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Unread 09-16-09, 07:00 AM   #1181
Waverian
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Originally Posted by Dawn View Post
Mhm, why not simply put the [raidcolor] tag in before the [name] tag?
Well, isn't that neat. Knowing that existed would have saved me a bunch of effort in my layout. :X
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Unread 09-16-09, 07:18 AM   #1182
haste
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Feel free to write/update some docs! :3
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Unread 09-16-09, 10:16 AM   #1183
Dawn
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Well, when working with tags, checking tags.lua first seems logical.
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Unread 09-16-09, 12:07 PM   #1184
Icerat
A Fallenroot Satyr
Join Date: Sep 2006
Posts: 28
After alot of messing about i finally figured out through trial and error lol that if i use:

Code:
--	RESTING ICON	
	if(unit == "player") then
		if UnitLevel("player") ~= MAX_PLAYER_LEVEL then
			self.Resting = self.Health:CreateTexture(nil, "OVERLAY")
			self.Resting:SetHeight(6)
			self.Resting:SetWidth(6)
			self.Resting:SetPoint("BOTTOMLEFT", 10, -15)
			self.Resting:SetTexture(0, 1, 0)
		end	
	end
It gives me what i want, a small green square the same size as my pvp one (http://www.wowinterface.com/forums/s...ad.php?t=27256) and beside it.

I'm now trying to figure out how do i go about putting a very think black boarder around my small green square?

I very much a nub but its fun learning, looking forward to the reply's

Last edited by Icerat : 09-16-09 at 12:11 PM.
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Unread 09-16-09, 01:13 PM   #1185
Dawn
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Just do it the same way one would add a background to the health/power bar.

like this:
Code:
	self.Resting.bg = self.Resting:CreateTexture(nil, "BACKGROUND")
	self.Resting.bg:SetPoint("TOPLEFT",self.Health,"TOPLEFT",-1,1)
	self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Health,"BOTTOMRIGHT",1,-1)	
	self.Resting.bg:SetVertexColor(0, 0, 0, 1)
The idea is creating a second square that's behind yours and make it 1pixel (see red offsets), larger.
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Unread 09-16-09, 05:14 PM   #1186
Waverian
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or

Code:
self.Resting:SetBackdrop({
	bgFile = [[Interface\ChatFrame\ChatFrameBackground]], 
	insets = {top = -1, left = -1, bottom = -1, right = -1}
})
self.Resting:SetBackdropColor(0, 0, 0)
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Unread 09-16-09, 05:36 PM   #1187
Icerat
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Posts: 28
Hi and many thanks for the reply

If i add what you sugested i get an error and at this time my knowladge is not there to fix it.

I have:
Code:
--	RESTING ICON	
	if(unit == "player") then
		if UnitLevel("player") ~= MAX_PLAYER_LEVEL then
			self.Resting = self.Health:CreateTexture(nil, "OVERLAY")
			self.Resting:SetHeight(6)
			self.Resting:SetWidth(6)
			self.Resting:SetPoint("BOTTOMLEFT", 13, -15)
			self.Resting:SetTexture(1, 1, 0)
			
			self.Resting.bg = self.Resting:CreateTexture(nil, "BACKGROUND")
			self.Resting.bg:SetPoint("TOPLEFT",self.Health,"TOPLEFT",-1,1)
			self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Health,"BOTTOMRIGHT",1,-1)	
			self.Resting.bg:SetVertexColor(0, 0, 0, 1)
			

		end	
	end
Which give error:
Code:
[2009/09/17 00:19:34-5479-x1]: oUF_Harpz-1.1h\oUF_Harpz.lua:575: attempt to call method 'CreateTexture' (a nil value)
oUF-1.3.21\ouf.lua:250: in function <Interface\AddOns\oUF\ouf.lua:242>
oUF-1.3.21\ouf.lua:318: in function <Interface\AddOns\oUF\ouf.lua:315>
oUF-1.3.21\ouf.lua:368: in function `Spawn'
oUF_Harpz-1.1h\oUF_Harpz.lua:755: in main chunk

  ---
What you said did get me thinking though be it in a nub way
Code:
--	RESTING ICON	
	if(unit == "player") then
		if UnitLevel("player") ~= MAX_PLAYER_LEVEL then
			self.Resting = self.Health:CreateTexture(nil, "OVERLAY")
			self.Resting:SetHeight(6)
			self.Resting:SetWidth(6)
			self.Resting:SetPoint("BOTTOMLEFT", 13, -15)
			self.Resting:SetTexture(1, 1, 0)
			
			self.Resting.bg = self.Health:CreateTexture(nil, "BACKGROUND")
			self.Resting.bg:SetPoint("BOTTOMLEFT", 10, -19)
			self.Resting.bg:SetHeight(13)
			self.Resting.bg:SetWidth(13)
			self.Resting.bg:SetTexture(0, 0, 0, 1)
			
		end	
	end
It generates a block i can move to behind my rested square, your way looks alot better then my nub attempts why didn't it work

Also another nub question why are there 2 set points
Code:
self.Resting.bg:SetPoint("TOPLEFT",self.Health,"TOPLEFT",-1,1)
self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Health,"BOTTOMRIGHT",1,-1)
Once again i thank you for the help I'm learning alot, if this isn't the place to ask these question please direct me in the right direction
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Unread 09-16-09, 06:30 PM   #1188
Dawn
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Code:
self.Health:CreateTexture
is right, this was just meant to be an example and I copy and pasted some code where I replaced all instances of "health" with "resting" to match your example. It however replaced also one wrong instance.

