If you changed the height of your powerbar, you need to adjust the height of the helper frame (that does the black background aswell). That is my guess.
If you are a noob start slow (Assuming your screenshot is from an edited oUF_Simple you already changed a lot). Don't do too much changes at a time. Change some stuff then reload you UI and see how it looks. Change some more and so on. Always make save-files from steps inbetween so that you can revert to an already running version. |
That's a really nice guide for noobs like me. I do appreciate all the extra editing in the files. And I already nabbed some of those nice textures for my raidframe layout:P Big fan of those.
But the biggest thing was this: Quote:
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Holy Crap!!!
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just as example: a small function that updates healthbar color: lua Code:
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could I ask you to point me in the right direction of adding raid frames to this layout? simply can't get it, how it should be done..
I've copied Code:
local Raid = {} please :) |
@Monolit
Easy one. Haste renamed some functions. Please read oUF/elements/health.lua Search for "post" and you will find "PostUpdate(unit, min, max)" So you can do Code:
--lib.lua If it should only be applied to some units then go to core.lua and add this to the style functions of the units you want to adjust. Code:
--core.lua Code:
b:SetAllPoints(s) Code:
b:SetAllPoints(s) ~~~~~~~~~~~~ @vlakarados SetManyAttributes is gone since 1.4 Just look at any lately released oUF 1.4 compatible layouts how they implement raid groups. There is a new SpawnHeader() afaik. |
thanks, errors have gone, but I don't see any frames, here's what I have added
Code:
local function CreateRaidStyle(self) Code:
if 1==1 then |
Caellian is using the oUF:Factory func, the tutorial is not.
Code:
--the raid style |
Quote:
Thank you! Didn't notice this change in that extensive change log oUF1.4 has, once again thanks for pointing out :) |
Hi, is there any way to merge the oUF_D3OrbsRaid with this config, so we can have the raid frames too ?! :)
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Added raid layout
http://code.google.com/p/rothui/source/detail?r=512 Info on texture fillings looking distorted http://www.wowinterface.com/forums/s...d.php?p=182798 http://wow.mmoui.com/forums/showthread.php?t=31967 Example edit in lib.lua: Before Code:
s:SetStatusBarTexture(cfg.statusbar_texture) Code:
s:SetStatusBarTexture(cfg.statusbar_texture) |
Quote:
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Hello again.
Well I've completely rebuilt my frames and everything seems to be working, but there's still one thing that doesn't work and I fail to understand why. for some reason I'm not able to spawn units with multiple indexes like Boss1,Boss2, ... or Arena1,Arena2,... I tried 2 different methods of spawning them: 1) via oUF_Factory function http://pastey.net/138256 2) by simply registering and setting style http://pastey.net/138254 Though there should be no difference between them. None of those worked :/ For example when I entered arena default blizzard arena frames came up without any styling. I'd greatly appreciate any advice you can give me concerning this issues. |
Just come accross this and its inspired me to have a go at creating my own layout once i get home (@Work at mo).
That being said im a complete lua nooob lol and was wondering how hard would it be to add dk runes and a lvl on palyer and target frames? Looking at the oUF lumen code it doesnt look to bad but all his doe is in one file not broke up like this. I like the modular approach as it will help me understand / break it down in my mind. Great work Harpz |
it would be nice if you used the factory as well in your tutorial. It will allow the player to select style on a per unit basis in the future.
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Actually I'm using one style for each spawn. What does "will allow the player to select style on a per unit basis" do differently other than looking differently and being harder to read through?
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IMO, from a programmers PoV, the factory pattern should not apply here. There just are too many variables, for instance for my own UI:
- player has HP-bar, PP-bar, debuffs - target has HP-bar, PP-bar, buffs & debuffs custom filtered - tot has hp-bar, debuffs - totot has hp-bar - party members has HP-bar, PP-bar, debuffs, different Layout from player - raid differs in 10/15/25 man setup - arena is different yet again all differ in size, alignments, position etc. Factory would be nice if all UF-elements would be more or less the same otherwise you still end up with Code:
Factory() Code:
local function CreatePlayerStyle(self) Code:
--[[stripped documentation for size purpose]]-- This makes code highly re-usable, and easily configurable. Also, adding/disabling/removing or altering a style is much easier then when you have to go through your whole factory editing/altering for the new/old/whatnot unit. Best of all: I can easily alter my UF's without touching any code. All I have to do is just change my config. files: tags.lua config.lua func.lua styles.lua manage.lua --- I'm not saying that the factory pattern is terribad and should not be used, I'm saying that when I want to make my own code reusable and easy, where quick changes are easily made, I would never use it. Since that's what every programmer should strive for (DRY, SRP) I'd discourage the use of the facory here to be honest. Unfortunately I won't be around here again till tomorrow afternoon somewhere, but I'd be very interested in other people's PoV regarding this. /salute P.S.: yes, I know I'm relatively new to oUF compared to others around here, but I do have a solid programmers background :) Oh yeah, and the above is still a WIP, so don't shoot the sometimes unlogical or unsimplified code |
Using the factory allows you to block the layouts default :Spawn and handle style selection on a per unit basis yourself. It's really only there to allow the user to choose.
How it makes your code much harder to read I don't know, as it's only a function call wrapped around your old spawn code. |
Learning a little more now, getting my head around it slowly, i have the following which displays the name at a set distance from the left of the frame,
For player and target its 28 from left as so that I can get player / target lvl (80+ for example) in before the name with out any over lap. For Pet and focus and tot I don't display the lvl on them frames so it 0 from left. Code:
--gen name string func I thought that if I used name:SetWidth(100) it would cause the name to be cut off but instead it moves my / target name over to the right and if the target has a long name it stacks/word wraps it so you have the first part of name on top and the rest directly underneath it. I apologize in advance if the code is terrible I'm only just learning. Mike |
Try to set name:SetHeight(set it to yourfontsize). This should prevent the name from switching to a second line, in theory. However, the best solution would be to abbreviate names.
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