.   -- 5 = red portal,      6 = blue rune portal, 7 = red ghost,          8 = purple ghost,   9 = water planet,
  4.   -- 10 = swirling cloud, 11 = white fog,       12 = red glowing eye,   13 = sandy swirl,   14 = green fire
  5.   -- 15 = purple swirl,   16 = white tornado,   17 = blue swirly,       18 = orange fog,    19 = pearl
  6.   -- 20 = red magnet,     21 = blue portal,     22 = purple portal
  7.  
  8.     name              = "HealthOrb",                  --Needed. Must be UNIQUE per addon.
  9.     --unit              = "target"                    --default unit is "player" but you may use "target" to create an orb for target frame (optional)
  10.     size              = 150,                          --size of orb frame
  11.     scale             = 0.82,                         --scale of orb frame (optional)
  12.     --font              = "FONTS\\FRIZQT__.ttf"       --want to use a different font? (optional)
  13.     classcolored      = true,                         --classcolored? if yes and animation is set the anim used will be irgnored, instead pearl animation is used.
  14.     animation         = {
  15.                           enable          = true,     --enable fluid animation true/false
  16.                           anim            = 20,       --animation id, chosse one of the 23 preset animations
  17.                           decreaseAlpha   = false,    --decrease alpha of animation based on hp value (more hp = brighter animation, lower hp = less opacity)
  18.                           multiplier      = 0.3,      --multiply animation alpha with multiplier to make it less bright
  19.                         },
  20.     --color             = { r=1, g=1, b=0, a=1, },    --if no animation is set and no classcolored is selected you may choose your own color
  21.     pos               = { a1="BOTTOM", x=-260, y=-10, },    --position (optional)
  22.     --strata      = "BACKGRROUND",                                                      --framestrata, default "LOW" (optional)
  23.     --level       = 1,                                                                  --framelevel, default 1 (optional)
  24.     --filling     = "Interface\\AddOns\\rBBS_RothUI\\media\\orb_filling15.tga",         --replace the orb filling texture with sth else (optional)
  25.     --background  = "Interface\\AddOns\\rBBS_RothUI\\media\\orb_back.tga",              --replace the orb background texture with sth else (optional)
  26.     --gloss       = "Interface\\AddOns\\rBBS_RothUI\\media\\orb_gloss.tga",             --replace the orb gloss texture with sth else (optional)

- spawnPowerOrb config attributes:
lua Code:
  1. -- animation IDs
  2.   -- 0 = red fog,         1 = purple fog,       2 = green fog,          3 = yellow fog,     4 = turquoise fog
  3.   -- 5 = red portal,      6 = blue rune portal, 7 = red ghost,          8 = purple ghost,   9 = water planet,
  4.   -- 10 = swirling cloud, 11 = white fog,       12 = red glowing eye,   13 = sandy swirl,   14 = green fire
  5.   -- 15 = purple swirl,   16 = white tornado,   17 = blue swirly,       18 = orange fog,    19 = pearl
  6.   -- 20 = red magnet,     21 = blue portal,     22 = purple portal
  7.  
  8.     name              = "PowerhOrb",                  --Needed. Must be UNIQUE per addon.
  9.     --unit              = "target"                    --default unit is "player" but you may use "target" to create an orb for target frame (optional)
  10.     size              = 150,                          --size of orb frame
  11.     scale             = 0.82,                         --scale of orb frame (optional)
  12.     --font              = "FONTS\\FRIZQT__.ttf"       --want to use a different font? (optional)
  13.     powertypecolored  = true,                         --powertypecolored? if yes and animation is set the anim used will be irgnored, instead pearl animation is used.
  14.     animation         = {
  15.                           enable          = true,     --enable fluid animation true/false
  16.                           anim            = 20,       --animation id, chosse one of the 23 preset animations
  17.                           decreaseAlpha   = false,    --decrease alpha of animation based on hp value (more hp = brighter animation, lower hp = less opacity)
  18.                           multiplier      = 0.3,      --multiply animation alpha with multiplier to make it less bright
  19.                         },
  20.     --color             = { r=1, g=1, b=0, a=1, },    --if no animation is set and no classcolored is selected you may choose your own color
  21.     pos               = { a1="BOTTOM", x=-260, y=-10, },    --position (optional)
  22.     --strata      = "BACKGRROUND",                                                      --framestrata, default "LOW" (optional)
  23.     --level       = 1,                                                                  --framelevel, default 1 (optional)
  24.     --filling     = "Interface\\AddOns\\rBBS_RothUI\\media\\orb_filling15.tga",         --replace the orb filling texture with sth else (optional)
  25.     --background  = "Interface\\AddOns\\rBBS_RothUI\\media\\orb_back.tga",              --replace the orb background texture with sth else (optional)
  26.     --gloss       = "Interface\\AddOns\\rBBS_RothUI\\media\\orb_gloss.tga",             --replace the orb gloss texture with sth else (optional)

