04-24-09, 01:20 PM | #1001 |
Nub Question
Hi There. I'm very new to oUF and lua coding in general and I've had an issue arise since 3.1 hit and I really have no idea how to fix it.
I've been using the oUF_Maneut layout and when 3.1 dropped the custom coloring on my target frame disappeared. Here is a before shot Here is an after shot Any ideas on what to change/update to get it working again ? Thank you in advance. |
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04-25-09, 10:53 AM | #1002 |
I'm having a few problems with my oUF layout:
1. self.Highlight does display my texture, but it is drawn beneath the healthbar and thus rendeing itself pretty useless as it is not visible. I tried messing with SetFrameLevel for the healthbar, but even though this fixes my mouseover problem it also screws up the partytargets and partypets that get set via the .xml - those get drawn with their healthbar beneath the background. This is my self.Highlight code: Code:
self.Highlight = self:CreateTexture(nil, 'HIGHLIGHT') self.Highlight:SetAllPoints(self) self.Highlight:SetBlendMode('ADD') self.Highlight:SetTexture(mohighlight) 3. I'd like to have mana displayed in may raidframes for only those players that actually have mana. But since raidframes are - as far as I know - not handled as ordinary units I have no idea how to do checks for mana on every single player in the raid. I'd also like to display an icon for those raidmembers that are soulstoned - I guess that this must be checked for in the same way as the mana so it might be more or less the same problem. 4. I would like to design my layout with absolute pixel precision, but the frames that get drawn in WoW are always a bit larger than the dimensions that I define in my .lua and thin lines get blurred into oblivion. I guess the problem here is Blizzard's UI Scale. Currently I have UI Scaling turned off. What do I have to do to get a square of 100x100px in code to actually display at the same size onscreen? (I know this is not really oUF related, but I don't know where to search for an aswer... ) Any help on these topics would be much appreciated!
__________________
- The biggest trick the devil ever pulled was convincing the world he didn't exist. - |
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04-25-09, 11:18 AM | #1003 | |
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04-25-09, 01:10 PM | #1004 |
NVM, all problems are solved.
Last edited by Dessembrae : 04-26-09 at 01:24 PM. Reason: All problems are solved |
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04-26-09, 11:48 AM | #1005 |
@ Generizer
Line 570 of oUF_Maneut.lua change Code:
self.Health.colorClass = false Code:
self.Health.colorClass = true |
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04-27-09, 11:20 AM | #1006 |
04-27-09, 12:07 PM | #1007 | |
Code:
local whitelist = { ['buffname1'] = true, ['buffname2'] = true, } local function customFilter(icons, unit, icon, name) if(whitelist[name]) then return true end end Code:
self.CustomAuraFilter = customFilter |
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04-27-09, 02:23 PM | #1008 |
These go in the layout itself or in aura.lua?
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04-27-09, 02:28 PM | #1009 |
04-27-09, 09:54 PM | #1010 |
I have a custom tag for name color that looks something like this (Hex is just the same RGB to Hex function used in tags.lua):
Code:
oUF.Tags["[customnamecolor]"] = function(unit) if(UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit)) then return Hex(oUF.colors.tapped) elseif(not UnitIsConnected(unit)) then return Hex(oUF.colors.disconnected) elseif(UnitIsPlayer(unit)) then local _, class = UnitClass(unit) return Hex(oUF.colors.class[class]) else return Hex(oUF.colors.reaction[UnitReaction(unit, "player")]) end end EDIT: To update, this seems to have gone away in the latest version of oUF (released today I think) but I'm still confused as to why it was happening in the first place and would love some enlightenment. Last edited by arnath_vp : 04-28-09 at 02:50 PM. |
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04-28-09, 02:38 PM | #1011 |
I got a little problem, when I install oUF Freebgrid, I can see the raidframes at the bottom of my screen, but how can I move it?
Thanks |
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04-28-09, 03:25 PM | #1012 |
hi im wonder how do you set the strata on portraits as mine seems to over power my bars due to were i have mine,
Code Code:
if(unit == 'player' or unit == 'target')then portrait = CreateFrame("PlayerModel", nil, self) portrait:SetScript("OnShow", function(self) self:SetCamera(0)end) portrait:SetWidth(290) portrait:SetHeight(27) portrait:SetPoint("TOPLEFT", self, "TOPLEFT", 4, -4) portrait.type = "3D" self.Portrait = portrait end Code:
portrait:SetStrata ("LOW") Last edited by Nubsy : 04-28-09 at 03:27 PM. |
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04-28-09, 03:34 PM | #1013 |
Unless the author created any menu or slashcommands to change the settings on the fly you will have to edit the .lua manually.