These 2 set points tell the game to start drawing the first edge of the rectangle at the first set point to the "last" edge of the rectangle at the second set point. It only needs to know 2 edges out of 4 because the others are defined by being logic (don't know how to describe it better in English, sorry).

Code:
1---X
|   |
|   |
X---2
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Unread 09-18-09, 12:57 AM   #1189
NeverD1e
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Originally Posted by NeverD1e View Post
Hello everyone, I'm bad know Lua.
Help bring the code with this:

local function truncate(value)
if(value >= 1e6) then
return gsub(format('%.2fm', value / 1e6), '%.?0+([km])$', '%1')
elseif(value >= 1e5) then
return gsub(format('%.1fk', value / 1e3), '%.?0+([km])$', '%1')
else
return value
end
end

Such:

1603022>1,603k
725622>725,6k
11813>11,8k
9156>9,1k
937>937


And with this:

oUF.TagEvents['[customstatus]'] = 'UNIT_HEALTH'
oUF.Tags['[customstatus]'] = function(unit)
return not UnitIsConnected(unit) and PLAYER_OFFLINE or UnitIsGhost(unit) and 'Ghost' or UnitIsDead(unit) and DEAD
end

oUF.TagEvents['[customhp]'] = 'UNIT_HEALTH UNIT_MAXHEALTH'
oUF.Tags['[customhp]'] = function(unit)
local status = oUF.Tags['[customstatus]'](unit)
local min, max = UnitHealth(unit), UnitHealthMax(unit)

local r,g,b = ColourGradient(min/max)

return status and status or
(unit ~= 'player' and unit ~= 'target' and min-max ~= 0) and format('|cff%02x%02x%02x%s|r', r, g, b, truncate(min-max)) or
(unit == 'target' and min - max == 0) and format('|cff%02x%02x%02x%s|r', r, g, b, truncate(max)) or
(min - max == 0) and format('%s', '') or
(unit == 'target' or unit == 'player') and format('|cff00FF00%s|r . |cff%02x%02x%02x%s|r %d%%', truncate(max), r, g, b, truncate(min), floor(min/max*100)) or
(min~=max) and format('%s |cff0090ff/|r %s', truncate(min), truncate(max)) or max
end


Such:

If player or target then
If min~=max then
show max
If max<100% then
show min | max

If targettarget or pet or focus then

If min~=max then
show max
If max<100% then
show min

If party or raid then

If min~=max then
show max
If max<100% then
show -(min-max)

I suffer for a long time, help me please.
This realy worked?

local function truncate(value)
if(value >= 1e7) then
return gsub(format('%.1fm', value / 1e6), '%.?0([km])$', '%1')
elseif(value >= 1e6) then
return gsub(format('%.2fm', value / 1e6), '%.?0+([km])$', '%1')
elseif(value >= 1e5) then
return format('%.0fk', value / 1e3)
elseif (value >= 1e3) or (value <= -1e3) then
return gsub(format('%.1fk', value / 1e3), '%.?0([km])$', '%1')
else
return value
end
end


And:

oUF.TagEvents['[customstatus]'] = 'UNIT_HEALTH'
oUF.Tags['[customstatus]'] = function(unit)
return not UnitIsConnected(unit) and 'Off' or UnitIsGhost(unit) and 'Ghost' or UnitIsDead(unit) and 'Dead'
end

oUF.TagEvents['[customhp]'] = 'UNIT_HEALTH UNIT_MAXHEALTH'
oUF.Tags['[customhp]'] = function(unit)
local status = oUF.Tags['[customstatus]'](unit)
local min, max = UnitHealth(unit), UnitHealthMax(unit)

local r,g,b = ColourGradient(min/max)

return status and status or
(unit ~= 'player' and unit ~= 'target' and min-max ~= 0) and format('|cff%02x%02x%02x%s|r', r, g, b, truncate(min-max)) or
(unit ~= 'player' and unit ~= 'target' and min-max == 0) and format('|cff%02x%02x%02x%s|r', r, g, b, truncate(max)) or
(unit == 'target' and unit == 'player' and min-max ~=0) and format('|cff%02x%02x%02x%s|r | |cff%02x%02x%02x%s|r', truncate(min), r, g, b, truncate(max)) or
(unit == 'target' and unit == 'player' and min-max ==0) and format('|cff%02x%02x%02x%s|r', r, g, b, truncate(max))
end
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Unread 09-25-09, 01:12 PM   #1190
Icerat
A Fallenroot Satyr
Join Date: Sep 2006
Posts: 28
Currently using the following to show a small yellow square to indicate if my toon is resting or not.

