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Battle for Azeroth (8.0.1)
Updated:09-02-18 03:40 AM
Created:10-04-09 06:21 PM
Downloads:24,130
Favorites:75
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oUF Simple  Popular! (More than 5000 hits)

Version: 800.20180901
by: zork [More]


Intro

oUF_Simple is a unit layout for oUF. It is a mediator between oUF_SimpleConfig and oUF.
Documentation
oUF_SimpleConfig documentation
Slash command
/ouf_simple
Supported units
  • player
  • target
  • targettarget
  • focus
  • pet
  • party
  • nameplates
  • boss
  • raid
  • mouseover
Supported elements
  • health
  • absorb
  • power
  • classpower
  • alternativepower
  • additionalpower
  • raidtargetindicator
  • buffs
  • debuffs
Embedded modules
  • oUF_DebuffHighlight
  • rAbsorbBar
  • rClassBar
Requires
oUF, rLib, oUF_SimpleConfig
Git
https://github.com/zorker/rothui/tre...8.0/oUF_Simple

Optional Files (1)
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800.20180901
23kB
09-02-18 03:40 AM
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Unread 07-18-10, 04:10 AM  
Icerat
A Fallenroot Satyr

Forum posts: 28
File comments: 46
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I been playing about and learning allot i think lol, after a bit of trial and error I think I figured out how to get the level and power values to show up under the health bar.

Level:
Code:
 
-- gen lvl string func
  lib.gen_lvlstring = function(f)
	-- Level string
	local lvl = lib.gen_fontstring(f.Health, cfg.font, 9, "THINOUTLINE")
	lvl:SetPoint("LEFT", f.Health, "LEFT", 20, 0)
	f:Tag(lvl, "[shortclassification][smartlevel]")
	
	end
Power:
Code:
	
--gen pwr strings func
  lib.gen_pwrstring = function(f)
    -- Power string
    local pwrval = lib.gen_fontstring(f.Health, cfg.font, 9, "THINOUTLINE")
    pwrval:SetPoint("RIGHT", f.Health, "RIGHT", -2, -30)
    f:Tag(pwrval, "[curpp]/[maxpp]%")
	
	end
Is this the correct way to do it ?
How do I get it to display in the following format: LVL NAME ie 80 Icerat i keep getting overlap.

I'm also trying to get it to show the lvl colour in relation to my level, alter looking at ouf_Lumen I see he has created a custom tag [mySmartLevel] is this the only way?
Last edited by Icerat : 07-18-10 at 04:10 AM.
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Unread 07-16-10, 01:43 AM  
zork
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Just start out slow and keep progressing. Do not overdo stuff or you will get overwhelmed just at the start. It's hard enough to understand step 1 if you come from nowhere.
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Unread 07-15-10, 01:36 PM  
Icerat
A Fallenroot Satyr

Forum posts: 28
File comments: 46
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Just come across this and its inspired me to have a go at creating my own layout once i get home (@Work at mo).

That being said im a complete lua nooob lol and was wondering how hard would it be to add dk runes and a lvl on player and target frames?

Looking at the oUF lumen code it doesn't look to bad but all his doe is in one file not broke up like this.

I like the modular approach as it will help me understand / break it down in my mind.

Great work
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Unread 07-05-10, 01:02 AM  
Areul
A Kobold Labourer

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Hey sir ! XD

if I want to add a mana text,how?

Code:
  --gen mp strings func
  lib.gen_mpstrings = function(f)
    -- mp /name text strings
    local name = lib.gen_fontstring(f.Power, cfg.font, 13, "THINOUTLINE")
    name:SetPoint("LEFT", f.Power, "LEFT", 2, 0)
    name:SetJustifyH("LEFT")
    
    local hpval = lib.gen_fontstring(f.Power, cfg.font, 13, "THINOUTLINE")
    hpval:SetPoint("RIGHT", f.Power, "RIGHT", -2, 0)
    --this will make the name go "..." when its to long
    --name:SetPoint("RIGHT", hpval, "LEFT", -5, 0)
    
    --f:Tag(name, "[name]")
    f:Tag(hpval, "[curmp]/[perhp]%")
  end
I try to edit like this ..but..
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Unread 07-04-10, 01:14 PM  
zork
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Follow the tutorial link. Raid frames are implemented now and the code is on GoogleCode. This is only a tutorial layout nothing more.

http://www.wowinterface.com/forums/s...ad.php?t=33566
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Last edited by zork : 07-04-10 at 01:15 PM.
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Unread 07-04-10, 07:14 AM  
Areul
A Kobold Labourer

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Bug ..

