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12-21-09, 08:00 AM | #1 |
Need some help with my Layout,
as i say on page of my layout, i am still padawan and learn how oUF works.
Sometimes i understand what i do sometimes not. But here is a problem what i completely dont understand what i need to do ,all code seems ok, but i missing something , and i dont know what i am missing.i spend 2 days to make ouf swing to work.No luck. At last i put this piece of code bottom and under of every line ,(or most of them) again no succes .I am sure this is very easy thing but i am not able to catch it . sorry for bad english.An so sorry if its very long God i hate my stupidity. code used by me to support oUF_swing Code:
if unit=="player" and playerClass=="HUNTER" then if IsAddOnLoaded("oUF_Swing") then self.Swing = CreateFrame("StatusBar", nil, self) self.Swing:SetPoint("CENTER", UIParent, "CENTER", 0, -1) self.Swing:SetStatusBarTexture(bartex) self.Swing:SetStatusBarColor(0.75, 0.75, 0.75) self.Swing:SetHeight(3) self.Swing:SetWidth(220) self.Swing.disableMelee = true self.Swing:SetFrameLevel(1) self.Swing.Text = self.Swing:CreateFontString(nil, "OVERLAY") self.Swing.Text:SetFont(font, fontsize-3, "OUTLINE") self.Swing.Text:SetPoint("CENTER", self.Swing, 0, -10) end end Code:
--[[ oUF_Experiment Author: Young Padawan Aesh who learning how to use force. All credits goes to Master Jedi's which names is Bottom. Credits: Master Jedi Dawn who create that beatiful layout , and give me permission to make modifications and release this layout. Master Jedi p3lim for party toggle function and druid mana Master Jedi Lyn for oUF_Lyn Master Jedi Maneut for oUF_Maneut Master Jedi Neal for a way to get those borders around all frames! --]] ---configs -- --------------------------------------------------- local petCastBar_x = 0 local petCastBar_y = -420 -- pet cast bar positions local playerCastBar_x = 0 local playerCastBar_y = -365 -- player castbar positions local targetCastBar_x = 0 local targetCastBar_y = -290 -- target castbar positions local focusCastBar_x = 0 local focusCastBar_y = -210 -- focus castbar positions local fontsize = 14 -- fontsize for everything else local raidfontsize = 10 -- raid fontsize --local disableparty = false -- not implemented local disableraid = false -- true disable raid frames local DisableBuffs = false -- true disable self buff bars. -- color and alpha for frameborders -- ----------------------------------------- local color_rb = 0.65 -- default 0.00 local color_gb = 0.65 -- default 0.00 local color_bb = 0.65 -- default 0.00 local alpha_fb = 0.90 -- default 0.35 -- Font, textures -- --------------------------------------------------------------------------- local font = "Interface\\AddOns\\oUF_Experiment\\font\\font.ttf" local bartex = "Interface\\AddOns\\oUF_Experiment\\media\\texturedark" local bartex2 = "Interface\\AddOns\\oUF_Experiment\\media\\texturelight" local frameborder = "Interface\\AddOns\\oUF_Experiment\\media\\frameborder" -- borders positions -- local BottomRightBorder_x = 4 local BottomRightBorder_y = -4 local BottomLeftBorder_x = -4 local BottomLeftBorder_y = -4 local TopRightBorder_x = 4 local TopRightBorder_y = 4 local TopLeftBorder_x = -4 local TopLeftBorder_y = 4 --WARNİNG!! MINE AREA -- Do not step if you dont know what todo!! 50 DKP minus -- -- Locals -- --------------------------------------------------------------------------- local select = select local UnitClass = UnitClass local UnitIsDead = UnitIsDead local UnitIsPVP = UnitIsPVP local UnitIsGhost = UnitIsGhost local UnitIsPlayer = UnitIsPlayer local UnitReaction = UnitReaction local UnitIsConnected = UnitIsConnected local UnitCreatureType = UnitCreatureType local UnitClassification = UnitClassification local UnitReactionColor = UnitReactionColor local RAID_CLASS_COLORS = RAID_CLASS_COLORS -- Class Color -- -------------------------------------------------------------- local playerClass = select(2, UnitClass("player")) -- change colors -- --------------------------------------------------------------------------- oUF.colors.happiness = { [1] = {182/225, 34/255, 32/255}, -- unhappy [2] = {220/225, 180/225, 52/225}, -- content [3] = {143/255, 194/255, 32/255}, -- happy } -- right click -- --------------------------------------------------------------------------- local menu = function(self) local unit = self.unit:sub(1, -2) local cunit = self.unit:gsub("(.)", string.upper, 1) if(unit == "party" or unit == "partypet") then ToggleDropDownMenu(1, nil, _G["PartyMemberFrame"..self.id.."DropDown"], "cursor", 0, 0) elseif(_G[cunit.."FrameDropDown"]) then ToggleDropDownMenu(1, nil, _G[cunit.."FrameDropDown"], "cursor", 0, 0) end end --Shorting everything above 9999, i.e. 10000 -> 10k and above 999 in raidframes --------------------------------------------------------------------------- local numberize = function(v) if v <= 9999 then return v end if v >= 1000000 then local value = string.format("%.1fm", v/1000000) return value elseif v >= 10000 then local value = string.format("%.1fk", v/1000) return value end end local numberize_raid = function(v) if v <= 999 then return v end if v >= 1000000 then local value = string.format("%.1fm", v/1000000) return value elseif v >= 1000 then local value = string.format("%.1fk", v/1000) return value end end -- level update -- --------------------------------------------------------------------------- local updateLevel = function(self, unit, name) local lvl = UnitLevel(unit) local typ = UnitClassification(unit) local color = GetQuestDifficultyColor(lvl) if lvl <= 0 then lvl = "??" end if typ=="worldboss" then self.Level:SetText("|cffff0000"..lvl.."b|r") elseif typ=="rareelite" then self.Level:SetText(lvl.."r+") self.Level:SetTextColor(color.r, color.g, color.b) elseif typ=="elite" then self.Level:SetText(lvl.."