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Updated: 02-07-09 08:01 AM
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Updated:02-07-09 08:01 AM
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oUF Tarnation

Version: v1.3
by: Metzerott [More]

This addon is no longer being maintained please check out oUF_Metzerott

This addon makes use of version 1.3.4 of oUF!

What in tarnation is wrong with you?

The DPS layout version for this addon is a different addon called oUF_Darnation (found HERE)

This is a oUF Unit Frame AddOn that was inspired by oUF_Circle. Which was originally based on the excellent oUF_Caellian Unit Frames (originally based on P3lim work) that all make use of the awesome oUF framework by Haste.

This AddOn is a combination of a text unit frame with visual indicators to alert the user when certain health milestones are met, aggro is gained and when the unit receives debuffs.

What in tarnation is going on with this unit frame?

My original concept for oUF_Circle was a unit frame that changes shape based on health. I quickly realized that I needed the unit frame to have a much more significant change if it was to be obvious in the heat of combat. To thst end this unit frame has 2 textures (The ItsCool and OhCrap textures in the file). The texture color and if it is rotating are used to give a visual indicator as the the range of the healh of the unit frame.

So for (where health = x)

x > 80% No Texture, just text
80% < x < 60% First Texture/Green/Rotating
60% < x 40% First Texture/Yellow/Rotating
40% < x < 20% Second Texture/Yellow/Rotating
x < 20% Second Texture/Red/Rotating

If you want to change these values they are defined at the top of the oUF_Tarnation.lua file:

-- Percentage of health to kick in different behaviors
local fleshWound = .80
local ouch = .60
local uhOh = .40
local imToast = .20


Where is the Circle to indicate health?

This unitfrrame is heavily reliant on the range indicators (above) and the actually numeric values of the health (and power). There is a circle that indicates the current health but it is very subtle and is the background of the center of the circle. If you want to make it more obvious change the healthAlpha global in the oUF_Tarnation.lua file.

From the oUF_Tarnation.lua file:

-- Alpha and color of the center health indicator. Currently set to be mostly transparent and white
local healthAlpha = .15
oUF.colors.health = {1,1,1}


No Power Indicator, are you nuts?

The power is only indicated by a number below the health value in the center of the unit frame. I have found that the approximation used to visually show power is not useful. I find myself always referring to the number and I am highly annoyed when it is difficult to see. Because the actual value of power is so important (Do I have enough mana to throw that shadowfury, or Does the target have enough mana for that greater heal?).

If you want a unit frame that has a visual indicator of mana, might I suggest oUF_Circle (HERE) or zork's excellent oUF_Orbs (HERE)

What is up with that layout?

The layout was build in conjunction with my arena healer. He was very interested in having all of the relevant unit frames close enough together so that the health and well being of the entire party could be viewed in a single area of the screen. I love it (though it did take some getting used to).

If people like the unit frame and they want a different configuration, I would be open to creating different layouts for different party roles (Healer/DPS/Tank).


Note that Castbars are color coded by the Unit that is casting.

Can I change the textures?

Yes!! I highly recommend changing the textues to whatever suits your fancy. I have experimented with lots of variations (like a skull and cross bones for the second texture) and it can be both entertaining and effective. I highly encourage you to play around with the textures.

To change the textures just backup the ItsCool and OhCrap textures found in oUF_Tarnation/media. Then add a new texture calling them either ItsCool.tga or OhCrap.tga. Or just edit the oUF_Tarnation.lua file to point to what ever you like.

From the oUF_Tarnation.lua file:

-- Textures used feel free to swap them out with whatever you like!
-- ItsCool and OhCrap are the two textures used to indicate percentage health

local healthIndicator = 'Interface\\Addons\\oUF_Tarnation\\media\\ItsCool'
local healthIndicatorSpark = 'Interface\\Addons\\oUF_Tarnation\\media\\OhCrap'

Can I change the size of the unitframes?

Yes!!! Just open the oUF_Tarnation.lua file and change the largeSize (Size of the larger unitframes - Player/Target and Focus) and/or smallSize (Size of everything else) globals to whatever you want.

