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Updated:08-24-09 05:28 AM
Created:08-19-09 03:09 PM
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oUF Anomaly
Version: 1.2.1
by: Subere [More]
Description
oUF_Anomaly is a layout for oUF by Haste. It is required to be installed and up to date for this addon to do anything.

This addon was intended for personal use as I was looking for something lightweight and new to play with. I'll do my best to accommodate others but if it's largely out of scope of what this layout was intended for it probably won't happen.

I'll always be glad to help and answer any questions to the best of my ability and am interested in comments and criticism especially when it comes to the code as I'm still rather new to Lua and oUF.



Features
For the time being there are only a few features outside of the norm.

- Player auras displayed in the top right like most common buff addons.
- Auto-collapsing buff frame for the target depending on how much space is needed.
- Name abbreviation for pets and npc target, tot, and focus. (Heroic Training Dummy becomes H. T. Dummy)
- Textured combo points.
- OmniCC like timer on focus self-casted debuffs.
- A small druid mana bar when in non mana-using forms.



Frames
Few quick notes.

There are now basic party frames but are disabled by default. To turn them on change showParty to true at the top of oUF_Anomaly.lua.

There are no raid frames. I currently use grid for them. They might be added sometime in the future.

The only frames that have auras are the target and focus. The focus frame only shows self-casted debuffs and an OmniCC like timer pops up when the time left is under a minute.

Player buffs, debuffs, and weapon enchants are shown in the top right like most player buff addons would. (oUF_WeaponEnchant required for weapon enchants)

When you enter a vehicle the player frame turns into the vehicle frame.

- Player
- Target
- Target-of-Target
- Focus
- Pet
- Party (Disabled by default.)

- Player Auras (Displayed in a similar fashion to popular player aura addons. oUF_WeaponEnchant required for weapon enchants.)

- Player, Target, and Focus Castbars
- Swingbar (oUF_Swing required.)

- Experience Bars ((class colored) oUF_Experience required.)
> Player (Fades in on hover, bottom center of the screen.)
> Pet (If you're a Hunter, fades in on hover over pet frame, just above it.)

- Runebar (For DK's, oUF_RuneBar required.)



Supported Plug-Ins
Currently there are only a few supported plug-ins. Adding support for more is on the to-do list.

- oUF_CombatFeedback
- oUF_Experience
- oUF_MoveableFrames
- oUF_RuneBar
- oUF_Smooth (fixed version by Gotai embedded)
- oUF_Swing
- oUF_WeaponEnchant



Known Problems
- None at the moment.


To-do List
- Add support for more plug-ins.
- Player buff, debuff sorting.



Thanks and Credits
Thanks and props to Haste for oUF and oUF Lily. Also thanks and props to all the other layout and plug-in developers that I've learned from, including: Ammo, Caellian, Luzzifus, lyn, Obble, and p3lim.


Final Notes
If you run into any problems or have any questions feel free to let me know or ask.
v1.2.1
- The time measurement abbreviation in player auras is now class colored.
- Experience bars are now gray with the text class colored due to visibility issues.
- Fixed an error in the experience bar text.
- Removed an unnecessary check on aura timers.
- Fixed an issue with '??' level mobs showing as level -1.

v1.2
- Added support for oUF_CombatFeedback
- Added support for oUF_RuneBar
- Fixed an issue in the experience bar text.
- Removed an unneeded check in the name shortening tag.
- Removed an unneeded frame.
- Added basic party frames. (disabled by default)

v1.1
- Added support for oUF_Experience
- Added support for oUF_MoveableFrames
- Fixed an issue with the player guild tag not updating.
- Fixed an issue with unit names not updating.
- Fixed an issue where an event was registered when it wasn't needed.

v1.0.2
- Fixed an issue with combo points un-centering.
- Fixed an error when targeting a dead mob and it's name not showing up.

v1.0.1
- Fixed an error in the aura time text.

v1.0
- Initial release.
Archived Files (5)
File Name
Version
Size
Author
Date
1.2
43kB
Subere
08-23-09 06:22 PM
1.1
42kB
Subere
08-22-09 06:25 PM
1.0.2
42kB
Subere
08-19-09 09:41 PM
1.0.1
42kB
Subere
08-19-09 05:21 PM
1.0
42kB
Subere
08-19-09 03:09 PM


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Unread 06-01-10, 07:17 AM  
weasoug
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Re: Buffs

Originally posted by Dunak
Good Morning, how can i hide the Buffs beside the minimap?

