OUF_Diablo Roth UI暗黑风格界面包设置详解
2013-11-28 17:39:39 作者:cx871213 来源: 浏览次数:0
摘要:OUF_Diablo Roth UI暗黑风格界面包设置详解,OUF_Diablo Roth UI暗黑风格界面包设置详解
参考插件在这里:点击
原文地址:http://bbs.ngacn.cc/read.php?tid=4427658&_fp=2&_ff=200&rand=940
我会尽量写得通俗易懂,不专业之处还请见谅
这套界面必须要用到的插件如下,请自行从WOW插件分页下载,其中ButtonFacade和ButtonFacade_Diablo3需要把TOC文件里的版本号自行修改为40100.
1.OUF_Diablo (主界面文件)
2.OUF (ouf类插件库文件)
3.oUF_MovableFrames (移动单位框体,命令/omf) 不包括施法条!,如要移动施法条,请看4楼
4.BT4 (动作条自定义)
5.ButtonFacade和ButtonFacade_Diablo3(快捷键材质自定义以及Diabl3材质,有图形设置界面,请自行选择)
6.姓名板图片中用的是dNamePlate,不过我现在换成了TidyPlate.这个插件自带的姓名板太2B了
主界面效果图如下

以下内容为Config.lua里的内容,我将会标注每项设置的详细解释
一.主界面(球体设置与目标框体颜色设置)
----------------------------------------
-- orb animation system 这一部分不知道是旋转星云还是颜色自动识别系统(未测试),请有兴趣的童鞋自行测试,测试结果记得发上来
----------------------------------------
--make this value true to enable the animation system
--animations use preset colors, so class and stance coloring is not possible, but you may change the animation based on class in the charspecific.lua
cfg.useAnimationSystem = false --true/false 这里把值设为false为不启动
-- defines the animation used in the orbs, following animations are available 这里是预设的颜色代码
-- 0 = red fog, 1 = purple fog, 2 = green fog, 3 = yellow fog, 4 = turquoise fog
-- 5 = red portal, 6 = blue rune portal, 7 = red ghost, 8 = purple ghost, 9 = water planet,
-- 10 = swirling cloud, 11 = white fog, 12 = red glowing eye, 13 = sandy swirl, 14 = green fire
-- 15 = purple swirl, 16 = white tornado, 17 = blue swirly, 18 = orange fog, 19 = pearl
-- 20 = red magnet, 21 = blue portal, 22 = purple portal
--health animation
cfg.animhealth = 7 --default 7 你可以在这里选择以上任意颜色的代码
--power animation
cfg.animmana = 8 --default 8 你可以在这里选择以上任意颜色的代码
--set your class specific settings here, you can even activate automatic class and powertype coloring
--BEWARE enabling class or powertype coloring will disable the selected animation, instead always the pearl animation is used internally
--it is the only animation that can be colored in some kind of fashion
--muliplier: is a setting that will be multiplied with the alpha value of the animation (to make it a bit less attracting)
--decrease alpha on value: by default the alpha of an animation is multiplied with the value (to make it fade once you loose hp or mana) but in some cases you don't want that, so that value can disable that 以下是各个职业的颜色预设值,可自由修改
cfg.animClassOverride = {
["DEATHKNIGHT"] = { enable = true, animhealth = 13, animmana = 4, classcolored = true, powertypecolored = true, healthmultiplier = 0.3, manamultiplier = 0.3, healthdecreasealpha = false, manadecreasealpha = false, },
["DRUID"] = { enable = true, animhealth = 18, animmana = 9, classcolored = true, powertypecolored = true, healthmultiplier = 0.3, manamultiplier = 0.3, healthdecreasealpha = false, manadecreasealpha = false, },
["HUNTER"] = { enable = true, animhealth = 2, animmana = 18, classcolored = false, powertypecolored = false, healthmultiplier = 1, manamultiplier = 1, healthdecreasealpha = true, manadecreasealpha = true, },
["MAGE"] = { enable = true, animhealth = 4, animmana = 6, classcolored = true, powertypecolored = false, healthmultiplier = 0.3, manamultiplier = 1, healthdecreasealpha = false, manadecreasealpha = true, },
["ROGUE"] = { enable = true, animhealth = 3, animmana = 22, classcolored = false, powertypecolored = true, healthmultiplier = 1, manamultiplier = 0.3, healthdecreasealpha = true, manadecreasealpha = false, },