+") self.Level:SetTextColor(color.r, color.g, color.b) elseif typ=="rare" then self.Level:SetText(lvl.."r") self.Level:SetTextColor(color.r, color.g, color.b) else if UnitIsConnected(unit) == 1 then self.Level:SetText(lvl) else self.Level:SetText("??") end if(not UnitIsPlayer(unit)) then self.Level:SetTextColor(color.r, color.g, color.b) else local _, class = UnitClass(unit) color = self.colors.class[class] self.Level:SetTextColor(color[1], color[2], color[3]) end end end -- name update -- --------------------------------------------------------------------------- local updateName = function(self, event, unit) if(self.unit ~= unit) then return end local name = UnitName(unit) self.Name:SetText(name) if unit=="targettarget" then local totName = UnitName(unit) local pName = UnitName("player") else self.Name:SetTextColor(1,1,1) end if unit=="target" then -- Show level value on targets only updateLevel(self, unit, name) end if(self:GetParent():GetName():match"oUF_Raid") then -- Shorting Names in Raidframes self.Name:SetText(string.sub(name,1,4)) end end -- health update -- --------------------------------------------------------------------------- local updateHealth = function(self, event, unit, bar, min, max) local cur, maxhp = min, max local missing = maxhp-cur local d = floor(cur/maxhp*100) if(UnitIsDead(unit)) then bar:SetValue(0) bar.value:SetText"DEAD" elseif(UnitIsGhost(unit)) then bar:SetValue(0) bar.value:SetText"GHOST" elseif(not UnitIsConnected(unit)) then bar.value:SetText"D/C" elseif bar.value:SetText" " then elseif(unit == "player") then if(min ~= max) then bar.value:SetText("|cffB62220".."-"..numberize(missing) .."|r." .."|cff9EBF56"..numberize(cur) .."|r.".. d.."%") else bar.value:SetText(" ") end elseif(unit == "targettarget") then bar.value:SetText(d.."%") elseif(unit == "target") then if(d < 100) then bar.value:SetText("|cffB62220".."-"..numberize(missing) .."|r." .."|cff9EBF56"..numberize(cur) .."|r.".. d.."%") else bar.value:SetText("|cff9EBF56"..numberize(cur)) end elseif(self:GetParent():GetName():match"oUF_Raid") then if(d < 100) then bar.value:SetText("|cffFFFFFF".."-"..numberize_raid(missing)) else bar.value:SetText(" ") end elseif(min == max) then if unit == "pet" then bar.value:SetText(" ") end else if((max-min) < max) then if unit == "pet" then bar.value:SetText("|cffB62220".."-"..missing) end end end self:UNIT_NAME_UPDATE(event, unit) end -- druid mana -- --------------------------------------------------------------------------- local function UpdateDruidPower(self) local ptype = UnitPowerType("player") if(ptype ~= 0) then local min = UnitPower("player",0) local max = UnitPowerMax("player",0) self.DruidPower:SetMinMaxValues(0, max) self.DruidPower:SetValue(min) self.DruidPower:SetStatusBarColor(unpack(self.colors.power["MANA"])) self.DruidPower.percent:SetText(min.." . "..max.." . "..floor(min / max * 100).."%") if color then self.DruidPower.percent:SetTextColor(0.76, 0.94, 0.96) else self.DruidPower.percent:SetTextColor(0.76, 0.94, 0.96) end if(min ~= max) then self.DruidPower:SetMinMaxValues(0, max) self.DruidPower:SetValue(min) self.DruidPower:SetAlpha(0.8) else self.DruidPower:SetAlpha(0) end else local min = UnitPower("player",3) local max = UnitPowerMax("player",3) self.DruidPower:SetStatusBarColor(unpack(self.colors.power["ENERGY"])) self.DruidPower.percent:SetText() self.DruidPower:SetAlpha(0) end end -- power update -- --------------------------------------------------------------------------- local updatePower = function(self, event, unit, bar, min, max) if UnitIsPlayer(unit)==nil then bar.value:SetText() else local _, ptype = UnitPowerType(unit) local color = oUF.colors.power[ptype] if(min==0) then bar.value:SetText() elseif(UnitIsDead(unit) or UnitIsGhost(unit)) then bar:SetValue(0) elseif(not UnitIsConnected(unit)) then bar.value:SetText() elseif unit=="player" then if((max-min) > 0) then bar.value:SetText(min) if color then bar.value:SetTextColor(color[1], color[2], color[3]) else bar.value:SetTextColor(0.76, 0.94, 0.96) end elseif(min==max) then bar.value:SetText("") else bar.value:SetText(min) if color then bar.value:SetTextColor(color[1], color[2], color[3]) else bar.value:SetTextColor(0.76, 0.94, 0.96) end end else if((max-min) > 0) then bar.value:SetText(min) if color then bar.value:SetTextColor(color[1], color[2], color[3]) else bar.value:SetTextColor(0.76, 0.94, 0.96) end else bar.value:SetText(min) if color then bar.value:SetTextColor(color[1], color[2], color[3]) else bar.value:SetTextColor(0.76, 0.94, 0.96) end end end end end -- weaponenchant borders. -- ----------------------------------------------------------------------- local enchantIcon = function(self, button, icons) button.icon:SetTexCoord(.07, .93, .07, .93) button.icon:SetPoint("TOPLEFT", button, "TOPLEFT", 1, -1) button.icon:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", -1, 1) button.overlay:SetTexture(frameborder) button.overlay:SetTexCoord(0, 1, 0, 1) button.overlay.Hide = function(self) self:SetVertexColor(0.5, 0.5, 0.5) end button.cd:SetReverse() button.cd:SetPoint("TOPLEFT", button, "TOPLEFT", 