Code:
--	RESTING ICON --
	if(unit == "player") then
		if UnitLevel("player") ~= MAX_PLAYER_LEVEL then
			self.Resting = self.Health:CreateTexture(nil, "OVERLAY")
			self.Resting:SetHeight(6)
			self.Resting:SetWidth(6)
			self.Resting:SetPoint("BOTTOMLEFT", 13, -15)
			self.Resting:SetTexture(1, 1, 0)
			
			self.Resting.bg = self.Health:CreateTexture(nil, "BACKGROUND")
			self.Resting.bg:SetPoint("TOPLEFT",self.Resting,"TOPLEFT", -2, 2)
			self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Resting,"BOTTOMRIGHT",2,-2)	
			self.Resting.bg:SetTexture(0, 0, 0)
		end	
	end
The problem I'm having is with the background part, when i leave a city or inn the rested icon vanishes as expected but I'm left with the small black square for the border.

How can i make the background square disappear also?

Thanks in advance for helping a nub out
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Unread 09-25-09, 01:30 PM   #1191
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Code:
--- 1	2009-09-25 21:28:37.678699761 +0000
+++ 2	2009-09-25 21:29:45.950873460 +0000
@@ -11,5 +11,6 @@
 			self.Resting.bg:SetPoint("TOPLEFT",self.Resting,"TOPLEFT", -2, 2)
 			self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Resting,"BOTTOMRIGHT",2,-2)	
 			self.Resting.bg:SetTexture(0, 0, 0)
+			self.Resting.bg:SetParent(self.Resting)
 		end	
 	end
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Unread 09-25-09, 03:33 PM   #1192
Wimpface
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So I've been trying to add Auras to my target frame for some time now but I must be doing something terribly wrong as it just won't show them.

My aura code is based on oUF_ALZA, however my layout code is based on oUF_P3lim. Here's the code I try to spawn my auras with.
Code:
		if(unit == 'target') then
			local auras = CreateFrame("Frame", nil, self)
	        auras:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -2, -3)
	        auras.initialAnchor = "TOPLEFT"
	        auras["growth-x"] = "RIGHT"
	        auras["growth-y"] = "DOWN"
	        auras.numDebuffs = 16
	        auras:SetHeight(500)
	        auras:SetWidth(180 + 30 / 2)
	        auras.spacing = 1
	        auras.size = 30
	        auras.gap = true
	        --auras.onlyShowPlayer = true
	        self.Auras = auras
			self.PostCreateAuraIcon = PostCreateAuraIcon
		end
Here's my entire layout, sorry for the long paste.
Code:
--[[

  Adrian L Lange grants anyone the right to use this work for any purpose,
  without any conditions, unless such conditions are required by law.

--]]

local max = math.max
local floor = math.floor

local barTex = [=[Interface\AddOns\!media\textures\statusbar.tga]=]
local backdrop = {
	bgFile = [=[Interface\ChatFrame\ChatFrameBackground]=],
	insets = {top = -1, bottom = -1, left = -1, right = -1}
}

local bordertex = "Interface\\AddOns\\!media\\textures\\gloss"  -- border for aura icons
local debufftex = "Interface\\AddOns\\!media\\textures\\dh"     -- for oUF_DebuffHighlight

-- Configure font settings here.															http://www.wowwiki.com/API_FontInstance_SetFont
local font = [=[Interface\AddOns\!media\fonts\Semplice Regular.ttf]=]
local fsize = 8
local fstyle = 'THINOUTLINE'
local removeShadows = true

local MyUnits = { -- used for hiding cooldowns on target frame
    player = true,
    pet = true,
    vehicle = true,
}

local _, class = UnitClass('player')
r = RAID_CLASS_COLORS[class].r
g = RAID_CLASS_COLORS[class].g
b = RAID_CLASS_COLORS[class].b

local colors = setmetatable({
	power = setmetatable({
		MANA = {0, 144/255, 1}
	}, {__index = oUF.colors.power}),
	runes = setmetatable({
		[1] = {0.8, 0, 0},
		[3] = {0, 0.4, 0.7},
		[4] = {0.8, 0.8, 0.8}
	}, {__index = oUF.colors.runes})
}, {__index = oUF.colors})

local buffFilter = {
	[GetSpellInfo(62600)] = true,
	[GetSpellInfo(61336)] = true,
	[GetSpellInfo(52610)] = true,
	[GetSpellInfo(22842)] = true,
	[GetSpellInfo(22812)] = true,
	[GetSpellInfo(16870)] = true
}

local function menu(self)
	local drop = _G[string.gsub(self.unit, '(.)', string.upper, 1) .. 'FrameDropDown']
	if(drop) then
		ToggleDropDownMenu(1, nil, drop, 'cursor')
	end
end

--[[ Font creation func ]]
MakeFS = function(parent, justify)
    local f = parent:CreateFontString(nil, "OVERLAY")
    f:SetFont(font, fsize, fstyle)
    f:SetShadowColor(0, 0, 0, 0)
    if(justify) then f:SetJustifyH(justify) end
    return f
end

