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Created:09-28-09 12:33 PM
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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 09-28-09, 02:51 PM  
Unkn
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Do we need to tweak or comment anything to get the bars to fill vertically? Yes it is showing at the top of my bars but its still showing a horizontal line.

Showing you on my tank and she casts a heal on herself....



Its is showing the correct amount healed. And its showing on the ToT bars and all other horizontal bars correctly.

Thanks for the update btw
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Unread 09-28-09, 03:13 PM  
yj589794
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If you have set your health bar orientation to be 'VERTICAL' then it should all work fine.

I've tested on my unit frames using the following and it looks OK

Code:
	self.Health = CreateFrame('StatusBar', self:GetName() .. '_health', self)
	self.Health:SetPoint('TOPRIGHT', self)
	self.Health:SetPoint('TOPLEFT', self)
	self.Health:SetStatusBarTexture(texture)
	self.Health:SetStatusBarColor(0.25, 0.25, 0.35)
	self.Health:SetHeight(22)
	self.Health.frequentUpdates = true
	self.Health:SetOrientation('VERTICAL')
could you post your health bar code and I'll try and see what is different.

thanks
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Unread 09-28-09, 03:50 PM  
Unkn
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could you post your health bar code and I'll try and see what is different.

thanks
Here ya go.
Only player and target are vertical if you cant tell. And yes its probably sloppy, but its working well so till it stop working no need to clean it up.
Code:
   local hp = CreateFrame("StatusBar", nil, self)
   hp:SetStatusBarTexture(statusbartexture)
   hp:SetHeight(hp_height)
   if unit == "player" then
        hp:SetOrientation("VERTICAL")
        hp:SetWidth(((width)/3)-(2*border_size))
        hp:SetPoint("TOPLEFT", oUF.units.player, "TOPLEFT", 2*border_size, -2*border_size)
        hp:SetPoint("BOTTOMLEFT", oUF.units.player, "BOTTOMLEFT", 2*border_size, 2*border_size)
        hp:SetPoint("RIGHT", oUF.units.player, "RIGHT", -7*width/9, 0)
        hp:SetPoint("LEFT", self, "LEFT", 2*border_size, 0)
    elseif unit == "target" then
        hp:SetOrientation("VERTICAL")
        hp:SetWidth(((width)/3)-(2*border_size))
        hp:SetPoint("TOPRIGHT", oUF.units.target, "TOPRIGHT", -2*border_size, -2*border_size)
        hp:SetPoint("BOTTOMRIGHT", oUF.units.target, "BOTTOMRIGHT", -2*border_size, 2*border_size)
        hp:SetPoint("LEFT", oUF.units.target, "LEFT", 7*width/9, 0)
        hp:SetPoint("RIGHT", self, "RIGHT", -2*border_size, 0)
    else
        hp:SetWidth(width-border_size)
        hp:SetPoint("TOPLEFT", self, "TOPLEFT", border_size, -border_size)
        hp:SetPoint("TOPRIGHT", self, "TOPRIGHT", -border_size, 0)
    end
   hp.colorDisconnected = true
   hp.frequentUpdates = true
   if unit and string.match(unit,"target") then 
      hp.colorTapping = true
      hp.colorReaction = true
   end
   self.Health = hp
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Unread 09-28-09, 04:33 PM  
Carighan
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Is there a way to "cap" the +healing bar so that at most it runs to where the health-bar it displays on would be at 100%?
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Unread 09-28-09, 05:23 PM  
yj589794
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I just hacked your health code into my unit frames, and even though it looks borked it does give vertical health bars and vertical incoming heal bars.



I'll send you a PM and see if we can figure out the issue.
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Unread 09-28-09, 05:33 PM  
yj589794
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Originally posted by KnThrak
Is there a way to "cap" the +healing bar so that at most it runs to where the health-bar it displays on would be at 100%?
There is, but I'm not going to add it as I like to see how much overheal is incoming.

Just replace the updateHealCommBar function in oUF_HealComm4.lua with the following code: http://pastey.net/125845



edit for making the code actually work, bah
Last edited by yj589794 : 09-28-09 at 05:47 PM.
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Unread 09-28-09, 05:37 PM  
Unkn
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Originally posted by yj589794
I just hacked your health code into my unit frames, and even though it looks borked it does give vertical health bars and vertical incoming heal bars.



I'll send you a PM and see if we can figure out the issue.
Yeah they are set all in one frame so all the stuff you see in the screen shot is just anchored to each other. hrm i wonder why it wont work for me. Ill message you in a bit see what we can figure out.
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Unread 09-28-09, 10:11 PM  
Unkn
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Okay Its working for vertical frames but the bar is wider than the hp bar, thats fine so long as i can see on my tank i got a heal coming .

Thanks for making it work for both.
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Unread 09-29-09, 04:55 PM  
Gandoch
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Question Ignore Without Ignore

Outstanding. The only problem I'm having is that it seems to ignore every frame that represents my character - owing to the GUID. But I didn't/don't have ignore set anywhere.

Any thoughts?
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Unread 09-29-09, 06:31 PM  
yj589794
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While it should work for every frame I have noticed a few odd things while testing. For example, I tried to use P3lim's Scent addon which uses oUF to replace the standard Blizzard buff/debuff frame and found that it caused a similar issue where the player bars do not have incoming heals but all other bars do.

could you list what oUF addons you use and I'll try and spot anything that may be causing some oddities.
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Unread 09-29-09, 11:15 PM  
Gandoch
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Originally posted by yj589794
While it should work for every frame I have noticed a few odd things while testing. For example, I tried to use P3lim's Scent addon which uses oUF to replace the standard Blizzard buff/debuff frame and found that it caused a similar issue where the player bars do not have incoming heals but all other bars do.

could you list what oUF addons you use and I'll try and spot anything that may be causing some oddities.
  • oUF_Gandoch
  • oUF_Banzai
  • oUF_BarFader
  • oUF_DebuffHighlight
  • oUF_PowerSpark
  • oUF_ReadyCheck
  • oUF_Smooth
It works in raids, but not solo or in a party.
Last edited by Gandoch : 09-30-09 at 01:17 AM.
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Unread 09-30-09, 02:47 AM  
yj589794
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Just looking through those oUF implementations I can't see anything obvious that would cause incoming heal bars to not appear on the player frames. I'll check tonight after I get home from work.
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Unread 09-30-09, 11:29 AM  
yj589794
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OK, I've just tried running oUF_Gandoch and had no problems.



I've got a few ideas that I might try for the next update (there is going to be an update of the library in the next couple of days). Until then could you try disabling a few addons and see if you can find the one that might be causing the issue?
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Unread 09-30-09, 02:25 PM  
Gandoch
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Originally posted by yj589794
OK, I've just tried running oUF_Gandoch and had no problems.



I've got a few ideas that I might try for the next update (there is going to be an update of the library in the next couple of days). Until then could you try disabling a few addons and see if you can find the one that might be causing the issue?
Aye, I'll see if I can narrow it down. The fact that it's working while I'm in raids is keeping me from being overly concerned.
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Unread 09-30-09, 04:53 PM  
Gandoch
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It is a Mystery

I have not been able to reproduce the error on my Druid (healing myself), but my Warlock (receiving heals from others) still won't get a visual heal bar unless I'm in a raid. None of my other addons or oUF plugins seem to affect this.
Last edited by Gandoch : 09-30-09 at 04:54 PM.
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