Code:
1x oUF_Simple\core.lua:192: attempt to call method 'SpawnHeader' (a nil value)

Locals:

  ---
no party frame in raid group..
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Unread 07-03-10, 06:39 PM  
Aftermathhqt
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Does anyone know how to do add borders on buffs?
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Unread 06-30-10, 02:46 AM  
Drauer
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Thanks for this tutorial, you're awesome
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Unread 06-30-10, 01:17 AM  
zork
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Re: Re: Re: Nice Ouf Layout

@Ferous
I applied no overlay (border) texture, that is correct and intended, but oUF does its own "button.overlay" in the elements/aura.lua that becomes visible for specific debuffs. The outer glow is done by using SetBackDrop(). You can skin the overlay ANYTIME.
Check http://code.google.com/p/rothui/sour...oUF_D3Orbs.lua and search for "button.overlay" this is how I do it for oUF_D3Orbs just copy that part over to the "lib.PostCreateIcon" function in lib.lua
Skinning aura icons in oUF is always done in the CreateIcon function.

@Poltig
Check core.lua how I implemented one function for each unit. I applied self.mystyle = "player" etc. so you always know which style function called the lib.function. So adjust your condition to
Code:
if self.mystyle == "player" then
  ...
end
Nevertheless this is just a tutorial, something that can be used to develop own stuff, not sth. that can be used out of the box.
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Last edited by zork : 06-30-10 at 01:26 AM.
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Unread 06-29-10, 11:07 PM  
Ferous
Sheer Sense of Doom
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Re: Re: Nice Ouf Layout

For some reason.... the buffs for oUF aren't being skinned by the code.. for some weird reason. Idk why, maybe an AddOn is conflicting... I'll have to dig deeper.

edit - does it have something to do with the new oUF release?
Last edited by Ferous : 06-29-10 at 11:19 PM.
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Unread 06-29-10, 10:30 AM  
Politig
A Chromatic Dragonspawn
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When the realms go up, I'll be playing around with this a lot. I do have a quick question though; is there a way to change class colors/power colors? I've been playing with oUF ALZA and there's a bit here:
Code:
local powercolors = {
    ["MANA"] = {.3, .5, .85},
    ["RAGE"] = {.9, .2, .3},
    ["FUEL"] = {0, 0.55, 0.5},
    ["FOCUS"] = {.9, .9, .1},
    ["ENERGY"] = {.9, .9, .1},
    ["AMMOSLOT"] = {0.8, 0.6, 0},
    ["RUNIC_POWER"] = {.35, .45, .6},
    ["POWER_TYPE_STEAM"] = {0.55, 0.57, 0.61},
    ["POWER_TYPE_PYRITE"] = {0.60, 0.09, 0.17},
}
Is there some local or something that could be placed into oUF Simple as well?

EDIT: I've been playing with settings (I'm new) and I tried to add a little name hider thing:

Code:
  --gen hp strings func
  lib.gen_hpstrings = function(f)
    --health/name text strings
    local name = lib.gen_fontstring(f.Health, cfg.font, 13, "THINOUTLINE")
    name:SetPoint("LEFT", f.Health, "LEFT", 2, 0)
    name:SetJustifyH("LEFT")
    local hpval = lib.gen_fontstring(f.Health, cfg.font, 13, "THINOUTLINE")
    hpval:SetPoint("LEFT", f.Health, "RIGHT", -2, 0)
    --this will make the name go "..." when its to long
    name:SetPoint("RIGHT", hpval, "LEFT", -5, 0)
    
    f:Tag(name, "[name]")
    f:Tag(hpval, "[curhp]/[perhp]%")
      
      if (unit == "player") then
        name:Hide()
      else
        name:Show()
      end
  end
My edit is in red. However, nothing in game changes. What am I doing wrong?
Last edited by Politig : 06-29-10 at 03:31 PM.
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Unread 06-29-10, 05:51 AM  
zork
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Re: Nice Ouf Layout

It's a tutorial. I show you how to do stuff and you start editing. Be your own creative director.
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Unread 06-29-10, 05:39 AM  
Tagnar31
A Kobold Labourer
 
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Nice Ouf Layout

Ye this layout is awesome...however the cfg.lua is a bit restricted :P...I wonder if you can put the options to able/disable buffs/debuffs on target/party/player/pet/focus, to show/not show the castbars or hide the latency on the castbars also the ability to change the font etc. etc. ...If you can do all these to this addon it might just become my favourite OuF Layout
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Unread 06-28-10, 04:02 PM  
zork
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Re: is there anybody keep updating the layout?

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Unread 06-28-10, 02:21 PM  
136589219
A Kobold Labourer

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is there anybody keep updating the layout?

i hope more oUF:Plugins can work with the layout,like oUF_TotemBar,oUF_DruidHots...
and
the pet-target sometimes is useful~

Last edited by 136589219 : 06-28-10 at 02:34 PM.
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