--[[ Background creation func ]]
MakeBG = function(parent)
    local bg = parent:CreateTexture(nil, "BACKGROUND")
    bg:SetPoint("TOPLEFT", parent, -2, 2)
    bg:SetPoint("BOTTOMRIGHT", parent, 2, -2)
    bg:SetTexture(0, 0, 0)
end

local function updateCombo(self, event, unit)
	if(unit == PlayerFrame.unit and unit ~= self.CPoints.unit) then
		self.CPoints.unit = unit
	end
end

local function updatePower(self, event, unit, bar, minVal, maxVal)
	if(unit ~= 'target') then return end

	if(maxVal ~= 0) then
		self.Health:SetHeight(22)
		bar:Show()
	else
		self.Health:SetHeight(27)
		bar:Hide()
	end
end

local function castIcon(self, event, unit)
	local castbar = self.Castbar
	if(castbar.interrupt) then
		castbar.Button:SetBackdropColor(0, 0.9, 1)
	else
		castbar.Button:SetBackdropColor(0, 0, 0)
	end
end 

local function castTime(self, duration)
	if(self.channeling) then
		self.Time:SetFormattedText('%.1f ', duration)
	elseif(self.casting) then
		self.Time:SetFormattedText('%.1f ', self.max - duration)
	end
end

local function updateTime(self, elapsed)
	self.remaining = max(self.remaining - elapsed, 0)
	self.time:SetText(self.remaining < 90 and floor(self.remaining) or '')
end

local noHide = function(self)
    self:SetVertexColor(0, 0, 0)
end

local PostCreateAuraIcon = function(self, button, icons, index, isDebuff)
    button.cd:SetReverse()

    button.count:ClearAllPoints()
    button.count:SetPoint("TOP")
    button.count:SetJustifyH("CENTER")
    button.count:SetFont(font, fsize, fstyle)
    button.count:SetTextColor(.8, .8, .8)

    button.icon:SetTexCoord(0, 1, 0, 1)

    button.overlay:SetTexture(bordertex)
    button.overlay:SetTexCoord(0, 1, 0, 1)   
    button.overlay.Hide = noHide
end

local PostUpdateAuraIcon = function(self, icons, unit, icon, index, offset, filter, isDebuff)
    if(icon.cd:IsShown() and isDebuff and not MyUnits[icon.owner] and not UnitIsPlayer(self.unit)) then
        icon.cd:Hide()
    end
end

local function customFilter(icons, unit, icon, name, rank, texture, count, dtype, duration, expiration, caster)
	if(buffFilter[name] and caster == 'player') then
		return true
	end
end

--[[ Disabling default buff frames ]]
_G["BuffFrame"]:Hide()
_G["BuffFrame"]:UnregisterAllEvents()
_G["BuffFrame"]:SetScript("OnUpdate", nil)

--[[ Temporary enchant stuff ]]
for i = 1, 2 do
    _G["TempEnchant"..i.."Icon"]:Hide()
    _G["TempEnchant"..i.."Count"]:Hide()
    _G["TempEnchant"..i.."Border"]:Hide()
    _G["TempEnchant"..i.."Duration"] = MakeFS(UIParent)
    _G["TempEnchant"..i]:ClearAllPoints()
    _G["TempEnchant"..i]:SetAllPoints(_G["TempEnchant"..i.."Duration"])
end

local function style(self, unit)
	self.colors = colors
	self.menu = menu

	self:RegisterForClicks('AnyUp')
	self:SetAttribute('type2', 'menu')

	self:SetScript('OnEnter', UnitFrame_OnEnter)
	self:SetScript('OnLeave', UnitFrame_OnLeave)

	self:SetBackdrop(backdrop)
	self:SetBackdropColor(0, 0, 0)

	self.Health = CreateFrame('StatusBar', nil, self)
	self.Health:SetPoint('TOPRIGHT')
	self.Health:SetPoint('TOPLEFT')
	self.Health:SetStatusBarTexture(barTex)
	self.Health.colorClass = false
	self.Health.colorReaction = false
	self.Health:SetStatusBarColor(0.2, 0.2, 0.2)
	self.Health:SetHeight((unit == 'focus' or unit == 'targettarget') and 20 or 22)
	self.Health.frequentUpdates = true

	self.Health.bg = self.Health:CreateTexture(nil, 'BORDER')
	self.Health.bg:SetAllPoints(self.Health)
	self.Health.bg:SetTexture(0.3, 0.3, 0.3)

	local health = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallRight')
	health:SetPoint('RIGHT', self.Health, -2, -1)
	health.frequentUpdates = 0.25
	self:Tag(health, '[phealth]')	
	
	local power = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallLeft')
	power:SetPoint('LEFT', self.Health, 2, -1)
	power.frequentUpdates = 0.1
	self:Tag(power, '[ppower]')	
	
	local info = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallLeft')
	info:SetPoint('LEFT', self.Health, 2, -1)
	info:SetPoint('RIGHT', health, 'LEFT')
	self:Tag(info, '[raidcolor][name]')	
	
	if removeShadows == true then
		info:SetShadowOffset(0, 0)
		power:SetShadowOffset(0, 0)
		health:SetShadowOffset(0, 0)
	end
	
	self.RaidIcon = self.Health:CreateTexture(nil, 'OVERLAY')
	self.RaidIcon:SetPoint('TOP', self, 0, 8)
	self.RaidIcon:SetHeight(16)
	self.RaidIcon:SetWidth(16)

	if(unit == 'focus' or unit == 'targettarget') then
	else
		self.Power = CreateFrame('StatusBar', nil, self)
		self.Power:SetPoint('BOTTOMRIGHT')
		self.Power:SetPoint('BOTTOMLEFT')
		self.Power:SetPoint('TOP', self.Health, 'BOTTOM', 0, -1)
		self.Power:SetStatusBarTexture(barTex)
		self.Power.frequentUpdates = true

