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    posted a message on Pitbull Background Alpha
    Cool. I will put my vote for it. :) I have stopped using those modifications because I have reversed direction of bar filling in some of my frames and discovered that the bar becomes transparent and background is solid on the frames which directionality has changed. I have put that in my comment on jira as well. Let's hope it will be added someday :D
    Posted in: Unit Frames
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    posted a message on PitBull_AltAura
    Quote from Twister »

    Horray! At least i'm not alone :P


    @Twister

    I decided to redo my PitBull layouts from scratch After I deleted my saved variable for PitBull I loaded AltAura module instead of regular one and I haven't got a freeze yet :). ( Tested one day doing lots of BGs ).
    Posted in: Unit Frames
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    posted a message on PitBull_AltAura
    Quote from Twister »

    I've encountered the same bug as iwrotecode reported in this thread. I've switched back to standard aura for now. I've reproduced the hangup several times by joining an Arathibasin and do some pvp action. I couldn't finish any battleground with AltAura enabled, wow allways hangup.


    Since I got a new PC i have the same problem. Anyone has found a cause for this?
    Posted in: Unit Frames
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    posted a message on Post cool PitBull layouts here!
    Quote from fugas »

    @Oakayam

    I started to make the nice ui with pitbull with your explanation but i dont manage to get it right.

    Can id download the ui somewhere?


    I'm sorry. Atm my UI is not ready for any form of public release that I would be comfortable with. Its heavily customized and contains a lot of data mods that are resource consuming ( screenie maybe shows you 50% of mods included ). I'm going away for Christmass break and I'll not be able to work on the more user friendly version for a while. I will make a download available at later date if there is still interest, however. Right now I can post saved variables for Pithbull to help you out ( put it in your ..WorldofWarcraft\WTF\Account\YOURUSERNAME\SavedVariables file ). Furthermore, you will still need to register custom textures and font used in the layout with SharedMedia.
    #Note: If you decide to do that you will loose all other setting and layouts that you had before.

    Quote from Brigand »

    But a million thanks for posting that in-depth write-up. It's helped me better figure out how to tweak settings to get my own desired effects.


    Glad to help :)

    Posted in: Unit Frames
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    posted a message on Post cool PitBull layouts here!
    Heya,

    There had been some interest in a code for my unit frames but I have been caught up in a school work and exams over a past month and I haven't had much time for WoW related stuff. The issue with DogTags I have mentioned before has been resolved. There are however few things you should know about before you decide use this layout.

    * Atm I mostly focus on the PvE content of the game and my Tags' display reflect that. Due to Blizzard limitations you cannot see the health of players that aren't grouped with you. However, MobHealth still tries to estimate health of hostile players during combat and the numbers you will see there can be grossly inaccurate. In fast PvP action this is not an issue for me as little as I participate. I'm not aware of the workaround to increase the accuracy but If you PvP a lot you might want to adjust the target's health display to show you percent rather then numerical values for player units.
    * I have made minor changes to the directional display of the frames to reflect their placement in my UI, t.i. player and target frames mirror each other and a party is on the right-hand side ( see pic below ). If you prefer default left-to-right direction you may need to swap some things around.




    Things you will need:

    *bar textures*
    - LiteStepRound - my tinkered version of LiteStep used in all health/power bars ( attached below )
    - seerah3 - from PurpleParadise Textures by Seerah; used as a fullbar texture in player/pet/target/pettarget frames ( grab it from Seerah texture pack )
    *font*
    - vibroceb - available on most free font sites, author unknown - as far as I know ( attached below )

    You will need to register those with SharedMedia before you import the layout.
    #Note: SharedMedia is available at http://files.wowace.com/ and it includes detailed INSTRUCTIONS how to add custom textures and fonts.

