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Updated: 06-14-14 10:29 PM
Addon for:
oUF.
Compatibility:
Siege of Orgrimmar (5.4)
Escalation (5.3)
Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:06-14-14 10:29 PM
Created:unknown
Downloads:34,103
Favorites:169
MD5:
5.4
oUF Experience  Popular! (More than 5000 hits)
Version: 50400.14-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 50400.14-Release:
  • Trial accounts have a different level cap
  • Revert e3851f3404abb6a636f893c5d528667b767acfdd
  • Update interface version
Changes in 50001.13-Release:
  • Don't bail for PostUpdates
Changes in 50001.12-Release:
  • Use double underscore to avoid tainting blizzard
  • Remove support for 1.5.x
  • Bump Interface version
Changes in 40300.11-Release:
  • Add support for 1.6
  • Update game version
  • Let the packager(s) set the version number automaticly
Changes in 40200.10-Release:
  • Pet experience isn't as big a deal any more
  • Update version
  • Return earlier if in a vehicle. Fixes issue #2
Changes in 40000.9-Release:
  • Register the tags outside of the Enable function
  • Update version
Changes in 40000.8-Release:
  • Add some basic tags
  • Update version
Changes in 40000.7-Release:
  • Add a fallback texture to the Rested bar
  • Update version
Changes in 40000.6-Release:
  • Clean up and update to 1.4 standard - Also updated to work with the new vehicle element
  • Remove comments
  • Remove tooltip option - The layout should be in charge of this
  • Update to the new override method
  • Add :ForceUpdate()
  • Back to basics
  • Sneak in a :PreUpdate()
  • Update TOC to 4.0
  • Fix some typos
  • End things early
  • Update version
Changes in 30300.5-Release:
  • Clean up the act and make everything work with vehicles and other pets
  • Add embedding support
  • Stupid copy/paste
  • Update TOC version
  • Update version
Changes in 30200.4-Release:
  • Let rested values go through, independant of the rested bar
  • Update version
Changes in 30200.3-Release:
  • Added default texture properly
  • Pass unit for disabling
  • Add some comments
  • Update version
Changes in 30200.2-Release:
  • Set version back to normal, learning by doing :/
  • Fix pet issues if layout has Rested bar enabled
  • Let the element handle the uncommon settings
  • Rename some functions
  • Pet xp bar should also replicate backdrop, if there is any
  • Just set the parent of the bg - Should be anchored to the main bar anyways
  • Update version
Archived Files (24)
File Name
Version
Size
Author
Date
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, 08:23 PM  
p3lim
A Pyroguard Emberseer
 
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Forum posts: 1232
File comments: 1183
Uploads: 25
Originally posted by Toran
Thanks for your patience with this, p3lim, but it's still spawning that error. Even with the changes quoted above.
Something is wrong with your layout atleast, the FrameLevel of your status bars are way too low.
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Unread 10-16-10, 08:47 PM  
Toran
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Originally posted by p3lim
Something is wrong with your layout atleast, the FrameLevel of your status bars are way too low.
Checking with Freebaser. I use his layout as a base, so will see what he says. Happens both with my modified layout and with his original.
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Unread 10-17-10, 05:40 PM  
neverg
A Cobalt Mageweaver
 
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File comments: 334
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p3lim, me "dear"...

Is it possible when hovering the tooltip it will show Blizzards tooltip with the experience, rested, etc? I think this would be a bit complicated, but well, just asking.
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My oUF Layout: oUF Lumen
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Unread 10-18-10, 08:37 AM  
p3lim
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Originally posted by neverg
p3lim, me "dear"...

Is it possible when hovering the tooltip it will show Blizzards tooltip with the experience, rested, etc? I think this would be a bit complicated, but well, just asking.
That can easily be implemented by the layout
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Unread 10-20-10, 05:08 AM  
neverg
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Originally posted by p3lim
That can easily be implemented by the layout
Oh, ok. Going to try to figure it out (EDIT - Done).

Another thing, I've noticed on 80 Chars it shows when entering a vehicle? We at least this vehicle.



