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

    You have two chars too much in the depth of the path. I've shortened the name of the tags file to give you a couple more however.


    Aight, works fine now, how it it going with all the plugins like DruidMana for example, they show up as dependancy missing, do their .toc needs to be modified ?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    I have a small issue with embedding oUF it keeps giving me this error, no idea why because everything seems to be ok, the X-oUF is set in the .toc aswell. What am i missing ?

    ...Ons\oUF_Caellian\oUF_embed\elements\taggedstring.lua:2: Usage: GetAddOnMetadata(index or "name", "variable")
    Count: 1
    
    Call Stack:
    [C]: ?
    [C]: in function `GetAddOnMetadata'
    ...Ons\oUF_Caellian\oUF_embed\elements\taggedstring.lua:2: in main chunk
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Moon Witch »

    Well damn.. Hey there fellow Belgian!


    :)

    Allright last offtopic, that character isn't your main i guess, is your main also on Magh ?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Moon Witch »

    You're from the francophone part of belgium?


    Yes, very close to France.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Moon Witch »

    :P (lol)
    edit: we play on the same server !


    We also are from the same country if i'm not mistaken, not from the same side though :)
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Well i guess you could just spawn a 'targettargettarget' frame the same way any other frame is spawned.

    Not sure if the 'pettarget' even exists though.

    Edit:Woot, 7 seconds too late lol
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Please Haste reenable the .zip on yout git :)
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Didn't read yet but ignore my pm i guess we posted at the same time.

    Very quick first test appears to be working fine this time ;)
    Posted in: Unit Frames
  • 0

    posted a message on Razer keyboards and mice
    Best mouse i've ever used so far, and i've used many :)

    If it ever breaks, i'll instantly buy the very same.

    Logitech G9 lazer

    For the keyboard, Microsoft Reclusa Microsoft Keyboard, Razer technology, easy to clean, comfortable, and so far rock solid.

    Yes i know, none of those are wireless but it's on purpose, i don't want to hear anything about wireless, just a personal taste i guess.
    Posted in: General Chat
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    posted a message on Unofficial oUF - methods used for layouts
    Sweet ! thanks a lot Slakah :)

    Though, for some weird reason it also affect the powerbar and background, even if Banzai is correctly set to updateColor(self, self.Name, unit, 'SetTextColor')
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Yes that's right, i don't have anything related to aggro in my updateColor. But, why updateColor() is being called even when it's still aggro == 1 :(
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    I've noticed something, it didn't really bother me because it was working but i'm still curious what could possibly be "wrong"

    Here's my Banzai function, it works fine but never long enough. Say my pet takes aggro, his name turns red but almost instantly turns back to the non aggro setting, in my own case happiness color (defined in the updateColor) even if the pet is still in the same combat and still has aggro. Could that be because it sends back to another function instead of a fixed color or ?

    	function self.Banzai(self, unit, aggro)
    		if aggro == 1 then
    			self.Name:SetTextColor(.69,.31,.31)
    		else
    			updateColor(self, self.Name, unit, 'SetTextColor')
    		end
    	end
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Using your classification, it gives this and so far works as intented. But why doesn't it make sense, is there anything wrong ?

    		elseif(unit == 'target') then
    			local level = (not UnitIsConnected(unit)) and '??' or UnitLevel(unit) < 0 and '??' or UnitLevel(unit)
    			local r, g, b = getDifficultyColor(level)
    
    			if(uName:len() > 20) then
    				self.Name:SetFormattedText(classification[UnitClassification(unit)], uName:sub(1, 20)..'...', r*255,g*255,b*255, level)
    			else
    				self.Name:SetFormattedText(classification[UnitClassification(unit)], uName, r*255,g*255,b*255, level)
    			end
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    local classification = {
    	worldboss = '|cffD7BEA5Boss|r',
    	rareelite = '|cffD7BEA5%s+ Rare|r',
    	elite = '|cffD7BEA5%s+|r',
    	rare = '|cffD7BEA5%s Rare|r',
    	normal = '|cffD7BEA5%s|r',
    	trivial = '|cffD7BEA5%s|r',
    }


    Is this all you need ?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    I need a bit of help here, damn i hate SetFormattedText.

    I was adding a difficulty color to the level of my target and only my target, so if i'm not mistaken, no need from an updateLevel function, anyway so far it looks like this

    		elseif(unit == 'target') then
    			local level = (not UnitIsConnected(unit)) and '??' or UnitLevel(unit) < 0 and '??' or UnitLevel(unit)
    			self.Level:SetTextColor(getDifficultyColor(level))
    			self.Level:SetText(level)
    
    			if string.len(uName) > 20 then
    				self.Name:SetFormattedText('%s... %s', uName:sub(1, 20), format(classification[UnitClassification(unit)], level))
    			else
    				self.Name:SetFormattedText('%s %s', uName, format(classification[UnitClassification(unit)], level))
    			end


    Right now it's not "finished" it has the new and old display together, i had to add a self.Level in my style to have it displayed.

    I was wondering, instead of having a self.Level in my style, if it was possible to include it directly in the SetFormattedText line.
    As my old display so replace the
    self.Name:SetFormattedText('%s %s', uName, format(classification[UnitClassification(unit)], level))
    with something like
    self.Name:SetFormattedText('%s %s', uName, format(classification[UnitClassification(unit)], self.Level))


    Of course i tried but it says expected string got table. To be honest i don't know if it's even possible but who knows.
    Posted in: Unit Frames
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