Surprisingly, I've never heard it, haste, but I liked the evocative depth the intro had. (Could be due to me having watched Hotaru no haka) The beat makes me kinda jittery, which is probably no surprise lol.
Most people haven't. Breakcore is generally a genre people avoid due to its speed, impact and complexity (and how closely it can be related with "tabu" genres such as noise and glitch).
if(min == 0) then
bar.value:SetText()
elseif(not UnitIsConnected(unit)) then
bar.value:SetText()
elseif(not UnitIsPlayer(unit)) then
bar.value:SetText()
and
if(min==0 or not UnitIsConnected(unit) or not UnitIsPlayer(unit)) then
bar.value:SetText()
Both "seems" to behave exactly the same way, or am i missing something, is it only cosmetic, or ?
If you want to have different text for the three states, then you need to use the first way. If a single text shared by all three states suffices, the second is simpler. For example, in my layout, I want to show a zero if the current value is zero, nothing if the unit is offline, and a different format if the unit is not a player versus if the unit is a player.
Quote from haste »
Hmm, how about some light breakcore? Most people hate it tho' :p
Thanks for the link. My music library comes mostly from browsing other people's music libraries over P2P apps, so it's always nice to get something new. :)
for 11047 hp it return 11.0k what i'd like is to have it display 11k instead, but if it was 11123 hp to have it display 11.1k.
i've tried with :sub but it doesn't work, is it possible to achieve this ?
Edit:
:gsub('%.0', '')
Seems to work but would that be correct and not prevent any other value to display ?
You probably want to write a function to analyze the input value and give you formatted output as desired, since if you're looking at a boss with 6 million HP, it wouldn't really make sense to show "6000k". ;)
if value >= 1e4 then
return ('%.1fk'):format(value / 1e3):gsub('%.0', '')
elseif value >= 1e6 then
return ('%.2fm'):format(value / 1e6):gsub('%.0', '')
elseif value >= 1e7 then
return ('%.2fm'):format(value / 1e6):gsub('%.0', '')
else
return value
end
After the thing posted a while back I still did'nt find a way to hide my partypets in raid.
And I have a isue with class colors, after dying or going offline they dont always color back to class.
Why does'nt my pvp show for party members?
After the thing posted a while back I still did'nt find a way to hide my partypets in raid.
You spawn party pets as single units. To hide them you have to call UnregisterUnitWatch(object) followed by object:Hide(). To show them again just do: RegisterUnitWatch(object).
Quote from Quokka »
And I have a isue with class colors, after dying or going offline they dont always color back to class.
Make sure you update that information on: health changes, target changes (*), player enter world (*).
(*) Most likely forced by oUF.
Quote from Quokka »
Why does'nt my pvp show for party members?
Because you do: if(unit) then --[[ PvP stuff ]] end
you can also strip down your PvP code to:
local pvp = self:CreateTexture(nil, 'OVERLAY')
pvp:SetHeight(64) -- default value
pvp:SetWidth(64) -- default value
pvp:SetPoint"TOPRIGHT" -- same as (center, self, topright, 0, 0)
self.PvP = pvp
Most of the code in your PvP block makes no sense at all as the style function is only used once per frame. So doing dynamic updates there is generally a bad idea.
Thanks Zariel. Actually this worked for the party frame doing if self:GetParent():GetName() == "oUF_Party" then but not the raid frame for some reason however I've managed to do what I intended by using if (not unit) for the raid and the above for the party so its working :) Thank you!
Heres a couple of pics its basiclly p3lim fantastic frames with added raid frame.
The top picture doesn't have range checking enabled just to help show what the raid and party frames look like and ofc I wouldn't intead to show party frame whilst in a raid but its just there for testing.
I'm finally porting my layout to 1.1, and I decided to finally set up auras how I really want them. On my target frame, I have .Auras. I would like this to show all buffs on my target, but only my debuffs on the target. In auras.lua I find the following documentation (uninteresting parts removed):
Shared:
- filter
- 2.x: Expects a boolean. (Default: nil)
- 3.x: Expects a string with filter. See the UnitAura[1] documentation for
more information.