SVN
http://code.google.com/p/rothui/sour...nk/wow5.0/rBBS

50100.01
- updated for patch 5.1

50001.01
- initial release for MoP - patch 5.0.5

40300.01
- updated toc for patch 4.3

1.06
- support for pet unit
- fixed unit menu and unit tooltip

1.05
- updated toc for patch 4.2

1.04

- Added new API function to spawn backdrop frames, check the backdrop layout for examples

1.03


Added an ingame menu.
- Added new API function for a dragframe
- Data is now saved in SavedVariables per character (thus does not fade if you deselect the addon)
- Added config menu
- Menu can be opened via "/rbbs" slash command or by clicking the gem
- Menu allows the following settings:
-unLockAllFrames
-lockAllFrames
-hideAllFrames
-showAllFrames
-resetAllFrames

SPECIFIC frame settings
-unlockFrame
-lockFrame
-hideFrame
-showFrame
-resetFrame
What is so special with the dragframe?
Other frames can anchor the dragframe. If you size the dragframe all other frames will be scaled on your dragframe resize.
If you move the dragframe all other frames that hooked the dragframe will follow.
Thus you can now resize your whole art again by resizing one frame in the game.

1.02
- added support for target orbs (you can now add a unit the the orb config)

1.01
- COMPLETE REWRITE, DELETE THE OLD rBOTTOMBARSTYLER
- rBBS is a framework now

--------------------------------------------------------------------

4.004
- updated toc file for patch 4.1

4.003
removed unneeded code and fixed the mana coloring, actually going on powertype now
Change list http://code.google.com/p/rothui/source/detail?r=577

4.002
- added player login event to make sure the values update correctly after login

4.001
- updated to work with Patch 4.0.1

012
- added class coloring (health orb value 0)
- data is now saved per character

011
- added clique support

010
- updated for 3.2
- added the new galaxy glow

009
- updated for 3.1
- small fixes to the Roth UI layout

008
- added AION2 style from Dawn
- added Diablo 3 style without any orbs

007
- Diablo 3 layout now can choose between 3 bar types aswell for 12, 24 and 36 buttons
- roth layout got the cool angel and demon :p

006 Diff
- all frames are now at strata BACKGROUND
- added AION style
- new Diablo 3 textures

005 Diff
- added health orb coloring
- added mana orb coloring
- added functions to automatically detect the mana coloring on stance/class


004 Diff
- added health and mana values
- added orb click and hover functionality

003 Diff
- added the glows (first version)

002-2 Diff
- one orb func to create all the orbs
- code cleanup, removed tabs

002 Diff
- added moving
- added locking
- added functions to move / lock stuff
- orb health and orb mana func

001-2
- fixed bug with default bar value not setting

001
- initial release with 4 styles (d1, d2, d3, roth)
Optional Files (12)
File Name
Version
Size
Author
Date
Type
50100.01
242kB
11-28-12 01:46 PM
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1.04
37kB
10-09-11 07:24 AM
Addon
1.03
335kB
06-29-11 04:09 PM
Addon
1.03
203kB
06-29-11 04:08 PM
Addon
1.03
280kB
06-29-11 04:08 PM
Addon
1.03
362kB
06-29-11 04:07 PM
Addon
1.03
177kB
06-29-11 04:06 PM
Addon
1.03
39kB
06-29-11 04:05 PM
Addon
1.02
156kB
06-29-11 04:04 PM
Addon
1.02
13kB
06-29-11 04:03 PM
Addon
v2
707kB
06-27-11 04:42 AM
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1
187kB
06-21-11 03:08 PM
Addon


