PitBull_FullBar is a separate module for PitBull that adds a new kind of bar to PitBull's frames. It is not included in the normal PitBull package and must be downloaded separately.
Once installed, the FullBar module is configured within the main PitBull configuration window. It can be enabled, moved, and sized just like every other bar in PitBull. It is disabled by default for all unit frames.
The FullBar has coloring options similar to the existing HealthBar. You can color the FullBar by:
Class
Class for PvP enemies
Happiness for hunter pets
Hostility
Hostility for NPCs
Custom color
You can also set custom textures (by group) for FullBar.
I created this module because, especially in PvP, I like to see a big visual indication of my opponent's class. Simply coloring the health bar by class was not always immediately visible to me. It also allows an alternative area for adding texts and icons, and allows the HealthBar coloring to be used for other purposes, such as aggro indication or an actual health gradient.
All the Lua code for this module was shamelessly adapted from ckknight's original HealthBar module.
Known Issues:
When a bar is colored by hostility, the color does not currently update when the unit's hostility changes, e.g., it does not change from yellow to red when you attack a neutral unit. This same limitation seems to be shared by the HealthBar module.
Possible future changes:
Allow for selection of a different texture than the one used for actual PitBull status bars.
added in revision 50731
Add an option to use NO texture in the FullBar, making its appearance similar to the "blank space."
added Transparent statusbar texture to emulate this behavior in r51168
Add an option to change the alpha (transparency) of the FullBar separately from the rest of PitBull.
I just installed it and it makes a nice backround for some additional Texts I use! Very nice and useful, thank you! :)
Thanks, Ayindi! I'm glad someone else has found it useful.
In response to some questions I have gotten elsewhere:
FullBar uses PitBull's own frame creation and recycling, so it is not any more resource intensive than any other type of "bar" used in PitBull. The only time it ever updates is when it is shown or hidden, when the frame's unit changes, or when custom textures are changed. (Theoretically, it should update when a unit's reaction changes, but it's still not working yet.)
The FullBar is a valid layout location for any texts and icons supported by PitBull. This is because PitBull's author has allowed me to support FullBar directly within PitBull's meta-layout engine.
Settings for FullBar options are stored within PitBull's saved variables, so if you uninstall FullBar and reinstall it later, your old settings should still be available.
If FullBar is enabled for a frame, its settings are considered part of that frame's layout. If you have not installed FullBar and import a layout from a FullBar user, your results may not be as expected.
Is there any way to change the "fullnes" of the color on the bar?
Would like the color to match that of the blank space bar so that they apear to be the one and same bar just with 2 lines of text/icons.
That is a good question! I don't currently have an option for using NO texture in the bar. I'll investigate adding that option, as well as an option to change the alpha (transparency) of the bar separately from the rest of the frame.
In the meantime, if you are familiar with using SharedMedia, you could add a "statusbar" type of texture that is completely transparent and could achieve the same effect.
That is a good question! I don't currently have an option for using NO texture in the bar. I'll investigate adding that option, as well as an option to change the alpha (transparency) of the bar separately from the rest of the frame.
In the meantime, if you are familiar with using SharedMedia, you could add a "statusbar" type of texture that is completely transparent and could achieve the same effect.
Would be awsome.
Nope, not familiar with that and my lua knowledge is limited to being able to make lesser edits if someone tells e what line needs to be edited *hehe*
Nope, not familiar with that and my lua knowledge is limited to being able to make lesser edits if someone tells e what line needs to be edited *hehe*
I've decided that the purpose of this module does not include acting as an extra "blank space" bar. In fact, it's just the opposite. The purpose of this module is to create a textured bar.
I would suggest you add a feature request for PitBull to allow for multiple blank spaces if you need more than one.
In the meantime, I have added a new custom texture in revision 51168 called "Transparent" that should achieve the same visual effect. Note that this is not as efficient as simply adding a new blank space would be, since it involves actually creating a texture on the frame. (You just can't see it.)
I will work on adding FullBar transparency for its textures in the next revision.
I've decided that the purpose of this module does not include acting as an extra "blank space" bar. In fact, it's just the opposite. The purpose of this module is to create a textured bar.
I would suggest you add a feature request for PitBull to allow for multiple blank spaces if you need more than one.
In the meantime, I have added a new custom texture in revision 51168 called "Transparent" that should achieve the same visual effect. Note that this is not as efficient as simply adding a new blank space would be, since it involves actually creating a texture on the frame. (You just can't see it.)
I will work on adding FullBar transparency for its textures in the next revision.
The new texture works perfect for me, thanks a million.
Once installed, the FullBar module is configured within the main PitBull configuration window. It can be enabled, moved, and sized just like every other bar in PitBull. It is disabled by default for all unit frames.
The FullBar has coloring options similar to the existing HealthBar. You can color the FullBar by:
I created this module because, especially in PvP, I like to see a big visual indication of my opponent's class. Simply coloring the health bar by class was not always immediately visible to me. It also allows an alternative area for adding texts and icons, and allows the HealthBar coloring to be used for other purposes, such as aggro indication or an actual health gradient.
All the Lua code for this module was shamelessly adapted from ckknight's original HealthBar module.
Known Issues:
When a bar is colored by hostility, the color does not currently update when the unit's hostility changes, e.g., it does not change from yellow to red when you attack a neutral unit. This same limitation seems to be shared by the HealthBar module.
Possible future changes:
Thanks, Ayindi! I'm glad someone else has found it useful.
In response to some questions I have gotten elsewhere:
Would like the color to match that of the blank space bar so that they apear to be the one and same bar just with 2 lines of text/icons.
That is a good question! I don't currently have an option for using NO texture in the bar. I'll investigate adding that option, as well as an option to change the alpha (transparency) of the bar separately from the rest of the frame.
In the meantime, if you are familiar with using SharedMedia, you could add a "statusbar" type of texture that is completely transparent and could achieve the same effect.
Would be awsome.
Nope, not familiar with that and my lua knowledge is limited to being able to make lesser edits if someone tells e what line needs to be edited *hehe*
I've decided that the purpose of this module does not include acting as an extra "blank space" bar. In fact, it's just the opposite. The purpose of this module is to create a textured bar.
I would suggest you add a feature request for PitBull to allow for multiple blank spaces if you need more than one.
In the meantime, I have added a new custom texture in revision 51168 called "Transparent" that should achieve the same visual effect. Note that this is not as efficient as simply adding a new blank space would be, since it involves actually creating a texture on the frame. (You just can't see it.)
I will work on adding FullBar transparency for its textures in the next revision.
The new texture works perfect for me, thanks a million.
local SharedMedia = Rock("LibSharedMedia-3.0")
instead of libshared v2.
works fine in everyway i've tested it so far.