1. #10861
    Castbar Spark - DBM Timer Spark stuff:

    Looking to use this from oUF_Mlight and use the same spark that's on its castbar for DBM timers.

    Mlight 5.15 Core.lua ~Line 366
    Code:
    cb.Spark = cb:CreateTexture(nil, "OVERLAY")
    		cb.Spark:SetTexture("Interface\\UnitPowerBarAlt\\Generic1Player_Pill_Flash")
            cb.Spark:SetBlendMode("ADD")
            cb.Spark:SetAlpha(1)
            cb.Spark:SetSize(8, cfg.height*2)

    Was hoping to just change a few things in the DBT-Template.xml but I quickly got lost.. Most likely did something stupid.

    DBM-Core - DBT-Template.xml ~line 45 (I got someone's editted version so it's most likely different)
    Code:
    <Texture name="$parentSpark" file="Interface\\UnitPowerBarAlt\\Generic1Player_Pill_Flash" alphaMode="ADD">
    						<Size>
    							<AbsDimension x="8" y="22"/>
    						</Size>
    						<Anchors>
    							<Anchor point="CENTER">
    								<Offset>
    									<AbsDimension x="0" y="0"/>
    								</Offset>
    							</Anchor>
    						</Anchors>
    Top is what I want it to look like (Approximately). The bottom is what it currently looks like.

    Omnipotent WCL || Omnipotent Site - Support our streams! || BTag:Slenderman#1355 || Temporarily retired from raiding. Soon™.

  2. #10862
    Jeremy, have you tried to use only one \ instead of two?
    Code:
    <Texture name="$parentSpark" file="Interface\UnitPowerBarAlt\Generic1Player_Pill_Flash" alphaMode="ADD">
    I don't have any knowledge about this stuff, but it just makes sense to me to have it the same way the default one is.
    Code:
    <Texture name="$parentSpark" file="Interface\AddOns\DBM-Core\textures\Spark.blp" alphaMode="ADD">
    Considering your attempts only gave you the green square means the file isn't found.

    Edit: Had some time on my hands, so I gave it a whirl myself. It works when you only use one slash instead of two. Also, the color of the spark will be the same as the bar color.
    Last edited by TellyTop; 2012-12-14 at 11:41 PM.

  3. #10863
    Hi. Just wondering is there an addon or script that adds spell icon to the default wow battle text?
    Made a picture in paint just to clarify what I want
    I dont use any of the popular battle text addons because they dont place the text over the target that I am attacking like its done by default.

  4. #10864
    I'm looking for an addon similar to Loot Filter, don't need any GUI, I don't mind editing the LUA files to add items, just something small.

    I found this while searching around though it only does the check on logging in/loading screen rather than whenever you loot and it just returns errors.
    Anyone with more experience able to get this working or write a new one for me?

    Code:
    -- This goes inside your addon
    AddOnName.itemsBlackList = {
      ["ItemHere"]=true,
    	
      -- Add more items
      -- ["Item Name"]=true,
    }
    
    function AddOnName:PurgeBlackListedItems()
      -- For Each Bag ID
      for bagID=0,4 do
        -- For Each Slot ID in Bag
        for slotID=0,GetContainerNumSlots(bagID) do
          -- texture, itemCount, locked, quality, readable, lootable, itemLink = GetContainerItemInfo(bagID, slotID)
          local _, _, _, _, _, _, link = GetContainerItemInfo(bagID, slotID)
    			
          -- Change Link into Name
          local name = GetItemInfo(link)
    			
          -- Look for Black Listed Items
          for key, value in pairs(self.itemsBlackList) do
            if key == name and value then
              -- Found Item, pick it up
              PickupContainerItem(bagID, slotID)
    					
              -- Delete it
              DeleteCursorItem()
            end
          end
        end
      end
    end

