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Mists of Pandaria (5.0.4)
Updated:08-29-12 08:22 AM
Created:10-20-11 07:15 AM
Downloads:2,539
Favorites:12
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draeFrames
Version: 2.0a
by: Draecana [More]
draeFrames is an oUF based unit frame mod. It's something I've worked on over a long period for myself and some guildmates.

This is updated for Mists of Pandaria and will not function properly on live!

There are literally dozens of different oUF (and non-oUF) unit frame mods out there. Over the years I tried many of them. The problem I have with most is that they bare no relevance to WoW at all - they look more at home in an FPS or SciFi game. I wanted something with a slightly more WoW-esque edge and this is the latest version of that - swords ftw!

By default frames are shown for:

Player
Target
Target of target
Pet
Pet target
Focus
Focus target
Main tanks
Main tank targets
Boss frames

Castbar and mirror bars are supported as are class specific resources; Holy Power, Shards, Runes, Eclipse, Combo Paws (... I mean points!) and Totems. The runebar uses libring to display a countdown to rune activation around each rune. You may not like the placement of the resource bars but I find their placement perfect for raiding. Also supported is the alt power bar (displayed above the player or target frame as appropriate) and for tanks - vengeance (below the player frame). Druid mana is also displayed when in cat or bear form below the player frame.

Keep in mind this is all lua based - you will need to make changes yourself to the source code. I primarily play a Paladin and Hunter and these receive the most testing. However guild mates use the frames on various chars and report no problems.

The frames draw on many other unit frame mods for inspiration, code or media.

NOTE:

The frames require oUF from here (some functionality may be lost since I tend to use the very latest oUF from github). I also make use of oUF_Smooth and oUF_SpellRange.

Github - http://github.com/Drae/draeFrames
2.0a:

* ToC was incorrect ...

2.0:

* Updated for Mists of Pandaria - requires GIT version of oUF till it's released
* Various internal changes for MoP
* Removed sinestrawrack and spineblood module
* Add new auratracker bar - currently has support for Paladins and partial support for Monk/Druid

1.3a:

* Really bump the ToC ...

1.3:

* Update ToC for 4.3

1.2:

* Allow customisation of castbar positions
* Allow castbars to be disabled - player, target, focus
* Change default castbar positions and sizes
* Allow customisation of resourcebar position
* Move default resource bar position to above castbar
* Re-arrange some config vars into better subgroups
* Remove unneeded happiness colours
* Change "charmed" colour to match raid frames
* Change uninterruptable castbar "shield" to custom warning triangle
* Fix combopaws glow effect remaining when changing forms
* Alter runes somewhat - add a background graphic (from RothUI)

1.1:

* Fixed compatibility with oUF < 1.6

1.0a:

* Fixed incorrect archive paths

1.0:

* Version first uploaded to wowinterface
Optional Files (0)


Archived Files (7)
File Name
Version
Size
Author
Date
2.0
512kB
Draecana
08-28-12 10:45 AM
1.4
495kB
Draecana
07-11-12 10:05 AM
1.3a
516kB
Draecana
11-30-11 07:45 AM
1.3
516kB
Draecana
11-29-11 04:39 PM
1.2
516kB
Draecana
10-26-11 11:25 AM
1.1
720kB
Draecana
10-22-11 08:04 AM
1.0a
714kB
Draecana
10-21-11 11:30 AM


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Unread 10-21-11, 10:45 AM  
Alpha Dog
A Wyrmkin Dreamwalker
 
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Dependency's Missing & folders?

This looked like an addon I wanted to try out
I downloaded the draeFrames zip & when I unzipped it I got 3 folders & 9 files without a covering folder. I added these to my addon folder & wow didn't see anything.
I then placed everthing into a folder which I then placed in my addon's. Now wow see's the folder but give's me a dependency missing msg and disables the addon.
Same problems with draeRaidFrames.

Any fix for this?

Thanks
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Unread 10-21-11, 11:25 AM  
Draecana
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Sorry about the archive ... damn git archive command! The frames require oUF - grab that, preferably from github - https://github.com/haste/oUF/zipball/master or from here on wowinterface (some functionality may be lost since I tend to use the very latest oUF). I also make use of oUF_Smoothand oUF_SpellRange.

