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Compatibility: | Shadowlands pre-patch (9.0.1) |
Updated: | 12-15-20 11:16 AM |
Created: | 07-03-09 12:57 AM |
Downloads: | 62,541 |
Favorites: | 263 |
MD5: |
Neav UI
This UI compilation will work on all resolution.
I will not help with questions
Most of the addons in this compilation is only configurable via the supplied Lua config files (config.lua), so some basic programming knowledge is highly recommended but not required. A lot of the options are basically setting the value to either true or false depending on if you want to enable or disable the feature.
AddOns include
!Beautycase
!Colorz
nBuff
nChat
nCore
nMainbar
nMinimap
nPlates (by thomasjohnshannon)
nPower
nTooltip
oUF (by Haste)
oUF_Neav
oUF_NeavRaid
Thanks to Haste, kerrang, zork, Tuller, and many more for their great AddOns. And thomasjohnshannon/Grimsbain for making Neav UI compatible with Legion.
Information
A lot of the addons have a config.lua file where you can change some settings. So look first into this file before you ask something! Some addons like nCore, oUF_Neav and oUF_NeavRaid have an in-game configuration.
How can I move the player, target, focus, boss and arena frames?
Use the /neav slash command to toggle the anchors to move the frames around.
How can I move the Pet-, Stance- or Possessbar?
Press Shift + Alt and drag with your left mouse button on the first button of the Pet-, Stance- or Possessbar to move the them.
Commands
/neavrt to move the raid frames.
/rolecheck or /rcheck to do a role check.
/ntooltip toggles the tooltip anchor.
/alertframemover toggles the "talking head" anchor.
/neavcast toggles the anchors for the castbars.
/neavbag toggles the bag bar.
/moveextraactionbar toggles the anchor for the extra action button.
The latest updates and changes can be found on Github.
File Name |
Version |
Size |
Author |
Date |
Type |
7.3.2 |
678kB |
09-03-17 07:19 AM |
Addon |
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6.0.1 |
318kB |
10-26-14 10:28 AM |
Addon |
Comment Options |
12-13-09, 03:13 PM | |
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I just disabled nBuffs completely, then added player auras to oUF and moved them over to the minimap and scaled them up
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Korack |
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Generizer |
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Aschker |
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ballagarba |
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12-12-09, 12:21 PM | ||
A Deviate Faerie Dragon
Forum posts: 17
File comments: 54
Uploads: 0
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Julchen |
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12-12-09, 11:21 AM | |
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MiniMapInstanceDifficulty is the banner frame name if you want to move/hide it.
Personally I did Code:
MiniMapInstanceDifficulty:ClearAllPoints() MiniMapInstanceDifficulty:SetPoint('BOTTOMRIGHT', Minimap, 0, -40)
Last edited by ballagarba : 12-12-09 at 12:18 PM.
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ballagarba |
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12-11-09, 02:15 PM | |
A Deviate Faerie Dragon
Forum posts: 17
File comments: 54
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nBuff
I think the issue is in line139: we have tu subtract the buffs which are consilidated...
so the correct line is: Code:
local row = ceil((BUFF_ACTUAL_DISPLAY-buff.consolidated)/nBuff.button.buffPerRow) edit: doesnt work this way edit2: the debuffposition should now work properly but im not 100 percent sure Code:
_G.MINUTE_ONELETTER_ABBR = '|cffffffff%dm|r' _G.HOUR_ONELETTER_ABBR = '|cffffffff%dh|r' _G.DAY_ONELETTER_ABBR = '|cffffffff%dd|r' _G.SECOND_ONELETTER_ABBR = '|cffffffff%d|r' local CBuffs = false; local numCBuffs = 0; local function BuffFrame_SetPoint(self) local hasMainHandEnchant, _, _, hasOffHandEnchant = GetWeaponEnchantInfo() if (self and self:IsShown()) then self:ClearAllPoints() if (hasMainHandEnchant and hasOffHandEnchant) then self:SetPoint('TOPRIGHT', TempEnchant2, 'TOPLEFT', -nBuff.padding.x, 0) return elseif (hasMainHandEnchant or hasOffHandEnchant) then self:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0) return elseif (not hasMainHandEnchant and not hasOffHandEnchant) then self:SetPoint('TOPRIGHT', TempEnchant1) return end end end local button = ConsolidatedBuffs--Icon