It's the black bar at the top of the frame (it's the Backdrop that). At least it's not hiding the backdrop. Do I need to handle this in the layout with a PostUpdate? Or this appears because it "thinks" it's a Pet?

Using it on live with the latest version of oUF_Experience.
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My oUF Layout: oUF Lumen
Last edited by neverg : 10-20-10 at 06:32 AM.
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Unread 10-20-10, 08:25 AM  
p3lim
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Originally posted by neverg
Oh, ok. Going to try to figure it out (EDIT - Done).

Another thing, I've noticed on 80 Chars it shows when entering a vehicle? We at least this vehicle.



It's the black bar at the top of the frame (it's the Backdrop that). At least it's not hiding the backdrop. Do I need to handle this in the layout with a PostUpdate? Or this appears because it "thinks" it's a Pet?

Using it on live with the latest version of oUF_Experience.
It doesn't think its a pet, as the Vehicle support is based on oUF's (which works), though I am guessing you've parented the backdrop wrong.

Anyways, I can't test this as I don't have an active account.
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Unread 10-20-10, 09:04 AM  
neverg
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Originally posted by p3lim
It doesn't think its a pet, as the Vehicle support is based on oUF's (which works), though I am guessing you've parented the backdrop wrong.

Anyways, I can't test this as I don't have an active account.
No worries P3lim, isn't that much important or anything.

I thought of the parenting too, but i don't see anything wrong with it. You said in the Wiki to anchor the bg or backdrop to the Rested Bar, yet it's not hidding even if I anchor it to the Experience Bar nor the Rested ofc.

This is what I use.

Like I said nothing important, but might be a bug, or something stupid I'm making.

Code:
	-- oUF_Experience
	local function ExperienceBar(self, unit) 
	
		if(IsAddOnLoaded('oUF_Experience')) then
			
			local Experience = CreateFrame('StatusBar', nil, self)
			Experience:SetStatusBarTexture(fill_texture)
			Experience:SetStatusBarColor(178/255, 53/255, 240/255,1)
			Experience:SetPoint('BOTTOM', self.InfoBar,'TOP', 0, 6)
			Experience:SetHeight(cfg.expbar_height)
			Experience:SetWidth(cfg.mainframe_width)
					
			local Rested = CreateFrame('StatusBar', nil, Experience)
			Rested:SetStatusBarTexture(fill_texture)
			Rested:SetStatusBarColor(35/255, 127/255, 255/255,1)
			Rested:SetAllPoints(Experience)
			SetBackdrop(Experience, 2, 2, 2, 2)
			
			self.Experience = Experience
			self.Experience.Rested = Rested
			self.Experience.PostUpdate = ExperiencePostUpdate
				
			-- Tooltip
			self.Experience:EnableMouse()
			self.Experience:HookScript('OnLeave', GameTooltip_Hide)
			self.Experience:HookScript('OnEnter', XPTooltip)			
		end
	end
My SetBackDrop is simply this:

-- Create the Backdrop
local function SetBackdrop(self, inset_l, inset_r, inset_t, inset_b)

self:SetBackdrop {bgFile = "Interface\\ChatFrame\\ChatFrameBackground", tile = false, tileSize = 0, insets = {left = -inset_l, right = -inset_r, top = -inset_t, bottom = -inset_b},}
self:SetBackdropColor(0,0,0,1)
end
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My oUF Layout: oUF Lumen
Last edited by neverg : 10-20-10 at 09:05 AM.
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Unread 10-20-10, 02:07 PM  
p3lim
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Originally posted by neverg
[b]No worries P3lim, isn't that much important or anything.

I thought of the parenting too, but i don't see anything wrong with it. You said in the Wiki to anchor the bg or backdrop to the Rested Bar, yet it's not hidding even if I anchor it to the Experience Bar nor the Rested ofc.

This is what I use.

Like I said nothing important, but might be a bug, or something stupid I'm making.
I'll take a look at it later and see if I can find the issue if it exists.
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Unread 12-07-10, 02:23 PM  
Solarin
A Murloc Raider

Forum posts: 9
File comments: 14
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I looked through the comments and didn't see anyone with a similar issue.

