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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 11-27-10, 11:57 AM  
Ennie
A Murloc Raider
 
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hi Drakull
i like your layout very much and have strongly customized it for my own needs.
so there is two questions:
1. can i release separate layout based on your, something like oUF_DRKModded or whatever ? And if yes, which rules should i follow (name containing DRK, or just link in description)
2. should i post couple of patches (for Shaman Totem indicators and Druid shifted ManaBar in place of second resource indicator) i made? or they wont be added?

thanks
Last edited by Ennie : 11-27-10 at 11:59 AM.
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Unread 11-26-10, 08:26 PM  
Fekete
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really enjoy this layout, so well written and documented...

I am having a hard time with one silly little thing though.

Raid positioning TOP vs Bottom for growth. I have set it to TOP so that the frames should grow down and then switched it to BOTTOm, but it gives the same growth, always grows up.

Any hints where I could find some detail on this?
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Unread 11-26-10, 12:22 PM  
Donmc
A Kobold Labourer

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Great setup! Only thing I have to ask is if there is a way to get the castbar to take up the space of the portrait when either you or your target is casting. I've messed with the position but it just doesn't look right. Is there a way give the castbar higher strata than the portrait?

Any help would be appriciated.
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Unread 11-24-10, 08:37 PM  
o0zora
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hi there,

although i really like the actual version of your UI, your 2.0 seems very promising !!!!

i'll appreciate too about an ingame config module that we could use once a time then deactivate it (onload thing or just uncheck it at your char log screen once you're done with your settings).

By the way, is there a way too separate the raid and group frame ?
because i don't use thoses frame at the same place when i'm raiding or just group. anyway thx for your work !
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Unread 11-22-10, 12:07 AM  
ThewF
A Kobold Labourer

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Love the Layout, I'm wondering if theirs a way for me to edit the Red Color that appears when injured, I'd like to make it look like the regular darker color but with some transparency.
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Unread 11-21-10, 07:24 AM  
drakull
A Cyclonian
 
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Originally posted by nitewarlord
I definitely have to say that I like your current layout a lot more. That test layout there looks a lot like gFrames. But glad to hear that your keeping this one as it has to be my favorite layout to date.
Hmm... yeah, at first glance one may say it looks like gFrames (a layout that I had never seen before), but the concept is totally different. My goal was to create something like a monitor... a screen with the portrait as the background and all the elements (health, power, name, icons, etc) inside it.

It even had scanlines, damnit!

Adjacent frames would be smaller versions of the monitor and would be conected to the player frame by cables and wires. The same goes to other elements like the cast bar and rune bar.

Here's one of the latest photoshop images i did. You can see pet and focus frames and a XP/Rep bar below the player's frame:
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Unread 11-20-10, 09:10 PM  
nitewarlord
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Originally posted by drakull
Well... the new layout I tought about would be something really original, very different from all other layouts we already have. I planned to use many texture layers (which might end being a performance issue) with brande new textures for everything, including icons and all. I went to photoshop just to create a sketch of what i had in mind but ended up exporting textures to a new media folder... "oh, hell... ok... let's do this". So I started writing the new layout and everything was going OK until I realised I would never use that layout.
Yeah... it was just a matter of "can you do this?", just curiosity, maybe. So I'm done with the new layout... sticking with the old one.

Here's a shot of what I had in mind (this is a sketch from photoshop, not a real layout), might serve as an idea for someone:


Ingame config as a separate addon is a good idea, i'll see into it.

The problem with the raid frames, although never happened to me, seems to appear on other layouts too, looks like we are missing some event. I remember seeing a topic about it in the forums. The same solution might solve the afk/dc problem.

That bubble icon is one of the new indicators that came with the patch 4.0, it should show up only if someone in you raid is at another phase.

I have not seen any issue with the 3d portrait, but we have very little control of it... there's not much to do to fix it. Perhaps changing the frame height or something.

Yeah, boss frames will have an option to be toggled.

