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Updated: 02-27-14 01:33 PM
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Compatibility:
Siege of Orgrimmar (5.4)
Escalation (5.3)
Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:02-27-14 01:33 PM
Created:07-03-09 12:57 AM
Downloads:32,758
Favorites:198
MD5:
Neav UI  Popular! (More than 5000 hits)
Version: 5.4.1
by: Neal, ballagarba
Neav UI
This UI complication will work on all resolution.
But be warned.

I will not help with questions
Most of the addons in this compilation is only configurable through Lua, so some basic programming knowledge is highly recommended but not required. A lot of the options are basically setting the value to either true or false depending on if you want to enable or disable the feature.

AddOns include
!Beautycase
!Colorz
ActionButtonText (by kerrang) *
nBuff
nChat
nCore
nMainbar
nMinimap
nPlates
nPower
nTooltip
OmniCC (by Tuller)
oUF (by Haste)
oUF_Neav
oUF_NeavRaid

* some changes by me

Tanks to Haste, kerrang, zork, Tuller, and many more for their great AddOns.

Information
A lot of the addons have a config.lua file where you can change some settings. So look first into this file before you ask something!

How can I move the Pet-, Stance- or Possessbar?
It's very simple!
ShiftKey + AltKey + Leftclick on the first button of the Pet-, Stance- or Possessbar to move the them.

Commands
/neavrt to move the raid frames.
/wm, /worldmarkers, /rm or /raidmarkers to show world raid markers.
/rolecheck or /rcheck to do a role check.

Great extensions
For a improved totem frame check out ImprovedTotemFrame
If you want a small, not overload threat addon. Check out zorks rThreat
Some other decent and good ui improvements are tekability, oGlow and Combuctor

The latest updates and changes can be found on Github.
v. 5.4.1

- Added Siege of Orgrimmar raid debuffs to the raid frames
- Added option to hide unit tooltips during combat
- Added option to show the chat input box above the chat window (default: true)
- Option to hide the coalesced/interactive realm text from the tooltip
- Fix the error when clicking the Player vs. Player option in the picomenu
- Add absorb bar to player, target, focus and pet frame
- Fix tooltip concatenation error in scenarios

v. 5.4.0

- TOC updates (50400)
- Added an absorb bar to the raid frames (like incoming heals, except yellow)
- Option to show a border around the chat frame (#28)
- Show a tooltip on the watchframe describing how to move it (#34)

v. 5.3.0

- Abbreviate Instance chat type in nChat.
- Lower frame strata for the warlock power frame, so it doesn't obscure the map.
- Add skiplist to autogreed in nCore. See nCore/modules/autogreed.lua.
- Added Throne of Tunder debuffs to oUF_NeavRaid.
- Other minor fixes and tweaks.

v. 5.1.0

- Nameplate updates.
- Chi fixes for nPower.
- Mostly TOC updates.

v. 5.0.6

- Open mail module now shows amount of money collected.
- Nameplate threat highlight should now be correctly hidden out of combat.
- Abbreviate some more num pad keys for example: Num Pad / => Nu/ and Num Pad * => Nu*
- Correctly display the dungeon/raid difficulty on the minimap.
- Unit frames should now hide during pet battle.
- NEW: Added a threat indicator on the target frame, identical to the one Blizzard uses. You can turn it off in the config.

v. 5.0.5

- Fixes for the arena frames (hopefully shouldn't throw anymore errors at least).
- There's now a whitelist filter for buffs on the arena frames.
- Demonic Gateway timers for warlock (Blizzard style).
- Fix the "ghost buff" buff on targets.
- MoP raid debuffs.
- Fix the battletag bug on friendslist.
- Added symbiosis info and spec to tooltip.
- Now correctly display item level on tooltip.
- Correctly skin editbox on all chat windows.
- Minor tweaks...

v. 5.0.4b

- Battle.Net fixes for friends tab on nMinimap.
- oUF_SpellRange now reports out of range correctly.
- Fixes for the colorPlayerDebuffsOnly option.

v. 5.0.4

- Updated for patch 5.0.4.
- nMainbar now supports a minimum alpha on bars using mouseover.
- Minor tweaks here and there.

