用了oUF_Drk插件后,小队,剑网3仇恨统计插件条,经验条怎么显示?我已...

魔兽世界用大脚插件加入队伍后,左边小队没有显示小队人物,怎么解决啊,谢谢_百度知道
魔兽世界用大脚插件加入队伍后,左边小队没有显示小队人物,怎么解决啊,谢谢
提问者采纳
如果你加入的是小队,头像隐藏不掉。。如果是在团队里,可以用GRID来代替,或者打开那个箭头调出系统自带的团队框架,小队头像自来不显示了
提问者评价
其他类似问题
为您推荐:
其他3条回答
屏幕左边有个箭头 打开以后 里面有个选择是隐藏框架 重新点开
团队界面配置 把上面那个勾取消了
在脱离战斗的情况下重载插件
试过了,没用
大脚插件的相关知识
等待您来回答
下载知道APP
随时随地咨询
出门在外也不愁[插件求助]跪求大神 有关OUF_DRK 的名字大小和团队框体禁用的修改
小水战一枚 真的百度过 真的搜索过 只是学会了换了不乱马的中文字体 能显示中文和职业着色目前苦恼的是 OUF自带的 团队框架要怎么弄没它呢 /omf 拖出屏幕外面 但是 重载或重上游戏还是会乱放着 我还是习惯看 暴雪自带的还有 名字字体很小 看着很费劲 而且名字和职业着色 是一个颜色... 希望字体能大一点 我挺喜欢这款插件的 不想因为自己小白尔错过自己喜欢的插件 特来最后求助一番 插件是在 下载的 名字是OUF_DRK以下是 cfg.lua---------------------------------- INIT-----------------------------local addon, ns = ...local cfg = CreateFrame(&Frame&)------------------------------- CONFIG-------------------------------unitframes& &cfg.unitframeWidth = 235& &cfg.unitframeScale = 1.2 -- Keep between 1 and 1.25 to have a good result, 1 = standard--player& &cfg.playerX = -180 -- x-coordinate of the player frame& &cfg.playerY = 360 -- y-coordinate of the player frame--target& &cfg.targetX = 180 -- x-coordinate of the target frame& &cfg.targetY = 360 -- y-coordinate of the target frame--boss& &cfg.bossX = 15 -- x-coordinate of boss frames& &cfg.bossY = -40 -- y-coordinate is for the first bossframe, additional frames will grow upwards (75px each)--auras& &cfg.playerAuras = false -- show player buffs and debuffs, disables Blizzard buff bar& &cfg.AltPowerBarPlayer = false --show altpowerbar on player frame, false = blizzard standard& &cfg.targetBuffs = true -- show target buff frame& &cfg.targetDebuffs = true -- show target debuff frame& &cfg.totBuffs = false -- show target-of-target buffs (only one can be active)& &cfg.totDebuffs = true -- show target-of-target debuffs (only one can be active)& &cfg.focusBuffs = false -- show focus buffs (only one can be active)& &cfg.focusDebuffs = true -- show focus debuffs (only one can be active)--class-specific bars& &cfg.showRunebar = true -- show DK rune bar& &cfg.showHolybar = true -- show Paladin HolyPower bar& &cfg.showEclipsebar = true -- show druid Eclipse bar& &cfg.showShardbar = true -- show Warlock SoulShard bar& &cfg.showHarmonybar = true -- show Monk Harmony bar& &cfg.showShadoworbsbar = true -- show Shadow Priest Shadow Orbs bar& &cfg.showComboPoints = true -- show Rogue Combo Points--castbar& &cfg.Castbars = true -- use built-in castbars& &--player& &cfg.playerCastBarOnUnitframe = true& &cfg.playerCastBarX = 0& &cfg.playerCastBarY = 200& &cfg.playerCastBarWidth = 300& &cfg.playerCastBarHeight = 30& &--target& &cfg.targetCastBarOnUnitframe = true& &cfg.targetCastBarX = 0& &cfg.targetCastBarY = 250& &cfg.targetCastBarWidth = 200& &cfg.targetCastBarHeight = 25& &--raid&party frames& &cfg.showRaid = true -- show raid frames& &cfg.raidShowSolo = true -- show raid frames even when solo& &cfg.showIncHeals = true -- Show incoming heals in player and raid frames& &cfg.showTooltips = true -- Show Tooltips on raid frames& &cfg.enableRightClickMenu = false -- Enables the right click menu for raid frames& &cfg.showRoleIcons = false -- Show Role Icons on raid frames& &cfg.showIndicators = true -- Show Class Indicators on raid frames (HoT's, buffs etc.)& &cfg.showThreatIndicator = true -- Show Threat Indicator on raid frames& && &cfg.raidOrientationHorizontal = false& &cfg.raidX = -410& &cfg.raidY = 190& &cfg.raidScale = 1& && &cfg.IndicatorList = {& && &[&NUMBERS&] = {& && && &[&DEATHKNIGHT&] & &= &[DK:DeathBarrier]&,& && && &[&DRUID&]& && && &= &[Druid:Lifebloom][Druid:Rejuv][Druid:Regrowth]&,& && && &--[&HUNTER&]& && &= missdirect,& && && &--[&MAGE&]& && && &= ,& && && &[&MONK&]& && && &= &[Monk:EnvelopingMist][Monk:RenewingMist]&,& && && &--[&PALADIN&]& && &= ,& && && &[&PRIEST&]& && && &= &[Priest:Renew][Priest:PowerWordShield]&,& && && &--[&ROGUE&]& && && &= tricks,& && && &[&SHAMAN&]& && && &= &[Shaman:Riptide][Shaman:EarthShield]&,& && && &--[&WARLOCK&]& && &= ,& && && &[&WARRIOR&]& && && &= &[Warrior:Vigilance]&,& && &},& && &[&SQUARE&] = {& && && &--[&DEATHKNIGHT&] & &= ,& && && &--[&DRUID&]& && && &= ,& && && &--[&HUNTER&]& && &= ,& && && &--[&MAGE&]& && && &= ,& && && &--[&MONK&]& && && &= ,& && && &[&PALADIN&]& && && &= &[Paladin:Forbearance][Paladin:Beacon]&,& && && &--[&PRIEST&]& && &= ,& && && &--[&ROGUE&]& && && &= ,& && && &--[&SHAMAN&]& && &= ,& && && &--[&WARLOCK&]& && &= ,& && && &--[&WARRIOR&]& && &= ,& && &},& &}& &cfg.DebuffWatchList = {& && &debuffs = {& && && &--## USAGE: [&DEBUFF_NAME&] = PRIORITY, ##--& && && &--## PRIORITY -& 10: high, 9: medium, 8: low, dispellable debuffs have standard priority of 5. ##--& && && &--[&61295&] = 10, -- Riptide for testing purposes only& && && &--[[## CATACLYSM ##]]--& && && &--[[ T13 ]]--& && && &--Dragon Soul& && && && &--Warlord Zon'ozz& && && && && &[&103434&] = 9, -- Disrupting Shadows& && && && &--Yor'sahj the Unsleeping& && && && && &[&103628&] = 9, -- Deep Corruption& && && && &--Hagara the Stormbinder& && && && && &[&109325&] = 9, -- Frostflake& && && && && &[&104451&] = 9, -- Ice Tomb& && && && &--Ultraxion& && && && && &[&105926&] = 9, -- Fading Light& && && && &--Spine of Deathwing& && && && && &[&105479&] = 8, -- Searing Plasma& && && && && &[&105490&] = 9, -- Fiery Grip& && && && && &[&106199&] = 10, -- Blood Corruption: Death& && && && && &[&106200&] = 10, -- Blood Corruption: Earth& && && && &--Madness of Deathwing& && && && && &[&108649&] = 9, -- Corrupting Parasite& && && && && &[&106400&] = 10, -- Impale& && && && && &[&106444&] = 9, -- Impale (Stacks)& && && && && &[&106794&] = 9, -- Shrapnel (should be the right one)& && && && && &--[&106791&] = 9, -- Shrapnel& && && &--[[## MISTS OF PANDARIA ##]]--& && && &--World Bosses& && && && &--Sha of Anger& && && && && &[&119622&] = 8, -- Growing Anger& && && && && &[&119626&] = 9, -- Aggressive Behavior& && && &--[[ T14 ]]--& && && &--Heart of Fear& && && && &--Imperial Vizier Zor'lok& && && && && &[&122706&] = 9, -- Noise Cancelling& && && && && &[&122740&] = 10, -- Convert& && && && &--Blade Lord Ta'yak& && && && && &[&123474&] = 8, -- Overwhelming Assault& && && && && &[&123180&] = 9, -- Wind Step& && && && &--Garalon& && && && && &[&122835&] = 8, [&129815&] = 8, -- Pheromones& && && && && &[&123081&] = 10, -- Pungency& && && && &--Wind Lord Mel'jarak& && && && && &[&121885&] = 10, [&129078&] = 10, [&121881&] = 10, -- Amber Prison& && && && && &[&122055&] = 8, -- Residue& && && && && &[&122064&] = 9, -- Corrosive Resin& && && && &--Amber-Shaper Un'sok& && && && && &[&122784&] = 9, [&122370&] = 9, -- Reshape Life& && && && && &[&121949&] = 10, -- Parasitic Growth& && && && && &--[&Amber Globule&] = 9,& && && && &--Grand Empress Shek'zeer& && && && && &[&123707&] = 8, -- Eyes of the Empress& && && && && &[&124097&] = 8, -- Sticky Resin& && && && && &[&123788&] = 9, -- Cry of Terror& && && && && &[&124862&] = 10, [&124863&] = 10, -- Visions of Demise& && && &--Mogu'shan Vaults& && && && &--The Stone Guard& && && && && &[&116281&] = 8, -- Cobalt Mine& && && && && &[&130395&] = 10, -- Jasper Chains& && && && && &[&116301&] = 9, -- Living Jade& && && && && &[&116304&] = 