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    posted a message on Desktop Screenshots - Show us your non-WoW!
    Looks like your background suffers from jpg-artifacts and resizing.
    (oh, and your links missing a G)
    Posted in: General Chat
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Moon Witch »

    Posting this from wowi, I have the same issue. Thought perhaps anyone but haste would know why here, and we could fix it :P It also happens when you get hit more than twice during Mind Flay, the bar just vanishes, even though I am still channeling it.

    I re-did (and simplified) most of the math in the castbar element, mostly to reduce the number of function calls in the OnUpdate. The issue should be fixed, but the code isn't tested.

    Quote from Moon Witch »
    Edit: Don't wanna double post.

    You should, at least if you want a reply from me :p. I only read the e-mail pings. I would probably not have seen this if someone had made a reply.

    Quote from Moon Witch »

    Perhaps dumb, but what is the multiplier? Multiplier to which purpose. Or do you mean "self.Health.bg:SetMultiplier(.5)" would mean that the colors of the bar itself would be multiplied by .5 and thus be darker?

    self.Health.bg.multiplier is used on the colors, so you're right. You just do self.Health.bg.multiplier = .5 however. There isn't a dedicated function for it.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Caellian »

    Please Haste reenable the .zip on yout git :)

    That won't happen anytime soon I believe.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Phanx »

    Haste: .showBuffType on .Auras colors all buffs with a red border. Shouldn't it show blue for magic and some other color for typeless? Preferrably "some other color" not being red...

    We don't have that information on live, so there isn't really a good solution to that regardless. The aura code will see some changes soon also (hopefully today), so consider it noted.
    Posted in: Unit Frames
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    posted a message on UI Screenshots - Show us what you use!
    so Phanx is a member of the seal cub clubbing club?
    Posted in: General Chat
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    posted a message on Unofficial oUF - methods used for layouts
    The version I posted you would have gotten: Name |cffrrggbb70|r|cffD7BEA5+ Rare|r
    With the logical yours had: Name |cffD7BEA5|cffrrggbb70|r+ Rare|r (We are of course pretending that self.Level is translated into a string)

    Just so it's said: SetFormattedText is there so you don't have to create a lua string object with format when passing text to the fontstring. The solution you originally attempted defeats the entire purpose of SetFormattedText.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    As usual, not tested.

    -- Do note that this is what I _guess_ you would want to do. What you are trying doesn't really make any sense.
    local classification = {
    	worldboss = '%s |cffD7BEA5Boss|r',
    	rareelite = '%s |cff%02x%02x%02x%s|r|cffD7BEA5+ Rare|r',
    	elite = '%s |cff%02x%02x%02x%s|r|cffD7BEA5+|r',
    	rare = '%s |cff%02x%02x%02x%s|r |cffD7BEA5Rare|r',
    	normal = '%s |cff%02x%02x%02x%s|r',
    	trivial = '%s |cff%02x%02x%02x%s|r',
    }
    
    -- snip --
    
    -- this is pretty unreadable, and you call UnitLevel twice in most cases.
    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
       -- this won't handle unicode tho'
       uName = uName:sub(1,20)..'...'
    end
    
    self.Name:SetFormattedText(classification[UnitClassification(unit)], uName, r*255,g*255,b*255 level)


    You might want to do some reading about string.format.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Moon Witch »

    Wild guess, but then self.Health.bg.colorClass = true might do the trick for the healthbar?

    Nope, the background is colored after the statusbar. The only option the background has is:
    - multiplier - number used to manipulate the power background. (default: 1)
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Moon Witch »

    Haste? Why are only diffs available for the recent updates of oUF?

    Due to several reasons really. People directly linking to the head zips, the zips being dumped as tarbombs, and the possibility of internal server errors. I can't be arsed to fix it now, so the simplest solution is to temporary disable the zips.

    Quote from p3lim »

    I can look at diffs all the way back to 2006 on the git

    *facepalm*
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Phanx »

    Yes... your URL for UnitAura documentation doesn't work! :)

    Well, 3.0 isn't live yet, so the entry isn't on the wiki yet.

    Quote from Phanx »

    Also, in WotLK with all buffs and debuffs showing durations regardless of whether I cast them or not, will you be adding some way to only show things I cast?

    Also also, I edited my last post to ask: Hmm, no way to apply .onlyShowDuration only to debuffs in .Aura?

    no, there isn't support for that. I also believe that there is a PLAYER filter on wotlk.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Phanx »

    WTB updated documentation in auras.lua for this stuff. :P

    Any other stuff that's missing? :p
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    You can do that in your layout function.
    self.Buffs.onlyShowDuration = true

    and so on...
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    On live filter is: only show castable on buffs, only show dispellable on debuffs.

    .filter does work on .Auras too btw.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    why are people using 8 headers for raid? Take a look at proper usage for columns in my oUF_Classic (I have a 2 x 2 layout on party).
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Quote from Quokka »

    After the thing posted a while back I still did'nt find a way to hide my partypets in raid.

    You spawn party pets as single units. To hide them you have to call UnregisterUnitWatch(object) followed by object:Hide(). To show them again just do: RegisterUnitWatch(object).

    Quote from Quokka »

    And I have a isue with class colors, after dying or going offline they dont always color back to class.

    Make sure you update that information on: health changes, target changes (*), player enter world (*).
    (*) Most likely forced by oUF.

    Quote from Quokka »

    Why does'nt my pvp show for party members?

    Because you do: if(unit) then --[[ PvP stuff ]] end

    you can also strip down your PvP code to:
    local pvp = self:CreateTexture(nil, 'OVERLAY') 
    pvp:SetHeight(64) -- default value
    pvp:SetWidth(64) -- default value
    pvp:SetPoint"TOPRIGHT" -- same as (center, self, topright, 0, 0)
    self.PvP = pvp


    Most of the code in your PvP block makes no sense at all as the style function is only used once per frame. So doing dynamic updates there is generally a bad idea.
    Posted in: Unit Frames
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