__________________
- The biggest trick the devil ever pulled was convincing the world he didn't exist. - |
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04-28-09, 03:43 PM | #1014 | |
Code:
local layoutName = "Freebgrid" local layoutPath = "Interface\\Addons\\oUF_"..layoutName local mediaPath = layoutPath.."\\media\\" local texture = mediaPath.."gradient" local hightlight = mediaPath.."white" local borderTex = mediaPath.."border" local backdrop = { bgFile = [=[Interface\ChatFrame\ChatFrameBackground]=], insets = {top = -1, left = -1, bottom = -1, right = -1}, } local font,fontsize = mediaPath.."CalibriBold.ttf",12 -- The font and fontSize for Names and Health local symbols, symbolsSize = mediaPath.."PIZZADUDEBULLETS.ttf", 12 -- The font and fontSize for TagEvents local symbols1, symbols1Size = mediaPath.."STYLBCC_.ttf", 12 -- The font and fontSize for TagEvents local height, width = 40, 40 local playerClass = select(2, UnitClass("player")) local reverseColors = false -- Reverse Units color local highlight = true -- MouseOver Highlight? local indicators = true -- Class Indicators? local vertical = true -- Vertical bars? local manabars = false -- Mana Bars? local Licon = true -- Leader icon? local ricon = true -- Raid icon? local banzai = LibStub("LibBanzai-2.0") banzai:RegisterCallback(function(aggro, name, ...) for i = 1, select("#", ...) do local u = select(i, ...) local f = oUF.units[u] if f then if f.Banzai then f:Banzai(u, aggro) else f:UNIT_MAXHEALTH("OnBanzaiUpdate", f.unit) end end end end) local f = CreateFrame("Frame") f:SetScript("OnEvent", function(self, event, ...) return self[event](self, ...) end) --=========================------------- Big Thanks to jadakren! oUF.pomCount = {"i","h","g","f","Z","Y"} oUF.classIndicators={ ["DRUID"] = { ["TL"] = "[tree]", ["TR"] = "[gotw]", ["BL"] = "[rejuv][regrow][wg]", ["BR"] = "[lb]" }, ["PRIEST"] = { ["TL"] = "[pws][ws]", ["TR"] = "[ds][sp][fort][fw]", ["BL"] = "[rnw][gotn]", ["BR"] = "[pom]" }, ["PALADIN"] = { ["TL"] = "", ["TR"] = "", ["BL"] = "", ["BR"] = "" }, ["WARLOCK"] = { ["TL"] = "", ["TR"] = "", ["BL"] = "", ["BR"] = "" }, ["WARRIOR"] = { ["TL"] = "", ["TR"] = "[sh]", ["BL"] = "", ["BR"] = "" }, ["DEATHKNIGHT"] = { ["TL"] = "", ["TR"] = "", ["BL"] = "", ["BR"] = "" }, ["SHAMAN"] = { ["TL"] = "", ["TR"] = "", ["BL"] = "", ["BR"] = "" }, ["HUNTER"] = { ["TL"] = "", ["TR"] = "", ["BL"] = "", ["BR"] = "" }, ["ROGUE"] = { ["TL"] = "", ["TR"] = "", ["BL"] = "", ["BR"] = "" }, ["MAGE"] = { ["TL"] = "", ["TR"] = "", ["BL"] = "", ["BR"] = "" } } --priest oUF.Tags["[pom]"] = function(u) local c = select(4, UnitAura(u, "Prayer of Mending")) return c and "|cffFFCF7F"..oUF.pomCount[c].."|r" or "" end oUF.TagEvents["[pom]"] = "UNIT_AURA" oUF.Tags["[gotn]"] = function(u) return UnitAura(u, "Gift of the Naaru") and "|cff33FF33.|r" or "" end oUF.TagEvents["[gotn]"] = "UNIT_AURA" oUF.Tags["[rnw]"] = function(u) local name, _,_,_,_,_,_, fromwho,_ = UnitAura(u, "Renew") if not (fromwho == "player") then return end return UnitAura(u, "Renew") and "|cff33FF33.|r" or "" end oUF.TagEvents["[rnw]"] = "UNIT_AURA" oUF.Tags["[pws]"] = function(u) return UnitAura(u, "Power Word: Shield") and "|cff33FF33.