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Compatibility:
Warlords of Draenor Pre-Patch (6.0.2)
Siege of Orgrimmar (5.4)
Escalation (5.3)
Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:10-18-14 07:19 AM
Created:11-02-10 05:07 PM
Downloads:15,829
Favorites:79
MD5:
6.0.2
oUF Karma  Updated this week!  Popular! (More than 5000 hits)
Version: 1.6.3
by: Sauerkraut, Unkn
Simple, Minimalistic oUF frames.
UPDATE TO CURRENT RELEASE VERSION OF oUF Core! Found here.

Note: If you are a healer and using this layout - I've got a matching layout for Grid2 that is full featured for each healing class & includes all the latest raid debuffs. Add me on BNet, Mia#1417 and I will gladly share it with you.

Includes:
Player Frame
Target Frame
TargetTarget Frame
Focus Frame
Focus Target Frame
Pet Frame
Boss Frames
Raid Frames


Positioning/Scaling & Bonus Options:
**Set true/false in cfg.lua**
Vertical or Horizontal party frames
Show or Hide Raid Frame Manager
Show or Hide Self in Party
Show Only Player Debuffs/Buffs on Target
Show or Hide Player Name on Player frame
Addon support:
- oUF_RaidDebuffs (embedded)
- oUF_DebuffHighlight (embedded)
- oUF_Smooth (modified and embedded)
- oUF_Combat Feedback
- oUF_WeaponEnchant
- oUF_Vengeance

Credits:
Sauerkraut- For the original oUF_Karma.
Zork for oUF_Simple that I used as a framework for my layout
Drakull, Neverg, and Monolit. Most of the code and inspiration came from their layouts.

Improvements and layout changes may occur in the upcoming versions. Questions or comments please feel free to leave a message I check back frequently. Have an issue that you can't figure out I can be found playing Miamonkey on US-Sargeras.

ERRORS/BUG REPORTS:
1. Make sure you have the latest version of oUF_Karma installed. This page will always have the latest version. DO NOT DOWNLOAD IT ANYWHERE ELSE! I do not upload anywhere but WoWInterface.
2. Make sure you are using the latest version of oUF Core. Found here. You no longer need the outdated version.
3. Post or message me full errors if possible. Even better if you know whats messing up and can point me in the right direction. If you can't that is totally ok.
4. Be patient. I have alot going on besides wow. I love this layout and I want to keep it going. It will be updated. There is nothing game breaking in the errors anymore. Its updated for current wow. There might still be a few bugs to iron out however.

FEATURE REQUESTS:
1. What it is you want/need. - I do not mind adding things. But again it will be on my time frame.
2. Give me a brief outline of what you want and when it should be available. If you can't articulate what you want I can't make it happen


In testing:
Full update to current oUF & fully embedded support modules: currently in live raid testing along with color options. ETA undefined but it is coming.
Horizontal Party frames for Raids - optional
OOC Fading - playing with animation system to make this look a little bit more nifty. It may never release animated fading but who knows.
Color options: currently in live testing while I work out bugs. This will come with /slash command to set values either RGB or as just colors (green, red, purple etc...).


Originally Posted by Sauerkraut
oUF_Karma A very basic minimalistic styled unitframe. Created because I really don't need a lot of frills. I tried to put as much important info into a relatively small space. I play at 1920x1080 so these may look off if you use a different resolution. I never could have accomplished this if not for Drakull and his oUF_Drk. I had many versions of this layout but using Drk as a template I was able to come up with some thing I really liked.

oUF_Karma has been taken over by Unkn since I no longer play. -Sauerkraut
Updated info: 08-28-2013
1.6.3
Hopefully fixed max shadow orbs

1.6.2r
Fixed max resources for warlocks

1.6.1r
Fixed Warlock Bars
Boss Frames Health Should update Properly (the bars at least - the text % might not show as accurate until you target the bosses - please let me know any other bugs)