Archived Files (24)
File Name
Version
Size
Author
Date
50001.01
93kB
zork
09-21-12 02:44 PM
40300.01
93kB
zork
11-30-11 01:16 PM
1.06
93kB
zork
10-09-11 07:25 AM
1.05
97kB
zork
06-29-11 03:56 PM
1.04
97kB
zork
06-26-11 09:57 AM
1.03
97kB
zork
06-25-11 08:17 PM
1.02
89kB
zork
06-18-11 07:05 AM
1.01
88kB
zork
06-17-11 07:08 PM
1.01
2MB
zork
04-28-11 12:09 PM
4.003
2MB
zork
10-18-10 11:43 AM
4.002
2MB
zork
10-16-10 06:00 AM
4.001
2MB
zork
10-13-10 03:01 PM
012
2MB
zork
09-06-09 07:47 AM
011
2MB
zork
08-18-09 02:01 PM
010
2MB
zork
08-07-09 04:07 PM
009
2MB
zork
04-18-09 04:28 PM
008
2MB
zork
04-08-09 11:51 AM
007
2MB
zork
04-07-09 10:41 AM
006
1MB
zork
04-06-09 11:42 AM
005
1MB
zork
04-05-09 05:09 PM
004
1MB
zork
04-05-09 01:35 PM
003
1MB
zork
04-05-09 09:35 AM
002-2
1MB
zork
04-04-09 07:41 AM
001-2
1MB
zork
04-03-09 06:42 PM


Post A Reply Comment Options
Unread 03-10-14, 03:01 AM  
zork
A Pyroguard Emberseer
 
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Forum posts: 1354
File comments: 3227
Uploads: 86
rBBS is not intended to be used as a unit framework. It is mainly for texture display. I added orbs to be able to create a Diablo-esque look but normally you want to use oUF for any unit layout.

You may want to take a look at:
http://www.wowinterface.com/download...oUF_Ascii.html
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Unread 01-02-14, 02:25 PM  
kimdelee
A Murloc Raider

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Orbs

I havent used this in a while, but have updated it since 5.4 For some reason when I take damage the health orb doesnt reflect that. Any ideas?
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Unread 12-11-13, 03:07 AM  
zork
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Patch 5.4.2 removed the global NAMEPLATE_FONT variable. If you are getting errors use STANDARD_TEXT_FONT instead.
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Last edited by zork : 12-12-13 at 02:43 AM.
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Unread 11-29-13, 01:53 AM  
zork
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Re: Dynamically hiding target frame (when using Orbs only 2)

Well...rBBS is no unit framework. Thus no. Even adding more that just player/power orbs was done against my will for the sake of it.

What you want could be done by creating an orb-like oUF layout. Of course it could be done aswell by rewriting parts of the rBBS core, but no thanks.
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Last edited by zork : 11-29-13 at 01:55 AM.
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Unread 11-28-13, 11:56 AM  
Lundrai
A Kobold Labourer

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Dynamically hiding target frame (when using Orbs only 2)

I've been scouring trying to find something to help me do this but am having no luck.

Is there an easy way to make the target health and power orbs disappear when you do not have a target selected?

