Now, I have istaled AzCastbars with debuffttimer plugin and I like it.
Buuuut I have a doubt... Is it possible to filter the debuffs to show that you want? I don't want to show all of the raid debuffs in these bars.
Who is the mirror bars?
Thanks.
Hmm, it only shows my debuffs on the target for me by default.
Dunno who the mirror bar is, prehaps a long lost friend in disguise? :)
Raid, combat, casting, with target, showing BigWigs timer:
Raid, combat, with target, showing tooltip and MSBT, I has teh aggros:
<snip>
Brilliant. Some things im not so fond of but inspiration-wise this has given me a right kick up the bum, is the minimap the standard one that a lot of people use, or a modified one? (Don't get my glasses for a week so can't tell atm :P)
Raid, combat, casting, with target, showing BigWigs timer:
Raid, combat, with target, showing tooltip and MSBT, I has teh aggros
[...]
i like your ui :) i tryed to use your addborder function for mine... but i miserably failed by getting it work for different sizes of frames :x i know i am bad.
i like your ui :) i tryed to use your addborder function for mine... but i miserably failed by getting it work for different sizes of frames :x i know i am bad.
THanks for the upload :)
And I've failed at that as well, I like the border around UFs thing a lot.
Lyn, any chance of an upload of that modified graphite texture? Your new layout is awesome, and I'm trying to duplicate it in pitbull instead of oUF.. and the 'normal' Graphite texture doesn't look as good:
How did you remove the icon's in eavesdrop? been looking around all over for a solution to that , please share if its not too tricky :)
The layout is ace.. best i've seen in a long time!
In EavesDrop.lua on line 725 starts an if function.
Q u o t e:
if (value.type == INCOMING) then
text:SetJustifyH("LEFT")
text:SetWidth(db["LINEWIDTH"]-20)
text:SetPoint("LEFT", intexture, "RIGHT", 5, 0)
intexture:SetTexCoord(.1,.9,.1,.9)
outtexture:SetTexture(nil)...
Just add intexture:hide() somewhere between those lines. I personally placed it under Text:SetPoint... but that shuoldnt matter.
Then just a few lines lower you should see almost the same Elseif function with OUTGOING.
Just add outtexture:hide() somewhere in those lines like above. :)
I do believe the code is on the wowi svn, dunno how up to date it is though ;)
It seems to be roughly 2 weeks old (updated 24.Feb). I downloaded it to try it in-game, and it is similar but not 100% accurate. I had to guess at what textures were used for the border, so that could be an issue too.
I'm definitely looking forward to the polished release version, though. Despite the SVN version being 'rough', it is nice.
i'm not a big fan of your BW placement overlapping your tooltip.
Those are longer duration bars that don't require immediate attention; as bars approach their end, they move to the center of the screen just above my cast bar. However, the tooltip placement is a temporary measure until the annoying bug is fixed which causes unit frame tooltips to persist after the mouse leaves the unit frame. Once that's fixed (if it ever is) the tooltip will go back to being anchored to the mouse; I have unit frame tooltips disabled while in combat.
I modified Frame.lua. You can find a diff in the ticket I posted on the Grid project page requesting the ability to adjust the border thickness without Lua editing.
Brilliant. Some things im not so fond of but inspiration-wise this has given me a right kick up the bum, is the minimap the standard one that a lot of people use, or a modified one? (Don't get my glasses for a week so can't tell atm)
Well, I guess it is the same one everyone else is using, but they're all using my code, so... :p
i tryed to use your addborder function for mine... but i miserably failed by getting it work for different sizes of frames :x i know i am bad.
See this paste for the global border-adding code I use.
[SIZE="4"]Please note that this is NOT an addon, this is NOT a release, and I will NOT provide any support or instructions other than what is in this post for using the above code.[/SIZE] Feel free to use it in addons, but please do NOT distribute it as a standalone addon, because that's not what it is.
