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Updated:08-25-09 10:37 AM
Created:08-17-09 03:55 PM
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oUF Aion
Version: 1.5b
by: Dawn [More]
This is an updated version of oUF_Aion for patch 3.2. It's a standalone, but will work with oUF_Aion UI, ofc. This has been tested with oUF 1.3.21.


features:
- aura cancel on right click
- target portrait
- party and player portraits
- druid mana
- oUF_Swing support (for hunters only)
- five men raids are shown as party
- party hidden in >5 man raids
- target debuffs are filtered to only show debuffs, applied by the player
- options to change font, bar textures, ...
- options to scale all frames, except player and raid
- a lot of comments in the lua to make it easily readable/customizable
- color gradient for health bar (player, pet, party, raid)
- class colored names

supported frames:
- Player
- Target
- Target of Target
- Pet
- Focus
- Party
- Party Targets (optional)
- Party Pets (optional)
- Raid (optional)

supported plugins:
oUF_AFKicon
oUF_Banzai
oUF_PowerSpark
oUF_DebuffHighlight
oUF_BarFader
oUF_Swing
oUF_Smooth
oUF_ReadyCheck
oUF_SpellRange
oUF_MovableFrames


KNOWN ISSUES:
* Party frames don't like being moved with oUF_MovableFrames, they keep resetting to their original position
* party targets/pets sometimes move to the top right of the screen, after a respec via dual spec ... /console reloadui (or relog) will fix that


old screenshot (version 1.0) from party in combat



some things you can change:
Code:
-- ------------------------------------------------------------------------
-- SETUP
-- ------------------------------------------------------------------------
local font = "Interface\\AddOns\\oUF_Aion\\font\\marigoldwild.ttf"
local fontN = "Interface\\AddOns\\oUF_Aion\\font\\marigoldwild.ttf"
local fontSN = 24 -- font size (names)
local fontS = 16 -- font size (numbers)
local fontF = "THINOUTLINE" --local fontF = nil

local bartex = "Interface\\AddOns\\oUF_Aion\\media\\dAion"
local bufftex = "Interface\\AddOns\\oUF_Aion\\Art\\border"
local borderDebuffHigh = "Interface\\AddOns\\oUF_Aion\\media\\frameborder3large" 

local frameborder = "Interface\\AddOns\\oUF_Aion\\Art\\border"

local scalePlayer = 0.9 -- change player scale
local scalePlayerPet = 0.8 -- change player pet scale
local scaleTarget = 0.8 -- change target, target of target and focus scale
local ScaleParty = 0.8 -- change party scale
local ScalePT = 0.6  -- change party target scale
local ScalePP = 0.6  -- change party pet target scale

local Numberzzz = 1 -- 0 will display 18400k as 18k, 1 = 18.4k, ....

-- show/hide raid frames
local useraid = false
-- show/hide party target frames
local usepartytargets = false
-- show/hide party pet  frames
local usepartypets = false

-- show target's auras on top (true) or bottom (false)
local TargetAurasOnTOP = false

-- NOTE: you should use either one of these, or it might look a "little crazy" ......
-- show/hide AION style Panel 
local useAionPanel = true
-- show/hide viewport
local useviewport = false

-- castbar position
local playerCastBar_x = 0
local playerCastBar_y = -210
local targetCastBar_x = 0
local targetCastBar_y = -60

-- set target castbar scale
local TarCastScale = 1.0
Note: The download is a little bigger because of all the included art (textures). The layout itself is as tiny as any other oUF layout.
1.5b
* fixed to work with hunters
* party targets and pets disabled by default
* default target and player scale changed (smaller)

1.5
* player auras are now part of oUF_Aion (blizzard auras are hidden)
* default player and target position changed
* Aion panel added (incl. option to enable/disable)
* added an option to position target auras on top or bottom of the target
* raidframes are hidden by default

1.4
* castbar diet ... it's made thinner, same length :>
* default font changed (should be pretty much final, i'm somewhat pleased!)
>>> note: the default font is also modified, don't update it or something .. you can change it however, ofc
* moaar tweakz ...
* added an option to enable/disable build-in raidframes (disabled by default)
* viewport disabled by default

1.3
* aura code changed (cooldown spiral hidden, aura duration shown for timeleft < 60s)

1.2a
* name font changed
* some minor changes

1.2
* party, party targets and party pet code rewrite
* raid fixed

1.1
* updated to work with patch 3.2
* major clean up of code, partial rewrite
* oUF_MoveableFrames support!
* changes to health and mana text display
* added options to scale most of the frames separately (player, target, etc.)
* viewport added (can be disabled), recommended to be disabled if you are using the updated layout with oUF_Aion UI

1.0
* initial release
Optional Files (0)


Archived Files (6)
File Name
Version
Size
Author
Date
1.5
1MB
Dawn
08-23-09 01:56 PM
1.4
1MB
Dawn
08-20-09 01:13 PM
1.3
1MB
Dawn
08-19-09 08:53 PM
1.2a
1MB
Dawn
08-18-09 01:29 PM
1.2
1MB
Dawn
08-17-09 07:54 PM
1.1
1MB
Dawn
08-17-09 03:55 PM


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Old 08-24-09, 06:51 PM  
Raulnor16
A Murloc Raider

Forum posts: 5
File comments: 13
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Originally posted by Dawn
Take a look @Aion_core.lua near the bottom of the file.

