I was actually laying low after the helpful people around here tore into that other guy.
I did eventually figure how to manipulate the visibility of both the health and mana values per bar in the tags.lua file and my oUF_Fail is looking great.
Originally Posted by Irongunner
I would also be interested in some info on how to style the battleground countdown-to-start timer, does someone have a hint?
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I was just about to bump this as well asking for what I should be looking at in order to make that change because the only Lua I see about the mirror castbar is this:
lua Code:
-- mirror castbar!
lib.gen_mirrorcb = function(f)
for _, bar in pairs({'MirrorTimer1','MirrorTimer2','MirrorTimer3',}) do
for i, region in pairs({_G[bar]:GetRegions()}) do
if (region.GetTexture and region:GetTexture() == 'SolidTexture') then
region:Hide()
end
end
_G[bar..'Border']:Hide()
_G[bar]:SetParent(UIParent)
_G[bar]:SetScale(1)
_G[bar]:SetHeight(16)
_G[bar]:SetWidth(280)
_G[bar]:SetBackdropColor(.1,.1,.1)
_G[bar..'Background'] = _G[bar]:CreateTexture(bar..'Background', 'BACKGROUND', _G[bar])
_G[bar..'Background']:SetTexture(cfg.statusbar_texture)
_G[bar..'Background']:SetAllPoints(bar)
_G[bar..'Background']:SetVertexColor(.15,.15,.15,.75)
_G[bar..'Text']:SetFont(cfg.font, 14, "THINOUTLINE")
_G[bar..'Text']:ClearAllPoints()
_G[bar..'Text']:SetPoint('CENTER', MirrorTimer1StatusBar, 0, 1)
_G[bar..'StatusBar']:SetAllPoints(_G[bar])
--glowing borders
local h = CreateFrame("Frame", nil, _G[bar])
h:SetFrameLevel(0)
h:SetPoint("TOPLEFT",-5,5)
h:SetPoint("BOTTOMRIGHT",5,-5)
lib.gen_backdrop(h)
end
end
I'm not even sure I'm going about this the correct why by calling it a mirror castbar. I believe /framestack is calling the frame "TimerTrackerTimer1" and "TimerTrackerTimer1StatusBar". Can I just make it look something like this?
lua Code:
-- mirror castbar!
lib.gen_mirrorcb = function(f)
If for _, bar in pairs({'MirrorTimer1','MirrorTimer2','MirrorTimer3',}) do
for i, region in pairs({_G[bar]:GetRegions()}) do
if (region.GetTexture and region:GetTexture() == 'SolidTexture') then
region:Hide()
end
end
_G[bar..'Border']:Hide()
_G[bar]:SetParent(UIParent)
_G[bar]:SetScale(1)
_G[bar]:SetHeight(16)
_G[bar]:SetWidth(280)
_G[bar]:SetBackdropColor(.1,.1,.1)
_G[bar..'Background'] = _G[bar]:CreateTexture(bar..'Background', 'BACKGROUND', _G[bar])
_G[bar..'Background']:SetTexture(cfg.statusbar_texture)
_G[bar..'Background']:SetAllPoints(bar)
_G[bar..'Background']:SetVertexColor(.15,.15,.15,.75)
_G[bar..'Text']:SetFont(cfg.font, 14, "THINOUTLINE")
_G[bar..'Text']:ClearAllPoints()
_G[bar..'Text']:SetPoint('CENTER', MirrorTimer1StatusBar, 0, 1)
_G[bar..'StatusBar']:SetAllPoints(_G[bar])
--glowing borders
local h = CreateFrame("Frame", nil, _G[bar])
h:SetFrameLevel(0)
h:SetPoint("TOPLEFT",-5,5)
h:SetPoint("BOTTOMRIGHT",5,-5)
lib.gen_backdrop(h)
end
else for _, bar in pairs({'TimerTrackerTimer1','TimerTrackerTimer2','TimerTrackerTimer3',}) do
for i, region in pairs({_G[bar]:GetRegions()}) do
if (region.GetTexture and region:GetTexture() == 'SolidTexture') then
region:Hide()
end
end
_G[bar..'Border']:Hide()
_G[bar]:SetParent(UIParent)
_G[bar]:SetScale(1)
_G[bar]:SetHeight(16)
_G[bar]:SetWidth(280)
_G[bar]:SetBackdropColor(.1,.1,.1)
_G[bar..'Background'] = _G[bar]:CreateTexture(bar..'Background', 'BACKGROUND', _G[bar])
_G[bar..'Background']:SetTexture(cfg.statusbar_texture)
_G[bar..'Background']:SetAllPoints(bar)
_G[bar..'Background']:SetVertexColor(.15,.15,.15,.75)
_G[bar..'Text']:SetFont(cfg.font, 14, "THINOUTLINE")
_G[bar..'Text']:ClearAllPoints()
_G[bar..'Text']:SetPoint('CENTER', TimerTrackerTimer1StatusBar, 0, 1)
_G[bar..'StatusBar']:SetAllPoints(_G[bar])
--glowing borders
local h = CreateFrame("Frame", nil, _G[bar])
h:SetFrameLevel(0)
h:SetPoint("TOPLEFT",-5,5)
h:SetPoint("BOTTOMRIGHT",5,-5)
lib.gen_backdrop(h)
end
end
Don't laugh too hard I'm sure I'm murdering Lua.