From the oUF_Tarnation.lua file:

-- largeSize is the size of the Player, Target and Focus unit frames
-- smallSize is the size of all of the other unit frames (including party and raid)

local largeSize = 80
local smallSize = largeSize*.65

Can I change the max number of auras on the Target Frame?

Sure!

-- Buff/Debuff Max size on target

local maxDebuff = 32
local maxBuff = 32

As always, please let me know what you think!

It works for the following Units:

Player
Target
TargetOfTarget
Focus
Party
PartyPet
Raid

Plays nice well with:

oUF_Banzai
oUF_CombatFeedback
oUF_PowerSpark
oUF_DebuffHighlight

v1.3
Upgraded to most recent oUF v1.3.4
Aligned with oUF_Darnation features

v1.2
Added Max debuff and buff for the Target frame

v1.1

Changed the look of the unitframes
Changed the look of the castbars
Edited the file for easy manipulation of the global variables
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Unread 10-11-08, 10:14 AM  
Typh00n
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Wow, cool.
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Unread 10-11-08, 11:59 AM  
Metzerott
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Originally posted by Typh00n
Wow, cool.
Thanks! I hope you enjoy it, please feel free to make suggestions.
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Unread 11-05-08, 11:04 AM  
elderbrock
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The latest version of this file is currently awaiting approval
Been waiting hours... whats up with the approval?
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Unread 11-06-08, 05:38 AM  
Metzerott
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Originally posted by elderbrock
Been waiting hours... whats up with the approval?
Not quite sure why it took a while, but should be good now. I hope you like the new version.
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Unread 11-06-08, 01:51 PM  
elderbrock
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Number of buffs

Is there a way I could limit the number of buffs/debuffs shown on the target frame? Great work btw!
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Unread 11-06-08, 08:01 PM  
Metzerott
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Re: Number of buffs

Originally posted by elderbrock
Is there a way I could limit the number of buffs/debuffs shown on the target frame? Great work btw!
Fixed. I have set 2 variables at the top of the file (oUF_Tarnation.lua) maxDebuffs and maxBuffs. I have not been able to test it. I can't figure out how to generate that many buffs or debuff in a reasonable amount of time to respond to your request.

I'm setting the .num in using oUF. If this does not work, please let me know and I will try to figure out how to fix it.

Thanks for your interest, and I hope you enjoy this addon.

This fix should be in version v1.2 which I am uploading now.

Metz
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Unread 11-06-08, 09:34 PM  
ken kao
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Smile how to make the cast bars smaller?

For me, the cast bars is big "a little fat". How to "narrow" it?
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Unread 11-06-08, 11:09 PM  
Metzerott
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Re: how to make the cast bars smaller?

Originally posted by ken kao
For me, the cast bars is big "a little fat". How to "narrow" it?
Castbars are proportional to the size of the unit frames. If you are willing to muck in the oUF_Tarnation.lua file, do a search for self.Castbar:SetHeight(size). You can set it to whatever you like.

I will make a variable at the top of the file to set the castbar dimensions tomorrow night to simplify this and create another release.

Thanks for checking out this addon =)

Metz
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Unread 11-07-08, 01:11 AM  
elderbrock
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Re: Re: Number of buffs

Originally posted by Metzerott
Fixed. I have set 2 variables at the top of the file (oUF_Tarnation.lua) maxDebuffs and maxBuffs. I have not been able to test it. I can't figure out how to generate that many buffs or debuff in a reasonable amount of time to respond to your request.

I'm setting the .num in using oUF. If this does not work, please let me know and I will try to figure out how to fix it.

Thanks for your interest, and I hope you enjoy this addon.

This fix should be in version v1.2 which I am uploading now.

Metz
Thats what I needed. Thanks!
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Unread 11-07-08, 04:46 AM  
ken kao
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Re: Re: how to make the cast bars smaller?

Castbars are proportional to the size of the unit frames. If you are willing to muck in the oUF_Tarnation.lua file, do a search for self.Castbar:SetHeight(size). You can set it to whatever you like.

Thank you! I'v set it to be "size*0.7" in your lua.

It's health alerting system is so cool. I love it!
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Unread 11-07-08, 05:37 AM  
Metzerott
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Re: Re: Re: how to make the cast bars smaller?