["PRIEST"] = { enable = true, animhealth = 19, animmana = 11, classcolored = false, powertypecolored = false, healthmultiplier = 1, manamultiplier = 1, healthdecreasealpha = true, manadecreasealpha = true, },
["PALADIN"] = { enable = true, animhealth = 1, animmana = 17, classcolored = false, powertypecolored = false, healthmultiplier = 1, manamultiplier = 1, healthdecreasealpha = true, manadecreasealpha = true, },
["SHAMAN"] = { enable = true, animhealth = 16, animmana = 15, classcolored = false, powertypecolored = false, healthmultiplier = 1, manamultiplier = 1, healthdecreasealpha = true, manadecreasealpha = true, },
["WARRIOR"] = { enable = true, animhealth = 2, animmana = 20, classcolored = false, powertypecolored = false, healthmultiplier = 1, manamultiplier = 0.3, healthdecreasealpha = true, manadecreasealpha = true, },
["WARLOCK"] = { enable = true, animhealth = 15, animmana = 22, classcolored = false, powertypecolored = false, healthmultiplier = 1, manamultiplier = 1, healthdecreasealpha = true, manadecreasealpha = true, },
}
--------------###-- orb color settings 重头戏,自定义你的球体颜色,如果要修改以下预设的5种颜色,请看2楼---------
-- healthcolor defines what healthcolor will be used
-- 0 = class color, 1 = red, 2 = green, 3 = blue, 4 = yellow, 5 = runic
cfg.healthcolor = 1 默认为0,0是指自动识别职业,并以职业颜色表示你的HP球体,这个功能要配合Animation=true来启用.在这里我手动强行把生命值球体颜色设置为1=red
-- manacolor defines what manacolor will be used
-- 1 = red, 2 = green, 3 = blue, 4 = yellow, 5 = runic
cfg.manacolor = 5 同上,我的怒气值球体设置为5=runic(符能),如果你要设置为其他颜色,请看2楼("runic"可以改写为任意颜色的英文,不影响设置,修改后只为表达更加准确,方便查看而已
--automatic mana detection on stance/class (only works with glows active)
--this will override the manacolor value (obvious)
cfg.automana = false 启用法力/能量/符能/集中值/怒气 颜色自动识别系统,我把它关了
---------------------- orb texture settings 球体材质-----------------
--the texture of the health orb. you can choose between 11 different textures.
--0 = random, 1 = moon, 2 = earth, 3 = mars, 4 = galaxy, 5 = jupiter, 6 = fraktal_circle, 7 = sun, 8 = icecream, 9 = marble, 10 = gradient, 11 = bubbles, 12 = woodpepples, 13 = golf, 14 = city, 15 = diablo3
cfg.healthtexture = 15 --default 15 15是暗黑3风格
--the texture of the mana orb. you can choose between 11 different textures.
--0 = random, 1 = moon, 2 = earth, 3 = mars, 4 = galaxy, 5 = jupiter, 6 = fraktal_circle, 7 = sun, 8 = icecream, 9 = marble, 10 = gradient, 11 = bubbles, 12 = woodpepples, 13 = golf, 14 = city, 15 = diablo3
cfg.manatexture = 15 --default 15 15是暗黑3风格
---------- colorswitcher define your color for healthbars here 难点之一,目标框体当前生命值与缺失生命值颜色对比系统--------
--color is in RGB (red (r), green (g), blue (b), alpha (a)), values are from 0 (dark color) to 1 (bright color). 1,1,1 = white / 0,0,0 = black / 1,0,0 = red etc
cfg.colorswitcher = {
bright = { r = 1, g = 0, b = 0, a = 0.9, }, -- the bright color 亮色RGB代码
dark = { r = 0.15, g = 0.15, b = 0.15, a = 1, }, -- the dark color 暗色RGB代码
classcolored = true, -- true -> override the bright color with the unit specific color (class, faction, happiness) true是启动目标框体职业颜色自动识别系统(和BLZ默认的血条显示的职业颜色一样)
useBrightForeground = true, 亮/暗色显示当前生命值/缺失生命 的 切换系统
-- true -> use bright color in foreground and dark color in background true=用亮色表示当前生命值,用暗色表示缺失生命值
-- false -> use dark color in foreground and bright color in background false=用暗色表示当前生命值,用亮色表示缺失生命值
}
请自行尝试,该插件当前生命值的颜色默认是黑色- -,缺失的生命值反而是其他颜色(如果你开启了职业颜色自动识别,缺失的生命值颜色将对应为该职业的颜色,例如战士=褐色)
1楼###处的颜色修改设置
------------------------------------------ other----------------------------------------
--galaxy color stuff 生命值球体和"法力值"球体的旋转星云效果RGB代码,由于config.lua里默认没有galaxy相关设置,不知能否自行添加?
