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Updated: 10-15-14 11:46 AM
Addon for:
oUF.
Compatibility:
Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-15-14 11:46 AM
Created:unknown
Downloads:34,682
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Categories:oUF: Plugins, Warlords of Draenor Beta

oUF Experience  Popular! (More than 5000 hits)

Version: 60000.15-Release
by: p3lim [More]

Supported oUF Version: 1.6.x

Description:
oUF Experience is a element plug-in made for the UnitFrame framework oUF.
It does nothing by itself, and requires a layout that supports it to function.

Features:

  • Experience bar
  • Optional rested element
  • Basic tags included
  • Hides if the player is at max level

Note:
For details on how to implement this in your own layout, please see this wiki:
http://github.com/p3lim-wow/oUF_Experience/wiki
Don't forget to add this addon to your OptionalDeps!

Issues & Requests
To submit a bug report or feature request, please visit the Issue Tracker.

Changes in 60000.15-Release:
  • Added: License
  • Added: Changelog
  • Changed: Update Interface version
  • Changed: Only show on player frame
  • Changed: Internal performance tweaks
Changes in 50400.14-Release:
  • Added: Support for trial account level cap
  • Changed: Update Interface version
Changes in 50001.13-Release:
  • Fixed: PostUpdate not firing for players in vehicle or at max level
Changes in 50001.12-Release:
  • Changed: Update Interface version
  • Fixed: Taints caused by Blizzard leaking a global variable
  • Removed: Support for oUF 1.5
Changes in 40300.11-Release:
  • Changed: Update Interface version
  • Changed: Update support for oUF 1.6
  • Changed: Added support for packagers to set the version automatically
Changes in 40200.10-Release:
  • Changed: Update Interface version
  • Changed: Stop updating early if player is in a vehicle
  • Removed: Experience bar for pets
Changes in 40000.9-Release:
  • Changed: Register tags regardless of element being added or not
Changes in 40000.8-Release:
  • Added: Tags
Changes in 40000.7-Release:
  • Added: Default texture to rested bar
Changes in 40000.6-Release:
  • Added: Override method
  • Added: ForceUpdate method
  • Added: PreUpdate method
  • Changed: Update Interface version
  • Changed: Update support for oUF 1.4
  • Removed: Tooltip options
Changes in 30300.5-Release:
  • Added: Embedding support
  • Changed: Update Interface version
  • Fixed: Hide while in a vehicle regardless of layout properties
  • Fixed: Hunter pet support
Changes in 30200.4-Release:
  • Fixed: Pass the rested xp regardless of unit
Changes in 30200.3-Release:
  • Fixed: Set the default texture properly
  • Fixed: Use the interal unitID for unit checks
Changes in 30200.2-Release:
  • Fixed: Hide the rested bar on pets
  • Fixed: Replicate the backdrop for pets
  • Fixed: Framelevel on the rested bar
Changes in 30200.1-Beta:
  • First public release
Archived Files (25)
File Name
Version
Size
Author
Date
50400.14-Releas
2kB
p3lim
06-14-14 10:29 PM
50001.12-Releas
2kB
p3lim
08-30-12 06:11 AM
40300.11-Releas
2kB
p3lim
02-06-12 06:58 PM
40200.10-Releas
1kB
p3lim
10-03-11 07:24 PM
40000.9-Release
2kB
p3lim
10-14-10 11:56 AM
40000.8-Release
2kB
p3lim
10-13-10 12:39 PM
30300.5-Release
2kB
p3lim
12-28-09 12:53 PM
30200.4-Release
2kB
p3lim
09-07-09 04:24 PM
30200.3-Release
2kB
p3lim
08-22-09 03:20 PM
30200.2-Release
2kB
p3lim
08-17-09 03:58 PM
30200.1-Beta
2kB
p3lim
08-08-09 10:06 AM
30200.39
2kB
p3lim
08-04-09 04:22 PM
30200.38
2kB
p3lim
08-04-09 01:28 PM
30000.37
2kB
p3lim
07-15-09 12:51 PM
30000.36
2kB
p3lim
06-13-09 12:31 PM
30000.35
2kB
p3lim
06-11-09 02:27 PM
30000.34
2kB
p3lim
06-01-09 10:45 AM
30000.33
2kB
p3lim
06-01-09 03:55 AM
30000.32
2kB
p3lim
05-26-09 02:36 PM
30000.31
2kB
p3lim
05-24-09 07:28 PM
30000.30
2kB
p3lim
05-20-09 10:52 AM
30000.29
2kB
p3lim
04-17-09 09:34 AM
30000.28
2kB
p3lim
02-07-09 02:36 PM
30000.26
2kB
p3lim
01-14-09 02:38 PM
30000.25
2kB
p3lim
01-13-09 02:41 PM