To be honest the addons should've gone into the oUF category but it seems I messed that up.
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Unread 10-21-11, 08:06 PM  
jonnyc
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hey, is it possible for you to include the action bar setting as well.
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Unread 10-22-11, 07:29 AM  
Draecana
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The action bars are just Dominos, using Masque/Buttonfacade and the SimpleSquare theme.
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Unread 10-22-11, 08:08 AM  
Draecana
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Was "hoping" the next release of oUF would be the 1.6 branch - I was getting ahead of Haste it seems I've uploaded an updated version which should work fine with the current stable oUF (i.e. 1.5.15) and master (i.e. 1.6+).
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Unread 10-22-11, 10:25 PM  
Aprikot
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Those borders are sssssssick...did you create that textureNormal? I'm surprised you don't use it on the action buttons + raid frames.

Nice work!
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Unread 10-23-11, 06:51 AM  
Draecana
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It's been a while since I created the frames ... iirc they were edited/altered from the default unit frames. There are literally loads of unused or partially used textures in WoW. The swords for example are edited versions of the original DK unit frame. The holy power and eclipse bar are just edited versions of their defaults. The combo "paws" (our GM is a druid ) I created from the paw texture again found in amongst the original textures. Even the rare/elite dragons are just edited versions of those found on the default frames. The Blizz art teams really do produce some great art. I think it's only the rune orbs, slice textures for the countdown and the stripped texture that weren't derived from original WoW art.

I did consider creating a buttonfacade/masque skin using the unit frame textures but I was always pretty happy with the simplesquare texture. The raid frames use a further cleaned up version of the default UI unit frame surround - major issue there iirc was I needed something that was very thin but still recognisably a border.
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Unread 10-23-11, 11:22 AM  
andyhui
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how do i move the cast bar? It overlap the resource bar atm. Btw what did u use for your mini map?
Last edited by andyhui : 10-23-11 at 11:27 AM.
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Unread 10-24-11, 07:57 PM  
Draecana
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The resource bar overlaps the cast bar primarily because I find it a "good" use of space. In fact the resource bar is anchored to the cast bar. So this answer is in two parts

To move the castbar you should edit line 83 of frames.lua:

core.CreateCastBar(self, UIParent, "CENTER", "CENTER", 0, -160, cfg.castbar.showLatency, false, cfg.castbar.showIcon,

What you're interested in is the "UIParent, "CENTER", "CENTER", 0, -160" which places the bar relative to the centre of the screen and shifts it down 160 "pixels".

To move the resource indicator you need to change where it anchors relative to the castbar. The exact line you need to change depends on which resource you use ... all these lines are in func.resources.lua:

Shaman totems - Line 83
DK runes - Line 186
Warlock shards - Line 154
Paladin holy power - Line 264
Druid eclipse - Line 132
Druid / Rogue combo points - Line 342

The positions are, as you can see on each line relative to the castbar. You can of course change that to whatever you want. See this issue on github.com for more info.

What I may do is add specific config vars for the castbar and resource indicator.

As for the minimap - it's a modifed version of Zork's minimap from his RothUI.
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Unread 10-25-11, 10:40 AM  
andyhui
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ty
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Unread 10-26-11, 11:35 AM  
Draecana
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Latest version allows much greater control over castbar positions. It also unlocks the resource bars from the castbar and adds config variables for it. By default the resource bar won't overlay the cast bar any more.
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Unread 10-26-11, 11:32 PM  
andyhui
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woot ty
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Unread 11-30-11, 06:48 PM  
llerelol
A Murloc Raider

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hi drae, i like your unitframes alot, though i have a couple of questions..

i'd like to know if its possible to to swap buff and debuff position above target frame. cuz you dont usually care what buffs your target have, but u care alot about your dots\bleeds etc, so it would be better to move it closer to the screen center.

besides, atm physical debuffs doesnt have a border color, is there a way to make the border red if its physical?

any plans to implement arena frames?

ty
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Unread 05-14-12, 08:47 PM  
Hock
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How do you remove the borders at the top and bottom? I searched in every Lua file but couldnt locate where it was to disable it =/
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Unread 08-28-12, 05:47 PM  
Firedancer
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Originally Posted by Hock
How do you remove the borders at the top and bottom? I searched in every Lua file but couldnt locate where it was to disable it =/
I only tried these frames briefly while working on my UI, but I believe what you're looking for is the viewport settings. search the config.lua for
Code:
useviewport = true,
and change it to
Code:
useviewport = false,
and the 'borders' should go away.
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