|r" or "" end oUF.TagEvents["[pws]"] = "UNIT_AURA" oUF.Tags["[ws]"] = function(u) return UnitDebuff(u, "Weakened Soul") and "|cffFF5500.|r" or "" end oUF.TagEvents["[ws]"] = "UNIT_AURA" oUF.Tags["[sp]"] = function(u) return (UnitAura(u, "Prayer of Shadow Protection") or UnitAura(u, "Shadow Protection")) and "" or "|cff9900FF.|r" end oUF.TagEvents["[sp]"] = "UNIT_AURA" oUF.Tags["[fort]"] = function(u) return (UnitAura(u, "Prayer of Fortitude") or UnitAura(u, "Power Word: Fortitude")) and "" or "|cff00A1DE.|r" end oUF.TagEvents["[fort]"] = "UNIT_AURA" oUF.Tags["[fw]"] = function(u) return UnitAura(u, "Fear Ward") and "|cff8B4513 .|r" or "" end oUF.TagEvents["[fw]"] = "UNIT_AURA" oUF.Tags["[ds]"] = function(u) return (UnitAura(u, "Prayer of Spirit") or UnitAura(u, "Divine Spirit")) and "" or "|cffffff00.|r" end oUF.TagEvents["[ds]"] = "UNIT_AURA" --druid oUF.Tags["[lb]"] = function(u) local c = select(4, UnitAura(u, "Lifebloom")) return c and "|cffA7FD0A"..c.."|r" or "" end oUF.Tags["[rejuv]"] = function(u) return UnitAura(u, "Rejuvenation") and "|cff00FEBF.|r" or "" end oUF.Tags["[regrow]"] = function(u) return UnitAura(u, "Regrowth") and "|cff00FF10.|r" or "" end oUF.Tags["[wg]"] = function(u) return UnitAura(u, "Wild Growth") and "|cff33FF33.|r" or "" end oUF.Tags["[tree]"] = function(u) return UnitAura(u, "Tree of Life") and "|cff33FF33.|r" or "" end oUF.Tags["[gotw]"] = function(u) return UnitAura(u, "Gift of the Wild") and "|cff33FF33.|r" or "" end oUF.TagEvents["[lb]"] = "UNIT_AURA" oUF.TagEvents["[rejuv]"] = "UNIT_AURA" oUF.TagEvents["[regrow]"] = "UNIT_AURA" oUF.TagEvents["[wg]"] = "UNIT_AURA" oUF.TagEvents["[tree]"] = "UNIT_AURA" oUF.TagEvents["[gotw]"] = "UNIT_AURA" --warrior oUF.Tags["[sh]"] = function(u) return (UnitAura(u, "Battle Shout") or UnitAura(u, "Commanding Shout")) and "" or "|cffffff00.|r" end oUF.TagEvents["[sh]"] = "UNIT_AURA" local function applyAuraIndicator(self) --========= ----- =========-- self.AuraStatusTL = self.Health:CreateFontString(nil, "OVERLAY") self.AuraStatusTL:ClearAllPoints() self.AuraStatusTL:SetPoint("BOTTOMLEFT", self, "TOPLEFT", -5, -5) self.AuraStatusTL:SetFont(font, 22, "OUTLINE") self:Tag(self.AuraStatusTL, oUF.classIndicators[playerClass]["TL"]) self.AuraStatusTR = self.Health:CreateFontString(nil, "OVERLAY") self.AuraStatusTR:ClearAllPoints() self.AuraStatusTR:SetPoint("BOTTOMRIGHT", self, "TOPRIGHT", 5, -5) self.AuraStatusTR:SetFont(font, 22, "OUTLINE") self:Tag(self.AuraStatusTR, oUF.classIndicators[playerClass]["TR"]) self.AuraStatusBL = self.Health:CreateFontString(nil, "OVERLAY") self.AuraStatusBL:ClearAllPoints() self.AuraStatusBL:SetPoint("BOTTOMLEFT", self, "BOTTOMLEFT", -5, -5) self.AuraStatusBL:SetFont(font, 22, "OUTLINE") self:Tag(self.AuraStatusBL, oUF.classIndicators[playerClass]["BL"]) self.AuraStatusBR = self.Health:CreateFontString(nil, "OVERLAY") self.AuraStatusBR:ClearAllPoints() self.AuraStatusBR:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 7, -3) self.AuraStatusBR:SetFont(symbols, symbolsSize, "OUTLINE") self:Tag(self.AuraStatusBR, oUF.classIndicators[playerClass]["BR"]) --========= ----- =========-- end -- Credits to zariel local debuffs = { ["Viper Sting"] = 12, ["Wound Poison"] = 9, ["Mortal Strike"] = 8, ["Aimed Shot"] = 8, ["Counterspell - Silenced"] = 11, ["Counterspell"] = 10, ["Blind"] = 10, ["Cyclone"] = 10, ["Polymorph"] = 7, ["Entangling Roots"] = 7, ["Freezing Trap Effect"] = 7, ["Crippling Poison"] = 6, ["Hamstring"] = 5, ["Wing Clip"] = 5, ["Fear"] = 3, ["Psychic Scream"] = 3, ["Howl of Terror"] = 3, } local dispellClass do local t = { ["PRIEST"] = { ["Magic"] = true, ["Disease"] = true, }, ["SHAMAN"] = { ["Poison"] = true, ["Disease"] = true, --["Curse"] = true, -- uncomment to enable curses for shamans }, ["PALADIN"] = { ["Poison"] = true, ["Magic"] = true, ["Disease"] = true, }, ["MAGE"] = { ["Curse"] = true, }, ["DRUID"] = { ["Curse"] = true, ["Poison"] = true, }, } if t[playerClass] then dispellClass = {} for k, v in pairs(t[playerClass]) do dispellClass[k] = v end t = nil end end local dispellPiority = { ["Magic"] = 4, ["Poison"] = 3, ["Disease"] = 1, ["Curse"] = 2, } local name, rank, buffTexture, count, duration, timeLeft, dtype function f:UNIT_AURA(unit) if not oUF.units[unit] then return end local frame = oUF.units[unit] if not frame.Icon then return end local current, bTexture, dispell, dispellTexture for i = 1, 40 do name, rank, buffTexture, count, dtype, duration, timeLeft = UnitDebuff(unit, i) if not name then break end if dispellClass and dispellClass[dtype] then dispell = dispell or dtype dispellTexture = dispellTexture or buffTexture if dispellPiority[dtype] > dispellPiority[dispell] then dispell = dtype dispellTexture = buffTexture end end if debuffs[name] then current = current or name bTexture = bTexture or buffTexture local prio = debuffs[name] if prio > debuffs[current] then current = name bTexture = buffTexture end end end if dispellClass then if dispell then if dispellClass[dispell] then local col = DebuffTypeColor[dispell] frame.border:Show() frame.border:SetVertexColor(col.r, col.g, col.b) frame.Dispell = true if not bTexture and dispellTexture then current = dispell bTexture = dispellTexture end end else frame.border:SetVertexColor(1, 1, 1) frame.Dispell = false frame.border:Hide() end end if current and bTexture then frame.IconShown = true frame.Icon:SetTexture(bTexture) frame.Icon:ShowText() frame.DebuffTexture = true else frame.IconShown = false frame.DebuffTexture = false frame.Icon:HideText() end end -- Target Border local ChangedTarget = function(self) if (UnitInRaid'player' == 1 or GetNumPartyMembers() > 0 ) and UnitIsUnit('target', self.unit) then self.TargetBorder:Show() else self.TargetBorder:Hide() end end --===========================-- local colors = setmetatable({ power = setmetatable({ ['MANA'] = {.31,.45,.63}, ['RAGE'] = {.69,.31,.31}, ['FOCUS'] = {.71,.43,.27}, ['ENERGY'] = {.65,.63,.35}, ['RUNIC_POWER'] = {0,.8,.9}, }, {__index = oUF.colors.power}), class =setmetatable({ ["DEATHKNIGHT"] = { 0.77, 0.12, 0.23 }, ["DRUID"] = { 1.0 , 0.49, 0.04 }, ["HUNTER"] = { 0.67, 0.83, 0.45 }, ["MAGE"] = { 0.41, 0.8 , 0.94 }, ["PALADIN"] = { 0.96, 0.55, 0.73 }, ["PRIEST"] = { 1.0 , 1.0 , 1.0 }, ["ROGUE"] = { 1.0 , 0.96, 0.41 }, ["SHAMAN"] = { 0.14, 0.35, 1.00 }, ["WARLOCK"] = { 0.58, 0.51, 0.7 }, ["WARRIOR"] = { 0.78, 0.61, 0.43 }, }, {__index = oUF.colors.class}), }, {__index = oUF.colors}) local round = function(x, y) return math.floor((x * 10 ^ y)+ 0.5) / 10 ^ y end local