Category: oUF: Layouts
Addon Information
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Author:
Version:
3.4d
Date:
11-17-2009 05:35 AM
Size:
3.33 MB
Downloads:
6,197
Favorites:
75
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Pictures
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version 3.4d - party
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version 3.1c - new look
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version 2.9c
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version 2.7 - possible layout with different textures and fonts
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version 2.1 - raidframes (with enabled power bars) in combat
oUF viv   Updated less than 3 days ago!   Popular! (More than 5000 hits)
oUF_viv has been tested with oUF 1.3.21. This layout tries to integrate the player's pet and castbar into the player frame and the target of target and target's castbar into the target frame and thus creating a compact look that saves a lot of screen space. Even though the frames them self can be at a reasonable size, while still providing all necessary information.
2.0 changed quite a lot of things, it may look a little grungy *cough*. You can make it look like 1.x, again. Since all textures and fonts are still included. The previous version (1.2) is being archived and working if you prefer using it. You would miss a lot of new features, though.
3.0 introduced a new look - like always, textures and fonts of previous versions are still included.

If anyone wants to write a "Load on Demand GUI" to replace the setup part with an in-game interface, your very welcome.


Features:
* player, focus and target castbar
* compact layout
* five men raids are shown as party
* party hidden in >5 man raids
* druid mana
* textured combo points
* Death Knight runes
* totembar for shamans (via oUF_Totembar)
* a viewport (can be disabled)
* filtered target debuffs (shows player's debuffs, only - can be disabled)
* movable frames (via oUF_MoveableFrames)
* aggro highlight
* debuff highlight
* vehicle support (incl. raid and party)
...
* a lot of options to help customize the look and features (see setup below)



If you are using another resolution than 1680 x 1050, the textures overlaying the viewport (aka the panels on top and bottom) won't fit! There is an option in the config to make them fit: local panelscale = 1.0

Quote:
1280x1024 Resolution - local panelscale = .781
Quote:
panelscale (1440x900, no UI scale) = 0.997
Quote:
a panelscale of 1.0 fits 1680 x 1050
Quote:
1920x1200 is a local panel scale of 1.40 or 1.41 depending on your screen i have 2 1920x1200 monitors and on one its fine at 1.4 and one it needs 1.41
Please tell me which scales fit your resolution and I'll add them to the list.



Supported frames are:
* player
* player pet
* target
* target of target
* focus
* party
* party pets
* basic raid frames (***)
* raid pets
* main tank
* main tank target (... and main tank target of target - not used by default)
* arena targets
* arena ToT

*** They most likely won't replace other raid addons (like GRID) regarding functionality, ever. If you don't need a lot of features they will do just fine for DD's and Tanks. Since there is just debuff highlight, but no aura/HoT tracking healers should use something else and disable the raid frames (see setup).

NOTE:
1.) oUF_viv will hide blizzards buff/debuff frame and replace it with Buffs/Debuffs provided by oUF (can be disabled, see setup).
2.) oUF_viv will also create a small viewport by default (can be disabled and/or resized, see setup). It's a REAL viewport that modifies the worldframe, not just hiding parts of it. You will actually see more of what's surrounding you with the viewport being enabled. Take a look at the screenshot at the bottom to see what a viewport can do.
3.) The whole layout is configured to use a "3 color sheme" which can be changed in the lua to whatever you like. (see setup below)
4.) You can move the weapon enchant frame with ALT + CONTROL.
5.) You can also change the font(s) and bar texture(s), take a look into oUF_viv's media folder to see which are available.
6.) Because of all those textures and fonts the download's file size is quite big. The layout's memory usage is not affected, however (around 80kb solo and 140kb in a full 40 people raid).
7.) Please read the changelog, it contains usefully information.



What's in the download package?
* oUF_viv (unitframes, viewport, etc.)
* oUF_Smooth (smoothly updates health and power bar)

****YOU DONT NEED THE FOLLOWING ADDONS TO RUN oUF_viv! THEY ARE INCLUDED AS AN OPTIONAL BONUS IF YOU WANT TO RECREATE THE INTERFACE!****
* rActionButtonStyler (styles actionbar buttons)
* Alien_Mini (minimap)
* rFrameRotater (rotates the minimap texture)
... they all match the 3.0 look. Just throw in an actionbar addon like Dominos and you have recreated 95% of the interface appearance like it's shown on the screen shots.