The following methods are added to frames by the above function:
[FONT="Courier New"]frame:SetBorderColor([r, g, b[, a]])[/FONT]
[FONT="Courier New"]frame:SetBorderSize([size])[/FONT]
Edit the texture path, default color, and default size at the top of the Lua.
I do believe the code is on the wowi svn, dunno how up to date it is though
The version on WoWI is a couple weeks old, and doesn't have any of the cool features I've added recently like prioritized coloring and sizing of borders. I'm also working on integrated healing and resurrection feedback (via LibHealComm and LibResComm), threat level coloring, and a couple other things. Once those are all workable, I'll make a public release. In the mean time, hands out of the cookie jar!
I never understood why people need that window at all.
It's ugly, but it's easier to look at it than to quit healing for long enough to look around in the 3d world, visually gauge the distance between myself and nearby people, and identify the names of people who look like they're too close. Especially in fights where people have to move... if I notice that the same rogue keeps making a beeline for me every time he has to move out of a void zone, it's much more effective to be able to say "hey Pokestab, remember to step straight back instead of strafing into healers" instead of "hey, whichever melee guy keeps running at me, stop it".
P.S. -- The fact that posts are limited to 4 images is fine. The fact that smilies count toward this limit is idiotic. Editing smilies out of quotes to get under the limit is dumb. Fix plz Kaelten.
Phanx, a minor thing, but it's driving me bonkers because I can't remember how I did it - how did you move the keybind text to the top right? I remember I did it somehow in IB, but I can't remember if I was ever able to do it in Macaroon.
Phanx, a minor thing, but it's driving me bonkers because I can't remember how I did it - how did you move the keybind text to the top right? I remember I did it somehow in IB, but I can't remember if I was ever able to do it in Macaroon.
On the action buttons? It's determined by your ButtonFacade skin. InfiniBar used its own settings for that (among other things) and completely trampled all over the integrity of my UI by ignoring most of what ButtonFacade tried to do to it. I missed it at first, but now that I have Macaroon, I'm not sorry to see it dead in the ditch. :p
The following methods are added to frames by the above function:
[FONT=Courier New]frame:SetBorderColor([r, g, b[, a]])[/FONT]
[FONT=Courier New]frame:SetBorderSize([size])[/FONT]
Edit the texture path, default color, and default size at the top of the Lua.
Mh... what I don't understand is.. I mean for example one frame is 240px wide, other one is 40px wide.. then I have a by far to long border on top.. or does this function by you set the length automatically fitting? Same for height...
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hmm, it only shows my debuffs on the target for me by default.
Dunno who the mirror bar is, prehaps a long lost friend in disguise? :)
Brilliant. Some things im not so fond of but inspiration-wise this has given me a right kick up the bum, is the minimap the standard one that a lot of people use, or a modified one? (Don't get my glasses for a week so can't tell atm :P)
A few changes but still the same basic idea.
The mirror bar is what pops up when you are underwater, etc.
Yes I know _what_ the mirrorbar is..but he asked _who_ the mirrorbar is..that I don't know :)
[edited]
yes, its still msbt.
http://uploaded.to/?id=e9ij14 the core.lua of fux.
i like your ui :) i tryed to use your addborder function for mine... but i miserably failed by getting it work for different sizes of frames :x i know i am bad.
THanks for the upload :)
And I've failed at that as well, I like the border around UFs thing a lot.
I'm willing to trade sexual favors for that oUF asap. :P
I do believe the code is on the wowi svn, dunno how up to date it is though ;)
http://thrallatemybaby.com/media/LynUIClone.jpg
in raid.[/QUOTE]
How did you remove the icon's in eavesdrop? been looking around all over for a solution to that , please share if its not too tricky :)
The layout is ace.. best i've seen in a long time!
In EavesDrop.lua on line 725 starts an if function.