.Auras only:
- buffFilter: See filter on Shared. (Default: "HELPFUL")
- debuffFilter: See filter on Shared. (Default: "HARMFUL")
Reading this, I would expect that setting debuffFilter to true on live would accomplish what I want; however, doing so results in no debuffs ever appearing. The same occurs with setting buffFilter to true; no buffs.
Am I misunderstanding the purpose and/or usage of debuffFilter and buffFilter, or are they not working correctly?
Thanks Zariel. Actually this worked for the party frame doing if self:GetParent():GetName() == "oUF_Party" then but not the raid frame for some reason however I've managed to do what I intended by using if (not unit) for the raid and the above for the party so its working Thank you!
For the raid frame I believe it needs to be
self:GetParent():GetName():match('^oUF_Raid')
There are actually 8 frames that are matched by that, the headers for each group in a raid.. oUF_Raid1 through oUF_Raid8.
Hmm, how about some light breakcore? Most people hate it tho' :p
Found this in the related http://www.youtube.com/watch?v=qKCRSf4LRS0&feature=related That image with the eye is simply amazing. And the music is awesome too, slightly concerning but awesomely chaotic.
Most people haven't. Breakcore is generally a genre people avoid due to its speed, impact and complexity (and how closely it can be related with "tabu" genres such as noise and glitch).
Then you probably want to check out dark rain and tunnel vision by the same artist.
Guess that's enough off-topic for now :p
What's the difference between
and
Both "seems" to behave exactly the same way, or am i missing something, is it only cosmetic, or ?
Thanks for the link. My music library comes mostly from browsing other people's music libraries over P2P apps, so it's always nice to get something new. :)
for 11047 hp it return 11.0k what i'd like is to have it display 11k instead, but if it was 11123 hp to have it display 11.1k.
i've tried with :sub but it doesn't work, is it possible to achieve this ?
Edit:
Seems to work but would that be correct and not prevent any other value to display ?
Didn't had the chance to test it yet though.
After the thing posted a while back I still did'nt find a way to hide my partypets in raid.
And I have a isue with class colors, after dying or going offline they dont always color back to class.
Why does'nt my pvp show for party members?
any sugestion.
whole code http://www.pastey.net/95939
thanks
You spawn party pets as single units. To hide them you have to call UnregisterUnitWatch(object) followed by object:Hide(). To show them again just do: RegisterUnitWatch(object).
Make sure you update that information on: health changes, target changes (*), player enter world (*).
(*) Most likely forced by oUF.
Because you do: if(unit) then --[[ PvP stuff ]] end
you can also strip down your PvP code to:
Most of the code in your PvP block makes no sense at all as the style function is only used once per frame. So doing dynamic updates there is generally a bad idea.
Oh yes.
I am modifing P3lim layout which is really nice and I'm trying to add raid frame to it which I've managed to spawn.
The above code sets the attributes for both the raid and party frames. Is there any way I can set them independently?
I've tried doing things like if (unit == raid) then ... if (unit == party) then ... but it just doesnt work for some reason.
Thanks
Thanks Zariel. Actually this worked for the party frame doing if self:GetParent():GetName() == "oUF_Party" then but not the raid frame for some reason however I've managed to do what I intended by using if (not unit) for the raid and the above for the party so its working :) Thank you!
Heres a couple of pics its basiclly p3lim fantastic frames with added raid frame.
http://img529.imageshack.us/my.php?image=wowscrnshot091408094755ie2.jpg
http://img182.imageshack.us/my.php?image=wowscrnshot091408101213hf8.jpg
The top picture doesn't have range checking enabled just to help show what the raid and party frames look like and ofc I wouldn't intead to show party frame whilst in a raid but its just there for testing.
Reading this, I would expect that setting debuffFilter to true on live would accomplish what I want; however, doing so results in no debuffs ever appearing. The same occurs with setting buffFilter to true; no buffs.
Am I misunderstanding the purpose and/or usage of debuffFilter and buffFilter, or are they not working correctly?
For the raid frame I believe it needs to be
There are actually 8 frames that are matched by that, the headers for each group in a raid.. oUF_Raid1 through oUF_Raid8.
I'm not sure but if you want to use buffFilter and debuffFilter, don't you have to set buffs and debuffs instead of auras ?