9, -- Living Jasper& && && && && &[&116199&] = 9, -- Living Cobalt& && && && && &[&116322&] = 9, -- Living Amethyst& && && && &--Feng the Accursed& && && && && &[&116942&] = 8, -- Flaming Spear& && && && && &[&116784&] = 9, -- Wildfire Spark& && && && && &[&116577&] = 10, [&116576&] = 10, [&116574&] = 10, [&116417&] = 10, -- Arcane Resonance& && && && &--Gara'jal the Spiritbinder& && && && && &[&117723&] = 8, -- Frail Soul& && && && && &[&122151&] = 9, -- Voodoo Doll& && && && && &[&122181&] = 10, -- Conduit to the Spirit Realm& && && && &--The Spirit Kings& && && && && &[&117708&] = 8, -- Maddening Shout& && && && && &[&118047&] = 8, [&118048&] = 8, -- Pillage& && && && && &[&118141&] = 9, -- Pinning Arrow& && && && && &[&118163&] = 8, -- Robbed Blind& && && && && &[&117514&] = 9, [&117529&] = 9, [&117506&] = 9,-- Undying Shadows& && && && &--Elegon& && && && && &--[&117878&] = 8, -- Overcharged& && && && && &[&117949&] = 9, -- Closed Circuit& && && && && &[&132222&] = 10, -- Destabilizing Energies& && && && && &[&132226&] = 10, -- Destabilized& && && && &--Will of the Emperor& && && && && &[&116829&] = 10, -- Focused Energy& && && &--Terrace of Endless Spring& && && && &--Protectors of the Endless& && && && && &[&117436&] = 10, [&131931&] = 10, [&111850&] = 10, -- Lightning Prison& && && && &--Tsulong& && && && && &[&122777&] = 8, -- Nightmares& && && && && &[&123011&] = 10, [&123018&] = 10, -- Terrorize& && && && &--Lei Shi& && && && && &[&123705&] = 10, -- Scary Fog& && && && && &[&123121&] = 8, -- Spray& && && && &--Sha of Fear& && && && && &[&120629&] = 8, -- Huddle in Terror& && && &--[[ T15 ]]--& && && &--Throne of Thunder& && && && &--Jin'rokh the Breaker& && && && && &--[&138732&] = 9, [&138733&] = 9, [&139997&] = 9, -- Ionization (dispellable)& && && && && &[&137422&] = 4, -- Focused Lightning& && && && &--Horridon& && && && && &[&136708&] = 6, -- Stone Gaze (so it's & Sunbeam Debuff)& && && && &--Council of Elders& && && && && &[&137641&] = 9, -- Soul Fragment (Ball)& && && && && &[&137650&] = 7, -- Shadowed Soul& && && && && &[&136990&] = 8, -- Frostbite& && && && && &[&136992&] = 8, -- Biting Cold& && && && &--Tortos& && && && && &[&137552&] = 8, [&137633&] = 8, --Crystal Shell& && && && && &[&140701&] = 9, -- Crystal Shell: Max Capacity& && && && &--Megaera& && && && && &[&139857&] = 9, -- Torrent of Ice& && && && && &[&139822&] = 9, -- Cinders& && && && &--Ji-Kun& && && && && &[&134256&] = 9, -- Slimed& && && && &--Durumu the Forgotten& && && && && &[&139204&] = 9, -- Infrared Tracking& && && && && &[&139202&] = 9, -- Blue Ray Tracking& && && && && &[&133768&] = 10, -- Arterial Cut& && && && && &[&133597&] = 10, -- Dark Parasite& && && && && &[&133798&] = 10, -- Life Drain& && && && &--Primordius& && && && && &[&136228&] = 10, -- Volatile Pathogen& && && && && &[&136050&] = 9, -- Malformed Blood& && && && && &[&137000&] = 9, -- Black Blood& && && && &--Dark Animus& && && && && &[&138486&] = 9, -- Crimson Wake Target Debuff& && && && && &[&138609&] = 9, -- Matter Swap& && && && && &[&136962&] = 8, -- Anima Ring& && && && &--Iron Qon& && && && && &[&134647&] = 8, -- Scorched& && && && && &[&137668&] = 9, -- Burning Cinders& && && && && &[&137669&] = 9, -- Arcing Lightning& && && && && &[&135145&] = 9, -- Freeze& && && && && &[&137664&] = 8, -- Frozen Blood& && && && &--Twin Consorts& && && && && &[&137341&] = 4, -- Beast of Nightmares& && && && && &[&137360&] = 4, -- Corrupted Healing& && && && && &[&137408&] = 7, -- Fan of Flames& && && && && &[&137440&] = 8, -- Icy Shadows& && && && &--Lei Shen& && && && && &[&135695&] = 8, -- Static Shock& && && && && &[&136295&] = 8, -- Overcharge& && && && && &[&139011&] = 9, -- Helm of Command& && && && && &[&136478&] = 7, -- Fusion Slash& && && && &--Ra-den& && &},& &}& && &--media filescfg.statusbar_texture = &Interface\\AddOns\\oUF_Drk\\media\\Statusbar&cfg.powerbar_texture = &Interface\\AddOns\\oUF_Drk\\media\\Aluminium&cfg.raid_texture = &Interface\\AddOns\\oUF_Drk\\media\\Minimalist&cfg.highlight_texture = &Interface\\AddOns\\oUF_Drk\\media\\raidbg&cfg.portrait_texture = &Interface\\AddOns\\oUF_Drk\\media\\portrait&cfg.backdrop_texture = &Interface\\AddOns\\oUF_Drk\\media\\backdrop&cfg.backdrop_edge_texture = &Interface\\AddOns\\oUF_Drk\\media\\backdrop_edge&cfg.debuff_border_texture = &Interface\\AddOns\\oUF_Drk\\media\\iconborder&cfg.font = &Interface\\AddOns\\oUF_Drk\\media\\BigNoodleTitling.ttf&cfg.smallfont = &Interface\\AddOns\\oUF_Drk\\media\\semplice.ttf&cfg.raidfont = &Interface\\AddOns\\oUF_Drk\\media\\vibroceb.ttf&cfg.squarefont = &Interface\\AddOns\\oUF_Drk\\media\\squares.ttf&--do not change thiscfg.spec = nilcfg.updateSpec = function()& &cfg.spec = GetSpecialization()end------------------------------- HANDOVER-----------------------------ns.cfg = cfg不知道是不是在这个里 还有lib.lua
不知道要动哪个...
cfg.Showraid=false 名字字体大小没看到可能在别的lua里 ctrl+f 查font 然后看周围有没有playername的关键字 改配置文件 要谦虚利用查找关键字[url=/store/apps/details?id=gov.pianzong.androidnga]----sent from my Huawei U9200,Android 4.1.2[/url]
[b]Reply to [pid=28857,1]Reply[/pid] Post by kavana-04-09 08:30)[/b]感谢大神!!!有font的lua好多啊 不知道肿么改啊
font size=数字之类的木有啊
再劳烦看看昂 这是lib.lua-------------------------| oUF_Drk--| Drakull 2010--| Updated by myno------------------------- Initialize-----------------------local addon, ns = ...local cfg = ns.cfglocal cast = ns.castlocal lib = CreateFrame(&Frame&)
local _, playerClass = UnitClass(&player&)oUF.colors.runes = {{0.87, 0.12, 0.23};{0.40, 0.95, 0.20};{0.14, 0.50, 1};{.70, .21, 0.94};}------------------------- Functions------------------------- Returns val1, val2 or val3 depending on framelocal retVal = function(f, val1, val2, val3)& &if f.mystyle == &player& or f.mystyle == &target& then& && &return val1& &elseif f.mystyle == &raid& then& && &return val3& &else& && &return val2& &endend-- Create Backdrop Functionlib.createBackdrop = function(f, size)& &f:SetBackdrop({& && &bgFile = cfg.backdrop_texture, & && &edgeFile = cfg.backdrop_edge_texture,& && &tile = false,& && &tileSize = 0, & && &edgeSize = 5-size, & && &insets = { & && && &left = 3-size, & && && &right = 3-size, & && && &top = 3-size, & && && &bottom = 3-size,& && &}& &});& &f:SetBackdropColor(0,0,0,1)& &f:SetBackdropBorderColor(0,0,0,0.8)end-- Right Click Menulib.spawnMenu = function(self)& &local unit = self.unit:sub(1, -2)& &local cunit = self.unit:gsub(&^%l&, string.upper)& &if(cunit == 'Vehicle') then& && &cunit = 'Pet'& &end& &if(unit == &party& or unit == &partypet&) then& && &ToggleDropDownMenu(1, nil, _G[&PartyMemberFrame&..self.id..&DropDown&], &cursor&, 0, 0)& &elseif(_G[cunit..&FrameDropDown&]) then& && &ToggleDropDownMenu(1, nil, _G[cunit..&FrameDropDown&], &cursor&, 0, 0)& &endend-- Create Font Functionlib.gen_fontstring = function(f, name, size, outline)& &local fs = f:CreateFontString(nil, &OVERLAY&)& &fs:SetFont(name, size, outline)& &fs:SetShadowColor(0,0,0,0.8)& &fs:SetShadowOffset(1,-1)& &return fsend