Q u o t e:
if (value.type == INCOMING) then
text:SetJustifyH("LEFT")
text:SetWidth(db["LINEWIDTH"]-20)
text:SetPoint("LEFT", intexture, "RIGHT", 5, 0)
intexture:SetTexCoord(.1,.9,.1,.9)
outtexture:SetTexture(nil)...
Just add intexture:hide() somewhere between those lines. I personally placed it under Text:SetPoint... but that shuoldnt matter.
Then just a few lines lower you should see almost the same Elseif function with OUTGOING.
Just add outtexture:hide() somewhere in those lines like above. :)
Taken from some UI thread :D
Yeah, I looked at it. I don't think it's very updated.
It seems to be roughly 2 weeks old (updated 24.Feb). I downloaded it to try it in-game, and it is similar but not 100% accurate. I had to guess at what textures were used for the border, so that could be an issue too.
I'm definitely looking forward to the polished release version, though. Despite the SVN version being 'rough', it is nice.
Very nice, wtb oUF_phanx release!
PS.The "Close Players" windown fails so much :(, I tried to edit the colors myself and failed :p, can anyone do the trick?
Those are longer duration bars that don't require immediate attention; as bars approach their end, they move to the center of the screen just above my cast bar. However, the tooltip placement is a temporary measure until the annoying bug is fixed which causes unit frame tooltips to persist after the mouse leaves the unit frame. Once that's fixed (if it ever is) the tooltip will go back to being anchored to the mouse; I have unit frame tooltips disabled while in combat.
It's not the same, though it's close.
I modified Frame.lua. You can find a diff in the ticket I posted on the Grid project page requesting the ability to adjust the border thickness without Lua editing.
Well, I guess it is the same one everyone else is using, but they're all using my code, so... :p
The clock button modification though is custom.
See this paste for the global border-adding code I use.
[SIZE="4"]Please note that this is NOT an addon, this is NOT a release, and I will NOT provide any support or instructions other than what is in this post for using the above code.[/SIZE] Feel free to use it in addons, but please do NOT distribute it as a standalone addon, because that's not what it is.
Usage:
[FONT="Courier New"]AddTexturedBorder(frame[, size])[/FONT]
The following methods are added to frames by the above function:
[FONT="Courier New"]frame:SetBorderColor([r, g, b[, a]])[/FONT]
[FONT="Courier New"]frame:SetBorderSize([size])[/FONT]
Edit the texture path, default color, and default size at the top of the Lua.
You don't want to know what kind of sexual favors I would consider an acceptable bribe for that. ;)
The version on WoWI is a couple weeks old, and doesn't have any of the cool features I've added recently like prioritized coloring and sizing of borders. I'm also working on integrated healing and resurrection feedback (via LibHealComm and LibResComm), threat level coloring, and a couple other things. Once those are all workable, I'll make a public release. In the mean time, hands out of the cookie jar!
It's ugly, but it's easier to look at it than to quit healing for long enough to look around in the 3d world, visually gauge the distance between myself and nearby people, and identify the names of people who look like they're too close. Especially in fights where people have to move... if I notice that the same rogue keeps making a beeline for me every time he has to move out of a void zone, it's much more effective to be able to say "hey Pokestab, remember to step straight back instead of strafing into healers" instead of "hey, whichever melee guy keeps running at me, stop it".
P.S. -- The fact that posts are limited to 4 images is fine. The fact that smilies count toward this limit is idiotic. Editing smilies out of quotes to get under the limit is dumb. Fix plz Kaelten.
On the action buttons? It's determined by your ButtonFacade skin. InfiniBar used its own settings for that (among other things) and completely trampled all over the integrity of my UI by ignoring most of what ButtonFacade tried to do to it. I missed it at first, but now that I have Macaroon, I'm not sorry to see it dead in the ditch. :p
Mh... what I don't understand is.. I mean for example one frame is 240px wide, other one is 40px wide.. then I have a by far to long border on top.. or does this function by you set the length automatically fitting? Same for height...