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Warlords of Draenor Pre-Patch (6.0.3)
Warlords of Draenor Pre-Patch (6.0.2)
Updated:12-01-14 02:45 PM
Created:07-19-12 07:54 AM
Downloads:8,084
Favorites:40
MD5:
6.0.3

oUF Drk Fanupdate  Popular! (More than 5000 hits)

Version: r20a
by: myno [More]

oUF_Drk Fanupdate

This layout needs oUF 1.6 or higher to work. Get it here: http://www.wowinterface.com/downloads/info9994-oUF.html.

If you have questions or encounter any bugs/problems feel free to post them in the comment section.
The latest version of this layout can always be found on my github.

Known Issues
- Combo Points might show wrong values when not having a target

Features
- Supported Unitframes:

  • Player
  • Target
  • TargetOfTarget
  • Focus
  • FocusTarget
  • Pet
  • Bossframes
  • Raid
- Castbar on Player, Target, TargetOfTarget, Focus, FocusTarget and Bossframes
- Buff and Debuffs for Player, Target, TargetOfTarget, Focus and Bossframes (customizable)
- Class Bars (Holy Power, Runes, Combo Points, Balance Power Bar, Chi, Shadow Orbs, Warlock Energy)
- Raid Frames with Raid Debuffs and Indicators for certain buffs (mainly for healers)

Config
You are able to do some basic config (position, enabling stuff etc.) in the cfg.lua.

Plugin Support
- oUF_Smooth Update
- oUF_Experience

Credits
- Haste for making oUF.
- Drakull for originally creating this layout.
- A lot of other oUF layout authors like Phanx, Freebaser and zork.

Latest version can always be found on github

r20
- Fix Monk Chi now going up to 6
- Druid Germination Tag
- Some Highmaul Raid Debuffs

r19
- Warlocks always have 4 Embers now
- Fix raid frames not showing when in hide-when-solo mode

r18
- Fixed/Added Resto Druid tags
- Adjusted Eclipse Bar to new system
- Combo Points are now on the player
- Fixed Priest Shadow Orbs

r17
- Fixed castbar channeling spells missing error

r16
- Use Blizzad right click menu
- Siege of Orgrimmar raid debuffs (Paragons, Garrosh and some others missing)

r15
- Fixed Affliction Warlocks now always having 4 Soul Shards
- Fixed castbar error while in a vehicle
- Temporary fix for boss frames
- Tag optimization

r14
- Added Throne of Thunder raid debuffs
- Fixed tooltips on raid frames not showing
- Fixed wrong frame levels for target energy text and portrait background
- Fixed raid mark on focus, targettarget etc.
- Fixed raid frame debuff duration not refreshing (cd spiral from OmniCC)
- code cleanup

r13
- Fixed SPELL_POWER_CHI
- Added combat icon for target frame (thanks Phanx)

r12
- Added 5th boss bar
- Fixed Wind Step spell id

r11
- Added option to disable right click menu on raid frames

r10
- Fixed debuff desaturation if not own debuff on target frame
- Added scaleable frames (see cfg.lua)
- Fixed party not showing when cfg.raidShowSolo is set to false
- Added Spiral CD count to raid frame debuffs (needs OmniCC or tullaCooldownCount)
- Improved AltPowerBar
- Added DeathBarrier DK indicator

r9
- Fixed class bars to work with oUF-1.5.13-316

r8
- Fixed HealPrediction in raid frames
- Fixed dispellable debuffs in raid frames not showing up for non-english localizations
- Added threat indicator in raid frames
- Added role icons on mouseover in raid frames (see config)
- Target cast bar can now be made seperate as well (see config)
- Changed raidDebuffs to work with spellIDs for better differentiation between debuffs with the same name (e.g. Yor'sahj's Deep Corruption was only showing the debuff with no stacks)

r7
- Fixed raidDebuffs for classes that can't dispell
- Added horizontal raid frame orientation (see config)
- Changed Energy Text position

r6
- Improved Warlock and Monk Class Bar
- Fixed Warrior raid frame indicator error

r5
- Removed AuraWatch, added Raid Frame Indicators for buffs etc. (for example Riptide and Earth Shield for Shaman)
- Added Warlock Spec Bars from tukz
- Shuffled around stuff in the Raid Frames, think I'm kind of okay with how they are looking now

r4
- Some more tweaks and fixes mainly for the Raid Frames

r3
- Removed debug code

r2
- Added Raidframes (not finished)
- Added raidDebuff and AuraWatch for Raidframes
- Minor tweaks and changes

r1
- Initial release
Optional Files (0)


Archived Files (1)
File Name
Version
Size
Author
Date
r20
117kB
myno
12-01-14 04:32 AM


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Unread 10-29-12, 02:38 PM  
Raroo
A Kobold Labourer

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Yep.. I went through it line for line to double check and make sure that it was the same. I will try and redownload it to check and see if that should make a difference. But I think it won't since they already match up as is.
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Unread 10-11-12, 04:46 PM  
myno
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Re: Target Buffs

Originally Posted by Raroo
I am having a slight issue since the new update. I have my targets buffs running infront of the actual unit frame. I would like them to flow out to the right. I like how the buffs on my side are. I just want my targets to flow to the right. Picture attached.
It should already be like that. Check if you have the same code as it is in the github: lib.lua Line 767.
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Unread 10-10-12, 05:47 PM  
Raroo
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Target Buffs