		self.Power.colorClass = false
		self.Power.colorTapping = false
		self.Power.colorDisconnected = false
		self.Power.colorReaction = false
		self.Power.colorHappiness = unit == 'pet'
		self.Power.colorPower = true

		self.Power.bg = self.Power:CreateTexture(nil, 'BORDER')
		self.Power.bg:SetAllPoints(self.Power)
		self.Power.bg:SetTexture([=[Interface\ChatFrame\ChatFrameBackground]=])
		self.Power.bg.multiplier = 0.3
	end

	if(unit == 'player') then
		if IsAddOnLoaded("oUF_Experience") and UnitLevel("Player") < 80 then
			self.Experience = CreateFrame('StatusBar', nil, self)
			--self.Experience:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, -20)
			--self.Experience:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', 0, -20)
			self.Experience:SetPoint('CENTER', self, 'CENTER', 0, -19)
			self.Experience:SetHeight(4)
			self.Experience:SetWidth(180)
			self.Experience:SetStatusBarTexture(barTex)
			self.Experience:SetStatusBarColor(0.15, 0.7, 0.1)
			self.Experience.Tooltip = true

			self.Experience.Rested = CreateFrame('StatusBar', nil, self)
			self.Experience.Rested:SetAllPoints(self.Experience)
			self.Experience.Rested:SetStatusBarTexture(barTex)
			self.Experience.Rested:SetStatusBarColor(0, 0.4, 1, 0.6)
			self.Experience.Rested:SetBackdrop(backdrop)
			self.Experience.Rested:SetBackdropColor(0, 0, 0)

			self.Experience.Text = self.Experience:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmall')
			self.Experience.Text:SetPoint('CENTER', self.Experience, 'CENTER', 0, -15)
			self.Experience.Text:SetFont(font, fsize, fstyle)

			self.Experience.bg = self.Experience.Rested:CreateTexture(nil, 'BORDER')
			self.Experience.bg:SetAllPoints(self.Experience)
			self.Experience.bg:SetTexture(0.2, 0.2, 0.2)
		end
	end
	if(unit == 'player') then
		if IsAddOnLoaded('oUF_Reputation') and UnitLevel("player") == 80 then
			self.Reputation = CreateFrame('StatusBar', nil, self)
			--self.Reputation:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, -20)
			--self.Reputation:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', 0, -20)
			self.Reputation:SetPoint('CENTER', self, 'CENTER', 0, -116)
			self.Reputation:SetHeight(11)
			self.Reputation:SetWidth(417)
			self.Reputation:SetStatusBarTexture(barTex)
			self.Reputation:SetStatusBarColor(0.15, 0.7, 0.1)
			self.Reputation.Tooltip = true
			
			self.Reputation:SetBackdrop(backdrop)
			self.Reputation:SetBackdropColor(0, 0, 0)
			
			self.Reputation.Text = self.Reputation:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmall')
			self.Reputation.Text:SetPoint('CENTER', self.Reputation)
			
			self.Reputation.bg = self.Reputation:CreateTexture(nil, 'BORDER')
			self.Reputation.bg:SetAllPoints(self.Reputation)
			self.Reputation.bg:SetTexture(0.2, 0.2, 0.2)
		end
		
	    local buffs = CreateFrame("Frame", nill, self)
        buffs:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", -25, -25)
        buffs.initialAnchor = "TOPRIGHT"
        buffs["growth-y"] = "DOWN"
        buffs["growth-x"] = "LEFT"
        buffs:SetHeight(500)
        buffs:SetWidth((30 + 3) * 10)
        buffs.spacing = 3
        buffs.size = 30
        self.Buffs = buffs

        local debuffs = CreateFrame("Frame", nill, self)
        debuffs:SetPoint("TOPRIGHT", self, "BOTTOMRIGHT", 2, -23)
        debuffs.initialAnchor = "TOPRIGHT"
        debuffs["growth-x"] = "LEFT"
        debuffs["growth-y"] = "DOWN"
        debuffs:SetHeight(500)
        debuffs:SetWidth(180 + 30 / 2)
        debuffs.spacing = 3
        debuffs.size = 30
        self.Debuffs = debuffs
		
		local dur1 = _G["TempEnchant1Duration"]
        local dur2 = _G["TempEnchant2Duration"]
        if(self.RuneBar or self.DruidPower) then
            dur2:SetPoint("TOPRIGHT", ppp or hpp, "TOPLEFT")
            dur1:SetPoint("TOPRIGHT", dur2, "TOPLEFT")
        else
            dur1:SetPoint("BOTTOMLEFT", self, "TOPLEFT", -2, 3)
            dur2:SetPoint("TOPLEFT", dur1, "TOPRIGHT")
        end
        dur1:SetVertexColor(1, 1, 1)
        dur2:SetVertexColor(1, 1, 1)
        dur1.SetVertexColor = function() end
        dur2.SetVertexColor = function() end
		
		self.PostCreateAuraIcon = PostCreateAuraIcon
		self.PostUpdateAuraIcon = PostUpdateAuraIcon
	end