Plugin support:
* oUF_CombatFeedback
* oUF_SpellRange - recommended
* oUF_PowerSpark - recommended
* oUF_Smooth Update - a customized version is included
* oUF_BarFader
* oUF_DebuffHighlight - recommended
* oUF_WeaponEnchant - recommended
* oUF_MoveableFrames - recommended
* oUF_Healcomm4
* oUF_Totembar

The layout's setup code below can be found in "AddOns\oUF_viv\oUF_viv.lua"

Code:
-- ------------------------------------------------------------------------
-- Setup
-- ------------------------------------------------------------------------

-- show/hide spell cast icon on player/target castbar
local usespellcasticon = true 
-- show/hide party
local useparty = true
-- show/hide party pets 
local usepartypet = true
-- show/hide raid frames
local useraid = true
-- show/hide power bars for raid frames
local showRaidPower = false
-- show/hide maintank, maintank target
local usemaintank = true
-- show/hide arena frames
local useArenaFrames = true
-- show/hide arena frames
local useArenaTargetFrames = true
-- show/hide player, target and party portraits
local useportraits = true
-- show/hide aggro highlight on unitframes
local useaggrothingy = true
-- show/hide DeathKnight runes
local useDKrunes = true

-- show/hide playerauras (aka replace blizzards auras)
local useplayerauras = true

-- filter target's debuffs to only show debuffs applied by the player (true) OR
-- don't filter target's debuffs to show all debuffs AND make debuffs smaller (false)
local FilterTargetDebuffs = true

-- 0 will display 18400k as 18k, 1 = 18.4k, ....
local Numberzzz = 1 

-- some bright colors to choose from ...
--{26/255, 255/255, 139/255}	- green
--{255/255, 191/255, 0/255}		- amber
--{160/255, 210/255, 235/255}	- angel blue
--{0/255, 255/255, 255/255}		- cyan
--{255/255, 65/255, 175/255}	- pink xD
--{240/255, 222/255, 120/255} 	- shiny yellow
--{160/255, 70/255, 255/255}	- violet
--{220/255, 220/255, 220/255}	- light grey
--{188/255, 152/255, 126/255}	- pale taupe

-- some darker colors to choose from ...
--{10/255, 25/255, 50/255}		- dark blue
--{45/255, 45/255, 45/255}		- dark grey
--{90/255, 70/255, 70/255}		- red-ish grey
--{196/255, 15/255, 50/255}		- DK-red-ish
--{80/255, 64/255, 77/255}		- purple taupe
--{60/255, 60/255, 77/255}		- Payne's grey

local maincolor = {60/255, 60/255, 77/255}		-- mainly used for healthbar, top and bottom panel
local sndcolor = {188/255, 152/255, 126/255}	-- mainly used for backgrounds, pet and ToT health
local trdcolor = {220/255, 220/255, 220/255}	-- castbar, buff/debuff borders

local mediaFolder = "Interface\\AddOns\\oUF_viv\\media\\"
local bartexHP = mediaFolder.."dC"		-- health bar texture
local bartexHP2 = mediaFolder.."dC"		-- health bar background texture
local bartexMP = mediaFolder.."Alien_BarD"		-- power bar texture
local texcast = mediaFolder.."Alien_BarD"		-- castbar texture
local buffborder = mediaFolder.."dBBorderE"		-- border texture for buffs/debuffs
local comboP = mediaFolder.."combopoint"		-- combopoint, alien_combopoint (you can also use the rune textures)
local RuneTex = mediaFolder.."dRuneA"			-- dRuneA, dRuneB, dRuneC, dRuneD

local font = mediaFolder.."ROADWAY_.ttf"	-- number font
local fontN = mediaFolder.."ROADWAY_.ttf"	-- name font
local fontSN = 14 -- font size (names)
local fontS = 24 -- font size (numbers)
local fontF = "THINOUTLINE" --local fontF = nil

-- scale some frames
local PlayerScale = 1	-- player, player pet
local TargetScale = 1	-- target, ToT
local FocusScale = 1	-- focus, focus target
local PartyScale = 1	-- party, party pets
local RaidScale = 1
local MainTankScale = 1

-- --------------------
-- viewport settings --
-- --------------------
local useviewport = true	-- show/hide viewport

-- set the scale of the texture panel overlaying the viewport - 1.0 = 1680x1050 @ UI scale of 1.0 (aka no UI scale)
-- this is for people using an UI scale and/or having a different resolution than 1680x1050
local panelscale = 1.0

