| Updated: | 06-28-11 11:28 AM |
| Created: | 02-08-09 06:58 AM |
| Downloads: | 11,980 |
| Favorites: | 95 |
| MD5: |

File Name |
Version |
Size |
Author |
Date |
40100.3 |
3kB |
p3lim |
06-05-11 05:52 AM |
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40100.2 |
3kB |
p3lim |
05-19-11 09:37 AM |
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40100.1 |
3kB |
p3lim |
04-30-11 07:43 AM |
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40000.3b |
3kB |
p3lim |
12-02-10 04:49 AM |
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40000.2b |
3kB |
p3lim |
11-28-10 08:34 AM |
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40000.1 |
2kB |
p3lim |
10-18-10 11:01 AM |
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30300.6 |
2kB |
p3lim |
10-01-10 04:59 AM |
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30300.5 |
2kB |
p3lim |
09-25-10 08:16 AM |
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30300.4 |
3kB |
p3lim |
08-15-10 05:35 AM |
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30300.3 |
2kB |
p3lim |
08-03-10 08:57 AM |
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30300.2 |
2kB |
p3lim |
07-17-10 07:51 AM |
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30300.1 |
1kB |
p3lim |
07-15-10 04:39 AM |
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30100.3 |
1kB |
p3lim |
04-17-09 09:32 AM |
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30000.2 |
1kB |
p3lim |
02-08-09 06:58 AM |
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uploaded new version
.Swing should be properly hidden when no one of the three timers is shown |
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the latest version shows the frame.Swing element always, because it's intended as a normal frame, the enable func normally creates it's own statusbars for twohand, mainhand, offhand (due to dual wield support)
it's showing the background while casting because your swingtimer is parented to your castbar, you can create the elements .Swing.Mainhand, .Swing.Offhand, .Swing.Twohand by yourself but i think i will change this behaviour a little bit |
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For some reason, adding a background to the swingbar in the latest version doesn't seems to work correctly. It does work and all that...
![]() ... but as you can see, the background texture i have does not hide with the rest of the plugin while ooc, even with the code enabled. It hides like it should when i don't cast anything, but as soon as i cast something, the bar shows. This is the code i use atm: Code:
-- swing bar
if C["unitframes"].swing == true then
local Swing = CreateFrame("StatusBar", self:GetName().."_Swing", self.Castbar)
Swing:SetFrameLevel(2)
if C["unitframes"].cbinside then
Swing:Point("BOTTOMLEFT", TukuiInfoBottom, "TOPLEFT", 2, 3)
Swing:Point("BOTTOMRIGHT", TukuiInfoBottom, "TOPRIGHT", -2, 3)
else
Swing:Point("TOPLEFT", self.Castbar, "BOTTOMLEFT", 0, -6)
Swing:Point("TOPRIGHT", self.Castbar, "BOTTOMRIGHT", 0, -6)
end
Swing:Height(6)
Swing:SetStatusBarTexture(normTex)
Swing:GetStatusBarTexture():SetHorizTile(false)
Swing:SetStatusBarColor(unpack(C["media"].bordercolor)) -- i like this color :)
Swing.bg = CreateFrame("Frame", nil, Swing)
Swing.bg:Point("TOPLEFT", -2, 2)
Swing.bg:Point("BOTTOMRIGHT", 2, -2)
Swing.bg:SetFrameLevel(Swing:GetFrameLevel() - 1)
Swing.bg:SetTemplate("Default", true)
Swing.bg:CreateShadow("Default")
Swing.disableMelee = false
Swing.disableRanged = false
Swing.hideOoc = true
self.Swing = Swing
end
Last edited by Dajova : 05-12-11 at 12:53 PM.
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A Wyrmkin Dreamwalker
Forum posts: 56
File comments: 84
Uploads: 0
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Sorry for asking this if it is somehow apparent, but how do we hide the swing bar ooc? self.Swing.hideOoc = true doesn't seem to function. Do I have to add manually Twohand, Mainhand and Offhand and then hide them?
EDIT: Was my fault sorry. You expect self.Swing to have the texture and color properties, which I was setting via SetStatusBarTexture (self.Swing was defined as a StatusBar in my layout, which apparently isn't a problem). Maybe that was the problem, don't know, but it hides the bar now
Last edited by Rainrider : 12-08-10 at 01:55 PM.
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yes, i do that with the next update (now :P)
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Could you please add the following two lines to the start of your .lua file to make it compatible with oUF styles that embed oUF?
Code:
local addon, ns = ... local oUF = oUF or ns.oUF |
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next update will be a .zip
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A Wyrmkin Dreamwalker
Forum posts: 56
File comments: 84
Uploads: 0
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Could you please switch to using the .zip archive format so we could use the MMOUI Minion for updates. Zip is also supported out-of-the-box on windows and OSX, but for .rar an additional program is required.
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for me its working like it should - are you getting any errors?
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did anyone have problems since patch? it doesnt seem to appear for me anymore :/
__________________
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A Kobold Labourer
Forum posts: 0
File comments: 5
Uploads: 0
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I don't know if Slam's spell ID changed in the patch or what, but I couldn't get this to work until I changed it to 1464.
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Awesome, thank you.
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