Thanks Kaitain, going to check it out for myself tonight!
Hey!
I've always liked that new UI of yours, so I decided to try it out as soon as I got the chance. However this is what I got.
Things that might be wrong;
1. I'm not really sure what that thing in the middle is.
2. The bagskins look very dark, not really shaded as the character pane. Intended?
3. Samething for the loot frame tbh.
4. Not sure what the 'P' button does, in my UI it does nothing *^^* Might be something group/raid related though, havent tried it in a party yet.
Other than that, great ui!
Many WeakAuras. Still some tweaks to make, as always.
Using computers to make demons kill dragons: Warlock beta spell WeakAuras here, @OOMM_UI, OOMM@kt-us
Perfect tnx Kaitain.
Healer UI
hey guys, hope you can help me out. im currently trying out dRecMap, because i wanted a rectangular minimap and qusemap didn't really do it for me. dRecMap is missing a lot of features, that i have borrowed from qusemap however. i'm trying to add the code Haleth made to show dungeon difficulty, but it's really messing up my minimap.
http://i.imgur.com/8EFVlaH.png - before added code
http://i.imgur.com/DjSGNDG.png - after adding the code
the code in question:
local rd = CreateFrame("Frame", nil, Minimap)
rd:SetSize(24, 8)
rd:RegisterEvent("PLAYER_ENTERING_WORLD")
rd:RegisterEvent("PLAYER_DIFFICULTY_CHANGED")
rd:RegisterEvent("GUILD_PARTY_STATE_UPDATED")
local rdt = rd:CreateFontString(nil, "OVERLAY")
rdt:SetPoint("TOP", Minimap, "TOP", 0, -27)
rdt:SetFont(font, fontsize, fontflag)
rd:SetScript("OnEvent", function()
local _, _, difficulty, _, maxPlayers = GetInstanceInfo()
if difficulty == 0 then
rdt:SetText("")
elseif maxPlayers == 3 then
rdt:SetText("3")
elseif difficulty == 1 then
rdt:SetText("5")
elseif difficulty == 2 then
rdt:SetText("5H")
elseif difficulty == 3 then
rdt:SetText("10")
elseif difficulty == 4 then
rdt:SetText("25")
elseif difficulty == 5 then
rdt:SetText("10H")
elseif difficulty == 6 then
rdt:SetText("25H")
elseif difficulty == 7 then
rdt:SetText("LFR")
elseif difficulty == 8 then
rdt:SetText("5CM")
elseif difficulty == 9 then
rdt:SetText("40")
end
if GuildInstanceDifficulty:IsShown() then
rdt:SetTextColor(color.r, color.g, color.b)
else
rdt:SetTextColor(color.r, color.g, color.b)
end
end)
Could you tell me what you use as raid frames (which addon / style / background texture).
I´d really like this UI. Could you tell me what raid frame addon you use (I guess its VuhDo, but what font and what background / bar texture), and what bar texture and font you use @ your Skada ?
Thanks!
This is the code I use in my Elvui External Edit - try it and see if it works for you.
You may want to change positioning and font to suit your needs.
Code:-------------------------------------------------------------- --Adding instance difficulty text and hiding difficulty flags -------------------------------------------------------------- MiniMapInstanceDifficulty:ClearAllPoints() MiniMapInstanceDifficulty:SetAlpha(0) GuildInstanceDifficulty:ClearAllPoints() GuildInstanceDifficulty:SetAlpha(0) MiniMapChallengeMode:ClearAllPoints() MiniMapChallengeMode:Hide() local id = CreateFrame("Frame", nil, Minimap) id:Size(24, 8) id:Point("TOP", Minimap, "TOP", 0, 0) id:RegisterEvent("PLAYER_ENTERING_WORLD") id:RegisterEvent("PLAYER_DIFFICULTY_CHANGED") id:RegisterEvent("GUILD_PARTY_STATE_UPDATED") id:RegisterEvent("INSTANCE_GROUP_SIZE_CHANGED") local idtext = id:CreateFontString(nil, "OVERLAY") idtext:Point("TOP", Minimap, "TOP", 0, -2) idtext:SetFont(E["media"].normFont, 11) local instanceTexts = { [0] = "", [1] = "5", [2] = "5H", [3] = "10", [4] = "25", [5] = "10H", [6] = "25H", [7] = "LFR", [8] = "CM", [9] = "40", [11] = "3", [12] = "3H", [16] = "20M", } local garrisonMaps = { [1152] = true, -- FW Horde Garrison Level 1 [1330] = true, -- FW Horde Garrison Level 2 [1153] = true, -- FW Horde Garrison Level 3 [1154] = true, -- FW Horde Garrison Level 4 [1158] = true, -- SMV Alliance Garrison Level 1 [1331] = true, -- SMV Alliance Garrison Level 2 [1159] = true, -- SMV Alliance Garrison Level 3 [1160] = true, -- SMV Alliance Garrison Level 4 } id:SetScript("OnEvent", function() local _, instanceType, difficultyID, _, maxPlayers, _, _, instanceMapID, instanceGroupSize = GetInstanceInfo() if instanceTexts[difficultyID] ~= nil then idtext:SetText(instanceTexts[difficultyID]) else if difficultyID == 14 then idtext:SetText(instanceGroupSize.."N") elseif difficultyID == 15 then idtext:SetText(instanceGroupSize.."H") else idtext:SetText("") end end -- garrison, go away if garrisonMaps[instanceMapID] then idtext:SetText("") end if GuildInstanceDifficulty:IsShown() then idtext:SetTextColor(0, 1, 0) else idtext:SetTextColor(1, 1, 1) end end)
Can I get some people to test out my UI please?
Download here:
http://www.wowinterface.com/download...idUI.html#info
Out of Combat:
Raid:
hi thanks for taking your time, unfortunately it doesn't do anything for me. i'm obviously doing something wrong, since i have no idea how to code .lua. what happens is that the normal difficulty tag will show, but i can't move it, and i what the code should have added is nowhere to be seen.
I am trying to create a health bar like you.
I created three bars with 200 wide .
The position of the color bar is x, one black bar x -4 and other black bar x + 4
Everything works fine until health is almost zero, this happens
https://www.dropbox.com/s/u4bf0clplh...30309.jpg?dl=0
How you did you?
i'm having a really weird issue with my unit frames. they have the same dimensions (230 width, 42 height and 100% scale). the settings for health and power are identical, the only difference between the 2 unit frames are that the target is mirrored and has more text on it. why are they differing in size? it's REALLY annoying
edit:
found a solution, although not a very pleasant one. using the perfect pixel script thing, they actually are the same, so now it's time to scale my entire ui down. yay
Last edited by santera; 2015-01-09 at 10:56 PM.