2, -2) button.cd:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", -2, 2) end -- aura reskin -- --------------------------------------------------------------------------- local auraIcon = function(self, button, icons) icons.showDebuffType = true -- show debuff border type color button.icon:SetTexCoord(.07, .93, .07, .93) button.icon:SetPoint("TOPLEFT", button, "TOPLEFT", 1, -1) button.icon:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", -1, 1) button.overlay:SetTexture(frameborder) button.overlay:SetTexCoord(0, 1, 0, 1) button.overlay.Hide = function(self) self:SetVertexColor(0.5, 0.5, 0.5) end button.cd:SetReverse() button.cd:SetPoint("TOPLEFT", button, "TOPLEFT", 2, -2) button.cd:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", -2, 2) end --- Mirror Timers Border hide-- MirrorTimer1Border:Hide() MirrorTimer2Border:Hide() MirrorTimer3Border:Hide() -- MoveableFrames support for raid and party -- -- Founded after hours of searching and reading -- -- credits goes to Bruners and Derkyle -- -- This is maybe not better way but after some testing seems to work :)-- --[[ - disabled-- because of oUF_MovableFrames -- local eventFrame = CreateFrame("Frame", nil, UIParent) eventFrame:RegisterEvent("PLAYER_LOGIN") eventFrame:SetScript("OnEvent", function(self, event, ...) if event == "PLAYER_LOGIN" then if IsAddOnLoaded("oUF_MoveableFrames") then oUF_MoveableFrames_HEADER("oUF_Raid1", "Raid Frames") oUF_MoveableFrames_HEADER("oUF_Party", "Party Frames") end end end) --]] -- Layout -- --------------------------------------------------------------------------- local func = function(self, unit) self.menu = menu -- Enable menu self:SetScript("OnEnter", UnitFrame_OnEnter) self:SetScript("OnLeave", UnitFrame_OnLeave) self:RegisterForClicks"anyup" self:SetAttribute("*type2", "menu") self.disallowVehicleSwap = true -- background -- ---------------------------------------------------------------------------- self:SetBackdrop{ bgFile = "Interface\\ChatFrame\\ChatFrameBackground", tile = true, tileSize = 16, insets = {left = -2, right = -2, top = -2, bottom = -2}, } self:SetBackdropColor(0,0,0,0.7) -- and color the backgrounds local hgwdb = 13 --- border resize. -- border -- -------------------------------------------------------------------------- local TopLeft = self:CreateTexture(nil, "OVERLAY") TopLeft:SetTexture(frameborder) TopLeft:SetTexCoord(0, 1/3, 0, 1/3) TopLeft:SetPoint("TOPLEFT", self, TopLeftBorder_x, TopLeftBorder_y) TopLeft:SetWidth(hgwdb) TopLeft:SetHeight(hgwdb) TopLeft:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local TopRight = self:CreateTexture(nil, "OVERLAY") TopRight:SetTexture(frameborder) TopRight:SetTexCoord(2/3, 1, 0, 1/3) TopRight:SetPoint("TOPRIGHT", self, TopRightBorder_x, TopRightBorder_y) TopRight:SetWidth(hgwdb) TopRight:SetHeight(hgwdb) TopRight:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local BottomLeft = self:CreateTexture(nil, "OVERLAY") BottomLeft:SetTexture(frameborder) BottomLeft:SetTexCoord(0, 1/3, 2/3, 1) BottomLeft:SetPoint("BOTTOMLEFT", self, BottomLeftBorder_x, BottomLeftBorder_y) BottomLeft:SetWidth(hgwdb) BottomLeft:SetHeight(hgwdb) BottomLeft:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local BottomRight = self:CreateTexture(nil, "OVERLAY") BottomRight:SetTexture(frameborder) BottomRight:SetTexCoord(2/3, 1, 2/3, 1) BottomRight:SetPoint("BOTTOMRIGHT", self, BottomRightBorder_x, BottomRightBorder_y) BottomRight:SetWidth(hgwdb) BottomRight:SetHeight(hgwdb) BottomRight:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local TopEdge = self:CreateTexture(nil, "OVERLAY") TopEdge:SetTexture(frameborder) TopEdge:SetTexCoord(1/3, 2/3, 0, 1/3) TopEdge:SetPoint("TOPLEFT", TopLeft, "TOPRIGHT") TopEdge:SetPoint("TOPRIGHT", TopRight, "TOPLEFT") TopEdge:SetHeight(hgwdb) TopEdge:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local BottomEdge = self:CreateTexture(nil, "OVERLAY") BottomEdge:SetTexture(frameborder) BottomEdge:SetTexCoord(1/3, 2/3, 2/3, 1) BottomEdge:SetPoint("BOTTOMLEFT", BottomLeft, "BOTTOMRIGHT") BottomEdge:SetPoint("BOTTOMRIGHT", BottomRight, "BOTTOMLEFT") BottomEdge:SetHeight(hgwdb) BottomEdge:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local LeftEdge = self:CreateTexture(nil, "OVERLAY") LeftEdge:SetTexture(frameborder) LeftEdge:SetTexCoord(0, 1/3, 1/3, 2/3) LeftEdge:SetPoint("TOPLEFT", TopLeft, "BOTTOMLEFT") LeftEdge:SetPoint("BOTTOMLEFT", BottomLeft, "TOPLEFT") LeftEdge:SetWidth(hgwdb) LeftEdge:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local RightEdge = self:CreateTexture(nil, "OVERLAY") RightEdge:SetTexture(frameborder) RightEdge:SetTexCoord(2/3, 1, 1/3, 2/3) RightEdge:SetPoint("TOPRIGHT", TopRight, "BOTTOMRIGHT") RightEdge:SetPoint("BOTTOMRIGHT", BottomRight, "TOPRIGHT") RightEdge:SetWidth(hgwdb) RightEdge:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) -- healthbar -- ----------------------------------------------------------- self.Health = CreateFrame"StatusBar" self.Health:SetStatusBarTexture(bartex) self.Health:SetParent(self) self.Health:SetPoint"TOP" self.Health:SetPoint"LEFT" self.Health:SetPoint"RIGHT" self.Health:SetFrameLevel(1) self.Health.frequentUpdates = true -- healthbar background -- ----------------------------------------------------------- self.Health.bg = self.Health:CreateTexture(nil, "BORDER") self.Health.bg:SetAllPoints(self.Health) self.Health.bg:SetTexture(bartex) self.Health.bg:SetAlpha(0.40) -- healthbar