button:SetScale(nBuff.button.scale) button:SetWidth(32) button:SetHeight(32) ConsolidatedBuffsIcon:SetTexCoord(0.02 , 0.48, 0.02, .98) --(left,right,top,bottom) local border = ConsolidatedBuffs:CreateTexture('$parentOverlay', 'ARTWORK') border:SetTexture(nBuff.button.borderBuff) border:SetTexCoord(0, 1, 0, 1) border:SetVertexColor(unpack(nBuff.button.buffBorderColor)) border:ClearAllPoints() border:SetPoint('TOPRIGHT', button, 1, 1) border:SetPoint('BOTTOMLEFT', button, -1, -1) button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND') button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35) button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35) button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground') button.Background:SetVertexColor(0, 0, 0, 1) ConsolidatedBuffsCount:ClearAllPoints() ConsolidatedBuffsCount:SetPoint('TOPRIGHT', button) ConsolidatedBuffsCount:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE') ConsolidatedBuffsCount:SetShadowOffset(0, 0) ConsolidatedBuffsCount:SetDrawLayer('OVERLAY') ConsolidatedBuffs:ClearAllPoints() ConsolidatedBuffs:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0) ConsolidatedBuffsIcon:SetAlpha(1) if CBuffs then TemporaryEnchantFrame:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'TOPLEFT', -nBuff.padding.x, 0) else TemporaryEnchantFrame:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0) end TempEnchant2:ClearAllPoints() TempEnchant2:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0) for i = 1, 2 do local button = _G['TempEnchant'..i] button:SetScale(nBuff.button.scale) button:SetWidth(32) button:SetHeight(32) local icon = _G['TempEnchant'..i..'Icon'] icon:SetTexCoord(0.03, 0.97, 0.03, 0.97) local duration = _G['TempEnchant'..i..'Duration'] duration:ClearAllPoints() duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2) duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE') duration:SetShadowOffset(0, 0) duration:SetDrawLayer('OVERLAY') local border = _G['TempEnchant'..i..'Border'] border:SetTexture(nBuff.button.borderDebuff) border:SetTexCoord(0, 1, 0, 1) border:SetVertexColor(0.9, 0.25, 0.9) border:ClearAllPoints() border:SetPoint('TOPRIGHT', button, 1, 1) border:SetPoint('BOTTOMLEFT', button, -1, -1) button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND') button.Background:SetPoint('TOPRIGHT', border, 3.35, 3.35) button.Background:SetPoint('BOTTOMLEFT', border, -3.35, -3.35) button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground') button.Background:SetVertexColor(0, 0, 0, 1) end function UpdateBuffAnchors() local buff, previousBuff, aboveBuff; local numBuffs = 0; for i = 1, BUFF_ACTUAL_DISPLAY do buff = _G["BuffButton"..i]; if ( buff.consolidated ) then if ( buff.parent == BuffFrame ) then numCBuffs = numCBuffs + 1; buff:SetParent(ConsolidatedBuffsContainer); buff.parent = ConsolidatedBuffsContainer; CBuffs = true; end else numBuffs = numBuffs + 1; index = numBuffs; if ( buff.parent ~= BuffFrame ) then buff.count:SetFontObject(NumberFontNormal); buff:SetParent(BuffFrame); buff.parent = BuffFrame; end buff:ClearAllPoints(); if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then if (index == nBuff.button.buffPerRow + 1) then buff:SetPoint('TOP', ConsolidatedBuffs, 'BOTTOM', 0, -nBuff.padding.y) else buff:SetPoint('TOP', aboveBuff, 'BOTTOM', 0, -nBuff.padding.y) end aboveBuff = buff; elseif (index == 1) then BuffFrame_SetPoint(buff) else buff:SetPoint('RIGHT',previousBuff, 'LEFT', -nBuff.padding.x, 0) end previousBuff = buff; end end end hooksecurefunc("BuffFrame_UpdateAllBuffAnchors", UpdateBuffAnchors) hooksecurefunc('DebuffButton_UpdateAnchors', function(self, index) local space = 31 + nBuff.padding.y local row = ceil((BUFF_ACTUAL_DISPLAY-numCBuffs)/nBuff.button.buffPerRow) if (row and row > 1) then rowspacing = -row * space else rowspacing = -space end local buff = _G[self..index] buff:ClearAllPoints() if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then buff:SetPoint('TOP', _G[self..(index-nBuff.button.buffPerRow)], 'BOTTOM', 0, -nBuff.padding.y) elseif (index == 1) then buff:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'BOTTOMRIGHT', 0, rowspacing) else buff:SetPoint('RIGHT', _G[self..