| Updated: | 07-10-10 11:06 AM |
| Created: | 12-15-09 01:56 PM |
| Downloads: | 2,681 |
| Favorites: | 13 |
| MD5: |
File Name |
Version |
Size |
Author |
Date |
1.6 |
166kB |
Taroven |
07-01-10 11:54 PM |
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1.5 |
169kB |
Taroven |
04-01-10 05:07 PM |
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1.2 |
172kB |
Taroven |
03-13-10 05:30 AM |
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1.1 |
172kB |
Taroven |
02-18-10 12:13 AM |
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1.0.3 |
131kB |
Taroven |
01-21-10 06:16 PM |
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1.0.2 |
131kB |
Taroven |
12-18-09 02:28 PM |
|
1.0.1 |
130kB |
Taroven |
12-15-09 07:15 PM |
|
1.0 |
130kB |
Taroven |
12-15-09 01:56 PM |
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Works like a dream, i love it for all the different roles i play. its basic yet everything i need in an Unit Frames
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Pet Happiness
Love the layout, got a question tho. Where in the LUA do i turn off or disable the option to turn off pet happiness? Since i guess hunters no longer have to worry bout that...
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hey there
can you pls tell me what font you use for your chat frame? Thanks
__________________
![]() Download Bati's UI:http://www.wowinterface.com/download...5-BatisUI.html Blog http://holynovanow.wordpress.com/ |
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I've got a new version in testing, should have it out a little later tonight.
v1.7 makes dispellable debuffs quite a bit easier to notice by coloring the health bar (the darkened section, not the background) and raising its opacity a touch. Thanks to a quick talent check on login/reloadui and talent changes, Shammies no longer see curses highlighted unless they can actually dispel them. Also corrected an annoying Lua error that was popping up during Gunship and a few other encounters (health updates going to units that don't have a bar, grr), included Sojik's header code, and probably a couple extra changes along the way. Eventually I'll remember to get boss and possibly tank frames in. Finding a spot for them, of course, is another matter entirely. Edit: Let's make that tomorrow. Haven't had a chance to test the shaman change. Edit 2: Might wait just a little bit longer to have a chance to code in custom name/health tags instead of the current method (tied into the health update). There are some quirks with the current code involving vehicles and such that aren't otherwise easy to fix, and better UTF support is always a good thing.
Last edited by Taroven : 07-08-10 at 10:09 PM.
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Ah ha.
Thanks for the snippet. Was more worried about getting the layout working properly with the API overhaul than the header states, so I didn't really look into the custom state code. I'll get that in next release. |
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Code:
party = self:SpawnHeader('oUF_Taroven_party',nil,'custom [group:party,nogroup:raid][@raid6,noexists,group:raid] show;hide',
'showParty',true,
-- 'showRaid',true, -- May need this if raid members <= 5
-- 'showSolo',true, -- Debug/test
-- 'showPlayer',true, -- Debug/test
'point','TOP',
'xOffset',0,
'yOffset',-height*0.35)
party:SetPoint('TOPRIGHT',focus,'BOTTOMRIGHT',0,-height*0.35)
self:SetActiveStyle('Taroven - Raid')
for i = 1,5 do
local raidg = self:SpawnHeader('oUF_Taroven_raid'..i,nil,'raid10',
'groupFilter',tostring(i),
'showRaid',true,
'showSolo',true, -- Debug/test
'showParty',true, -- Needs moar testing
'showPlayer',true, -- And moar.
'point','RIGHT',
'xoffset',-raidpadding,
'yOffset',0)
table.insert(raid,raidg)
if(i == 1) then
raidg:SetPoint('TOPRIGHT',focus,'BOTTOMRIGHT',0,-5)
else
raidg:SetPoint('TOPRIGHT',raid[i-1],'BOTTOMRIGHT',0,-raidpadding)
end
end
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Re: Ur UI
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A Kobold Labourer
Forum posts: 0
File comments: 14
Uploads: 0
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Ur UI
Can I get ur UI pack? Really love ur UI.
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A Defias Bandit
Forum posts: 3
File comments: 25
Uploads: 0
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Taroven, tyvm for this and EventHorizon, they are both great
Couple of questions; 1. How can I show the player buffs again? 2. How can I move the frames? Can't seem to find/work either of those 2 out, but then it is late into the wee small hours here! ![]() |
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New release!
Nothing really huge has changed with the layout itself - It looks the same as ever. However, the innards have been cleaned up and improved a LOT over the past releases. Big new things: * It's MUCH more cpu-friendly now. Well, at least in theory. I haven't paid it too much attention, but it certainly doesn't use more processing power than it previously did. * The layout code itself has been completely rewritten. It is now MUCH easier to adjust unit-specific settings, as each unit now has its own style function. While my own testing has been rather limited and I'm not ENTIRELY sure if everything works perfectly, it's been quite fine so far for me. Treat this as a beta and you'll be fine. * There's prolly a lot of new stuff in there that I didn't include in the changelog. I've been constantly updating this layout for guildies and friends, and almost never remember to update the changelog, so expect pleasant surprises.
Last edited by Taroven : 04-01-10 at 05:21 PM.
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![]() Don't worry, this isn't getting abandoned anytime soon. I just have a lot of other things going on, and I don't often change the unitframes anyway. I'm quite happy the way they are now. |
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Wow thanks for the fast reply Taroven! I really doubted that i would get any answer since your last post was pretty long ago. I will try this out asap!
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New release is out! Had a guildie bug me about the font size for the stack indicators, and ended up changing and fixing quite a lot in the process.
Buffs have been removed from the playerframe, the stack indicator is now more visible and in a much better spot, and everything simply looks and works better. Let me know if you run into any problems. |
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