Add

BuffFrame:Hide()

to oUF_Anomaly.LUA
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Unread 01-17-10, 03:21 AM  
Dunak
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Buffs

Good Morning, how can i hide the Buffs beside the minimap?
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Unread 10-30-09, 07:08 AM  
Avelie
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Re: Buffs/Defuffs frame

Hi Haste, I posted a while back about including your UF's in a compilation with credit, which you agreed to. Life interfered and I got put behind in working on it. I had a couple questions about them I was hoping you might be able to answer.

1) How do I make the Health Bars class coloured (and similarly, the names of players white and not-class-coloured)? I've looked everywhere, and I'm not sure it is some snippet of code. I have been able to change the actual colour of the unit frame health itself, but I can't get it to be class coloured.

2) What about the buffs do I need to change in order to get the border to be smaller? I've edited the image files in photoshop and looked at the layers, and I don't seem to be able to change the borders to a single pixel black border.

3) Is it possible to enable portraits with this layout, to the right or left side of the player?

Thank you so much for any help you might be able to give! I absolutely love your work.

Ashley

PS: If you're interested, this is a screenshot of what it looks like so far:
http://warpathillidan.com/alouette/wip.png
Last edited by Avelie : 10-30-09 at 07:09 AM.
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Unread 09-27-09, 11:10 AM  
aliem
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Buffs/Defuffs frame

I think a better way to place the buff/debuff frame could be:

line 800:
Code:
self.Buffs:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -37, -18.5)
So you'll support different minimap sizes

btw very nice work I'm quite happy with your configuration (I only had to move a bit the castbars and ufs is a better place to fit my ui)
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Unread 09-23-09, 03:24 PM  
LiNK2088
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Best looking UI ever!
Hope you keep it up to date
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Unread 09-11-09, 04:32 PM  
mrruben5
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Very nice layout.

Would it be possible to color healthbars to red when you loose health?
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Unread 09-06-09, 02:21 PM  
Subere
A Cyclonian
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Originally posted by Leevis
Hey.. i really love your oUF-layout.. but i got these "bugs".

The level of the harm targets and their race isn't shown correctly. I only see the mana, level and race of the last friendly unit I targeted as you can see in the screeenshot.

Would be nice if you could help me. It's nothing that would me keep away from using your UF.

greetings, Leevis
Hrmm, that's an odd bug I haven't run into. Could you try disabling all of your addons and except oUF, the layout, and any supported plug-ins, and tell me if you still have the problem? And have you made any edits to the layout?


Originally posted by fyren
Hi

Thanks for this good layout

I've moved my frames with ouf_moveableFrame, but I want also to move my castbar, how can i Do this ?
After looking into it further I think you're just going to have to settle for moving the castbars manually through the Lua. :[

The first limitation stopping it from working with MoveableFrames and the blizz implementations for making frames movable is the fact that the Castbar is a StatusBar (think the health bar on the player frame). It is not attached to any base frame and is not movable as a StatusBar.

If we were to create a frame to anchor it too, we run into the second limitation being that MoveableFrames only moves base oUF objects (e.g. Player, Target, ToT, etc.). The player castbar is considered a child of the Player object, so on and so forth with the other castbars. So at that point MoveableFrames would either have to be updated to move frames that are children of the base objects or I'd have to implement some layout specific code that would handle it.

The 'easiest' way to make them somewhat moveable would be parenting them to the frame they belong to. So if you were to move that frame it would follow it. At this point though I foresee the problem of that really not being good enough and with the player castbar there really isn't any good frame to anchor it too. [/b]
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Unread 09-05-09, 06:59 AM  
fyren
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Hi

Thanks for this good layout

I've moved my frames with ouf_moveableFrame, but I want also to move my castbar, how can i Do this ?
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Unread 09-04-09, 04:15 AM  
Leevis
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Hey.. i really love your oUF-layout.. but i got these "bugs".

The level of the harm targets and their race isn't shown correctly. I only see the mana, level and race of the last friendly unit I targeted as you can see in the screeenshot.

Would be nice if you could help me. It's nothing that would me keep away from using your UF.

greetings, Leevis
Last edited by Leevis : 09-04-09 at 04:23 AM.
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Unread 08-29-09, 09:33 PM  
Subere
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Originally posted by Avelie
I absolutely love this! I have tweaked it heavily but I am interested in adding this to a new compilation I made (credit given of course), but wanted to ask for permission first. Please let me know

edit: This is what it looks like! I have removed party frames and cast bars and guild names too.
http://img195.imageshack.us/img195/2167/tweak.png
Yeah sure, as long as credit is given, it's fine with me. :]