-- set viewport size value for top and bottom
local viewportTopValue = 56		-- default 38
local viewportBOTTOMValue = 56 	-- default 56

-- set texture height value for top and bottom panel
local viewportTextureTopValue = 78		-- default 50
local viewportTextureBottomValue = 78	-- default 78

-- change viewport textures
local BottomPanelTex = mediaFolder.."Alien_BottomPanelB"
local TopPanelTex = mediaFolder.."Alien_TopPanelB"

-- show hide overlay texture for viewport textures (the textures on top of the textures ...)
local showTopPanelOverlayTexture = true
local showBottomPanelOverlayTexture = true

local BottomPanelOvTex = mediaFolder.."Alien_BottomPanelOverlayB"	-- Alien_BottomPanelOverlay (dark grey/black), Alien_BottomPanelOverlayB (white/grey)
local TopPanelOvTex = mediaFolder.."Alien_TopPanelOverlayB"			-- Alien_TopPanelOverlay (dark grey/black), Alien_TopPanelOverlayB (white/grey)

-- weapon enchant's position (default) - NOTE: you can move weapon enchants in game (hold down ALT + CONTROL)
local WeapEnchantAnchor = "TOPRIGHT"
local WeapEnchant_X = -200
local WeapEnchant_Y = -6

-- this is not needed if you are going to move frames with oUF_MoveableFrames, anyway
local uiH = 160		-- how high your UF are positioned
local uiW = 150		-- how wide your UF are positioned

-- ------------------------------------------------------------------------
-- END OF CONFIG
-- ------------------------------------------------------------------------



This Screenshot shows what the viewport will do to the worldframe. The red square shows a screenshot of what you see with the viewport being disabled. As you can see on the large screenshot, it doesn't hide anything of the worldframe (it doesn't cut off anything on top or bottom), but creates a more "widescreen" look. You end up seeing more on the left and right sides of the screen.
  Change Log - oUF viv
3.4d
* oUF_Totembar support



* "fixed/beautified/whatever" player's cast time text offsets
* new number and name font
* new default powerbar texture

3.4c
* changed fontsize code to prevent a glitch on scaled frames
* added an option to change raid scale
* added an option to change main tank scale
* changed warrior's rage color ... to something visible! Woohoo ... since power bars are class colored, this means warriors class color has changed a little

3.4b
* got the wrong default setting for viewport textures uploaded, while messing around with things ... meh
* slightly restructured setup, you can now change the viewport panel's overlay textures from within the setup
* added Alien_BottomPanelOverlayB and Alien_TopPanelOverlayB texture (white/grey, instead of dark grey/black)

3.4
* removed DebuffHighlight from arena's target
* added buffs to arena frame (up to 10)
* ignore oUF_HealComm4 for player pet, ToT, focus target and party pets
* changed scaling code to something that makes more sense ...

3.3
* removed oUF MoveableFrames 1.3 from the package ... you should get oUF MoveableFrames 1.4! It can now lock/unlock movement for all frames via /mvf !
* hide combat feedback text for player pet, party pets and raid
* added arena frames ... since gladius bugs now and then
* added an option to show/hide arena frames
* added arena target frames
* added an option to show/hide arena target frames

3.2
* a lot of changes, some code cleanup ...
* if FilterTargetDebuffs is set to false (aka unfiltered), debuffs are a little bigger, no space in between them and color/desaturation updates properly now
* changed target debuff filter from "HARMFUL|PLAYER" to "self.Debuffs.onlyShowPlayer"
* changed party buff filter from "HELPFUL|RAID" to "self.Buffs.onlyShowPlayer" ... which should hopefully no longer filter some things like Prayer of Mending... *crosses fingers*
* resized party buffs and debuffs to be slightly bigger
* added some rune frames, based on oUF's build in runes ...
* added an option to change rune textures to setup
* added 4 rune textures (dRuneA, dRuneB, dRuneC, dRuneD) - they can be used for combopoints, too - if you want


* added an option to disable runes (if you want to use another rune addon or whatever)
* changed combopoint code to add a backdrop (zork ftw)

* removed party, raid and maintank frame move functions
* added support for oUF MoveableFrames 1.3, which supports moving headers (like party, raid, maintanks). It adds headers to those frames that you can move.

