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Updated:06-26-11 01:55 AM
Created:09-30-10 05:53 PM
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oUF Drk  Popular! (More than 5000 hits)

Version: 2.04
by: drakull, Qulight

oUF_Drk
VERSION 2.0

ATTENTION:
This addon requires oUF 1.5.11+ to work. (NOT INCLUDED)

What's new in v2.0:
- Complete code rewrite
- Changed the positioning of class bars
- Changed the positioning of castbars
- Changed portrait and healthbar's heights of player and target frames
- Slight new layout for all other frames
- Added boss frames
- Added pet's target frame
- Added new texture for backgrounds
- Added new texture for debuffhighlight
- Added new font
- Added support for oUF_boring_totembar
- Added support for oUF_CombatFeedback
- Added support for oUF_Smooth Update

Features:
- Unitframes for: Player, Target, ToT, Pet/Vehicle, Pet Target, Focus, Focus Target, Boss, party and Raid;
- AltPowerBar, ThreatBar support;
- Castbar support for player, target, focus, pet and boss frames;
- Totembar, Runebar, Holypower, Eclipse Bar and Soul Shards support;
- Buff and debuffs frames for most units;
- Raidframes with aggro highlight;
- Dispellable debuff highlight for party and raid frames.
- Raid debuff icons on raid/party frames.
- AuraWatch to show up to 4 icons representing various player buffs on raid units
- Combo point support.

Addon support:
- oUF_RaidDebuffs (embedded)
- oUF_DebuffHighligth (embedded)
- oUF_AuraWatch (embedded)
- oUF_Smooth Update (embedded)
- oUF_CombatFeedback
- oUF_boring_totembar
- oUF_MovableFrames

Credits:
- Haste for creating oUF and for being so patient helping me with my questions;
- Zork for oUF_Simple that I used as a base for my layout;
- yj589794, Caellian, Neverg, Coree and Monolit. Most of the original code came from their layouts.

Know issues:
- Portraits are not showing properly for worgen characters, that's blizzard's fault.
- Debuff highlight colors are sometimes wrong.
- Runebar insists on displaying imaginary deathrunes.
- Not a bug, but new raidDebuffs icons are still to be added.

v2.0 release notes:
- Ingame config turned out to bring more problems than solutions so I decided to take it out, at least for the time being.
- There's something really wrong in my code and I simply can't figure out what it is. This one thing is messing up many stuff, like runebar's crazy deathrunes and wrong debuff highlight colors. I had added support for oUF_Experience and oUF_Reputation but took it out because some tags were driving me mad (like, disappearing with no reason) and I bet this was caused by this same problem. I'm trying to fix it but you are more than welcome to check my code and help me out.

Author's notes:
This is my personal layout and it's *not* finished so expect many improvements and layout changes in the upcoming versions.

Code:
2.04
          upd for 4.2
Code:
2.03
          upd for 4.1
          -removed pet Happiness/Pet Loyalty System
          -change positions buffs for default
Code:
2.02b
           New Style, Font
           AltPowerBar, ThreatBar support
Code:
2.01r
	Fixed some eclipsebar errors
Code:
2.0r
	Complete code rewrite
	Changed the positioning of class bars
	Changed the positioning of castbars
	Changed portrait and healthbar's heights of player and target frames
	Slight new layout for all other frames
	Added boss frames
	Added pet's target frame
	Added new texture for backgrounds
	Added new texture for debuffhighlight
	Added new font
	Added support for oUF_boring_totembar
	Added support for oUF_CombatFeedback
Code:
1.7r
	Fixed DeadlyPoison tag bug (hopefully)
	Fixed raid dropdown menus
Code:
1.65r
	Corrected some wrong AuraWatch spell ids.
Code:
1.6r
	Changed health's bg color when out of range
	Changed the way raid scaling is done
	Added support for oUF_AuraWatch
	Fixed raidDebuffs not working properly
	Added a new custom texture for debuffHighlightning
Code:
1.5r
	Fixed a typo that prevented combopoints to show up
	Fixed frame scaling not working
	Fixed Moonkin's EclipseBar support
Code:
1.4b
	Added new config options to set frame positioning for some units
	Changed LFD's positioning
	Added some options to control aura displaying
	Added Elite/Rare/Boss representation
	Added target's level coloring according to difficult
	Fixed various minor bugs
	Removed support for oUF_PowerSpark (no more 5sec rule)
	Added support for oUF_DebuffHighlight (embedded)
	Added support for raid debuffs (alpha)
	Changed aura fonts for a better one
Code:
1.3b
	Added support for oUF 1.5.x
	Fixed raid and partyframes not showing
	Added combopoints support
	Added PvP Icon
	Removed debuff highlight for rewrite
	Removed support for oUF_ReadyCheck external addon, added support for oUF's ReadyCheck
Code:
1.2b
	Changed TOC to support 4.x
	Added support for Holy Power and Soul Shards
	Added Phase and Quest icons
	Added an option to disable castbars
	Removed support for HealComm4, added support for oUF's HealPrediction
Code:
1.1b
	Added life percent display in player's and target's frames
	Added power display in player frame instead of player's name
	Added an option to disable player auras in player frame and use blizzard's default aura frames
	Added scaling support (experimental)
	Added a focus target's frame
	Added castbar support for all frames (except raid)
	Removed Pet's target frame
Code:
1.0b
	Initial release
Post A Reply Comment Options
Unread 01-17-11, 01:12 PM  
BlackStrar
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Originally posted by Ennie
Yes, it is. If you don't want to mess with lua files, just replace that fonts in media folder with yours
do i need to replace all 3 files,or just one? ,cause I tried replacing just one with no effect.
Last edited by BlackStrar : 01-17-11 at 01:14 PM.
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Unread 01-16-11, 08:00 PM  
Ennie
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Originally posted by BlackStrar
Hi Drakull ,
Great Layout!