1.6.0r
Fulled updated to 1.6+ .... yeah I know I am slow...
Shamans - sorry guys gotta find another way to track your totems I don't have time right now to rewrite things to work for you all... Suggest WeakAuras or PowerAuras
Fixed some oddities going on with the party/raid frames
Fixed Debuff Highlighting - hey I may not use the party/raid frames but you all might :)
Class Bars - Priests, Warlocks, Palis & Monks now have class colored class power bars.
Also if you haven't noticed before if you switch talent/spec that gives you more/less of your secondary power type you need to reload
Getting rid of some stuff not used... if you use it and its gone let me know (mainly outdated plugin stuff)

---------------------------------------

1.5.38r
Castbar error fix
Works fine with 5.3 might still show out of date since I didn't update ui version

1.5.37r
Update to fix Monk Power Bar issues ... SPELL_POWER_LIGHT_FORCE to SPELL_POWER_CHI

1.5.36r
New cfg option. Target Power Value... Shown to right of target power bar, directly beneath buffs for target.
Also added Soothing Mists ticks for Monks. I needed it, thought others might as well.

1.5.35r
No major changes.
Fixed "role" issue with party frames and updating for party frames.

1.5.34r
Fixed Boss Frames - ty screamie for figuring out a couple of the issues there
They are positioned in same place the basic blizz boss frames are located.
Has castbar above frame
Has debuffs below frame
Still working on Aurawatch but the bug for mages should be gone.
LFG roles still buggy. Reload UI when out of combat to get everything to show up right.

1.5.33r
Changlog is now named changelog! Image that :)
Couple new config options- Show party frames horizontally
Target Debuffs- everyone else's debuffs are now desaturated again. /cheer!
Turned back off the ugly pvp icons until I can make something better- perhaps just H or A instead of an icon.

1.5.32r
Fixed line 71 for good this time!
Added back percentage for target since it was requested

1.5.31r
Fixed AuraWatch error
Refixed what I fixed and broke yesterday.

1.5.3r
Fixed: party/raid frames issues - I think.
Added: Show self in party option & Hide raid frame manager option... I know some people want to see this.

1.5.3b
-Updated for MoP and patch 5.0.4 - thanks


----UNKN^^---
1.1.15 -
Bump TOC for 4.2

1.1.14 -
Raid frame size now scales with raid group size. (Larger raid has smaller raid units)

1.1.13 -
Fixed icon border texture for buffs/debuffs
Updated to custom PvP, Combat and Resting Icons

1.1.12 -
Added party members level when showing player level and name (cfg.ShowPlayerName = true -- show player's name and level)

1.1.11 -
Revamped combo point display
Minor code clean up

1.1.10 -
Fix for removal of hunter's pet happiness

1.1.9 -
Updated TOC for 4.1

1.1.8 -
Vengeance bar now moves above rune / holy power bar rather than the other way around.
Target, target of target and focus target frames have had their power bars moved.
They now mirror the player and focus frame.
Minor tweaks.

1.1.7 -
Updated visuals of Rune bar to match other power bars

1.1.6 -
Added support to move the focus frame from within the cfg.lua file
Moved some frames slightly to prevent overlapping
Fixed holy power and vengeance bar overlap for Protection Paladins

1.1.5 -
Added support to move ToT frame within the cfg.lua file
Corrected scaling support (hopefully)

1.1.4 -
Fixed cast bar errors

1.1.3 -
Fixed Soul Shards and Holy Power (Hopefully)

1.1.1 -
New totem bar.
Migrated from oUF_Totembar to oUF_boring_totembar

1.0.13 -
Minor visual changes to the soul shard and Holy power bars.

1.0.12 -
Adjusted threat border for better visual when targeting that player.
Minor tweaks to the Vengeance bar. The Vengeance bar should still be considered experimental I have done very little testing with it.

1.0.11 -
Changed debuff highlight texture.
Changed power bar texture.
Testing support for Vengeance bar.
Removed some unused options from the .cfg

1.0.10 -
Some minor visual adjustments to the TotemBar.
Removed and unused file.

1.0.9 -
Finally got basic oUF_TotemBar support working.