Code:
local party = oUF:Spawn("header", "oUF_Party")
party:SetManyAttributes("showParty", true, "yOffset", 90, "point", "BOTTOM")
party:SetPoint("BOTTOM", UIParent, "BOTTOM", -560, 400)
party:Show()
oUF_Party:SetScale(ScaleParty)
The red part is what you are looking for. BOTTOM means it's anchored to the bottom of the screen. Starting from the anchor: -560 is the x-coordinate and 400 the y-coordinate. Both can be positive or negative, if needed.

Ok...so if I changed BOTTOM to LEFT, that would anchor it to the left side? -560 from the x-axis is about the right position, but 400 on the y? That seems kind of high. Also, every frame for the party can be positioned seperately...so how would changing the one number affect them all?
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Old 08-24-09, 08:09 PM  
Dawn
A Molten Giant
 
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Originally posted by Raulnor16
Ok...so if I changed BOTTOM to LEFT, that would anchor it to the left side? -560 from the x-axis is about the right position, but 400 on the y? That seems kind of high. Also, every frame for the party can be positioned seperately...so how would changing the one number affect them all?
You set the position for the first party member (when changing the red line), the others are spawned above it. The numbers are so "high" because party is scaled down by default. And the offsets get kinda "scaled" down, too. 400 at scale 1 is almost middle of the screen, but 400 at scale 0.8 is lower.

E: Anchoring to LEFT will anchor it to the left, right. but don't forget to change the x-coordinate to anything positive or it will be "falling of" the screen on the left side. Btw, it's anchored to the bottom for some reason, which has something to do with how party members 2-4 will spawn. I would recommend to adjust the position from there.
Last edited by Dawn : 08-24-09 at 08:12 PM.
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Old 08-26-09, 03:59 PM  
Raulnor16
A Murloc Raider

Forum posts: 5
File comments: 13
Uploads: 1
Originally posted by Dawn
You set the position for the first party member (when changing the red line), the others are spawned above it. The numbers are so "high" because party is scaled down by default. And the offsets get kinda "scaled" down, too. 400 at scale 1 is almost middle of the screen, but 400 at scale 0.8 is lower.

E: Anchoring to LEFT will anchor it to the left, right. but don't forget to change the x-coordinate to anything positive or it will be "falling of" the screen on the left side. Btw, it's anchored to the bottom for some reason, which has something to do with how party members 2-4 will spawn. I would recommend to adjust the position from there.
Ok...I've almost got you here. I want to have my frames on the left side, roughly 2 inches above the bottom of the screen for a 1280x1024 resolution. How do I know what numbers to use? Does it measure in pixels or something like that? If so, how can I measure the area so I know where to set the numbers? If I am looking at this right...setting them to anchor on the bottom sets them in the very center (y coordinate 0, but you can't go negative or they will dissapear) of the very bottom of the screen (again, x coordinate 0, but you can go negative for left, and positive for right). I have a feeling the scale is somewhere in the area so that it takes 600 to get to the very edge of the screen on the right (-600 for left) and 1200 to get to the top of the screen. Is this correct?

*Edit* Ok, I figured it out. I changed the coordinates on the plane to (-595, 600) and that placed them right next to the left edge of the screen, and a few inches from the bottom, with just enough room for a full 40man grid setup. One other question...is there any way to do a "party test" I guess I could call it, so I can see the frames even if I am not in a party? if all the frames could appear and be moved through a test mode, it would be really helpful.
Last edited by Raulnor16 : 08-26-09 at 04:12 PM.
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Old 08-26-09, 04:35 PM  
Raulnor16
A Murloc Raider

Forum posts: 5
File comments: 13
Uploads: 1
Sorry for the double post. I saw in the changelog that you set the raid frames to automatically be disabled. I was looking through the code and found

"-- raid groups 1-4
local raid = {}
for i = 1, 4 do"

Do I need to replace the "local raid = {}" with "local raid = oUF:Spawn("raid", "oUF_raid" or is there somewhere else to turn it on? Looking up further I just found "if showraid == true then" so there has got to be somewhere to change the raid true/false settings.


