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Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-14-14 03:42 PM
Created:08-28-12 08:53 PM
Downloads:4,609
Favorites:27
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Categories:Graphic UI Mods, Suites
6.0.2
oUF Hank Fan Update for 6.0
Version: 6.0
by: gwyd [More]
This is an update of Hank's oUF_Hank addon for WoW 6.0.

Dependancies: oUF by haste.

Optional Dependancies:
oUF_WarlockSpecBars - by tukz
oUF_TotemBar (included) - updated by ckaotik

Note: Development code can be found on github

All credit goes to Hank. I am only updating it to work with WoW 6.0.
== 5.2.0
.toc bump
Fixed tag display for untaggable mobs -ckaotik
Updated moonkin eclipse cast counter formulas -ckaotik

== 5.1.0 ==
.toc bump
vehicle health fix
updated dispel types

== 5.0.5 ==
Fixed .toc file after breaking it.

== 5.0.5 ==
Added Warlock and Shaman power bars courtesy of ckaotik.
Updated config to parse focus frame correctly.

== 5.0.4c ==
Added back config functionality
Optional Files (1)
File Name
Version
Size
Author
Date
Type
0.1
352kB
09-27-12 10:26 AM
Patch


Archived Files (6)
File Name
Version
Size
Author
Date
5.2.0
285kB
gwyd
03-28-13 04:12 PM
5.1.0
284kB
gwyd
12-17-12 05:42 PM
5.0.5b
289kB
gwyd
10-07-12 04:08 PM
5.0.5
287kB
gwyd
08-31-12 12:38 PM
5.0.4c
294kB
gwyd
08-29-12 05:12 PM
5.0.4
294kB
gwyd
08-28-12 08:53 PM


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Unread 09-05-12, 12:47 PM  
gwyd
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Re: Problem with castbar icon on fade animation

Originally Posted by Irongunner
I am using parts of the old oUF_Hank in my UI, for example the castbar. I am experiencing the following problem: http://www.wowinterface.com/forums/s...ad.php?t=44124

Do you see this problem with your updated version too?
I don't think I've seen this error (but I'm not sure I fully understand it). I haven't had a chance to try out your code yet. Is it specific casts/textures or specific scenarios in which this happens?
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Unread 09-06-12, 01:43 AM  
Irongunner
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Re: Re: Problem with castbar icon on fade animation

Originally Posted by gwyd
I don't think I've seen this error (but I'm not sure I fully understand it). I haven't had a chance to try out your code yet. Is it specific casts/textures or specific scenarios in which this happens?
This is what happens randomly (no specific cast / scenario, but occurs quite often):

- You start a cast: oUF_Hank shows a castbar with the spell icon on the left side
- When the cast ends you can see a colored box (cast success/failure) at the spot where the castbar was
- This colored element plays a fade-out animation and is called the "animation dummy" in oUF_Hank
- It is initialized when the castbar is being created
- In order to show the same spell icon on this animation dummy as could be seen during the cast, the dummy has to be updated accordingly
- This happens inside the PostCastStart and PostChannelStart functions in the line:
Lua Code:
  1. castbar.Dummy.Icon:SetTexture(castbar.Icon:GetTexture())
- Unfortunately the :GetTexture() call sometimes returns nil. In these cases the dummy / fade out animation does not show a spell icon or the spell icon of a previous cast

Interestingly the problem does not exist if I do the same stuff inside the castbar.OnUpdate function, which is supported by oUF too. Unfortunately if this function is registered, the castbar does not update automatically (you have to handle the updating on your own). That's why my solution for the moment looks like this:

