As the other mentioned, linked unitframes <3
Heres some other things i'd like, mostly based on my experience with oUF 2:
The ctrl-rightclick menu is awesome, gief again!
Some more ways to edit text in the unitframes - in previous version there was a (PvP) text if you had pvp turned on, i'd like to be able to remove such things without altering the code myself
Better ways of placing and arranging the buff/debuff slots yourself
Thats mainly what I need in the current form of oUF, maybe some more textures if you can, so theres a bit more to play around with if you get bored of the existing looks :-)
Which lines in the .lua do i have to change to swap buffs/debuffs (like showing debuffs on top of the frame and buffs under)?
I tried to simply change (lines 392-400):
if(not self.frames[u].Buffs and db.Buff) then
self.frames[u].Buffs = CreateFrame("Frame", nil, self.frames[u])
self.frames[u].Buffs:SetPoint("BOTTOMLEFT", self.frames[u], "TOPLEFT", 3, 0)
end
if(not self.frames[u].Debuffs and db.Debuff) then
self.frames[u].Debuffs = CreateFrame("Frame", nil, self.frames[u])
self.frames[u].Debuffs:SetPoint("TOPLEFT", self.frames[u], "BOTTOMLEFT", 3, 0)
end
to
if(not self.frames[u].Buffs and db.Buff) then
self.frames[u].Buffs = CreateFrame("Frame", nil, self.frames[u])
self.frames[u].Buffs:SetPoint("BOTTOMLEFT", self.frames[u], "[color=Red]BOTTOMLEFT[/color]", 3, 0)
end
if(not self.frames[u].Debuffs and db.Debuff) then
self.frames[u].Debuffs = CreateFrame("Frame", nil, self.frames[u])
self.frames[u].Debuffs:SetPoint("TOPLEFT", self.frames[u], "[color=Red]TOPLEFT[/color]", 3, 0)
end
(well the thing with the red colour didn't work xD)
But well that didn't work.. it just freezed my Buffs/Debuffs..
As I have no idea what I'm doing, can sum1 help me? >.<
------------------
Blame me if someone already posted a A/Q to this but I did't see anything
if(not self.frames[u].Buffs and db.Buff) then
self.frames[u].Buffs = CreateFrame("Frame", nil, self.frames[u])
self.frames[u].Buffs:SetPoint("TOPLEFT", self.frames[u], "BOTTOMLEFT", 3, 0)
end
if(not self.frames[u].Debuffs and db.Debuff) then
self.frames[u].Debuffs = CreateFrame("Frame", nil, self.frames[u])
self.frames[u].Debuffs:SetPoint("BOTTOMLEFT", self.frames[u], "TOPLEFT", 3, 0)
end
You'll probably also need some code further ahead though. Under function oUF:CreateFramework(u, n, id, s). There's some code that handle splitting the buffs/debuffs into two rows there.
Change:
if i == 1 then
self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs, "BOTTOMLEFT", 0,0)
elseif i == 9 then
self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs[1], "TOPLEFT", 0, 2)
else
self.frames[u].Buffs[i]:SetPoint("LEFT", self.frames[u].Buffs[i-1], "RIGHT", 2 ,0)
end
and
if i == 1 then
self.frames[u].Debuffs[i]:SetPoint("TOPLEFT", self.frames[u].Debuffs, "TOPLEFT", 0,0)
elseif i == 9 then
self.frames[u].Debuffs[i]:SetPoint("TOPLEFT", self.frames[u].Debuffs[1], "BOTTOMLEFT", 0, -2)
else
self.frames[u].Debuffs[i]:SetPoint("LEFT", self.frames[u].Debuffs[i-1], "RIGHT", 2 ,0)
end
To:
if i == 1 then
self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs, "BOTTOMLEFT", 0,0)
elseif i == 9 then
self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs[1], "TOPLEFT", 0, 2)
else
self.frames[u].Buffs[i]:SetPoint("LEFT", self.frames[u].Buffs[i-1], "RIGHT", 2 ,0)
end
and
if i == 1 then
self.frames[u].Debuffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Debuffs, "BOTTOMLEFT", 0,0)
elseif i == 9 then
self.frames[u].Debuffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Debuffs[1], "TOPLEFT", 0, -2)
else
self.frames[u].Debuffs[i]:SetPoint("LEFT", self.frames[u].Debuffs[i-1], "RIGHT", 2 ,0)
end
if(not self.frames[u].Buffs and db.Buff) then
self.frames[u].Buffs = CreateFrame("Frame", nil, self.frames[u])
self.frames[u].Buffs:SetPoint("TOPLEFT", self.frames[u], "BOTTOMLEFT", 3, 0)
end
if(not self.frames[u].Debuffs and db.Debuff) then
self.frames[u].Debuffs = CreateFrame("Frame", nil, self.frames[u])
self.frames[u].Debuffs:SetPoint("BOTTOMLEFT", self.frames[u], "TOPLEFT", 3, 0)
end
You'll probably also need some code further ahead though. Under function oUF:CreateFramework(u, n, id, s). There's some code that handle splitting the buffs/debuffs into two rows there.