  5. #10865
    Code:
    local blacklist = { -- you can use either item names or item IDs
        ["Item name"]=true,
        [itemID]=true,
    }
    
    local f = CreateFrame("Frame")
    f:SetScript("OnEvent",function()
        if GetCursorInfo() then return end
        for b=0,NUM_BAG_SLOTS do
            for s=0,GetContainerNumSlots(b) do
                local id = GetContainerItemID(b,s)
                local delete
                if blacklist[id] then
                    delete = true
                else
                    local name = GetItemInfo(GetContainerItemLink(b,s))
                    if blacklist[name] then
                        delete = true
                    end
                end
                if delete then
                    ClearCursor()
                    PickupContainerItem(b,s)
                    DeleteCursorItem()
                end
            end
        end
    end)
    f:RegisterEvent("BAG_UPDATE")
    f:RegisterEvent("PLAYER_ENTERING_WORLD")
    How to use. Untested.
    UI & AddOns expert | Interface & Macros moderator - My work

  6. #10866
    Quote Originally Posted by TellyTop View Post
    Jeremy, have you tried to use only one \ instead of two?
    Code:
    <Texture name="$parentSpark" file="Interface\UnitPowerBarAlt\Generic1Player_Pill_Flash" alphaMode="ADD">
    I don't have any knowledge about this stuff, but it just makes sense to me to have it the same way the default one is.
    Code:
    <Texture name="$parentSpark" file="Interface\AddOns\DBM-Core\textures\Spark.blp" alphaMode="ADD">
    Considering your attempts only gave you the green square means the file isn't found.

    Edit: Had some time on my hands, so I gave it a whirl myself. It works when you only use one slash instead of two. Also, the color of the spark will be the same as the bar color.
    I used two \ because that's what I saw on that spot with the editted file I ended up using. I'll probably end up testing this later but if I use the "Empty" texture, and set the color to say yellow/orange like in my picture ("Empty" texture doesn't have colors xD), I will have that color for the spark?

    Now, something new. My current UI basically revolves around Hunters since I use JSHB4. I want to try to branch out to other classes and addons to use and soon replace JSHB4. At the moment, I'm looking at CoolLine (doing a bit of testing with it at the moment, doesn't have a lot of options). But I'm having trouble finding lightweight addons (possibly less than 200kb use in game) that can track buffs on Player and self-casted debuffs on the target. With the exception of certain spells like Hunter's Mark, and other debuffs that override each other in a similar fashion, which I would like to set to something like "show if cast by anyone" so I know I wouldn't have to recast a certain debuff.
    Omnipotent WCL || Omnipotent Site - Support our streams! || BTag:Slenderman#1355 || Temporarily retired from raiding. Soon™.

  7. #10867
    Quote Originally Posted by Jeremypwnz View Post
    Now, something new. My current UI basically revolves around Hunters since I use JSHB4. I want to try to branch out to other classes and addons to use and soon replace JSHB4. At the moment, I'm looking at CoolLine (doing a bit of testing with it at the moment, doesn't have a lot of options). But I'm having trouble finding lightweight addons (possibly less than 200kb use in game) that can track buffs on Player and self-casted debuffs on the target. With the exception of certain spells like Hunter's Mark, and other debuffs that override each other in a similar fashion, which I would like to set to something like "show if cast by anyone" so I know I wouldn't have to recast a certain debuff.
    I believe sFilter is quite lightweight. It hasn't been updated in a while, but I believe you just need to update all spells.

  8. #10868
    Is there any addon to put CC icons above my teammates? Like polymorph, nova, etc? Ps: I don't use friendly plates. anyone?

  9. #10869
    Quote Originally Posted by Suneca View Post
    Is there any addon to put CC icons above my teammates? Like polymorph, nova, etc? Ps: I don't use friendly plates. anyone?
    Friendly nameplates is the only thing you could anchor the CC icons too in the 3D world, so without friendly nameplates you would have to settle with cc icons on their unit frames. For CC icons on unit frames you can use LoseControl. If you want the icons aboce the player you'll have to enable nameplates. I'm not sure if PlateBuffs supports friendly nameplates, but you can try that one.