1.0.8 -
Removed some leftover code.
Fixed missing combat/resting/pvp indicators.
Updated oUF_DebuffHighlight & oUF_AuraWatch.

1.0.7 -
Added option to enable player's name and level to show.
Added support for power value on boss level targets.
Misc tweaks and code revision.

1.0.6 -
Added temporary weapon enchant support.
Added config to chose animated or regular combo points.
Testing oUF_TotemBar support.

1.0.5 -
Minor tweaks to the combo point display.
Some changes to the raid spawn code.
Some texture changes.

1.0.4 -
Restored option for player buffs to be shown. (Accidentally got removed while I was working on some other code.)

1.0.3 -
Total revamp of the Combo point display.
Removed some old code.

1.0.2 -
Moved the Combo points to a more visible location.
Removed some unused code.

1.0.1 -
Hopefully fixed a bug where the health bar would not fill/diminish properly.
Fixed the deadly poison tracker.

1.0a - Yah make sure you double check that you have the right file :(
Optional Files (0)


Archived Files (6)
File Name
Version
Size
Author
Date
1.6.2r
117kB
Sauerkraut
10-05-13 02:47 PM
1.6.1r
117kB
Sauerkraut
10-05-13 03:31 AM
1.6.0r
119kB
Sauerkraut
09-28-13 05:33 AM
1.5.38r
183kB
Sauerkraut
05-30-13 08:15 PM
1.5.37r
183kB
Sauerkraut
11-27-12 06:31 PM
1.5.34r
183kB
Sauerkraut
09-20-12 11:34 PM


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Unread 03-05-11, 06:51 PM  
Sauerkraut
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Ok so here is where I am at



Prot Paladin



As you can see I've moved the focus up a bit to clear some space. Cast bars no longer overlap and the focus target is again the proper size.
Last edited by Sauerkraut : 03-05-11 at 07:04 PM.
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Unread 03-06-11, 05:36 AM  
Finnegan
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Originally posted by Sauerkraut
Quick and dirty fix until I can work out a neater way of doing this. In the core.lua file for the target change

Code:
		self.Power.colorReaction = true
to

Code:
		self.Power.colorPower = true
You can also comment out

Code:
		self.Power.colorClass = true
If you want players to show mana/rage/energy/etc. The same can be done for any of the frames that you want to see mana on.
Thanks - that's all I wanted.

But because the sum of all your problems is always equal - one other question:

If I want the targetname use the entire width of the bar because the healthtext is below - where should I start to search? I dont't like to see the "..." on nearly every second mob
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Unread 03-06-11, 08:04 AM  
Sauerkraut
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Originally posted by Finnegan
Thanks - that's all I wanted.

But because the sum of all your problems is always equal - one other question:

If I want the targetname use the entire width of the bar because the healthtext is below - where should I start to search? I dont't like to see the "..." on nearly every second mob
I know what you mean, the names are so long in Cata. Its in the lib.lua somewhere. At the moment it is eluding me but I'll find it.
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Unread 03-06-11, 05:28 PM  
Sauerkraut
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Okay I've pulled my head out of my @$$ now. Add this at line 174 of the lib.lua

Code:
	elseif f.mystyle == "target" then
		name:SetPoint("RIGHT", f, "RIGHT", 0, -12)
That should give quite a lot of room. If you need more just alter the -12. Making it a smaller negative (-8, -6, etc) will give more room.
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Unread 03-07-11, 01:09 PM  
Finnegan
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Originally posted by Sauerkraut
Okay I've pulled my head out of my @$$ now. Add this at line 174 of the lib.lua

Code:
	elseif f.mystyle == "target" then
		name:SetPoint("RIGHT", f, "RIGHT", 0, -12)
That should give quite a lot of room. If you need more just alter the -12. Making it a smaller negative (-8, -6, etc) will give more room.
A thousand thanks. Now I can sleep well again.
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Unread 03-07-11, 06:33 PM  
bammer1376
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I had 2 questions...

