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Updated:05-20-11 11:26 PM
Created:05-01-11 11:18 AM
Downloads:6,875
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FacePaint  Popular! (More than 5000 hits)

Version: 1.1.1
by: Aprikot [More]

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FacePaint
An AddOn that colorizes WoW's default UI


  • New in version 1.1.1:

    • Action button border coloring has been removed from FacePaint, and added to a new AddOn called BetterBlizzardButtonBorder which has been designed with FacePaint support.

    • Added support for Reputation bar.

  • User config:

    Code:
    local class = true  	-- applies player class color scheme (ignores topcolor)
    local gradient = true	-- false applies one solid color (class color if class = true, topcolor if not)
    local topcolor = {  	-- top gradient color (rgb)
    	r = 0.9,
    	g = 0.9,
    	b = 0.9,
    }
    local bottomcolor = {	-- bottom gradient color (rgb)
    	r = 0.2,
    	g = 0.2,
    	b = 0.2,
    }
    local topalpha = 1.0	-- top gradient alpha (global if gradient = false)
    local bottomalpha = 1.0	-- bottom gradient alpha (not used if gradient = false))



Thanks to SDPhantom, Xrystal, Seerah, and others for all the help on the Lua/XML forum.

(Don't forget to have fun with the alpha settings):

1.1.1 | 05.20.11
  • Remove action button border coloring.
  • Add Rep bar support.

1.1 | 05.08.11
  • Add optional color scheme based on player class color.
  • Begin adding class bar support (rune & shard bars only so far).

1.0.2 | 05.03.11
  • Minimap zoom buttons: found additional border texture that only appears on max zoom (added to object list).

1.0.1 | 05.02.11
  • Add check for gradient before coloring the gryphons (so they color properly when gradient=false).

1.0 | 05.01.11
  • Hello Azeroth!
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Unread 12-22-17, 05:18 AM  
Betonz
A Kobold Labourer

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Alive?

Hey all.
Any1 tested it with recent pathes?
Does any1 know some similar alternative?
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Unread 10-22-13, 04:18 AM  
sintam
A Kobold Labourer
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Can't seem to get this to work, is it not compatible anymore?
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Unread 04-25-12, 07:47 PM  
cokedrivers
A Rage Talon Dragon Guard
 
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Yes it is the MaxLevelBar but:
Code:
		MainMenuMaxLevelBar0,
		MainMenuMaxLevelBar1,
		MainMenuMaxLevelBar2,
		MainMenuMaxLevelBar3,
Is what you need for it.

Coke
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Unread 01-07-12, 11:46 PM  
Aprikot
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Originally Posted by Rufio
It's me again ^^
i been using nMainbar and just couldn't find the frame

i think it's something related to the rep bar...
I think it's the max level bar:

Code:
MainMenuMaxLevelBar1,
MainMenuMaxLevelBar2,
MainMenuMaxLevelBar3,
Let me know if that's it...I don't have an 85 char to test.
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Unread 12-27-11, 03:00 AM  
Rufio
A Murloc Raider
 
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It's me again ^^
i been using nMainbar and just couldn't find the frame

i think it's something related to the rep bar...
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Unread 11-29-11, 12:28 PM  
Rufio
A Murloc Raider
 
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Code:
		CastingBarFrameBorder,
		FocusFrameSpellBarBorder,
		TargetFrameSpellBarBorder,
for the castbars, maybe you'll take a look @ Lorti UI
http://img262.imageshack.us/img262/8...0310204314.jpg
http://www.prestige-gaming.ru/lorti_ui_-t11053.html (googletranslate is the hell^^)
Last edited by Rufio : 11-29-11 at 12:29 PM.
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Unread 11-28-11, 04:03 PM  
Aprikot
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Thanks for the party pet stuff. The more I test the castbars I'm seeing having consistency issues..I got some work to do there.

I'll look at the other items tonight hopefully.
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Unread 11-27-11, 12:26 PM  
Rufio
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Code:
        PartyMemberFrame1PetFrameTexture,
        PartyMemberFrame2PetFrameTexture,
        PartyMemberFrame3PetFrameTexture,
        PartyMemberFrame4PetFrameTexture,
Just added to make the party perfect!