v. 4.3.0_1

- updated nMainbar
- updated oUF_Neav and oUF_NeavRaid
- updated nChat
- updated nMinimap
- updated nCore
- updated nBuff
- some small changes and additions

v. 4.3.0

- 4.3 compatible version
- changed version numbering scheme

v. 1.6.4

- updated for patch 4.2
Optional Files (2)
File Name
Version
Size
Author
Date
Type
6.0.2
230kB
10-23-14 08:28 PM
Addon
5.4.1
82kB
11-17-13 07:21 AM
Addon


Archived Files (2)
File Name
Version
Size
Author
Date
5.4.0
934kB
Neal
09-11-13 09:47 AM
5.3.0
1MB
Neal
05-22-13 05:10 AM


Post A Reply Comment Options
Unread 12-11-09, 06:22 AM  
ballagarba
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Forum posts: 22
File comments: 356
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Re: Re: nBuff

Originally posted by neenee
I added a wee bit of code to nMinimap.lua, to move the LFG minimap icon to the top-left corner.
Since you can't enter the BG queue and the LFG queue at the same time, the two associated icons can occupy the same space in the .lua without messing up your display/functionality in-game.

beneath:

Code:
MiniMapBattlefieldFrame:ClearAllPoints()
MiniMapBattlefieldFrame:SetPoint('TOPLEFT', Minimap, -2, 1)
add:

Code:
MiniMapLFGFrame:ClearAllPoints()
MiniMapLFGFrame:SetPoint('TOPLEFT', Minimap, -2, 1)
Sounds smart, but doesn't the LFG minimap icon overlap/gets overlapped by that new banner thing that tells you what kind of dungeon/raid you're currently in? Or do you have any way of moving that to? I couldn't get any frame name from it.
Last edited by ballagarba : 12-11-09 at 06:52 AM.
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Unread 12-11-09, 05:47 AM  
neenee
A Murloc Raider
AddOn Author - Click to view AddOns

Forum posts: 4
File comments: 31
Uploads: 1
Re: nBuff

I added a wee bit of code to nMinimap.lua, to move the LFG minimap icon to the top-left corner.
Since you can't enter the BG queue and the LFG queue at the same time, the two associated icons can occupy the same space in the .lua without messing up your display/functionality in-game.

beneath:

Code:
MiniMapBattlefieldFrame:ClearAllPoints()
MiniMapBattlefieldFrame:SetPoint('TOPLEFT', Minimap, -2, 1)
add:

Code:
MiniMapLFGFrame:ClearAllPoints()
MiniMapLFGFrame:SetPoint('TOPLEFT', Minimap, -2, 1)
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Unread 12-10-09, 03:50 AM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
File comments: 49
Uploads: 0
nBuff

I add ConsolidatedBuffs support. It seems to work but I havnt tested it for a long time.

You need the following texture
http://hotfile.com/dl/20096195/bd87d...rface.zip.html
and you have to replace the code in your nBuff.lua with this one
Code:
_G.MINUTE_ONELETTER_ABBR = '|cffffffff%dm|r'
_G.HOUR_ONELETTER_ABBR = '|cffffffff%dh|r'
_G.DAY_ONELETTER_ABBR = '|cffffffff%dd|r'
_G.SECOND_ONELETTER_ABBR = '|cffffffff%d|r'

local CBuffs = false;

local function BuffFrame_SetPoint(self)
    local hasMainHandEnchant, _, _, hasOffHandEnchant = GetWeaponEnchantInfo()
    if (self and self:IsShown()) then
        self:ClearAllPoints()
        if (hasMainHandEnchant and hasOffHandEnchant) then
            self:SetPoint('TOPRIGHT', TempEnchant2, 'TOPLEFT', -nBuff.padding.x, 0)
            return
        elseif (hasMainHandEnchant or hasOffHandEnchant) then            
            self:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0)
            return
        elseif (not hasMainHandEnchant and not hasOffHandEnchant) then
            self:SetPoint('TOPRIGHT', TempEnchant1)
            return
        end
    end
end

	local button = ConsolidatedBuffs--Icon
    button:SetScale(nBuff.button.scale)
    button:SetWidth(32)
    button:SetHeight(32)
	
	ConsolidatedBuffsIcon:SetTexCoord(0.02	, 0.48, 0.02, .98)
	--(left,right,top,bottom) 
	
	local border = ConsolidatedBuffs:CreateTexture('$parentOverlay', 'ARTWORK')
	border:SetTexture(nBuff.button.borderBuff)
    border:SetTexCoord(0, 1, 0, 1)
    border:SetVertexColor(unpack(nBuff.button.buffBorderColor))
    border:ClearAllPoints()
    border:SetPoint('TOPRIGHT', button, 1, 1)
    border:SetPoint('BOTTOMLEFT', button, -1, -1)    
	
	button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND')
    button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35)
    button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35)
    button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground')
    button.Background:SetVertexColor(0, 0, 0, 1)
	
	ConsolidatedBuffsCount:ClearAllPoints()
    ConsolidatedBuffsCount:SetPoint('TOPRIGHT', button)
    ConsolidatedBuffsCount:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE')
    ConsolidatedBuffsCount:SetShadowOffset(0, 0)
    ConsolidatedBuffsCount:SetDrawLayer('OVERLAY')
	
	ConsolidatedBuffs:ClearAllPoints()
    ConsolidatedBuffs:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0)
    ConsolidatedBuffsIcon:SetAlpha(1)
	
if CBuffs then
	TemporaryEnchantFrame:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'TOPLEFT', -nBuff.padding.x, 0)
else
	TemporaryEnchantFrame:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0)
end

TempEnchant2:ClearAllPoints()
TempEnchant2:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0)

for i = 1, 2 do
    local button = _G['TempEnchant'..i]
    button:SetScale(nBuff.button.scale)
    button:SetWidth(32)
    button:SetHeight(32)

    local icon = _G['TempEnchant'..i..'Icon']
    icon:SetTexCoord(0.03, 0.97, 0.03, 0.97)

    local duration = _G['TempEnchant'..i..'Duration']
    duration:ClearAllPoints()
    duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2)
    duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE')
    duration:SetShadowOffset(0, 0)
    duration:SetDrawLayer('OVERLAY')

    local border = _G['TempEnchant'..i..'Border']
    border:SetTexture(nBuff.button.borderDebuff)
    border:SetTexCoord(0, 1, 0, 1)
    border:SetVertexColor(0.9, 0.25, 0.9)
    border:ClearAllPoints()
    border:SetPoint('TOPRIGHT', button, 1, 1)
    border:SetPoint('BOTTOMLEFT', button, -1, -1)    
    
    button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND')
    button.Background:SetPoint('TOPRIGHT', border, 3.35, 3.35)
    button.Background:SetPoint('BOTTOMLEFT', border, -3.35, -3.35)
    button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground')
    button.Background:SetVertexColor(0, 0, 0, 1)
end 
	
function UpdateBuffAnchors()	
		local buff, previousBuff, aboveBuff;
		local numBuffs = 0;

		for i = 1, BUFF_ACTUAL_DISPLAY do
			buff = _G["BuffButton"..i];
			if ( buff.consolidated ) then
				if ( buff.parent == BuffFrame ) then
					buff:SetParent(ConsolidatedBuffsContainer);
					buff.parent = ConsolidatedBuffsContainer;
					CBuffs = true;
				end
			else
				numBuffs = numBuffs + 1;
				index = numBuffs;
				if ( buff.parent ~= BuffFrame ) then
					buff.count:SetFontObject(NumberFontNormal);
					buff:SetParent(BuffFrame);
					buff.parent = BuffFrame;
				end
				buff:ClearAllPoints();
					if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then
						if (index == nBuff.button.buffPerRow + 1) then
							buff:SetPoint('TOP', ConsolidatedBuffs, 'BOTTOM', 0, -nBuff.padding.y)
						else
							buff:SetPoint('TOP', aboveBuff, 'BOTTOM', 0, -nBuff.padding.y)
						end
						aboveBuff = buff;
					elseif (index == 1) then
						BuffFrame_SetPoint(buff)
					else
						buff:SetPoint('RIGHT',previousBuff, 'LEFT', -nBuff.padding.x, 0)
					end
					previousBuff = buff;
			end
		end
	end
hooksecurefunc("BuffFrame_UpdateAllBuffAnchors", UpdateBuffAnchors)


