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    posted a message on Textures & how to create a rounded button.
    Add the following:
    overlay:SetTexCoord(0.07, 0.93, 0.07, 0.93)
    What it does, is zoom the texture so the border of the texture is outside the visual texture.
    For more info: http://www.wowwiki.com/API_Texture_SetTexCoord
    Posted in: Lua Code Discussion
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    posted a message on Auras: Buffed by XXX

    Thx! Just what I needed :)
    Posted in: Addon Ideas
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    posted a message on Moving the raid warning frame
    You can write it as a macro like this (one single line):
    /script RaidWarningFrame:ClearAllPoints();RaidWarningFrame:SetPoint("BOTTOMLEFT", 0, -200);RaidWarningFrame:SetUserPlaced(true)


    Or you can create your own mini-addon.
    Posted in: AddOn HELP!
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    posted a message on UnitFrameBuffs - 3.1 fixes needed
    Patch 3.1 changed "isMine" to "unitCaster". It is now possible for addons to retrieve the unitId that casted the buff/debuff.
    Should be relatively easy to fix :)

    Src: http://www.wowwiki.com/API_UnitAura
    Posted in: AddOn HELP!
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    posted a message on Auras: Buffed by XXX
    3 Paladins in the raid and only 2 auras and 2 pally buffs? PallyPower bugged out?

    I've used this on some oUF frames, but never got arround adding it to the built in player buffs.

    ... = function(unit, id, filter)
        GameTooltip:SetUnitAura(unit, id, filter)
        local unitId = select(8, UnitAura(unit, id, filter))
        GameTooltip:AddLine("Cast by: "..(unitId and UnitName(unitId) or "Unknown"))
        GameTooltip:Show()
    end
    Any takers?
    Posted in: Addon Ideas
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    posted a message on Website + Addon idea
    So... http://www.wowecon.com/ ? :)
    Posted in: Addon Ideas
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    posted a message on oUF_HolySmurf
    Yes, I hope to have them updated before wow 3.1 hits.
    Posted in: Unit Frames
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    posted a message on oUF_HolySmurf
    It is not currently compatible with the latest oUF. I'm having some issues with the name plates on my local version, so haven't committed the changes. I'll commit it as an alpha even tho it's broken, and try to sort it later.
    Posted in: Unit Frames
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    posted a message on oUF_HolySmurf
    Quote from Phanx
    Could you at some point add documentation to your project page on the direct use of oUF_SmurfAura? It appears to be usable without going through oUF_Smurf (please correct me if I'm wrong), and I'd like to use it in my layout, but I haven't felt like digging through multiple files separating its usage in oUF_HolySmurf from the oUF_Smurf-specific stuff. :p

    I'll try to put up some docs, but I don't have time currently. The aura module was written to work standalone, but the configuration table is rather long. I just copy-pasted together some code and put it up on pastey, hope it helps:
    http://ace.pastey.net/101692

    The groups are iterated by using ipairs, so indexes need to be continues from 1 to n.

    If a group is full, the aura in question will be pushed down the line to see if it fits somewhere else.

    iratuz: I'll have a look at it when an opportunity arises.
    Posted in: Unit Frames
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    posted a message on oUF_HolySmurf
    The following code (you need to set a texture. For solid: SetTexture(1, 1, 1)) you put in your custom.lua file to enable debuff highlight. It requires you to have oUF Debuff Highlight.
    unit.raid.element.debuffhighlight = {
            postFunction = function(self)
    [COLOR=SeaGreen]            local dbh = self:CreateTexture(nil, "OVERLAY")
                dbh:SetAllPoints(self)
                dbh:SetTexture("SomeKindOfTexturepath")
                dbh:SetBlendMode("ADD")
                dbh:SetVertexColor(0,0,0,0) -- set alpha to 0 to hide the texture
                self.DebuffHighlight = dbh[/COLOR]
            end
    }
    The green part is just a copy from oUF Debuff Highlight page.

    To enable this for other units, just replace raid with player etc. This method should work for all other 3rd party plugins for oUF.
    Posted in: Unit Frames
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    posted a message on oUF_HolySmurf
    Most of the range checking is done with your spells, so if all your offensive spells have 40 yards range, you can't have the target frame fade in/out around 36/37 yards. This is after your talents have been taken inn to affect.

        oUF.RangeCheckConfig.rangeAlphaEnemy = {
            [0] = 1,
            [37] = .3,
            [1000] = .2
        }
    If you only have offensive spells with range 40yd, the frame will have 100% alpha up to 39yd. It always rounds upwards.
    Did that make sense? If this is not the case, than I'll need to do some testing :)
    Posted in: Unit Frames
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    posted a message on oUF_HolySmurf
    I do see that changing the aura tables are quite difficult from the custom.lua file, so I'll make some changes to that, they should be up and running within a few days. I'll also include some code you can past into your custom.lua so the changes will last.

    As a temporary fix, you can do the following:
    In unitconfig.lua search for (arround line 889):
    units.raid = frame
    Scroll up a few line until you see:
    Selector = SFunc.ImportantDebuffs,
    Replace it with:
    Selector = function(_, _, _, _, debuffType, _, _, _) return SFunc.ICanDispell(debuffType) end,
    Posted in: Unit Frames
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    posted a message on Secure button for target of raidmember
    local [B]raid[/B]= CreateFrame("Button",nil,UIParent,"SecureActionButtonTemplate")
    raid:RegisterForClicks("AnyUp")
    raid:SetAttribtue("unit","raid1")
    raid:SetAttribute("*type1", "target")
    
    local target= CreateFrame("Button",nil,UIParent,"SecureActionButtonTemplate")
    [B] target:SetParent(raid)[/B]
    target:RegisterForClicks("AnyUp")
    target:SetAttribute(""useparent-unit",true)
    target:SetAttribute("*type1", "target")
    target:SetAttribute("unitsuffix", "target")
    If I remember correctly, this should work. Haven't tested the code, but you get the idea of setting the parent and not the actual unit?

    Edit: Way not use group headers? I used them when adding MT / MA and "PlayerTargets" and their targets (like CTRaid) to oUF_HolySmurf.

    I'd recommend you take a look at this page: http://wowprogramming.com/docs/secure_template/Group_Headers
    and in particular Filtering -> nameList. Even tho it's just one player, it can still be a list :)
    Posted in: Lua Code Discussion
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    posted a message on oUF_HolySmurf
    Quote from knodi2
    The error happens when my shadowfiend dies.

    Thx for the feedback, I'll have a look at it as soon as possible :)
    Posted in: Unit Frames
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    posted a message on oUF_HolySmurf
    Thx knodi2, I'm aware of the error you are getting with the secure frames, but I'm not exactly sure when it fires. I haven't been able to recreate it, do you have any feedback on that?
    I suspect itis when you are in BG, and new players join while you are in combat, and it is the first time there are "this amount of players"? Ie, first time raid15 is visible since you loged/reloaded ui.
    Posted in: Unit Frames
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