-- Create Health Bar Functionlib.addHealthBar = function(f)& &--statusbar& &local s = CreateFrame(&StatusBar&, nil, f)& &s:SetFrameLevel(1)& &if f.mystyle==&boss& then& && &s:SetHeight(37)& && &s:SetWidth(f:GetWidth())& && &s:SetPoint(&TOPLEFT&, f, &TOPLEFT&, 0, 0)& && &s:SetStatusBarTexture(cfg.statusbar_texture)& &else& && &s:SetHeight(retVal(f,f:GetHeight()*.68,f:GetHeight()*.76,29))& && &s:SetWidth(f:GetWidth())& && &s:SetPoint(&TOP&,0,0)& && &if f.mystyle==&raid& then& && && &s:SetStatusBarColor(.12,.12,.12,1)& && && &s:SetStatusBarTexture(cfg.raid_texture)& && &else& && && &s:SetStatusBarTexture(cfg.statusbar_texture)& && &end& &end& &s:GetStatusBarTexture():SetHorizTile(true)
s.colorClass = true& &--helper& &local h = CreateFrame(&Frame&, nil, s)& &h:SetFrameLevel(0)& &h:SetPoint(&TOPLEFT&,-4,4)& &if f.mystyle == &target& or f.mystyle == &player& or f.mystyle == &boss& then& && &h:SetPoint(&BOTTOMRIGHT&,4,-4)& &elseif f.mystyle == &raid& then& && &h:SetPoint(&TOPLEFT&,f,&TOPLEFT&,-4,4)& && &h:SetPoint(&BOTTOMRIGHT&,f,&BOTTOMRIGHT&, 3.8, -4)& &else& && &h:SetPoint(&BOTTOMRIGHT&, 4, -10*cfg.unitframeScale)& &end& &lib.createBackdrop(h,0)& &--bg& &local b = s:CreateTexture(nil, &BACKGROUND&)& &b:SetTexture(cfg.statusbar_texture)& &b:SetAllPoints(s)& &f.Health = s& &f.Health.bg = bend--gen hp strings funclib.addStrings = function(f)
--health/name text strings& &local name, hpval, powerval, altppval& &if f.mystyle == &boss& then& && &name = lib.gen_fontstring(f.Health, cfg.font, 14, &NONE&)& && &name:SetPoint(&LEFT&, f.Health, &TOPLEFT&, 3, -10)& && &name:SetJustifyH(&LEFT&)& && &hpval = lib.gen_fontstring(f.Health, cfg.font, 14, &NONE&)& && &hpval:SetPoint(&RIGHT&, f.Health, &TOPRIGHT&, -3, -10)& && &altppval = lib.gen_fontstring(f.Health, cfg.font, 12, &THINOUTLINE&)& && &altppval:SetPoint(&RIGHT&, f.Health, &BOTTOMRIGHT&, 3, -22)& && &f:Tag(name,&[name]&)& && &f:Tag(hpval,&[drk:hp]&)& && &f:Tag(altppval,&[Drk:AltPowerBar]&)& &else& && &name = lib.gen_fontstring(f.Health, retVal(f,cfg.font,cfg.font,cfg.raidfont), retVal(f,14,12,12), retVal(f,&NONE&,&NONE&,&NONE&))& && &name:SetPoint(&LEFT&, f.Health, &TOPLEFT&, retVal(f,5,3,1), retVal(f,-10,-10,-6))& && &name:SetJustifyH(&LEFT&)& && &name.frequentUpdates = true& && &hpval = lib.gen_fontstring(f.Health, cfg.font, retVal(f,14,12,13), retVal(f,&NONE&,&NONE&,&OUTLINE&))& && &hpval:SetPoint(retVal(f,&RIGHT&,&RIGHT&,&LEFT&), f.Health, retVal(f,&TOPRIGHT&,&TOPRIGHT&,&BOTTOMLEFT&), retVal(f,-3,-3,0), retVal(f,-10,-10,6))& && &hpval.frequentUpdates = true& && &powerval = lib.gen_fontstring(f.Health, cfg.font, 14, &THINOUTLINE&)& && &powerval:SetPoint(&RIGHT&, f.Health, &BOTTOMRIGHT&, 3, -16)& && &if f.mystyle == &raid& then& && && &name:SetPoint(&RIGHT&, f, &RIGHT&, -1, 0)& && && &f:Tag(name, &[drk:color][name][drk:raidafkdnd]&)& && &else& && && &name:SetPoint(&RIGHT&, hpval, &LEFT&, -2, 0)& && && &if f.mystyle == &player& then& && && && &f:Tag(name, &[drk:color][my:power]|r[drk:afkdnd]&)& && && &elseif f.mystyle == &target& then& && && && &f:Tag(name, &[drk:level] [drk:color][name][drk:afkdnd]&)& && && && &f:Tag(powerval, &[my:power]&)& && && &else& && && && &f:Tag(name, &[drk:color][name]&)& && && &end& && &end& && &f:Tag(hpval, retVal(f,&[drk:hp]&,&[drk:hp]&,&[drk:raidhp]&))& &endend--gen powerbar funclib.addPowerBar = function(f)& &--statusbar& &local s = CreateFrame(&StatusBar&, nil, f)
s:SetStatusBarTexture(cfg.powerbar_texture)& &s:GetStatusBarTexture():SetHorizTile(true)& &s:SetFrameLevel(1)& &if f.mystyle==&boss& then& && &s:SetWidth(250)& && &s:SetHeight(8)& && &s:SetPoint(&BOTTOMLEFT&,f,&BOTTOMLEFT&,0,0)& && &s:SetStatusBarColor(165/255, 73/255, 23/255, 1)& &else& && &s:SetHeight(retVal(f,f:GetHeight()*.26,f:GetHeight()*.2,2))& && &s:SetWidth(f:GetWidth())& && &if f.mystyle==&raid& then& && && &s:SetPoint(&BOTTOM&,f,&BOTTOM&,0,0)& && &else& && && &s:SetPoint(&BOTTOM&,f,&BOTTOM&,0,0)& && &end& &end& &s.frequentUpdates = true
--helper& &if f.mystyle == &target& or f.mystyle == &player& or f.mystyle==&boss& then& && &local h = CreateFrame(&Frame&, nil, s)& && &h:SetFrameLevel(0)& && &h:SetPoint(&TOPLEFT&,-4,4)& && &h:SetPoint(&BOTTOMRIGHT&,4,-4)& && &lib.createBackdrop(h,0)& && &end
local b = s:CreateTexture(nil, &BACKGROUND&)
b:SetTexture(cfg.powerbar_texture)
b:SetAllPoints(s)
f.Power = s
f.Power.bg = bend--gen altpowerbar funclib.addAltPowerBar = function(f)& &local s = CreateFrame(&StatusBar&, nil, f.Power)& &s:SetFrameLevel(1)& &if f.mystyle == 'boss' then& && &s:SetPoint(&BOTTOM&, f.Power, &BOTTOM&, 0, -7)& && &s:SetSize(f:GetWidth()-.5, 3)& &else& && &s:SetSize(3,f:GetHeight()+.5)& && &s:SetOrientation(&VERTICAL&)& && &if f.mystyle == 'player' then& && && &s:SetPoint(&TOPLEFT&, f.Health, &TOPRIGHT&, 3, 0)& && &else& && && &s:SetPoint(&TOPRIGHT&, f.Health, &TOPLEFT&, -3, 0)& && &end& &end& &s:SetStatusBarTexture(cfg.powerbar_texture)& &s:GetStatusBarTexture():SetHorizTile(false)& &s:SetStatusBarColor(235/255, 235/255, 235/255)& &f.AltPowerBar = s& && &local h = CreateFrame(&Frame&, nil, s)& &h:SetFrameLevel(0)& &h:SetPoint(&TOPLEFT&,-3,3)& &h:SetPoint(&BOTTOMRIGHT&,3,-3)& &lib.createBackdrop(h,1)& &
local b = s:CreateTexture(nil, &BACKGROUND&)
b:SetTexture(cfg.powerbar_texture)
b:SetAllPoints(s)& &b:SetVertexColor(45/255, 45/255, 45/255)
f.AltPowerBar.bg = bend
--gen altpowerbar strings funclib.addAltPowerBarString = function(f)& &local altpphelpframe = CreateFrame(&Frame&,nil,s)& &if f.mystyle == &player& then& && &if cfg.AltPowerBarPlayer then& && && &altpphelpframe:SetPoint(&LEFT&, f.AltPowerBar, &BOTTOMLEFT&, 1, 4)& && &else& && && &altpphelpframe:SetPoint(&CENTER&, PlayerPowerBarAlt, &TOP&, 0, -5) -- adds percentage to standard blizzard altPowerBar& && &end& &else& && &altpphelpframe:SetPoint(&RIGHT&, f.AltPowerBar, &BOTTOMRIGHT&, 1, 4)& &end& &altpphelpframe:SetFrameLevel(7)& &altpphelpframe:SetSize(30,10)& &local altppbartext& &if f.mystyle == &player& then& && &altppbartext = lib.gen_fontstring(altpphelpframe, cfg.font, 8, &OUTLINE&)& && &altppbartext:SetPoint(&LEFT&, altpphelpframe, &LEFT&, 0, 0)& && &altppbartext:SetJustifyH(&LEFT&)& &else& && &altppbartext = lib.gen_fontstring(altpphelpframe, cfg.font, 8, &OUTLINE&)& && &altppbartext:SetPoint(&RIGHT&, altpphelpframe, &RIGHT&, 0, 0)& && && &altppbartext:SetJustifyH(&RIGHT&)& &end& &f:Tag(altppbartext,&[Drk:AltPowerBar]&)end
--gen portrait funclib.addPortrait = function(f)
local p = CreateFrame(&PlayerModel&, nil, f)
p:SetFrameLevel(4)
p:SetHeight(19.8)
p:SetWidth(f:GetWidth()-17.55)
p:SetPoint(&BOTTOM&, f, &BOTTOM&, 0, 8)
local h = CreateFrame(&Frame&, nil, p)
h:SetFrameLevel(3)
h:SetPoint(&TOPLEFT&,-4,4)
h:SetPoint(&BOTTOMRIGHT&,4,-4)
lib.createBackdrop(h,0)& &
f.Portrait = p
local hl = f.Portrait:CreateTexture(nil, &OVERLAY&)
hl:SetAllPoints(f.Portrait)
hl:SetTexture(cfg.portrait_texture)
hl:SetVertexColor(.5,.5,.5,.8)
hl:SetBlendMode(&ALPHAKEY&)
hl:Hide()end-- Create Icons Function (Combat, PvP, Resting, LFDRole, Leader, Assist, Master Looter, Phase, Quest, Raid Mark, Ressurect)lib.addInfoIcons = function(f)
local h = CreateFrame(&Frame&,nil,f)
h:SetAllPoints(f)
h:SetFrameLevel(10)