hooksecurefunc('DebuffButton_UpdateAnchors', function(self, index)
    local space = 31 + nBuff.padding.y
	local row = ceil(BUFF_ACTUAL_DISPLAY/nBuff.button.buffPerRow)
    
    if (row and row > 1) then
        rowspacing = -row * space
    else
        rowspacing = -space
    end
    
    local buff = _G[self..index]
    buff:ClearAllPoints()
	if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then
		buff:SetPoint('TOP', _G[self..(index-nBuff.button.buffPerRow)], 'BOTTOM', 0, -nBuff.padding.y)
	elseif (index == 1) then
        buff:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'BOTTOMRIGHT', 0, rowspacing)
	else
		buff:SetPoint('RIGHT', _G[self..(index-1)], 'LEFT', -nBuff.padding.x, 0)
	end
end)

hooksecurefunc('AuraButton_Update', function(self, index)
    local button = _G[self..index]
    if (button) then
        button:SetScale(nBuff.button.scale)
        button:SetWidth(32)
        button:SetHeight(32)
    end
        
    local icon = _G[self..index..'Icon']
    if (icon) then
        icon:SetTexCoord(0.03, 0.97, 0.03, 0.97)
    end
	
    local duration = _G[self..index..'Duration']
    if (duration) then
        duration:ClearAllPoints()
        duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2)
        duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE')
        duration:SetShadowOffset(0, 0)
        duration:SetDrawLayer('OVERLAY')
    end

    local count = _G[self..index..'Count']
    if (count) then
        count:ClearAllPoints()
        count:SetPoint('TOPRIGHT', button)
        count:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE')
        count:SetShadowOffset(0, 0)
        count:SetDrawLayer('OVERLAY')
    end
        
    local border = _G[self..index..'Border']
    if (border) then
        border:SetTexture(nBuff.button.borderDebuff)
        border:SetPoint('TOPRIGHT', button, 1, 1)
        border:SetPoint('BOTTOMLEFT', button, -1, -1)
        border:SetTexCoord(0, 1, 0, 1)
    end
    
    if (button and not border) then
        if (not button.texture) then
            button.texture = button:CreateTexture('$parentOverlay', 'ARTWORK')
            button.texture:SetParent(button)
            button.texture:SetTexture(nBuff.button.borderBuff)
            button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor))
            button.texture:SetPoint('TOPRIGHT', button, 1, 1)
            button.texture:SetPoint('BOTTOMLEFT', button, -1, -1)
        end
        
        local name = UnitAura('player', index)
        if (name == select(1, GetSpellInfo(34477)) or name == select(1, GetSpellInfo(57934))) then
            button.texture:SetVertexColor(1, 0, 1)
            button.texture:SetTexture(nBuff.button.borderDebuff)
        else
            button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor))
            button.texture:SetTexture(nBuff.button.borderBuff)
        end
    end
    
    if (button and not button.Background) then
        button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND')
        button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35)
        button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35)
        button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground')
        button.Background:SetVertexColor(0, 0, 0, 1)
    end
end)
edit debuffposition fixed
Last edited by Julchen : 12-10-09 at 04:27 AM.
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Unread 12-09-09, 01:48 PM  
pekaziz
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Thanks so much Julchen
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Unread 12-09-09, 01:41 PM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
File comments: 49
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nMinimap

nMinimap work actually properly by me with this code
Code:
local function Minimap_GetTrackType()
    local track = nil
    for i = 1, GetNumTrackingTypes() do
        local name, _, isActive = GetTrackingInfo(i)
        if (isActive) then
            track = isActive
            MinimapTrackingText:SetText(name)
        end
        
        if (not track) then
            MinimapTrackingText:SetText(NONE)
        end
    end
end

for i = 1, select('#', GameTimeFrame:GetRegions()) do
    local texture = select(i, GameTimeFrame:GetRegions())
    if (texture and texture:GetObjectType() == 'Texture') then
        texture:SetTexture(nil)
    end
end

GameTimeFrame:SetWidth(14)
GameTimeFrame:SetHeight(14)
GameTimeFrame:SetHitRectInsets(0, 0, 0, 0)
GameTimeFrame:ClearAllPoints()
GameTimeFrame:SetPoint('TOPRIGHT', Minimap, -3.5, -3.5)