For some odd reason, my experience bar's text component doesn't update unless I am moused over the bar as I gain experience. The bar itself works fine. Any ideas about what could be causing this?
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Unread 12-09-10, 09:40 AM  
p3lim
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Originally posted by Solarin
I looked through the comments and didn't see anyone with a similar issue.

For some odd reason, my experience bar's text component doesn't update unless I am moused over the bar as I gain experience. The bar itself works fine. Any ideas about what could be causing this?
How do you add this text?
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Unread 12-09-10, 12:39 PM  
Solarin
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Here is the section with the experience text code.

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

            self.Experience.Rested = createStatusbar(self.Experience, 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)

            self.Experience.text = createFont(self.Experience, "OVERLAY", font, fontsize, fontflag, 1, 1, 1)
            self.Experience.text:SetPoint("CENTER")
            self.Experience.text:Hide()
            self:Tag(self.Experience.text, '[freeb:curxp] / [freeb:maxxp] - [freeb:perxp]%')

            self:SetScript("OnEnter", OnEnter)
            self:SetScript("OnLeave", OnLeave)
        end
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Unread 12-09-10, 03:17 PM  
p3lim
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Originally posted by Solarin
Here is the section with the experience text code.

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

            self.Experience.Rested = createStatusbar(self.Experience, 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)

            self.Experience.text = createFont(self.Experience, "OVERLAY", font, fontsize, fontflag, 1, 1, 1)
            self.Experience.text:SetPoint("CENTER")
            self.Experience.text:Hide()
            self:Tag(self.Experience.text, '[freeb:curxp] / [freeb:maxxp] - [freeb:perxp]%')

            self:SetScript("OnEnter", OnEnter)
            self:SetScript("OnLeave", OnLeave)
        end
No wonder, its hidden and only shown on an OnEnter script.
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Unread 02-05-12, 08:10 AM  
Coldkil
A Wyrmkin Dreamwalker
 
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I have an issue, the xp value won't update on my chars - the xpbar looks like full, tooltip doesn't appear and is just stays there.

Only thing i've done is to create the frame and put it on mouseover.

If you need, i can post the code.
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Unread 02-05-12, 09:56 AM  
p3lim
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Originally Posted by Coldkil
I have an issue, the xp value won't update on my chars - the xpbar looks like full, tooltip doesn't appear and is just stays there.

Only thing i've done is to create the frame and put it on mouseover.

If you need, i can post the code.
Paste the code please.
Do you have the latest version?
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Unread 02-06-12, 09:45 AM  
Coldkil
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Yes, downloaded latest version yesterday, but nothing changed.

Going to post code as soon as i return from work.
Code's here:
Code:
-- XP Bar
		if UnitLevel("player") ~= MAX_PLAYER_LEVEL  then
			local Experience = CreateFrame("StatusBar", "ColdExperience", self)
			Experience:SetStatusBarTexture(_TEXTURE)
			Experience:SetStatusBarColor(.9, .2, 1)
			Experience:SetPoint("TOPLEFT", Power, "TOPLEFT")
			Experience:SetPoint("BOTTOMRIGHT", Power, "BOTTOMRIGHT")
			Experience:SetFrameLevel(8)
			Experience:SetAlpha(0)
			Experience.Tooltip = true						
			Experience.Rested = CreateFrame('StatusBar', nil, self)
			Experience.Rested:SetParent(Experience)
			Experience.Rested:SetAllPoints(Experience)
			Experience.Rested:SetStatusBarTexture(_TEXTURE)
			Experience.Rested:SetStatusBarColor(0, .4, 1)
			Experience.Rested:SetFrameLevel(7)
			
			local Resting = lib.SetFontString(Experience, font, smalls, "OUTLINE, MONOCHROME")
			Resting:SetText"Resting"
			Resting:SetTextColor(1, 1, 0)
			Resting:SetPoint"CENTER"
			
			self.Resting = Resting
			self.Experience = Experience
			
			Experience:SetScript("OnEnter",function()
				Experience:SetAlpha(1)
			end)
			Experience:SetScript("OnLeave",function()
				Experience:SetAlpha(0)
			end)
		end
Last edited by Coldkil : 02-06-12 at 11:00 AM.
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