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Updated:08-23-16 09:24 AM
Created:11-02-10 05:07 PM
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oUF Karma  Popular! (More than 5000 hits)

Version: 1.6.6
by: Sauerkraut, Unkn

Simple, Minimalistic oUF frames.
Use the included oUF until further notice.

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 You no longer need the outdated version.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

1.6.6
Removed Druid eclipse bar (no longer used)
Fixed class power and combo points

1.6.4
TOC bumped for 6.2

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 :(
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Unread 02-20-11, 10:41 AM  
adz4u28
A Murloc Raider

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and in case you didnt realise, Sauerkraut has his ui posted here:

http://www.wowinterface.com/download...?id=19194#info

best ui ever!!!! the ui to go with the frames!
Last edited by adz4u28 : 02-20-11 at 10:42 AM.
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Unread 02-20-11, 08:55 AM  
Sauerkraut
A Wyrmkin Dreamwalker
 
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Ok I've got a new version going up that has the tot movement options and hopefully fixed scaling. Should be up in a couple hours.
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Unread 02-19-11, 05:59 PM  
Sauerkraut
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Re: Scaling

Originally posted by Kalynn
I love the layout, however my problem seems to be to be able to scale the frames up a bit, i found this

cfg.raidScale = 1.0 -- scale factor for raid and party frames
cfg.scale = 1.0 -- scale factor for all other frames

edited to

cfg.raidScale = 2.0 -- scale factor for raid and party frames
cfg.scale = 1.5 -- scale factor for all other frames

No change at all even after relogging and /rl'ing.

Some assistance please?

~ Kalynn
Not sure why that is happening I'll look into it.
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Unread 02-19-11, 05:58 PM  
Sauerkraut
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Re: Re: Re: Re: Re: Couple questions

Originally posted by KepiGio
i got it settled i did a raid and then just had turned on /align to see the grid on the screen and remembered the line where the debuffs ended.

Im trying to make TargetTarget frame position controllable through the cfg file but i cant seem to figure out how to make it so. At the moment im controlling its position through oUF_MovableFrames but the position of it is never exact >_>

Is there any specific coding im supposed to add to the core.lua section for tot that i am missing when im looking at your already pre existing coding for target and player?
Not sure why I left that out but it is fairly quick to remedy.

In the core.lua line 429 change it to

Code:
if cfg.showtot then self:Spawn('targettarget'):SetPoint("BOTTOMRIGHT",oUF_karmaTarget,cfg.TotRelativePoint, cfg.TotX, cfg.TotY) end
Then in the cfg.lua add

Code:
  cfg.TotX = 0 -- Target of target frame's x-offset position from the relative point of the screen
  cfg.TotY = 8 -- Target of target frame's y-offset position from the relative point of the screen
  cfg.TotRelativePoint = "TOPRIGHT" -- Target of target frame's reference point of the screen used for X and Y offsets. Possible values are: "TOP"/"BOTTOM"/"LEFT"/"RIGHT"/"CENTER"/"TOPLEFT"/"ROPRIGHT"/"BOTTOMLEFT"/"BOTTOMRIGHT"
It is based off the location of the target frame so you'll move it in relation to that.
Last edited by Sauerkraut : 02-19-11 at 06:03 PM.
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Unread 02-19-11, 12:38 PM  
Kalynn
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Scaling

I love the layout, however my problem seems to be to be able to scale the frames up a bit, i found this

cfg.raidScale = 1.0 -- scale factor for raid and party frames
cfg.scale = 1.0 -- scale factor for all other frames

edited to

cfg.raidScale = 2.0 -- scale factor for raid and party frames
cfg.scale = 1.5 -- scale factor for all other frames

No change at all even after relogging and /rl'ing.

Some assistance please?

~ Kalynn
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Unread 02-19-11, 08:27 AM  
KepiGio
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Re: Re: Re: Re: Couple questions

Originally posted by Sauerkraut
I'm not aware of any way to do this, but I'll ask in the oUF forum and see if there is a way.
i got it settled i did a raid and then just had turned on /align to see the grid on the screen and remembered the line where the debuffs ended.

Im trying to make TargetTarget frame position controllable through the cfg file but i cant seem to figure out how to make it so. At the moment im controlling its position through oUF_MovableFrames but the position of it is never exact >_>

Is there any specific coding im supposed to add to the core.lua section for tot that i am missing when im looking at your already pre existing coding for target and player?
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Unread 02-16-11, 06:39 PM  
Sauerkraut
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Re: Re: Re: Couple questions

Originally posted by KepiGio
this might be a shot in the dark .. but im setting up the debuffs/buss areas for the target frame .. but it is hard to configure the rest of the ui like placing omen on an area that it wont clip either the buffs or debuffs without seeing how far up these areas go ..

Is there any way to set up ouf when you input a command it will show "dummy" icons for the debuffs and buffs?
I'm not aware of any way to do this, but I'll ask in the oUF forum and see if there is a way.
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Unread 02-16-11, 08:53 AM  
KepiGio
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Re: Re: Couple questions

Originally posted by Sauerkraut
Hey Etherni thanks, I'm glad you like it. You can enable player buffs in the cfg.lua file but they aren't filtered although you can filter for player only. If you wanted to setup some kind of filtering that could get a little more intense. I'm not sure I know how to include a GCD display though I'll look into it.

I'll have a look at Nivea and Phanx and see how their filtering setup.

@KepiGio - Glad it worked.
this might be a shot in the dark .. but im setting up the debuffs/buss areas for the target frame .. but it is hard to configure the rest of the ui like placing omen on an area that it wont clip either the buffs or debuffs without seeing how far up these areas go ..

