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Updated:03-26-10 08:48 AM
Created:01-03-09 12:53 PM
Downloads:9,673
Favorites:47
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oUF Hypocrisy  Popular! (More than 5000 hits)
Version: 2.03
by: Hypocrisy [More]
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
  • Player
  • Pet
  • Pet Target
  • Target
  • Target of Target
  • Focus
  • Focus Target
  • Party
  • Party Pets
  • Party Targets
  • Raid

Supports
r2.03
----------------------------------------------------------------------------
- Re-fixed texture glitch with WoW 3.3.3

r2.02
----------------------------------------------------------------------------
- Added support for oUF_MoveableFrames

r2.01
----------------------------------------------------------------------------
- Added a Master Looter icon
- Added support for oUF_TotemBar
- Added support for oUF_Swing
- Removed support for oUF_AutoShot (functionality now in oUF_Swing)
- Simplified some code, cleaned up old code, fixed code for 3.2

r2.0
----------------------------------------------------------------------------
- Druid Mana, Auto Shot, and Rune Bar now scale properly
- Officially supports WoW 3.1

r1.36
----------------------------------------------------------------------------
- oUF_RuneBar support cleaned up a bit

r1.35
----------------------------------------------------------------------------
- Preliminary oUF_RuneBar support, cleaner version coming soon

r1.34
----------------------------------------------------------------------------
- Cleaned up AutoShot code

r1.33
----------------------------------------------------------------------------
- Added oUF_AutoShot support

r1.32
----------------------------------------------------------------------------
- Cleaned up druid code a tad

r1.31
----------------------------------------------------------------------------
- Added druid mana bar

r1.3
----------------------------------------------------------------------------
- Added a scale variable to layout.lua to allow scaling of the frames
- Added some code to allow the player class to be displayed
- Fixed a few 0.5 pixel issues noticed when using the scale feature

r1.231
----------------------------------------------------------------------------
- Fixed an error sometimes thrown by the color gradient

r1.23
----------------------------------------------------------------------------
- Added my color settings for oUF

r1.22
----------------------------------------------------------------------------
- Changed frame strata, so unit frames and castbars will now
properly appear behind everything else

time to start doing this properly
----------------------------------------------------------------------------
1/9 - Added ready check to party, fixed vehicles
1/9 - Added support for oUF Debuff Highlight, oUF Smooth Update
1/9 - Added fading to party pets/targets
1/9 - Moved all textures/fonts to one folder called media
1/8 - Added ready check support and leader icon for raid
1/8 - Moved debuffs and raid icons, and took debuffs off of pettarget
1/8 - No more layout(scale).lua, unless people really need it
1/6 - Added debuffs to pettarget, targettarget, and focustarget
1/6 - Improved layout(scale).lua
1/4 - Made all font sizes dependent on the fontsize variable at the start.
Archived Files (6)
File Name
Version
Size
Author
Date
2.02
96kB
Hypocrisy
09-05-09 10:00 AM
2.0
96kB
Hypocrisy
07-30-09 10:22 PM
1.36
98kB
Hypocrisy
03-15-09 09:14 AM
1.3
95kB
Hypocrisy
01-14-09 10:10 AM
1.231
95kB
Hypocrisy
01-13-09 08:52 AM
1.10
102kB
Hypocrisy
01-06-09 12:42 PM


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Unread 01-12-09, 03:31 AM  
s4ms3milia
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Awesome Work!
I love your Unit Frames!
Just registered to tell you this
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Unread 01-12-09, 08:36 AM  
Hypocrisy
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Originally posted by even13
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.
There is a section of code with the header:

-- ------------------------------------------------------------------------
-- 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
immediately after:

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
it will add buffs identical to those on the target to the player.

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
To change the appearance of the buffs/debuffs for the target/tot, just make changes to the if statements where unit == "target" and unit == "targetoftarget"

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
Edit: You also have to comment out the raid toggle code. In the last block of code in layout.lua, comment out the following 2 lines.

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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Unread 01-13-09, 04:50 AM  
duff1054
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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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Unread 01-13-09, 09:24 AM  
Hypocrisy
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Originally posted by duff1054
Interface\AddOns\oUF\ouf.lua:440: bad argument #1 to 'select' (index out of range)
I believe I have it fixed, but I won't know until the realms are back up today. Once again, please let me know if you encounter any bugs. I have not used my frames under all situations, and some of you will encounter problems that I have not seen before.
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Unread 01-13-09, 03:17 PM  
Hypocrisy
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Originally posted by vpr
Thanks, yea - if you could show me the code to add the class name just to the target window, that'd be great. Sadly, I'm not familiar w/ the colors yet.

Thanks for the code showing how to move the frames.
I have now added the code to the layout, but it is disabled in my distribution.