NOTE:
When you upgrade to oUF_viv 3.2 (this version), make sure you do not have "oUF_MoveableFrames.lua" in your "YOURCHARACTERNAME\\SavedVariables" folder.
In order to see the headers on the screen, the users must use the slash command /mvf. The header frames are hidden by default.
You can move all frames with ALT + CONTROL, but keep in mind that you NEED to unlock party, raid and maintank frames via /mvf and use those headers to move them OR they will reset their position!
To lock them, type in /mvf again.


oUF_MoveableFrames 1.3 is included, because I changed the keys you need to hold down to move frames, which are ALT + CONTROL (instead of just ALT).


3.1c
* if FilterTargetDebuffs is set to false (aka unfiltered), debuffs that do not belong to the player are now desaturated
* changed dBBorderE and made it the default buff and actionbutton border

3.1b
* ToT and FocusTarget names are now classcolored
* added an option to show/hide party
* added an option to filter/not filter target debuffs
* added some options to set viewport top/bottom size to setup
* added some options to set viewport textures height for and top/bottom to setup
* added some options to show/hide overlay textures for top and bottom viewport textures

If anyone wants to write a "Load on Demand GUI" for the setup part, your very welcome.

3.1
* added MainTank and MainTankTarget (and MainTankToT, which is disabled by default)
... you can promote (show) or demote (hide) Main Tanks via Blizzards raid interface > right click on player
* added a move frame for MainTanks which sits on the RIGHT side of the first 3 MainTank's healthbars (Alt+Control to move)
* added an option to hide MainTanks ...
* some tweaks



* rFrameRotater(003) updated

3.0
* new default texture layout and font (as always, you can revert anything back, everything is still in the media folder)
* some fixes
* oUF_Smooth included (better version from zork)

****YOU DONT NEED THOSE TO RUN oUF_viv! THIS IS JUST AN OPTIONAL BONUS!****
* rActionButtonStyler, Alien_Mini (minimap), rFrameRotater included (they all match the new 3.0 look)



2.9c
* added pet health and power value ("healthvalue . power value")
* toc update ... *woohoo*

2.9b
* some fixes for raid pets (castbar hidden, frame size fixed)

2.9
* added raid pets
* added buffs and debuffs to focus
* removed party targets and added party pets instead (you can disabled party pets just like party targets before, see setup)
* portraits are enabled by default

2.8b
* added focus target
* added a little "select helper frame" to focus target, easily select focus target by clicking on it's name

2.8
* added an option to enable/disable player buffs/debuffs
* added focus castbar
* castbar for vehicles
* combopoints for vehicles
* party move frame sits on party members health values now, instead of covering the whole party, this fixes clickabilty issues for party members (you still need to hold down ALT + CONTROL and click on the health value to move it)
* raid move frame sits on the left side now, instead of covering the whole raid, this fixes clickabilty issues for raid members (you still need to hold down ALT + CONTROL and click in the empty space on the left of the first group)

2.7
* added a little "select helper frame" to target of target, you can now more easily select targets target by clicking on it's name - thanks to Waverian for his help
* added some more panel textures
* changed aggro indicator from using a tag to texture highlight

2.6
* real oUF_WeaponEnchant support (icons are skinned)
* WeaponEnchant frame is moveable via ALT + CONTROL (just like party/raid)

2.5
* new debuff highlight border for player, target and party
* some tweaks (castbar, background texture changed, ....)
* textured combopoints



2.4
* added an option to show/hide the AGGRO warning
* replaced aggro indication code with oUF threat tag
* added 4 fonts
* default fonts changed (I'm on a grungy trip! ... forgive me ...)

2.3
* move frames should hide/show properly in all situations
* PvP tag be gone! (I hate to see it 24/7 in BG/arena, even though I do a lot of world pvp ...)
* aggro indicator for player, focus, party and raid members

2.2b
* hide raidmove frame when not in raid (this will fix some interaction problems with the world frame)
* hide partymove in raid (need to figure out an easy way to hide it out of a group in general, but not today ... *sleepy*)

2.2
* oUF_Ready Check support
* party and raidframes are now more easily moveable, since you can show a background to help you hit the right space (you still need to click aside of the bars, however) and the size of the movable frame has been increased
* raid frames also show player's status, now (dead, ghost, offline)
* portraits are back, including an option to turn them on/off (error fixed that appeared when you turned them off, previously)