    As for friendly nameplates, you can have a nameplate addon that only shows name and/or health text above friendly players without showing the statusbar. I don't know about any specific addons that allows you to do this or if you'd have to edit it yourself in lua, but I remember having seen screenshots of it from back in WotLK/Cataclysm, so it's definitely possible.

  10. #10870
    A addon that shows cooldowns and durations in a queue, sort of like Coolline, but Coolline doesn't actually show Searing Totem duration for example.

  11. #10871
    2 questions concerning Stuf unitframes and lua coding:

    - can i import or link to other icons in Stuf. For example the role icons (tank, healer, dps) Like the ones in these unitframes: https://dl.dropbox.com/u/41539760/lol.png

    - if that's not possible. Is there lua code to add for example a colored "T" next to the player name if he's a tank?

  12. #10872
    Quote Originally Posted by zecxx View Post
    2 questions concerning Stuf unitframes and lua coding:

    - can i import or link to other icons in Stuf. For example the role icons (tank, healer, dps) Like the ones in these unitframes: https://dl.dropbox.com/u/41539760/lol.png

    - if that's not possible. Is there lua code to add for example a colored "T" next to the player name if he's a tank?
    http://www.wowinterface.com/forums/s...ad.php?t=42182

  13. #10873


    I want my power text to remain centered when there is no alternate power text, but offset when an alternate power text appears. Been trying to make this one part work for the last hour, I'm terrible at creating new code (more like reusing and making 1 new line).

    Edit: Got it working how I want but the text is not offsetting as it should.
    Edit2: Forget what about said about it working, it works with an altpowerbar, but not without..

    Code:
    -- power bar --
        if not (unit == "targettarget" or unit == "focustarget" or unit == "pet") then
    		local pp = createStatusbar(self, cfg.texture, "ARTWORK", cfg.height*-(cfg.hpheight-1), nil, 1, 1, 1, 1)
    		pp:SetFrameLevel(1)
    		pp:SetPoint("BOTTOMLEFT", self, "TOPLEFT", 0, 3)
    		pp:SetPoint("BOTTOMRIGHT", self, "TOPRIGHT", 0, 3)
    		pp.frequentUpdates = true
    
    		-- backdrop for power bar --	
    		pp.bd = createBackdrop(pp, pp, 1)
    		
    		-- power text --
    		if not multicheck(u, "boss") then
    			pp.value = createFont(pp, "OVERLAY", cfg.font, cfg.fontsize, cfg.fontflag, 1, 1, 1)
    			pp.value:SetPoint("BOTTOM", self, 0, 13)
    			if PlayerPowerBarAlt then
    				pp.value:SetPoint("BOTTOM", self, 10, 15)
    			end
    		end
    		
    		self.Power = pp
    		self.Power.PostUpdate = Updatepowerbar
    		tinsert(self.mouseovers, self.Power)
        end
    
    	-- altpower bar --
        if multicheck(u, "player", "boss") then
    		local altpp = createStatusbar(self, cfg.texture, "ARTWORK", 2, nil, 1, 1, 1, 1)
    		altpp:SetPoint("BOTTOMLEFT", self.Power, "TOPLEFT", 0, 3)
    		altpp:SetPoint("BOTTOMRIGHT", self.Power, "TOPRIGHT", 0, 3)
    		altpp.bd = createBackdrop(altpp, altpp, 1)
    
    		altpp.value = createFont(altpp, "OVERLAY", cfg.font, cfg.fontsize, cfg.fontflag, 1, 1, 1)
    		altpp.value:SetPoint("BOTTOM", self, -10, 15)
    
    		self.AltPowerBar = altpp
    		self.AltPowerBar.PostUpdate = PostAltUpdate
        end
    They are not quite symmetrical. The Power text is closer to the center than the AltPower text.

    Currently what it looks like on my DK with the class specific power bar on.

