I would love to see that code coldy, just started playing my shaman again (as healer) so it would be neat for pvp and stuff...
as a mage (or any other party buffer) you can just buff a party member near you and the rest of that persons party will be buffed no matter where they are (even out of range).
didnt know they made it like that, its nice. still need to see whos near you tho hehe.
and its good not only for party buffing but for party curing too, remove lesser curse, dispel, etc..
for the timer thing, i found out that i didnt add Range and Aggro to my subtypes since they didnt use any events and they were called by other functions, therefor they werent on the global update timer lol. this will prolly fix my issue.
as a mage (or any other party buffer) you can just buff a party member near you and the rest of that persons party will be buffed no matter where they are (even out of range).
There actually is still a range limit, but it's very large. Basically, people in a 100 yard circle around the person you've targeted with the buff will get the buff too, assuming they're in the same group, or if it's a Greater Blessing, if they're of the same class.
To Coldfury:
im find bug in your unit Level function - Lady Vashj - [+-1]
And I have made so:
UnitClassification ("worldboss", "rareelite", "elite", "rare"), UnitLevelUnit, CreatureType ("Humanoid", "Demon", "Beast") ,
local updateType = function(self, unit)
if(self.unit ~= unit) then return end
local type = UnitCreatureType(unit)
self.Type:SetText(""..type)
local color = UnitIsPlayer(unit) and RAID_CLASS_COLORS[select(2, UnitClass(unit))] or UnitReactionColor[UnitReaction(unit, "player")]
if(color) then self.Type:SetTextColor(color.r, color.g, color.b) end
end
local updateClassification = function(self, unit)
if(self.unit == "target") then
local classification = UnitClassification(unit)
if(classification == "worldboss") then
self.Classification:SetText("Boss")
elseif(classification == "rareelite") then
self.Classification:SetText("EliteR")
elseif(classification == "elite") then
self.Classification:SetText("Elite")
else
self.Classification:SetText("")
end
local color = UnitIsPlayer(unit) and RAID_CLASS_COLORS[select(2, UnitClass(unit))] or UnitReactionColor[UnitReaction(unit, "player")]
if(color) then self.Classification:SetTextColor(color.r, color.g, color.b) end
end
end
local updateLevel = function(self, unit)
if(self.unit == "player" or unit == "target") then
local level = UnitLevel(unit)
local c = GetDifficultyColor(level)
if(level == "??" or level <= 0) then
self.Level:SetText("[??]")
else
self.Level:SetText("["..level.."] ")
end
local color = UnitIsPlayer(unit) and RAID_CLASS_COLORS[select(2, UnitClass(unit))] or UnitReactionColor[UnitReaction(unit, "player")]
if(color) then self.Level:SetTextColor(color.r, color.g, color.b) end
else
return
end
end
I have got to ask, even though it's not totally related to oUF, your buff/debuff icons - their look. Is that done with cyCircled? I've been trying to change the icon by having a different file in /Interface/ICONS (or was it BUTTONS).. Anyhow, I can't recall exactly, but it was the correct folder, yet the icons didn't change. How did you do it?
how can i make a dream-layout for the buffs/debuffs then? :s
I am working on that, for bongos2 as well, though for some messed up reason, the background file seems to be on top? (aka I have to resort to using the normal backdrop file as edge file, otherwise the dark overshades the icons)
I am working on that, for bongos2 as well, though for some messed up reason, the background file seems to be on top? (aka I have to resort to using the normal backdrop file as edge file, otherwise the dark overshades the icons)
yeah, i was thinking about the same, either that or to make a texture to use... the border might be easier :p
yeah, i was thinking about the same, either that or to make a texture to use... the border might be easier :p
I have the same damn issue with Bongos2 :P
See the issue for me is : You keep on seeing the rounded border, the backdrop seems too small and overlays on the icon UNLESS you use the actual border to put that dreamlayout stuff, but then the border overlaps the icon if you make it too big :(
That's is how it should be. For bongos I had to do it this way (and I have gaps between the bars :(
--[[Skinning the button hopefully (Cold, this is your show) ]]--
local padding = 3
button:SetBackdrop({
bgFile = "",
tile = true,
tileSize = 0,
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Background",
edgeSize = 4,
insets = { -- insets have to be -1 otherwise a gap is shown
left = -1, -- normal dreamlayout -1 for all 4, but because of a strata issue, I had to use the border to create the effect.
right = -1,
top = -1,
bottom = -1
},
});
button:SetBackdropColor( 0, 0, 0, 0.6)
button:SetBackdropBorderColor( 0, 0, 0, 0.6)
-- [[End Skinning attempt ]]--
local name = button:GetName()
button.icon = _G[name .. 'Icon']
button.icon:SetTexCoord(0.06, 0.94, 0.06, 0.94)
--[[ start skinning ]]--
button.icon:SetPoint("TOPLEFT", button, "TOPLEFT", padding, -padding)
button.icon:SetPoint("BOTTOMRIGHT",button, "BOTTOMRIGHT", -padding, padding)
--[[ end skinning ]]--
PS. I left part of the original code in to show the order of things.