Sauerkraut,

Indeed this is one of the best unit frames i have stumbled upon and would like to congratulate you on your hard work and dedication with helping the community.

I've look through the code and couldn't find where i can modify some values to do the following..

1. Mainly on the target bar, i would like to unify both buffs and debuffs onto the bottom of the frame, where as right now buffs show up on the right side of the unit frame.

2. I look through all the comments and saw it mentioned, about showing absolute mana on target frame, but got no real understanding on how to do it, so i would like to know how to do both absolute mana and absolute health on target frames.

Again thank you for your time and dedication on such a great project.
Last edited by bammer1376 : 03-07-11 at 06:35 PM.
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Unread 03-07-11, 07:01 PM  
Sauerkraut
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Re: I had 2 questions...

Originally posted by bammer1376
Sauerkraut,

Indeed this is one of the best unit frames i have stumbled upon and would like to congratulate you on your hard work and dedication with helping the community.

I've look through the code and couldn't find where i can modify some values to do the following..

1. Mainly on the target bar, i would like to unify both buffs and debuffs onto the bottom of the frame, where as right now buffs show up on the right side of the unit frame.

2. I look through all the comments and saw it mentioned, about showing absolute mana on target frame, but got no real understanding on how to do it, so i would like to know how to do both absolute mana and absolute health on target frames.

Again thank you for your time and dedication on such a great project.
Thanks for the kind words, I'm glad you like it. As for #1 I don't think you can unify them, but you can anchor both to the bottom of the frame. In the Lib.lua file line 665 holds the anchor for the buffs 702 for the debuffs.

To show absolute mana on the target frame in the tags.lua file change

Code:
    if u == "player" or u == "target" and UnitLevel(u) < 0 then
to

Code:
    if u == "player" or u == "target" then
then in the lib.lua on line 191 add
Code:
 / [curhp]
behind the first
Code:
[karma:hp]
so that it looks like

Code:
	f:Tag(hpval, retVal(f,"[karma:hp] / [curhp]","[karma:hp]","[karma:raidhp]"))
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Unread 03-07-11, 08:44 PM  
bammer1376
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Re: Re: I had 2 questions...

Thank you very much for you rapid response! This did the trick that i was looking for! Once again thank you for your time and help on this question. These are by far the best frames addon that i have seen in a long time. Keep up the excellent work.

Cheers!


Originally posted by Sauerkraut
Thanks for the kind words, I'm glad you like it. As for #1 I don't think you can unify them, but you can anchor both to the bottom of the frame. In the Lib.lua file line 665 holds the anchor for the buffs 702 for the debuffs.

To show absolute mana on the target frame in the tags.lua file change

Code:
    if u == "player" or u == "target" and UnitLevel(u) < 0 then
to

Code:
    if u == "player" or u == "target" then
then in the lib.lua on line 191 add
Code:
 / [curhp]
behind the first
Code:
[karma:hp]
so that it looks like

Code:
	f:Tag(hpval, retVal(f,"[karma:hp] / [curhp]","[karma:hp]","[karma:raidhp]"))
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Unread 03-07-11, 09:27 PM  
Tentacule
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Hi

I'm trying to add the %hp on the player frame and change the font size for it.

Code:
if f.mystyle == "player" then
	f:Tag(hpval, "[karma:color][curhp] [karma:raidhp]")
I don't know much about lua/oUF but I managed to do this.
Could you point me how to change the font size for %hp on player frame?

Great work btw

Thank you
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Unread 03-08-11, 11:35 AM  
Sauerkraut
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Originally posted by Tentacule
Hi

I'm trying to add the %hp on the player frame and change the font size for it.

Code:
if f.mystyle == "player" then
	f:Tag(hpval, "[karma:color][curhp] [karma:raidhp]")
I don't know much about lua/oUF but I managed to do this.
Could you point me how to change the font size for %hp on player frame?