    Last edited by Jeremypwnz; 2012-12-16 at 10:25 AM.
    Omnipotent WCL || Omnipotent Site - Support our streams! || BTag:Slenderman#1355 || Temporarily retired from raiding. Soon™.

  14. #10874
    I found out those icons are just a font.
    But now Id like to get me some lua code to print a text string according to what party member is healer, tank or dps.

    Any lua guru around? :-)

  15. #10875
    Quote Originally Posted by zecxx View Post
    I found out those icons are just a font.
    But now Id like to get me some lua code to print a text string according to what party member is healer, tank or dps.

    Any lua guru around? :-)
    A: You asked the same question in three different threads all in the same day. Stick to this one since its the appropriate one.

    B: They are not fonts, they are icons stored in UI-LFG-ICON-ROLES.blp. I've changed mine and use Stuf unit frames. Edit the blp file. Place it in Stuf's media folder and then edit part of one line in icons.lua to point it to "interface\AddOns\Stuf\media\UI-LFG-ICON-ROLES. tga" instead of "interface\LFGFrame\UI-LFG-ICON-ROLES".

    The first answer you got from tordenflesk with the link gave you all the info you need.
    Last edited by bOOURNS; 2012-12-16 at 11:06 AM.

  16. #10876
    Ok, sorry for the doubleposting.

    I did a search for the original UI-LFG-ICON-ROLES.blp file but nothing came up.

  17. #10877
    High Overlord
    Join Date
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    Quote Originally Posted by zecxx View Post
    Ok, sorry for the doubleposting.

    I did a search for the original UI-LFG-ICON-ROLES.blp file but nothing came up.
    AFAIK it's treated as existing in the interface folder but within an MPQ. When you place one in the interface folder it will replace it in game.

  18. #10878
    Quote Originally Posted by zecxx View Post
    Ok, sorry for the doubleposting.

    I did a search for the original UI-LFG-ICON-ROLES.blp file but nothing came up.
    There are ways to extract the files, but its much easier to just download the "missing textures" packs for an addon called Aurora, it contains the appropriate .blp file. http://www.wowinterface.com/downloads/info19980.html Get something to convert the blp to png, edit it how you like in photoshop or whatever you use. Save it as a .tga.

    I downloaded the oUF and looked around in its files. Turns out for that specific addon those "icons" are in fact a font. (so my bad there) Labeled "symbols.ttf". I could not find a single line of code at all that uses it for the role icons, it just had the usual "interface\LFGFrame\UI-LFG-ICON-ROLES" Pointing it to use default blizz icons. So no clue what so ever how it uses a .ttf font file that has well over 10 different symbols in it. How would it even know what symbol to use.

    Honestly probably better off just using those oUF frames if you really want the different icons. It's really a lot of work and hassle changing these type of things.
    Last edited by bOOURNS; 2012-12-16 at 12:20 PM.

  19. #10879
    They are fonts like i mentioned before, and made with a tag in oUF, not sure how stuf works with custom lua.. so if you want that exact look. the font would save you some time.

    oUF.Tags.Methods['LFD'] = function(u)
    local role = UnitGroupRolesAssigned(u)
    if role == 'HEALER' then
    return '|cff8AFF30H|r'
    elseif role == 'TANK' then
    return '|cff5F9BFFT|r'
    elseif role == 'DAMAGER' then
    return '|cffFF6161D|r'
    end
    end
    oUF.Tags.Events['LFD'] = 'PLAYER_ROLES_ASSIGNED PARTY_MEMBERS_CHANGED'

  20. #10880
    Myeah, the problem with that is I use Stuf unitframes and the lua code is probably a bit different and I'm not really a good coder.
    Think I'll give it a try with the textures.

    bOOURNS: you are also using Stuf right, do you mind pointing out where exactly in the lua I have to change the path for those icons?

    edit: think I have found it. Just a matter of getting my own icons pixel perfect. Do I have to make them 16x16 or can I go bigger and then just scale ingame?
    Last edited by zecxx; 2012-12-16 at 01:09 PM.

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