	if(unit == 'pet') then
		self.Auras = CreateFrame('Frame', nil, self)
		self.Auras:SetPoint('TOPRIGHT', self, 'TOPLEFT', -4, 0)
		self.Auras:SetHeight(4)
		self.Auras:SetWidth(256)
		self.Auras.size = 22
		self.Auras.spacing = 4
		self.Auras.initialAnchor = 'TOPRIGHT'
		self.Auras['growth-x'] = 'LEFT'
		self.PostCreateAuraIcon = PostCreateAuraIcon
	end

	if(unit == 'player' or unit == 'target') then
		if(unit == 'target') then
			local auras = CreateFrame("Frame", nil, self)
	        auras:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -2, -3)
	        auras.initialAnchor = "TOPLEFT"
	        auras["growth-x"] = "RIGHT"
	        auras["growth-y"] = "DOWN"
	        auras.numDebuffs = 16
	        auras:SetHeight(500)
	        auras:SetWidth(180 + 30 / 2)
	        auras.spacing = 1
	        auras.size = 30
	        auras.gap = true
	        --auras.onlyShowPlayer = true
	        self.Auras = auras
			self.PostCreateAuraIcon = PostCreateAuraIcon
		end

		self.Castbar = CreateFrame('StatusBar', nil, self)
		self.Castbar:SetHeight(16)
		self.Castbar:SetStatusBarTexture(barTex)
		self.Castbar:SetBackdrop(backdrop)
		self.Castbar:SetBackdropColor(0, 0, 0)

		self.Castbar.bg = self.Castbar:CreateTexture(nil, 'BORDER')
		self.Castbar.bg:SetAllPoints(self.Castbar)
		self.Castbar.bg:SetTexture(barTex)

		self.Castbar.Text = self.Castbar:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallLeft')

		self.Castbar.Time = self.Castbar:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallRight')
		self.Castbar.CustomTimeText = castTime

		self.Castbar.Button = CreateFrame('Frame', nil, self.Castbar)
		self.Castbar.Button:SetHeight(16)
		self.Castbar.Button:SetWidth(16)
		self.Castbar.Button:SetBackdrop(backdrop)
		self.Castbar.Button:SetBackdropColor(0, 0, 0)

		self.Castbar.Icon = self.Castbar.Button:CreateTexture(nil, 'ARTWORK')
		self.Castbar.Icon:SetAllPoints(self.Castbar.Button)
		self.Castbar.Icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)
		self.Castbar.Time:SetFont(font, fsize, fstyle)
		self.Castbar.Text:SetFont(font, fsize, fstyle)

		if(unit == 'target') then
			self.PostCastStart = castIcon
			self.PostChannelStart = castIcon
			self.Castbar:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, -60)
			self.Castbar.Button:SetPoint('LEFT', self.Castbar, 'RIGHT', 4, 0)
			self.Castbar:SetStatusBarColor(1, 0, 0)
			self.Castbar.bg:SetVertexColor(0.3, 0.3, 0,3)
			self.Castbar.Text:SetPoint('LEFT', 2, 1)
			self.Castbar.Time:SetPoint('RIGHT', -2, 1)
			self.Castbar:SetWidth(230)
		else
			self.Castbar:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', 0, 50)
			--self.Castbar.Button:SetPoint('BOTTOMRIGHT', self.Castbar, 'BOTTOMLEFT', -3, 0)
			self.Castbar:SetStatusBarColor(r, g, b)
			self.Castbar.bg:SetVertexColor(0.3, 0.3, 0,3)
			self.Castbar.Text:SetPoint('LEFT', 0, 17)
			self.Castbar.Time:SetPoint('RIGHT', 0, 17)
			self.Castbar:SetWidth(180)
		end

		self.PostUpdatePower = updatePower
	end
	
	if(unit == 'player') then
		self:SetAttribute('initial-height', 22)
		self:SetAttribute('initial-width', 180)
		
		self.Health:SetHeight(17)
		self.Power:SetHeight(5)
		
		power:SetFont(font, fsize, fstyle)
		health:SetFont(font, fsize, fstyle)
		
		info:Hide()
	elseif(unit == 'target') then
		self:SetAttribute('initial-height', 27)
		self:SetAttribute('initial-width', 230)
		
		health:SetFont(font, fsize, fstyle)
		info:SetFont(font, fsize, fstyle)
		
		power:Hide()
	elseif(unit == 'focus') then
		self:SetAttribute('initial-height', 15)
		self:SetAttribute('initial-width', 180)
		
		self.Health:SetHeight(15)
		--self.Power:Hide()
		
		health:SetFont(font, fsize, fstyle)
		info:SetFont(font, fsize, fstyle)
		
		health:SetPoint('RIGHT', self.Health, -2, 0)
		info:SetPoint('LEFT', self.Health, 2, 0)
		
		power:Hide()
	elseif(unit == 'targettarget') then
		self:SetAttribute('initial-height', 15)
		self:SetAttribute('initial-width', 230)
		
		self.Health:SetHeight(15)
		
		health:SetFont(font, fsize, fstyle)
		info:SetFont(font, fsize, fstyle)
		
		health:SetPoint('RIGHT', self.Health, -2, 0)
		info:SetPoint('LEFT', self.Health, 2, 0)
		