updateHealth = function(self, event, unit, bar, current, max) local def = max - current bar:SetValue(current) local r, g, b, t if UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then r, g, b = .3, .3, .3 elseif(UnitIsPlayer(unit)) then local _, class = UnitClass(unit) t = colors.class[class] else -- MainTank target and Party Pet color r, g, b = .1, .8, .3 end if(t) then r, g, b = t[1], t[2], t[3] end local per = round(current/max, 100) if (UnitIsPlayer(unit)) and (banzai:GetUnitAggroByUnitId(unit)) then self.Name:SetVertexColor(1, 0, 0) else -- Name Color self.Name:SetTextColor(r, g, b) end if(not UnitIsConnected(unit)) then self.Name:SetText('|cffD7BEA5'..'D/C') elseif(UnitIsDead(unit)) then self.Name:SetText('|cffD7BEA5'..'Dead') elseif(UnitIsGhost(unit)) then self.Name:SetText('|cffD7BEA5'..'Ghost') elseif (per > 0.9) then self.Name:SetText(UnitName(unit):utf8sub(1, 3)) else self.Name:SetFormattedText("-%0.1f",math.floor(def/100)/10) end bar.bg:SetVertexColor(r, g, b) if(reverseColors)then bar:SetStatusBarColor(r, g, b) else bar:SetStatusBarColor(0, 0, 0) end end local updatePower = function(self, event, unit, bar, current, max) local powerType, powerTypeString = UnitPowerType(unit) local perc = round(current/max, 100) if (perc < 0.1 and UnitIsConnected(unit) and powerTypeString == 'MANA' and not UnitIsDeadOrGhost(unit)) then self.manaborder:Show() else self.manaborder:Hide() end end local OnEnter = function(self) UnitFrame_OnEnter(self) self.Highlight:Show() end local OnLeave = function(self) UnitFrame_OnLeave(self) self.Highlight:Hide() end -- Style local func = function(self, unit) self.colors = colors self:EnableMouse(true) self:SetScript("OnEnter", OnEnter) self:SetScript("OnLeave", OnLeave) self:RegisterForClicks"anyup" self:SetAttribute("*type2", "menu") -- Health local hp = CreateFrame"StatusBar" hp:SetStatusBarTexture(texture) if(reverseColors)then hp:SetAlpha(1) else hp:SetAlpha(0.8) end hp.frequentUpdates = true if(manabars)then if(vertical)then hp:SetWidth(width*.93) hp:SetOrientation("VERTICAL") hp:SetParent(self) hp:SetPoint"TOP" hp:SetPoint"BOTTOM" hp:SetPoint"LEFT" else hp:SetHeight(height*.93) hp:SetParent(self) hp:SetPoint"LEFT" hp:SetPoint"RIGHT" hp:SetPoint"TOP" end else if(vertical)then hp:SetWidth(width) hp:SetOrientation("VERTICAL") hp:SetParent(self) hp:SetPoint"TOPLEFT" hp:SetPoint"BOTTOMRIGHT" else hp:SetParent(self) hp:SetPoint"TOPLEFT" hp:SetPoint"BOTTOMRIGHT" end end local hpbg = hp:CreateTexture(nil, "BORDER") hpbg:SetAllPoints(hp) hpbg:SetTexture(texture) if(reverseColors)then hpbg:SetAlpha(0.3) else hpbg:SetAlpha(1) end -- Backdrop self:SetBackdrop(backdrop) self:SetBackdropColor(0, 0, 0) -- Health Text local hpp = hp:CreateFontString(nil, "OVERLAY") hpp:SetFont(font, fontsize) hpp:SetShadowOffset(1,-1) hpp:SetPoint("CENTER") hpp:SetJustifyH("CENTER") hp.bg = hpbg hp.value = hpp self.Health = hp self.OverrideUpdateHealth = updateHealth -- PowerBars if(manabars)then local pp = CreateFrame"StatusBar" pp:SetStatusBarTexture(texture) pp.colorPower = true pp.frequentUpdates = true if(vertical)then pp:SetWidth(width*.05) pp:SetOrientation("VERTICAL") pp:SetParent(self) pp:SetPoint"TOP" pp:SetPoint"BOTTOM" pp:SetPoint"RIGHT" else