• 0

    posted a message on UI Screenshots - Show us what you use!
    oUF, Grid

    Posted in: General Chat
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    Quote from Coldfury »

    you could remove this in aura.lua
    local overlay = button:CreateTexture(nil, "OVERLAY")
    overlay:SetTexture"Interface\\Buttons\\UI-Debuff-Overlays"
    overlay:SetAllPoints(button)
    overlay:SetTexCoord(.296875, .5703125, 0, .515625)
    button.overlay = overlay


    and replace by something like SetBackdropColor(1, 0, 0) or SetBackdropBorderColor

    And remove this
    debuff.overlay:SetVertexColor(color.r, color.g, color.b)
    Posted in: Unit Frames
  • 0

    posted a message on UI Screenshots - Show us what you use!
    Posted in: General Chat
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    Aura.lua
    local createButton = function(self, index, debuff)
    	local button = CreateFrame("Frame", nil, self)
    	button:EnableMouse(true)
    	button:SetID(index)
    
    	
    	button:SetWidth(self.size or 16)
    	button:SetHeight(self.size or 16)
    	button:SetBackdrop({
      	  bgFile = "Interface\\AddOns\\oUF_Lily\\textures\\border", tile =true, tileSize = 15,
    			edgeFile ="Interface\\Addons\\oUF_Lily\\textures\\Plain.tga", edgeSize = 5,
    	  insets = {left = -4, right = -4, top = -4, bottom = -4},
      	})
      button:SetBackdropColor( 1, 1, 1, 1)	
      button:SetBackdropBorderColor(0.25, 0.25, 0.25, 1)
    	button:SetFrameStrata("LOW")
    	
    	local cd = CreateFrame("Cooldown", nil, button)
    	cd:SetAllPoints(button)
    ...


    layout.lua - buffs.size = 17 debuffs.size = 17


    textures
    Link Removed: http://www.mediafire.com/?bbdc3bugm29

    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    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
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts

    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...
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    Quote from haste »

    Round two:

    Offtop

    Haste vs OnClick WoW API
    ;)
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    Quote from haste »

    Round two:

    Dont work ;(
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    Quote from haste »

    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


    Dont work ;(
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    Haste, im cant cancel buff on right click mouse...
    I know, that it approximately should look so
    local buff_OnClick = function(self)
       if (arg1 == "RightButton") then
        local id = GetPlayerBuff(id, "HELPFULL")
        CancelPlayerBuff(id)
       end
    end

    ;) Thanks
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    My target's buff/debuff concept


    Edit:
    Now

    But im cant cancel buff on right click mouse... Any idea?
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    To Coldfury:
    You add this code in your layout
    19	local GetNumPartyMembers = GetNumPartyMembers 
    20	local GetNumRaidMembers = GetNumRaidMembers 
    96	--~ local updateRaidicon = function(self, unit) 
    97	--~   local index = GetRaidTargetIndex(unit) 
    98	--~   local icon = self.RaidIcon 
    99	 
    100	--~   if(index) then 
    101	--~     SetRaidTargetIconTexture(icon, index) 
    102	--~     icon:Show() 
    103	--~   else 
    104	--~     icon:Hide() 
    105	--~   end 
    106	--~ end 

    But this code is in oUF/elements/ricons.lua.
    To add it in layout.lua easier:
    local icon = hp:CreateTexture(nil, "OVERLAY")
    	icon:SetTexture"Interface\\TargetingFrame\\UI-RaidTargetingIcons"
    	icon:SetWidth(18)
    	icon:SetHeight(18)
    	icon:SetPoint("TOP", hp, 0, 8)
    	self.RaidIcon = icon
    Posted in: Unit Frames
  • 0

    posted a message on UI Screenshots - Show us what you use!
    Quote from Coldfury »

    I started back couples months ago and i got tremendous help from Wraanger(author of vMinimap) and he wrote the base code of ColdUI,

    And hе wrote for me TenUI ;)
    Posted in: General Chat
  • 0

    posted a message on UI Screenshots - Show us what you use!
    lymphatik, add this code in layout.lua

    local icon = hp:CreateTexture(nil, "OVERLAY")
    	icon:SetTexture"Interface\\TargetingFrame\\UI-RaidTargetingIcons"
    	icon:SetWidth(18)
    	icon:SetHeight(18)
    	icon:SetPoint("TOP", hp, 0, 8)
    	self.RaidIcon = icon

    Posted in: General Chat
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