2.1
* party targets are back
* several small tweaks (power bar bg set to sndcolor, party hides again in >5 man raids, etc.)
* fixed debuff highlighting
* added some basic 'grid-like' raid frames (raid frames are moveable)
* added option to turn the raid frames on/off
* added option to turn the raid's power bars on/off (disabled by default)

2.0
* layout changed
* party is now moveable (mouseover healthtext and hold down left mouse button + Alt + Control to drag them)
* new textures
* some tags have changed (i.e. PvP icon hidden, PvP tag added to target name, ...)
* party targets are disabled by default (need to fix positioning)
* power bars are now class colored

1.2
* aura code change (cooldown spiral hidden, aura duration shown for timeleft < 60s)

1.1
* hide weapon buffs (TemporaryEnchantFrame)
* aura cooldown spiral fixed

1.0
*initial release
  Optional Files - oUF viv
Sorry, there are currently no optional files available.
  Archived Versions - oUF viv
File Name
Version
Size
Author
Date
3.4c
3MB
Dawn
11-11-2009 04:10 PM
3.4b
3MB
Dawn
11-10-2009 05:47 AM
3.4
3MB
Dawn
11-09-2009 09:11 PM
3.3
3MB
Dawn
11-07-2009 12:43 AM
3.2
3MB
Dawn
11-02-2009 11:54 AM
3.1c
3MB
Dawn
10-31-2009 10:32 AM
3.1b
3MB
Dawn
10-30-2009 03:33 PM
3.0
3MB
Dawn
10-23-2009 06:39 PM
2.9c
2MB
Dawn
10-20-2009 06:10 PM
2.8b
2MB
Dawn
10-12-2009 11:00 AM
2.7
2MB
Dawn
10-04-2009 07:16 PM
2.6
2MB
Dawn
09-21-2009 11:52 AM
2.5
2MB
Dawn
09-16-2009 11:57 AM
2.4
2MB
Dawn
09-12-2009 10:37 PM
2.3
1MB
Dawn
09-11-2009 06:34 PM
2.2b
1MB
Dawn
09-10-2009 06:41 PM
2.2
1MB
Dawn
09-09-2009 08:10 PM
2.1
1MB
Dawn
09-08-2009 05:36 PM
2.0
1MB
Dawn
09-06-2009 09:08 PM
1.2
329kB
Dawn
08-19-2009 10:52 PM
1.1
302kB
Dawn
08-16-2009 10:48 PM
1.0
301kB
Dawn
08-15-2009 05:43 PM
  Comments - oUF viv
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Old Yesterday, 04:40 PM  
jasje
A Wyrmkin Dreamwalker
 
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Interface Author - Click to view interfaces

Forum posts: 51
File comments: 195
Uploads: 6
Quote:
Originally posted by Dawn
I can't help you with copy and paste.
Ty anyway for your comment, alrdy got it working with zork's little addon rFov
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Old Yesterday, 02:28 AM  
Dawn
A Chromatic Dragonspawn
 
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Forum posts: 174
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Uploads: 14
I can't help you with copy and paste.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."
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Old 11-18-2009, 01:04 PM  
jasje
A Wyrmkin Dreamwalker
 
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Forum posts: 51
File comments: 195
Uploads: 6
help

Hello dawn.

I've downloaded your interface oUF_viv and fel inlove with your viewport.
My question is now, is there a easy way to insert that in my lay-out without the overlay textures just the viewport itself(ive got textures alrdy).
Ive tryed to copy some from your layout and copy it in mine but without succes

Hope to hear soon from u

//jasje
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Old 11-17-2009, 10:06 PM  
Dawn
A Chromatic Dragonspawn
 
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Forum posts: 174
File comments: 398
Uploads: 14
Quote:
Originally posted by tou
Sorry to hear that . The runebar icons arent as clear as just having them as horizontal bars, like the totembar support.
It's not hard to change them, in fact you only need to change the height and use a bar texture instead of the rune textures.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."
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Old 11-17-2009, 09:32 PM  
tou
A Kobold Labourer

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Sorry to hear that . The runebar icons arent as clear as just having them as horizontal bars, like the totembar support.
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Old 11-17-2009, 09:21 PM  
Dawn
A Chromatic Dragonspawn
 
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Forum posts: 174
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Uploads: 14
It would, but I don't think I'll do that.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."
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Old 11-17-2009, 03:46 PM  
tou
A Kobold Labourer

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The totembar support looks great. Would it be possible to make the Runebar look just like the totem bar?
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Old 11-16-2009, 09:00 PM  
Dawn
A Chromatic Dragonspawn
 
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Forum posts: 174
File comments: 398
Uploads: 14
I'll add it to the next update.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."
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Old 11-16-2009, 02:39 PM  
gahtz
A Kobold Labourer

Forum posts: 0
File comments: 6
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hello, i used your oUF addon but you do not have 'oUF_totembar' support, so when you upgrade your addon I must inport this support. Please could you insert this code in your lua code (I change the basic code for your addon ) ?