*edit* Nevermind, just found it, up at the top "-- show/hide raid
local showraid = false". Just for curiositys sake, what would have happened if I had changed it like I said above? And what is the "viewport"?

*Edit2* I found a little surprise in the art files (yeah, I'm kind of dissecting your addon...it's very well written, and I am interested in getting into coding, if you have any tips (=^^=). Anyways, I found a nice little thing titled "panel". I opened it up, and lo and behold, a very beautiful action bar replacement for the blizzard frames. Are you planning on making a full UI and using that artwork for the action frames? They look very nice!
Last edited by Raulnor16 : 08-26-09 at 04:45 PM.
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Old 08-27-09, 03:46 AM  
Dawn
A Molten Giant
 
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Learning is just a lot of trial and error. Same goes for positioning of frames in lua, btw. You'll get used to it.

Are you planning on making a full UI and using that artwork for the action frames? They look very nice!
But you should really read everything first before asking! *hint* read the addon description or use the search *hint*
Last edited by Dawn : 08-27-09 at 03:47 AM.
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Old 08-27-09, 04:42 AM  
Raulnor16
A Murloc Raider

Forum posts: 5
File comments: 13
Uploads: 1
Originally posted by Dawn
Learning is just a lot of trial and error. Same goes for positioning of frames in lua, btw. You'll get used to it.



But you should really read everything first before asking! *hint* read the addon description or use the search *hint*
*facepalm* And now I see "Aion UI" lol. Oh well, it looks nice, it's just a bit...small for my taste. I use a partly customized (by me) version of ru UI, and it has space for everything I need. Well, anyways, thank you for all the help, and great addon!
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Old 08-28-09, 03:21 AM  
Stoneshadow
A Kobold Labourer

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ok time for another question, i set the showraid to true but i still see the party frames and not raid, does my group need to be greater than 5 to see it? Also the test bar feature asked for earlier would realy make setting up the ui a lot easier without actually getting a party together just to move frames.

im using only:
oUF
oUF_Aion
oUF_MovablePartyFrames

is there another i need for the raid frames?
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Old 08-28-09, 04:28 AM  
Raulnor16
A Murloc Raider

Forum posts: 5
File comments: 13
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Originally posted by Stoneshadow
ok time for another question, i set the showraid to true but i still see the party frames and not raid, does my group need to be greater than 5 to see it? Also the test bar feature asked for earlier would realy make setting up the ui a lot easier without actually getting a party together just to move frames.

im using only:
oUF
oUF_Aion
oUF_MovablePartyFrames

is there another i need for the raid frames?
If you have raid frames on, you do need more than 5 people to hide the party frames (Shown here in the raid frame spawning: if(GetNumRaidMembers() > 5) then
party:Hide()"

And yeah lol, the testing function would be awesome..
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Old 08-28-09, 07:37 AM  
Dawn
A Molten Giant
 
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Like it's listed in the features section and like Raulnor said. 5 man raid is shown as party and party is hidden in > 5 man raids.

Since moving party via MoveableFrames is ****ed up anyway. I don't see much reason for adding a testmode or something.
Last edited by Dawn : 08-28-09 at 07:38 AM.
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Old 08-28-09, 03:58 PM  
Raulnor16
A Murloc Raider

Forum posts: 5
File comments: 13
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Originally posted by Dawn
Like it's listed in the features section and like Raulnor said. 5 man raid is shown as party and party is hidden in > 5 man raids.

Since moving party via MoveableFrames is ****ed up anyway. I don't see much reason for adding a testmode or something.
Is moving raid frames bugged too? Just wondering...I was considering replacing VuhDo, and if the raid frames will stay where I tell them to, then it might be worth getting clique. Also, test modes are teh win!
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Old 09-08-09, 03:55 PM  
Dawn
A Molten Giant
 
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I'll fix party and raid movement as soon as I find some time, currently working on oUF_viv.
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Old 09-27-09, 10:02 AM  
Raulnor16
A Murloc Raider

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I don't know if this is from your addon, or from oUF_MovableFrames, but I figure I'll post it here. Many times when I log into the game from a fresh start, at least one of the frames is out of place. Most of the time is it Party Targets or Pets, but a couple time it has been the main Player or Target frame...I just updated Moveable Frames, so hopefully it will help.
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Old 01-24-10, 04:41 PM  
dogstarrb
A Defias Bandit

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Does anyone have this working correctly since 3.3? Only the player frame displays correctly (no target, party, raid, or barholder graphics)
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Old 02-14-13, 10:19 PM  
kittyhawk666
A Kobold Labourer

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No panels showing

I've got a question - how do i open panels settings? Bottom panels are not showing!
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