I actually switch over to yours from caelUI,because of the no class color in the player frame,and I'm trying to go with a "all white" U.I theme as a priest.

Now..If I could just take his font and switch it over to yours,that would be great.





-- Fonts
cfg.font = mediaFolder.."font_main.ttf"
cfg.smallfont = mediaFolder.."font_small.ttf"
cfg.nanofont = mediaFolder.."font_nano.ttf"

I was tinkering around in the CFG file,is this where I change the font?
Yes, it is. If you don't want to mess with lua files, just replace that fonts in media folder with yours
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Unread 01-15-11, 09:15 AM  
BlackStrar
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Hi Drakull ,
Great Layout!

I actually switch over to yours from caelUI,because of the no class color in the player frame,and I'm trying to go with a "all white" U.I theme as a priest.

Now..If I could just take his font and switch it over to yours,that would be great.





-- Fonts
cfg.font = mediaFolder.."font_main.ttf"
cfg.smallfont = mediaFolder.."font_small.ttf"
cfg.nanofont = mediaFolder.."font_nano.ttf"

I was tinkering around in the CFG file,is this where I change the font?
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Unread 01-13-11, 09:39 PM  
unstoppixel
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Role Icons

Any way to keep the role icons on the raid frames showing at all times, rather than only when I mouse-over them?
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Last edited by unstoppixel : 01-13-11 at 09:43 PM.
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Unread 01-12-11, 03:51 PM  
Donmc
A Kobold Labourer

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Originally posted by drakull
1. You would have to edit some Lua code in core.lua to remove the 40man raid frame code and disable the 25man filter for the 25man frame.

2. Again, by editing some Lua code in lib.lua. Look for "addBuffs" and then look for setFont and change the "10" value wherever I use the cfg.nanofont font.

I'm not at my computer right now so i can't be more specific.

edit: @EvadSaah: Please read the item "know issues" in my addon's description.
Thx for the quick reply. Worked wonderfully. Just one last thing

It's the same request as Tentacule. This is the only thing stopping me from using this layout in arena as well. It's essential to know which spell my focus is casting and not just that they're casting.
Last edited by Donmc : 01-12-11 at 03:51 PM.
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Unread 01-12-11, 03:02 PM  
Tentacule
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Is it possible to add the spell name on the focus cast bar?

Great oUF layout btw.

Thank you
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Unread 01-12-11, 05:07 AM  
drakull
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Originally posted by Donmc
Two things I need help with.
1. How do I turn off the raid frames moving to the top when there are more than 25? My guild usually has 3-5 ppl on standby in raid so it's always up there. Also, how do i always limit it to 25?

2. How do i increase the font on the buffs for player/target frames and the like?

Any help will be greatly appreciated.
1. You would have to edit some Lua code in core.lua to remove the 40man raid frame code and disable the 25man filter for the 25man frame.

2. Again, by editing some Lua code in lib.lua. Look for "addBuffs" and then look for setFont and change the "10" value wherever I use the cfg.nanofont font.

I'm not at my computer right now so i can't be more specific.

edit: @EvadSaah: Please read the item "know issues" in my addon's description.
Last edited by drakull : 01-12-11 at 05:08 AM.
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Unread 01-11-11, 10:44 PM  
Donmc
A Kobold Labourer

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Two things I need help with.
1. How do I turn off the raid frames moving to the top when there are more than 25? My guild usually has 3-5 ppl on standby in raid so it's always up there. Also, how do i always limit it to 25?

2. How do i increase the font on the buffs for player/target frames and the like?

Any help will be greatly appreciated.
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Unread 01-11-11, 09:25 PM  
EvadSaah
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I will make this as quick as possible.