cfg.galaxytab = {
[0] = {r = playercolor.r, g = playercolor.g, b = playercolor.b, }, -- class color
[1] = {r = 0.90, g = 0.1, b = 0.1, }, -- red
[2] = {r = 0.25, g = 0.9, b = 0.25, }, -- green
[3] = {r = 0, g = 0.35, b = 0.9, }, -- blue
[4] = {r = 0.9, g = 0.8, b = 0.35, }, -- yellow
[5] = {r = 0.35, g = 0.9, b = 0.9, }, -- runic
}
--orb animation table 一楼第一行的那个系统的预设颜色修改
cfg.animtab = {
[0] = {displayid = 17010, r = 1, g = 0, b = 0, camdistancescale = 1.1, portraitzoom = 1, x = 0, y = -0.6, rotation = 0, }, -- red fog
[1] = {displayid = 17054, r = 1, g = 0.4, b = 1, camdistancescale = 1.1, portraitzoom = 1, x = 0, y = -0.6, rotation = 0, }, -- purple fog
[2] = {displayid = 17055, r = 0, g = 0.5, b = 0, camdistancescale = 1.1, portraitzoom = 1, x = 0, y = -0.6, rotation = 0, }, -- green fog
[3] = {displayid = 17286, r = 1, g = 0.9, b = 0, camdistancescale = 1.1, portraitzoom = 1, x = 0, y = -0.6, rotation = 0, }, -- yellow fog
[4] = {displayid = 18075, r = 0, g = 0.8, b = 1, camdistancescale = 1.1, portraitzoom = 1, x = 0, y = -0.6, rotation = 0, }, -- turquoise fog
[5] = {displayid = 23422, r = 0.4, g = 0, b = 0, camdistancescale = 2.8, portraitzoom = 1, x = 0, y = 0.1, rotation = 0, }, -- red portal
[6] = {displayid = 27393, r = 0, g = 0.4, b = 1, camdistancescale = 3, portraitzoom = 1, x = 0, y = 0.6, rotation = 0, }, -- blue rune portal
[7] = {displayid = 20894, r = 0.6, g = 0, b = 0, camdistancescale = 6, portraitzoom = 1, x = -0.3, y = 0.4, rotation = 0, }, -- red ghost
[8] = {displayid = 15438, r = 0.4, g = 0.3, b = 1, camdistancescale = 6, portraitzoom = 1, x = -0.3, y = 0.4, rotation = 0, }, -- purple ghost
[9] = {displayid = 20782, r = 0, g = 0.7, b = 1, camdistancescale = 1.2, portraitzoom = 1, x = -0.22, y = 0.18, rotation = 0, }, -- water planet
[10] = {displayid = 23310, r = 1, g = 1, b = 1, camdistancescale = 3.5, portraitzoom = 1, x = 0, y = 3, rotation = 0, }, -- swirling cloud
[11] = {displayid = 23343, r = 0.8, g = 0.8, b = 0.8, camdistancescale = 1.6, portraitzoom = 1, x = -0.2, y = 0, rotation = 0, }, -- white fog
[12] = {displayid = 24813, r = 0.4, g = 0, b = 0, camdistancescale = 2.4, portraitzoom = 1.1, x = 0, y = -0.3, rotation = 0, }, -- red glowing eye
[13] = {displayid = 25392, r = 0.4, g = 0.6, b = 0, camdistancescale = 2.6, portraitzoom = 1, x = 0, y = -0.5, rotation = 0, }, -- sandy swirl
[14] = {displayid = 27625, r = 0.4, g = 0.6, b = 0, camdistancescale = 0.8, portraitzoom = 1, x = 0, y = 0, rotation = 0, }, -- green fire
[15] = {displayid = 28460, r = 0.5, g = 0, b = 1, camdistancescale = 0.56, portraitzoom = 1, x = -0.4, y = 0, rotation = 0, }, -- purple swirl
[16] = {displayid = 29286, r = 1, g = 1, b = 1, camdistancescale = 0.6, portraitzoom = 1, x = -0.6, y = -0.2, rotation = 0, }, -- white tornado
[17] = {displayid = 29561, r = 0, g = 0.6, b = 1, camdistancescale = 2.5, portraitzoom = 1, x = 0, y = 0, rotation = -3.9, }, -- blue swirly
[18] = {displayid = 30660, r = 1, g = 0.5, b = 0, camdistancescale = 0.12, portraitzoom = 1, x = -0.04, y = -0.08, rotation = 0, }, -- orange fog
[19] = {displayid = 32368, r = 1, g = 1, b = 1, camdistancescale = 1.15, portraitzoom = 1, x = 0, y = 0.4, rotation = 0, }, -- pearl
[20] = {displayid = 33853, r = 1, g = 0, b = 0, camdistancescale = 0.83, portraitzoom = 1, x = 0, y = -0.05, rotation = 0, }, -- red magnet
[21] = {displayid = 34319, r = 0, g = 0, b = 0.4, camdistancescale = 1.55, portraitzoom = 1, x = 0, y = 0.8, rotation = 0, }, -- blue portal
[22] = {displayid = 34645, r = 0.3, g = 0, b = 0.3, camdistancescale = 1.7, portraitzoom = 1, x = 0, y = 0.8, rotation = 0, }, -- purple portal
}
cfg.powercolors = {
["MANA"] = { r = 0, g = 0.4, b = 1 },
["RAGE"] = { r = 1.00, g = 0.00, b = 0.00 },
