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Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-25-14 07:18 AM
Created:04-03-09 05:34 PM
Downloads:125,090
Favorites:177
MD5:
6.0.2
rBottomBarStyler  Updated Today!  Popular! (More than 5000 hits)
Version: 60000.01
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

60000.01
- updated for patch 6.0.2

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)
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Date
Type
60000.01
242kB
10-25-14 07:20 AM
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1.04
37kB
10-09-11 07:24 AM
Addon
1.03
335kB
06-29-11 04:09 PM
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1.03
203kB
06-29-11 04:08 PM
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1.03
280kB
06-29-11 04:08 PM
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1.03
362kB
06-29-11 04:07 PM
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1.03
177kB
06-29-11 04:06 PM
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1.03
39kB
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156kB
06-29-11 04:04 PM
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1.02
13kB
06-29-11 04:03 PM
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v2
707kB
06-27-11 04:42 AM
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1
187kB
06-21-11 03:08 PM
Addon


Archived Files (25)
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11-30-11 01:16 PM
1.06
93kB
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10-09-11 07:25 AM
1.05
97kB
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06-29-11 03:56 PM
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97kB
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1.03
97kB
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1.02
89kB
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06-18-11 07:05 AM
1.01
88kB
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06-17-11 07:08 PM
1.01
2MB
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4.003
2MB
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4.002
2MB
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10-16-10 06:00 AM
4.001
2MB
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10-13-10 03:01 PM
012
2MB
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09-06-09 07:47 AM
011
2MB
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08-18-09 02:01 PM
010
2MB
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009
2MB
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008
2MB
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007
2MB
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04-07-09 10:41 AM
006
1MB
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04-06-09 11:42 AM
005
1MB
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04-05-09 05:09 PM
004
1MB
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003
1MB
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002-2
1MB
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001-2
1MB
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Post A Reply Comment Options
Unread 12-01-10, 12:25 AM  
meltdown
A Murloc Raider

Forum posts: 6
File comments: 2
Uploads: 0
Re: Re: Re: Re: One Simple Request

Originally posted by Frosty
I didn't even realise it didn't do this. So I made it do this.

Code:
  local function orbhealth(orb1,orb1_fill,orbtext1,orbtext2)
    orb1:SetScript("OnEvent", function(self, event, arg1, ...)
	
	 local strUnit,intColor = "player", 1
	 if UnitInVehicle("player") then strUnit,intColor = "vehicle", 4; end

      if (event == "UNIT_ENTERED_VEHICLE" and arg1 == "player")
	   or event == "PLAYER_LOGIN"
	   or event == "PLAYER_ENTERING_WORLD"
	   or arg1 == strUnit then 
        local uh, uhm = UnitHealth(strUnit), UnitHealthMax(strUnit)
        local perc = floor(uh/uhm*100)
        local nuh = do_format(uh)
        local nuhm = do_format(uhm)
        orbtext1:SetText(perc)
        orbtext2:SetText(nuh)
        orb1_fill:SetHeight((uh/uhm) * orb1_fill:GetWidth())
        orb1_fill:SetTexCoord(0,1,  math.abs(uh/uhm - 1),1)
		rBottomBarStyler.healthorb = intColor
        set_the_hglows()
        
        hgal1:SetAlpha(uh / uhm)
        hgal2:SetAlpha(uh / uhm)
        hgal3:SetAlpha(uh / uhm)
      end
    end)
	orb1:RegisterEvent("UNIT_ENTERED_VEHICLE")
	orb1:RegisterEvent("UNIT_EXITED_VEHICLE")
    orb1:RegisterEvent("UNIT_HEALTH")
    orb1:RegisterEvent("PLAYER_LOGIN")
    orb1:RegisterEvent("PLAYER_ENTERING_WORLD")
  end
This also changes the healthbar to yellow when in a vehicle, and to red when not.
Can the same thing be done with the other orb? cause i was in Coldarra doing the Ace's High Daily, on my warrior, and everytime i got on the drake or any vehicle, i could just see my own health and rage orb. After copying and pasting what u posted into the rBottomBarStyler's core LUA file, it ended up showing the drake vehicle's health instead of my own, which is awesome. However, the other orb didnt change. Any help would be appreciated.

EDIT: Nevermind I believe i found out how, thanks to Frosty's post. It was just a matter of changing certain words. Just copy the Code on the bottom and paste it underneath the "Orb Mana Func" in the rBottomBarStyler's core LUA file (which i opened with wordpad).

One of the issues is the color of the second orb, the color of it will represent ur toons "power" color, for example i was on my DK, so the second orb (even after gettin on the drake) was still runic colored but it still functioned correctly.

Something else that might be an issue is the vehicle i was on used "power" when one of its abilities were used, i still havent tested this on a vehicle that gains "power" when its abilities are used. An example would be the cannons on the gunship battle in ICC.