Lua Code:
  1. -- PostCastStart / PostChannelStart:
  2. -- replace: castbar.Dummy.Icon:SetTexture(castbar.Icon:GetTexture())
  3. -- by: castbar.Dummy.IconTexture = nil
  4.  
  5. -- PostCastSucceeded / PostCastStop / PostChannelStop:
  6. -- add castbar.Dummy.Icon:SetTexture(castbar.Dummy.IconTexture)
  7.    
  8. local coreCastbarUpdate = function(castbar, elapsed)
  9.     -- insert code from oUF core castbar.lua onUpdate(..) here
  10. end
  11.  
  12. oUF_Iron.OnUpdate = function(castbar, elapsed)
  13.     if castbar.Dummy.IconTexture == nil then
  14.         local texture = castbar.Icon:GetTexture()
  15.         if texture ~= nil then
  16.             castbar.Dummy.IconTexture = texture
  17.         end
  18.     end
  19.     coreCastbarUpdate(castbar, elapsed)
  20. end
  21.  
  22. -- Register cb.OnUpdate = oUF_Iron.OnUpdate at castbar creation
Last edited by Irongunner : 09-06-12 at 03:01 AM.
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Unread 09-08-12, 08:47 PM  
gwyd
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I've been trying to keep up to date with haste's oUF github repository so when he is ready for release, oUF_hank will be too. I'm not going to push an update to wowinterface until oUF stabilizes. If you want to pull dev versions you are more than welcome to from github
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Unread 09-09-12, 02:00 AM  
prawnz
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Re: Re: Holy Power icons doesn't gray out

Originally Posted by gwyd
Originally Posted by prawnz
Is it me or is the holy power icon doesn't gray out if you don't have any. I kept seeing its always max when I am not in combat.
How much holy power do you have? Does it show all icons filled or just one? How long after combat (enough time to go away or right after)?
5 holy power, icons are filled filled when there is 0 holy power before even combat begins. Also they don't turn grey at all..
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Unread 09-09-12, 06:51 AM  
gwyd
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Re: Re: Re: Holy Power icons doesn't gray out

Originally Posted by prawnz
5 holy power, icons are filled filled when there is 0 holy power before even combat begins. Also they don't turn grey at all..
Try updating oUF and oUF_hank from github. It's not a great answer I realize, but I there isn't a stable version of oUF at the moment so I am just trying to keep up. I think you pulled a version of oUF after haste made a bunch of changes but before I updated oUF_hank to handle them (yesterday).
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Unread 09-12-12, 11:03 AM  
firatwithin
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Removing Holy Power Bar?

I love that you keep updating this but I have a question.I have been using another add-on to keep track of my Holy Power and having 2 bars in such little space feels irritating.I am not a LUA expert, and I wonder if there's a way to remove Holy Power entirely from the healthbar?

By the way, it has been working perfectly since I upgraded ouf from Haste's github.
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Unread 09-12-12, 06:01 PM  
gwyd
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Re: Removing Holy Power Bar?

Originally Posted by firatwithin
I love that you keep updating this but I have a question.I have been using another add-on to keep track of my Holy Power and having 2 bars in such little space feels irritating.I am not a LUA expert, and I wonder if there's a way to remove Holy Power entirely from the healthbar?

By the way, it has been working perfectly since I upgraded ouf from Haste's github.
lua Code:
  1. oUF_Hank_hooks.HideFrames = {
  2.     sharedStyle = function(self, unit)
  3.         if unit == "player" and select(2, UnitClass("player")) == "PALADIN" then
  4.             for i = 1, 5 do
  5.                 self.ClassIcons[i]:Hide()
  6.                 self.ClassIcons[i].bg:Hide()
  7.             end
  8.             self.ClassIcons = nil
  9.         end
  10.     end,
  11. }

Put this in your custom_modifications.lua file

This is far from elegant and there are probably better ways. That being said, it will work. There is no way to delete frames once created in WoW (that I know of), but this will hide the background and foreground and then delete the reference to the object so that oUF doesn't try to do anything with it.
Last edited by gwyd : 09-12-12 at 06:02 PM.
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Unread 09-22-12, 03:50 AM  
prawnz
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Re: Re: Re: Re: Holy Power icons doesn't gray out