    Setup

    *Step One*

    - Global Settings -
    ~~ Colors --> Frame Colors ~~
    ** Background ** - should be black by default, alpha in my frames is 55%
    ** Border ** - set to black, alpha is 70%
    ~~ Font ~~
    - set to vibroceb, size by default should be 12

    - Modules enabled - Aura, Banzai, Barfader, CombatIcon, CombatText, Fullbar, Healthbar, HideBlizzard, Highlight, LeaderIcon, MasterLooterIcon, Portrait, PowerBar, PvPIcon, RaidTargetIcon, RangeCheck, RestIcon, Spark, VoiceIcon.
    #Note: PitBull_FullBar module is available for download separately at http://files.wowace.com/

    - All Units -
    ~~ Other ~~
    - set border to RothSquare ( comes with SharedMedia )
    ~~ Bars ~~
    #Note: Background color settings are not included in the layout code. You can set them individually for each frame or via All Units. Keep in mind that if you change All Units you may need to disable some bars for certain frames ( I will list bars enabled for each frame with the code so you can verify ). Whatever works for you.
    ** Health ** - enable custom background color, should be black by default.
    ** Power ** - the same as above
    ** FullBar ** - set custom background color to gray; pic below shows my setting, adjust as needed.



    *Step Two*

    - Dimensions -
    ** Scale ** - I have made the frames at 100% scale originally but I found my UI to be crowded so I use 90%. Whatever works for you. (#Note: this number is important if you plan on placing Quartz castbars on player and target frames - its easier to set up if the scale is the same )
    ** Size **
    ~~ player/target frame ~~ width - 200; hight - 65,
    ~~ pet/pet target/party ~~ width - 200; hight 35,
    ~~ ToT/focus ~~ width - 150; hight - 15,
    ~~ party pets ~~ width - 100; hight - 10,
    ~~ party targets ~~ width 20: hight - 20.

    - Auras - this a matter of preference. You can see my setup below if you interested.
    ** player/target ** - see pic below. I chose not to filter buffs/debuffs on those frames. Also on target frame direction of buff/debuffs is flipped for mirror effect.




    ** pet/pet target ** - again buffs/debuffs are flipped on pet target frame. Also filtering is enabled on pet target frame ( pic shows pet frame setup )



    ** ToT/focus ** - filtering enabled for both frames, buff/debuffs flipped on ToT frame



    ~~ at the end this is what it looks like in configuration mode ~~



    ** party ** - minimalistic, filtered buff/debuff display that gives me just enough room to put pet frames between the buff and debuffs.



    ** party pets/party targets ** - all auras disabled.

    - Party/party pets/party targets grouping -
    - again this totally depends on your UI setup and preferences. Below you can see how party and pets and target frames fit together in my UI.




    *Step Three - Code ( finally )*

    - Player frame -
    ** bars enabled ** - health, power, fullbar.
    ** bar direction ** - defualt
    ** fullbar texture ** - set to custom texture - seerah3
    ** fullbar color ** - if you haven't set it before you can do this now in target --> bars --> full --> custom color. Remember to disable fullbar coloring by class.

    ** Code ~~ see last comment ~~

    - Target frame -
    ** bars enabled ** - health, power, fullbar.
    ** bar direction ** - set to reverse for health and power
    ** fullbar texture and color ** - the same as player frame

    ** Code ~~ see last comment ~~

    - Pet frame -
    ** bars enabled ** - health, power, fullbar.
    ** bar direction ** - default
    ** fullbar texture and color ** - the same as player frame

    ** Code ~~ see last comment ~~

    - Pet Target frame -
    ** bars enabled ** - health, power, fullbar.
    ** bar direction ** - reverse
    ** fullbar texture and color ** - the same as player frame

    ** Code ~~ see last comment ~~

    - ToT frame -
    ** bars enabled ** - health only
    ** bar direction ** - reverse

    ** Code ~~ see last comment ~~


    - Focus frame -
    ** bars enabled ** - health only
    ** bar direction ** - default
    #Note: this frame is exact mirror of ToT frame

    ** Code ~~ see last comment ~~

    - Party frame -
    ** bars enabled ** - health, power, fullbar
    ** bar direction ** - reversed
    ** fullbar texture and color ** - set fullbar texture to ruben ( comes with SharedMedia )
    ** fullbar color ** - the same as player frame

    ** Code ~~ see last comment ~~

    - Party Pets frame - minimalistic, display includes health bar , name and combat icon - you may prefer something more elaborate but ill post the code.
    ** bars enabled ** - health only
    ** bar direction ** - reverse

    ** Code ~~ see last comment ~~

    - Party Targets frame - super minimalistic in my setup, includes fullbar, name and raid target icon. I believe this frame is disbaled by default. You can enable it in Extra Units if you find it useful.
    ** bars enabled ** - fullbar only
    ** fullbar texture ** - transparent ( comes with SharedMedia )

    ** Code ~~ see last comment ~~


    #Final note: I have never imported any layouts from other people. I am not certain what settings you might need. Let me know if you have any problems.