--Combat Icon& &if f.mystyle==&player& then& && &bat = h:CreateTexture(nil, 'OVERLAY')& && &bat:SetSize(15,15)& && &bat:SetTexture('Interface\\CharacterFrame\\UI-StateIcon')& && &bat:SetTexCoord(0.58, 0.90, 0.08, 0.41)& && &bat:SetPoint('BOTTOMRIGHT', 7, -7)& &elseif f.mystyle == &target& then
local combat = CreateFrame(&Frame&, nil, h)
combat:SetSize(15, 15)
combat:SetPoint(&BOTTOMRIGHT&, 7, -7)
f.CombatIcon = combat
local combaticon = combat:CreateTexture(nil, &ARTWORK&)
combaticon:SetAllPoints(true)
combaticon:SetTexture(&Interface\\CharacterFrame\\UI-StateIcon&)
combaticon:SetTexCoord(0.58, 0.9, 0.08, 0.41)
combat.icon = combaticon
combat.__owner = f
combat:SetScript(&OnUpdate&, function(self)
local unit = self.__owner.unit
if unit and UnitAffectingCombat(unit) then
self.icon:Show()
self.icon:Hide()
end& &-- PvP Icon& &f.PvP = h:CreateTexture(nil, &OVERLAY&)& &local faction = PvPCheck& &if faction == &Horde& then& && &f.PvP:SetTexCoord(0.08, 0.58, 0.045, 0.545)& &elseif faction == &Alliance& then& && &f.PvP:SetTexCoord(0.07, 0.58, 0.06, 0.57)& &else& && &f.PvP:SetTexCoord(0.05, 0.605, 0.015, 0.57)& &end& &if f.mystyle == 'player' then& && &f.PvP:SetHeight(14)& && &f.PvP:SetWidth(14)& && &f.PvP:SetPoint(&TOPRIGHT&, 7, 7)& &elseif f.mystyle == 'target' then& && &f.PvP:SetHeight(12)& && &f.PvP:SetWidth(12)& && &f.PvP:SetPoint(&TOPRIGHT&, 6, 6)& &end& &-- Rest Icon
if f.mystyle == 'player' then& && &f.Resting = h:CreateTexture(nil, 'OVERLAY')& && &f.Resting:SetSize(15,15)& && &f.Resting:SetPoint('BOTTOMRIGHT', -12, -8)& && &f.Resting:SetTexture('Interface\\CharacterFrame\\UI-StateIcon')& && &f.Resting:SetTexCoord(0.09, 0.43, 0.08, 0.42)& &end
--LFDRole icon& &if f.mystyle == 'player' or f.mystyle == 'target' then& && &f.LFDRole = h:CreateTexture(nil, 'OVERLAY')& && &f.LFDRole:SetSize(15,15)& && &f.LFDRole:SetAlpha(0.9)& && &f.LFDRole:SetPoint('BOTTOMLEFT', -6, -8)
elseif cfg.showRoleIcons and f.mystyle == 'raid' then & && &f.LFDRole = h:CreateTexture(nil, 'OVERLAY')& && &f.LFDRole:SetSize(12,12)& && &f.LFDRole:SetPoint('CENTER', f, 'RIGHT', 1, 0)& && &f.LFDRole:SetAlpha(0)
end& &-- Leader, Assist, Master Looter Icon& &if f.mystyle ~= 'raid' then& && &li = h:CreateTexture(nil, &OVERLAY&)& && &li:SetPoint(&TOPLEFT&, f, 0, 8)& && &li:SetSize(12,12)& && &f.Leader = li& && &ai = h:CreateTexture(nil, &OVERLAY&)& && &ai:SetPoint(&TOPLEFT&, f, 0, 8)& && &ai:SetSize(12,12)& && &f.Assistant = ai& && &local ml = h:CreateTexture(nil, 'OVERLAY')& && &ml:SetSize(10,10)& && &ml:SetPoint('LEFT', f.Leader, 'RIGHT')& && &f.MasterLooter = ml& &end& &-- Phase Icon& &if f.mystyle == 'target' then& && &picon = h:CreateTexture(nil, 'OVERLAY')& && &picon:SetPoint('TOPRIGHT', f, 'TOPRIGHT', 8, 8)& && &picon:SetSize(16, 16)& && &f.PhaseIcon = picon& &end& &-- Quest Icon& &--[[& &if f.mystyle == 'target' then& && &qicon = self.Health:CreateTexture(nil, 'OVERLAY')& && &qicon:SetPoint('TOPLEFT', f, 'TOPLEFT', 0, 8)& && &qicon:SetSize(16, 16)& && &f.QuestIcon = qicon& &end& &]]& &-- Raid Marks& &ri = h:CreateTexture(nil,'OVERLAY')& &if f.mystyle == 'player' or f.mystyle == 'target' then& && &ri:SetPoint(&RIGHT&, f, &LEFT&, 5, 6)& &elseif f.mystyle == 'raid' then& && && &ri:SetPoint(&CENTER&, f, &TOP&,0,0)& &else& && &ri:SetPoint(&CENTER&, f, &TOP&, 0, 2)& &end& &local size = retVal(f, 20, 18, 12)& &ri:SetSize(size, size)& &f.RaidIcon = ri& &-- Ressurect Icon& &if f.mystyle == 'raid' then& && &rezicon = h:CreateTexture(nil,'OVERLAY')& && &rezicon:SetPoint('CENTER',f,'CENTER',0,-3)& && &rezicon:SetSize(16,16)& && &f.ResurrectIcon = rezicon& &end& &-- Ready Check Icon& &if f.mystyle == 'raid' then& && &rc = f.Health:CreateTexture(nil, &OVERLAY&)& && &rc:SetSize(14, 14)& && &rc:SetPoint(&BOTTOMLEFT&, f.Health, &TOPRIGHT&, -13, -12)& && &f.ReadyCheck = rc& &endend-- Create Target Borderfunction lib.CreateTargetBorder(self)& &local glowBorder = {edgeFile = &Interface\\ChatFrame\\ChatFrameBackground&, edgeSize = 1}& &self.TargetBorder = CreateFrame(&Frame&, nil, self)& &self.TargetBorder:SetPoint(&TOPLEFT&, self, &TOPLEFT&, -2.5, 2.5)& &self.TargetBorder:SetPoint(&BOTTOMRIGHT&, self, &BOTTOMRIGHT&, 3, -2.5)& &self.TargetBorder:SetBackdrop(glowBorder)& &self.TargetBorder:SetFrameLevel(5)& &self.TargetBorder:SetBackdropBorderColor(.7,.7,.7,.8)& &self.TargetBorder:Hide()end-- Raid Frames Target Highlight Borderfunction lib.ChangedTarget(self, event, unit)& &if UnitIsUnit('target', self.unit) then& && &self.TargetBorder:Show()& &else& && &self.TargetBorder:Hide()& &endend-- Create Raid Threat Status Border--function lib.CreateThreatBorder(self)--& &local glowBorder = {edgeFile = &Interface\\ChatFrame\\ChatFrameBackground&, edgeSize = 2}--& &self.Thtborder = CreateFrame(&Frame&, nil, self)--& &self.Thtborder:SetPoint(&TOPLEFT&, self, &TOPLEFT&, -2, 2)--& &self.Thtborder:SetPoint(&BOTTOMRIGHT&, self, &BOTTOMRIGHT&, 2, -2)--& &self.Thtborder:SetBackdrop(glowBorder)--& &self.Thtborder:SetFrameLevel(4)--& &self.Thtborder:Hide()& &--end -- Raid Frames Threat Highlight--function lib.UpdateThreat(self, event, unit)--& &if (self.unit ~= unit) then return end--& &--& &local status = UnitThreatSituation(unit)--& &unit = unit or self.unit--& &if status and status & 1 then--& && &local r, g, b = GetThreatStatusColor(status)--& && &self.Thtborder:Show()--& && &self.Thtborder:SetBackdropBorderColor(r, g, b, 1)--& &else--& && &self.Thtborder:SetBackdropBorderColor(r, g, b, 0)--& && &self.Thtborder:Hide()--& &end--end& &
--gen castbarlib.addCastBar = function(f)& &if not cfg.Castbars then return end
local s = CreateFrame(&StatusBar&, &oUF_DrkCastbar&..f.mystyle, f)& &if f.mystyle == &player& then& && &if cfg.playerCastBarOnUnitframe then& && && &s:SetPoint(&TOPLEFT&,f.Portrait,&TOPLEFT&,20,.5)& && && &s:SetHeight(f.Portrait:GetHeight()+1.5)& && && &s:SetWidth(f:GetWidth()-37.45)& && &else& && && &s:SetPoint(&BOTTOM&,UIParent,&BOTTOM&,cfg.playerCastBarX,cfg.playerCastBarY)& && && &s:SetHeight(cfg.playerCastBarHeight)& && && &s:SetWidth(cfg.playerCastBarWidth)& && &end
elseif f.mystyle == &target& then& && &if cfg.targetCastBarOnUnitframe then& && && &s:SetPoint(&TOPLEFT&,f.Portrait,&TOPLEFT&,20,.5)& && && &s:SetHeight(f.Portrait:GetHeight()+1.5)& && && &s:SetWidth(f:GetWidth()-37.45)& && &else& && && &s:SetPoint(&BOTTOM&,UIParent,&BOTTOM&,cfg.targetCastBarX,cfg.targetCastBarY)& && && &s:SetHeight(cfg.targetCastBarHeight)& && && &s:SetWidth(cfg.targetCastBarWidth)& && &end& &elseif f.mystyle==&boss& then& && &s:SetPoint(&TOP&,f.Power,&TOP&,13,0)& && &s:SetHeight(20)& && &s:SetWidth(f:GetWidth()-26)
else& && &s:SetPoint(&TOPRIGHT&,f,&TOPRIGHT&,-.5,26)& && &s:SetHeight(18)& && &s:SetWidth(f:GetWidth()-23.5)
s:SetStatusBarTexture(cfg.statusbar_texture)
s:SetStatusBarColor(.5, .5, 1,1)
s:SetFrameLevel(9)
s.CastingColor = {.5, .5, 1}
s.CompleteColor = {0.5, 1, 0}
s.FailColor = {1.0, 0.05, 0}
s.ChannelingColor = {.5, .5, 1}
local h = CreateFrame(&Frame&, nil, s)
h:SetFrameLevel(0)
h:SetPoint(&TOPLEFT&,-4,4)
h:SetPoint(&BOTTOMRIGHT&,4,-4)
lib.createBackdrop(h,0)
--backdrop
if f.mystyle~=&player& or f.mystyle~=&target& then& &local b = s:CreateTexture(nil, &BACKGROUND&)
b:SetTexture(cfg.statusbar_texture)
b:SetAllPoints(s)
b:SetVertexColor(.5*0.2,.5*0.2,1*0.2,0.7)& &end