Post A Reply Comment Options
Unread 10-16-10, 03:37 PM  
p3lim
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Re: experience bar doesnt show

Originally posted by maluus
Hey,

I m using caellian ui. a few months ago experience bar was showing above my player frame on mouseover. I m updating my addons regularly. now I cant see experience bar anymore. is there something wrong or things have changed and should I do something?
This is an implementation issue of a layout, issue the author of that layout instead.
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Unread 10-16-10, 02:50 PM  
Toran
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Originally posted by p3lim
Yes, but always test before asking
Sorry, sometimes I'm unable to, but understood. Anyway received this error when using the below..

Code:
1x oUF_Experience-40000.9-Release\oUF_Experience.lua:112: <unnamed>:SetFrameLevel(): Passed negative frame level: -1
oUF_Experience-40000.9-Release\oUF_Experience.lua:112: in function `enable'
oUF-1.5.2\ouf.lua:260: in function `EnableElement'
oUF-1.5.2\ouf.lua:439: in function <oUF\ouf.lua:391>
(tail call): ?:
oUF-1.5.2\ouf.lua:702: in function `Spawn'
oUF_Freeb-4.1\freeb.lua:1005: in function `func'
oUF-1.5.2\ouf.lua:723: in function <oUF\ouf.lua:719>
(tail call): ?:
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Unread 10-16-10, 01:58 PM  
maluus
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experience bar doesnt show

Hey,

I m using caellian ui. a few months ago experience bar was showing above my player frame on mouseover. I m updating my addons regularly. now I cant see experience bar anymore. is there something wrong or things have changed and should I do something?
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Unread 10-16-10, 09:14 AM  
p3lim
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Originally posted by Toran
Thanks. This correct?

Code:
self.Experience = createStatusbar(self.Experience, texture, nil, 4, nil, 0, .7, 1, 1)
Yes, but always test before asking
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Unread 10-16-10, 08:42 AM  
Toran
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Originally posted by p3lim
the first arg in your 'createStatusBar' is the parent, use the Experience bar instead of the unitframe (self)
Thanks. This correct?

Code:
self.Experience = createStatusbar(self.Experience, texture, nil, 4, nil, 0, .7, 1, 1)
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Unread 10-15-10, 06:51 AM  
p3lim
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Originally posted by Toran
Ok, not sure what I need to do. Can you be more specific? thanks
the first arg in your 'createStatusBar' is the parent, use the Experience bar instead of the unitframe (self)
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Unread 10-14-10, 08:45 PM  
Toran
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Originally posted by p3lim
Rested must have Experience as parent, I'm updating my example to reflect this
Ok, not sure what I need to do. Can you be more specific? thanks
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Unread 10-14-10, 11:42 AM  
p3lim
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Originally posted by Toran
On my lvl 80, it shows as a plain blue bar. Didn't show before on my 80. Are there new settings we need to implement? Here's my code:

Code:
		
if(IsAddOnLoaded('oUF_Experience')) then
	
	self.Experience = createStatusbar(self, texture, nil, 4, nil, 0, .7, 1, 1)
        self.Experience:SetPoint('TOPLEFT', self.Portrait, 'BOTTOMLEFT', 0, -2)
        self.Experience:SetPoint('TOPRIGHT', self.Portrait, 'BOTTOMRIGHT', 0, -2)
		
	self.Experience.Tooltip = true

	self.Experience.Rested = createStatusbar(self, texture, nil, nil, nil, 0, .4, 1, .6)
        self.Experience.Rested:SetAllPoints(self.Experience)
        self.Experience.Rested:SetBackdrop(backdrop)
        self.Experience.Rested:SetBackdropColor(0, 0, 0)
			
        self.Experience.bg = self.Experience.Rested:CreateTexture(nil, 'BORDER')
        self.Experience.bg:SetAllPoints(self.Experience)
        self.Experience.bg:SetTexture(texture)
        self.Experience.bg:SetVertexColor(.1, .1, .1)
			
        self.Experience.bd = createBackdrop(self.Experience, self.Experience)

end
Rested must have Experience as parent, I'm updating my example to reflect this
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Unread 10-13-10, 05:24 PM  
Toran
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On my lvl 80, it shows as a plain blue bar. Didn't show before on my 80. Are there new settings we need to implement? Here's my code:

Code:
		
if(IsAddOnLoaded('oUF_Experience')) then
	
	self.Experience = createStatusbar(self, texture, nil, 4, nil, 0, .7, 1, 1)
        self.Experience:SetPoint('TOPLEFT', self.Portrait, 'BOTTOMLEFT', 0, -2)
        self.Experience:SetPoint('TOPRIGHT', self.Portrait, 'BOTTOMRIGHT', 0, -2)
		
	self.Experience.Tooltip = true

	self.Experience.Rested = createStatusbar(self, texture, nil, nil, nil, 0, .4, 1, .6)
        self.Experience.Rested:SetAllPoints(self.Experience)
        self.Experience.Rested:SetBackdrop(backdrop)
        self.Experience.Rested:SetBackdropColor(0, 0, 0)
			
        self.Experience.bg = self.Experience.Rested:CreateTexture(nil, 'BORDER')
        self.Experience.bg:SetAllPoints(self.Experience)
        self.Experience.bg:SetTexture(texture)
        self.Experience.bg:SetVertexColor(.1, .1, .1)
			
        self.Experience.bd = createBackdrop(self.Experience, self.Experience)

end
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Unread 09-06-10, 09:01 PM  
p3lim
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Cataclysm branch can be found on github, needs testing!

http://github.com/p3lim/oUF_Experience/tree/cata
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Unread 09-08-09, 11:39 AM  
p3lim
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Originally posted by Icerat
Cool thanks works as intended now,

Ive been playing around with the way you show the experience bar with the rested in it and trying to auto hide it on mouse over.

The problem I'm having is the text and the green part of the bar hide on mouse over but I'm left with the rested blue bar still showing.

How can i get the bar that shows rested to hide also when i mouse over?

Code:
		if(unit == 'player' or unit == 'pet') then
		if(IsAddOnLoaded('oUF_Experience')) then
			self.Experience = CreateFrame('StatusBar', nil, self)
			self.Experience:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, -10)
			self.Experience:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', 0, -10)
			self.Experience:SetHeight(11)
			self.Experience:SetStatusBarTexture(texture2)
			self.Experience:SetStatusBarColor(0.15, 0.7, 0.1)
			self.Experience.Tooltip = true

			self.Experience.Rested = CreateFrame('StatusBar', nil, self)
			self.Experience.Rested:SetAllPoints(self.Experience)
			self.Experience.Rested:SetStatusBarTexture(texture2)
			self.Experience.Rested:SetStatusBarColor(0, 0.4, 1, 0.6)
			self.Experience.Rested:SetBackdrop(backdrop)
			self.Experience.Rested:SetBackdropColor(0, 0, 0)
			
			self.Experience.Text = self.Experience:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmall')
			self.Experience.Text:SetPoint('CENTER', self.Experience)

			self.Experience.bg = self.Experience.Rested:CreateTexture(nil, 'BORDER')
			self.Experience.bg:SetAllPoints(self.Experience)
			self.Experience.bg:SetTexture(0.3, 0.3, 0.3)
			
			self.Experience:SetScript ('OnEnter', function(self) self:SetAlpha(1) end)
			self.Experience:SetScript ('OnLeave', function(self) self:SetAlpha(0) end)

			
		end
		end
I'm sorry if its a little a stupid question, I'm still learning.
If you create a rested bar you must know that it will be above the normal bar.
You have to parent text etc to it, aswell to make the OnEnter/OnLeave scripts on it, though to hide the parent, not the rested bar.