["FOCUS"] = { r = 1.00, g = 0.50, b = 0.25 },
["ENERGY"] = { r = 1.00, g = 0.75, b = 0.10 },
["HAPPINESS"] = { r = 0.00, g = 1.00, b = 1.00 },
["RUNES"] = { r = 0.50, g = 0.50, b = 0.50 },
["RUNIC_POWER"] = { r = 0.00, g = 0.82, b = 1.00 },
["AMMOSLOT"] = { r = 0.80, g = 0.60, b = 0.00 },
["FUEL"] = { r = 0.0, g = 0.55, b = 0.5 },
} "法力值"的RGB代码,可以修改任意颜色,需启用法力值类型自动检测系统
cfg.happycolors = {
[0] = {r = 1, g = 1, b = 1},
[1] = {r = 1, g = 0, b = 0},
[2] = {r = 1, g = 1, b = 0},
[3] = {r = 0, g = 1, b = 0},
} 宝宝的快乐值显示
二.框体设置:只写自我与目标界面的设置,其他的框体以此类推
------------------------------------------units----------------------------------------
cfg.units = {
-- PLAYER 以下是自我框体的相关设置
player = {
show = true,
width = 150,
height = 150,
scale = 1, 主界面缩放比,默认为0.82
power = {
frequentUpdates = false,
},
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -260, y = -9 },
icons = {
pvp = {
show = false,
pos = { a1 = "CENTER", a2 = "CENTER", x = -95, y = 42 }, --position in relation to self object
},
combat = {
show = false,
pos = { a1 = "CENTER", a2 = "CENTER", x = 0, y = 86 }, --position in relation to self object
},
resting = {
show = true,
pos = { a1 = "CENTER", a2 = "CENTER", x = -72, y = 60 }, --position in relation to self object
},
},
castbar = { 自我施法条相关设置
show = true,
latency = true, 显示当前延迟估算,PVP高端帝们提前取消施法使用的东西
texture = "Interface\\AddOns\ Textures\\statusbar5",
scale = 1/0.82, --divide 1 by current unit scale if you want to prevent scaling of the castbar based on unit scale 1为与当前主界面同样尺寸,如果想修改大小请修改为其他值
color = { 注意,这里要把bar和bg里面的值全部调换,不然又是黑色读条色,黄色背景色
bar = { r = 0.96, g = 0.7, b = 0, a = 1, },
bg = { r = 0.15, g = 0.15, b = 0.15, a = 1, },
},
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 180.5 },
},
soulshards = {
show = true,
scale = 0.45,
color = {r = 150/255, g = 135/255, b = 200/255, },
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 280 },
alpha = {
ooc = 0.7, --alpha value out of combat
ic = 1, --alpha value in comat
},
},
holypower = {
show = true,
scale = 0.45,
color = {r = 200/255, g = 135/255, b = 190/255, },
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 280 },
alpha = {
ooc = 0.7, --alpha value out of combat
ic = 1, --alpha value in comat
},
},
eclipsebar = {
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 280 },
scale = 1,
},
runes = {
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 170 },
},
altpower = {
show = true,
scale = 0.5,
color = {r = 1, g = 0, b = 1, },
texture = "Interface\\AddOns\ Textures\\statusbar",
pos = { a1 = "CENTER", a2 = "CENTER", af = "UIParent", x = 0, y = 0 },
},
expbar = { --experience
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 10 },
texture = "Interface\\AddOns\ Textures\\statusbar",
scale = 1,
color = {r = 0.8, g = 0, b = 0.8, },
rested = {
color = {r = 1, g = 0.7, b = 0, },
},
},
repbar = { --reputation
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 10 },
texture = "Interface\\AddOns\ Textures\\statusbar",
scale = 1,
},
art = {
actionbarbackground = {
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 1, y = 0 },
scale = 1,
style = 3 默认为1=只有一列施法条背景材质,每行12个按钮位.我设置了3,也就是3个动作条背景共36个按钮位, --0 = automatic bar detection, 1 = 12 button texture fixed, 2 = 24 button texture fixed, 3 = 36 button texture fixed
},
angel = {
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 270, y = 0 },
scale = 1,
},
demon = {
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -265, y = 0 },
scale = 1,
},
bottomline = {
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = -5 },
scale = 1,
},
},
portrait = {
pos = { a1 = "CENTER", a2 = "CENTER", af = "UIParent", x = -100, y = 0 },
size = 150,
show = false,
use3D = true,
},
},
-- TARGET 目标框体设置
target = {
show = true,