I am having a slight issue since the new update. I have my targets buffs running infront of the actual unit frame. I would like them to flow out to the right. I like how the buffs on my side are. I just want my targets to flow to the right. Picture attached.
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Unread 10-02-12, 03:38 AM  
6954658
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Originally Posted by myno
Originally Posted by 6954658
how can I adjust fonts to support simple Chinese?
Fonts are defined here: cfg.lua Line 208. Just put the font that supports Simple Chinese in the media folder and change the BigNoodleTitling to the name of the font you want to use.
Thank you.
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Unread 10-01-12, 01:13 AM  
myno
A Kobold Labourer
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Originally Posted by 6954658
how can I adjust fonts to support simple Chinese?
Fonts are defined here: cfg.lua Line 208. Just put the font that supports Simple Chinese in the media folder and change the BigNoodleTitling to the name of the font you want to use.
Last edited by myno : 10-01-12 at 01:14 AM.
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Unread 09-30-12, 11:20 PM  
6954658
A Kobold Labourer

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how can I adjust fonts to support simple Chinese?
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Unread 09-27-12, 03:07 AM  
McBloed
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Re: Re: Help fixing issue w/ Battleground & dungeon parties

Originally Posted by myno
I currently do not support oUF:Movable Frames, so that might be the issue.
But works fine with it for me. Use it to geht 2 different positionsettings for DPS and Heal.
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Unread 09-26-12, 07:19 AM  
myno
A Kobold Labourer
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Re: Help fixing issue w/ Battleground & dungeon parties

Originally Posted by Mekilya
Really love this UI however I recently am running into a problem. When joining a BG or Dungeon my screens do not come up where they previously have been placed for months now & all of a sudden when I am in a group I now have a grey shadow that is on the side of my party names going clear into the middle of the screen making it difficult to play. I do the /OMF to move the raid frame to where it was before however once i leave the group & rejoin another i am back to square 1 having to move everything around & can seem to figure out how to get rid of the grey shadow next the the party names
I currently do not support oUF:Movable Frames, so that might be the issue. If you want to move the raid frames you need to do this in cfg.lua (see Line 65/66). For the future if you have a problem like this that's easily visible on a screenshot it's much shorter to link to a screenshot than describing it.
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Unread 09-25-12, 12:52 PM  
Mekilya
A Murloc Raider

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Help fixing issue w/ Battleground & dungeon parties

Really love this UI however I recently am running into a problem. When joining a BG or Dungeon my screens do not come up where they previously have been placed for months now & all of a sudden when I am in a group I now have a grey shadow that is on the side of my party names going clear into the middle of the screen making it difficult to play. I do the /OMF to move the raid frame to where it was before however once i leave the group & rejoin another i am back to square 1 having to move everything around & can seem to figure out how to get rid of the grey shadow next the the party names
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Unread 09-25-12, 11:35 AM  
Cloudnyne84
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Thnx for the reply. I did exactly that and what it did was make the health completely white. To be absolutely specific what i want is the remaining health that i have to be black(i already ave that set). What i don't have set is when i lose health(the health that is gone) to be a grey. Changing the bg multiplier did nothing and removing the smooth just made my entire health bar white.
Last edited by Cloudnyne84 : 09-25-12 at 11:38 AM.
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Unread 09-25-12, 03:15 AM  
myno
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Originally Posted by Cloudnyne84
Really sick frames and thanks for keeping them updated! So like the previous poster i wanted to take away the health coloring and i figured out how to do that. However, i also wanted to make the health deficit color white/gray...basically exactly like the raid frames..and i'm clueless as to how to. What i mean exactly is when i lose health i want the background of the lost health to be the whitish/grey as are the raid frames.
If you want the color to be smooth (changing depending on amount of health) then I would need to test this later. If you only want it to be one color like the raid frames are then you would need to search Line 45 in core.lua and change self.Health.colorSmooth = true to
Code:
self.Health.colorHealth = true
and change self.Health.bg.multiplier from 0.3 to 0.2. You need to do this for all frames seperately (Line 92 for target and so on).
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Unread 09-25-12, 01:15 AM  
Cloudnyne84
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Really sick frames and thanks for keeping them updated! So like the previous poster i wanted to take away the health coloring and i figured out how to do that. However, i also wanted to make the health deficit color white/gray...basically exactly like the raid frames..and i'm clueless as to how to. What i mean exactly is when i lose health i want the background of the lost health to be the whitish/grey as are the raid frames.
Last edited by Cloudnyne84 : 09-25-12 at 01:19 AM.
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Unread 09-22-12, 05:40 PM  
myno
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Originally Posted by Oakshlair
Could you point me to the line of code that shows the buffs and debuffs on the unitframes? Im wanting to put the buffs on top of the frame and debuffs on the bottom. Thanks
lib.lua Line 759 - 802 is buff and debuff creation
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Unread 09-22-12, 05:34 PM  
Oakshlair
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Could you point me to the line of code that shows the buffs and debuffs on the unitframes? Im wanting to put the buffs on top of the frame and debuffs on the bottom. Thanks
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Unread 09-20-12, 04:49 PM  
myno
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Originally Posted by Vair
I try to change "self.colors.smooth = ...", but its doenst work. And without true on "self.Health.colorSmooth" bars just colored white, its kinda strange.
I fixed it in the github-version. You can now change the color at the top of core.lua in oUF.colors.smooth = ...
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