		power:Hide()
	elseif(unit == 'pet') then
		self:SetAttribute('initial-height', 22)
		self:SetAttribute('initial-width', 140)
		
		self.Health:SetHeight(17)
		self.Power:SetHeight(5)
		
		power:SetFont(font, fsize, fstyle)
		health:SetFont(font, fsize, fstyle)
		
		info:Hide()
	end

	if(unit == 'target') then
		self.CPoints = self:CreateFontString(nil, 'OVERLAY', 'SubZoneTextFont')
		self.CPoints:SetPoint('RIGHT', self, 'LEFT', -9, 0)
		self.CPoints:SetTextColor(1, 1, 1)
		self.CPoints:SetJustifyH('RIGHT')
		self.CPoints.unit = PlayerFrame.unit
		self:RegisterEvent('UNIT_COMBO_POINTS', updateCombo)
		self.CustomAuraFilter = customFilter
	end

	if(unit == 'player') then
		if(select(2, UnitClass('player')) == 'DEATHKNIGHT') then
			self.Runes = CreateFrame('Frame', nil, self)
			self.Runes:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, -1)
			self.Runes:SetHeight(4)
			self.Runes:SetWidth(180)
			self.Runes:SetBackdrop(backdrop)
			self.Runes:SetBackdropColor(0, 0, 0)
			self.Runes.anchor = 'TOPLEFT'
			self.Runes.growth = 'RIGHT'
			self.Runes.height = 4
			self.Runes.width = 180 / 6 - 0.85

			for index = 1, 6 do
				self.Runes[index] = CreateFrame('StatusBar', nil, self.Runes)
				self.Runes[index]:SetStatusBarTexture(barTex)

				self.Runes[index].bg = self.Runes[index]:CreateTexture(nil, 'BACKGROUND')
				self.Runes[index].bg:SetAllPoints(self.Runes[index])
				self.Runes[index].bg:SetTexture(0.2, 0.2, 0,2)
			end
		end

		self.Leader = self.Health:CreateTexture(nil, 'OVERLAY')
		self.Leader:SetPoint('TOPLEFT', self, 0, 8)
		self.Leader:SetHeight(16)
		self.Leader:SetWidth(16)

		self.Assistant = self.Health:CreateTexture(nil, 'OVERLAY')
		self.Assistant:SetPoint('TOPLEFT', self, 0, 8)
		self.Assistant:SetHeight(16)
		self.Assistant:SetWidth(16)

	end

	self.DebuffHighlightBackdrop = true
	self.DebuffHighlightFilter = true
	
end

oUF:RegisterStyle('Hariyama', style)
oUF:SetActiveStyle('Hariyama')

oUF:Spawn('player', 'oUF_Player'):SetPoint('CENTER', UIParent, 0, -350)
oUF:Spawn('target', 'oUF_Target'):SetPoint('CENTER', UIParent, 220, -100)
oUF:Spawn('targettarget', 'oUF_ToT'):SetPoint('BOTTOMRIGHT', oUF.units.target, 'TOPRIGHT', 0, 3)
oUF:Spawn('focus', 'oUF_Focus'):SetPoint('BOTTOMLEFT', oUF.units.player, 'TOPLEFT', 0, 5)
oUF:Spawn('pet', 'oUF_Pet'):SetPoint('RIGHT', oUF.units.player, 'LEFT', -25, 0)
Thanks in advance.
- Wimpzter.
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Unread 09-25-09, 05:38 PM   #1193
wurmfood
A Flamescale Wyrmkin
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Join Date: Apr 2009
Posts: 122
Your PostUpdateAuraIcon seems a little strange. If I'm reading it right, it's basically saying:

If the icon is supposed to be shown and the icon is for a debuff that is not created by me, my pet, or my vehicle, and the unit is not a player, then hide the icon.

I think it may be the last part tripping you up. You're saying to hide the icon if your target is not a player, so any NPC will have the icons hidden.
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Unread 09-25-09, 05:46 PM   #1194
Wimpface
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Posts: 640
Originally Posted by wurmfood View Post
Your PostUpdateAuraIcon seems a little strange. If I'm reading it right, it's basically saying:

If the icon is supposed to be shown and the icon is for a debuff that is not created by me, my pet, or my vehicle, and the unit is not a player, then hide the icon.

I think it may be the last part tripping you up. You're saying to hide the icon if your target is not a player, so any NPC will have the icons hidden.
Problem is, it doesn't show it for players OR NPC's.
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Unread 09-26-09, 02:35 AM   #1195
Icerat
A Fallenroot Satyr
Join Date: Sep 2006
Posts: 28
Originally Posted by haste View Post
Code:
--- 1	2009-09-25 21:28:37.678699761 +0000
+++ 2	2009-09-25 21:29:45.950873460 +0000
@@ -11,5 +11,6 @@
 			self.Resting.bg:SetPoint("TOPLEFT",self.Resting,"TOPLEFT", -2, 2)
 			self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Resting,"BOTTOMRIGHT",2,-2)	
 			self.Resting.bg:SetTexture(0, 0, 0)
+			self.Resting.bg:SetParent(self.Resting)
 		end	
 	end
Many thanks for the reply Haste I've added the self.Resting.bg:SetParent(self.Resting) line but it throws an error.

