Change Log:
--------------------
R2.1
ToC Update
Fix for 5.1 UnitBuff
New Feature: Vegneance is now saved per boss.
--
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 for MoP!
This is my implementation of an oUF element that shows Vengeance for tanks.
Since in MoP we can't calculate a max vengeance anymore but I miss this element on my ui I decided to bring it back; here's how it works now:
- It does NOT calculate a max vengeance value, at the first run the venge.max will be 1
- Every time your vengeance buff updates the current value is confronted against the old one, if it's bigger it becomes the new max.
- The vengeance max is saved per character, meaning that your raiding toon will have a saved max of ex: 100k while the BM monk (or whatever) you are leveling will have it's max set to ex: 200.
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(fx, p, fz, xo, yo)
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: 1...
--------------------
R2.1
ToC Update
Fix for 5.1 UnitBuff
New Feature: Vegneance is now saved per boss.
--
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 for MoP!
This is my implementation of an oUF element that shows Vengeance for tanks.
Since in MoP we can't calculate a max vengeance anymore but I miss this element on my ui I decided to bring it back; here's how it works now:
- It does NOT calculate a max vengeance value, at the first run the venge.max will be 1
- Every time your vengeance buff updates the current value is confronted against the old one, if it's bigger it becomes the new max.
- The vengeance max is saved per character, meaning that your raiding toon will have a saved max of ex: 100k while the BM monk (or whatever) you are leveling will have it's max set to ex: 200.
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(fx, p, fz, xo, yo)
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: 1...