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oUF HealComm4  Popular! (More than 5000 hits)

Version: v2.2.2
by: yj589794 [More]

This is an update of oUF_HealComm to use the new LibHealComm-4.0 library and includes LibWrapperHealComm-1.0 for backwards compatability with LibHealComm-3.0 used by lots of healing and unit frame addons.

The main advantages of the new library is support for Heals over Time and Channelled Heals, and for using the unique GUID for identifying the healing targets.

Horizontal and Vertical oUF layouts are also supported.

-----------

To display a bar for incoming heals your oUF layout needs to define a statusbar self.HealCommBar

Code:
	self.HealCommBar = CreateFrame('StatusBar', nil, self.Health)
	self.HealCommBar:SetHeight(0)
	self.HealCommBar:SetWidth(0)
	self.HealCommBar:SetStatusBarTexture(self.Health:GetStatusBarTexture():GetTexture())
	self.HealCommBar:SetStatusBarColor(0, 1, 0, 0.25)
	self.HealCommBar:SetPoint('LEFT', self.Health, 'LEFT')

	-- optional flag to show overhealing
	self.allowHealCommOverflow = true

To display text for incoming heals your oUF layout needs to define a fontstring self.HealCommText
Code:
	self.HealCommText = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmallRight')
	self.HealCommText:SetTextColor(0, 1, 0)
	self.HealCommText:SetPoint('RIGHT', health, 'LEFT', -5, 0)

	-- optional routine override to format the text display
	self.HealCommTextFormat = shortVal

If you do not want to see the heals you cast, then you can define the flag self.HealCommOthersOnly
Code:
	self.HealCommOthersOnly = true
If you want to limit the incoming heals to those that land x seconds from now you can define the option self.HealCommTimeframe
Code:
	-- limit to the next 3 seconds incoming heals
	self.HealCommTimeframe = 3

v2.2.2
- update to v1.6.6 of LibHealComm-4.0

v2.2.1
- update to v1.6.5 of LibHealComm-4.0
- minor code style changes that have no effect on functionality

v2.2.0
- update to v1.6.4 of LibHealComm-4.0
- ensure we make a local copy of string.format (unnoticeable speed boost)
- remove LibWrapperHealComm-1.0 library as I see next to no traffic on it now

v2.1.0
- update to v1.6.3 of LibHealComm-4.0
- fix minor bug with some incoming heal bars showing on units with full health and overflow disabled

v2.0.6
- update to v1.6.2 of LibHealComm-4.0
- addition of self.HealCommTimeframe option

v2.0.5
- update to v1.6.1 of LibHealComm-4.0

v2.0.4
- update to v1.6 of LibHealComm-4.0

v2.0.3
- update to v1.5.7 of LibHealComm-4.0

v2.0.2
- tidy namespace code
- update to v1.5.6 of LibHealComm-4.0
- update to v5.2 of LibWrapperHealComm-1.0

v2.0.1
- fix namespace issue

v2.0.0
- update to v1.5.5-release of LibHealComm-4.0
- major rewrite of code to be not hooky
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Unread 01-16-10, 02:26 PM  
yj589794
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Originally posted by treelet
I am experiencing a similar issue when trying to use HealComm with Neav's raid frames. Similar to Tukz, SetFrameLevel is being used in the original code. I removed that line of code to no effect. Here is the original code with HealComm added.

pastey

I cannot figure out what I am missing here. Any help is appreciated.
I just tried the code you linked and, apart from having to move the raid frames to fit my screen, it all worked fine. The raid frames showed the incoming heal bar when I tested them in a battleground.

Can you check again and make sure oUF_HealComm4 is being loaded, as I cannot think of any other reason why you will not see the incoming heal bars?
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Unread 01-14-10, 09:25 PM  
treelet
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Originally posted by yj589794
It's a problem with the layout in oUF_Tukz.

The layout author is using SetFrameLevel() to specifically assign the health bar a level within the drawing stack.
There is an easy fix to make the heal bars display correctly, although I've not tested to see if the fix breaks anything else in the layout.

To apply the fix, search for the following text in ouf_tukz.lua and delete it:
Code:
	if unit then
		self.Health:SetFrameLevel(5)
	elseif self:GetAttribute("unitsuffix") then
		self.Health:SetFrameLevel(5)
	elseif not unit then
		self.Health:SetFrameLevel(2)
	end
I am experiencing a similar issue when trying to use HealComm with Neav's raid frames. Similar to Tukz, SetFrameLevel is being used in the original code. I removed that line of code to no effect. Here is the original code with HealComm added.

pastey

I cannot figure out what I am missing here. Any help is appreciated.
Last edited by treelet : 01-14-10 at 11:00 PM.
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Unread 12-09-09, 02:57 PM  
yj589794
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look at the following lines:

293, 308 and 443.

should give you a clue as to why it's doing that.


edit: I found the double space for indent linked in your pastey to be horrible to read. I've changed it to something I find more legible and fixed the positioning of the healcomm declarations in the followup pastey.
Last edited by yj589794 : 12-10-09 at 08:42 AM.
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Unread 12-09-09, 11:28 AM  
Souli123
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Added
if(IsAddOnLoaded("oUF_HealComm4")) then
self.HealCommBar = CreateFrame('StatusBar', nil, self.Health)
self.HealCommBar:SetHeight(0)
self.HealCommBar:SetWidth(0)
self.HealCommBar:SetStatusBarTexture(self.Health:GetStatusBarTexture():GetTexture())
self.HealCommBar:SetStatusBarColor(0, 1, 0, 0.25)
self.HealCommBar:SetPoint('LEFT', self.Health, 'LEFT')

-- optional flag to show overhealing
self.allowHealCommOverflow = true
end
to my Layout, but the Healcommbar only appears for player, not for target.

