Download
(283Kb)
Download
Updated: 10-27-22 05:31 PM
Compatibility:
Dragonflight Pre-patch (10.0.0)
Updated:10-27-22 05:31 PM
Created:08-28-12 08:53 PM
Downloads:20,928
Favorites:40
MD5:

oUF Hank Fan Update  Popular! (More than 5000 hits)

Version: 10.0.1
by: gwyd [More]

This is an update of Hank's oUF_Hank addon for WoW 10.0.

Dependancies: oUF by haste.
Optional Dependancies:
oUF_WarlockSpecBars - by tukz
oUF_TotemBar (included) - updated by ckaotik

Note: Development code can be found on github

All credit goes to Hank. I am only trying to keep it running.

== 7.0.0
Compatibility with legion

== 6.0.2
Added a 6th chi class icon when needed
Latency calculation fix for castbar

== 6.0.1
Fixed backgrounds showing for class icons
Fixed animations for players without class icons (low level paly, non-spriest)
Removed animations for eclipse bar (this is a temporary fix to make the addon work for druids, but more work is still needed)
Experimental: added support for auras on player frame

== 6.0
Updated for WoD
Moved combo points to player frame

== 5.2.0
.toc bump
Fixed tag display for untaggable mobs -ckaotik
Updated moonkin eclipse cast counter formulas -ckaotik

== 5.1.0 ==
.toc bump
vehicle health fix
updated dispel types

== 5.0.5 ==
Fixed .toc file after breaking it.

== 5.0.5 ==
Added Warlock and Shaman power bars courtesy of ckaotik.
Updated config to parse focus frame correctly.

== 5.0.4c ==
Added back config functionality
Optional Files (1)
File Name
Version
Size
Author
Date
Type
0
352kB
09-27-12 10:26 AM
Patch


Post A Reply Comment Options
Unread 08-20-16, 10:07 PM  
iryon
A Kobold Labourer

Forum posts: 0
File comments: 5
Uploads: 0
Agree You rock!!!!! Thanks for working on this.

Buttttttt I downloaded the file and the frames still arent showing for the DK.

Did they show up for your dk's samvx or gwyd?
Last edited by iryon : 08-20-16 at 10:20 PM.
Report comment to moderator  
Reply With Quote
Unread 08-20-16, 09:03 PM  
samvx
A Defias Bandit
 
samvx's Avatar
AddOn Author - Click to view AddOns

Forum posts: 3
File comments: 118
Uploads: 3
Originally Posted by gwyd
I've just uploaded a new version that fixes the runebar issue. On initial load, blizzard says the number of runes available to the DK is 0 instead of 6 so I can use their count and am just hard coding to 6.
thats was very quickly... really appreciate it... thank you very much
Report comment to moderator  
Reply With Quote
Unread 08-20-16, 06:27 AM  
gwyd
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 10
File comments: 47
Uploads: 1
I've just uploaded a new version that fixes the runebar issue. On initial load, blizzard says the number of runes available to the DK is 0 instead of 6 so I can use their count and am just hard coding to 6.
Report comment to moderator  
Reply With Quote
Unread 08-19-16, 08:25 PM  
iryon
A Kobold Labourer

Forum posts: 0
File comments: 5
Uploads: 0
Originally Posted by iryon
Originally Posted by gwyd
Originally Posted by iryon
First of all thank you for updating the addon so it works for 7.0. That being said it works for all classes I have except for my level 100 DK. I'm not getting errors or anything the unit frames just don't show up at all. I have disabled all other addons as a test and the unit frames still didn't show up.

Anybody else experience this or have a solution?
If you type /reload in the chat frame, does it work? Recently (last night) ran into an issue with logging onto the dk for the first time. That fixed it, but I haven't had a chance to dig into the root cause yet. Hopefully this weekend.
I tried /reload but oUF_Hank player and target frames didn't show.
The default Blizzard player frame doesn't show up so oUF_Hank is definitely running just not showing the default player frame.
I will try disabling all addons except oUF_Hank to see if that changes things. If so Ill run through the addons till I find which one is interfering.
Disabling all addons did nothing. I see that samvx has data on lua errors for dks. Looks like a rune issue which is something I was expecting. Perhaps due to the changes to how runes work?
Report comment to moderator  
Reply With Quote
Unread 08-17-16, 04:11 PM  
samvx
A Defias Bandit
 
samvx's Avatar
AddOn Author - Click to view AddOns

Forum posts: 3
File comments: 118
Uploads: 3
error for dks

5x oUF\elements\runebar.lua:151: attempt to index local 'rune' (a nil value)
oUF\elements\runebar.lua:151: in function 'enable'
oUF\ouf-1.6.8.lua:124: in function 'EnableElement'
oUF\ouf-1.6.8.lua:295: in function <oUF\ouf.lua:218>
(tail call): ?
oUF\ouf-1.6.8.lua:587: in function 'Spawn'
oUF_Hank\hank.lua:1522: in main chunk

