I was posting about oUF in the post screenshot thread, which means oUF related stuff doesn't really belong there. I thought having a thread like this might be helpful, though I've made it solely to discuss oUF and how lay-outs work, what lay-outs are out there etc.
I've remodelled oUF_lily to look a little more like what I wanted, the pvp flags aren't working yet - but they will. So far I've let the HP/MP stuff as it was, since I really like that approach. But I've added a level FontString to the deal, the positions of course are different now too.
I was wondering if it is possible to make the party frames different sizes, and I think it is. I would like to add raid frames to oUF as well, with a text frame to show which buffs are missing, but that might be out of the scope of oUF, for that part of my post, I would love some input.
The goal is the <PvP> in red before the name, the buffs go left, debuffs right.
Yeah, I didn't post the link because I wanted to give haste some time to see this thread first. But thank you Seerah. It's not an addon for the faint at heart, if you don't like oUF_lily, you'll be writing your own code. If that scares you, turn around and don't use oUF yet :P
point/sortDir/yOffset are for the party header.
point = the anchor in the header
sortDir = in which direction the party extand. Setting it to "UP" is like "Grow Upward".
yOffset = space between each party UF in the party header.
initial-width/height is pretty much self explanatory. its the width/height that party frames will have.
Im not sure how to change name/health.value/power.value position in there tho, i need some more explanation from haste :P
EDIT:thats how i modified the party looks
make sure you use :ClearAllPoint() before using SetPoint if ur not using the same anchor point.
PvP string? Yep, lol. Haven't worked on it in a few days, I basically levelled up a little. I tried to get my buffs right. Buffs|UF|Debuffs but that didn't work out. The buffs keep on going to the right. Need to fix that.
not tested, but should work against the current oUF.
local buff_OnClick = function(self, button)
if (button == "RightButton" and self.unit == "player") then
local name, rank = UnitBuff("player", self:GetID())
CancelPlayerBuff(name, rank)
end
end
if(self:GetParent() == oUF_Party) then
self.Name:SetPoint("TOPLEFT", self, 2, 10)
self.Health.value:SetFontObject(GameFontNormalSmall)
end
nice topic however, didn't notice it as I only read general chat, and once a while take a look in the developers corner. :p
Thanks. I figured this would get some more layouts out there :) Yes, it's a lot of tweaking, I said that before. But it's fun, if you're into this kind of thing :P
not tested, but should work against the current oUF.
local buff_OnClick = function(self, button)
if (button == "RightButton" and self.unit == "player") then
local name, rank = UnitBuff("player", self:GetID())
CancelPlayerBuff(name, rank)
end
end
I've remodelled oUF_lily to look a little more like what I wanted, the pvp flags aren't working yet - but they will. So far I've let the HP/MP stuff as it was, since I really like that approach. But I've added a level FontString to the deal, the positions of course are different now too.
I was wondering if it is possible to make the party frames different sizes, and I think it is. I would like to add raid frames to oUF as well, with a text frame to show which buffs are missing, but that might be out of the scope of oUF, for that part of my post, I would love some input.
The goal is the <PvP> in red before the name, the buffs go left, debuffs right.
For finished layouts for oUF you can go http://www.wowace.com/forums/index.php?topic=10834.0 This thread focusses on how to work with oUF to create layouts.
You add this code in your layout
But this code is in oUF/elements/ricons.lua.
To add it in layout.lua easier:
Edit:
Now
But im cant cancel buff on right click mouse... Any idea?
yeah i know it was already in elements but i tried something that didnt work, thats why code is commented out :P
but thanks :) i was wondering how to properly add RIcons :)
change for party are made in the RegisterStyle function.
point/sortDir/yOffset are for the party header.
point = the anchor in the header
sortDir = in which direction the party extand. Setting it to "UP" is like "Grow Upward".
yOffset = space between each party UF in the party header.
initial-width/height is pretty much self explanatory. its the width/height that party frames will have.
Im not sure how to change name/health.value/power.value position in there tho, i need some more explanation from haste :P
EDIT:thats how i modified the party looks
make sure you use :ClearAllPoint() before using SetPoint if ur not using the same anchor point.
you still having trouble with pvp string moon?
ill be working on raid frames soon, just need to finish polishing the aggro coloring, and actually modify the layout, not only play in the code lol.
mmm dont really know why but make sure you have "button:EnableMouse(true)" in the "createButton" function in aura.lua.
You could just add this to your layout functions:
nice topic however, didn't notice it as I only read general chat, and once a while take a look in the developers corner. :p
nothing big, just some small info :)
like this maybe?
(taken from the pitbull layout topic)
I know, that it approximately should look so
;) Thanks
Thanks. I figured this would get some more layouts out there :) Yes, it's a lot of tweaking, I said that before. But it's fun, if you're into this kind of thing :P
ahhh thats what you meant! lol i tried to use self.Name in a lot of places but it never worked out pretty well.
thats cool. thanks! :)
I'm sure it will be possible. its in my to-do list :P
Dont work ;(
*target mana should be "[max] min" instead of "min [max]"
very nice!