text -- ---------------------------------------------------------------- self.Health.value = self.Health:CreateFontString(nil, "OVERLAY") self.Health.value:SetPoint("RIGHT", 0, 13) self.Health.value:SetFont(font, fontsize, "THINOUTLINE") self.Health.value:SetTextColor(1,1,1) self.Health.value:SetShadowOffset(0, 0) -- healthbar functions -- --------------------------------------- self.Health.colorClass = true self.Health.colorReaction = true self.Health.colorDisconnected = true self.Health.colorTapping = true self.PostUpdateHealth = updateHealth -- powerbar -- --------------------------------------------- self.Power = CreateFrame"StatusBar" self.Power:SetStatusBarTexture(bartex2) self.Power:SetParent(self) self.Power:SetPoint"LEFT" self.Power:SetPoint"RIGHT" self.Power:SetPoint("TOP", self.Health, "BOTTOM", 0, -1) self.Power.frequentUpdates = true self.Power:SetFrameLevel(1) -- powerbar background -- -------------------------------------------------------------- self.Power.bg = self.Power:CreateTexture(nil, "BORDER") self.Power.bg:SetAllPoints(self.Power) self.Power.bg:SetTexture(bartex2) self.Power.bg:SetAlpha(0.40) -- powerbar text -- --------------------------------------------------------------- self.Power.value = self.Power:CreateFontString(nil, "OVERLAY") self.Power.value:SetPoint("TOPLEFT", self.Health, 0, 0) self.Power.value:SetFont(font, fontsize, "THINOUTLINE") self.Power.value:SetTextColor(1, 1, 1) self.Power.value:SetShadowOffset(0, 0) self.Power.value:Show() -- powerbar functions -- ----------------------------------------- self.Power.colorTapping = true self.Power.colorDisconnected = true self.Power.colorClass = true self.Power.colorPower = true self.Power.colorHappiness = false self.PostUpdatePower = updatePower -- names -- ---------------------------------------------------------- self.Name = self.Health:CreateFontString(nil, "OVERLAY") self.Name:SetPoint("TOPLEFT", self.Health, 0, 0) self.Name:SetJustifyH("LEFT") self.Name:SetFont(font, fontsize, "THINOUTLINE") self.Name:SetShadowOffset(0, 0) self.UNIT_NAME_UPDATE = updateName -- level -- --------------------------------------------------------- self.Level = self.Health:CreateFontString(nil, "OVERLAY") self.Level:SetPoint("TOPLEFT", self.Health, 0, 0) self.Level:SetJustifyH("LEFT") self.Level:SetFont(font, fontsize, "THINOUTLINE") self.Level:SetTextColor(1,1,1) self.Level:SetShadowOffset(0, 0) self.UNIT_LEVEL = updateLevel -- oUF_ReadyCheck support ------------------------------------------------------------------ if unit=="player" or (self:GetParent():GetName():match"oUF_Party") or (self:GetParent():GetName():match"oUF_Raid") then self.ReadyCheck = self.Health:CreateTexture(nil, "OVERLAY") self.ReadyCheck:SetPoint("CENTER", self, "CENTER") self.ReadyCheck:SetHeight(20) self.ReadyCheck:SetWidth(20) end -- Combat Feedback for all frames -- ---------------------------------------------------------- local cbft = self.Health:CreateFontString(nil, "OVERLAY") cbft:SetPoint("CENTER", self.Health, "CENTER", 0, -5) cbft:SetFontObject(GameFontNormal) self.CombatFeedbackText = cbft self.CombatFeedbackText:SetFont(font, 14, "THINOUTLINE") -- oUF_SpellRange,oUF_Smooth,oUF_MoveableFrames support. ---------------------------------------------------------------------------------------------------------------- if(unit) or (self:GetParent():GetName():match"oUF_Raid") or (self:GetParent():GetName():match"oUF_Party") then self.SpellRange = true; -- fadeout if units are out of range self.inRangeAlpha = 1.0; -- Frame alpha when in range self.outsideRangeAlpha = 0.5; -- Frame alpha when out of range self.Power.Smooth = true self.Health.Smooth = true --self.MoveableFrames = true -- disabled end ---- oUF_DebuffHighlight support - highlight -- ----------------------------------------------------------------------------------------------------------- if (unit) or (self:GetParent():GetName():match"oUF_Raid") or (self:GetParent():GetName():match"oUF_Party") then self.DebuffHighlight = self:CreateTexture(nil, "OVERLAY") self.DebuffHighlight:SetPoint("TOPLEFT",self,"TOPLEFT",-1, 1) self.DebuffHighlight:SetPoint("BOTTOMRIGHT",self,"BOTTOMRIGHT",1, -1) self.DebuffHighlight:SetTexture(frameborder) self.DebuffHighlight:SetVertexColor(0, 0, 0, 0) self.DebuffHighlight:SetBlendMode("BLEND") self.DebuffHighlightAlpha = 0.30 self.DebuffHighlightFilter = true end --[[ --Ouf Healcomm Support-- not tested -- self.HealCommBar = CreateFrame("StatusBar", nil, self.Health) self.HealCommBar:SetHeight(0) self.HealCommBar:SetWidth(0) self.HealCommBar:SetStatusBarTexture(self.Health:GetStatusBarTexture():GetTexture()) self.HealCommBar:SetStatusBarColor(0, 1, 0, 0.25) self.HealCommBar:SetPoint("CENTER", self.Health, "CENTER") self.HealCommText = self.Health:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmallRight") self.HealCommText:SetTextColor(0, 1, 0) self.HealCommText:SetPoint("RIGHT", health, "LEFT", -5, 0) -- optional routine override to format the text display self.HealCommTextFormat = shortVal self.HealCommOthersOnly = false self.allowHealCommOverflow = true -- show overhealing --]] -- raid target icons for all frames ------------------------------------------------------------------------------------------------------------------------------------------------------ if (unit) or (self:GetParent():GetName():match"oUF_Raid") or (self:GetParent():GetName():match"oUF_Party") then self.RaidIcon = self.Health:CreateTexture(nil, "OVERLAY") self.RaidIcon:SetHeight(20) self.RaidIcon:SetWidth(20) self.RaidIcon:SetPoint("CENTER", self, 0, 21) self.RaidIcon:SetTexture"Interface\\TargetingFrame\\UI-RaidTargetingIcons" end -- player -- ------------------------------------------------------------ if unit=="player" then self.Name:Hide() -- hiding self name self.Power.value:Show() self.Power.value:SetPoint("TOPLEFT", self.Health, 0, -25) self.Power.value:SetJustifyH("LEFT") self.Level:Hide() --hiding self level self.Health.value:SetFont(font, 16, "OUTLINE") self.ignoreBanzai = true --self.ignoreDruidHots = true self.BarFade = true --Buffs-- if(unit=="player" and DisableBuffs==false) then BuffFrame:Hide() TemporaryEnchantFrame:Hide() -- Player buffs will replace standart frames-- self.Buffs = CreateFrame("Frame", nil, self) self.Buffs:SetPoint("TOPRIGHT", Minimap, "TOPLEFT", -30, 3) self.Buffs.initialAnchor = "TOPRIGHT" self.Buffs["growth-x"] = "LEFT" self.Buffs["growth-y"] = "DOWN" self.Buffs.size = 35 -- size self.Buffs:SetHeight(self.Buffs.size) self.Buffs:SetWidth(self.Buffs.size*16) self.Buffs.num = 40 -- numbers self.Buffs.spacing = 4 -- Debuffs -- self.Debuffs = CreateFrame("Frame", nil, self) self.Debuffs:SetPoint("TOP", self.Buffs, "BOTTOM", 0, -55) self.Debuffs.initialAnchor = "TOPRIGHT" self.Debuffs.size = 35 --size self.Debuffs:SetHeight(self.Debuffs.size) self.Debuffs:SetWidth(self.Debuffs.size*16) self.Debuffs["growth-x"] = "LEFT" self.Debuffs["growth-y"] = "DOWN" self.Debuffs.num = 40 -- numbers self.Debuffs.spacing = 4 --- ouf weapon enchant -- if IsAddOnLoaded("oUF_WeaponEnchant") then self.Enchant = CreateFrame("Frame", nil, self) self.Enchant.size = 35 self.Enchant:SetHeight(self.Enchant.size) self.Enchant:SetWidth(self.Enchant.size*2) self.Enchant:SetPoint("BOTTOMLEFT", Minimap, 0, -70) self.Enchant.spacing = 4 self.Enchant.initialAnchor = "TOPLEFT" self.Enchant["growth-x"] = "RIGHT" self.Enchant.showCD = false end end -- Combat icon -- ------------------------------------------------------------ if unit=="player" or unit=="target" then self.Combat = self.Health:CreateTexture(nil, "OVERLAY") self.Combat:SetHeight(12) self.Combat:SetWidth(12) self.Combat:SetPoint("TOPLEFT", self, 22, 17) self.Combat:SetTexture("Interface\\CharacterFrame\\UI-StateIcon") self.Combat:SetTexCoord(0.58, 0.90, 0.08, 0.41) end -- leader,masterloot,asistant icon-- --------------------------------------------------------------- if unit=="player" or unit=="target" or (self:GetParent():GetName():match"oUF_Party") or (self:GetParent():GetName():match"oUF_Raid") then self.Leader = self.Health:CreateTexture(nil, "OVERLAY") self.Leader:SetHeight(13) self.Leader:SetWidth(13) self.Leader:SetPoint("BOTTOMLEFT", self, 0, -2) self.Leader:SetTexture"Interface\\GroupFrame\\UI-Group-LeaderIcon" self.MasterLooter = self.Health:CreateTexture(nil, "OVERLAY") self.MasterLooter:SetHeight(13) self.MasterLooter:SetWidth(13) self.MasterLooter:SetPoint("BOTTOMLEFT", self, -1, 10) self.Assistant = self.Health:CreateTexture(nil, "OVERLAY") self.Assistant:SetHeight(13) self.Assistant:SetWidth(13) self.Assistant:SetPoint("BOTTOMLEFT",self, 0, -2) end -- resting icon -- if unit=="player" then self.Resting = self.Health:CreateTexture(nil, "OVERLAY") self.Resting:SetHeight(14) self.Resting:SetWidth(14) self.Resting:SetPoint('TOPLEFT', self, 0, 2) self.Resting:SetTexture("Interface\\CharacterFrame\\UI-StateIcon") self.Resting:SetTexCoord(0, 0.5, 0, 0.4) --LFD icon for player -- self.LFDRole = self.Health:CreateTexture(nil, "OVERLAY") self.LFDRole:SetHeight(18) self.LFDRole:SetWidth(18) self.LFDRole:SetPoint("BOTTOMRIGHT", self, 24, 0) self.LFDRole:SetTexture("Interface\LFGFrame\UI-LFG-ICON-PORTRAITROLES") self.LFDRole:SetTexCoord(0, 0.5, 0, 0.4) end -- swing support -- not working dont know why if unit=="player" and playerClass=="HUNTER" then if IsAddOnLoaded("oUF_Swing") then self.Swing = CreateFrame("StatusBar", nil, self) self.Swing:SetPoint("CENTER", UIParent, "CENTER", 0, -1) self.Swing:SetStatusBarTexture(bartex) self.Swing:SetStatusBarColor(0.75, 0.75, 0.75) self.Swing:SetHeight(3) self.Swing:SetWidth(220) self.Swing.disableMelee = true self.Swing:SetFrameLevel(1) self.Swing.Text = self.Swing:CreateFontString(nil, "OVERLAY") self.Swing.Text:SetFont(font, fontsize-3, "OUTLINE") self.Swing.Text:SetPoint("CENTER", self.Swing, 0, -10) end end end -- pet -- --------------------------------------- if unit=="pet" then self.Power.value:Hide() self.Level:Hide() self.Name:Show() self.Name:SetPoint("TOPLEFT", self.Health, 0, -25) self.Name:SetWidth(95) self.Health.value:SetFont(font, 12, "THINOUTLINE") self.ignoreDruidHots = true self.BarFade = true if playerClass=="HUNTER" then self.Health.colorReaction = false self.Health.colorClass = false self.Health.colorHappiness = true end end -- target -- --------------------------------------- if unit=="target" then self.Power.value:Hide() self.Level:SetPoint("TOPLEFT", self.Health, 0, -25) self.Name:SetPoint("TOPLEFT", self.Level, "TOPRIGHT", 3, 0) self.Name:SetWidth(200) self.Health.value:SetFont(font, 16, "THINOUTLINE") --self.ignoreDruidHots = true -- combo points -- ------------------------------------------------------- if playerClass == "ROGUE" or playerClass == "DRUID" then self.CPoints = self:CreateFontString(nil, "OVERLAY") self.CPoints:SetPoint("RIGHT", self, "RIGHT", 35, 0) self.CPoints:SetFont(font, 28, "THINOUTLINE") self.CPoints:SetTextColor(1, 0.81, 