Anyone want to give me ideas on how to organize the mess on the lower half of the UI? :(
Well, first thing I notice is you have 3 timers for your totems, and two for your weapon buffs, and two for your lightning shield. What I'd probably do personally is kill the timers on Pitbull, and move your forte timers above your player frame instead. I'd probably turn off the weapon buff display in totemtimers, since those are long duration and easy to keep track of in the buff frame. With the weapon buffs gone, your totem timer frames will be the same number as your action buttons, and you can line them up better.
I would put the cooldown bar in forte below your action bars, looks a bit lopsided being so much longer and above them. Ideally you'd make it the same width as the action bars, but I'm assuming you have it that long for visibility reasons, so keeping its length below won't look horrible. That may make it more difficult to see, though.
I'd also probably turn the incoming heal bar off for your player and target frames in Pitbull. I've always personally thought the overhang on overheal looked tacky.
So after seeing Led's last UI post I decided to slim down my last version which already had a similar setup. It now turned out something like this.
I still have some things I want to do with it, such as:
Centering the World State Frame
Killing the minimap buttons
Killing the roll spam in chat
Doing something with the totem bar (not really sure what -_-)
Any other suggestions are welcome.
Edit: I'm aware that not everything shows up pixel perfect. Unfortunately, I can't stand how large the default UI elements are (Character Frame, Achievement Pane, Guild Pane, etc.) at anything but the lowest UI scale, so it's something I've learned to live with. If anyone knows of a mod or simple code that would allow for scaling of the default UI elements independent of the UI scale I'd love you forever.
I've changed a few things since this screenshot, but this is roughly what I've been using for a few weeks now. Credits to pHishr and Safturento from whom I've stolen various elements.
Assuming you mean on the weapon tooltip they appear as "Windfury 1" "Windfury 2" etc. for all enchants. So: "Windfury X" "Earthliving X" "Flametongue X" "Frostbrand X" "Rockbiter X".
So what I'm looking for is a mod that would modify the default quest tracker to Left Justify the text. I have a better placement for it on the left side of my screen space but I'm very OCD about having elements in my ui line up and the default Right Justification just doesn't do it for me. I've looked at a few quest mods but I am very single character/completionist minded, and the mods I've looked at seem to be much more feature heavy than I need.
So, if anyone's got some simple code I can throw in an lua I have for basic settings, or knows of a very very basic quest mod to set the text justification on the quest tracker I'd appreciate it! Thanks.
Still looking for feedback. Anybody tried if they now see damage from both spirit wolves and balance trents when observing a shaman or druid?
I play an enhancement shaman. I'll give your alpha a try tonight and see how it's working in my 10 man. I've honestly not looked at recount's breakdown for wolves lately. What kind of display should we be looking for and/or what did the 'broken' display look like? Will help me know what specifically you tried to fix when I report back later. Is there something you'd want a screenshot of?
There is an option to display class colored nameplates in the default ui, currently this isn't being colored by classcolor. You can add that to your list Phanx :D
Does anyone know of a good tutorial for secure hooks, or know of a mod that uses them to move something with secure hooks that I could look at for reference? I'm having issues understanding how this works, and I find looking at others' code usually helps me quite a bit. Thanks for any help you can provide! :D
VehicleSeatIndicator can only be properly moved by securely hooking VehicleSeatIndicator:SetPoint() and calling the original SetPoint with your desired location everytime VehicleSeatIndicator:SetPoint() is called.
I see. Well that helps quite a bit. Now I just need to figure out how to do that. Time to hit up wowwiki! :D
So, like the subject says, I'm trying to move the vehicle seat indicator frame.
I took a look through the FrameXML folder and determined (I think) that the frame is called VehicleSeatIndicator. So, I tried doing a simple
This unfortunately had no effect. I'm pretty lua retarded, I can edit oUF layouts and change fonts and textures and positions of things pretty easily, but anything more than that is beyond my knowledge. If anyone's successfully done this, or has the time to look into it for me I'd appreciate it.
Is there any way to define which font is being used by buttonfacade, preferably within the skin itself? Searching the forums the only reference I found to the font used by buttonfacade was a post by jjsheets nearly a year ago stating that the font being handled by the bf skin was on the to do list. I also did a quick search of the lua's in buttonfacade but didn't find any references to 'font' at all.
Assuming this was never implemented, I imagine I need to alter the font within the mod that is being skinned? Any help is appreciated!
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Well, first thing I notice is you have 3 timers for your totems, and two for your weapon buffs, and two for your lightning shield. What I'd probably do personally is kill the timers on Pitbull, and move your forte timers above your player frame instead. I'd probably turn off the weapon buff display in totemtimers, since those are long duration and easy to keep track of in the buff frame. With the weapon buffs gone, your totem timer frames will be the same number as your action buttons, and you can line them up better.
I would put the cooldown bar in forte below your action bars, looks a bit lopsided being so much longer and above them. Ideally you'd make it the same width as the action bars, but I'm assuming you have it that long for visibility reasons, so keeping its length below won't look horrible. That may make it more difficult to see, though.
I'd also probably turn the incoming heal bar off for your player and target frames in Pitbull. I've always personally thought the overhang on overheal looked tacky.
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I still have some things I want to do with it, such as:
Edit: I'm aware that not everything shows up pixel perfect. Unfortunately, I can't stand how large the default UI elements are (Character Frame, Achievement Pane, Guild Pane, etc.) at anything but the lowest UI scale, so it's something I've learned to live with. If anyone knows of a mod or simple code that would allow for scaling of the default UI elements independent of the UI scale I'd love you forever.
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Party
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Nice as always pHishr.
I really like the formatting for the achievement in your chat there. Is that done by nChat or something else?
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So, if anyone's got some simple code I can throw in an lua I have for basic settings, or knows of a very very basic quest mod to set the text justification on the quest tracker I'd appreciate it! Thanks.
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I play an enhancement shaman. I'll give your alpha a try tonight and see how it's working in my 10 man. I've honestly not looked at recount's breakdown for wolves lately. What kind of display should we be looking for and/or what did the 'broken' display look like? Will help me know what specifically you tried to fix when I report back later. Is there something you'd want a screenshot of?
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I see. Well that helps quite a bit. Now I just need to figure out how to do that. Time to hit up wowwiki! :D
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I'm pretty sure that's his tooltip, mousing over the bonfire mid-screen.
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I took a look through the FrameXML folder and determined (I think) that the frame is called VehicleSeatIndicator. So, I tried doing a simple
This unfortunately had no effect. I'm pretty lua retarded, I can edit oUF layouts and change fonts and textures and positions of things pretty easily, but anything more than that is beyond my knowledge. If anyone's successfully done this, or has the time to look into it for me I'd appreciate it.
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Shaman get Poison and Disease cures baseline. With the Cleanse Spirit talent in the restoration tree, curses can be removed as well.
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Assuming this was never implemented, I imagine I need to alter the font within the mod that is being skinned? Any help is appreciated!