Originally posted by ken kao
Castbars are proportional to the size of the unit frames. If you are willing to muck in the oUF_Tarnation.lua file, do a search for self.Castbar:SetHeight(size). You can set it to whatever you like.

Thank you! I'v set it to be "size*0.7" in your lua.

It's health alerting system is so cool. I love it!
Thanks! I'm glad your liking it. I'll add a variable to the top of the file to allow folks to more easily adjust the cast bars. I think I'll add color too.

Look for this change in the next release.
Last edited by Metzerott : 11-07-08 at 07:08 AM.
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Unread 11-07-08, 11:30 AM  
sdw
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is it possible to display the power as percentage instead of absolute number?

i'd also be able to make my targets debuffs grow to the left instead up- or downwards ..i tryed to add "self.Debuffs['growth-x'] = 'LEFT'", but that didn't work
Last edited by sdw : 11-07-08 at 11:34 AM.
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Unread 11-07-08, 07:43 PM  
Metzerott
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Originally posted by sdw
is it possible to display the power as percentage instead of absolute number?

i'd also be able to make my targets debuffs grow to the left instead up- or downwards ..i tryed to add "self.Debuffs['growth-x'] = 'LEFT'", but that didn't work
To change the power search for this line (in updatePower):

bar.value:SetText(max-(max-min))

and set to whatever you like where min is current power and max is maximum power (Something like bar.value:SetText('|cffD7BEA5'..(min/max)*100)) Don't know if that will work or not, just a guess as far as the formatting.

As far as going left, you might want to group up first. The party frame show up below the player unit frame, so if the buffs go left then it will go over your fellow party members!

I can look into it if you really want me too, but try grouping up first.

Thanks for your interest!

Metz
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Unread 11-08-08, 04:17 AM  
sdw
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Originally posted by Metzerott
To change the power search for this line (in updatePower):

bar.value:SetText(max-(max-min))

and set to whatever you like where min is current power and max is maximum power (Something like bar.value:SetText('|cffD7BEA5'..(min/max)*100)) Don't know if that will work or not, just a guess as far as the formatting.
ahh that helped a lot, thank you

i used bar.value:SetText (math.floor((min/max)*100))

Originally posted by Metzerott
As far as going left, you might want to group up first. The party frame show up below the player unit frame, so if the buffs go left then it will go over your fellow party members!

I can look into it if you really want me too, but try grouping up first.
my main is a hunter, so your healer orientated unit positions were not quite what i was looking for and i moved most of them my party frames are in the top left corner of the screen right now. target debuffs dont necessarily have to grow to the left, i just used that as an example because i wantet to play around with different orientations a bit

looks like that atm: http://img120.imageshack.us/my.php?i...8105750iz3.jpg but the ui is far from done (i like how the minimap looks in your screenshots and i think ill copy that for example )
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Unread 11-08-08, 07:09 AM  
Metzerott
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Originally posted by sdw
ahh that helped a lot, thank you

i used bar.value:SetText (math.floor((min/max)*100))
Cool!
my main is a hunter, so your healer orientated unit positions were not quite what i was looking for and i moved most of them my party frames are in the top left corner of the screen right now. target debuffs dont necessarily have to grow to the left, i just used that as an example because i wantet to play around with different orientations a bit
Oh.. Cool. I think you were on the right track. Changing the direction as you did seems right. Can you include the entire block of code?
looks like that atm: http://img120.imageshack.us/my.php?i...8105750iz3.jpg but the ui is far from done (i like how the minimap looks in your screenshots and i think ill copy that for example ) [/b]
AWESOME!!! I really like it. I had another addon arranged like that, and I think you can use it to help with that kind of layout (found HERE) I was planning on making a DPS version of this (since I only play DPS) using that layout.

But as I use this more and more, I am kinda of liking the proximity of the unit frames to each other (Only need to look at one place for unit information).

What do you think about having the Player and Target close to each other as opposed to either side of the toon for a DPS'er?

Since I am asking questions; As a DPS'er what do you care about when looking at a party frame? and Is health more useful as a percentage or amount of damage done?
Last edited by Metzerott : 11-08-08 at 12:23 PM.
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