(index-1)], 'LEFT', -nBuff.padding.x, 0) end end) hooksecurefunc('AuraButton_Update', function(self, index) local button = _G[self..index] if (button) then button:SetScale(nBuff.button.scale) button:SetWidth(32) button:SetHeight(32) end local icon = _G[self..index..'Icon'] if (icon) then icon:SetTexCoord(0.03, 0.97, 0.03, 0.97) end local duration = _G[self..index..'Duration'] if (duration) then duration:ClearAllPoints() duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2) duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE') duration:SetShadowOffset(0, 0) duration:SetDrawLayer('OVERLAY') end local count = _G[self..index..'Count'] if (count) then count:ClearAllPoints() count:SetPoint('TOPRIGHT', button) count:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE') count:SetShadowOffset(0, 0) count:SetDrawLayer('OVERLAY') end local border = _G[self..index..'Border'] if (border) then border:SetTexture(nBuff.button.borderDebuff) border:SetPoint('TOPRIGHT', button, 1, 1) border:SetPoint('BOTTOMLEFT', button, -1, -1) border:SetTexCoord(0, 1, 0, 1) end if (button and not border) then if (not button.texture) then button.texture = button:CreateTexture('$parentOverlay', 'ARTWORK') button.texture:SetParent(button) button.texture:SetTexture(nBuff.button.borderBuff) button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor)) button.texture:SetPoint('TOPRIGHT', button, 1, 1) button.texture:SetPoint('BOTTOMLEFT', button, -1, -1) end local name = UnitAura('player', index) if (name == select(1, GetSpellInfo(34477)) or name == select(1, GetSpellInfo(57934))) then button.texture:SetVertexColor(1, 0, 1) button.texture:SetTexture(nBuff.button.borderDebuff) else button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor)) button.texture:SetTexture(nBuff.button.borderBuff) end end if (button and not button.Background) then button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND') button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35) button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35) button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground') button.Background:SetVertexColor(0, 0, 0, 1) end end) --function UnitAura() return "TestAura", nil, "Interface\\Icons\\Spell_Nature_RavenForm", 9, nil, 120, 120, 1, 0 end
Last edited by Julchen : 12-12-09 at 09:47 AM.
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Julchen |
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12-11-09, 12:45 PM | |
A Kobold Labourer
Forum posts: 0
File comments: 2
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Thx too Julchen
Julchen, thx! :-)
...for nBuff Consolidator and nMinimap |
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Hammerzan |
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12-11-09, 12:05 PM | |
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Thx for the name of the texture. Was looking for it.. I think im gonna anchor it to oUV_Neav_Player, then somewhere under the portrait.. Minimap is too far away :P Anchored debuffs to player frame too.. Might be usefull info for most of you, but maybe it will give you some ideas
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Aschker |
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12-11-09, 07:31 AM | ||
A Deviate Faerie Dragon
Forum posts: 17
File comments: 54
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Re: Re: nMinimap
edit: the debuff position looks a bit buggy *has something todo with the debuff y-position and the number of buffs edit2: ok I understand the banner now... I think we have to remove the ugly top of the banner; the position is good in my opinion
Last edited by Julchen : 12-11-09 at 08:43 AM.
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Julchen |
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12-11-09, 07:24 AM | ||
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Re: nMinimap
Ah cool...
Last edited by ballagarba : 12-11-09 at 07:24 AM.
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ballagarba |
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12-11-09, 07:16 AM | |
A Deviate Faerie Dragon
Forum posts: 17
File comments: 54
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nMinimap
The banner is only shown when you are in an instance or not? So it doesnt play a role that the banner overlap the lfg icon?!
What is the task of the banner? Does it only shows if heroic or not and does the number tell how much member in group? btw... you can find the banner texture under this name: 'UI-DungeonDifficulty-Button' under minimap so there is the posibbility to change the style and the position
Last edited by Julchen : 12-11-09 at 07:23 AM.
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Julchen |
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12-11-09, 06:22 AM | ||
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Re: Re: nBuff
Last edited by ballagarba : 12-11-09 at 06:52 AM.
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ballagarba |
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12-11-09, 05:47 AM | |
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Re: nBuff
I added a wee bit of code to nMinimap.lua, to move the LFG minimap icon to the top-left corner.
Since you can't enter the BG queue and the LFG queue at the same time, the two associated icons can occupy the same space in the .lua without messing up your display/functionality in-game. beneath: Code:
MiniMapBattlefieldFrame:ClearAllPoints() MiniMapBattlefieldFrame:SetPoint('TOPLEFT', Minimap, -2, 1) Code:
MiniMapLFGFrame:ClearAllPoints() MiniMapLFGFrame:SetPoint('TOPLEFT', Minimap, -2, 1) |
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neenee |
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12-10-09, 03:50 AM | |
A Deviate Faerie Dragon
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nBuff
I add ConsolidatedBuffs support. It seems to work but I havnt tested it for a long time.
You need the following texture http://hotfile.com/dl/20096195/bd87d...rface.zip.html and you have to replace the code in your nBuff.lua with this one Code:
_G.MINUTE_ONELETTER_ABBR = '|cffffffff%dm|r' _G.HOUR_ONELETTER_ABBR = '|cffffffff%dh|r' _G.DAY_ONELETTER_ABBR = '|cffffffff%dd|r' _G.SECOND_ONELETTER_ABBR = '|cffffffff%d|r' local CBuffs = false; local function BuffFrame_SetPoint(self) local hasMainHandEnchant, _, _, hasOffHandEnchant = GetWeaponEnchantInfo() if (self and self:IsShown()) then self:ClearAllPoints() if (hasMainHandEnchant and hasOffHandEnchant) then self:SetPoint('TOPRIGHT', TempEnchant2, 'TOPLEFT', -nBuff.padding.x, 0) return elseif (hasMainHandEnchant or hasOffHandEnchant) then self:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0) return elseif (not hasMainHandEnchant and not hasOffHandEnchant) then self:SetPoint('TOPRIGHT', TempEnchant1) return end end end local button = ConsolidatedBuffs--Icon button:SetScale(nBuff.button.scale) button:SetWidth(32) button:SetHeight(32) ConsolidatedBuffsIcon:SetTexCoord(0.02 , 0.48, 0.02, .98) --(left,right,top,bottom) local border = ConsolidatedBuffs:CreateTexture('$parentOverlay', 'ARTWORK') border:SetTexture(nBuff.button.borderBuff) border:SetTexCoord(0, 1, 0, 1) border:SetVertexColor(unpack(nBuff.button.buffBorderColor)) border:ClearAllPoints() border:SetPoint('TOPRIGHT', button, 1, 1) border:SetPoint('BOTTOMLEFT', button, -1, -1) button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND') button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35) button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35) button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground') button.Background:SetVertexColor(0, 0, 0, 1) ConsolidatedBuffsCount:ClearAllPoints() ConsolidatedBuffsCount:SetPoint('TOPRIGHT', button) ConsolidatedBuffsCount:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE') ConsolidatedBuffsCount:SetShadowOffset(0, 0) ConsolidatedBuffsCount:SetDrawLayer('OVERLAY') ConsolidatedBuffs:ClearAllPoints() ConsolidatedBuffs:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0) ConsolidatedBuffsIcon:SetAlpha(1) if CBuffs then TemporaryEnchantFrame:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'TOPLEFT', -nBuff.padding.x, 0) else TemporaryEnchantFrame:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0) end TempEnchant2:ClearAllPoints() TempEnchant2:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0) for i = 1, 2 do local button = _G['TempEnchant'..i] button:SetScale(nBuff.button.scale) button:SetWidth(32) button:SetHeight(32) local icon = _G['TempEnchant'..i..'Icon'] icon:SetTexCoord(0.03, 0.97, 0.03, 0.97) local duration = _G['TempEnchant'..i..'Duration'] duration:ClearAllPoints() duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2) duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE') duration:SetShadowOffset(0, 0) duration:SetDrawLayer('OVERLAY') local border = _G['TempEnchant'..i..'Border'] border:SetTexture(nBuff.button.borderDebuff) border:SetTexCoord(0, 1, 0, 1) border:SetVertexColor(0.9, 0.25, 0.9) border:ClearAllPoints() border:SetPoint('TOPRIGHT', button, 1, 1) border:SetPoint('BOTTOMLEFT', button, -1, -1) button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND') button.Background:SetPoint('TOPRIGHT', border, 