I was trying to figure out how Prat justifies timestamps on the right of justified text (i.e., for a combat log frame) and rip that out to place into oChat, but it wasn't as simple as I'd hoped. Any advice or directions?
Sorry if this is obvious, but I am trying to get rBars working, except my main bar is displaying as 2x6 and I want it to be 1x12. How do I go about doing that?
edit: I'm an idiot. You have to change the ActionButton7 part, in case anyone else can't figure it out.
Very cool layouts, I am still working on mine. How do you move the unit frames and bars?
You need to edit the layout.lua file to position the unit frames and bars where you want them. There is no in game configuration. Just remember that if you change the lua file while WoW is running, you need to do a /console reloadui for the changes to be visible.
You need to edit the layout.lua file to position the unit frames and bars where you want them. There is no in game configuration. Just remember that if you change the lua file while WoW is running, you need to do a /console reloadui for the changes to be visible.
Originally Posted by nj00s
The comments in rBars.lua should give you some hints. If they don't you won't get that far with the rAddOns.
-----------------------------------
-- put bars to places
-----------------------------------
Moving the UFs can be done with the layout.lua, assumably with this chunk:
How does one define which font to use for showing the hotkeys?
function addon:makebuttongloss(name, i)
local bu = _G[name..i]
local ic = _G[name..i.."Icon"]
local co = _G[name..i.."Count"]
local bo = _G[name..i.."Border"]
local ho = _G[name..i.."HotKey"]
local cd = _G[name..i.."Cooldown"]
local na = _G[name..i.."Name"]
local fl = _G[name..i.."Flash"]
local nt = _G[name..i.."NormalTexture"]
ho:Show()
na:Hide()
fl:SetTexture("Interface\\AddOns\\rTextures\\flash")
bu:SetHighlightTexture("Interface\\AddOns\\rTextures\\hover")
bu:SetPushedTexture("Interface\\AddOns\\rTextures\\pushed")
bu:SetCheckedTexture("Interface\\AddOns\\rTextures\\checked")
bu:SetFont("porky.TTf",14,"OUTLINE")
nt:SetHeight(36)
nt:SetWidth(36)
nt:SetPoint("Center", 0, 0);
ic:SetTexCoord(0.1,0.9,0.1,0.9)
ic:SetPoint("TOPLEFT", bu, "TOPLEFT", 2, -2)
ic:SetPoint("BOTTOMRIGHT", bu, "BOTTOMRIGHT", -2, 2)
I bolded what I tried, but the font it uses is the same as in the default ui. Seems it is defined somewhere else, or I just probably fail at trying to add it there.
How does one define which font to use for showing the hotkeys?
pewpew code
I bolded what I tried, but the font it uses is the same as in the default ui. Seems it is defined somewhere else, or I just probably fail at trying to add it there.
Have you added the font to the WoW/fonts/ folder ... because when I changed my font I had forgotten to do that, I was simply used to using SharedMedia, and rmods does ofcourse not support that
How does one define which font to use for showing the hotkeys?
function addon:makebuttongloss(name, i)
local bu = _G[name..i]
local ic = _G[name..i.."Icon"]
local co = _G[name..i.."Count"]
local bo = _G[name..i.."Border"]
local ho = _G[name..i.."HotKey"]
local cd = _G[name..i.."Cooldown"]
local na = _G[name..i.."Name"]
local fl = _G[name..i.."Flash"]
local nt = _G[name..i.."NormalTexture"]
ho:Show()
na:Hide()
fl:SetTexture("Interface\\AddOns\\rTextures\\flash")
bu:SetHighlightTexture("Interface\\AddOns\\rTextures\\hover")
bu:SetPushedTexture("Interface\\AddOns\\rTextures\\pushed")
bu:SetCheckedTexture("Interface\\AddOns\\rTextures\\checked")
bu:SetFont("porky.TTf",14,"OUTLINE")
nt:SetHeight(36)
nt:SetWidth(36)
nt:SetPoint("Center", 0, 0);
ic:SetTexCoord(0.1,0.9,0.1,0.9)
ic:SetPoint("TOPLEFT", bu, "TOPLEFT", 2, -2)
ic:SetPoint("BOTTOMRIGHT", bu, "BOTTOMRIGHT", -2, 2)
I bolded what I tried, but the font it uses is the same as in the default ui. Seems it is defined somewhere else, or I just probably fail at trying to add it there.
For the hotkeys on the buttons, does anyone know a script that can be inserted into the lua file that would shorten the hotkey name? For example, when I used Bongos2 it would show NumPad1 as NP1, I looked in the Bongos2 lua files but couldn't see anything specific to this.