Oh, and I'm working at the new castbar at this moment.
I definitely have to say that I like your current layout a lot more. That test layout there looks a lot like gFrames. But glad to hear that your keeping this one as it has to be my favorite layout to date.
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Unread 11-20-10, 06:11 PM  
drakull
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Well... the new layout I tought about would be something really original, very different from all other layouts we already have. I planned to use many texture layers (which might end being a performance issue) with brande new textures for everything, including icons and all. I went to photoshop just to create a sketch of what i had in mind but ended up exporting textures to a new media folder... "oh, hell... ok... let's do this". So I started writing the new layout and everything was going OK until I realised I would never use that layout.
Yeah... it was just a matter of "can you do this?", just curiosity, maybe. So I'm done with the new layout... sticking with the old one.

Here's a shot of what I had in mind (this is a sketch from photoshop, not a real layout), might serve as an idea for someone:


Ingame config as a separate addon is a good idea, i'll see into it.

The problem with the raid frames, although never happened to me, seems to appear on other layouts too, looks like we are missing some event. I remember seeing a topic about it in the forums. The same solution might solve the afk/dc problem.

That bubble icon is one of the new indicators that came with the patch 4.0, it should show up only if someone in you raid is at another phase.

I have not seen any issue with the 3d portrait, but we have very little control of it... there's not much to do to fix it. Perhaps changing the frame height or something.

Yeah, boss frames will have an option to be toggled.

Oh, and I'm working at the new castbar at this moment.
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Unread 11-20-10, 03:42 PM  
nitewarlord
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Version 2.0

My only suggestion that I could give you Drak is to post some pictures of the 2.0 layout to give everyone an idea of what you have going. Honestly as others have stated this is your personal layout so it is subject to whatever changes you see fit for yourself.

In reference to Maltese and the subject of the in game config. The oUF_Nivaya actually uses an in game config and uses maybe 20kb more then oUF-Drk as well as the in-game config can be load-on-demand so that it doesn't even impact your system unless your using it.

And personally for an in-game config all I'm really looking for is the ability to move and size the cast bar, move and size the buff/debuff frames and set how many you would like to show and some possible resizing config for the frames.
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Unread 11-20-10, 09:07 AM  
maltese
A Wyrmkin Dreamwalker
 
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Personally I'm pretty happy with your current setup but optimizations is always welcome. I don't think anyone could really make an informed decision about suggesting that you completely change your layout to your new idea without actually seeing what your plans are for the new layout. Ultimately its YOUR layout and you should do what is best for you. If you don't mind maintaining two layouts then that probably would be best for those that like the old version over the new one (again, I don't think anyone will know until they see the new version).

On the topic of in game configs, I can understand how that could be helpful for those that don't want to bother with configing it in lua, but an ingame config does add additional code (mem/CPU usage possibly) that is unnecessary for those that know how to config in lua. Would it be possible to have the ingame config as an optional module for those that either don't need or want it?

Couple of issues I've noticed over the past couple of days:

#1: In parties, raids, or battle grounds that are not a full group, when someone joins or leave the group the raid frames sometimes display a person twice. I've noticed it really only does it when there is a member of the party that is out of range. The issue typically corrects itself when everyone gets in range or some event happens that changes health/mana levels. No lua errors are displayed and the issue is completely minor. It doesn't bother me but it is semi strange.

#2: AFK flag on my frame doesn't seem to update automatically if I DC from being afk to long. Upon relogging the AFK flag is still displayed until I have some event that changes my health or mana levels.

#3: There is a small bubble type icon that is displayed about 75ish pixels to the right of a player frame in a party or raid when the person joins a party or raid but they are out of range of you. Not really a huge issue but, again, its semi odd. It goes away once you get in range of that person.

#4: While playing with nVidia's 3D stereoscopic turned on, the portraits in the player and target frames are very distorted with anything other than minimal level of depth turned on. Not sure how you would go about fixing it or if its even anything you can fix as it seems to be an issue with displaying 3D stuff on the unit frames itself. Minor

#5: The portraits tend to clip off portions of helms when the 3D image is moving. I've noticed it only happens on some toons, but its almost like the portrait is being drawn to close to limit of the display. Not really sure how to describe what its doing. It doesn't affect my shammy, but on my rogue when her head moves around the helm gets clipped out and I can see portions of my face underneath my helm, sortof like the right cheek portion of the helm is sliced off. Again... minor graphical issue. I think issues #4 and #5 are related somehow since level of depth plays a pretty big role in how 3D images are displayed with nvidia's setup.