Btw you know an option the rescale the party and tot portrait (1.1) or updateing the playerportrait after exting an vehicle?
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Unread 11-27-11, 04:44 AM  
Rufio
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Originally Posted by Aprikot
Now I'm puzzled...my cb icons remain uncolored with your UI:

You're seeing the problem with just the focus castbar, not the target castbar right?
Yeah, if i add both codes (tar+focus) the focus icon s greyed, if iy just add the tar codes, the tar icon is colored.

Here is my CB code (not up to date in my "release")

Code:
TargetFrameSpellBar:ClearAllPoints() TargetFrameSpellBar:SetPoint("center", -125, 65) TargetFrameSpellBar.SetPoint=function()end

--[[ Player castbar ]]
local cbf = "CastingBarFrame"
local cbbs = "Interface\\CastingBar\\UI-CastingBar-Border-Small"
local cbfs = "Interface\\CastingBar\\UI-CastingBar-Flash-Small"

_G[cbf]:SetSize(180,10)
_G[cbf.."Border"]:SetSize(240,40)
_G[cbf.."Border"]:SetPoint("TOP", _G[cbf], 0, 15)
_G[cbf.."Border"]:SetTexture(cbbs)
_G[cbf.."Flash"]:SetSize(240,40)
_G[cbf.."Flash"]:SetPoint("TOP", _G[cbf], 0, 15)
_G[cbf.."Flash"]:SetTexture(cbfs)
_G[cbf]:SetScale("1.3")
_G[cbf.."Text"]:SetPoint("TOP", _G[cbf], 0, 4)
_G[cbf]:ClearAllPoints()
_G[cbf]:SetPoint("TOP", WorldFrame, "BOTTOM", 0, 130) --0, 100
_G[cbf].SetPoint = function() end
_G[cbf.."Icon"]:Show()
_G[cbf.."Icon"]:SetHeight(20)
_G[cbf.."Icon"]:SetWidth(20)

--[[ Castbar timer from thek ]]
_G[cbf].timer = _G[cbf]:CreateFontString(nil)
_G[cbf].timer:SetFont("Fonts\\ARIALN.ttf", 13, "THINOUTLINE")
_G[cbf].timer:SetPoint("RIGHT", _G[cbf], "RIGHT", 24, 0)
_G[cbf].update = .1

local tcbf = "TargetFrameSpellBar"
_G[tcbf].timer = _G[tcbf]:CreateFontString(nil)
_G[tcbf].timer:SetFont("Fonts\\ARIALN.ttf", 13, "THINOUTLINE")
_G[tcbf].timer:SetPoint("RIGHT", _G[tcbf], "RIGHT", 24, 0)
_G[tcbf].update = .1

local fcbf = "FocusFrameSpellBar"
_G[fcbf].timer = _G[fcbf]:CreateFontString(nil)
_G[fcbf].timer:SetFont("Fonts\\ARIALN.ttf", 13, "THINOUTLINE")
_G[fcbf].timer:SetPoint("RIGHT", _G[fcbf], "RIGHT", 24, 0)
_G[fcbf].update = .1

hooksecurefunc("CastingBarFrame_OnUpdate", function(self, elapsed)
	if not self.timer then return end
	if self.update and self.update < elapsed then
		if self.casting then
			self.timer:SetText(format("%.1f", max(self.maxValue - self.value, 0)))
		elseif self.channeling then
			self.timer:SetText(format("%.1f", max(self.value, 0)))
		else
			self.timer:SetText("")
		end
		self.update = .1
	else
		self.update = self.update - elapsed
	end
end)

--[[ Focus Castbar ]]
hooksecurefunc(FocusFrameSpellBar, "Show", function()
    FocusFrameSpellBar:SetScale("1.6")
	FocusFrameSpellBar:ClearAllPoints()
	FocusFrameSpellBar:SetPoint("CENTER", UIParent, "CENTER", 0, 150)
	FocusFrameSpellBar.SetPoint = function() end
end)
FocusFrameSpellBar:SetStatusBarColor(0,0.45,0.9); FocusFrameSpellBar.SetStatusBarColor = function() end
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Unread 11-26-11, 09:58 AM  
Aprikot
A Frostmaul Preserver
 
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Now I'm puzzled...my cb icons remain uncolored with your UI:



You're seeing the problem with just the focus castbar, not the target castbar right?
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Unread 11-26-11, 09:29 AM  
Aprikot
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Odd, it's not like that for me:



I actually have a copy of your released UI (nice UI btw ) and will poke around that code to see.
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Unread 11-26-11, 05:45 AM  
Rufio
A Murloc Raider
 
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Originally Posted by Aprikot
Target & focus castbar textures (put anywhere in "objects" table):

Code:
select(3,TargetFrameSpellBar:GetRegions()),
select(3,FocusFrameSpellBar:GetRegions()),
I'll do the party & raid stuff a bit later tonight.
Ty for being awesome!!
Party and Raid working well.

