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Legion (7.0.3)
Updated:08-20-16 06:25 AM
Created:08-28-12 08:53 PM
Downloads:9,971
Favorites:36
MD5:
7.0.3

oUF Hank Fan Update for 7.0  Popular! (More than 5000 hits)

Version: 7.0.1
by: gwyd [More]

This is an update of Hank's oUF_Hank addon for WoW 7.0.

Dependancies: oUF by haste. (This does require an updated version of oUF. I've merged pull requests by P3lim and Lightspark that should work for now: oUF)

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


Archived Files (10)
File Name
Version
Size
Author
Date
7.0.0
299kB
gwyd
07-19-16 07:54 AM
6.0.2
290kB
gwyd
01-04-15 04:45 PM
6.0.1
290kB
gwyd
11-03-14 04:04 PM
6.0
290kB
gwyd
10-14-14 03:42 PM
5.2.0
285kB
gwyd
03-28-13 04:12 PM
5.1.0
284kB
gwyd
12-17-12 05:42 PM
5.0.5b
289kB
gwyd
10-07-12 04:08 PM
5.0.5
287kB
gwyd
08-31-12 12:38 PM
5.0.4c
294kB
gwyd
08-29-12 05:12 PM
5.0.4
294kB
gwyd
08-28-12 08:53 PM


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Unread 09-18-16, 05:47 PM  
gwyd
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Originally Posted by nalcarya
I love that you keept this up-to-date, oUF hank was my favorite layout back when I played in Wrath of the Lich King and I'm glad I can use it now that I'm playing again!

Just wondering if you might be willing to help me with one thing: I modified the color of the percentage texts to be class colored back then. It took me some research how to reference class color and many, many reloads , but at that time I was somewhat used to navigating lua and knew some basics. Sadly I forgot most of it and have no clue how I did it (nor any of my old files), so any tips would be much appreciated.



edit:
I've made some progress In the hank.lua, line 593 the health full colour is pulled from the color set for text in the config.

So I need to replace that I guess as I can't find any other place in the file where healthfill color might be set. Here's what I've replaced the original line with:
Lua Code:
  1. local _, class = UnitClass(unit)
  2. local colour = RAID_CLASS_COLORS[class]
  3. healthFill[i]:SetVertexColor(colour.r, colour.g, colour.b)

This successfully sets my playerframe to my class color but I get an error for the target frame saying the health value it tried to index was nil. Any tip? .)
Checkout custom_modifications.lua. There is a commented out script you can uncomment that will do what you are looking for.
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Unread 09-14-16, 04:16 PM  
nalcarya
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I love that you keept this up-to-date, oUF hank was my favorite layout back when I played in Wrath of the Lich King and I'm glad I can use it now that I'm playing again!

Just wondering if you might be willing to help me with one thing: I modified the color of the percentage texts to be class colored back then. It took me some research how to reference class color and many, many reloads , but at that time I was somewhat used to navigating lua and knew some basics. Sadly I forgot most of it and have no clue how I did it (nor any of my old files), so any tips would be much appreciated.



edit:
I've made some progress In the hank.lua, line 593 the health full colour is pulled from the color set for text in the config.

So I need to replace that I guess as I can't find any other place in the file where healthfill color might be set. Here's what I've replaced the original line with:
Lua Code:
  1. local _, class = UnitClass(unit)
  2. local colour = RAID_CLASS_COLORS[class]
  3. healthFill[i]:SetVertexColor(colour.r, colour.g, colour.b)

This successfully sets my playerframe to my class color but I get an error for the target frame saying the health value it tried to index was nil. Any tip? .)
Last edited by nalcarya : 09-16-16 at 09:55 AM.
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Unread 08-27-16, 10:19 PM  
iryon
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Woot got it working!!!!

I had an older version of oUF.... Downloaded your version from the link and it worked.

Sorry for missing such an obvious thing.

Thanks again for your hard work on this addon. Been using it for more than 5 years I think and not sure how to live without it. If your ever in Charlotte ill buy ya dinner.
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Unread 08-26-16, 07:23 PM  
samvx
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Originally Posted by iryon
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?
works like a charm

btw, any chance to add abrsorb and prediction heal overlay? or any idea?
Last edited by samvx : 08-26-16 at 07:33 PM.
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Unread 08-20-16, 10:07 PM  
iryon
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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.
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Unread 08-20-16, 09:03 PM  
samvx
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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
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Unread 08-20-16, 06:27 AM  
gwyd
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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.
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Unread 08-19-16, 08:25 PM  
iryon
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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?
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Unread 08-17-16, 04:11 PM  
samvx
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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
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Unread 08-06-16, 08:52 PM  
iryon
A Kobold Labourer

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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.
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Unread 08-02-16, 06:13 PM  
gwyd
A Deviate Faerie Dragon
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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.
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Unread 07-31-16, 12:34 PM  
iryon
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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?
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Unread 06-14-16, 04:42 PM  
gwyd
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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.
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Unread 06-06-16, 12:43 AM  
Deadly Kitten
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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?
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Unread 06-01-16, 05:24 PM  
gwyd
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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
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