how can i include another localisation lua-file? because i want to translate my ag_unitframes into german...but i can´t include the localsiation file :( can you give me a hint?
how can i include another localisation lua-file? because i want to translate my ag_unitframes into german...but i can´t include the localsiation file :( can you give me a hint?
Make a copy of ag_UnitFrames-enUS.lua as ag_UnitFrames-deDE.lua. Go through it and translate all the text on the right-hand side of the =.
Then edit ag_UnitFrames.toc, and where you see the line "ag_UnitFrames-enUS.lua", add "ag_UnitFrames-deDE.lua" on the line after it.
...then post your translation, as ag` would probably want it. :)
You can select on the dropdown for each frame whether it should display the portrait or not. In ABF, the portrait has been moved to the right-hand side of the target frame. Other layouts still don't have positions set.
Various optimizations have been made: If you don't have portraits enabled for a frame, nothing will be created, so there shouldn't be any memory/performance hit.
Known reported bug that I haven't had a chance to isolate yet: apparently party member portraits get mixed up.
I'm still having the target window show random raid members when highlighting a boss. This happened again tonight during the Razuvious fight in naxx. Here is the errors from buggrabber. It's also happening when I target raid pets not in my party.
09/21 21:46:52-39]: ag_UnitFrames\ag_UnitFrames.lua:1335: bad argument #3 to `format' (string expected, got no value)
<in C code>: in function `format'
ag_UnitFrames\ag_UnitFrames.lua:1335: in function `NameText'
ag_UnitFrames\ag_UnitClass.lua:757: in function `UpdateTextStrings'
ag_UnitFrames\ag_UnitClass.lua:777: in function `obj_method'
AceEvent\AceEvent-2.0.lua:312: in function `TriggerEvent'
AceEvent\AceEvent-2.0.lua:894: in function <...\AddOns\ag_UnitFrames\libs\AceEvent\AceEvent-2.0.lua:886>
[2006/09/21 21:46:52-39]: ag_UnitFrames\ag_UnitFrames.lua:1335: bad argument #3 to `format' (string expected, got no value)
<in C code>: in function `format'
ag_UnitFrames\ag_UnitFrames.lua:1335: in function `NameText'
ag_UnitFrames\ag_UnitClass.lua:757: in function `UpdateTextStrings'
ag_UnitFrames\ag_UnitClass.lua:808: in function `obj_method'
AceEvent\AceEvent-2.0.lua:312: in function `TriggerEvent'
AceEvent\AceEvent-2.0.lua:894: in function <...\AddOns\ag_UnitFrames\libs\AceEvent\AceEvent-2.0.lua:886>
I updated the folder at 800pm est tonight using an svn client.
I'm using tinytip, ora mods, big wigs, perfect raid, and squishy. Those are the only mdos that would affect my unit frames.
I also have this issue. I've narrowed it down to certain mana / health display values. Not sure why, though.
One thing that has always disappointed me about this unit frame is that the buff/debuff tooltip doesn't show time remaining when appropriate.
I haven't exactly figured out the fix (will post a diff if I do), but the code that needs to change is in ag_UnitClass.lua in this function:
function aUF.classes.aUFunit.prototype:AuraOnEnter()
if (not this:IsVisible()) then return end
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMRIGHT")
if ( this.buffFilter == "HELPFUL") then
GameTooltip:SetUnitBuff(self.unit, this.id, self.database.AuraFilter)
elseif ( this.buffFilter == "HARMFUL") then
GameTooltip:SetUnitDebuff(self.unit, this.id, 0)
end
end
I have figured out that if you use GameTooltip:SetPlayerBuff() instead of SetUnitBuff("player") the tooltip shows the time remaining information.
According to the page on wowwiki, it sounds like it will work with debuffs as well as long as you call GetPlayerBuff() first.
Anyway, if someone else can figure this out before me, that would be great. I will try to look at it myself when some more when I get a chance.
First of all I want to thank you for an excellent addon.
I have a question regarding combo points showing as small dots and wether it would be possible to change it to display a single digit istead. Have gotten used to the way Nurfed unit frames shows combo points during the last few months and I feel this is the only part about new unit frames, thats hard to adapt to. Using the ABF layout btw.
If you want to get mobhealth information, you MUST use Mobhealth3. Everything else won't work, and won't be supported.
Probably already answered but why? Because its complex or because its not Ace2? I use MI2 atm.
Second thing, no screenshots on wiki or first post? To sell me a new unit frame mod I'd like some shots to see how it can look. Had to browse through alot of pages to find some screens. :)
for the ToToT Frame, i don't know if it works 100% correctly, but i basically duplicated the TargetTarget Code and changed it to work for TargetTargetTarget.
This is based on the revision on svn.wowace.com/files/
One thing that has always disappointed me about this unit frame is that the buff/debuff tooltip doesn't show time remaining when appropriate.