Love using rBars, trying to figure out everything is a pain but once you get it working you understand it so much more. I finally figured out how to make my bar 1x12 but for some reason when i shapeshift the last button(Button 12) starts a new row by itself. I am trying to figure out why this is happening. Here is the code i am using:
I recently downloaded the mods and I love them, the only problem I've been having is that I'm not able to get combo points to show for some reason. I was wondering if anyone could help me with this?
I recently downloaded the mods and I love them, the only problem I've been having is that I'm not able to get combo points to show for some reason. I was wondering if anyone could help me with this?
I'm using rBars now and after an evening searching everywhere.... I'm not able to figure how to hide Tooltips on the action bars. :'(
I've check in Bartender but I think it calls too complex functions to do it (or it uses libraries it don't use).
Here is the screen with a tooltip I want to remove (from a totally OOC faded rBar) :
I've found this in the last rBars.lua Zork posted :
-- Handle range indicator
if ( this.rangeTimer ) then
this.rangeTimer = this.rangeTimer - elapsed;
if ( this.rangeTimer <= 0 ) then
ActionButton_UpdateUsable();
this.rangeTimer = TOOLTIP_UPDATE_TIME;
end
end
if ( not this.updateTooltip ) then
return;
end
this.updateTooltip = this.updateTooltip - elapsed;
if ( this.updateTooltip > 0 ) then
return;
end
if ( GameTooltip:IsOwned(this) ) then
ActionButton_SetTooltip();
else
this.updateTooltip = nil;
end
Perhaps there is an hint to clear the buttons from their tooltips there... But not sure :?
Let me know if I missed something.
[edit]
In the same way... How to fade the MainBar after a shapeshift (normal to stealth in my case) ?
I fade the MainMenuBar to 0, but, when stealthed, the actionbar is showing nonetheless.
function ActionButton_UpdateUsable()
local icon = getglobal(this:GetName().."Icon");
local normalTexture = getglobal(this:GetName().."NormalTexture");
local isUsable, notEnoughMana = IsUsableAction(this.action);
if ( isUsable ) then
icon:SetVertexColor(1.0, 1.0, 1.0);
normalTexture:SetVertexColor(1.0, 1.0, 1.0);
elseif ( notEnoughMana ) then
icon:SetVertexColor(0.5, 0.5, 1.0);
normalTexture:SetVertexColor(0.5, 0.5, 1.0);
else
icon:SetVertexColor(0.4, 0.4, 0.4);
normalTexture:SetVertexColor(1.0, 1.0, 1.0);
end
end
Now you can rewrite this function in your addon.
Like this:
ActionButton_UpdateUsable = function()
local icon = getglobal(this:GetName().."Icon");
local normalTexture = getglobal(this:GetName().."NormalTexture");
if ( IsActionInRange(ActionButton_GetPagedID(this)) == 0 )
then
icon:SetVertexColor(1,0,0);
normalTexture:SetVertexColor(1,1,1);
else
local isUsable, notEnoughMana = IsUsableAction(ActionButton_GetPagedID(this));
if ( notEnoughMana ) then
icon:SetVertexColor(0,0,1);
normalTexture:SetVertexColor(1,1,1);
elseif ( isUsable ) then
icon:SetVertexColor(1, 1, 1);
normalTexture:SetVertexColor(1,1,1);
else
icon:SetVertexColor(0.3,0.3,0.3);
normalTexture:SetVertexColor(1,1,1);
end
end
end
The most important line is marked red. "ActionButton_UpdateUsable" now uses the new function.
You can do this with every Blizzard function you want to change.
I'm currently having a problem with something that seems really easy in rBuffs, namely changing their size.
I've tried to change the SetScale function, but it doesn't work. However, changing the font does. Anyone know the problem?
--BuffFrame:SetScale(2)
that's odd, seems to work fine for me by just removing the comments.
on another note, how would I make the buffbars sort buffs/debuffs after time left? meaning the normal raid buffs: fort, motw etc. would allways be on the right while short procs: mongoose, haste etc. would be on the left/lower end of the bars.
I'm currently having a problem with something that seems really easy in rBuffs, namely changing their size.
I've tried to change the SetScale function, but it doesn't work. However, changing the font does. Anyone know the problem?
--BuffFrame:SetScale(2)
Those two lines at the beginning of the line ("--") indicate the line is commented out or ignored. You need to remove them so they are used when the mod loads. Also, SetScale is a number from .1 to 1.0, IIRC.
Those two lines at the beginning of the line ("--") indicate the line is commented out or ignored. You need to remove them so they are used when the mod loads. Also, SetScale is a number from .1 to 1.0, IIRC.
If that is the case, is there any way to make the buff frames larger?