scale = 1,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 250 },
health = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag = "[diablo:hpval]",
},
power = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag = "", --more tags see oUF/elements/tags.lua | example: "[curpp] / [perpp]%" or "[diablo:ppval]"
},
auras = {
show = true,
size = 20,
onlyShowPlayerBuffs = false,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
desaturateDebuffs = false,
buffs = {
pos = { a1 = "BOTTOMLEFT", a2 = "TOPRIGHT", x = 0, y = -15 },
initialAnchor = "BOTTOMLEFT",
growthx = "RIGHT",
growthy = "UP",
},
debuffs = {
pos = { a1 = "TOPLEFT", a2 = "BOTTOMRIGHT", x = 0, y = 15 },
initialAnchor = "TOPLEFT",
growthx = "RIGHT",
growthy = "DOWN",
},
},
castbar = {
show = true,
texture = "Interface\\AddOns\ Textures\\statusbar5",
scale = 1/1, --divide 1 by current unit scale if you want to prevent scaling of the castbar based on unit scale
color = {
bar = { r = 0.96, g = 0.7, b = 0, a = 1, }, 同样得调换颜色值
bg = { r = 0.15, g = 0.15, b = 0.15, a = 1, },
shieldbar = { r = 0.5, g = 0.5, b = 0.5, a = 1, },不能被打断的施法条的颜色 --the castbar color while target casting a shielded spell
shieldbg = { r = 0.8, g = 0.8, b = 0.8, a = 1, }, 不能被打断的施法条的背景色 --the castbar background color while target casting a shielded spell
},
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 350 },
},
combobar = {
show = true,
scale = 0.5,
color = {r = 0.9, g = 0.59, b = 0, },
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 480 },
},
portrait = {
pos = { a1 = "CENTER", a2 = "CENTER", af = "UIParent", x = 100, y = 0 },
size = 150,
show = false,
use3D = true,
},
},
--TARGETTARGET
targettarget = {
show = true,
scale = 1,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -195, y = 250 },
auras = {
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
},
health = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag = "[diablo:misshp]",
},
power = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
},
},
--PET
pet = {
show = true,
scale = 0.85,
pos = { a1 = "LEFT", a2 = "LEFT", af = "UIParent", x = 10, y = -140 },
auras = {
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
},
health = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag = "[diablo:misshp]",
},
power = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
},
altpower = {
show = true,
scale = 0.5,
color = {r = 1, g = 0, b = 1, },
texture = "Interface\\AddOns\ Textures\\statusbar",
pos = { a1 = "CENTER", a2 = "CENTER", af = "UIParent", x = 0, y = 0 },
},
portrait = {
show = true,
use3D = true,
},
},
--FOCUS
focus = {
show = true,
scale = 0.85,
pos = { a1 = "LEFT", a2 = "LEFT", af = "UIParent", x = 10, y = 40 },
aurawatch = {
show = true,
size = 20,
},
auras = {
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
},
health = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag = "[diablo:misshp]",
},
power = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
},
portrait = {
show = true,
use3D = true,
},
castbar = {
show = true,
texture = "Interface\\AddOns\ Textures\\statusbar5",
scale = 1/0.85, --divide 1 by current unit scale if you want to prevent scaling of the castbar based on unit scale
color = {
bar = { r = 0.96, g = 0.7, b = 0, a = 1, },
bg = { r = 0.15, g = 0.15, b = 0.15, a = 1, },
},
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 420 },
},
},
--PETTARGET
pettarget = {
show = false,
scale = 0.85,
pos = { a1 = "LEFT", a2 = "LEFT", af = "UIParent", x = 140, y = -140 },
auras = {
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
},
health = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag = "[diablo:misshp]",
},
power = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
},
portrait = {
show = true,
use3D = true,
},
