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oUF_SVengeance (r1.2)

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Change Log:
--------------------
R1.2
Added option Vengeance.InverseOrientation =
Inverts the fill method:
left to right becomes right to left
bottom to top becomes top to bottom

Previous Versions:
R1.1
-TOC Update to 4.3
-Fixed chek for tank spec on change spec
-Added options to display 2 new value:
"buff" to show how much vengeance you have, it is like the default text minus the /maxvenge
"ap" to show your total Attack Power, as shown in the character pane
-Minor Code Tweaks and improvements. (check override functions parameters)

--
Fixed Typo in the Disable function.

Description:
--------------------
oUF_SVengeance
This is my implementation of an oUF element that shows Vengeance for tanks.

Example of usage:
Add oUF_SVengeance to your layout's optdeps:
## OptionalDeps: oUF_SVengeance
Add the bar to your player frame in your layout, ex:

if IsAddOnLoaded("oUF_SVengeance") then
local v = CreateFrame("statusbar", nil, self)
v:SetHeight(myheight)
v:SetWidth(mywidth)
v:SetPoint(...)
v.Usetext = true
self.Vengeance = v
end

Using this code above you'll create a simple status bar, that fills from left to right.
On this element will be automatically placed a fontstring in its middle to show the vengeance value as ex: 4.5k / 16.80k

Options list (you can find this on top in the main lua file.)

Options:
Vengeange:SetStatusBarTexture
Set a Statusbar texture, default will be used if none specified

Vengeance.Value
Fontstring, default will be created if none specified. Requires Usetext to not be false.

Vengeance.Usetext =
true = shows the amount of vengeance on the bar as ex: 850 / 16.20k if <1000 otherwise will show ex: 1.3k / 16.20k
"perc" = shows the value as a % of the max venge, implies true. Ex: 8%
"buff" = shows the amount of bonus AP from vengeance, implies true. Ex: 1300
"ap" = shows the current amount of ap you have (the same number displayed in the character info pane), implies true.Ex: 6800
false = doesn't show any text

Vengeance.Orientation =
by default is HORIZONTAL, meaning left to right.
Set to "VERTICAL" to have a bar that fills from bottom to top

Vengeance.TextOverride = function(element, curvengeance)
Can be used to override the default text, requires Vengeance.Usetext to not be false
curvengeance is the venge you have, ex: 1200
element.max can be used to retrieve the max venge you can obtain
Use element.Value...

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