sp = s:CreateTexture(nil, &OVERLAY&)
sp:SetBlendMode(&ADD&)
sp:SetAlpha(0.5)
sp:SetHeight(s:GetHeight()*2.5)
--spell text
local txt = lib.gen_fontstring(s, cfg.font, 12, &NONE&)
txt:SetPoint(&LEFT&, 4, 0)
txt:SetJustifyH(&LEFT&)
local t = lib.gen_fontstring(s, cfg.font, 12, &NONE&)
t:SetPoint(&RIGHT&, -2, 0)
txt:SetPoint(&RIGHT&, t, &LEFT&, -5, 0)
local i = s:CreateTexture(nil, &ARTWORK&)& &if ((f.mystyle=='player' and cfg.playerCastBarOnUnitframe) or (f.mystyle=='target' and cfg.targetCastBarOnUnitframe)) then& && &i:SetPoint(&RIGHT&, s, &LEFT&, 0, 0)& && &i:SetSize(s:GetHeight()-1,s:GetHeight()-1)& &elseif (f.mystyle=='player' or f.mystyle=='target') then& && &i:SetPoint(&RIGHT&,s,&LEFT&,-5,0)& && &i:SetSize(s:GetHeight()-1,s:GetHeight()-1)& &else& && &i:SetPoint(&RIGHT&,s,&LEFT&,-4,0)& && &i:SetSize(s:GetHeight(),s:GetHeight())& &end
i:SetTexCoord(0.1, 0.9, 0.1, 0.9)
--helper2 for icon
local h2 = CreateFrame(&Frame&, nil, s)
h2:SetFrameLevel(0)
h2:SetPoint(&TOPLEFT&,i,&TOPLEFT&,-4,4)
h2:SetPoint(&BOTTOMRIGHT&,i,&BOTTOMRIGHT&,4,-4)
lib.createBackdrop(h2,0)
if f.mystyle == &player& then& && &--latency only for player unit& && &local z = s:CreateTexture(nil,&OVERLAY&)& && &z:SetTexture(cfg.statusbar_texture)& && &z:SetVertexColor(1,0,0,.6)& && &z:SetPoint(&TOPRIGHT&)& && &z:SetPoint(&BOTTOMRIGHT&)& && &s:SetFrameLevel(10)& && &s.SafeZone = z& && &--custom latency display& && &local l = lib.gen_fontstring(s, cfg.font, 10, &THINOUTLINE&)& && &l:SetPoint(&CENTER&, -2, 17)& && &l:SetJustifyH(&RIGHT&)& && &l:Hide()& && &s.Lag = l& && &f:RegisterEvent(&UNIT_SPELLCAST_SENT&, cast.OnCastSent)
s.OnUpdate = cast.OnCastbarUpdate
s.PostCastStart = cast.PostCastStart
s.PostChannelStart = cast.PostCastStart
s.PostCastStop = cast.PostCastStop
s.PostChannelStop = cast.PostChannelStop
s.PostCastFailed = cast.PostCastFailed
s.PostCastInterrupted = cast.PostCastFailed
f.Castbar = s
f.Castbar.Text = txt
f.Castbar.Time = t
f.Castbar.Icon = i
f.Castbar.Spark = sp
-- mirror castbar!lib.addMirrorCastBar = function(f)& &for _, bar in pairs({'MirrorTimer1','MirrorTimer2','MirrorTimer3',}) do
& && &--for i, region in pairs({_G[bar]:GetRegions()}) do& && &--& &if (region.GetTexture and region:GetTexture() == 'SolidTexture') then& && &--& &
region:Hide()& && &--& &end& && &--end& && &_G[bar..'Border']:Hide()& && &_G[bar]:SetParent(UIParent)& && &_G[bar]:SetScale(1)& && &_G[bar]:SetHeight(16)& && &_G[bar]:SetWidth(280)& && &_G[bar]:SetBackdropColor(.1,.1,.1)& && &_G[bar..'Background'] = _G[bar]:CreateTexture(bar..'Background', 'BACKGROUND', _G[bar])& && &_G[bar..'Background']:SetTexture(cfg.statusbar_texture)& && &_G[bar..'Background']:SetAllPoints(bar)& && &_G[bar..'Background']:SetVertexColor(.15,.15,.15,.75)& && &_G[bar..'Text']:SetFont(cfg.font, 14)& && &_G[bar..'Text']:ClearAllPoints()& && &_G[bar..'Text']:SetPoint('CENTER', MirrorTimer1StatusBar, 0, 1)& && &_G[bar..'StatusBar']:SetAllPoints(_G[bar])& && && && &--glowing borders& && &local h = CreateFrame(&Frame&, nil, _G[bar])& && &h:SetFrameLevel(0)& && &h:SetPoint(&TOPLEFT&,-5,5)& && &h:SetPoint(&BOTTOMRIGHT&,5,-5)& && &lib.createBackdrop(h,0)& &endend
-- Post Create Icon Functionlocal myPostCreateIcon = function(self, button)& &self.showDebuffType = true& &self.disableCooldown = true& &button.cd.noOCC = true& &button.cd.noCooldownCount = true& &button.icon:SetTexCoord(.04, .96, .04, .96)& &button.icon:SetPoint(&TOPLEFT&, button, &TOPLEFT&, 0, 0)& &button.icon:SetPoint(&BOTTOMRIGHT&, button, &BOTTOMRIGHT&, 0, 0)& &button.overlay:SetTexture(border)& &button.overlay:SetTexCoord(0,1,0,1)& &button.overlay.Hide = function(self) self:SetVertexColor(0.3, 0.3, 0.3) end& && && &button.time = lib.gen_fontstring(button, cfg.smallfont, 8, &OUTLINE&)& &button.time:SetPoint(&BOTTOMLEFT&, button, -2, -2)& &button.time:SetJustifyH('CENTER')& &button.time:SetVertexColor(1,1,1)& && &button.count = lib.gen_fontstring(button, cfg.smallfont, 8, &OUTLINE&)& &button.count:ClearAllPoints()& &button.count:SetPoint(&TOPRIGHT&, button, 2, 2)& &button.count:SetVertexColor(1,1,1)& && && && &--helper& &local h = CreateFrame(&Frame&, nil, button)& &h:SetFrameLevel(0)& &h:SetPoint(&TOPLEFT&,-5,5)& &h:SetPoint(&BOTTOMRIGHT&,5,-5)& &lib.createBackdrop(h,0)end
-- Post Update Icon Functionlocal myPostUpdateIcon = function(self, unit, icon, index, offset, filter, isDebuff)& &local _, _, _, _, _, duration, expirationTime, unitCaster, _ = UnitAura(unit, index, icon.filter)& && &if duration and duration & 0 then& && &icon.time:Show()& && &icon.timeLeft = expirationTime& && && &icon:SetScript(&OnUpdate&, CreateBuffTimer)& && && && &else& && &icon.time:Hide()& && &icon.timeLeft = math.huge& && &icon:SetScript(&OnUpdate&, nil)& &end& && && &-- Desaturate non-Player Debuffs& &if(unit == &target&) then& && &if(icon.filter == &HARMFUL&) then& && && &if (unitCaster == 'player' or unitCaster == 'vehicle') then& && && && &icon.icon:SetDesaturated(nil)& && && &elseif(not UnitPlayerControlled(unit)) then -- If Unit is Player Controlled don't desaturate debuffs& && && && &icon:SetBackdropColor(0, 0, 0)& && && && &icon.overlay:SetVertexColor(0.3, 0.3, 0.3)& && && && &icon.icon:SetDesaturated(1)& && && &end& && &end& &end& && &-- Right Click Cancel Buff/Debuff& &icon:SetScript('OnMouseUp', function(self, mouseButton)& && &if mouseButton == 'RightButton' then& && && &CancelUnitBuff('player', index)& && &end& &end)& && &icon.first = trueendlocal FormatTime = function(s)& &local day, hour, minute = 8, 60& &if s &= day then& && &return format(&%dd&, floor(s/day + 0.5)), s % day& &elseif s &= hour then& && &return format(&%dh&, floor(s/hour + 0.5)), s % hour& &elseif s &= minute then& && &if s &= minute * 5 then& && && &return format(&%d:%02d&, floor(s/60), s % minute), s - floor(s)& && &end& && &return format(&%dm&, floor(s/minute + 0.5)), s % minute& &elseif s &= minute / 12 then& && &return floor(s + 0.5), (s * 100 - floor(s * 100))/100& &end& &return format(&%.1f&, s), (s * 100 - floor(s * 100))/100end-- Create Buff/Debuff Timer Function function CreateBuffTimer(self, elapsed)& &if self.timeLeft then& && &self.elapsed = (self.elapsed or 0) + elapsed& && &if self.elapsed &= 0.1 then& && && &if not self.first then& && && && &self.timeLeft = self.timeLeft - self.elapsed& && && &else& && && && &self.timeLeft = self.timeLeft - GetTime()& && && && &self.first = false& && && &end& && && &if self.timeLeft & 0 then& && && && &local time = FormatTime(self.timeLeft)& && && && && &self.time:SetText(time)& && && && &if self.timeLeft & 5 then& && && && && &self.time:SetTextColor(1, 0.5, 0.5)& && && && &else& && && && && &self.time:SetTextColor(.7, .7, .7)& && && && &end& && && &else& && && && &self.time:Hide()& && && && &self:SetScript(&OnUpdate&, nil)& && && &end& && && &self.elapsed = 0& && &end& &endend
lib.addBuffs = function(f)
b = CreateFrame(&Frame&, nil, f)
b.size = 20
b.num = 20
b.spacing = 5
b.onlyShowPlayer = false
b:SetHeight(b.size*2)
b:SetWidth(f:GetWidth())& &if f.mystyle == &player& then& && &b:SetPoint(&TOPRIGHT&, f, &TOPLEFT&, -5, -1)& && &b.initialAnchor = &TOPRIGHT&& && &b[&growth-x&] = &LEFT&& && &b[&growth-y&] = &DOWN&& &else& && &b:SetPoint(&TOPLEFT&, f, &TOPRIGHT&, 5, -1)& && &b.initialAnchor = &TOPLEFT&& && &b[&growth-x&] = &RIGHT&& && &b[&growth-y&] = &DOWN&& &end& &b.PostCreateIcon = myPostCreateIcon
b.PostUpdateIcon = myPostUpdateIcon
f.Buffs = bendlib.addDebuffs = function(f)
b = CreateFrame(&Frame&, nil, f)
b.size = 20& &b.num = 10& &b.onlyShowPlayer = false
b.spacing = 5
b:SetHeight(b.size)
b:SetWidth(f:GetWidth())& && &b:SetPoint(&TOPLEFT&, f.Power, &BOTTOMLEFT&, .5, -5)
b.initialAnchor = &TOPLEFT&
b[&growth-x&] = &RIGHT&
b[&growth-y&] = &DOWN&
b.PostCreateIcon = myPostCreateIcon
b.PostUpdateIcon = myPostUpdateIcon& &b:SetFrameLevel(1)& &
f.Debuffs = bend
lib.addTotAuras = function(f)
b = CreateFrame(&Frame&, nil, f)
b.size = 20& &b.num = 5& &b.onlyShowPlayer = false
b.spacing = 5
b:SetHeight(b.size)
b:SetWidth(f:GetWidth())& &b:SetPoint(&TOPLEFT&, f, &TOPRIGHT&, 5, -1)& &b.initialAnchor = &TOPLEFT&& &b[&growth-x&] = &RIGHT&& &b[&growth-y&] = &DOWN&
b.PostCreateIcon = myPostCreateIcon
b.PostUpdateIcon = myPostUpdateIcon& &if (cfg.totBuffs) then f.Buffs = b end& &if (cfg.totDebuffs and not cfg.totBuffs) then f.Debuffs = b endend
lib.addFocusAuras = function(f)
b = CreateFrame(&Frame&, nil, f)
b.size = 20& &b.num = 5& &b.onlyShowPlayer = false
b.spacing = 5
b:SetHeight(b.size)
b:SetWidth(f:GetWidth())& &b:SetPoint(&TOPLEFT&, f, &TOPRIGHT&, 5, -1)& &b.initialAnchor = &TOPLEFT&& &b[&growth-x&] = &RIGHT&& &b[&growth-y&] = &DOWN&
b.PostCreateIcon = myPostCreateIcon
b.PostUpdateIcon = myPostUpdateIcon& &if (cfg.focusBuffs) then f.Buffs = b end& &if (cfg.focusDebuffs and not cfg.focusBuffs) then f.Debuffs = b endendlib.addBossBuffs = function(f)
b = CreateFrame(&Frame&, nil, f)
b.size = 20& &b.num = 4& &b.onlyShowPlayer = false
b.spacing = 5
b:SetHeight(b.size)
b:SetWidth(f:GetWidth())& &b:SetPoint(&TOPLEFT&, f, &TOPRIGHT&, 5, -1)& &b.initialAnchor = &TOPLEFT&& &b[&growth-x&] = &RIGHT&& &b[&growth-y&] = &DOWN&
b.PostCreateIcon = myPostCreateIcon
b.PostUpdateIcon = myPostUpdateIcon
f.Buffs = bend
lib.addBossDebuffs = function(f)
b = CreateFrame(&Frame&, nil, f)
b.size = 20& &b.num = 4& &b.onlyShowPlayer = false
b.spacing = 5
b:SetHeight(b.size)
b:SetWidth(f:GetWidth())& &b:SetPoint(&BOTTOMLEFT&, f, &BOTTOMRIGHT&, 5, 1)& &b.initialAnchor = &TOPLEFT&& &b[&growth-x&] = &RIGHT&& &b[&growth-y&] = &DOWN&
b.PostCreateIcon = myPostCreateIcon
b.PostUpdateIcon = myPostUpdateIcon
f.Debuffs = bend--[[lib.addRaidDebuffs = function(f)
b = CreateFrame(&Frame&, nil, f)
b.size = 12& &b.num = 3& &b.onlyShowPlayer = false
b.spacing = 3
b:SetHeight(b.size)
b:SetWidth(f:GetWidth())& &b:SetPoint(&BOTTOMLEFT&, f, &BOTTOMLEFT&, 3, 3)& &b.initialAnchor = &TOPLEFT&& &b[&growth-x&] = &RIGHT&& &b[&growth-y&] = &DOWN&
b.PostCreateIcon = myPostCreateIcon
b.PostUpdateIcon = myPostUpdateIcon
f.Debuffs = bend]]-- portrait updatelib.PortraitPostUpdate = function(element, unit)& &if not UnitExists(unit) or not UnitIsConnected(unit) or not UnitIsVisible(unit) then& && &element:Hide()& &else& && &element:Show()& && &--element:SetPortraitZoom(1)& &endend-- raid post updatelib.PostUpdateRaidFrame = function(Health, unit, min, max)& &local dc = not UnitIsConnected(unit)& &local dead = UnitIsDead(unit)& &local ghost = UnitIsGhost(unit)& &local inrange = UnitInRange(unit)& && &Health:SetStatusBarColor(.12,.12,.12,1)& &Health:SetAlpha(1)& &Health:SetValue(min)& && &if dc or dead or ghost then& && &if dc then& && && &Health:SetAlpha(.225)& && &elseif ghost then& && && &--Health:SetStatusBarColor(.03,.03,.03,1)& && && &Health:SetValue(0)& && &elseif dead then& && && &--Health:SetStatusBarColor(.03,.03,.03,1)& && && &Health:SetValue(0)& && &end& &else& && &Health:SetValue(min)& && &if(unit == 'vehicle') then& && && &Health:SetStatusBarColor(.12,.12,.12,1)& && &end& &endendlib.PostUpdateRaidFramePower = function(Power, unit, min, max)& &local dc = not UnitIsConnected(unit)& &local dead = UnitIsDead(unit)& &local ghost = UnitIsGhost(unit)& && &Power:SetAlpha(1)& && &if dc or dead or ghost then& && &if(dc) then& && && &Power:SetAlpha(.3)& && &elseif(ghost) then& && && &Power:SetAlpha(.3)& && &elseif(dead) then& && && &Power:SetAlpha(.3)& && &end& &endendlib.addEclipseBar = function(self)& &if playerClass ~= &DRUID& then return end& &local eclipseBar = CreateFrame('Frame', nil, self)& &if self.Debuffs then& &eclipseBar:SetPoint('CENTER', self.Debuffs, 'BOTTOM', 0, -9)& &else& &eclipseBar:SetPoint('CENTER', self.Power, 'BOTTOM', 0, -7)& &end& &eclipseBar:SetFrameLevel(4)& &eclipseBar:SetHeight(6)& &eclipseBar:SetWidth(self:GetWidth()+.5)& &local h = CreateFrame(&Frame&, nil, eclipseBar)& &h:SetPoint(&TOPLEFT&,-3,3)& &h:SetPoint(&BOTTOMRIGHT&,3,-3)& &lib.createBackdrop(h,1)& &eclipseBar.eBarBG = h& &local lunarBar = CreateFrame('StatusBar', nil, eclipseBar)& &lunarBar:SetPoint('LEFT', eclipseBar, 'LEFT', 0, 0)& &lunarBar:SetSize(eclipseBar:GetWidth(), eclipseBar:GetHeight())& &lunarBar:SetStatusBarTexture(cfg.statusbar_texture)& &lunarBar:SetStatusBarColor(.1, .3, .7)& &lunarBar:SetFrameLevel(5)& &local solarBar = CreateFrame('StatusBar', nil, eclipseBar)& &solarBar:SetPoint('LEFT', lunarBar:GetStatusBarTexture(), 'RIGHT', 0, 0)& &solarBar:SetSize(eclipseBar:GetWidth(), eclipseBar:GetHeight())& &solarBar:SetStatusBarTexture(cfg.statusbar_texture)& &solarBar:SetStatusBarColor(1,.85,.13)& &solarBar:SetFrameLevel(5)& && && &eclipseBar.SolarBar = solarBar& &eclipseBar.LunarBar = lunarBar& &self.EclipseBar = eclipseBar& &self.EclipseBar.PostUnitAura = eclipseBarBuff
& &local EBText = lib.gen_fontstring(solarBar, cfg.font, 14, &OUTLINE&)& &EBText:SetPoint('CENTER', eclipseBar, 'CENTER', 0,0)& &local EBText2 = lib.gen_fontstring(solarBar, cfg.font, 16, &THINOUTLINE&)& &EBText2:SetPoint('LEFT', EBText, 'RIGHT', 1,-1)& &--EBText2:SetShadowColor(0,0,0,1)& &--EBText2:SetShadowOffset(1,1)& &self.EclipseBar.PostDirectionChange = function(element, unit)& && &EBText:SetText(&&)& && &EBText2:SetText(&&)& &end& && && &--self:Tag(EBText, '[pereclipse]')& &self.EclipseBar.PostUpdatePower = function(unit)& && &local eclipsePowerMax = UnitPowerMax('player', SPELL_POWER_ECLIPSE)& && &local eclipsePower = math.abs(UnitPower('player', SPELL_POWER_ECLIPSE)/eclipsePowerMax*100)& && &if ( GetEclipseDirection() == &sun& ) then& && && &EBText:SetText(eclipsePower .. &
&&&)& && && &EBText2:SetText(&|cff006accSTARFIRE|r&)& && && &EBText2:ClearAllPoints()& && && &EBText2:SetPoint('RIGHT', EBText, 'LEFT', 1,-1)& && &elseif ( GetEclipseDirection() == &moon& ) then& && && &EBText:SetText(&&&
& .. eclipsePower)& && && &EBText2:SetText(&|cffeac500WRATH|r&)& && && &EBText2:ClearAllPoints()& && && &EBText2:SetPoint('LEFT', EBText, 'RIGHT', 1,-1)& && &else& && && &EBText:SetText(eclipsePower)& && && &EBText2:SetText(&&)& && &end& &end& && &self.EclipseBar.PostUpdateVisibility = function(unit)& && &local eclipsePowerMax = UnitPowerMax('player', SPELL_POWER_ECLIPSE)& && &local eclipsePower = math.abs(UnitPower('player', SPELL_POWER_ECLIPSE)/eclipsePowerMax*100)& && &if ( GetEclipseDirection() == &sun& ) then& && && &EBText:SetText(eclipsePower .. &
&&&)& && && &EBText2:SetText(&|cff006accSTARFIRE|r &)& && && &EBText2:ClearAllPoints()& && && &EBText2:SetPoint('RIGHT', EBText, 'LEFT', 1,-1)& && &elseif ( GetEclipseDirection() == &moon& ) then& && && &EBText:SetText(&&&
& .. eclipsePower)& && && &EBText2:SetText(&|cffeac500WRATH|r&)& && && &EBText2:ClearAllPoints()& && && &EBText2:SetPoint('LEFT', EBText, 'RIGHT', 1,-1)& && &else& && && &EBText:SetText(eclipsePower)& && && &EBText2:SetText(&&)& && &end& &endendlib.addHarmony = function(self)& &if playerClass ~= &MONK& then return end& && &local mhb = CreateFrame(&Frame&, &MonkHarmonyBar&, self)& &mhb:SetPoint(&CENTER&, self.Health, &TOP&, 0, 1)& &mhb:SetWidth(self.Health:GetWidth()/2+75)& &mhb:SetHeight(5)& &mhb:SetFrameLevel(10)& && &for i = 1, 5 do& && &mhb[i] = CreateFrame(&StatusBar&, &MonkHarmonyBar&..i, mhb)& && &mhb[i]:SetHeight(5)& && &mhb[i]:SetStatusBarTexture(cfg.statusbar_texture)& && &mhb[i]:SetStatusBarColor(.9,.99,.9)& && &mhb[i].bg = mhb[i]:CreateTexture(nil,&BORDER&)& && &mhb[i].bg:SetTexture(cfg.statusbar_texture)& && &mhb[i].bg:SetVertexColor(0,0,0)& && &mhb[i].bg:SetPoint(&TOPLEFT&,mhb[i],&TOPLEFT&,0,0)& && &mhb[i].bg:SetPoint(&BOTTOMRIGHT&,mhb[i],&BOTTOMRIGHT&,0,0)& && &mhb[i].bg.multiplier = .3& && && && &local h = CreateFrame(&Frame&,nil,mhb[i])& && &h:SetFrameLevel(mhb:GetFrameLevel())& && &h:SetPoint(&TOPLEFT&,-3,3)& && &h:SetPoint(&BOTTOMRIGHT&,3,-3)& && &lib.createBackdrop(h,1)& && && && &if i == 1 then& && && &mhb[i]:SetPoint(&LEFT&, mhb, &LEFT&, 1, 0)& && &else& && && &mhb[i]:SetPoint(&LEFT&, mhb[i-1], &RIGHT&, 2, 0)& && &end& &end& && &self.MonkHarmonyBar = mhbend--Shadow Orbs barlib.addShadoworbs = function(self)& &if playerClass ~= &PRIEST& then return end& && &local pso = CreateFrame(&Frame&, nil, self)& &pso:SetPoint('CENTER', self.Health, 'TOP', 0, 1)& &pso:SetHeight(5)& &pso:SetWidth(self.Health:GetWidth()/2+50)& && &local maxShadowOrbs = UnitPowerMax('player', SPELL_POWER_SHADOW_ORBS)& && &for i = 1,maxShadowOrbs do& && &pso[i] = CreateFrame(&StatusBar&, self:GetName()..&_PriestShadowOrbs&..i, self)& && &pso[i]:SetHeight(5)& && &pso[i]:SetWidth(pso:GetWidth()/3-2)& && &pso[i]:SetStatusBarTexture(cfg.statusbar_texture)& && &pso[i]:SetStatusBarColor(.86,.22,1)& && &pso[i]:SetFrameLevel(11)& && &pso[i].bg = pso[i]:CreateTexture(nil, &BORDER&)& && &pso[i].bg:SetTexture(cfg.statusbar_texture)& && &pso[i].bg:SetPoint(&TOPLEFT&, pso[i], &TOPLEFT&, 0, 0)& && &pso[i].bg:SetPoint(&BOTTOMRIGHT&, pso[i], &BOTTOMRIGHT&, 0, 0)& && &pso[i].bg.multiplier = 0.3& && && && &--helper backdrop& && &local h = CreateFrame(&Frame&, nil, pso[i])& && &h:SetFrameLevel(10)& && &h:SetPoint(&TOPLEFT&,-3,3)& && &h:SetPoint(&BOTTOMRIGHT&,3,-3)& && &lib.createBackdrop(h,1)& && && && &if (i == 1) then& && && &pso[i]:SetPoint('LEFT', pso, 'LEFT', 1, 0)& && &else& && && &pso[i]:SetPoint('TOPLEFT', pso[i-1], 'TOPRIGHT', 2, 0)& && &end& &end& && &self.PriestShadowOrbs = psoend-- SoulShard barlib.addShards = function(self)& &if playerClass ~= &WARLOCK& then return end& && &local wsb = CreateFrame(&Frame&, &WarlockSpecBars&, self)& &wsb:SetPoint(&CENTER&, self.Health, &TOP&, 0, 1)& &wsb:SetWidth(self.Health:GetWidth()/2+50)& &wsb:SetHeight(5)& &wsb:SetFrameLevel(10)& && &for i = 1, 4 do& && &wsb[i] = CreateFrame(&StatusBar&, &WarlockSpecBars&..i, wsb)& && &wsb[i]:SetHeight(5)& && &wsb[i]:SetStatusBarTexture(cfg.statusbar_texture)& && &wsb[i]:SetStatusBarColor(.86,.22,1)& && &wsb[i].bg = wsb[i]:CreateTexture(nil,&BORDER&)& && &wsb[i].bg:SetTexture(cfg.statusbar_texture)& && &wsb[i].bg:SetVertexColor(0,0,0)& && &wsb[i].bg:SetPoint(&TOPLEFT&,wsb[i],&TOPLEFT&,0,0)& && &wsb[i].bg:SetPoint(&BOTTOMRIGHT&,wsb[i],&BOTTOMRIGHT&,0,0)& && &wsb[i].bg.multiplier = .3& && && && &local h = CreateFrame(&Frame&,nil,wsb[i])& && &h:SetFrameLevel(10)& && &h:SetPoint(&TOPLEFT&,-3,3)& && &h:SetPoint(&BOTTOMRIGHT&,3,-3)& && &lib.createBackdrop(h,1)& && && && &if i == 1 then& && && &wsb[i]:SetPoint(&LEFT&, wsb, &LEFT&, 1, 0)& && &else& && && &wsb[i]:SetPoint(&LEFT&, wsb[i-1], &RIGHT&, 2, 0)& && &end& &end& && &self.WarlockSpecBars = wsbend& &-- HolyPowerbarlib.addHolyPower = function(self)& &if playerClass ~= &PALADIN& then return end& && &local php = CreateFrame(&Frame&, nil, self)& &php:SetPoint('CENTER', self.Health, 'TOP', 0, 1)& &php:SetHeight(5)& &php:SetWidth(self.Health:GetWidth()/2+75)& && &--local maxHolyPower = UnitPowerMax(&player&,SPELL_POWER_HOLY_POWER)& && &for i = 1, 5 do& && &php[i] = CreateFrame(&StatusBar&, self:GetName()..&_Holypower&..i, self)& && &php[i]:SetHeight(5)& && &php[i]:SetWidth((php:GetWidth()/5)-2)& && &php[i]:SetStatusBarTexture(cfg.statusbar_texture)& && &php[i]:SetStatusBarColor(.9,.95,.33)& && &php[i]:SetFrameLevel(11)& && &php[i].bg = php[i]:CreateTexture(nil, &BORDER&)& && &php[i].bg:SetTexture(cfg.statusbar_texture)& && &php[i].bg:SetPoint(&TOPLEFT&, php[i], &TOPLEFT&, 0, 0)& && &php[i].bg:SetPoint(&BOTTOMRIGHT&, php[i], &BOTTOMRIGHT&, 0, 0)& && &php[i].bg.multiplier = 0.3& && &local h = CreateFrame(&Frame&, nil, php[i])& && &h:SetFrameLevel(10)& && &h:SetPoint(&TOPLEFT&,-3,3)& && &h:SetPoint(&BOTTOMRIGHT&,3,-3)& && &lib.createBackdrop(h,1)& && && && &if (i == 1) then& && && &php[i]:SetPoint('LEFT', php, 'LEFT', 1, 0)& && &else& && && &php[i]:SetPoint('TOPLEFT', php[i-1], &TOPRIGHT&, 2, 0)& && &end& &end& && &self.PaladinHolyPower = phpend-- runebarlib.addRunes = function(self)& &if playerClass ~= &DEATHKNIGHT& then return end& &self.Runes = CreateFrame(&Frame&, nil, self)& &self.Runes:SetPoint('CENTER', self.Health, 'TOP', 0, 1)& &self.Runes:SetHeight(5)& &self.Runes:SetWidth(self.Health:GetWidth()-15)& && &for i= 1, 6 do& && &self.Runes[i] = CreateFrame(&StatusBar&, self:GetName()..&_Runes&..i, self)& && &self.Runes[i]:SetHeight(5)& && &self.Runes[i]:SetWidth((self.Health:GetWidth() / 6)-5)& && &self.Runes[i]:SetStatusBarTexture(cfg.statusbar_texture)& && &self.Runes[i]:SetFrameLevel(11)& && &self.Runes[i].bg = self.Runes[i]:CreateTexture(nil, &BORDER&)& && &self.Runes[i].bg:SetTexture(cfg.statusbar_texture)& && &self.Runes[i].bg:SetPoint(&TOPLEFT&, self.Runes[i], &TOPLEFT&, 0, 0)& && &self.Runes[i].bg:SetPoint(&BOTTOMRIGHT&, self.Runes[i], &BOTTOMRIGHT&, 0, 0)& && &self.Runes[i].bg.multiplier = 0.3& && && && &local h = CreateFrame(&Frame&, nil, self.Runes[i])& && &h:SetFrameLevel(10)& && &h:SetPoint(&TOPLEFT&,-3,3)& && &h:SetPoint(&BOTTOMRIGHT&,3,-3)& && &lib.createBackdrop(h,1)& && && && &if (i == 1) then& && && &self.Runes[i]:SetPoint('LEFT', self.Runes, 'LEFT', 1, 0)& && &else& && && &self.Runes[i]:SetPoint('TOPLEFT', self.Runes[i-1], 'TOPRIGHT', 2, 0)& && &end& &endend-- combo pointslib.addCPoints = function(self)& &--if (playerClass == &ROGUE& or playerClass == &DRUID&) then& &local dcp = CreateFrame(&Frame&, nil, self)& &dcp:SetPoint('CENTER', self.Health, 'TOP', 0, 1)& &dcp:SetHeight(5)& &dcp:SetWidth(self.Health:GetWidth()/2+75)& &for i= 1, 5 do& && &dcp[i] = CreateFrame(&StatusBar&, self:GetName()..&_CPoints&..i, self)& && &dcp[i]:SetHeight(5)& && &dcp[i]:SetWidth((dcp:GetWidth()/5)-2)& && &dcp[i]:SetStatusBarTexture(cfg.statusbar_texture)& && &dcp[i]:SetFrameLevel(11)& && &dcp[i].bg = dcp[i]:CreateTexture(nil, &BORDER&)& && &dcp[i].bg:SetTexture(cfg.statusbar_texture)& && &dcp[i].bg:SetPoint(&TOPLEFT&, dcp[i], &TOPLEFT&, 0, 0)& && &dcp[i].bg:SetPoint(&BOTTOMRIGHT&, dcp[i], &BOTTOMRIGHT&, 0, 0)& && &dcp[i].bg.multiplier = 0.3& && && && &local h = CreateFrame(&Frame&, nil, dcp[i])& && &h:SetFrameLevel(10)& && &h:SetPoint(&TOPLEFT&,-3,3)& && &h:SetPoint(&BOTTOMRIGHT&,3,-3)& && &lib.createBackdrop(h,1)& && && && &if (i == 1) then& && && &dcp[i]:SetPoint('LEFT', dcp, 'LEFT', 1, 0)& && &else& && && &dcp[i]:SetPoint('TOPLEFT', dcp[i-1], 'TOPRIGHT', 2, 0)& && &end& &end& &dcp[1]:SetStatusBarColor(.3,.9,.3)& &dcp[2]:SetStatusBarColor(.3,.9,.3)& &dcp[3]:SetStatusBarColor(.3,.9,.3)& &dcp[4]:SetStatusBarColor(.9,.9,0)& &dcp[5]:SetStatusBarColor(.9,.3,.3)& && &--end& && &self.DrkCPoints = dcpend-- Heal Predictionlib.addHealPred = function(self)& &if not cfg.showIncHeals then return end& && &local mhpb = CreateFrame('StatusBar', nil, self.Health)& &mhpb:SetPoint('TOPLEFT', self.Health:GetStatusBarTexture(), 'TOPRIGHT', 0, 0)& &mhpb:SetPoint('BOTTOMLEFT', self.Health:GetStatusBarTexture(), 'BOTTOMRIGHT', 0, 0)& &mhpb:SetWidth(self:GetWidth())& &mhpb:SetStatusBarTexture(cfg.statusbar_texture)& &if self.mystyle == &raid& then& && &mhpb:SetStatusBarColor(0, 200/255, 0, 0.4)& &else& && &mhpb:SetFrameLevel(2)& && &mhpb:SetStatusBarColor(0, 200/255, 0, 0.8)& &end& &local ohpb = CreateFrame('StatusBar', nil, self.Health)& &ohpb:SetPoint('TOPLEFT', mhpb:GetStatusBarTexture(), 'TOPRIGHT', 0, 0)& &ohpb:SetPoint('BOTTOMLEFT', mhpb:GetStatusBarTexture(), 'BOTTOMRIGHT', 0, 0)& &ohpb:SetWidth(self:GetWidth())& &ohpb:SetStatusBarTexture(cfg.statusbar_texture)& &if self.mystyle == &raid& then& && &ohpb:SetStatusBarColor(0, 200/255, 0, 0.4)& &else& && &ohpb:SetStatusBarColor(0, 200/255, 0, 0.8)& && &ohpb:SetFrameLevel(2)& &end& &self.HealPrediction = {& && &myBar = mhpb,& && &otherBar = ohpb,& && &maxOverflow = 1.01,& &}end-- Plugins -------------------------------------------lib.addRaidDebuffs = function(self)& &local raid_debuffs = cfg.DebuffWatchList& && &local debuffs = raid_debuffs.debuffs& &local CustomFilter = function(icons, ...)& && &local _, icon, _, _, _, _, dtype, _, _, _, _, _, spellID = ...& && &name = tostring(spellID)& && &if debuffs[name] then& && && &icon.priority = debuffs[name]& && && &return true& && &else& && && &icon.priority = 0& && &end& &end& &local debuffs = CreateFrame(&Frame&, nil, self)& &debuffs:SetWidth(12)& &debuffs:SetHeight(12)& &debuffs:SetFrameLevel(7)& &debuffs:SetPoint(&TOPRIGHT&, self, &TOPRIGHT&, -4, -4)& &debuffs.size = 12& && &debuffs.CustomFilter = CustomFilter& &self.raidDebuffs = debuffsendlib.addExperienceBar = function(self)& &self.Experience = CreateFrame('StatusBar', nil, self)& &self.Experience:SetPoint('BOTTOMLEFT', self, 'BOTTOMLEFT', ((self.Health:GetWidth()-self.Portrait:GetWidth())/2), 29)& &self.Experience:SetWidth(self.Portrait:GetWidth())& &self.Experience:SetHeight(3)& &self.Experience:SetFrameLevel(6)& &self.Experience:SetStatusBarTexture(cfg.statusbar_texture)& &self.Experience:GetStatusBarTexture():SetHorizTile(false)& &self.Experience:SetStatusBarColor(.407, .13, .545)& && &self.Experience.Rested = CreateFrame('StatusBar',nil,self.Experience)& &self.Experience.Rested:SetAllPoints(self.Experience)& &self.Experience.Rested:SetStatusBarTexture(cfg.statusbar_texture)& &self.Experience.Rested:SetStatusBarColor(.117,.55,1)& &self.Experience.Rested.bg = self.Experience.Rested:CreateTexture(nil, 'BACKGROUND')& &self.Experience.Rested.bg:SetAllPoints(self.Experience)& &self.Experience.Rested.bg:SetTexture(cfg.statusbar_texture)& &self.Experience.Rested.bg:SetVertexColor(0,0,0)& &local h = CreateFrame(&Frame&, nil, self.Experience.Rested)& &h:SetFrameLevel(5)& &h:SetPoint(&TOPLEFT&,-3,3)& &h:SetPoint(&BOTTOMRIGHT&,3,-3)& && &local backdrop_tab = {& && && &bgFile = cfg.backdrop_texture,& && && &edgeFile = cfg.backdrop_edge_texture,& && && &tile = false,& && && &tileSize = 0,& && && &edgeSize = 4,& && && &insets = {& && && &
left = 2,& && && &
right = 2,& && && &
top = 2,& && && &
bottom = 2,& && && &},& && &
}& &h:SetBackdrop(backdrop_tab);& &h:SetBackdropColor(0,0,0,1)& &h:SetBackdropBorderColor(0,0,0,0.8)& && &self.Experience.Text = lib.gen_fontstring(self.Experience,cfg.smallfont,9,'OUTLINE')& &self.Experience.Text:SetPoint(&CENTER&,self.Experience,&BOTTOM&,0,0)& &self:Tag(self.Experience.Text,&[drk:xp]&)& && && && &self.Experience.Text:SetAlpha(0)& &self.Experience.PostUpdate = ExpOverrideText& && &endlib.addAFKTimer = function(f)& &--f.AFKTimer = lib.gen_fontstring(f, cfg.font, 14, &NONE&)& &--f.AFKTimer:SetPoint(&CENTER&, f.Health, &TOP&, 0, 5)end --gen hilight texturelib.addHighlight = function(f)
local OnEnter = function(f)& && &UnitFrame_OnEnter(f)& && &f.Highlight:Show()& && &if f.Experience ~= nil then& && && &f.Experience.Text:SetAlpha(0.9)& && &end& && &if f.mystyle == &raid& then& && && &if not cfg.showTooltips then GameTooltip:Hide() end& && && &if cfg.showRoleIcons then f.LFDRole:SetAlpha(1) end& && &end
local OnLeave = function(f)& && &UnitFrame_OnLeave(f)& && &f.Highlight:Hide()& && &if f.Experience ~= nil then& && && &f.Experience.Text:SetAlpha(0)& && &end& && &if f.mystyle == &raid& then& && && &if cfg.showRoleIcons then f.LFDRole:SetAlpha(0) end& && &end
f:SetScript(&OnEnter&, OnEnter)
f:SetScript(&OnLeave&, OnLeave)
local hl = f.Health:CreateTexture(nil, &OVERLAY&)
hl:SetAllPoints(f.Health)
hl:SetTexture(cfg.highlight_texture)
hl:SetVertexColor(.5,.5,.5,.1)
hl:SetBlendMode(&ADD&)
f.Highlight = hlend------------------------------- HANDOVER-------------------------------hand the lib to the namespace for further usage...this is awesome because you can reuse functions in any of your layout filesns.lib = lib
name = lib.gen_fontstring(f.Health, cfg.font, 14, &NONE&)
[b]Reply to [pid=28857,1]Reply[/pid] Post by kavana-04-09 15:52)[/b]木有用啊大神
那可能是设成8那个,你自己找下,改大点。[url=/store/apps/details?id=gov.pianzong.androidnga]----sent from my Huawei U9200,Android 4.1.2[/url]
--raid&party frames
cfg.showRaid = true -- show raid frames
cfg.raidShowSolo = true -- show raid frames even when solo
cfg.showIncHeals = true -- Show incoming heals in player and raid frames
cfg.showTooltips = true -- Show Tooltips on raid frames
cfg.enableRightClickMenu = false -- Enables the right click menu for raid frames
cfg.showRoleIcons = false -- Show Role Icons on raid frames
cfg.showIndicators = true -- Show Class Indicators on raid frames (HoT's, buffs etc.)
cfg.showThreatIndicator = true -- Show Threat Indicator on raid framescfg.showRaid = [color=red]true[/color] -- show raid frames
TRUE改为flase应该能屏蔽团队。
[b]Reply to [pid=28857,1]Reply[/pid] Post by 百分之二 ( 18:09)[/b]不显示目标名字,还有头像上的读条不显示技能和载具的名字怎么解?显示都是“????”几个字的技能名字就显示几个问号
[quote][pid=28857,1]Reply[/pid] [b]Post by DeathKnight_凋零 ( 20:44):[/b]不显示目标名字,还有头像上的读条不显示技能和载具的名字怎么解?显示都是“????”几个字的技能名字就显示几个问号[/quote]显示??? 请把你的 oUF_Drk\media里的字体文件替换国服字体
[b]Reply to [pid=28857,1]Reply[/pid] Post by 男爵凯恩 ( 21:03)[/b]多谢

我要回帖

更多关于 剑网3仇恨统计插件 的文章

 

随机推荐