Whole Layout here: http://pastey.net/130034
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Unread 12-09-09, 02:05 AM  
yj589794
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Originally posted by PProvost
That works.
OK, new version pushed with the fix included
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Unread 12-09-09, 01:27 AM  
PProvost
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Originally posted by yj589794
blah, I can't check it yet as European servers are just going into the maintenance period and then I've got to go to work.

try changing it to:
Code:
if(...) then
	local _, ns = ...
	oUF = ns.oUF or _G[global]
else
that *should* fix any problem, but no guarantees till I can test it.
That works.
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Unread 12-08-09, 07:10 PM  
yj589794
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Originally posted by Saiket
When the element isn't embedded, this code on line 26 sets the local reference to oUF to nil:
Code:
if(...) then
	local _, ns = ...
	oUF = ns.oUF
else
That ns table that gets passed in is empty when the mod is running standalone.
blah, I can't check it yet as European servers are just going into the maintenance period and then I've got to go to work.

try changing it to:
Code:
if(...) then
	local _, ns = ...
	oUF = ns.oUF or _G[global]
else
that *should* fix any problem, but no guarantees till I can test it.
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Unread 12-08-09, 06:13 PM  
Saiket
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When the element isn't embedded, this code on line 26 sets the local reference to oUF to nil:
Code:
if(...) then
	local _, ns = ...
	oUF = ns.oUF
else
That ns table that gets passed in is empty when the mod is running standalone.
Last edited by Saiket : 12-08-09 at 06:13 PM.
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Unread 11-17-09, 04:13 AM  
yj589794
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Major change coming soon(tm)

Hi everyone,

when patch 3.3 hits live servers there is going to be a change to oUF_HealComm4 that will require each layout to specify how incoming heals should be shown. The incoming heal bar will no longer be hooked into the layout automatically.

Further details can be seen in this thread.
Last edited by yj589794 : 11-17-09 at 04:14 AM.
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Unread 11-08-09, 01:51 PM  
uptempo
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awesome! fix worked and as far as i can see for now there are no problems. thanks so very much!
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Unread 11-07-09, 09:00 AM  
yj589794
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Originally posted by uptempo
I'm having the same exact problem using the same unitframes. Using tukui frames that I downloaded here as well.
It's a problem with the layout in oUF_Tukz.

The layout author is using SetFrameLevel() to specifically assign the health bar a level within the drawing stack.
There is an easy fix to make the heal bars display correctly, although I've not tested to see if the fix breaks anything else in the layout.

To apply the fix, search for the following text in ouf_tukz.lua and delete it:
Code:
	if unit then
		self.Health:SetFrameLevel(5)
	elseif self:GetAttribute("unitsuffix") then
		self.Health:SetFrameLevel(5)
	elseif not unit then
		self.Health:SetFrameLevel(2)
	end
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Unread 11-07-09, 03:23 AM  
uptempo
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Originally posted by yj589794
looks like the incoming heal bar is being placed under your layout, so that only when there is overheal will you be able to see the bar sticking past the end of your unit frame.

If you can send me a PM with a link to your layout I'll try and figure out where it's going a bit odd.
I'm having the same exact problem using the same unitframes. Using tukui frames that I downloaded here as well.
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Unread 11-03-09, 04:32 AM  
Tekkub
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I just follow the herd till we find a semi-quiet graveyard where one or two people are defending, then just hang out. I'll see if I can get a normal ol' raid tomorrow to test in outside of BGs/instances. Of course, I only use HC on my raid frames, so a simple party won't do... and I rarely ever get to go on "real" raids.
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Unread 11-03-09, 04:26 AM  
yj589794
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Originally posted by Tekkub
*edit* and for what it's worth, the healcomm stuff works for my own spells when I'm sitting around Dalaran, but when I go into AV I get no HC at all, not even from myself. When I come back to Dal, all works again. Very weird.
very odd, if it was something to do with the battleground group rather than a normal party/raid group I could understand it. If it's stopping incoming heals on you player/target/etc. frames as well then it really does seem to be something else causing the problem.

Looks like I'm going to have the pain of taking my holy priest into battlegrounds again *shudder*. Just hope I can stay alive long enough to actually try casting a heal...
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Unread 11-03-09, 04:03 AM  
Tekkub
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Aye, at least it's not a forced breakage like Blizzy changes are, since in the majority of cases the author is embedding the plugin with their layout... or at least, they should be.

*edit* and for what it's worth, the healcomm stuff works for my own spells when I'm sitting around Dalaran, but when I go into AV I get no HC at all, not even from myself. When I come back to Dal, all works again. Very weird.
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Last edited by Tekkub : 11-03-09 at 04:05 AM.
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