Is there any way to set up ouf when you input a command it will show "dummy" icons for the debuffs and buffs?
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Unread 02-14-11, 07:11 PM  
Sauerkraut
A Wyrmkin Dreamwalker
 
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Re: Couple questions

Originally posted by Etherni
Hello Sauerkraut!

I tried quite a few layouts and yours so far looks the best. I used oUF_Nivea and oUF_Phanx before and want some of the features I saw on these ones. Unfortunately I am not the lua expert, but if needed can become one :-).

1. How I can see important buffs/debuffs on player frame? Somewhat like this? I read some comments in AuraWatch.lua, but need some more guidance if possible.

2. Is it possible to show Global Cooldown cast bar let's say on the top left side of the player's frame? It's not a big deal as I can use few addons to do that, but if it possible that would be very nice.


Thank you very much!
Hey Etherni thanks, I'm glad you like it. You can enable player buffs in the cfg.lua file but they aren't filtered although you can filter for player only. If you wanted to setup some kind of filtering that could get a little more intense. I'm not sure I know how to include a GCD display though I'll look into it.

I'll have a look at Nivea and Phanx and see how their filtering setup.

@KepiGio - Glad it worked.
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Unread 02-14-11, 10:03 AM  
KepiGio
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Originally posted by Sauerkraut
Its pretty easy. In the lib.lua file find the following line under the heading
Code:
  --gen powerbar func
Code:
	s:SetPoint("BOTTOM",f,"BOTTOM",4,0)
(line 218)

replace that with
Code:
	if f.mystyle == "target" then
		s:SetPoint("BOTTOM",f,"BOTTOM",-4,0)
	else
		s:SetPoint("BOTTOM",f,"BOTTOM",4,0)
	end
That will give you this:
Thanks! this worked perfectly
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Unread 02-14-11, 12:08 AM  
Etherni
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Couple questions

Hello Sauerkraut!

I tried quite a few layouts and yours so far looks the best. I used oUF_Nivea and oUF_Phanx before and want some of the features I saw on these ones. Unfortunately I am not the lua expert, but if needed can become one :-).

1. How I can see important buffs/debuffs on player frame? Somewhat like this? I read some comments in AuraWatch.lua, but need some more guidance if possible.

2. Is it possible to show Global Cooldown cast bar let's say on the top left side of the player's frame? It's not a big deal as I can use few addons to do that, but if it possible that would be very nice.


Thank you very much!
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Unread 02-13-11, 12:30 PM  
Sauerkraut
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Its pretty easy. In the lib.lua file find the following line under the heading
Code:
  --gen powerbar func
Code:
	s:SetPoint("BOTTOM",f,"BOTTOM",4,0)
(line 218)

replace that with
Code:
	if f.mystyle == "target" then
		s:SetPoint("BOTTOM",f,"BOTTOM",-4,0)
	else
		s:SetPoint("BOTTOM",f,"BOTTOM",4,0)
	end
That will give you this:
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Unread 02-12-11, 11:21 AM  
KepiGio
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hey Sauerkraut!

I love your unitframes ... i do have one question, is there we can make the player and target power bars not mirror each other? as it is right now the player power bar is off set to the right of the bar, but the target power bar mirrors this. What i want to essentially do is have the target power bar off set to the left of the frame and the player power bar off set to the right of the frame .. basically creating this effect:



i have coding i did with someone else making this effect happen in Tukui but i cant for the life of me get it to work with your ouf layout settings....

The code from Tukui
Code:
 -- power
        local power = CreateFrame('StatusBar', nil, self)
        power:SetHeight(TukuiDB.Scale(27))
        power:SetWidth(250)
        power:SetStatusBarTexture(normTex)
        power:SetFrameStrata("LOW")
        if unit == "player" then
            power:SetPoint("TOP", health, "BOTTOM", 7, 40)
        elseif unit == "target" then
            power:SetPoint("TOP", health, "BOTTOM", -7, 40)
        end
        local powerBG = power:CreateTexture(nil, 'BORDER')
        powerBG:SetAllPoints(power)
        powerBG:SetTexture(normTex)
        powerBG.multiplier = 0.3
        power.value = TukuiDB.SetFontString(panel, font1, 12)
        power.value:SetPoint("LEFT", panel, "LEFT", TukuiDB.Scale(4), 0)
        power.PreUpdate = TukuiDB.PreUpdatePower
        power.PostUpdate = TukuiDB.PostUpdatePower
        self.Power = power
        self.Power.bg = powerBG
        power.frequentUpdates = true
        power.colorDisconnected = true
        if db.showsmooth == true then
            power.Smooth = true
        end
        if db.unicolor == true then
            power.colorPower = true
            powerBG.multiplier = 0.1
        else
            power.colorPower = true
        end
    -- POWER BACKGROUND
        local playpower = CreateFrame("Frame", "TukuiSplitBarRightBG", self)
        TukuiDB.CreatePanel(playpower, 1, 1, "BOTTOMLEFT", power, "BOTTOMRIGHT", -252, -2)
        playpower:SetWidth(254)
        playpower:SetHeight(TukuiDB.Scale(31))
        playpower:SetFrameStrata("BACKGROUND")
        playpower:SetFrameLevel(2)
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Unread 02-11-11, 03:14 PM  
Sauerkraut
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Originally posted by lynce
The vengeance bar places itself over the holypower bar. Just wanted to let you know
Thanks, I'll have to take a look at that. Would placing the vengeance bar below the frame work better? I don't really tank anymore so I don't use the veng bar atm.
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Unread 02-11-11, 01:58 PM  
lynce
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The vengeance bar places itself over the holypower bar. Just wanted to let you know
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