I haven't exactly figured out the fix (will post a diff if I do), but the code that needs to change is in ag_UnitClass.lua in this function:
function aUF.classes.aUFunit.prototype:AuraOnEnter()
if (not this:IsVisible()) then return end
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMRIGHT")
if ( this.buffFilter == "HELPFUL") then
GameTooltip:SetUnitBuff(self.unit, this.id, self.database.AuraFilter)
elseif ( this.buffFilter == "HARMFUL") then
GameTooltip:SetUnitDebuff(self.unit, this.id, 0)
end
end
I have figured out that if you use GameTooltip:SetPlayerBuff() instead of SetUnitBuff("player") the tooltip shows the time remaining information.
According to the page on wowwiki, it sounds like it will work with debuffs as well as long as you call GetPlayerBuff() first.
Anyway, if someone else can figure this out before me, that would be great. I will try to look at it myself when some more when I get a chance.
This function only works with the players buffs, not with target or party buffs. but for your own buffs you could certainly try to hack it in. although i am still using default blizzard buffs :)
I want to say i love thoses unit frames but i'll hope portraits won't be "obligatory"(<--Sorry my english sucks and i'm not even sure this word exist). Because i like the skin of AQ_Unitframes without portraits.
I have begin to work on a french translation, the file attached is pretty bad but i'll add better translations this week.
i attached the german translation...but it needs still some work. when anybody knows a better translation than mine, please feel free to post it here or send a pm. i´m always searching for the best translation :P
You have to edit ag_UnitFrames.toc, where you see the line "ag_UnitFrames-enUS.lua", add "ag_UnitFrames-deDE.lua" on the line after it.
Can you post your theme please? and what mod is that controlling the buffs in the upper left.
Thanks in advance
what do you mean with "theme"?
I changed the aguf that way my previous DUF-Frame were ^^
-
Caith
Thanks, I completely forgot why I wanted raid group #'s on the target frame.
Can we have an option to dock frames, like dock Raid frames to eachother.
Also, is there a way to filter out certain classes from the raid frames? Or even hide certain groups of classes when you choose to group by class.
Make a copy of ag_UnitFrames-enUS.lua as ag_UnitFrames-deDE.lua. Go through it and translate all the text on the right-hand side of the =.
Then edit ag_UnitFrames.toc, and where you see the line "ag_UnitFrames-enUS.lua", add "ag_UnitFrames-deDE.lua" on the line after it.
...then post your translation, as ag` would probably want it. :)
You can select on the dropdown for each frame whether it should display the portrait or not. In ABF, the portrait has been moved to the right-hand side of the target frame. Other layouts still don't have positions set.
Various optimizations have been made: If you don't have portraits enabled for a frame, nothing will be created, so there shouldn't be any memory/performance hit.
Known reported bug that I haven't had a chance to isolate yet: apparently party member portraits get mixed up.
Caith,
Can you tell us how you changed them? I like the look of yours and would like to use them too. :)
I also have this issue. I've narrowed it down to certain mana / health display values. Not sure why, though.
I haven't exactly figured out the fix (will post a diff if I do), but the code that needs to change is in ag_UnitClass.lua in this function:
I have figured out that if you use GameTooltip:SetPlayerBuff() instead of SetUnitBuff("player") the tooltip shows the time remaining information.
According to the page on wowwiki, it sounds like it will work with debuffs as well as long as you call GetPlayerBuff() first.
Anyway, if someone else can figure this out before me, that would be great. I will try to look at it myself when some more when I get a chance.
I have a question regarding combo points showing as small dots and wether it would be possible to change it to display a single digit istead. Have gotten used to the way Nurfed unit frames shows combo points during the last few months and I feel this is the only part about new unit frames, thats hard to adapt to. Using the ABF layout btw.
All help appreciated!
Probably already answered but why? Because its complex or because its not Ace2? I use MI2 atm.
Second thing, no screenshots on wiki or first post? To sell me a new unit frame mod I'd like some shots to see how it can look. Had to browse through alot of pages to find some screens. :)
(Newlines inserted for display purposes only.)
It seems to work ^^; But I'm not very familiar with the code. Is there a better/cleaner way to do this?
This is based on the revision on svn.wowace.com/files/
Files changed:
ag_UnitFrames-enUS.lua
ag_Defaults.lua
ag_UnitFrames.lua
i didnt dare to change the zhCN locale. but you just have to add a line like this:
so far i didnt noticed any problems yet.
edit: Added an Attachment for the Player Potraits Version aswell.
This function only works with the players buffs, not with target or party buffs. but for your own buffs you could certainly try to hack it in. although i am still using default blizzard buffs :)
I want to say i love thoses unit frames but i'll hope portraits won't be "obligatory"(<--Sorry my english sucks and i'm not even sure this word exist). Because i like the skin of AQ_Unitframes without portraits.
I have begin to work on a french translation, the file attached is pretty bad but i'll add better translations this week.
You have to edit ag_UnitFrames.toc, where you see the line "ag_UnitFrames-enUS.lua", add "ag_UnitFrames-deDE.lua" on the line after it.