Code:
--	RESTING ICON --
	if(unit == "player") then
		if UnitLevel("player") ~= MAX_PLAYER_LEVEL then
			self.Resting = self.Health:CreateTexture(nil, "OVERLAY")
			self.Resting:SetHeight(6)
			self.Resting:SetWidth(6)
			self.Resting:SetPoint("BOTTOMLEFT", 13, -15)
			self.Resting:SetTexture(1, 1, 0)
			
			self.Resting.bg = self.Health:CreateTexture(nil, "BACKGROUND")
			self.Resting.bg:SetParent(self.Resting)
			self.Resting.bg:SetPoint("TOPLEFT",self.Resting,"TOPLEFT", -2, 2)
			self.Resting.bg:SetPoint("BOTTOMRIGHT",self.Resting,"BOTTOMRIGHT",2,-2)	
			self.Resting.bg:SetTexture(0, 0, 0)
		end	
	end
the error:
Code:
[2009/09/26 09:24:28-5601-x1]: oUF_Harpz-1.1h\oUF_Harpz.lua:576: <unnamed>:SetParent(): Wrong parent object type, expected Frame
oUF_Harpz-1.1h\oUF_Harpz.lua:576: in function `style'
oUF-1.3.21\ouf.lua:250: in function <Interface\AddOns\oUF\ouf.lua:242>
oUF-1.3.21\ouf.lua:318: in function <Interface\AddOns\oUF\ouf.lua:315>
oUF-1.3.21\ouf.lua:368: in function `Spawn'
oUF_Harpz-1.1h\oUF_Harpz.lua:761: in main chunk

  ---
I know I've done something stupid wrong but i cant figure out what yet.

I look forward to the reply's, learnings fun
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Unread 09-26-09, 03:32 AM   #1196
Waverian
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Posts: 188
lua Code:
  1. self.Resting.bg:SetPoint("TOPLEFT",self.Resting,"TOPLEFT", -2, 2)

self.Resting is a texture. You can't anchor an object to a texture.
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Unread 09-26-09, 04:41 AM   #1197
Icerat
A Fallenroot Satyr
Join Date: Sep 2006
Posts: 28
Originally Posted by Waverian View Post
lua Code:
  1. self.Resting.bg:SetPoint("TOPLEFT",self.Resting,"TOPLEFT", -2, 2)

self.Resting is a texture. You can't anchor an object to a texture.
How do i fix it then ?
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Unread 09-26-09, 05:24 AM   #1198
haste
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I actually believed you could parent textures to other textures, but since that isn't the case you have to create a container frame and handle it through that. Another options would be to insert your own OnShow/OnHide, or use a OnShow/OnHide script to toggle the other textures.
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Unread 09-27-09, 02:22 PM   #1199
Wimpface
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I've yet to find a solution to this, please point me in the right direction anyone.
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Unread 09-28-09, 06:32 AM   #1200
Icerat
A Fallenroot Satyr
Join Date: Sep 2006
Posts: 28
Back again sorry:

I have the following to show my experience bar and it works great does all i expected it to do, hide until mouse over and show a tooltip on my player.

For some reason though it wont show a bar for my hunters pet (pets not max lvl nor is me hunter)

Code:
-- EXPERIENCE BAR --
	if(IsAddOnLoaded('oUF_Experience') and (unit == 'player' or unit == 'pet')) then
			self.Experience = CreateFrame('StatusBar', nil, self)
			self.Experience:SetPoint('BOTTOMLEFT', self, 'TOPLEFT', 0, 5)
			self.Experience:SetPoint('BOTTOMRIGHT', self, 'TOPRIGHT', 0, 5)
				if(unit == "pet") then
					self.Experience:SetPoint("TOPLEFT", self, "BOTTOMLEFT", 0, -25)
					self.Experience:SetPoint("TOPRIGHT", self, "BOTTOMRIGHT", 0, -25)
				end
			self.Experience:SetHeight(3)
			self.Experience:SetStatusBarTexture(texture2)
			self.Experience:SetStatusBarColor(0.15, 0.7, 0.1)
			self.Experience.Tooltip = true
			
			self.Experience.Rested = CreateFrame('StatusBar', nil, self)
			self.Experience.Rested:SetParent(self.Experience)  -- Parent to the Experiance bar to get it to hide
			self.Experience.Rested:SetAllPoints(self.Experience)
			self.Experience.Rested:SetStatusBarTexture(texture2)
			self.Experience.Rested:SetStatusBarColor(0, 0.4, 1, 0.6)
			self.Experience.Rested:SetBackdrop(backdrop)
			self.Experience.Rested:SetBackdropColor(0, 0, 0)

--			self.Experience.Text = self.Experience:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallOutline')
--			self.Experience.Text:SetPoint('CENTER', self.Experience)

			self.Experience.bg = self.Experience.Rested:CreateTexture(nil, 'BORDER')
			self.Experience.bg:SetAllPoints(self.Experience)
			self.Experience.bg:SetTexture(0.3, 0.3, 0.3)
			
			self.Experience:SetScript ('OnEnter', function(self) self:SetAlpha(1) end)
			self.Experience:SetScript ('OnLeave', function(self) self:SetAlpha(0) end)
			self.Experience:SetAlpha(0)
		end
What am i doing wrong? bets its something stupid, thanks in advance
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