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    posted a message on COMBAT_LOG_EVENT_UNFILTERED brokenness
    Sometimes source Flags will return a string (usually when it's a negative number, this tends to happen when I'm coming out of stealth) which will really screw you up if you're using bit.band (which only takes numbers).
    Posted in: Lua Code Discussion
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from tiana »

    writing a complete function for it seems unecessary imo when you can set the size for unit "player" where you build the frames at the bottom
    like
    if unit == "player" then
    		name:Hide()
    		ppp:SetPoint("LEFT", hp, "LEFT", 2, 0)
    		ppp:SetJustifyH("LEFT")
    	local missing = hp:CreateFontString(nil, "OVERLAY")
    		missing:SetPoint("CENTER", hp, "CENTER", 0, 0)
    		missing:SetJustifyH("CENTER")
    		missing:SetFont(font, fontSize)
    		missing:SetFontObject(GameFontHighlight)
    		self.Missing = missing
    	local buffs = CreateFrame("Frame", nil, self)
    		buffs.size = 20 * 1.1 -- buff size
    		buffs:SetHeight(buffs.size)
    		buffs:SetWidth(buffs.size * 10)
    		buffs:SetPoint("TOPLEFT", self, "TOPRIGHT", 3, 2)
    		buffs.num = 10
    		buffs.filter = false
    		self.Buffs = buffs
    
    	end

    take from oUF_kosken



    Maybe I should clarify. I don't want the debuffs on the player frame larger. I want the debuffs on the target frame that I apply to be larger than the debuffs I didn't apply.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Hey all, I'm trying to write a function to make MY debuffs bigger than others (think X-Perl), this is what I have so far:
    local auraSize = function(self, icons, unit, icon, index, offset, filter, isDebuff)
    	if ( isDebuff ) then
    		local _, _, _, _, _, _, timeLeft = UnitDebuff(unit, index, filter)
    		if ( timeLeft ) then
    			icons.size = 36
    		else
    			icons.size = 22
    		end
    	else
    		icons.size = 22
    	end
    end


    I'm unable to test this because I don't actually have WoW installed on the computer I'm using, but I'm still fairly sure that it won't work (it's meant to be used in the PostUpdateAuraIcon function).

    If anyone could try this out and tell me what happens, or can give me pointers on how to do what I'm trying to do I'd really appreciate it.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    	button.icon:SetTexCoord(.07, .93, .07, .93)
    	button.overlay:SetTexture(buffborder)
    	button.overlay:SetTexCoord(1, 0, 1, 0)
    	button.overlay:SetAllPoints(button)
    	button.overlay:SetVertexColor(0, 1, 0)
    	button.overlay.Hide = function() end


    It works so far, I'm gonna see how it holds up.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from haste »

    Also, the auraIcon() function won't work for .Auras as it's blind to what it uses. In other words, an icon can both be a buff and a debuff in .Auras.


    Well that answers my question then. I've been using this with .Auras
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from p3lim »

    local auraIcon = function(self, button, icons, index, isDebuff)
    	button.icon:SetTexCoord(.07, .93, .07, .93)
    
    	local tex = button:CreateTexture(nil, "OVERLAY")
    	tex:SetTexture(buffborder)
    	tex:SetAllPoints(button)
    
    	if isDebuff then
    		button.overlay:Hide()
    		tex:SetVertexColor(1,0,0)
    	else
    		tex:SetVertexColor(0,1,0)
    	end
    end


    try


    Nope. =/ Also the tooltip problem is happening again too.

    I'm going to reinstall oUF just in case.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from p3lim »

    Are you using the latest version of oUF then?
    And yes, it is.

    try to add these two lines:
    party:SetAttribute("showParty", true)
    party:Show()



    Party frames are working now, thanks.

    But this is the problem I have now with the borders. They start out green when I log in or ReloadUI, but once oUF creates the first debuff (with a red border), then all the buff borders become red as well.
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    local auraIcon = function(self, button, icons, index, isDebuff)
    	button.icon:SetTexCoord(.07, .93, .07, .93)
    
    	local tex = button:CreateTexture(nil, "OVERLAY")
    	tex:SetTexture(buffborder)
    	tex:SetAllPoints(button)
    	tex:SetVertexColor(0,1,0)
    
    	if isDebuff then
    		button.overlay:Hide()
    		tex:SetVertexColor(1,0,0)
    	end
    end


    Turns the border on my buffs red too. =/

    This is for PostCreateAuraIcon right?

    party:Show()



    No dice.
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    I'm having trouble with my auras and my party frames.

    Problem with my auras, is that with the buffs, after the first 2 buffs, the PostCreateAuraIcon doesn't seem to be skinning them. I have it set up to but a green border around buffs, and a debuff-type colored border around debuffs. The green border works fine for the first 2 buffs, but every buff after that has a white border (with a different texture than mine), and when I mouseover it it uses the same tooltip as the FIRST buff.

    Sorry if that's confusing. =/


    My 2nd problem, is that my party frames aren't showing up at all. I never really worried about it before, but now that I'm getting into Outlands and am grouping up more, I'm thinking I should get this fixed.

    Here is my code. I highlighted the aura and party stuff to make it easier to find.
    http://ace.pastey.net/87988

    Thank you in advance.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Slakah »

    What was the problem (for future reference)?


    I don't know tbh. I had that code commented out because it hadn't worked for me. I got rid of the filters line, commented out the buffs & debuffs code and it worked. /shrug
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Slakah »

    Ok auras.filter doesn't do anything for Auras only buffs/debuffs. Other than that either I'm being completely dense or I can't see any reason why it shouldn't work. Unless the self you have isn't the oUF spawned frame.

    Maybe take a look at Auras["growth-x"], Auras["growth-x"] or Auras.initialAnchor

    Would you mind putting the whole thing on pastey?




    Already talked with Haste on this one, I got it working now. Thanks though.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    		local auras = CreateFrame("Frame", nil, self)
    		auras:SetHeight(30)
    		auras:SetWidth(280)
    		auras:SetPoint("TOPLEFT", self, "BOTTOMLEFT", -2, -15)
    		auras.size = 25
    		auras.numBuffs = 12
    		auras.numDebuffs = 12
    		auras.filter = false
    		self.Auras = auras
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    I'm having some trouble using the Auras. I want buffs and debuffs to be in the same frame, so I set it up like Haste has his in oUF Lily (obviously tweaked to how I wanted it) but nothing happened. No buffs/debuffs and no errors.

    Anyone got other examples I could look at?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Where do you learn to make these codes and where to put em? Im trying and trying and gets more confused by the second :/ i really wanna learn how to do it but its so confusing ^^


    Like Slakah said, learn the Tutorials from WoWWiki and other sites, and then try and make your own addons. They don't have to do much, just to get the hang of it. The absolute best way to learn is by doing it yourself.

    Other addons that might be helpful in learning are evl's and Lolzen's:
    http://evladdons.googlecode.com/
    http://fizz.googlecode.com/
    Posted in: Unit Frames
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