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Updated: | 03-26-10 08:48 AM |
Created: | 01-03-09 12:53 PM |
Downloads: | 11,431 |
Favorites: | 45 |
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My oUF layout. Requires oUF to work.
The raid frames in the middle of the raid shot are Grid, the oUF frames are the ones on the right.
Frames can be scaled. If you open the file layout.lua, there is a variable near the top called scale. It is currently set to 1, change it to 1.2 to make the frames 20% larger, etc. You may want to change the position of the frames a bit after you've scaled them, as positioning gets scaled as well.
All of the functions that spawn and position the frames are at the end of layout.lua, in the section titled "spawning the frames". If you want to hide or reposition your frames, the code you need to change can be found there.
Includes
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Hypocrisy |
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01-13-09, 09:42 PM | ||
A Kobold Labourer
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------------------------------ -- FrameScale Module by HS --- ------------------------------ local plSize = 1.2 -- player,pet,tot local fcSize = 1 -- Focus, Focus target local ptSize = 1 -- party,partypet local rfSize = 1 -- Rune frmae oUF_Player:SetScale(plSize); oUF_Pet:SetScale(plSize); oUF_Target:SetScale(plSize); oUF_TargetTarget:SetScale(plSize); -- oUF_TargetTargetTarget:SetScale(plSize); oUF_Focus:SetScale(fcSize); if useFocusTarget then oUF_Focustarget:SetScale(fcSize); end oUF_Party:SetScale(ptSize); for i=1, 4 do getglobal("oUF_Party"..i.."Target"):SetScale(ptSize); getglobal("oUF_PartyPet"..i):SetScale(ptSize); end RuneFrame:SetScale(rfSize); |
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duff1054 |
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01-13-09, 09:26 PM | ||
A Kobold Labourer
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Thank you. Error that will not. |
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duff1054 |
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01-13-09, 03:17 PM | ||
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If you go to the section of the code titled -- ------------------------------------------------------------------------ -- level update -- ------------------------------------------------------------------------ there is an if statement that looks like this: Code:
if UnitIsConnected(unit) == nil then self.Type:SetText() else if type=="Humanoid" then self.Type:SetText("H") elseif type=="Beast" then self.Type:SetText("B") elseif type=="Mechanical" then self.Type:SetText("M") elseif type=="Elemental" then self.Type:SetText("E") elseif type=="Undead" then self.Type:SetText("U") elseif type=="Demon" then self.Type:SetText("D") elseif type=="Dragonkin" then self.Type:SetText("Dr") elseif type=="Giant" then self.Type:SetText("G") elseif type=="Not specified" then self.Type:SetText("NA") else self.Type:SetText(type) end -- Add Unit Class -- if UnitIsPlayer(unit) then -- local class,id = UnitClass(unit) -- local r,g,b = RAID_CLASS_COLORS[id].r, RAID_CLASS_COLORS[id].g, RAID_CLASS_COLORS[id].b -- class = format("|cff%02x%02x%02x%s|r %s",r*255,g*255,b*255,class,self.Type:GetText()) -- self.Type:SetText(class) -- end end
Last edited by Hypocrisy : 01-14-09 at 10:17 AM.
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Hypocrisy |
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01-13-09, 09:24 AM | ||
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Hypocrisy |
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01-13-09, 04:50 AM | |
A Kobold Labourer
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oUf_Hypocrisy is Very nice Layout..
Interface\AddOns\oUF\ouf.lua:440: bad argument #1 to 'select' (index out of range) Count: 36 Call Stack: [C]: ? [C]: ? Interface\AddOns\oUF\ouf.lua:440: in function `ColorGradient' Interface\AddOns\oUF_Hypocrisy\layout.lua:163: in function <Interface\AddOns\oUF_Hypocrisy\layout.lua:159> Interface\AddOns\oUF_Banzai\oUF_Banzai.lua:42: in function `PostUpdateHealth' Interface\AddOns\oUF\elements\health.lua:95: in function `func' Interface\AddOns\oUF\ouf.lua:423: in function `PLAYER_ENTERING_WORLD' Interface\AddOns\oUF\ouf.lua:112: in function <Interface\AddOns\oUF\ouf.lua:97> [C]: in function `SetAttribute' Interface\FrameXML\SecureTemplates.lua:646: in function <Interface\FrameXML\SecureTemplates.lua:559> Interface\FrameXML\SecureTemplates.lua:854: in function `SecureGroupHeader_Update' Interface\FrameXML\SecureTemplates.lua:443: in function `SecureGroupHeader_OnEvent' [string "*:OnEvent"]:1: in function <[string "*:OnEvent"]:1> |
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duff1054 |
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01-12-09, 08:36 AM | ||
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-- ------------------------------------------------------------------------ -- buffs/debuffs -- ------------------------------------------------------------------------ that contains all of the code for buffs and debuffs. Currently I do not show the player buffs on the player frame, but to turn them on all you have to do is add an if statement for unit == "player" to the buffs section. If you add: Code:
elseif unit=="player" then self.Buffs.size = 18.5 self.Buffs:SetHeight(self.Buffs.size) self.Buffs:SetWidth(self.Buffs.size * 10) self.Buffs.num = 36 self.Buffs.spacing = 2 Code:
if unit=="target" then self.Buffs.size = 18.5 self.Buffs:SetHeight(self.Buffs.size) self.Buffs:SetWidth(self.Buffs.size * 10) self.Buffs.num = 36 self.Buffs.spacing = 2 To remove the player debuffs, just delete or comment out this bit of code: Code:
elseif unit == "player" then self.Debuffs = CreateFrame("Frame", nil, self) self.Debuffs.size = 29 self.Debuffs:SetHeight(self.Debuffs.size) self.Debuffs:SetWidth(self.Debuffs.size * 8) self.Debuffs:SetPoint("BOTTOMLEFT", self, "TOPLEFT", -2, 3) self.Debuffs.initialAnchor = "BOTTOMLEFT" self.Debuffs["growth-y"] = "TOP" self.Debuffs.num = 6 self.Debuffs.spacing = 2 You may notice that targetoftarget is lumped together with a few other frames too. You can give it its own if statement if you only want to change it. To hide the raid frames go to the section at the bottom of the code titled: -- ------------------------------------------------------------------------ -- spawning the frames -- ------------------------------------------------------------------------ and delete or comment out the following block of code: Code:
local raid = {} for i = 1, NUM_RAID_GROUPS do local raidgroup = oUF:Spawn("header", "oUF_Raid" .. i) raidgroup:SetManyAttributes("groupFilter", tostring(i), "showRaid", true, "yOffset", -10) table.insert(raid, raidgroup) if (i == 1 or i == 6) then if i == 1 then raidgroup:SetPoint("TOPRIGHT", UIParent, -10, -200) else raidgroup:SetPoint("TOPRIGHT", UIParent, -120, -200) end else raidgroup:SetPoint("TOPRIGHT", raid[i-1], "BOTTOMRIGHT", 0, -20) end raidgroup:Show() end Code:
for i,v in ipairs(raid) do v:Show() end Code:
for i,v in ipairs(raid) do v:Hide() end I personally use both grid and my oUF frames when I am healing, a decision which many people find odd. My reason for doing this is because my grid frames have all the player names abbreviated, and are usually a mess of numbers and red dots in the middle of a fight. Sometimes I just want to see who's in what group and what their name is, particularly if it's a pug where I don't know everybody and the leader is yelling at me to brez somebody who's name begins with the same 4 letters as his dead buddy (which has happened to me before).
Last edited by Hypocrisy : 02-27-09 at 10:05 PM.
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Hypocrisy |
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01-12-09, 03:31 AM | |
A Kobold Labourer
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Awesome Work!
I love your Unit Frames! Just registered to tell you this |
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s4ms3milia |
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01-11-09, 07:25 PM | |
A Deviate Faerie Dragon
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I've been trying to use your frames and they look really nice. But now I'm trying to customize them to my needs so I have a few questions.
How do I turn off showing buffs/debuffs on my player frame? Also when I target myself? And the ToT frame..? Second, how do I turn off the raid frames? I was thinking of using grid for my raid frames. Thanks in advance for your replies, I really like your frames! |
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even13 |
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01-11-09, 05:58 AM | ||
A Theradrim Guardian
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Thanks for the code showing how to move the frames. |
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vpr |
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01-10-09, 12:45 PM | ||
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BTW, Please do tell me if you have problems with the frames, I ran Oculus for the first time since adding party pets the other day and realized I had to change my vehicle code a bit. That is fixed now, but I don't get to use them under all circumstances. |
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Hypocrisy |
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01-10-09, 12:38 PM | ||
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As for positioning the frames, all of the frames are positioned at the bottom of the lua file. You'll see a block of code that looks like this: Code:
oUF:SetActiveStyle("Hypocrisy") local player = oUF:Spawn("player", "oUF_Player") player:SetPoint("CENTER", -320, -126) local target = oUF:Spawn("target", "oUF_Target") target:SetPoint("TOPLEFT",player,"TOPRIGHT", 5, 0) local pet = oUF:Spawn("pet", "oUF_Pet") pet:SetPoint("BOTTOMLEFT", player, 0, -22) local pettarget = oUF:Spawn("pettarget", "oUF_PetTarget") pettarget:SetPoint("BOTTOMRIGHT", player, 0, -22) local tot = oUF:Spawn("targettarget", "oUF_TargetTarget") tot:SetPoint("TOPLEFT",target,"TOPRIGHT", 5, 0) The target is set relative to the player, with the top left corner of the target lined up with the top right corner of the player and shifted 5 pixels to the right. The pet is set relative to the player as well. BOTTOMRIGHT puts it inside the player frame on the bottom right, but it is then shifted down 22 pixels. Just change the code in the SetPoint field to what you want. You can have wow running while you reposition the frame. Just enter the new code then reload the UI until you have it where you want. I believe the command to reload the UI was Code:
/console reloadui If you want to keep updating the layout with any further changes I make you'll have to reposition the frames again, but so long as you don't do anything too drastic it'll only be a couple lines of copy and pasting.
Last edited by Hypocrisy : 01-13-09 at 10:19 AM.
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Hypocrisy |
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01-10-09, 04:45 AM | ||
A Theradrim Guardian
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Two last things:
Thanks! vpr |
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vpr |
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01-10-09, 04:37 AM | |
A Kobold Labourer
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I realy love your Unit Frames !
Please upload your complete UI, its nice, clean and sexy :-) I am realy looking forward to see your UI as Download. Thanks mneme |
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mnemexxx |
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01-09-09, 05:21 PM | |
A Kobold Labourer
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i scale my ui as low as it goes, so it makes these frames really difficult to see. that is the only thing holding me back from using them atm. really nice frames though, i like how you did the pet/pet target.
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tou |
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