0) self.CPoints:SetShadowOffset(0, 0) self.CPoints:SetJustifyH"RIGHT" end -- auras -- --------------------------------------------------- self.Auras = CreateFrame("Frame", nil, self) self.Auras.size = 30 self.Auras.gap = true self.Auras:SetHeight(self.Auras.size) self.Auras:SetWidth(self.Auras.size * 7) self.Auras:SetPoint("TOPLEFT", self, "BOTTOMLEFT", 0, -40) self.Auras.initialAnchor = "TOPLEFT" self.Auras["growth-x"] = "RIGHT" self.Auras["growth-y"] = "DOWN" self.Auras.numBuffs = 40 self.Auras.numDebuffs = 40 self.Auras.spacing = 3 end -- target of target ,focus and focus target -- -------------------------------------------------------------------- if unit=="targettarget" or unit=="focus" or unit=="focustarget" then self.Power.value:Hide() -- hiding targettarget focus and focus target value self.Name:SetPoint("TOPLEFT", self.Health, 0, -25) self.Name:SetWidth(80) self.Health.value:SetFont(font, 16, "THINOUTLINE") self.ignoreDruidHots = true end -- player,target,pet and focus castbar -- ------------------------------------------------------------------- if unit == "player" or unit =="target" or unit =="focus" or unit == "pet" then self.Castbar = CreateFrame("StatusBar", nil, self) self.Castbar:SetStatusBarTexture(bartex) if(unit == "player") then local _, class = UnitClass(unit) color = self.colors.class[class] self.Castbar:SetStatusBarColor(color[1], color[2], color[3]) self.Castbar:SetHeight(16) self.Castbar:SetWidth(220) self.Castbar:SetBackdrop{ bgFile = "Interface\\ChatFrame\\ChatFrameBackground", tile = true, tileSize = 16, insets = {left = -2, right = -2, top = -2, bottom = -2}} self.Castbar.SafeZone = self.Castbar:CreateTexture(nil,"OVERLAY") self.Castbar.SafeZone:SetTexture(bartex) self.Castbar.SafeZone:SetVertexColor(0.75,0.1,0.1,0.6) self.Castbar.SafeZone:SetPoint("TOPRIGHT") self.Castbar.SafeZone:SetPoint("BOTTOMRIGHT") self.Castbar:SetPoint("CENTER", UIParent, "CENTER", playerCastBar_x, playerCastBar_y) else self.Castbar:SetStatusBarColor(0.80, 0.01, 0) self.Castbar:SetHeight(16) self.Castbar:SetWidth(220) self.Castbar:SetBackdrop{ bgFile = "Interface\\ChatFrame\\ChatFrameBackground", tile = true, tileSize = 16, insets = {left = -2, right = -2, top = -2, bottom = -2}} self.Castbar:SetPoint("CENTER", UIParent, "CENTER", targetCastBar_x, targetCastBar_y) if (unit == "focus") then self.Castbar:SetStatusBarColor(1, 0.38, 0.01) self.Castbar:SetPoint("CENTER", UIParent, "CENTER", focusCastBar_x, focusCastBar_y) end if (unit == "pet") then self.Castbar:SetStatusBarColor(0.55, 0.87, 0.51) self.Castbar:SetPoint("CENTER", UIParent, "CENTER", petCastBar_x, petCastBar_y) end end self.Castbar:SetBackdropColor(0, 0, 0, 0.5) self.Castbar.Text = self.Castbar:CreateFontString(nil, "OVERLAY") self.Castbar.Text:SetPoint("LEFT", self.Castbar, 0, -20) self.Castbar.Text:SetFont(font, fontsize, "THINOUTLINE") self.Castbar.Text:SetShadowOffset(0, 0) self.Castbar.Text:SetTextColor(1, 1, 1) self.Castbar.Text:SetJustifyH("LEFT") self.Castbar.Time = self.Castbar:CreateFontString(nil, "OVERLAY") self.Castbar.Time:SetPoint("RIGHT", self.Castbar, 0, -20) self.Castbar.Time:SetFont(font, fontsize, "THINOUTLINE") self.Castbar.Time:SetTextColor(1, 1, 1) self.Castbar.Time:SetJustifyH("RIGHT") -- Castbar frameborder -- ------------------------------------------------------------- local TopLeft = self.Castbar:CreateTexture(nil, "OVERLAY") TopLeft:SetTexture(frameborder) TopLeft:SetTexCoord(0, 1/3, 0, 1/3) TopLeft:SetPoint("TOPLEFT", -3, 3) TopLeft:SetWidth(14) TopLeft:SetHeight(14) TopLeft:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local TopRight = self.Castbar:CreateTexture(nil, "OVERLAY") TopRight:SetTexture(frameborder) TopRight:SetTexCoord(2/3, 1, 0, 1/3) TopRight:SetPoint("TOPRIGHT", 3, 3) TopRight:SetWidth(14) TopRight:SetHeight(14) TopRight:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local BottomLeft = self.Castbar:CreateTexture(nil, "OVERLAY") BottomLeft:SetTexture(frameborder) BottomLeft:SetTexCoord(0, 1/3, 2/3, 1) BottomLeft:SetPoint("BOTTOMLEFT", -3, -3) BottomLeft:SetWidth(14) BottomLeft:SetHeight(14) BottomLeft:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local BottomRight = self.Castbar:CreateTexture(nil, "OVERLAY") BottomRight:SetTexture(frameborder) BottomRight:SetTexCoord(2/3, 1, 2/3, 1) BottomRight:SetPoint("BOTTOMRIGHT", 3, -3) BottomRight:SetWidth(14) BottomRight:SetHeight(14) BottomRight:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local TopEdge = self.Castbar:CreateTexture(nil, "OVERLAY") TopEdge:SetTexture(frameborder) TopEdge:SetTexCoord(1/3, 2/3, 0, 1/3) TopEdge:SetPoint("TOPLEFT", TopLeft, "TOPRIGHT") TopEdge:SetPoint("TOPRIGHT", TopRight, "TOPLEFT") TopEdge:SetHeight(14) TopEdge:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local BottomEdge = self.Castbar:CreateTexture(nil, "OVERLAY") BottomEdge:SetTexture(frameborder) BottomEdge:SetTexCoord(1/3, 2/3, 2/3, 1) BottomEdge:SetPoint("BOTTOMLEFT", BottomLeft, "BOTTOMRIGHT") BottomEdge:SetPoint("BOTTOMRIGHT", BottomRight, "BOTTOMLEFT") BottomEdge:SetHeight(14) BottomEdge:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local LeftEdge = self.Castbar:CreateTexture(nil, "OVERLAY") LeftEdge:SetTexture(frameborder) LeftEdge:SetTexCoord(0, 1/3, 1/3, 2/3) LeftEdge:SetPoint("TOPLEFT", TopLeft, "BOTTOMLEFT") LeftEdge:SetPoint("BOTTOMLEFT", BottomLeft, "TOPLEFT") LeftEdge:SetWidth(14) LeftEdge:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) local RightEdge = self.Castbar:CreateTexture(nil, "OVERLAY") RightEdge:SetTexture(frameborder) RightEdge:SetTexCoord(2/3, 1, 1/3, 2/3) RightEdge:SetPoint("TOPRIGHT", TopRight, "BOTTOMRIGHT") RightEdge:SetPoint("BOTTOMRIGHT", BottomRight, "TOPRIGHT") RightEdge:SetWidth(14) RightEdge:SetVertexColor(color_rb,color_gb,color_bb,alpha_fb) end -- party -- --------------------------------------- if (self:GetParent():GetName():match"oUF_Party") then self.Power.value:Hide() -- hiding party power value self.Name:SetPoint("TOPLEFT", self.Health, 0, -25) self.Name:SetWidth(150) self.Health:SetFrameLevel(2) self.Power:SetFrameLevel(2) self.ignoreDruidHots = true --lfd icon -- self.LFDRole = self.Health:CreateTexture(nil, "OVERLAY") self.LFDRole:SetHeight(18) self.LFDRole:SetWidth(18) self.LFDRole:SetPoint("RIGHT", self, 24, 0) self.LFDRole:SetTexture("Interface\LFGFrame\UI-LFG-ICON-PORTRAITROLES") self.LFDRole:SetTexCoord(0, 0.5, 0, 0.4) -- auras -- -------------------------------------------------------- self.Auras = CreateFrame("Frame", nil, self) -- auras self.Auras.buffFilter= "HELPFUL|RAID" self.Auras.size = 20 self.Auras.gap = true self.Auras:SetHeight(self.Auras.size) self.Auras:SetWidth(self.Auras.size * 7) self.Auras:SetPoint("BOTTOMLEFT", self, "TOPLEFT", -2, 7) self.Auras.initialAnchor = "BOTTOMLEFT" self.Auras.numBuffs = 4 self.Auras.numDebuffs = 3 self.Auras.spacing = 3 end -- partypets --------------------------------------- if (unit and unit:find("partypet%d")) then self.Power.value:Hide() -- hiding partypets power value self.Name:SetPoint("TOPLEFT", self.Health, 0, -25) self.Name:SetWidth(95) self.Health:SetFrameLevel(1) self.Power:SetFrameLevel(1) self.Health.value:SetFont(font, 12, "OUTLINE") self.ignoreDruidHots = true -- auras ------------------------------------------------------ self.Auras = CreateFrame("Frame", nil, self) self.Auras.buffFilter= "HELPFUL|RAID" self.Auras.size = 18 self.Auras.gap = true self.Auras:SetHeight(self.Auras.size) self.Auras:SetWidth(self.Auras.size * 4) self.Auras:SetPoint("BOTTOMLEFT", self, "TOPLEFT", -2, 7) self.Auras.initialAnchor = "BOTTOMLEFT" self.Auras.numBuffs = 4 self.Auras.numDebuffs = 2 self.Auras.spacing = 3 end -- Raid -- --------------------------------------- if (self:GetParent():GetName():match"oUF_Raid") then self.Power:Hide() self.Health:SetFrameLevel(2) self.Power:SetFrameLevel(2) self.Power.value:Hide() self.Name:SetFont(font, raidfontsize, "THINOUTLINE") self.Name:SetPoint("TOPLEFT", self.Health, 2, -2) self.Health.value:SetFont(font, raidfontsize, "THINOUTLINE") self.Health.value:SetPoint("BOTTOM", self.Health, 2, 2) -- Combat Feedback for raid -- ---------------------------------------------------------------------------------- self.CombatFeedbackText:SetFont(font, 10, "THINOUTLINE") self.CombatFeedbackText:SetPoint("CENTER", self.Health, "CENTER", 0, 0) self.CombatFeedbackText.ignoreImmune = true -- ignore 'immune' reports self.CombatFeedbackText.ignoreDamage = true -- ignore damage hits, blocks, misses, parries etc. self.CombatFeedbackText.ignoreEnergize = true -- ignore energize events self.CombatFeedbackText.ignoreOther = true -- ignore everything else end -- fading for party and raid -- ----------------------------------------------------------------------------------------------- if (not unit or unit:find("partypet%d") or unit == "pet") then -- fadeout if units are out of range self.Range = true -- true to make party/raid frames fade out if not in your range self.inRangeAlpha = 1.0 -- what alpha if IN range self.outsideRangeAlpha = 0.5 -- the alpha it will fade out to if not in range end -- custom aura textures -- --------------------------------------------------------- self.PostCreateAuraIcon = auraIcon self.SetAuraPosition = auraOffset self.PostCreateEnchantIcon = enchantIcon self.PostUpdateEnchantIcons = enchantUpdateIcons -- this sections is a part of hard learning , fix taint error -- frame sizes -- forgotten druid mana bar.lol, total mess -- -------------------------.--------------------------------------------------------------------------------------------------------------- if unit=="player" or unit == "target" then self:SetAttribute ("initial-height", 20) self:SetAttribute("initial-width", 220) self.Health:SetHeight(14) self.Power:SetHeight(5) -- Druid Mana bar-- if unit=="player" and playerClass=="DRUID" then self:SetAttribute ("initial-height", 23) self.Power.value:SetPoint("TOPLEFT", self.Health, 0, -28) self.DruidPower = CreateFrame"StatusBar" self.DruidPower:SetStatusBarTexture(bartex2) self.DruidPower:SetPoint("TOPLEFT", self.Power,"BOTTOMLEFT", 0, -1) self.DruidPower:SetHeight(3) self.DruidPower:SetWidth(143) self.DruidPower.Smooth = true self.DruidPower:SetFrameLevel(1) self.DruidPower.bg = self.DruidPower:CreateTexture(nil, "BORDER") self.DruidPower.bg:SetAllPoints(self.DruidPower) self.DruidPower.bg:SetTexture(bartex2) self.DruidPower.bg:SetWidth(143) self.DruidPower.bg:SetAlpha(0.40) self.DruidPower.percent = self.DruidPower:CreateFontString(nil, "OVERLAY") self.DruidPower.percent:SetPoint("TOPRIGHT", self.Health, 0, -28) self.DruidPower.percent:SetFont(font, fontsize-3, "THINOUTLINE") self.DruidPower.percent:SetTextColor(1,1,1) self.DruidPower.percent:SetShadowOffset(0, 0) self:RegisterEvent("UNIT_MANA", UpdateDruidPower) self:RegisterEvent("UNIT_ENERGY", UpdateDruidPower) self:RegisterEvent("PLAYER_LOGIN", UpdateDruidPower) end elseif unit=="targettarget" or unit=="focus" or unit=="focustarget" or