wolfmother83
Quest-Mob
- Registriert
- 25.04.2008
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- 60
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- 3
local RaidWidth = 70 -- Raid Width
local RaidHeight = 12 -- Raid Height
local RHealthHeight = 13 -- Raid Healthbar Height
local RManaHeight = 1 -- Raid Manabar Height
local showplayerrr = true -- Do you want to show player? Make false for no player shown. True by default.
local showpartyrr = false -- Do you want to show party in raid? Make true to show party in addition to raid. False by default.
local showrr = true -- Do you want to show raid, when you're in a raid? Make false if not. True by default.
local groupbyrr = 'GROUP' -- Sorting by group
local mxcolrr = 5 -- Max columns going upwards. Change to 5 if you only want to see 25 players. 8 for 40 players i.e. WG and AV Battleground.
local untsprcolrr = 5 -- How many units to show per column.
local colspcrr = 8 -- Vertical spacing
local pointrr = 'RIGHT' -- Growth
local xoffsetrr = -8 -- horizontal spacing
local colmanchorpointrr = 'BOTTOM' -- anchor point.
--==RAID==--
-- Same with party, still under construction.
-- It works, but I still need to tweak some things and add some things.
raid = function(self)
self.Health.colorSmooth = false
self.Health.colorClass = false
self.Health.colorReaction = false
self.Health.colorDisconnected = true
self.Health.colorTapping = true
self.Health.Smooth = false
self.Health:SetHeight(RHealthHeight)
self.Power:SetHeight(RManaHeight)
self:SetAttribute('initial-width', RaidWidth)
self:SetAttribute('initial-height', RaidHeight)
self:SetAttribute('initial-scale', RaidScale)
-- Healcomm4
self.HealCommBar = CreateFrame('StatusBar', nil, self.Health)
self.HealCommBar:SetAllPoints()
self.HealCommBar:SetStatusBarTexture(bartex)
self.HealCommBar:SetStatusBarColor(0, 1, 0, 0.2)
-- Debuff Indicator
self.debuffind = self.Health:CreateTexture(nil, "OVERLAY")
self.debuffind:SetAllPoints()
self.debuffind:SetTexture(bartex2)
self.debuffind:SetVertexColor(0,0,0,0.2)
self.debuffind.frequentUpdates = .05
self:RegisterEvent("UNIT_AURA", updateDispel)
-- Threat
self.Threat = self.Health:CreateTexture(nil, "OVERLAY")
self.Threat:SetAllPoints()
self.Threat:SetTexture(aggro)
self.Threat:SetVertexColor(0.47, 0.4, 0.4, 1)
self.Threat.frequentUpdates = .05
-- register it
self:RegisterEvent("UNIT_THREAT_SITUATION_UPDATE", check_threat)
local range = {
insideAlpha = 1,
outsideAlpha = 0.2,
}
self.Range = range
end
}
--==SHARED LAYOUT - For all unit frames ==--
local Shared = function(self, unit)
--==REGISTER RIGHT CLICKS==--
self:RegisterForClicks('AnyUp')
self:SetScript('OnEnter', UnitFrame_OnEnter)
self:SetScript('OnLeave', UnitFrame_OnLeave)
self.menu = menu
self:SetAttribute('type2', 'menu')
--==BACKDROP==--
self:SetBackdrop{
bgFile = [[Interface\Buttons\WHITE8x8]], tile = true, tileSize = 16,
insets = {left = -2, right = -2, top = -2, bottom = -2},
}
self:SetBackdropColor(0,0,0,1)
--==CREATE HP BARS==--
local bar_hp = CreateFrame('StatusBar', nil, self)
bar_hp:SetStatusBarTexture(bartex2)
bar_hp:SetHeight(25)
bar_hp:SetPoint('TOPRIGHT', self, 'TOPRIGHT', 1, 1)
bar_hp:SetPoint('TOPLEFT', self, 'TOPLEFT', -1, 1)
bar_hp.frequentUpdates = true
--== Background of HP bar ==--
bar_BGhp = bar_hp:CreateTexture(nil, "BORDER")
bar_BGhp:SetAllPoints()
bar_BGhp:SetTexture(bartex)
bar_BGhp:SetAlpha(0.2)
self.Health = bar_hp
self.Health.bg = bar_BGhp
Code:-- Healcomm4 self.HealCommBar = CreateFrame('StatusBar', nil, self.Health) self.HealCommBar:SetAllPoints() self.HealCommBar:SetStatusBarTexture(bartex) [color="#FF0000"] self.HealCommBar:SetStatusBarColor(0, 1, 0, 0.2) -- Debuff Indicator self.debuffind = self.Health:CreateTexture(nil, "OVERLAY") self.debuffind:SetAllPoints() self.debuffind:SetTexture(bartex2) [color="#FF0000"]self.debuffind:SetVertexColor(0,0,0,0.2) self.debuffind.frequentUpdates = .05 self:RegisterEvent("UNIT_AURA", updateDispel) -- Threat self.Threat = self.Health:CreateTexture(nil, "OVERLAY") self.Threat:SetAllPoints() self.Threat:SetTexture(aggro) [color="#FF0000"]self.Threat:SetVertexColor(0.47, 0.4, 0.4, 1) self.Threat.frequentUpdates = .05 -- register it self:RegisterEvent("UNIT_THREAT_SITUATION_UPDATE", check_threat) local range = { insideAlpha = 1, outsideAlpha = 0.2, } self.Range = range end --==BACKDROP==-- self:SetBackdrop{ bgFile = [[Interface\Buttons\WHITE8x8]], tile = true, tileSize = 16, insets = {left = -2, right = -2, top = -2, bottom = -2}, } [color="#FF0000"]self:SetBackdropColor(0,0,0,1) [/QUOTE] [size=2]Spiele mal mit den Werten der Rot-Markierten Zeilen. Ich selber bin noch ein relativer Neuling in Sachen LUA usw.[/size] Die Erklärung mit den Farbwerten findest du hier: http://www.buffed.de/forum/index.php/topic/163599-how-to-frame-paar-tipps-n-tricks/ Unter "Farbe" findest du eine Erklärung, einfach auf "Spoiler" klicken ;-)
self.HealCommBar:SetStatusBarColor(0, 1, 0, 0.2)
self.Threat:SetVertexColor(0.47, 0.4, 0.4, 1)