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Updated: 03-07-13 10:40 PM
Addon for:
Quse UI.
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File Info
Compatibility:
Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:03-07-13 10:40 PM
Created:02-14-12 12:22 AM
Downloads:4,257
Favorites:29
MD5:
Categories:Graphic UI Mods, Plug-Ins & Patches
Quse Boss Styles
Version: v1.52
by: Qupe [More]
These are Boss-Mod stylings for

(although will work for anything, really)

This file includes DBM and BigWigs skinning that match Quse UI - anything with a pixel border!
* Both styles are standalone, the necessary media files are included in the download *

-----------

Skins are based on Wildbreath and Haleth's DBM style and !ninwigs by Nin. Credits belong to the appropriate authors and my thanks go to them!

HOW TO:
- Drag and drop your desired boss mod skin into your addon folder.
- Bananas!

NOTE:
- Fonts are hardcoded in their lua files to the pixel font that matches QuseUI. If you wish to change them, search for "rondaseven" and change the font path to whatever you prefer.
- DBM dummy bars in the options window will look funky, and the style won't stick properly (in test mode only) if you press "Drag Me" or start test bars more than once while they're running. This doesn't affect the style, just a visual bug while test mode/drag bars are up.

-----------

Any help is appreciated - and not at all required.

I do this for fun but if you enjoy my interface and would like to show your appreciation, click below:

Click here to lend your support!
v1.52
- TOC update.

v1.51
- Fixed a few other things - Thanks again, Funkydude.

v1.5
- Fixed font/texture paths - Thanks FunkyDude!

v1.41
- Updated to newest BigWigs changes.
Funkydude fixed all BigWigs changes in addition to streamlining - Thanks so much sir!

v1.4
- TOC update for 5.0.4

v1.3
- Changed background color and opacity of bars.
- Tweaked border, bar and background offsets - BigWigs bars should look like pixel borders now.

v1.23
- Fixed DBM style not always... being styled - Thanks p3lim!

v1.22
- Included a Media folder and changed file paths in styles so it no longer requires QuseUI to be installed.

v1.21
- BigWigs - Fixed style not registering under the name QuseUI.

v1.2
- BigWigs is now a style, not overwriting files when updating anymore.
- DBM style changed (it works now!), code based on Wildbreath/Haleth's style.

v1.1
- BigWigs - Fixed border issues (most likely).
- BigWigs - Fixed inability to change bar font.

v1.0
- Release!
Archived Files (7)
File Name
Version
Size
Author
Date
v1.51
188kB
Qupe
03-05-13 12:42 AM
v1.5
188kB
Qupe
03-03-13 10:57 PM
v1.41
189kB
Qupe
11-26-12 02:16 AM
v1.4
189kB
Qupe
09-09-12 06:20 PM
v1.3
24kB
Qupe
03-08-12 07:53 PM
v1.23
21kB
Qupe
02-24-12 04:12 PM
v1.22
21kB
Qupe
02-17-12 06:40 PM


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Old 02-18-12, 10:17 AM  
p3lim
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Originally Posted by Qupe
I'm assuming I still need to include items like:
Code:
local bar = _G[frame:GetName().."Bar"]
for everything I plan on changing from the default template, correct?
Yes, but you dont need to do frame:GetName(), since you already have the name declared as the local name.

Originally Posted by Qupe
Using the snippet you gave me and inputting everything else I'd like to change (going with the I need the locals for bar texture, font, etc...), I seem to be able to change the BG texture, color and opacity but the bar texture, font, font size and font flags are all what is defined in the DBM options panel even though I've specified a font, font size, font flag and status bar texture.

This is was basically the same problem I ran into with Ocu's skin; the bars were the correct height, bg/border texture and color but the text and statusbar were all default DBM (or whatever the options were set to).
What you can do is cancel out the function after you have set your stuff, like this:
Lua Code:
  1. text:SetFont(font, size, outline)
  2. text.SetFont = function() end
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Old 02-17-12, 10:15 PM  
Qupe
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Originally Posted by p3lim
Lua Code:
  1. hooksecurefunc('CreateFrame', function(...)
  2.     local _, name, _, template = ...
  3.     if(template == 'DBTBarTemplate') then
  4.         local frame = _G[name]
  5.  
  6.         -- do stuff
  7.     end
  8. end)

This is a short example of what I use
I'm assuming I still need to include items like:
Code:
local bar = _G[frame:GetName().."Bar"]
for everything I plan on changing from the default template, correct?

Using the snippet you gave me and inputting everything else I'd like to change (going with the I need the locals for bar texture, font, etc...), I seem to be able to change the BG texture, color and opacity but the bar texture, font, font size and font flags are all what is defined in the DBM options panel even though I've specified a font, font size, font flag and status bar texture.

This is was basically the same problem I ran into with Ocu's skin; the bars were the correct height, bg/border texture and color but the text and statusbar were all default DBM (or whatever the options were set to).
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Old 02-17-12, 09:49 PM  
p3lim
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Lua Code:
  1. hooksecurefunc('CreateFrame', function(...)
  2.     local _, name, _, template = ...
  3.     if(template == 'DBTBarTemplate') then
  4.         local frame = _G[name]
  5.  
  6.         -- do stuff
  7.     end
  8. end)

This is a short example of what I use
Last edited by p3lim : 02-17-12 at 09:49 PM.
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Old 02-17-12, 09:32 PM  
Qupe
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Originally Posted by p3lim
Instead of replacing the whole DBM template, you could just skin the frames directly.
Is there any example you could direct me towards? I really don't know how to write anything from the ground up; I'm just modifying existing code for both of the styles.