All of these issues are completely minor and don't really affect the usability of your layout, just wanted to bring them to your attention if you were concerned with polishing up some small graphical details.

As for MT frames, I tend to agree with you about whats the purpose. Your party and raid frames already support the blizzard role system. Displaying the tanks twice on a unit frame seems pointless to me and would only serve to eat up resources. Maybe its just my healing style since I typically keep the boss targeted or focused and use mouseover healing macros, but if you decided to implement them I'd obviously prefer them to be toggle-able since I definitely wouldn't want them on my UF. On a related note, as your boss frames going to be optional as well. I use DXE and it has a built in boss type frame and I hate redundant information on my UI. I like to keep stuff as clean as possible.

Any progress on the new cast bar implementation? I'd love to move the cast bars into the portrait frame to clean things up some.

I'm pretty excited to see what you have in store for your next version. If its anything like you've done so far, I'm sure it will be amazing.
Last edited by maltese : 11-20-10 at 09:14 AM.
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Unread 11-20-10, 08:19 AM  
Qulight
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Anyway, I think Haste just posted in the forums a way to create MT Targets without even using xml templates.
Yes I saw, but if МТ frames >1 then mt targets works not correctly
ps When will be 2.0?)))
Last edited by Qulight : 11-20-10 at 08:26 AM.
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Unread 11-20-10, 08:14 AM  
drakull
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Originally posted by Qulight
[b]boss, main tank, main tank target frames plz
LOL!

I meant suggestions about changing the layout or not.

Boss frames are done (for 2.0), but MT and MTT are not in my plans. Could you enlighten me the reason you need it? I really don't see why. I saw someone asking for a MT Target's Target in another layout's comments! OMG, WHY!?!?

Anyway, I think Haste just posted in the forums a way to create MT Targets without even using xml templates.
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Unread 11-20-10, 07:55 AM  
Qulight
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Originally posted by drakull


Any tougths? I'm open to suggestions.
boss, main tank, main tank target frames plz

I have made МТ frames and МТ targets, but MT targets don't work (
core.lua
Code:
self:SetActiveStyle('drkGroup')	
local tank = oUF:SpawnHeader("oUF_MainTank", nil, 'raid, party, solo',
'oUF-initialConfigFunction', ([[
	self:SetWidth(%d)
	self:SetHeight(%d)
]]):format(100, 20),
'showRaid', true,
'groupFilter', 'MAINTANK',
'yOffset', 7,
'point' , 'BOTTOM',
'template', 'oUF_MainTank'
)
tank:SetPoint("LEFT", UIParent, "LEFT", 10, -80)
template.xml
Code:
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/"> 
	<Button name="oUF_MainTank" inherits="SecureUnitButtonTemplate" hidden="true" virtual="true" movable="true">
		<Frames>
			<Button name="$parentTarget" inherits="SecureUnitButtonTemplate" >
				<Anchors>
					<Anchor point="TOPLEFT" relativePoint="TOPRIGHT" relativeTo="$parent" >
						<Offset>
							<AbsDimension x="5" y="0"/>
						</Offset>
					</Anchor>
				</Anchors>
				<Attributes>
					<Attribute name="unitsuffix" type="string" value="target"/>
					<Attribute name="useparent-unit" type="boolean" value="true"/>
					<Attribute name="type1" type="string" value="target"/>
					<Attribute name="initial-unitWatch" type="boolean" value="true"/>
				</Attributes>
			</Button>
		</Frames>
	</Button>
</Ui>
help plz)
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Unread 11-20-10, 07:49 AM  
drakull
A Cyclonian
 
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Just submitted a minor update with a couple of bugfixes. Version 2.0 will bring all new stuff and rewritten/optimized code.

BUT... things are changing fast and I had a great new idea for a new layout so now I'm deciding what to do. Either release oUF_Drk 2.0 with the new layout (although I find it better, most people may preffer the old one) or create a totally new layout under another name while keeping this one updated.

Any tougths? I'm open to suggestions.
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Unread 11-19-10, 07:07 PM  
nitewarlord
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Glad to see you're back Drak. Can't wait for the update, in game config sounds perfect, I had started to work on one myself but my Lua knowledge is limited. Can't wait, really lovin' this layout with just a few changes.
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