Code:
     local function orbmana(orb2,orb2_fill,orbtext1,orbtext2)
    orb2:SetScript("OnEvent", function(self, event, arg1, ...)
	
	 local strUnit,intColor = "player", 1
	 if UnitInVehicle("player") then strUnit,intColor = "vehicle", 4; end

      if (event == "UNIT_ENTERED_VEHICLE" and arg1 == "player")
	   or event == "PLAYER_LOGIN"
	   or event == "PLAYER_ENTERING_WORLD"
	   or arg1 == strUnit then 
        local uh, uhm = UnitMana(strUnit), UnitManaMax(strUnit)
        local perc = floor(uh/uhm*100)
        local nuh = do_format(uh)
        local nuhm = do_format(uhm)
        orbtext1:SetText(perc)
        orbtext2:SetText(nuh)
        orb2_fill:SetHeight((uh/uhm) * orb2_fill:GetWidth())
        orb2_fill:SetTexCoord(0,1,  math.abs(uh/uhm - 1),1)
		rBottomBarStyler.healthorb = intColor
        set_the_hglows()
        
        mgal1:SetAlpha(uh / uhm)
        mgal2:SetAlpha(uh / uhm)
        mgal3:SetAlpha(uh / uhm)
      end
    end)
	orb2:RegisterEvent("UNIT_ENTERED_VEHICLE")
	orb2:RegisterEvent("UNIT_EXITED_VEHICLE")
    orb2:RegisterEvent("UNIT_POWER")
    orb2:RegisterEvent("PLAYER_LOGIN")
    orb2:RegisterEvent("PLAYER_ENTERING_WORLD")
  end
Last edited by meltdown : 12-02-10 at 03:16 PM.
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Unread 11-22-10, 06:12 PM  
zork
A Pyroguard Emberseer
 
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Forum posts: 1367
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Uploads: 87
Re: profiles?

Originally posted by Lightcall
is there a way to save the scale and settings options for different characters? ie i need the bar smaller for one character and then slightly larger for my alt
Check out rFilter3.

I do sth similar for that mod. I track playerclass, name and spec and based on that info different conditions trigger. So get your name at the top of the config and based on the name you can change the scale. If your charname has special characters in it you need to save the lua file in UTF8 file format.
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Unread 11-22-10, 05:51 PM  
Lightcall
A Defias Bandit

Forum posts: 2
File comments: 16
Uploads: 0
profiles?

is there a way to save the scale and settings options for different characters? ie i need the bar smaller for one character and then slightly larger for my alt
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Unread 11-15-10, 02:45 PM  
Genesys
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news

Anything new on the "diskokugel" ?

canīt wait to see it implemented




just saw the roth ui beta! since I only want the orbs, any idea how long it will take?
Last edited by Genesys : 11-15-10 at 02:49 PM.
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Unread 11-09-10, 05:25 AM  
Rammoth
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Re: Re: Re: confused

Originally posted by Zer0phoenix
LOL epic fail thanks!
Because it's just textures, and not a UI mod really... you have to use something like Bartender an actionbar replacement mod, to put bars on it. Because they're just images, there is no way to put any spells on it till you put action bars. I'm not sure if any of the actionbar replacements available reuse the default ones or not, but Bartender is good, and I know there are more listed on the main page of this. I'm having trouble implementing this into the Roth UI that way everything is done for me... but that's because I can't understand LUA and I like everything Roth UI provides.
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Unread 11-08-10, 07:07 PM  
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Re: Re: confused

Originally posted by Frosty
Go back to the addon page and read it again.
LOL epic fail thanks!
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Unread 11-08-10, 07:03 PM  
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Re: confused

Originally posted by Zer0phoenix
how do i get rid of Blizzards action bars? Their in my way
Go back to the addon page and read it again.
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Unread 11-08-10, 06:35 PM  
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confused

how do i get rid of Blizzards action bars? Their in my way
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Unread 11-08-10, 06:55 AM  
Rammoth
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Re: One Simple Request

Originally posted by htapodi
Hello i have a very simple request
I really want to thank u for this awesome addon. I want u to make sure that i have already read about rothUI, oUF and others and i clearly understand that this addon is used only for visual purposes and dont want to ask u about converting this to a unit frame. I just want to know if its possible to add a code to lua that will make the bars to change when i enter a vehicle in the most simple way (amount of vehicle hp/power, no color, no buffs and not anything extra). Im asking this here because i already did some small changes to the files like color, displays etc) and i dont want to start over with setting everything from zero. I do believe that this is plausible since is already able to read player's amounts. If not plz guide me to the simplest way to solve my little problem note that i just want to solve vehicle problem and dont care about other frames Thank you in advance.

These are some screenshot of how i use ur awesome artwork coop with some other addons:

Omg that is a sweet UI! Is that available for release?
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Unread 11-07-10, 09:24 PM  
Frosty
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I'd just like to say that the X co-ord of the left gargoyle for ROTH should be -410, or at least when its -410 the text doesn't get overlapped by the gargoyle. Makes sense too as the right side graphic is at 410.
Last edited by Frosty : 11-08-10 at 05:20 AM.
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Unread 11-07-10, 09:22 PM  
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Re: Re: Re: One Simple Request

Originally posted by htapodi
Wow tnx for the fast respond but the truth is that im not that pro on lua editing just managed to play with the colors so far :P. I wont press u help me more if u are not up too. I might actually switch to oUF as u suggesting since i think is the most unpainfull solution i can see in the horizon. Altho really thx again. Btw in default the HP is idd change to vehicle so its only the power that trubles me do you have any idea of what is happening? Does blizzard changed the vehicle to replace main frame instead off petframe? If that so i can imagine that if i manage to change the attribute off power bar so it can change from runic power to others and vise versa might works
I didn't even realise it didn't do this. So I made it do this.

Code:
  local function orbhealth(orb1,orb1_fill,orbtext1,orbtext2)
    orb1:SetScript("OnEvent", function(self, event, arg1, ...)
	
	 local strUnit,intColor = "player", 1
	 if UnitInVehicle("player") then strUnit,intColor = "vehicle", 4; end

      if (event == "UNIT_ENTERED_VEHICLE" and arg1 == "player")
	   or event == "PLAYER_LOGIN"
	   or event == "PLAYER_ENTERING_WORLD"
	   or arg1 == strUnit then 
        local uh, uhm = UnitHealth(strUnit), UnitHealthMax(strUnit)
        local perc = floor(uh/uhm*100)
        local nuh = do_format(uh)
        local nuhm = do_format(uhm)
        orbtext1:SetText(perc)
        orbtext2:SetText(nuh)
        orb1_fill:SetHeight((uh/uhm) * orb1_fill:GetWidth())
        orb1_fill:SetTexCoord(0,1,  math.abs(uh/uhm - 1),1)
		rBottomBarStyler.healthorb = intColor
        set_the_hglows()
        
        hgal1:SetAlpha(uh / uhm)
        hgal2:SetAlpha(uh / uhm)
        hgal3:SetAlpha(uh / uhm)
      end
    end)
	orb1:RegisterEvent("UNIT_ENTERED_VEHICLE")
	orb1:RegisterEvent("UNIT_EXITED_VEHICLE")
    orb1:RegisterEvent("UNIT_HEALTH")
    orb1:RegisterEvent("PLAYER_LOGIN")
    orb1:RegisterEvent("PLAYER_ENTERING_WORLD")
  end
This also changes the healthbar to yellow when in a vehicle, and to red when not.
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Unread 11-06-10, 02:18 PM  
Rammoth
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I must be missing something here... I can't for the life of me figure out how to set the scale size of this to go with whatever the UI scale is set in the Blizzard Settings, like your full UI Roth UI does...

I don't know how to make it fit, it's too big. I took this from one of the files in the default one for the UI here:

Code:
  cfg.bars = {
    bar1 = {
      buttonsize      = 26,
      buttonspacing   = 5,
      barscale        = 0.82,
      uselayout2x6    = true,
      userplaced      = false, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -1, y = 22 }, 
      testmode        = false,
    },
    bar2 = {
      buttonsize      = 26,
      buttonspacing   = 5,
      barscale        = 0.82,
      uselayout2x6    = true,
      showonmouseover = false,
      userplaced      = false, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -1, y = 53 }, 
      testmode        = false,
    },
    bar3 = {
      buttonsize      = 26,
      buttonspacing   = 5,
      barscale        = 0.82,
      uselayout2x6    = false,
      showonmouseover = false,
      userplaced      = false, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -1, y = 92 }, 
      testmode        = false,
    },
    bar4 = {
      buttonsize      = 26,
      buttonspacing   = 5,
      barscale        = 0.82,
      showonmouseover = true,
      userplaced      = false, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "RIGHT", a2 = "RIGHT", af = "UIParent", x = -10, y = 0 }, 
      testmode        = false,
    },
    bar5 = {
      buttonsize      = 26,
      buttonspacing   = 5,
      barscale        = 0.82,
      showonmouseover = true,
      userplaced      = false, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "RIGHT", a2 = "RIGHT", af = "UIParent", x = -46, y = 0 }, 
      testmode        = false,
    },
    stancebar = {
      buttonsize      = 26,
      buttonspacing   = 5,
      barscale        = 0.82,
      showonmouseover = false,
      userplaced      = true, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -1, y = 140 }, 
      testmode        = false,
      disable         = false,
    },
    petbar = {
      buttonsize      = 26,
      buttonspacing   = 5,
      barscale        = 0.82,
      showonmouseover = false,
      userplaced      = true, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -1, y = 140 }, 
      testmode        = false,
      disable         = false,
    },
    micromenu = {
      barscale        = 0.82,
      showonmouseover = true,
      userplaced      = false, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "TOP", a2 = "TOP", af = "UIParent", x = 0, y = -5 }, 
      testmode        = false,
      disable         = false,
    },
    bags = {
      barscale        = 0.82,
      showonmouseover = true,
      userplaced      = false, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "BOTTOMRIGHT", a2 = "BOTTOMRIGHT", af = "UIParent", x = -10, y = 10 }, 
      testmode        = false,
      disable         = false,
    },
    totembar = {
      barscale        = 0.82,
      userplaced      = true, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -1, y = 140 }, 
      testmode        = false,
      disable         = false,
    },
    vehicleexit = {
      buttonsize      = 36,
      barscale        = 0.82,
      userplaced      = false, --want to place the bar somewhere else?
      locked          = false, --frame locked
      pos             = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 170, y = 130 }, 
      testmode        = false,
    },
  }
How do I make the size fit just like that?
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Unread 11-05-10, 03:45 PM  
htapodi
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Re: Re: One Simple Request