    -- EDIT -- Due to length of this post I have decided to include the code in a form of attachment. Simply unzip Code folder and inside you will find text documents containing layout code for each unit frame that you can copy and import.
    Posted in: Unit Frames
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    posted a message on Post cool PitBull layouts here!
    Heya,

    Someone has messaged me about the code already. There is an issue with the party DogTag code that I am working on solving. Testing it was delayed due to the patch. I will post the code as soon as I am sure the issue is resolved.

    Thanks,

    Oak.
    Posted in: Unit Frames
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    posted a message on Post cool PitBull layouts here!
    Nope, there are no party castbars in Quartz. Add [Outline] in front the tag you want to outline in the text section ( remember to change your setting to custom text ).
    Posted in: Unit Frames
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    posted a message on Post useful/interesting DogTag-1.0 sequences here
    Heya

    My current party health is :
    [Outline][Status?MaxHP:Short!IsMaxHP?MaxHP:Short!CurHP:Short] [~Status?~IsMaxHP?MissingHP:Short:Negate:HPColor][Status:Paren:Prepend( )]


    It gives me following error when some dies in BG/arena:

    [2007/11/12 15:43:39-1864-x4]: LibDogTag-2.0.54069: Error with code "[Status?MaxHP:Short!IsMaxHP?MaxHP:Short!CurHP:Short] [~Status?~IsMaxHP?MissingHP:Short:Negate:HPColor][Status:Paren:Prepend( )]" on "player". [string "local DogTag = LibStub("LibDogTag-2.0");loc..."]:248: attempt to perform arithmetic on local 'value' (a string value):
    LibDogTag-2.0\LibDogTag-2.0.lua:5830: in function <Interface\AddOns\LibDogTag-2.0\LibDogTag-2.0.lua:5599>
    LibDogTag-2.0\LibDogTag-2.0.lua:5858: in function <Interface\AddOns\LibDogTag-2.0\LibDogTag-2.0.lua:5851>

    ---

    Any idea why? Or what to change to keep the display the same but eliminate the error?


    Posted in: Unit Frames
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    posted a message on Post cool PitBull layouts here!
    My unit frames :



    I have placed the player and target cast bars ( Quartz ) directly on the the frames and set frame strata to low.
    Posted in: Unit Frames
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    posted a message on Cartographer Merge Tool (CMT) - Official Thread
    I have all the code from before the site was shut down, the jnlp file and all the java class files associated with it =)


    My PC crashed and I haven't been able to recover CMT files ><. If you could make it available somehow or even email it to me and I will love ya forever.
    Posted in: Map/Minimap AddOns
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    posted a message on Pitbull - opacity of bars.
    Disable Comabat Fader module. If its not active then look into Range Checking module. Those are the two Pitbull modules that deal with fading out units.
    Posted in: Unit Frames
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    posted a message on PitBull_AltAura
    After todays update i am getting an error :(

    [2007/10/23 15:20:45-1664-x1]: PitBull_AltAura\update.lua:1062: attempt to index local 'debuff' (a nil value)
    LibRockTimer-1.0--51719 (LibRockTimer-1.0):296: in function <...terface\AddOns\LibRockTimer-1.0\LibRockTimer-1.0.lua:227>

    ---

    Posted in: Unit Frames
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    posted a message on Prat 2.0 Chat Mod Framework (Official Thread)
    Heya

    I am unable to use arrow keys in the chat box w/o or with the Alt pressed down. I tired loading Prat alone and disabling it. I wasn't able to use them in default UI eigher. Did Blizzard removed that functionality all together? If so is there any way to get it back?
    Posted in: General AddOns
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    posted a message on eePanels2 - Official Thread
    Quote from Bartel »








    @ Bartel
    How did you get Violation to be transparent? I have been hoping opacity setting would be added to the mod for some time now as my lame attempts to edit lua brought only disasters.
    Posted in: General AddOns
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    posted a message on XLoot
    Also getting the error reported by Syzgyn.

    On the prospecting auto looting issue. I had this problem long before I installed Xloot. I wasn't running any loot mods at all. My guess is Blizzard auto-loot function doesn't support prospecting. With the loot window poping at my mouse I didn't find it too big of an issue, especially that it allowed to see what gems I got without looking at inventory.
    Posted in: General AddOns
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