unit=="pet" or (unit and unit:find("partypet%d")) then self:SetAttribute("initial-height", 20 ) self:SetAttribute("initial-width", 84) self.Health:SetHeight(14) self.Power:SetHeight(5) elseif(self:GetParent():GetName():match"oUF_Party") then self:SetAttribute("initial-height", 20) self:SetAttribute("initial-width", 200) self.Health:SetWidth(180) self.Power:SetWidth(180) elseif(self:GetParent():GetName():match"oUF_Raid") then self:SetAttribute("initial-height", 45) self:SetAttribute("initial-width", 45) self.Health:SetHeight(45) self.Power:SetHeight(45) end end -- Frames Spawn -- ------------------------------------------------------------------------ -- normal frames -- ------------------------------------------------------------------------ oUF:RegisterStyle("oUF_Experiment", func) oUF:SetActiveStyle("oUF_Experiment") local player = oUF:Spawn("player", "oUF_Player") player:SetPoint("TOPLEFT", 20, -25) local target = oUF:Spawn("target", "oUF_Target") target:SetPoint("TOPLEFT", 320, -25) local pet = oUF:Spawn("pet", "oUF_Pet") pet:SetPoint("TOPLEFT", player, 0, -55) local tot = oUF:Spawn("targettarget", "oUF_TargetTarget") tot:SetPoint("LEFT", target, 300, 0) local focus = oUF:Spawn("focus", "oUF_Focus") focus:SetPoint("TOPRIGHT", player, 0, -55) local focustarget = oUF:Spawn("focustarget", "oUF_FocusTarget") focustarget:SetPoint("BOTTOM", focus, 0, -85) -- party -- --------------------------------------------------------------------- local party = oUF:Spawn("header", "oUF_Party") party:SetManyAttributes("showParty", true, "yOffset", -150) party:SetPoint("TOPLEFT", player, 0, -250) party:Show() -- partypets -- all credits goes to Master Jedi Dawn --------------------------------------------------------------------- local pets = {} pets[1] = oUF:Spawn("partypet1", "oUF_PartyPet1") pets[1]:SetPoint("TOPLEFT", player, 0, -170) pets[2] = oUF:Spawn("partypet2", "oUF_PartyPet2") pets[2]:SetPoint("TOPLEFT", pets[1] , 0, -170) pets[3] = oUF:Spawn("partypet3", "oUF_PartyPet3") pets[3]:SetPoint("TOPLEFT", pets[2] , 0, -170) pets[4] = oUF:Spawn("partypet4", "oUF_PartyPet4") pets[4]:SetPoint("TOPLEFT", pets[3] , 0, -170) --raid-- ----------------------------------------------------------------------- local raid = {} if disableraid == false then for i = 1, 8 do local raidgroup = oUF:Spawn("header", "oUF_Raid"..i) raidgroup:SetManyAttributes("groupFilter", i, "showRaid", true, "yOffSet", -12, "point", "TOP") table.insert(raid, raidgroup) if(i==1) then raidgroup:SetPoint("LEFT", 20, -120) else raidgroup:SetPoint("TOPLEFT", raid[i-1], "TOPRIGHT", 12, 0) end end end -- party toggle in raid -- All Credits goes to Master Jedi Dawn ------------------------------------------------------------ local partyToggle = CreateFrame("Frame") partyToggle:RegisterEvent("PLAYER_LOGIN") partyToggle:RegisterEvent("RAID_ROSTER_UPDATE") partyToggle:RegisterEvent("PARTY_LEADER_CHANGED") partyToggle:RegisterEvent("PARTY_MEMBER_CHANGED") partyToggle:SetScript("OnEvent", function(self) if(InCombatLockdown()) then self:RegisterEvent("PLAYER_REGEN_ENABLED") else self:UnregisterEvent("PLAYER_REGEN_ENABLED") if(GetNumRaidMembers() > 5) then party:Hide() for i,v in ipairs(raid) do v:Show()end pets[1]:Disable() pets[2]:Disable() pets[3]:Disable() pets[4]:Disable() else party:Show() for i,v in ipairs(raid) do v:Hide()end pets[1]:Enable() pets[2]:Enable() pets[3]:Enable() pets[4]:Enable() end end end) |
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12-21-09, 08:24 AM | #2 |
Do you have optional dependency on oUF_Swing? Based on a quick look at it's code it doesn't attempt to figure out if it was loaded before or after the layout.
__________________
「貴方は1人じゃないよ」 |
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12-21-09, 08:47 AM | #3 |
AHHHHH,GOD I hate myself , and love you HASTE.
**** i was sure i forget something important, and sure this is very easy thing.BUT THIS .... going to kill myself. |
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12-21-09, 09:34 AM | #4 |
ok swing problem solved but i have another problem with layout.
not sure this is a right place to ask for that.but i think problem is layout. because i tested most of laoyuts here with weapon enchant support some of its works some not. Code:
if IsAddOnLoaded("oUF_WeaponEnchant") then self.Enchant = CreateFrame("Frame", nil, self) self.Enchant.size = 35 self.Enchant:SetHeight(self.Enchant.size) self.Enchant:SetWidth(self.Enchant.size*2) self.Enchant:SetPoint("BOTTOMLEFT", Minimap, 0, -70) self.Enchant.spacing = 4 self.Enchant.initialAnchor = "TOPLEFT" self.Enchant["growth-x"] = "RIGHT" self.Enchant.showCD = false end end but when i set self.Enchant.showCD = true , weapon enchant showing 40d 30d or something like these numbers , found a way in forums. when i edited ouf_weapon enchnant line 134 Code:
icon.cd:SetCooldown(now, mainHandExpiration) Code:
icon.cd:SetCooldown(now, mainHandExpiration/1000) Code:
icon.cd:SetCooldown(now, offHandExpiration) Code:
icon.cd:SetCooldown(now, offHandExpiration/1000) what is the proper way to do this? i need to add something in layout ? show me my error. |
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12-21-09, 11:50 AM | #5 |
It's an error in the plug-in.
__________________
「貴方は1人じゃないよ」 |
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WoWInterface » Featured Projects » oUF (Otravi Unit Frames) » Need some help with my Layout, |
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