Code:
    if IsAddOnLoaded("oUF_TotemBar") and unit == "player"  and playerClass == "SHAMAN" then
	   self.TotemBar = {}
	   for i = 1, 4 do
		    self.TotemBar[i] = CreateFrame("StatusBar", nil, self)
		    self.TotemBar[i]:SetHeight(7)
		    self.TotemBar[i]:SetWidth(178/4 - 0.30)
		    if (i == 1) then
			   self.TotemBar[i]:SetPoint("TOPLEFT", self, "BOTTOMLEFT", .2, -3.5)
		    else
			   self.TotemBar[i]:SetPoint("TOPLEFT", self.TotemBar[i-1], "TOPRIGHT", 0.5, 0)
		    end
		    self.TotemBar[i]:SetStatusBarTexture(bartexMP)
		    self.TotemBar[i]:SetBackdrop(backdrop)
		    self.TotemBar[i]:SetBackdropColor(0, 0, 0)
		    self.TotemBar[i]:SetMinMaxValues(0, 1)
						
		    self.TotemBar[i].bg = self.TotemBar[i]:CreateTexture(nil, "BORDER")
		    self.TotemBar[i].bg:SetAllPoints(self.TotemBar[i])
		    self.TotemBar[i].bg:SetTexture(bartexMP)
		    self.TotemBar[i].bg.multiplier = 0.25

	   end
    end
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Old 11-13-2009, 06:12 PM  
Feist
A Murloc Raider

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thanks!
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Old 11-13-2009, 06:04 PM  
Dawn
A Chromatic Dragonspawn
 
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rActionButtonStyler skins action buttons, not buffs/debuffs. Those are part of the layout and skinned by the layout. Svelte UI has a ButtonFacade skin that looks very similar to the textures I'm using.

Raid frames could be spawned like you want, but you had to change the spawn code for them.

mainly those 2 lines

Code:
raid[i]:SetManyAttributes("showRaid", true, "yOffset", -12, "groupFilter", i, "template", "oUF_VIVRaid")

...

	raid[i]:SetPoint("TOPLEFT", raid[i-1], "TOPRIGHT", 5, 0)
The first one should tell the layout how to spawn members of a group (in this case a group member is placed 12pixel below the previous member of said group).
The second line should tell the layout how to spawn the groups (in this case new group goes to the right side of the previous group).
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."

Last edited by Dawn : 11-13-2009 at 06:09 PM.
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Old 11-13-2009, 02:20 PM  
Feist
A Murloc Raider

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Horizontal raid frames?

Okay, so I'm liking Viv A LOT. But I might need to ditch the raid frames unless I can figure out how to get the groups sorted horizontally. (i.e. each group to a row rather than a column, growing up from 1). I'm pretty bad with lua, but I've managed to figure out how to fix most of my other problems.

Oh, one other note: Is the ractionbuttonstyler skin used for vivs buffs/debuffs availiable as a buttonfacade skin? I use a few addons that RAB doesn't work for, so If I can make buttonfacade come into line, that would be awesome.
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Old 11-12-2009, 01:28 PM  
Dawn
A Chromatic Dragonspawn
 
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I still don't think that oUF's range check can handle anything, but party and raid members (aka friendly units), yet. Which is a huge difference.

Besides, I can't find any discussion that leads me to the conclusion that there is no difference, anyway.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

"neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."
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Old 11-12-2009, 11:26 AM  
Rostok
A Fallenroot Satyr

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It's strange Dawn, i don't have any problem with this piece of code.
I remembered that some discussion happened in the Spellrange thread about the small difference (if there was ) between the built in and spellrange fade.
Maybe someone with more experience could take a look at your code and see if there's not something in the way of fading.
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Old 11-12-2009, 10:14 AM  
zhukai2651
A Kobold Labourer

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In your Alien_Mini, I want add something that can change my voice button in minimap. Like the mail button and PVP tracker on the minimap what you have changed now. May you halp me to do this?
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