I'm not versed at all in .Lua and I can't figure out by myself what to modify to make it happen. Any help would be appreciated.
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Unread 07-09-13, 05:15 PM  
akylll
A Kobold Labourer

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Will this come soon for rbbs? and also Im wondering if its possible to remove the health and power orbs value .
tried to remove the ''create orb value'' in the core LUA , it worked but after that my game was like skipping frames. help lol

great addon btw having lots of fun customizing my ui to something unique
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Unread 03-05-13, 04:41 AM  
zork
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Announcement:
With the changes I made lately to oUF_Diablo which is all around adding a config for the orbs I'm planning to bring that change to rBBS aswell. But I'm still in the decision-making process.



I'm trying to work out a solution that will allow templates for texture layouts aswell.

I really like the gem functionality and want to keep it. What I do not like is how layouts work. It should be possible to Register a template to rBBS and then have an ingame config to pick one of those templates.

Some functions I need later...
Lua Code:
  1. -------------------------------------
  2. -- playerFrame
  3. -------------------------------------
  4.  
  5. local playerFrame = CF("UnitButton",nil,UIP)
  6. playerFrame.Health = CF("StatusBar",nil,playerFrame)
  7. playerFrame.Power = CF("StatusBar",nil,playerFrame)
  8.  
  9. --init
  10. playerFrame.unit = "player"
  11.  
  12. --update func
  13. function playerFrame:Update(...)
  14.   print(...)
  15.   if UnitHasVehiclePlayerFrameUI("player") or UnitHasVehicleUI("player") then
  16.     --vehicle
  17.     self.unit = "vehicle"
  18.   else
  19.     --player
  20.     self.unit = "player"
  21.   end
  22.   self.Health:Update()
  23.   self.Power:Update()
  24. end
  25.  
  26. --event handler
  27. playerFrame:SetScript("OnEvent", function(self,...) self:Update(...) end)
  28.  
  29. --event register
  30. playerFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
  31. playerFrame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", "player")
  32. playerFrame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", "player")
  33.  
  34. -------------------------------------
  35. -- playerFrame.HEALTH
  36. -------------------------------------
  37.  
  38. --update health func
  39. function playerFrame.Health:Update(...)
  40.   print(...)
  41.   local parent = self:GetParent()
  42.   local unit = parent.unit  
  43.   print(unit)
  44. end
  45.  
  46. --event handler
  47. playerFrame.Health:SetScript("OnEvent", function(self,...) self:Update(...) end)
  48.  
  49. playerFrame.Health:RegisterUnitEvent("UNIT_HEALTH", "player", "vehicle")
  50. playerFrame.Health:RegisterUnitEvent("UNIT_MAXHEALTH", "player", "vehicle")
  51. playerFrame.Health:RegisterUnitEvent("UNIT_CONNECTION", "player", "vehicle")
  52.  
  53. -------------------------------------
  54. -- playerFrame.POWER
  55. -------------------------------------
  56.  
  57. --update health func
  58. function playerFrame.Power:Update(...)
  59.   print(...)
  60.   local parent = self:GetParent()
  61.   local unit = parent.unit  
  62.   print(unit)
  63. end
  64.  
  65. --event handler
  66. playerFrame.Power:SetScript("OnEvent", function(self,...) self:Update(...) end)
  67.  
  68. playerFrame.Power:RegisterUnitEvent("UNIT_DISPLAYPOWER", "player", "vehicle")
  69. playerFrame.Power:RegisterUnitEvent("UNIT_POWER", "player", "vehicle")
  70. playerFrame.Power:RegisterUnitEvent("UNIT_MAXPOWER", "player", "vehicle")
  71. playerFrame.Power:RegisterUnitEvent("UNIT_CONNECTION", "player", "vehicle")
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Last edited by zork : 03-05-13 at 05:22 AM.
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Unread 07-14-12, 04:44 AM  
19logan91
A Deviate Faerie Dragon
 
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Art Shifting Problem

ok so my problem is quite minor but its just enough to drive me insane.

Everything is working beautifully, its just that when i reload my UI, all of the art shifts just slightly causing holes to appear between them. Then I have to reset them all and it will go back to being a solid single piece, but every time my UI reloads it shifts once more.