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
The commented out code at the end is what you need to add the player class, just uncomment it.
Last edited by Hypocrisy : 01-14-09 at 10:17 AM.
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Unread 01-13-09, 09:26 PM  
duff1054
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Originally posted by Hypocrisy
I believe I have it fixed, but I won't know until the realms are back up today. Once again, please let me know if you encounter any bugs. I have not used my frames under all situations, and some of you will encounter problems that I have not seen before.

Thank you.

Error that will not.
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Unread 01-13-09, 09:42 PM  
duff1054
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Originally posted by tou
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.
this is frame scale code.

------------------------------
-- 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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Unread 01-14-09, 10:21 AM  
Hypocrisy
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Originally posted by tou
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.
Scaling now included in the distribution. Thanks to duff1054 for showing me the easy way to do this. There is a scale variable near the top of the layout.lua file, currently it is set to 1, change it to 1.2 to make the frames 20% larger, etc. You may want to reposition the frames after you have scaled them, as scaling also scales the position.
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Unread 01-14-09, 01:09 PM  
vpr
A Theradrim Guardian

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Originally posted by Hypocrisy
I have now added the code to the layout, but it is disabled in my distribution.

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
The commented out code at the end is what you need to add the player class, just uncomment it.
Thanks for being so willing to add code you're not going to use for other people's use. That's really cool of you!
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Unread 01-14-09, 03:31 PM  
Salizar
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Whats Addons?

So I checked out your frames and fell in love after seeing this screenshot

http://s.wowinterface.com/preview/pvw21958.jpeg

Can you tell me all the addons you have there I spotted

Omen
Recount
oUF Hypocrisy

What else is there;

The box to the left,
mini map,
text above the party frame,
the action bars

Thanks and much love!
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Unread 01-14-09, 04:32 PM  
Hypocrisy
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Re: Whats Addons?

Originally posted by Salizar
So I checked out your frames and fell in love after seeing this screenshot

http://s.wowinterface.com/preview/pvw21958.jpeg

Can you tell me all the addons you have there I spotted

Omen
Recount
oUF Hypocrisy

What else is there;

The box to the left,
mini map,
text above the party frame,
the action bars

Thanks and much love!
The box to the left is my tooltip. I use TipTac to display the tooltip.

The chat box below the "box to the left" is custom code.

The buttons to the mage's left are CooldownButtons. With a custom texture coded in...though ButtonFacade works too.

The action bars are currently made using rActionBarStyler and rActionButtonStyler. I've only made minor changes to the button styler, but the bars have been pretty heavily modified. The buffs are rBuffs with a few minor changes.

The minimap and all of the text on it is custom code. I used to use pMinimap, but then config options got added to it, so I coded my own zero config version based off of pMinimap...and it kind of evolved from there.

The text above the party frame, and the text on the bottom left and right corners of the minimap are data broker plug-ins. I have a custom piece of code to display them based off of cargoShip which displays only the text and chooses the plug-ins to load based on the level and class of the character I am playing. The plug-ins you see there are:

Universal Plug-Ins
Mad Hatter - Show/Hide Cloak and Hat...with a few minor customizations.
Broke_LootType - Shows current loot type and who the master looter is...a bit of custom code, but more or less unchanged.
Ara_Broker_Tradeskills - Show levels of tradeskills, cooldowns on trade skills, and lets you open the trade skill tab or the ability with a cooldown you want to use.
BugSack and !BugGrabber - the 0 on the bottom right corner of the minimap. Collects bugs...hazard of coding too much.

Leveling Plug-Ins
Broker_Location - Shows your current location and recommended zones.
Broker_XPRate - Shows time/kills to level, has a bit of custom code.

Mage Plug-In (for me at least)
Broker_Transit - Menu for portal/teleport spells.

I also have a whole bunch of other things running in the background.
Last edited by Hypocrisy : 01-14-09 at 05:48 PM.
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Unread 01-14-09, 05:56 PM  
zadd
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oh~GOOD LAYOUT,
.
.
.

Druid mana SUPPORT PLZ PLZ PLZ~
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Unread 01-14-09, 07:50 PM  
Hypocrisy
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Originally posted by zadd
Druid mana SUPPORT PLZ PLZ PLZ~
done, new version includes built in druid mana bar.
Last edited by Hypocrisy : 01-14-09 at 07:53 PM.
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Unread 01-16-09, 08:00 PM  
even13
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Thanks for your earlier reply. I've got another question though: Is it possible to make the background transparent? I've been looking through the layout and I can't seem to find anywhere to do so if there is.
Last edited by even13 : 01-16-09 at 08:00 PM.
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Unread 01-17-09, 09:01 AM  
Tribola
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I have a question, and I play Death Knight, and my runes are in the same place as before, which means I must still up in the left corner to watch my Rune-cooldown to be reviewed. How can I change this? I thank you in advance for your help
Last edited by Tribola : 01-17-09 at 09:02 AM.
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