pp:SetHeight(height*.05) pp:SetParent(self) pp:SetPoint"LEFT" pp:SetPoint"RIGHT" pp:SetPoint"BOTTOM" end local ppbg = pp:CreateTexture(nil, "BORDER") ppbg:SetAllPoints(pp) ppbg:SetTexture(texture) ppbg.multiplier = .3 pp.bg = ppbg self.Power = pp self.PostUpdatePower = updatePower end -- Highlight if(highlight)then local hl = hp:CreateTexture(nil, "OVERLAY") hl:SetAllPoints(self) hl:SetTexture(hightlight) hl:SetVertexColor(1,1,1,.1) hl:SetBlendMode("ADD") hl:Hide() self.Highlight = hl end -- Range Alpha/SpellRange if(IsAddOnLoaded('oUF_SpellRange')) then self.SpellRange = true self.inRangeAlpha = 1.0 -- Frame alpha when in range self.outsideRangeAlpha = 0.5 -- Frame alpha when out of range else if(not unit) then self.Range = true self.inRangeAlpha = 1 self.outsideRangeAlpha = .5 end end -- Name local name = hp:CreateFontString(nil, "OVERLAY") name:SetPoint("CENTER") name:SetJustifyH("CENTER") name:SetFont(font, fontsize) name:SetShadowOffset(1.25, -1.25) name:SetTextColor(1,1,1,1) self.Name = name local manaborder = self:CreateTexture(nil, "OVERLAY") manaborder:SetPoint("LEFT", self, "LEFT", -5, 0) manaborder:SetPoint("RIGHT", self, "RIGHT", 5, 0) manaborder:SetPoint("TOP", self, "TOP", 0, 5) manaborder:SetPoint("BOTTOM", self, "BOTTOM", 0, -5) manaborder:SetTexture(borderTex) manaborder:Hide() manaborder:SetVertexColor(0, .1, .9, .8) self.manaborder = manaborder tBorder = self:CreateTexture(nil, "OVERLAY") tBorder:SetPoint("LEFT", self, "LEFT", -6, 0) tBorder:SetPoint("RIGHT", self, "RIGHT", 6, 0) tBorder:SetPoint("TOP", self, "TOP", 0, 6) tBorder:SetPoint("BOTTOM", self, "BOTTOM", 0, -6) tBorder:SetTexture(borderTex) tBorder:Hide() tBorder:SetVertexColor(.8, .8, .8, .8) self.TargetBorder = tBorder --==========-- -- ICONS -- --==========-- -- Dispel Icons local icon = hp:CreateTexture(nil, "OVERLAY") icon:SetPoint("CENTER") icon:SetHeight(18) icon:SetWidth(18) icon:SetTexCoord(0.07, 0.93, 0.07, 0.93) icon:Hide() icon.ShowText = function(s) self.Name:Hide() s:Show() end icon.HideText = function(s) self.Name:Show() s:Hide() end self.Icon = icon local border = self:CreateTexture(nil, "OVERLAY") border:SetPoint("LEFT", self, "LEFT", -5, 0) border:SetPoint("RIGHT", self, "RIGHT", 5, 0) border:SetPoint("TOP", self, "TOP", 0, 5) border:SetPoint("BOTTOM", self, "BOTTOM", 0, -5) border:SetTexture(borderTex) border:Hide() border:SetVertexColor(1, 1, 1) self.border = border -- Leader Icon if(Licon)then self.Leader = self.Health:CreateTexture(nil, "OVERLAY") self.Leader:SetPoint("TOPLEFT", self, 0, 8) self.Leader:SetHeight(16) self.Leader:SetWidth(16) end -- Raid Icon if(ricon)then self.RaidIcon = self.Health:CreateTexture(nil, "OVERLAY") self.RaidIcon:SetPoint("TOP", self, 0, 8) self.RaidIcon:SetHeight(16) self.RaidIcon:SetWidth(16) end -- ReadyCheck self.ReadyCheck = self.Health:CreateTexture(nil, "OVERLAY") self.ReadyCheck:SetPoint("TOPRIGHT", self, 0, 8) self.ReadyCheck:SetHeight(16) self.ReadyCheck:SetWidth(16) self.ReadyCheck.delayTime = 8 self.ReadyCheck.fadeTime = 2 if not(self:GetAttribute('unitsuffix') == 'target')then if(indicators)then applyAuraIndicator(self) end self.applyHealComm = true end self:RegisterEvent('PLAYER_TARGET_CHANGED', ChangedTarget) f:RegisterEvent("UNIT_AURA") self:SetAttribute('initial-height', height) self:SetAttribute('initial-width', width) return