Great work btw

Thank you
you can change that particular font size on line 138
Code:
		if f.mystyle == "player" then fontsize = 36
and to get the % you can keep using what you have or use

Code:
if f.mystyle == "player" then
	f:Tag(hpval, "[karma:color][curhp] [karma:hp]")
This will remove the % when at full hp.
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Unread 03-08-11, 04:43 PM  
Tentacule
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Originally posted by Sauerkraut
you can change that particular font size on line 138
Code:
		if f.mystyle == "player" then fontsize = 36

That I had figured out but I would like to keep [curhp] font size 36 and to change %HP to font size 16 or any other sizes.
and to get the % you can keep using what you have or use

Code:
if f.mystyle == "player" then
	f:Tag(hpval, "[karma:color][curhp] [karma:hp]")
This will remove the % when at full hp.
When I do this my player frame display "111865 111.9k 100%"

Thank you

I hope I don't bother you.
Last edited by Tentacule : 03-08-11 at 04:45 PM.
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Unread 03-08-11, 06:59 PM  
Sauerkraut
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You would have to create two separate tag events to have one at 36 and another at 16.
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Unread 03-09-11, 11:51 AM  
Tentacule
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Originally posted by Sauerkraut
You would have to create two separate tag events to have one at 36 and another at 16.
I should create a new tag in tags.lua and set the font size there?
Just copy/paste "karma:raidhp" and change a few things?

Code:
oUF.Tags['karma:raidhp']  = function(u) 
  if UnitIsDead(u) or UnitIsGhost(u) or not UnitIsConnected(u) then
    return oUF.Tags['karma:DDG'](u)
  else
	local per = oUF.Tags['perhp'](u).."%" or 0
    return per
  end
end
oUF.TagEvents['karma:raidhp'] = 'UNIT_HEALTH'
to something like this?

Code:
oUF.Tags['karma:perhp']  = function(u) 
  local per = oUF.Tags['perhp'](u).."%" or 0
  fontsize =16 -- I really feel like this won't work
    return per
  end
end
oUF.TagEvents['karma:perhp'] = 'UNIT_HEALTH'
Did I mention I don't know a thing about lua? ^^
Last edited by Tentacule : 03-09-11 at 11:52 AM.
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Unread 03-09-11, 03:35 PM  
Sauerkraut
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Sorry I wasn't clear. It isn't about the tag.lua file just calling another tag to have a separate fontsize. In fact the method is already there for the player name to be shown. If you changed that to perhp rather than name it should work. Then just enable the option to show player name and it will show you percent hp.

So change this

Code:
	if f.mystyle == "player" and cfg.ShowPlayerName then
		f:Tag(level, "[karma:level] [karma:color][name]")
	elseif f.mystyle =="target" then
		f:Tag(level, "[karma:pp]")
	end
to this

Code:
	if f.mystyle == "player" then
		f:Tag(level, " [karma:color][perhp]")
	elseif f.mystyle =="target" then
		f:Tag(level, "[karma:pp]")
	end
That should accomplish what you want. The code for the fontsize is just a few lines up

Code:
		if f.mystyle == "player" then level = lib.gen_fontstring(f.Health, cfg.font, fontsize/2, "THINOUTLINE")
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Unread 03-09-11, 05:01 PM  
Tentacule
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Code:
	local level 
		if f.mystyle == "player" then level = lib.gen_fontstring(f.Health, cfg.font, fontsize/2.3, "THINOUTLINE")
		elseif f.mystyle == "target" then level = lib.gen_fontstring(f.Health, cfg.font, 12, "THINOUTLINE")
		end
	if f.mystyle == "player" and cfg.ShowPlayerName then
		level:SetPoint("CENTER", f.Health, "CENTER", -32, 0)
		level:SetJustifyH("RIGHT")
	elseif f.mystyle =="target" then
		level:SetPoint("BOTTOMRIGHT", f.Health, "BOTTOMRIGHT", 8, -14)
		level:SetJustifyH("RIGHT")
	end
	if f.mystyle == "player" then
		f:Tag(level, " [karma:color][perhp]%")
	elseif f.mystyle =="target" then
		f:Tag(level, "[karma:pp]")
	end
end
Thank you!
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