Change:
if i == 1 then
self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs, "BOTTOMLEFT", 0,0)
elseif i == 9 then
self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs[1], "TOPLEFT", 0, 2)
else
self.frames[u].Buffs[i]:SetPoint("LEFT", self.frames[u].Buffs[i-1], "RIGHT", 2 ,0)
end
and
if i == 1 then
self.frames[u].Debuffs[i]:SetPoint("TOPLEFT", self.frames[u].Debuffs, "TOPLEFT", 0,0)
elseif i == 9 then
self.frames[u].Debuffs[i]:SetPoint("TOPLEFT", self.frames[u].Debuffs[1], "BOTTOMLEFT", 0, -2)
else
self.frames[u].Debuffs[i]:SetPoint("LEFT", self.frames[u].Debuffs[i-1], "RIGHT", 2 ,0)
end
To:
if i == 1 then
self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs, "BOTTOMLEFT", 0,0)
elseif i == 9 then
self.frames[u].Buffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Buffs[1], "TOPLEFT", 0, 2)
else
self.frames[u].Buffs[i]:SetPoint("LEFT", self.frames[u].Buffs[i-1], "RIGHT", 2 ,0)
end
and
if i == 1 then
self.frames[u].Debuffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Debuffs, "BOTTOMLEFT", 0,0)
elseif i == 9 then
self.frames[u].Debuffs[i]:SetPoint("BOTTOMLEFT", self.frames[u].Debuffs[1], "TOPLEFT", 0, -2)
else
self.frames[u].Debuffs[i]:SetPoint("LEFT", self.frames[u].Debuffs[i-1], "RIGHT", 2 ,0)
end
I updated with latest svn and I can't see any debuff now :/ Anyone got the same problem ? I tried to toggle debuffs in the menu but still can't see them.
Edit : btw any chance to get buff/debuff border colors like in default UF since last patch ?
There's no config yet, but as you can see, it will use the same border (And change colour!) as the frame it is parented to and has a raid class coloured background.
Options coming up:
Whether to create a portrait for the given frame
Whether to use a raid class coloured background or the standard black
Size offset (Height of the parent frame +/-)
X/Y offset
And I don't think I'll add more than that...
As for the zOMGHUEGBARSLOLOL issue with SBM, I noticed it also happened occasionally with Gello's Smooth StatusBars (Which oUFSBM was based on). I'm gonna go investigate that too
There's no config yet, but as you can see, it will use the same border (And change colour!) as the frame it is parented to and has a raid class coloured background.
Options coming up:
Whether to create a portrait for the given frame
Whether to use a raid class coloured background or the standard black
Size offset (Height of the parent frame +/-)
X/Y offset
And I don't think I'll add more than that...
As for the zOMGHUEGBARSLOLOL issue with SBM, I noticed it also happened occasionally with Gello's Smooth StatusBars (Which oUFSBM was based on). I'm gonna go investigate that too
[2006/09/10 06:55:42-223]: oUF\otravi_UnitFrames.lua:335: attempt to index local `db' (a nil value)
oUF\otravi_UnitFrames.lua:335: in function `CreateFramework'
oUF_PartyTargets\partytargets.lua:48: in function `Enable'
Ace\Ace.lua:251: in function `InitializeApp'
Ace\AceState.lua:63: in function `Finish'
Ace\AceState.lua:128: in function `?'
Ace\AceEvent.lua:18: in function `EventHandler'
<string>:"AceEventFrame:OnEvent":2: in main chunk
Get this error everytime I load these frames, have disabled everythig and tried the oudb script command posted earlier in the forums and still get the error everytime I log in.
---
Heres some other things i'd like, mostly based on my experience with oUF 2:
More de/buff settings would also be nice!
Show absolute and procentual HP/Mana values. Like: 100k/200K 50%
Very useful for warriors (execute) and any fights against raidbosses with percentage triggered events like enrages, nefarian's zerg (20%) etc.
I tried to do that recently, but if seems to break MohBealth somehow. If you want this, edit otravi_UnitFrames.lua, and change from line 149:
Q: How does the frames look?
A: Here is a image of the frames while being in a raid
_________________________________________________
what's the minimap you're using in the screenshot called?
I tried to simply change (lines 392-400):
to
(well the thing with the red colour didn't work xD)
But well that didn't work.. it just freezed my Buffs/Debuffs..
As I have no idea what I'm doing, can sum1 help me? >.<
------------------
Blame me if someone already posted a A/Q to this but I did't see anything
n' sorry for bad english
You'll probably also need some code further ahead though. Under function oUF:CreateFramework(u, n, id, s). There's some code that handle splitting the buffs/debuffs into two rows there.
Change:
and
To:
and
And you'll have them fully reversed.
Thanks, I'll try this tonight.
Yeah! Nice works, thanks alot :-)
Tried out the oUF_SmoothBarMovement but some of the bars extend all the way across the screen to the right. I'll post a screenshot if you need one.
Edit : btw any chance to get buff/debuff border colors like in default UF since last patch ?
rejoyce all Protrait-fans out there that Neronix can't read:
hide Neronix, haste's going mad :P
http://img176.imageshack.us/img176/5097/wowscrnshot091006015410sh0.jpg
There's no config yet, but as you can see, it will use the same border (And change colour!) as the frame it is parented to and has a raid class coloured background.
Options coming up:
And I don't think I'll add more than that...
As for the zOMGHUEGBARSLOLOL issue with SBM, I noticed it also happened occasionally with Gello's Smooth StatusBars (Which oUFSBM was based on). I'm gonna go investigate that too
Your UI looks imba.
oUF\otravi_UnitFrames.lua:335: in function `CreateFramework'
oUF_PartyTargets\partytargets.lua:48: in function `Enable'
Ace\Ace.lua:251: in function `InitializeApp'
Ace\AceState.lua:63: in function `Finish'
Ace\AceState.lua:128: in function `?'
Ace\AceEvent.lua:18: in function `EventHandler'
<string>:"AceEventFrame:OnEvent":2: in main chunk
Get this error everytime I load these frames, have disabled everythig and tried the oudb script command posted earlier in the forums and still get the error everytime I log in.
---
Also, just went and added options to oUF_Portraits
Uhm, where do I find oUF_Portraits?
I've used Portraits+Adapt to make somethign like it but this sounds great.
In the branches on the SVN.