self end oUF:RegisterStyle("Freebgrid", func) oUF:SetActiveStyle"Freebgrid" local party = oUF:Spawn('header', 'oUF_Party') party:SetPoint('CENTER', UIParent, 0, -420) party:SetManyAttributes('showParty', true, 'showPlayer', true, 'point', 'LEFT', -- Remove to grow vertically 'xOffset', 5) party:SetAttribute("template", "oUF_Freebpets") local raid = {} for i = 1, 8 do local raidg = oUF:Spawn('header', 'oUF_Raid'..i) raidg:SetManyAttributes('groupFilter', tostring(i), 'showRaid', true, 'point', 'LEFT', -- Remove to grow vertically 'xOffset', 5) table.insert(raid, raidg) if(i == 1) then raidg:SetPoint('CENTER', UIParent, 0, -420) else raidg:SetPoint('BOTTOMLEFT', raid[i-1], 'TOPLEFT', 0, 5) end end local tank = oUF:Spawn('header', 'oUF_MainTank') tank:SetPoint('LEFT', UIParent, 5, 100) tank:SetManyAttributes('showRaid', true, 'groupFilter', 'MAINTANK', 'yOffset', -5) tank:SetAttribute("template", "oUF_FreebMtargets") local partyToggle = CreateFrame('Frame') partyToggle:RegisterEvent('PLAYER_LOGIN') partyToggle:RegisterEvent('RAID_ROSTER_UPDATE') partyToggle:RegisterEvent('PARTY_LEADER_CHANGED') partyToggle:RegisterEvent('PARTY_MEMBERS_CHANGED') partyToggle:SetScript('OnEvent', function(self) if(InCombatLockdown()) then self:RegisterEvent('PLAYER_REGEN_ENABLED') else self:UnregisterEvent('PLAYER_REGEN_ENABLED') if(GetNumRaidMembers() > 5) then party:Hide() for i,v in ipairs(raid) do v:Show() end tank:Hide() --tank:Show() to enable MTs else party:Show() for i,v in ipairs(raid) do v:Hide() end end end end) Last edited by bartjeeuhh : 04-28-09 at 04:00 PM. |
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04-28-09, 07:48 PM | #1015 |
line 667
Code:
party:SetPoint('CENTER', UIParent, 0, -420) Code:
raidg:SetPoint('CENTER', UIParent, 0, -420) |
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04-29-09, 01:02 AM | #1016 | |
thanks for the help mate |
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04-29-09, 06:23 PM | #1017 |
I wanted to change ouf_BarFader to fade the bars slowly... unfortunately im pretty new to lua
This is what i have so far, but it doesnt seem to be working Code:
local function Update(self) local currentAlpha = self:GetAlpha() if(Validation(self, self.unit)) then if(currentAlpha > 0.2) then self:SetAlpha((currentAlpha - 0.1)) end else if(currentAlpha < 1.0) then self:SetAlpha((currentAlpha + 0.1)) end end end |
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04-30-09, 07:24 AM | #1018 | |
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04-30-09, 08:39 PM | #1019 |
I found a way to do it, but i need to be able to wait or pause for half a second or so.. does anyone know how to do this.
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05-10-09, 10:22 AM | #1020 | |
Code:
self.Info:SetPoint("LEFT", self.Health)
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- The biggest trick the devil ever pulled was convincing the world he didn't exist. - Last edited by neolith : 05-10-09 at 10:30 AM. |
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WoWInterface » Featured Projects » oUF (Otravi Unit Frames) » oUF - Layout discussion |
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