GameTimeFrame:GetFontString():SetFont('Fonts\\ARIALN.ttf', 16, 'OUTLINE')
GameTimeFrame:GetFontString():SetShadowOffset(0, 0)
GameTimeFrame:GetFontString():SetPoint('TOPRIGHT', GameTimeFrame)

if (not IsAddOnLoaded('Blizzard_TimeManager')) then
    LoadAddOn('Blizzard_TimeManager')
end
    
for _, texture in pairs({
    GameTimeCalendarEventAlarmTexture,
    GameTimeCalendarInvitesTexture,
    GameTimeCalendarInvitesGlow,
}) do
    texture.Show = function()
        GameTimeFrame:GetFontString():SetTextColor(1, 0, 1)
    end
    
    texture.Hide = function() 
        local classColor = RAID_CLASS_COLORS[select(2, UnitClass('player'))]
        GameTimeFrame:GetFontString():SetTextColor(classColor.r, classColor.g, classColor.b)
    end
end

MinimapZoomIn:Hide()
MinimapZoomOut:Hide()

MinimapBorder:Hide()
MinimapBorderTop:Hide()

MinimapZoneText:Hide()
MinimapZoneTextButton:Hide()

MiniMapWorldMapButton:Hide()

MiniMapTracking:Hide()
MiniMapBattlefieldBorder:Hide()
MiniMapMailBorder:Hide()
BattlegroundShine:Hide()
DurabilityFrame:Hide()

MinimapNorthTag:SetAlpha(0)

MinimapCluster:SetScale(1.1)
MinimapCluster:EnableMouse(false)

Minimap:EnableMouseWheel(true)
Minimap:ClearAllPoints()
Minimap:SetPoint('TOPRIGHT', UIParent, -26, -26)
Minimap:SetMaskTexture('Interface\\ChatFrame\\ChatFrameBackground')

CreateBorder(Minimap, 12, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)

MiniMapMailText = MiniMapMailFrame:CreateFontString('MiniMapMailText', 'OVERLAY')
MiniMapMailText:SetParent(MiniMapMailFrame)
MiniMapMailText:SetFont('Fonts\\ARIALN.ttf', 16, 'OUTLINE')
MiniMapMailText:SetPoint('BOTTOMRIGHT', MiniMapMailFrame)
MiniMapMailText:SetTextColor(1, 0, 1)
MiniMapMailText:SetText('new')

MiniMapMailFrame:SetWidth((MiniMapMailText:GetStringWidth()))
MiniMapMailFrame:SetHeight(18)
MiniMapMailFrame:ClearAllPoints()
MiniMapMailFrame:SetPoint('BOTTOMRIGHT', Minimap, -4, 5)

MiniMapMailIcon:SetTexture(nil)

MiniMapBattlefieldFrame:ClearAllPoints()
MiniMapBattlefieldFrame:SetPoint('TOPLEFT', Minimap, -2, 1)

MinimapTrackingText = Minimap:CreateFontString('$parentTrackingText', 'OVERLAY')
MinimapTrackingText:SetFont('Fonts\\ARIALN.ttf', 15)
MinimapTrackingText:SetShadowOffset(1, -1)
MinimapTrackingText:SetPoint('CENTER', Minimap, 0, 35)
MinimapTrackingText:SetWidth((Minimap:GetWidth() - 25))
MinimapTrackingText:SetAlpha(0)

Minimap:SetScript('OnEnter', function()
    Minimap_GetTrackType()
    UIFrameFadeIn(MinimapTrackingText, 0.15, MinimapTrackingText:GetAlpha(), 1)
end)

Minimap:SetScript('OnLeave', function()
    Minimap_GetTrackType()
    UIFrameFadeOut(MinimapTrackingText, 0.15, MinimapTrackingText:GetAlpha(), 0)
end)

Minimap:SetScript('OnMouseUp', function(self, button)
    if (button == 'RightButton') then
        ToggleDropDownMenu(1, nil, MiniMapTrackingDropDown, self, - (Minimap:GetWidth() * 0.7), -3)
    else
        Minimap_OnClick(self)
    end
end)

Minimap:SetScript('OnMouseWheel', function()
    if (arg1 > 0) then
        Minimap_ZoomIn()
    else
        Minimap_ZoomOut()
    end
end)
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Unread 12-09-09, 01:11 PM  
Aschker
A Murloc Raider
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OOPS!! ignore me here :P I changed to many lines Got nbuff fixed, and nminimap lovely
Last edited by Aschker : 12-09-09 at 04:39 PM.
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Unread 12-09-09, 12:30 PM  
pekaziz
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Anyone can pm me the fixed nMinimap.lua? I couldn't make it work since some lines of codes are missing.
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Unread 12-09-09, 12:06 PM  
Julchen
A Deviate Faerie Dragon

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File comments: 49
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Originally posted by ballagarba
Same here, or rather, the debuffs overlaps the map.
I also spend some attention to my debuffs and dont see any overlaps with the map right now...
you can test your buffs/debuffs easialy
you only have put this
Code:
function UnitAura() return "TestAura", nil, "Interface\\Icons\\Spell_Nature_RavenForm", 9, nil, 120, 120, 1, 0 end
in one of your wow addons an reload your ui
Last edited by Julchen : 12-09-09 at 12:07 PM.
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Unread 12-09-09, 11:47 AM  
Lanerra
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Originally posted by ballagarba
Same here, or rather, the debuffs overlaps the map.
That is because I believe a similar trick has to be done to the debuff anchors as was done to the buff anchors, I believe. My buffs sit fine, scale fine, and skin fine, and haven't noticed any thing wrong with the debuffs yet, but haven't really paid close enough attention. Will have a peep.

Also, thanks for that, Ballagarba
Last edited by Lanerra : 12-09-09 at 11:48 AM.
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Unread 12-09-09, 11:04 AM  
ballagarba
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And while we're at it

nChat.lua
Code:
_G.CHAT_PARTY_GET = '|Hchannel:party|hP|h %s:\32'
_G.CHAT_PARTY_LEADER_GET = '|Hchannel:party|hPL|h %s:\32'
_G.CHAT_MONSTER_PARTY_GET = '|Hchannel:raid|hR|h %s:\32'
Code:
ChatTypeInfo['CHANNEL'].sticky = 1
ChatTypeInfo['GUILD'].sticky = 1
ChatTypeInfo['OFFICER'].sticky = 1
ChatTypeInfo['PARTY'].sticky = 1
ChatTypeInfo['PARTY_LEADER'].sticky = 1
ChatTypeInfo['RAID'].sticky = 1
ChatTypeInfo['BATTLEGROUND'].sticky = 1
ChatTypeInfo['BATTLEGROUND_LEADER'].sticky = 1
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Unread 12-09-09, 10:45 AM  
ballagarba
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Originally posted by Aschker
is it me or does the 2nd line of buffs not anchor well? with the "fix" mentioned in comments.. ?
Same here, or rather, the debuffs overlaps the map.
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Unread 12-09-09, 10:37 AM  
Aschker
A Murloc Raider
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is it me or does the 2nd line of buffs not anchor well? with the "fix" mentioned in comments.. ? and it doesnt skin or scale.. but does classcolor the text again :P
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Unread 12-09-09, 08:52 AM  
Lanerra
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Groovy, Julchen, that's roughly what I came up with, but it would randomly reset the buff location to behind the minimap or some such thing. Your code appears to fix that, thank you

Didn't post my code because I wasn't sure if Neav would appreciate someone posting modified versions of his code, or the guy who did tUi, for that matter
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Unread 12-09-09, 08:41 AM  
pekaziz
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Originally posted by BobJustBob
The minimap is easy to fix. Open up nMinimap.lua and remove/comment out lines 62, 71, 105 and 106.

Edit: Alternatively you can change MiniMapMeetingStoneFrame to MiniMapLFGFrame, however you still have to remove MiniMapMeetingStoneBorder:Hide(), as the border appears to be part of the frame as far as I can tell.
On lines 62 and 106, there are no code in my nMinimap.lua (Yes, I didn't make any change on original file).
Last edited by pekaziz : 12-09-09 at 08:54 AM.
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Unread 12-09-09, 08:19 AM  
Julchen
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nBuff

Originally posted by pekaziz
We replace a code or just paste this one to the bottom of .lua?
if you have the original nBuff.lua from neav then you have to replace the code between line 61 and 85 with the code I posted
Last edited by Julchen : 12-09-09 at 08:44 AM.
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