Also did anyone get the rightclick on buff to cancel thing sorted?
I noticed Indie posted his code with party pets included, I spawn my party by using the party header.
local party = oUF:Spawn("party")
local partypet = oUF:Spawn("partypet")
local partytarget = oUF:Spawn("partytarget")
party:SetPoint("TOPLEFT", 30, -30)
partypet:SetPoint("TOPLEFT", party, "BOTTOMLEFT", 0, -4)
partytarget:SetPoint("BOTTOMLEFT", party, "TOPLEFT")
Needless to say, partypet and partytarget don't spawn. Are they actually "spawnable" with oUF? A pointer anyone?
they do, i had party targets in my layout :P.
Indie would need to post his oUF.lua or at least his edited Spawn() function to get that way to work.
meanwhile you can spawn them by
local party1pet = oUF:Spawn("party1pet")
local party2pet = oUF:Spawn("party2pet")
local party3pet = oUF:Spawn("party3pet") and so on..
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didnt know they made it like that, its nice. still need to see whos near you tho hehe.
and its good not only for party buffing but for party curing too, remove lesser curse, dispel, etc..
here's the cody, its actually pretty simple : http://coldfury.pastey.net/80769
for the timer thing, i found out that i didnt add Range and Aggro to my subtypes since they didnt use any events and they were called by other functions, therefor they werent on the global update timer lol. this will prolly fix my issue.
a bit of work on some Vertical UFs, ima be gone all weekend tho so i can't really comment on anything after this.
Player, target - name, hp(min), power(min), level, creaturetype, leader icon, raid target icon, new buff/debuff skin (only target)
Focus, ToT - name, hp(minKilo), power(minKilo), leader icon, raid target icon.
HP/Power color: >50% -blue, <50% -red.
Im work on color...
So has to be huuuge range
im find bug in your unit Level function - Lady Vashj - [+-1]
And I have made so:
UnitClassification ("worldboss", "rareelite", "elite", "rare"), UnitLevelUnit, CreatureType ("Humanoid", "Demon", "Beast") ,
I have got to ask, even though it's not totally related to oUF, your buff/debuff icons - their look. Is that done with cyCircled? I've been trying to change the icon by having a different file in /Interface/ICONS (or was it BUTTONS).. Anyhow, I can't recall exactly, but it was the correct folder, yet the icons didn't change. How did you do it?
layout.lua - buffs.size = 17 debuffs.size = 17
textures
Link Removed: http://www.mediafire.com/?bbdc3bugm29
just create a backdrop like he did but make it plain, no border, black with ~80% opdacity, a bit bigger than ur buffs/debuffs
ye tried something like that, but it gets odd when it comes to debuff border.. i gotta make some art to use there..
you could remove this in aura.lua
and replace by something like SetBackdropColor(1, 0, 0) or SetBackdropBorderColor
And remove this
(I'm sorta playing with the new agUF myself.
I noticed Indie posted his code with party pets included, I spawn my party by using the party header.
Needless to say, partypet and partytarget don't spawn. Are they actually "spawnable" with oUF? A pointer anyone?
I am working on that, for bongos2 as well, though for some messed up reason, the background file seems to be on top? (aka I have to resort to using the normal backdrop file as edge file, otherwise the dark overshades the icons)
yeah, i was thinking about the same, either that or to make a texture to use... the border might be easier :p
I have the same damn issue with Bongos2 :P
See the issue for me is : You keep on seeing the rounded border, the backdrop seems too small and overlays on the icon UNLESS you use the actual border to put that dreamlayout stuff, but then the border overlaps the icon if you make it too big :(
That's is how it should be. For bongos I had to do it this way (and I have gaps between the bars :(
PS. I left part of the original code in to show the order of things.
Also did anyone get the rightclick on buff to cancel thing sorted?
they do, i had party targets in my layout :P.
Indie would need to post his oUF.lua or at least his edited Spawn() function to get that way to work.
meanwhile you can spawn them by
local party1pet = oUF:Spawn("party1pet")
local party2pet = oUF:Spawn("party2pet")
local party3pet = oUF:Spawn("party3pet") and so on..