This is a very tacky way to do it, but blizzard doesnt allow multi-bars.
Last edited by p3lim : 09-08-09 at 11:39 AM.
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Unread 09-08-09, 11:11 AM  
Icerat
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Originally posted by p3lim
This is not intended, and a fix for it is on its way.
Cool thanks works as intended now,

Ive been playing around with the way you show the experience bar with the rested in it and trying to auto hide it on mouse over.

The problem I'm having is the text and the green part of the bar hide on mouse over but I'm left with the rested blue bar still showing.

How can i get the bar that shows rested to hide also when i mouse over?

Code:
		if(unit == 'player' or unit == 'pet') then
		if(IsAddOnLoaded('oUF_Experience')) then
			self.Experience = CreateFrame('StatusBar', nil, self)
			self.Experience:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, -10)
			self.Experience:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', 0, -10)
			self.Experience:SetHeight(11)
			self.Experience:SetStatusBarTexture(texture2)
			self.Experience:SetStatusBarColor(0.15, 0.7, 0.1)
			self.Experience.Tooltip = true

			self.Experience.Rested = CreateFrame('StatusBar', nil, self)
			self.Experience.Rested:SetAllPoints(self.Experience)
			self.Experience.Rested:SetStatusBarTexture(texture2)
			self.Experience.Rested:SetStatusBarColor(0, 0.4, 1, 0.6)
			self.Experience.Rested:SetBackdrop(backdrop)
			self.Experience.Rested:SetBackdropColor(0, 0, 0)
			
			self.Experience.Text = self.Experience:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmall')
			self.Experience.Text:SetPoint('CENTER', self.Experience)

			self.Experience.bg = self.Experience.Rested:CreateTexture(nil, 'BORDER')
			self.Experience.bg:SetAllPoints(self.Experience)
			self.Experience.bg:SetTexture(0.3, 0.3, 0.3)
			
			self.Experience:SetScript ('OnEnter', function(self) self:SetAlpha(1) end)
			self.Experience:SetScript ('OnLeave', function(self) self:SetAlpha(0) end)

			
		end
		end
I'm sorry if its a little a stupid question, I'm still learning.
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Unread 09-07-09, 04:17 PM  
p3lim
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Originally posted by Icerat
I removed
Code:
self.Experience:EnableMouse(true)
but it didn't make any difference i still get no rested line

EDIT: Only way i could get the tool tip to display the rested line was to add
Code:
self.Experience.Rested = CreateFrame('StatusBar', nil, self)
and then it would show the amount of rested line with no problems.

I now have
Code:
if(IsAddOnLoaded("oUF_Experience") and (unit == "player" or unit == "pet")) then
		self.Experience = CreateFrame("StatusBar", nil, self)
		self.Experience:SetPoint("BOTTOM", self, "TOP", 0, 5)
		if(unit == "pet") then
			self.Experience:SetPoint("BOTTOM", self, "TOP", 0, -31)
		end
		self.Experience:SetHeight(6)
		self.Experience:SetWidth((unit == "pet") and 110 or width)		
		self.Experience:SetStatusBarTexture(texture2)
		self.Experience:SetBackdrop(backdrop)
		self.Experience:SetBackdropColor(0,0,0)	
		self.Experience.PostUpdate = PostUpdateExperience		
		
		self.Experience.Rested = CreateFrame('StatusBar', nil, self)

		self.Experience.bg = self.Experience:CreateTexture(nil, "BORDER")
		self.Experience.bg:SetAllPoints(self.Experience)
		self.Experience.bg:SetTexture(0.3, 0.3, 0.3)
		
		self.Experience:SetScript ('OnEnter', function(self) self:SetAlpha(1) end)
		self.Experience:SetScript ('OnLeave', function(self) self:SetAlpha(0) end)
		self.Experience.Tooltip = true	
	end
Is this correct way to do it, sorry for all the questions i'm learning and its fun
This is not intended, and a fix for it is on its way.
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Unread 09-07-09, 11:23 AM  
Icerat
A Fallenroot Satyr