The DBM style has given me the most problems. I had originally used the addon called !dbm by Ocu, which included the bar style .xml and DBT.lua file (had issues with it recently for some reason, not sure why). Tried modifying the dbm style Haleth includes in FreeUI and its essentially the only one I could get working.

I guess I was under the impression Haleth's was a reskin, and Ocu's was a replacement (since Ocu's was a replacement DBT.lua and DBT.xml).

Please correct me if I'm wrong - because I honestly don't know what the difference is, and how to apply a skin without requiring overwriting of DBM's core files (ie - plopping a DBT.lua file in the download and requiring the users to overwrite the DBM-Core files).
Last edited by Qupe : 02-17-12 at 09:33 PM.
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Old 02-17-12, 09:08 PM  
p3lim
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Instead of replacing the whole DBM template, you could just skin the frames directly.
Last edited by p3lim : 02-17-12 at 09:08 PM.
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Old 02-15-12, 01:38 PM  
Qupe
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Originally Posted by Baine
styling for dbm doesn't work
got both dbm and your !dbm active, but i get the standard position and style ingame
I'll drop DBM back in and look at it.

Probably get the BigWigs style in at the same time.

E: Bah, I forgot a file!
Last edited by Qupe : 02-15-12 at 01:39 PM.
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Old 02-15-12, 05:46 AM  
Zenjaa
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ya, thats what i experienced too. its just weird.
like i wrote earlier today, i fixed the problem for myself (1980res) by adjusting bar height and font size manually. works like a charm and isnt really difficult to do.

respective lines are : 1127, 1137 and 1139 in bars.lua
(ingame scaling: 1.0)

maybe people can work with that as long as quse is working out a masterplan



Originally Posted by nin
1 or 2 of those has its border off by a bit and the rest is just fine.
Last edited by Zenjaa : 02-15-12 at 05:53 AM.
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Old 02-15-12, 05:42 AM  
Baine
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styling for dbm doesn't work
got both dbm and your !dbm active, but i get the standard position and style ingame
__________________
Last edited by Baine : 02-15-12 at 05:42 AM.
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Old 02-15-12, 04:30 AM  
nin
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Most scales do work for me but i do have the same issue sometimes, just gotta play around with the slider and find one that works out for you, the odd part is that if i use testmode and spam so it shows me 10 bars. 1 or 2 of those has its border off by a bit and the rest is just fine.


Originally Posted by Zenjaa
maybe some of the values are additive instead of multiplicative, or vice versa... i dont really have a clue

Originally Posted by Qupe
Originally Posted by Zenjaa
yes. newest version has the scaling issue also. i just changed bar height and font size - now it looks pretty neat.
Darn, wonder why =/
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Old 02-15-12, 02:54 AM  
Zenjaa
A Kobold Labourer

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maybe some of the values are additive instead of multiplicative, or vice versa... i dont really have a clue

Originally Posted by Qupe
Originally Posted by Zenjaa
yes. newest version has the scaling issue also. i just changed bar height and font size - now it looks pretty neat.
Darn, wonder why =/
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Old 02-15-12, 02:48 AM  
Qupe
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Originally Posted by Zenjaa
yes. newest version has the scaling issue also. i just changed bar height and font size - now it looks pretty neat.
Darn, wonder why =/
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Old 02-15-12, 02:46 AM  
Zenjaa
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yes. newest version has the scaling issue also. i just changed bar height and font size - now it looks pretty neat.

Originally Posted by Qupe
Did the same odd offset issues happen with the latest update?

Noticed a lot of the offset variables were set to weird numbers, tried nice even numbers to see if it made any difference (I'm not really lua experience enough to know if this would make a difference).

Got the BigWigs layout going, should be good to go as soon as I upload it.
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Old 02-15-12, 02:42 AM  
Qupe
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Did the same odd offset issues happen with the latest update?

Noticed a lot of the offset variables were set to weird numbers, tried nice even numbers to see if it made any difference (I'm not really lua experience enough to know if this would make a difference).

Got the BigWigs layout going, should be good to go as soon as I upload it.
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Old 02-15-12, 02:19 AM  
Zenjaa
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great. cant wait.

figured out what caused the problem with the weird border look btw. ...
scaling problem. could have thought about that earlier. its just working at 1,0... anything above will screw it up. problem with that is people on a higher solution will probably need to change bar and font size.

just wanted to let you know. thanks again

Originally Posted by Qupe
Originally Posted by Zenjaa
yay. thanks for the fast reply.
i check on it right when the servers go live.
would be interested in the standalone solution too, if you dont mind nin
He just PM'd me the files, I'm getting to work on it now.
Last edited by Zenjaa : 02-15-12 at 02:25 AM.
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Old 02-15-12, 02:08 AM  
Qupe
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Originally Posted by Zenjaa
yay. thanks for the fast reply.
i check on it right when the servers go live.
would be interested in the standalone solution too, if you dont mind nin
He just PM'd me the files, I'm getting to work on it now.
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