Originally posted by mystek23
Hi, I was wondering what you were using for the timers (the bars) above your target frame in that pic that someone else linked of your UI (http://i31.tinypic.com/qsv6kg.jpg), thanks
That's Scorchio! 2.
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Unread 08-29-09, 10:13 AM  
mystek23
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Hi, I was wondering what you were using for the timers (the bars) above your target frame in that pic that someone else linked of your UI (http://i31.tinypic.com/qsv6kg.jpg), thanks
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Unread 08-29-09, 09:33 AM  
Avelie
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I absolutely love this! I have tweaked it heavily but I am interested in adding this to a new compilation I made (credit given of course), but wanted to ask for permission first. Please let me know

edit: This is what it looks like! I have removed party frames and cast bars and guild names too.
http://img195.imageshack.us/img195/2167/tweak.png
Last edited by Avelie : 08-29-09 at 09:46 AM.
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Unread 08-27-09, 12:08 PM  
ahhkwan
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Originally posted by 123noob
Oh and it would be good if you could lower the alpha for the background so that the hp texture would be more stand out. I was having hard time seeing the bar decreasing since it blends in too much with the bg color. So I have to look at the values instead, which is too much time
you could make it classcolor/reactioncolor like i did, but then it looks sick as it is =p
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Unread 08-26-09, 10:36 PM  
Subere
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Originally posted by LiNK2088
Very nice addon, love it

How about adding an incommin heal indicator inside the healthbar, and maybe a 5 second rule bar inside the manabar, like oUF_PowerSpark does
I'll see about adding support for oUF_PowerSpark and HealComm.


Originally posted by 123noob
this is the error i get whenever i join a new party.

Oh and it would be good if you could lower the alpha for the background so that the hp texture would be more stand out. I was having hard time seeing the bar decreasing since it blends in too much with the bg color. So I have to look at the values instead, which is too much time
Pretty sure you have another mod or an alteration that is conflicting with the layout somehow. Can you try disabling all addons besides the layout and oUF and tell me if you still get the error and if you've altered the layout at all?

Yeah I've had some trouble too with the contrast in bars. I'll see about fixing that.
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Unread 08-26-09, 02:10 PM  
123noob
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this is the error i get whenever i join a new party.

Message: Interface\AddOns\oUF_Anomaly\oUF_Anomaly.lua:114: attempt to perform arithmetic on local 'r' (a nil value)
Time: 08/26/09 16:09:47
Count: 1
Stack: [string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:18: in function <[string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:4>
[C]: ?
Interface\AddOns\oUF_Anomaly\oUF_Anomaly.lua:114: in function <Interface\AddOns\oUF_Anomaly\oUF_Anomaly.lua:105>
(tail call): ?
Interface\AddOns\oUF\elements\tags.lua:402: in function `UpdateTag'
Interface\AddOns\oUF\elements\tags.lua:275: in function `func'
Interface\AddOns\oUF\ouf.lua:506: in function `PLAYER_ENTERING_WORLD'
Interface\AddOns\oUF\ouf.lua:164: in function <Interface\AddOns\oUF\ouf.lua:151>
[C]: in function `SetAttribute'
Interface\FrameXML\SecureTemplates.lua:774: in function <Interface\FrameXML\SecureTemplates.lua:687>
Interface\FrameXML\SecureTemplates.lua:982: in function `SecureGroupHeader_Update'
Interface\FrameXML\SecureTemplates.lua:574: in function <Interface\FrameXML\SecureTemplates.lua:572>
...
Interface\FrameXML\SecureTemplates.lua:982: in function `SecureGroupHeader_Update'
Interface\FrameXML\SecureTemplates.lua:574: in function <Interface\FrameXML\SecureTemplates.lua:572>
[C]: in function `SetAttribute'
Interface\FrameXML\SecureTemplates.lua:734: in function <Interface\FrameXML\SecureTemplates.lua:687>
Interface\FrameXML\SecureTemplates.lua:982: in function `SecureGroupHeader_Update'
Interface\FrameXML\SecureTemplates.lua:574: in function <Interface\FrameXML\SecureTemplates.lua:572>
[C]: in function `SetAttribute'
Interface\FrameXML\SecureTemplates.lua:734: in function <Interface\FrameXML\SecureTemplates.lua:687>
Interface\FrameXML\SecureTemplates.lua:982: in function `SecureGroupHeader_Update'
Interface\FrameXML\SecureTemplates.lua:568: in function <Interface\FrameXML\SecureTemplates.lua:566>

Locals: r = nil
g = nil
b = nil
(*temporary) = <function> defined =[C]:-1
(*temporary) = "|cff%02x%02x%02x"
(*temporary) = "nil"
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to perform arithmetic on local 'r' (a nil value)"
Oh and it would be good if you could lower the alpha for the background so that the hp texture would be more stand out. I was having hard time seeing the bar decreasing since it blends in too much with the bg color. So I have to look at the values instead, which is too much time
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  • Character: BloodElf Paladin (Level - 35)
Last edited by 123noob : 08-26-09 at 02:27 PM.
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