1920x1080
Looks really good, the only thing I notice straight away is your damage meter lacking the monochrome flag. I'd also change the font of the tooltip and bigwigs to match the rest. I love the centre block and the colors.
What are the two icons in the middle?
You don't say, it's ridiculous how creative he is.
@ Zorkie
Love this new project of yours <3
Would be interesting to see the use of plus (+) signs and minus (-) signs for a health bar if multiple symbols can be used for the same status bar.
- - - - + + + +
Or other combinations. Also, can this technique use hp thresh-hold coloring or only solid colors?
This type usage as a status bar would be pretty epic if you could use Dingbat fonts
Excited for updates
<3
Ish
I'm using outline monochrome on skada so don't know what's up with that, probably the terrible picture quality.
Don't know how to change elvui tooltip font without changing the general font in menus etc.
Two icons in the middle is AffDots, the one below is WeakAura for trinket proc.
Then it's the font shadow. I don't know how well versed you are with lua editting, but you can ctrl+f "SetShadowOffset" and set it to 0, 0. It looks like it's around 1, -1 right now if that helps. It's not like it stands out massively, so it's not a must change.
Is it trinket proc duration or trinket proc cooldown? I noticed that the timer above your unitframe has a different timer.
I don't know how to fiddle with ElvUI. But some elements do good with a less pixelated font, the tooltip is one of those for sure. Stuff you just have to glance at.
Ah, that makes sense!
Does kgPanels support custom lua input?
local _, class = UnitClass("player")
local color = (CUSTOM_CLASS_COLORS or RAID_CLASS_COLORS)[class or ""]
self.bg:SetVertexColor(color.r, color.g, color.b, self.bg:GetAlpha())
EDIT: Fairly sure this would work.
EDIT#2: Changed second line in case custom class colors is present
Last edited by mmocd31d5ad991; 2013-10-23 at 12:15 AM.
I'm working exactly on this - Ish you clearly have reading mind powers.
Since they're fonts and not statusbars, i's all about the postupdatehealth functions.
EDIT: colring partially the shape could be done, but only via XML i think (and i'm not skilled in that).
EDIT2: oUF_hank does something on the line; anyway the text is done via textures, so it's "easy" to make gradually filled . You cannot gradient color a single character (at least from what i'm trying now).
EDIT3: thanks to treeston and zork - scrollframe. Will definitely throw some code on this afternoon.
Guys, you just made me go wild on UIs and code like old days.
Last edited by Coldkil; 2013-10-23 at 08:11 AM.
Non ti fidar di me se il cuor ti manca.
About the ---------+++++++++ thing:
Pretty sure NiN, or Twin, or whatever his crazy name was, made a castbar in one of his UI's that used this principle. A looooooooooooooooong time ago.
You can colorize strings to anything you want since you can use hexColors via:
Result: "Hello World. I has no colorz."Code:local text = "Hello World." text = "|cFF00FFFF"..text.."|r I has no colorz." --text will be in aqua because the color is AARRGGBB = #00ffff fs:SetText(text) fs:SetTextColor(1,0,0)
Same goes for the character signs. You can create a full string via loop. All you need are functions that react to a certain percentage.
Basically a string statusbar will know:
- activeColor
- activeSign
- inactiveColor
- inactiveSign
- numChars (preferebly 10 if working with percentages or total number when working with stuff like combo points or soulshards)
OnEvent you calculate a new bar state and have a loop that creates your new text string. If a general function is not enough you just use a specific one.
I wrote a small color lib lately. It allows the transversion of colorA to colorB on a given percentage. http://www.wowinterface.com/download...udge.html#info. It is based on the HSV color calculation: http://en.wikipedia.org/wiki/HSL_and_HSV. I use that already for the smooth color transition on the unit health value string.
Last edited by mmoc48efa32b91; 2013-10-23 at 01:16 PM.