Locals:
self = oUF_player {
0 = <userdata>
Combat = <unnamed> {
}
__tags = <table> {
}
UNIT_ENTERED_VEHICLE = <function> defined @oUF\ouf.lua:38
Leader = <unnamed> {
}
unit = "player"
GROUP_ROSTER_UPDATE = <function> defined @oUF\elements\leader.lua:53
Resting = <unnamed> {
}
PLAYER_UPDATE_RESTING = <function> defined @oUF\elements\resting.lua:52
PARTY_LEADER_CHANGED = <function> defined @oUF\elements\leader.lua:53
healthFill = <table> {
}
UNIT_MAXHEALTH = <function> defined @s\oUF_Hank\hank.lua:575
__elements = <table> {
}
Castbar = <unnamed> {
}
Runes = <unnamed> {
}
UNIT_SPELLCAST_SUCCEEDED = <function> defined @s\oUF_Hank\hank.lua:1455
UNIT_SPELLCAST_SENT = <function> defined @s\oUF_Hank\hank.lua:1414
power = <unnamed> {
}
xprep = <unnamed> {
}
RaidIcon = <unnamed> {
}
Assistant = <unnamed> {
}
health = <table> {
}
UNIT_HEALTH = <function> defined @s\oUF_Hank\hank.lua:567
colors = <table> {
}
PLAYER_ENTERING_WORLD = <function> defined @oUF\ouf.lua:175
ACTIVE_TALENT_GROUP_CHANGED = <table> {
}
menu = <function> defined @s\oUF_Hank\hank.lua:89
UNIT_EXITED_VEHICLE = <function> defined @oUF\ouf.lua:38
style = "Hank"
}
unit = "player"
runes = <unnamed> {
0 = <userdata>
__owner = oUF_player {
}
ForceUpdate = <function> defined @oUF\elements\runebar.lua:139
PostUpdate = <function> defined @s\oUF_Hank\hank.lua:952
height = 16
anchor = "TOPLEFT"
growth = "RIGHT"
width = 16
}
(for index) = 1
(for limit) = 6
(for step) = 1
i = 1
rune = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index local 'rune' (a nil value)"
ForceUpdate = <function> defined @oUF\elements\runebar.lua:139
isBetaClient = true
runemap = nil
oUF = <table> {
DisableBlizzard = <function> defined @oUF\blizzard.lua:44
SetActiveStyle = <function> defined @oUF\ouf.lua:356
EnableFactory = <function> defined @oUF\factory.lua:38
HCYColorGradient = <function> defined @oUF\colors.lua:134
ColorGradient = <function> defined @oUF\colors.lua:155
SpawnHeader = <function> defined @oUF\ouf.lua:528
RegisterStyle = <function> defined @oUF\ouf.lua:346
AddElement = <function> defined @oUF\ouf.lua:595
useHCYColorGradient = false
Factory = <function> defined @oUF\factory.lua:27
RegisterMetaFunction = <function> defined @oUF\ouf.lua:335
Tags = <table> {
}
RGBColorGradient = <function> defined @oUF\colors.lua:71
colors = <table> {
}
DisableFactory = <function> defined @oUF\factory.lua:42
objects = <table> {
}
headers = <table> {
}
version = "1.6.8"
RunFactoryQueue = <function> defined @oUF\factory.lua:46
HandleUnit = <function> defined @oUF\units.lua:8
RegisterInitCallback = <function> defined @oUF\ouf.lua:331
IterateStyles = <function> defined @oUF\ouf.lua:369
Spawn = <function> defined @oUF\ouf.lua:576
}
UpdateType = nil
Path = <function> defined @oUF\elements\runebar.lua:128
Report comment to moderator  
Reply With Quote
Unread 08-06-16, 08:52 PM  
iryon
A Kobold Labourer

Forum posts: 0
File comments: 5
Uploads: 0
Originally Posted by gwyd
Originally Posted by iryon
First of all thank you for updating the addon so it works for 7.0. That being said it works for all classes I have except for my level 100 DK. I'm not getting errors or anything the unit frames just don't show up at all. I have disabled all other addons as a test and the unit frames still didn't show up.

Anybody else experience this or have a solution?
If you type /reload in the chat frame, does it work? Recently (last night) ran into an issue with logging onto the dk for the first time. That fixed it, but I haven't had a chance to dig into the root cause yet. Hopefully this weekend.
I tried /reload but oUF_Hank player and target frames didn't show.
The default Blizzard player frame doesn't show up so oUF_Hank is definitely running just not showing the default player frame.
I will try disabling all addons except oUF_Hank to see if that changes things. If so Ill run through the addons till I find which one is interfering.
Last edited by iryon : 08-07-16 at 08:45 AM.
Report comment to moderator  
Reply With Quote
Unread 08-02-16, 06:13 PM  
gwyd
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 10
File comments: 47
Uploads: 1
Originally Posted by iryon
First of all thank you for updating the addon so it works for 7.0. That being said it works for all classes I have except for my level 100 DK. I'm not getting errors or anything the unit frames just don't show up at all. I have disabled all other addons as a test and the unit frames still didn't show up.