The castbars bitching around
Code:
select(3,TargetFrameSpellBar:GetRegions()),
select(3,FocusFrameSpellBar:GetRegions()),
Just work on the shielded texture (not on the normal) and colors the focuscastbar icon. If i just take
Code:
select(3,TargetFrameSpellBar:GetRegions()),
it colors my targetcastbaricon...

I've done nothing fancy with the castbars, just setpoint/scale and added a timer.


Grey icons on the screen: (nvm added the raid border later)
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Unread 11-26-11, 01:01 AM  
Aprikot
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Party frame textures:
Code:
PartyMemberFrame1Texture,
PartyMemberFrame2Texture,
PartyMemberFrame3Texture,
PartyMemberFrame4Texture,
Raid frame border:
Code:
CompactRaidFrameContainerBorderFrameBorderBottom,
CompactRaidFrameContainerBorderFrameBorderBottomLeft,
CompactRaidFrameContainerBorderFrameBorderBottomRight,
CompactRaidFrameContainerBorderFrameBorderLeft,
CompactRaidFrameContainerBorderFrameBorderRight,
CompactRaidFrameContainerBorderFrameBorderTop,
CompactRaidFrameContainerBorderFrameBorderTopLeft,
CompactRaidFrameContainerBorderFrameBorderTopRight,
Keep gradient=false in config as each piece of the raid border will have its own gradient making the whole look segmented.

The horizontal dividers between raid members are a ****ing riddle apparently. Seems another function will be required.

Edit:

Forgot the manager frame:
Code:
CompactRaidFrameManagerToggleButton:GetRegions(),
CompactRaidFrameManagerBg,
CompactRaidFrameManagerBorderBottom,
CompactRaidFrameManagerBorderBottomLeft,
CompactRaidFrameManagerBorderBottomRight,
CompactRaidFrameManagerBorderRight,
CompactRaidFrameManagerBorderTopLeft,
CompactRaidFrameManagerBorderTopRight,
CompactRaidFrameManagerBorderTop,
Last edited by Aprikot : 11-26-11 at 01:15 AM.
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Unread 11-25-11, 05:53 PM  
Aprikot
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Target & focus castbar textures (put anywhere in "objects" table):

Code:
select(3,TargetFrameSpellBar:GetRegions()),
select(3,FocusFrameSpellBar:GetRegions()),
I'll do the party & raid stuff a bit later tonight.
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Unread 11-25-11, 09:55 AM  
Aprikot
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Originally Posted by Rufio
Partyframe, CompactRaidFrame would be nice
Code:
PartyMemberFrameTexture
CompactRaidFrameContainerBorderFrameTexture
won't work

Styling the Target and FocusCastbar works but it recolors the icon too, which is pretty ugly.
Can you help me out?
Sure, I'll give it a shot.

Originally Posted by Maelynn
I can't seem to figure out how to configure this addon. The Interface Options list doesn't have FacePaint listed, I can't see any chat commands in the homepage here (tried /facepaint and /fp, don't work), and checking out the .lua file in the addon's folder (WTF folder has no file in any of its folders) I only see comments. The "user config" bit on the homepage makes no sense to me, and now I'm lost. How on earth does this work?

In regards to this, a request.. will you consider adding a GUI with something like a colouring circle with RGb fields next to it, so that people (especially those who aren't too savvy with lua coding and dividing RGB values) can set colours a bit easier? And perhaps a checkbox for setting everything to class colours, or something that matches each toon's own class?
Sorry for missing this comment. A color picker GUI very close to what you've described is something I've wanted to add, just haven't had the opportunity unfortunately. I quite like the one in Elv's UI with visible RGB values, and copy/paste functionality. No idea if he is original author of that color picker...if so, I might ask his permission to reuse some code.

Regarding current config, at the top of FacePaint.lua is a "config" section which is what is shown on the home page here. You'd need to open that .lua file in a text editor such as notepad, make your changes to the true/false & RGB values, save the file, and reload the game to see changes.
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