Forum posts: 28
File comments: 46
Uploads: 0
Originally posted by p3lim
Works fine for me atleast, though you dont need to enable the mouse, as using .Tooltip does that for you
I removed
Code:
self.Experience:EnableMouse(true)
but it didn't make any difference i still get no rested line

EDIT: Only way i could get the tool tip to display the rested line was to add
Code:
self.Experience.Rested = CreateFrame('StatusBar', nil, self)
and then it would show the amount of rested line with no problems.

I now have
Code:
if(IsAddOnLoaded("oUF_Experience") and (unit == "player" or unit == "pet")) then
		self.Experience = CreateFrame("StatusBar", nil, self)
		self.Experience:SetPoint("BOTTOM", self, "TOP", 0, 5)
		if(unit == "pet") then
			self.Experience:SetPoint("BOTTOM", self, "TOP", 0, -31)
		end
		self.Experience:SetHeight(6)
		self.Experience:SetWidth((unit == "pet") and 110 or width)		
		self.Experience:SetStatusBarTexture(texture2)
		self.Experience:SetBackdrop(backdrop)
		self.Experience:SetBackdropColor(0,0,0)	
		self.Experience.PostUpdate = PostUpdateExperience		
		
		self.Experience.Rested = CreateFrame('StatusBar', nil, self)

		self.Experience.bg = self.Experience:CreateTexture(nil, "BORDER")
		self.Experience.bg:SetAllPoints(self.Experience)
		self.Experience.bg:SetTexture(0.3, 0.3, 0.3)
		
		self.Experience:SetScript ('OnEnter', function(self) self:SetAlpha(1) end)
		self.Experience:SetScript ('OnLeave', function(self) self:SetAlpha(0) end)
		self.Experience.Tooltip = true	
	end
Is this correct way to do it, sorry for all the questions i'm learning and its fun
Last edited by Icerat : 09-07-09 at 12:58 PM.
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Unread 09-06-09, 07:24 AM  
p3lim
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Originally posted by Icerat
I get the 2 lines but no rested xp I know the toon in the pic has 54% rested xp.



I don't know a huge amount about lua but getting there very slowly,i use the following to get my xp bar hidden and how i want it.

Code:
if(IsAddOnLoaded("oUF_Experience") and (unit == "player" or unit == "pet")) then
		self.Experience = CreateFrame("StatusBar", nil, self)
		self.Experience:SetPoint("BOTTOM", self, "TOP", 0, 5)
		if(unit == "pet") then
			self.Experience:SetPoint("BOTTOM", self, "TOP", 0, -31)
		end
		self.Experience:SetHeight(6)
		self.Experience:SetWidth((unit == "pet") and 110 or width)		
		self.Experience:SetStatusBarTexture(texture2)
		self.Experience:SetBackdrop(backdrop)
		self.Experience:SetBackdropColor(0,0,0)	
		self.Experience.PostUpdate = PostUpdateExperience		
		self:RegisterEvent("UPDATE_EXHAUSTION", PostUpdateExperience)
		
		self.Experience.bg = self.Experience:CreateTexture(nil, "BORDER")
		self.Experience.bg:SetAllPoints(self.Experience)
		self.Experience.bg:SetTexture(0.3, 0.3, 0.3)
		
		self.Experience:SetScript ('OnEnter', function(self) self:SetAlpha(1) end)
		self.Experience:SetScript ('OnLeave', function(self) self:SetAlpha(0) end)
		self.Experience:EnableMouse(true)
		self.Experience.Tooltip = true	
	end
Is the correct way to do it?
Works fine for me atleast, though you dont need to enable the mouse, as using .Tooltip does that for you
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