},
--FOCUSTARGET
focustarget = {
show = false,
scale = 0.85,
pos = { a1 = "LEFT", a2 = "LEFT", af = "UIParent", x = 140, y = 40 },
auras = {
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
},
health = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag = "[diablo:misshp]",
},
power = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
},
portrait = {
show = true,
use3D = true,
},
},
--PARTY
party = {
show = true,
alpha = {
notinrange = 0.5,
},
scale = 0.85,
pos = { a1 = "TOPLEFT", a2 = "TOPLEFT", af = "UIParent", x = 10, y = -80 },
aurawatch = {
show = true,
size = 20.1,
},
auras = {
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
},
health = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag = "[diablo:misshp]",
},
power = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
},
portrait = {
show = true,
use3D = true,
},
attributes = {
visibility = "custom [group:party,nogroup:raid][@raid6,noexists,group:raid] show;hide", --show this header in party
showPlayer = true, --make this true to show player in party
showSolo = false, --make this true to show while solo (only works if solo is in visiblity aswell
showParty = true, --make this true to show headerin party
showRaid = false, --show in raid
point = "LEFT",
},
},
--RAID
raid = {
show = true,
alpha = {
notinrange = 0.5,
},
scale = 1.05,
pos = { a1 = "TOPLEFT", a2 = "TOPLEFT", af = "UIParent", x = 10, y = -10 },
health = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag1 = "[diablo:name]", --tag for the first line
tag2 = "[diablo:misshp]", --tag for the second line
classcoloroverride = false, --even if you set the colorswitcher to no classcolor this value can be used to make the raid class colored
},
aurawatch = {
show = true,
},
auras = {
--put every single spellid here that you want to be tracked, be it buff or debuff doesn't matter
--maximum number of icons displayed at a time = 1
--this is for important boss mechanics only, this is not for tracking healing HOTs etc
spelllist = {
--test
32407,
--CATACLYSM RAIDS
86622,
--maloriak
92980, --ice bomb
77786, --red phase consuming flames
--chimaeron
89084 , --skull icon chimaeron <10k life
},
show = true,
disableCooldown = true,
showBuffType = false,
showDebuffType = false,
size = 20,
},
attributes = {
visibility = "custom [@raid6,exists,group:raid] show;hide", --use "party,raid" to show this in party aswell
showPlayer = false, --make this true to show player in party
showSolo = false, --make this true to show while solo (only works if solo is in visiblity aswell
showParty = false, --make this true to show raid in party
showRaid = true, --show in raid
point = "TOP",
yOffset = 20,
xoffset = 0,
maxColumns = 8,
unitsPerColumn = 5,
columnSpacing = -20,
columnAnchorPoint = "LEFT",
},
},
--BOSSFRAMES
boss = {
show = true,
scale = 1,
pos = { a1 = "TOP", a2 = "BOTTOM", af = "Minimap", x = 0, y = -80 },
health = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag = "[diablo:altbosspower][perhp]%",
},
power = {
texture = "Interface\\AddOns\ Textures\\statusbar5",
tag = "[perpp]%",
},
},
}
Q&A:
1.为什么动作条背景只有一行啊?
A:请在该帖子内Ctrl+F,搜索引号内的文字,答案在3楼 "默认为1=只有一列施法条背景材质,每行12个按钮位"
2.我想移动施法条怎么办啊?
A:请在Config.lua文件内搜索如下内容
----------------------------------------
-- frame movement
----------------------------------------
--setting this to false will use the default frame positions, true allows moving
cfg.framesUserplaced = true
--setting this to true will lock the frames in place, false unlocks them
cfg.framesLocked = true
把true改为false并保存文件,重新进入游戏,施法时快速按住Alt+Shift+鼠标左键拖动施法条,定位好后重新修改为true并保存文件,重载界面
3.为什么所有框体,包括目标与焦点等的名字显示全是问号?
A:魔兽世界根目录下新建文件夹,并重命名为Fonts,然后再WOW插件频道内随意下载一个你想要的字体,复制到该文件夹中,并重命名为FRIZQT__.ttf
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