Originally posted by zork
Basically when in an vehicle you become your own petframe. Or to say the petframe is your vehicle but both get switched normally because the vehicle is in this case actually the main unit.

So what you can do is something like this but this requires knowledge of the WoW Api and some digging into it.
Code:
  local frame = CreateFrame("Frame",nil,UIParent)

  frame:SetScript("OnEvent", function(self,event,arg1,...)
    if((event=="UNIT_ENTERED_VEHICLE") and arg1 == "player") then
      frame.unit = "vehicle"
    elseif((event=="UNIT_EXITED_VEHICLE") and arg1 == "player") then
      frame.unit = "player"
    end
  end)  

  frame:RegisterEvent("UNIT_ENTERED_VEHICLE")
  frame:RegisterEvent("UNIT_EXITED_VEHICLE")
So basically what you have to do is to change the unit that triggers the unit_health/power event based on wether you are in a vehicle or not.

Inside the unitHealth and unitPower functions you could track that unit and do certain stuff based on conditions like: if unit = vehicle then this else that.
Wow tnx for the fast respond but the truth is that im not that pro on lua editing just managed to play with the colors so far :P. I wont press u help me more if u are not up too. I might actually switch to oUF as u suggesting since i think is the most unpainfull solution i can see in the horizon. Altho really thx again. Btw in default the HP is idd change to vehicle so its only the power that trubles me do you have any idea of what is happening? Does blizzard changed the vehicle to replace main frame instead off petframe? If that so i can imagine that if i manage to change the attribute off power bar so it can change from runic power to others and vise versa might works
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Unread 11-05-10, 01:38 PM  
zork
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Re: One Simple Request

Basically when in an vehicle you become your own petframe. Or to say the petframe is your vehicle but both get switched normally because the vehicle is in this case actually the main unit.

So what you can do is something like this but this requires knowledge of the WoW Api and some digging into it.
Code:
  local frame = CreateFrame("Frame",nil,UIParent)

  frame:SetScript("OnEvent", function(self,event,arg1,...)
    if((event=="UNIT_ENTERED_VEHICLE") and arg1 == "player") then
      frame.unit = "vehicle"
    elseif((event=="UNIT_EXITED_VEHICLE") and arg1 == "player") then
      frame.unit = "player"
    end
  end)  

  frame:RegisterEvent("UNIT_ENTERED_VEHICLE")
  frame:RegisterEvent("UNIT_EXITED_VEHICLE")
So basically what you have to do is to change the unit that triggers the unit_health/power event based on wether you are in a vehicle or not.

Inside the unitHealth and unitPower functions you could track that unit and do certain stuff based on conditions like: if unit = vehicle then this else that.
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Last edited by zork : 11-05-10 at 01:42 PM.
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Unread 11-05-10, 01:31 PM  
htapodi
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One Simple Request

Hello i have a very simple request
I really want to thank u for this awesome addon. I want u to make sure that i have already read about rothUI, oUF and others and i clearly understand that this addon is used only for visual purposes and dont want to ask u about converting this to a unit frame. I just want to know if its possible to add a code to lua that will make the bars to change when i enter a vehicle in the most simple way (amount of vehicle hp/power, no color, no buffs and not anything extra). Im asking this here because i already did some small changes to the files like color, displays etc) and i dont want to start over with setting everything from zero. I do believe that this is plausible since is already able to read player's amounts. If not plz guide me to the simplest way to solve my little problem note that i just want to solve vehicle problem and dont care about other frames Thank you in advance.

These are some screenshot of how i use ur awesome artwork coop with some other addons:

Last edited by htapodi : 11-05-10 at 01:32 PM.
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