I'm running into a slight problem, and as I'm not as fluent in LUA as I'd like to be, I wanted to come here for the answer. My Worgen Death Knight is currently experiencing a size error. See, when I'm in Human form, the 3D portrait accurately depicts my face. But when I'm in Worgen form, it's just my torso.

I was wondering if anyone had any solutions.
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Unread 01-11-11, 06:58 AM  
drakull
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Re: Re: Re: Re: Re: Re: Re: Bugs

Originally posted by Toran
If you use default scaling then don't you have to scale down the oUF layout? I use a UI scaling of around .70 and the frames look perfect size. If I didn't use UI scaling they would be huge.

Really nice layout though. Well done.
It depends on the resolution you play. A frame 250x60 is huge if you play on 1024x768 (heck, 250 pixels are almost 1/4 of your screen!) but quite small if you use 1920x1200.

Then there's also personal taste... some may like it big (/rofl), you know?
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Unread 01-10-11, 08:15 PM  
Toran
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Re: Re: Re: Re: Re: Re: Bugs

Originally posted by drakull
Sometimes a change in one pixel ruins it all (that's the main reason I use default scaling ).
If you use default scaling then don't you have to scale down the oUF layout? I use a UI scaling of around .70 and the frames look perfect size. If I didn't use UI scaling they would be huge.

Really nice layout though. Well done.
Last edited by Toran : 01-10-11 at 11:27 PM.
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Unread 01-10-11, 06:00 AM  
drakull
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Re: Re: Re: Re: Re: Bugs

Originally posted by unstoppixel
Hmmm... never had a gap in your previous version. And I'm using all the same settings. Go figure.
...
Is there a way I can just turn off the shaded layer covering the portraits altogether?
The frame sizes changed, I think that's why now you see a gap. Sometimes a change in one pixel ruins it all (that's the main reason I use default scaling ).

Well, you can check the addPortrait() code in lib.lua or you can make a fully transparent .TGA file and replace the texture.

Originally posted by Ennie
found this in Tukz code:
Code:
-- pixel perfect script of custom ui scale.
local mult = 768/string.match(GetCVar("gxResolution"), "%d+x(%d+)")/TukuiCF["general"].uiscale
local function scale(x)
    return mult*math.floor(x/mult+.5)
end
i think TukuiCF["general"].uiscale is desired UI scale
Yeah, Caellian also have something like this in his layout... maybe I can use this code, but it's a pain in the *ss because I will have to insert this function everywhere in my code, so no promises.
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Unread 01-09-11, 09:07 PM  
unstoppixel
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Re: Re: Re: Re: Bugs

Originally posted by drakull
Yeah, messing both with frame scaling and UI Scale allow this gaps to show up. Those scaling options are there by request, I personally use scale 1 and no custom ui scaling so everything is pixel perfect. Not much I can do, sry.

Just player and target frames have class colored power bars now, the others are light gray. And focus frame have the same size of the target frame, yes. Check the screenshots.
Hmmm... never had a gap in your previous version. And I'm using all the same settings. Go figure.

Found the width size for the focus frame in the code, switched it back down to 120 (works better for my ui).



Is there a way I can just turn off the shaded layer covering the portraits altogether?
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Last edited by unstoppixel : 01-09-11 at 09:30 PM.
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Unread 01-09-11, 02:29 PM  
Ennie
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Re: Re: Re: Re: Bugs

Originally posted by drakull
Yeah, messing both with frame scaling and UI Scale allow this gaps to show up. Those scaling options are there by request, I personally use scale 1 and no custom ui scaling so everything is pixel perfect. Not much I can do, sry.

Just player and target frames have class colored power bars now, the others are light gray. And focus frame have the same size of the target frame, yes. Check the screenshots.
found this in Tukz code:
Code:
-- pixel perfect script of custom ui scale.
local mult = 768/string.match(GetCVar("gxResolution"), "%d+x(%d+)")/TukuiCF["general"].uiscale
local function scale(x)
    return mult*math.floor(x/mult+.5)
end
i think TukuiCF["general"].uiscale is desired UI scale
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Unread 01-09-11, 06:32 AM  
drakull
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Re: Re: Re: Bugs

Originally posted by unstoppixel
See how there is a slight gap in the dark tint at the top of the portrait area?
(I tried it with the font I'm using and with the font you used, same result for both).

Also, the target's target (in the middle) power bar is coming up as gray, rather than the class color, not sure if this is intended or not.

Finally, the focus bar is a very different size, much longer now... not sure if that was intended either.
Yeah, messing both with frame scaling and UI Scale allow this gaps to show up. Those scaling options are there by request, I personally use scale 1 and no custom ui scaling so everything is pixel perfect. Not much I can do, sry.

Just player and target frames have class colored power bars now, the others are light gray. And focus frame have the same size of the target frame, yes. Check the screenshots.
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