Change Log:
--------------------
1.0.1
- Fixed typos.
1.0.0
- Initial release.
Description:
--------------------
oUF FloatingCombatFeedback is a plugin for oUF framework
TSIA, this plugin provides floating combat feedback support for oUF layouts. It's based on blizzard combat feedback and floating combat text code.
KEY FEATURE
There r two modes how feedback floats:
Fountain
Bottom-to-Top a.k.a Standard
HOW-TO
To use this feature u have to create frame, which will be oUF unit object's FloatingCombatFeedback member and then create few FontStrings:
self.FloatingCombatFeedback = CreateFrame("Frame", nil, self.Health)
for i = 1, 4 do
self.FloatingCombatFeedback = self.FloatingCombatFeedback:CreateFontString(nil, "OVERLAY")
self.FloatingCombatFeedback:SetFontObject(GameFontNormal)
end
I'd recommend 4-6 FSs. If u have a quite complex unitframe, I suggest to make sure that FCF frame is on a higher frame level and strata than ur health bar, frames and textures, e.g. unitframe's border and others.
OPTIONS
As I said before, there r 2 modes, by default floating is set to standard mode, to switch to fountain mode u need to do this:
self.FloatingCombatFeedback.Mode = "Fountain"
If u write anything else than "Fountain", default mode will be used.
Feedback spawns symmetrically at two points, to manage a distance between two columns u can use .Offset option:
self.FloatingCombatFeedback.Offset = 30
Number can be either positive or negative, for fountain it better be positive :D. By default fountain's offset is 6 and standard's is 30
U can adjust how much time it takes for a text to float and disappear, default value is 1.5sec.
self.FloatingCombatFeedback.ScrollTime = 1.5
Some of the events can be ignored using .ignore%event% op...
--------------------
1.0.1
- Fixed typos.
1.0.0
- Initial release.
Description:
--------------------
oUF FloatingCombatFeedback is a plugin for oUF framework
TSIA, this plugin provides floating combat feedback support for oUF layouts. It's based on blizzard combat feedback and floating combat text code.
KEY FEATURE
There r two modes how feedback floats:
Fountain
Bottom-to-Top a.k.a Standard
HOW-TO
To use this feature u have to create frame, which will be oUF unit object's FloatingCombatFeedback member and then create few FontStrings:
self.FloatingCombatFeedback = CreateFrame("Frame", nil, self.Health)
for i = 1, 4 do
self.FloatingCombatFeedback = self.FloatingCombatFeedback:CreateFontString(nil, "OVERLAY")
self.FloatingCombatFeedback:SetFontObject(GameFontNormal)
end
I'd recommend 4-6 FSs. If u have a quite complex unitframe, I suggest to make sure that FCF frame is on a higher frame level and strata than ur health bar, frames and textures, e.g. unitframe's border and others.
OPTIONS
As I said before, there r 2 modes, by default floating is set to standard mode, to switch to fountain mode u need to do this:
self.FloatingCombatFeedback.Mode = "Fountain"
If u write anything else than "Fountain", default mode will be used.
Feedback spawns symmetrically at two points, to manage a distance between two columns u can use .Offset option:
self.FloatingCombatFeedback.Offset = 30
Number can be either positive or negative, for fountain it better be positive :D. By default fountain's offset is 6 and standard's is 30
U can adjust how much time it takes for a text to float and disappear, default value is 1.5sec.
self.FloatingCombatFeedback.ScrollTime = 1.5
Some of the events can be ignored using .ignore%event% op...