Originally Posted by gwyd
Originally Posted by prawnz
5 holy power, icons are filled filled when there is 0 holy power before even combat begins. Also they don't turn grey at all..
Try updating oUF and oUF_hank from github. It's not a great answer I realize, but I there isn't a stable version of oUF at the moment so I am just trying to keep up. I think you pulled a version of oUF after haste made a bunch of changes but before I updated oUF_hank to handle them (yesterday).
Ah ok.. somehow ouF_hank doesn't load when i got the downloaded from Master in GitHub.. Anyway keep up the good work. Thanks for the help

Update : Fixed now.. have to do a compare on the code. DK runes seems to be fixed and afflication warlock as well
Last edited by prawnz : 09-25-12 at 09:47 AM.
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Unread 09-29-12, 08:02 AM  
Irongunner
A Deviate Faerie Dragon

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Haste's latest release already integrated?

Hi, is your latest WoWi version already up to date with the latest release of Haste's oUF core?
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Unread 10-03-12, 06:34 AM  
gwyd
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Re: Haste's latest release already integrated?

Originally Posted by Irongunner
Hi, is your latest WoWi version already up to date with the latest release of Haste's oUF core?
Sorry about the delay guys. I've been out of town and then getting leveled up. I've got a few more things to test/fix in raids this week and then I'll push to WoWi. For now, you can pull from github if you like. It does work with current oUF. If you guys find any problems feel free to let me know. I don't have level 90s of every class so there are some things that aren't fully tested.
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Unread 10-04-12, 10:48 PM  
Ronzily
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Gwyd,

The latest files on github work great for me (only tried warlock so far), with one quick exception.

The config.lua file has a variable called FocusFrameMarginY, but the variable in the hank_v3.lua is called FocusFrameMargin, and looks like it's supposed to be an array with an x and y value. Because the variables don't match, it makes all of the config setting not work (scale, etc.). I fixed it locally by just changing the reference to FocusFrameMargin in hank_v3.lua to:

Code:
oUF:Spawn("focus", "oUF_focus"):SetPoint("CENTER", UIParent, "CENTER", 0, -cfg.FocusFrameMarginY)
but I'm not sure if that's what you intended.
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Unread 10-04-12, 10:51 PM  
Ronzily
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Also, one other question, since I'm not entirely confident with how the custom_modifications.lua works.

If I want to move the castbars, can I do that in the custom_modifications.lua somehow? For instance, I like my target castbar on top of my target frame instead of to the left, so in the past I've made the edits directly to hank_v3.lua. If I copy that out to the custom_modifications file instead, will that override whenever I update?

Thanks!
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Unread 10-07-12, 08:14 AM  
gwyd
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Originally Posted by Ronzily
The config.lua file has a variable called FocusFrameMarginY, but the variable in the hank_v3.lua is called FocusFrameMargin, and looks like it's supposed to be an array with an x and y value. Because the variables don't match, it makes all of the config setting not work (scale, etc.).
Good catch. I made FocusFrameMargin a table in the default config so you can now change x and y if you want.

Originally Posted by Ronzily
If I want to move the castbars, can I do that in the custom_modifications.lua somehow? For instance, I like my target castbar on top of my target frame instead of to the left, so in the past I've made the edits directly to hank_v3.lua. If I copy that out to the custom_modifications file instead, will that override whenever I update?
Anything that you have in custom_modifications.lua will be preserved when you update (as long as you copy files to the directory rather than overwriting the entire directory).

You should be able to make the changes you want in there. If you want help with that, post the changes you are making to castbar and I can see if I can get it in the custom_modifications format.
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Unread 10-07-12, 08:17 AM  
gwyd
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I've uploaded a new version with changes by ckaotik that allow warlock spec bars and shaman totems to work.
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Unread 10-07-12, 04:09 PM  
gwyd
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Originally Posted by gwyd
I've uploaded a new version with changes by ckaotik that allow warlock spec bars and shaman totems to work.
...and re-uploading after breaking .toc file
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