3.35, 3.35) button.Background:SetPoint('BOTTOMLEFT', border, -3.35, -3.35) button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground') button.Background:SetVertexColor(0, 0, 0, 1) end function UpdateBuffAnchors() local buff, previousBuff, aboveBuff; local numBuffs = 0; for i = 1, BUFF_ACTUAL_DISPLAY do buff = _G["BuffButton"..i]; if ( buff.consolidated ) then if ( buff.parent == BuffFrame ) then buff:SetParent(ConsolidatedBuffsContainer); buff.parent = ConsolidatedBuffsContainer; CBuffs = true; end else numBuffs = numBuffs + 1; index = numBuffs; if ( buff.parent ~= BuffFrame ) then buff.count:SetFontObject(NumberFontNormal); buff:SetParent(BuffFrame); buff.parent = BuffFrame; end buff:ClearAllPoints(); if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then if (index == nBuff.button.buffPerRow + 1) then buff:SetPoint('TOP', ConsolidatedBuffs, 'BOTTOM', 0, -nBuff.padding.y) else buff:SetPoint('TOP', aboveBuff, 'BOTTOM', 0, -nBuff.padding.y) end aboveBuff = buff; elseif (index == 1) then BuffFrame_SetPoint(buff) else buff:SetPoint('RIGHT',previousBuff, 'LEFT', -nBuff.padding.x, 0) end previousBuff = buff; end end end hooksecurefunc("BuffFrame_UpdateAllBuffAnchors", UpdateBuffAnchors) hooksecurefunc('DebuffButton_UpdateAnchors', function(self, index) local space = 31 + nBuff.padding.y local row = ceil(BUFF_ACTUAL_DISPLAY/nBuff.button.buffPerRow) if (row and row > 1) then rowspacing = -row * space else rowspacing = -space end local buff = _G[self..index] buff:ClearAllPoints() if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then buff:SetPoint('TOP', _G[self..(index-nBuff.button.buffPerRow)], 'BOTTOM', 0, -nBuff.padding.y) elseif (index == 1) then buff:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'BOTTOMRIGHT', 0, rowspacing) else buff:SetPoint('RIGHT', _G[self..(index-1)], 'LEFT', -nBuff.padding.x, 0) end end) hooksecurefunc('AuraButton_Update', function(self, index) local button = _G[self..index] if (button) then button:SetScale(nBuff.button.scale) button:SetWidth(32) button:SetHeight(32) end local icon = _G[self..index..'Icon'] if (icon) then icon:SetTexCoord(0.03, 0.97, 0.03, 0.97) end local duration = _G[self..index..'Duration'] if (duration) then duration:ClearAllPoints() duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2) duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE') duration:SetShadowOffset(0, 0) duration:SetDrawLayer('OVERLAY') end local count = _G[self..index..'Count'] if (count) then count:ClearAllPoints() count:SetPoint('TOPRIGHT', button) count:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE') count:SetShadowOffset(0, 0) count:SetDrawLayer('OVERLAY') end local border = _G[self..index..'Border'] if (border) then border:SetTexture(nBuff.button.borderDebuff) border:SetPoint('TOPRIGHT', button, 1, 1) border:SetPoint('BOTTOMLEFT', button, -1, -1) border:SetTexCoord(0, 1, 0, 1) end if (button and not border) then if (not button.texture) then button.texture = button:CreateTexture('$parentOverlay', 'ARTWORK') button.texture:SetParent(button) button.texture:SetTexture(nBuff.button.borderBuff) button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor)) button.texture:SetPoint('TOPRIGHT', button, 1, 1) button.texture:SetPoint('BOTTOMLEFT', button, -1, -1) end local name = UnitAura('player', index) if (name == select(1, GetSpellInfo(34477)) or name == select(1, GetSpellInfo(57934))) then button.texture:SetVertexColor(1, 0, 1) button.texture:SetTexture(nBuff.button.borderDebuff) else button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor)) button.texture:SetTexture(nBuff.button.borderBuff) end end if (button and not button.Background) then button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND') button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35) button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35) button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground') button.Background:SetVertexColor(0, 0, 0, 1) end end)
Last edited by Julchen : 12-10-09 at 04:27 AM.
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Julchen |
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