Anybody else experience this or have a solution?
If you type /reload in the chat frame, does it work? Recently (last night) ran into an issue with logging onto the dk for the first time. That fixed it, but I haven't had a chance to dig into the root cause yet. Hopefully this weekend.
Report comment to moderator  
Reply With Quote
Unread 07-31-16, 12:34 PM  
iryon
A Kobold Labourer

Forum posts: 0
File comments: 5
Uploads: 0
First of all thank you for updating the addon so it works for 7.0. That being said it works for all classes I have except for my level 100 DK. I'm not getting errors or anything the unit frames just don't show up at all. I have disabled all other addons as a test and the unit frames still didn't show up.

Anybody else experience this or have a solution?
Report comment to moderator  
Reply With Quote
Unread 06-14-16, 04:42 PM  
gwyd
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 10
File comments: 47
Uploads: 1
You could hide the power frame by adding this to the custom_modifications:

Lua Code:
  1. oUF_Hank_hooks.RemovePower = {
  2.     sharedStyle = function(self, unit)
  3.         if unit == "player" or unit == "target" or unit == "focus" or unit:find("boss") then
  4.             self.power:Hide()
  5.         end
  6.   end,
  7. }

This will still show when you mouse over yourself. It's trying to show the XP when you hover. If you want to get rid of that as well, you could remove the if statement and all it contains from line 714.
Report comment to moderator  
Reply With Quote
Unread 06-06-16, 12:43 AM  
Deadly Kitten
A Kobold Labourer

Forum posts: 1
File comments: 3
Uploads: 0
Since, taking all of the self.power out of the Hank.lua didn't work, what could I put in the coustom_modifications.lua to change the alpha of the text to 0?
Report comment to moderator  
Reply With Quote
Unread 06-01-16, 05:24 PM  
gwyd
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 10
File comments: 47
Uploads: 1
Re: Re: Re: how to disable text

Originally Posted by Deadly Kitten
Originally Posted by gwyd
Originally Posted by Deadly Kitten
Im pretty new to this whole thing, how do I go about disabling some of the texts? I have other ways that I keep track of most of that and I like to keep my unit frames as clean as possible. but the lua files are just a little daunting to even begin to figure out....

thanks in advance!!!
What do you want to disable?

The power text (both payer and target), targettarget, and targettargettarget.

Also is it possible to move the targets name text? I've been pretty good writing macros with Gnomesequencer but for whatever reason I am having the hardest time figuring out how make changes to these UFs. :/
You could probably remove all instances of self.power (and things that use them) in hank.lua. There are a lot of pieces that rely on it so you may need to change a lot of things. For moving frames, I'd go with oUF:MovableFrames
Report comment to moderator  
Reply With Quote
Unread 05-31-16, 01:19 AM  
Deadly Kitten
A Kobold Labourer

Forum posts: 1
File comments: 3
Uploads: 0
Re: Re: how to disable text

Originally Posted by gwyd
Originally Posted by Deadly Kitten
Im pretty new to this whole thing, how do I go about disabling some of the texts? I have other ways that I keep track of most of that and I like to keep my unit frames as clean as possible. but the lua files are just a little daunting to even begin to figure out....

thanks in advance!!!
What do you want to disable?

The power text (both payer and target), targettarget, and targettargettarget.

Also is it possible to move the targets name text? I've been pretty good writing macros with Gnomesequencer but for whatever reason I am having the hardest time figuring out how make changes to these UFs. :/
Report comment to moderator  
Reply With Quote
Unread 05-25-16, 08:17 AM  
gwyd
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 10
File comments: 47
Uploads: 1
Re: how to disable text

Originally Posted by Deadly Kitten
Im pretty new to this whole thing, how do I go about disabling some of the texts? I have other ways that I keep track of most of that and I like to keep my unit frames as clean as possible. but the lua files are just a little daunting to even begin to figure out....

thanks in advance!!!
What do you want to disable?
Report comment to moderator  
Reply With Quote
Unread 05-18-16, 10:20 PM  
Deadly Kitten
A Kobold Labourer

Forum posts: 1
File comments: 3
Uploads: 0
how to disable text

Im pretty new to this whole thing, how do I go about disabling some of the texts? I have other ways that I keep track of most of that and I like to keep my unit frames as clean as possible. but the lua files are just a little daunting to even begin to figure out....

thanks in advance!!!
Report comment to moderator  
Reply With Quote
Unread 05-15-16, 03:52 AM  
Pyrates
A Cliff Giant
 
Pyrates's Avatar
AddOn Author - Click to view AddOns

Forum posts: 77
File comments: 280
Uploads: 4
I applied via MMOI, but seems I did not get selected for beta access I'll surely test it quite a bit when I integrate it into SanUI, I'll be sure to report to you!

(e) Haha complaining is great, I re-checked after I wrote this an now I have beta access \,,/
__________________
" ... and the Vogon will do things to you that you wish you'd never been born, or, if you're a clearer minded thinker, that the Vogon had never been born."
Last edited by Pyrates : 05-15-16 at 04:12 AM.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: