modui

Re: modui

by modernist » Mon Dec 14, 2015 8:59 am

Haunt wrote:It would also be a nice touch to be able to have the health bars be class colored rather than the name background.


this will never change with modui — the layout of

[class colour]
[gradated hp]
[power colour]

is the easiest way i find to clearly process that information. feel free to edit it to your own preference though
modernist
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Re: modui

by balsh » Mon Dec 14, 2015 10:58 am

I don't know if it's only me but your last update doesn't have any interrupt on the castbars!

Also there is a "bug" where you can still see the castbar on a dead monster ie:when you loot it
balsh
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Re: modui

by Haunt » Mon Dec 14, 2015 11:10 am

modernist wrote:
Haunt wrote:It would also be a nice touch to be able to have the health bars be class colored rather than the name background.


this will never change with modui — the layout of

[class colour]
[gradated hp]
[power colour]

is the easiest way i find to clearly process that information. feel free to edit it to your own preference though


Would you know what needs to be changed in order to add class colored health bars? I'm not super savvy with addons but could likely figure it out with a bit of direction. Also, I didn't mean to insult you by asking for that. It's simply an aesthetic preferance.
Haunt
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Re: modui

by modernist » Mon Dec 14, 2015 11:22 am

heh, yeah that came off as a little sharp — my apologies. shouldn't post pre-coffee :P

anyway, sure. copy and paste the code here to overwrite the content of this file.

what i've done is simply swap the name of the frame in this line from the name background to the target statusbar. to wit, this also means a change from using the SetVertexColor(r, g, b) API to SetStatusBarColor(r, g, b) — since the former is a texture and the latter a statusbar frame and each have their own rules.
modernist
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Re: modui

by modernist » Mon Dec 14, 2015 11:23 am

balsh wrote:I don't know if it's only me but your last update doesn't have any interrupt on the castbars!

Also there is a "bug" where you can still see the castbar on a dead monster ie:when you loot it


can you double check that you definitely have the latest version before i dig into this further?
modernist
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Re: modui

by Haunt » Mon Dec 14, 2015 11:38 am

modernist wrote:heh, yeah that came off as a little sharp — my apologies. shouldn't post pre-coffee :P

anyway, sure. copy and paste the code here to overwrite the content of this file.

what i've done is simply swap the name of the frame in this line from the name background to the target statusbar. to wit, this also means a change from using the SetVertexColor(r, g, b) API to SetStatusBarColor(r, g, b) — since the former is a texture and the latter a statusbar frame and each have their own rules.


It works fine but not for my own player health bar.
Haunt
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Re: modui

by modernist » Mon Dec 14, 2015 11:44 am

does your version have this line? i edited it in 5 minute after my original post. it should colour the player hp bar too.

also note that you need to delete the 'gradient.lua' file from modsb, to prevent it overwriting the colour when the bar updates
modernist
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Re: modui

by Haunt » Mon Dec 14, 2015 11:57 am

modernist wrote:does your version have this line? i edited it in 5 minute after my original post. it should colour the player hp bar too.

also note that you need to delete the 'gradient.lua' file from modsb, to prevent it overwriting the colour when the bar updates


It does indeed have that link. I'm just getting the typical green on my player frame but my target displays the correct class colored health bar.
Haunt
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Re: modui

by modernist » Mon Dec 14, 2015 12:03 pm

ok i guess it needs a more vigorous update, add this somewhere in the middle of the file

Code: Select all
    orig.PlayerFrame_Update = PlayerFrame_Update
    function PlayerFrame_Update()
        orig.PlayerFrame_Update()
        PlayerFrameHealthBar:SetStatusBarColor(colour.r, colour.g, colour.b)
    end
modernist
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Re: modui

by balsh » Mon Dec 14, 2015 12:07 pm

modernist wrote:
balsh wrote:I don't know if it's only me but your last update doesn't have any interrupt on the castbars!

Also there is a "bug" where you can still see the castbar on a dead monster ie:when you loot it


can you double check that you definitely have the latest version before i dig into this further?

Yes just tried with the version you just uploaded on my rogue.
cast bar is not interrupted by either gouge, ks, or kick

also for the "dead castbar" (disappears once the cast is finished:
Image
balsh
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