I'm not sure what to do, I've attempted editing layout settings per character, turning off reflux and other random things. Help would be greatly appreciated.

*[edit] I've managed to disable the dragframe from the style.lua file which seems to lessen the movement drastically, there is no longer gaps when I reload but very minor shifting still occurs, code below with what I changed my style.lua to.*

Lua Code:
  1. ---------------------------------
  2.   -- SPAWN
  3.   ---------------------------------
  4.  
  5.   --spawn the drag frame
  6.   --local dragframe = rBBS:spawnDragFrame(addon, cfg.dragframe)
  7.   --spawn actionbar background
  8.   rBBS:spawnFrame(addon, cfg.actionbarbg)
  9.   --spawn health orb
  10.   rBBS:spawnHealthOrb(addon, cfg.healthorb)
  11.   --spawn power orb
  12.   rBBS:spawnPowerOrb(addon, cfg.powerorb)
  13.   --spawn angel
  14.   rBBS:spawnFrame(addon, cfg.angel)
  15.   --spawn demon
  16.   rBBS:spawnFrame(addon, cfg.demon)
Last edited by 19logan91 : 07-14-12 at 04:57 AM.
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Unread 04-27-12, 12:00 PM  
zork
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Currently thinking about it.
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Unread 04-25-12, 09:46 AM  
bgb
A Kobold Labourer

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thx it sounds great cant wait to see
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Unread 04-25-12, 01:10 AM  
zork
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Re: rage orb

Those animations are not yet added to rBBS.

Hmm. I just had a good idea. You probably have to wait 1-2 days to see the actual result.
- Clickable orb preview that makes changing health/power orb possible in game. Settings saved per character.

Options:
  1. Animation (Model, Galaxy, None)
  2. Color (Ignored for models except pearl)
  3. Background texture

- API Change to allow multiple preset textures per frame that could be changed ingame on the fly. That would finally make it possible to change the bar texture from 12 to 24 or 36 buttons again in the game.
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Last edited by zork : 04-25-12 at 01:13 AM.
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Unread 04-24-12, 01:17 PM  
bgb
A Kobold Labourer

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rage orb

Hello i have little problem with this addon.
I downloaded rbbs for diablo 3 and set it like this:



But i rly dont like this blue mana orb on my warrior.. So i wanted to change it so it could fit Rage.. I want somth like in d3:



So i looked for orbs and i think one of these would be good:




And now my questions.. I rly dont know how to change style and color of those orbs Im noob in that things.. Could u tell me how to do that? And if i can change style of only one orb - not both?
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Unread 03-18-12, 11:05 AM  
ShAd0w2010
A Kobold Labourer

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Re: Re: ONLY HE ORBS

Hey. Been using this mod a long time outdated and pretty excited to see it's not abandoned.
I'm curious though, will the old frame styles work with this? Because I use Aion2 as my preferred bar style and it is by far my favorite. Is there any way I can use that style with the newer rBBS or is that not possible? ANd if it's not, can someone port it over? I would be very happy if someone did
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Unread 02-04-12, 01:49 PM  
zork
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I just found this tutorial video on youtube.

http://www.youtube.com/watch?v=ncUIbr-WFlA
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Unread 01-10-12, 05:49 PM  
humfras
A Warpwood Thunder Caller
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In rare cases, the text values are not correctly displayed.

e.g.
* with 130916 hp returned by UnitHealth(), rBBs shows '130.90000512588'.
* on my warrior, the quantitative and the qualitative numbers are off by 1 (Rage is at 28 but rBBs displays 29% and vice versa)

I tried to circumstance this by adding a rounding function:
Code:
local function round(num, idp)
	return tonumber(string.format("%." .. (idp or 0) .. "f", num))
end
and
Code:
[...]
elseif v > 1E3 then
      string = round((floor((v/1E3)*10)/10),1).."k"
[...]
I do not know if this is the best solution but I just want to let you know.
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Last edited by humfras : 01-10-12 at 05:50 PM.
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