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Updated: 06-05-10 10:10 AM
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oUF.
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Updated:06-05-10 10:10 AM
Created:unknown
Downloads:6,285
Favorites:25
MD5:
oUF Kosken  Popular! (More than 5000 hits)
Version: 3.2.4
by: hipjipp [More]
oUF_Kosken

This is my layout for oUF.

*Note!* Post errors, bugs, suggestions or similar comments so i can help! *Note!*

Credits for most of the code in 3.x.x goes to P3lim.

Frames included:
- Self
- Target
- Pet
- Target of Target
- Focus
- Party

This layout works with:
oUF_Banzai (Should work)
oUF_DispelColor
oUF_CombatText
oUF_PowerSpark
oUF_Smooth
oUF_AutoShot
oUF_HealComm
3.2.4 || 18:08 / 05-06-10 +0200
---- Added LFD icons to partyframes
---- Moved the partyframes slightly to fit with the icons
---- Fixed the Party-buffs row-breaking

3.2.3 || 13:52 / 17-05-10 +0200
---- Added support for the new oUF_HealComm4
---- nothing really

3.2.2 || 14:13 / 23-12-08 +0200
---- Fixed some small bugs that occured with oUF 1.3.x
---- Re-instated the .name wich was removed with oUF 1.3.x

3.2.0 || 11:57 / 04-11-08 +0200
---- Added support for multiple plugins for oUF
---- Fixed and updated the castbar code (On by default now)

3.1.2 || 22:25 / 01-11-08 +0200
---- Added support for oUF_Smooth (On by default)
---- No major changes

3.0.5 || 12:19 / 18-09-08 +0200
---- Fixed the deficit text-string for party frames, damn i make alot of minor mistakes...

3.0.4 || 07:31 / 18-09-08 +0200
---- Fixed frame positions so they appear on screen in the same manner as before

3.0.3 || 23:50 / 17-09-08 +0200
---- Fixed minor bugs and glitches and everything should be working as intended now.

3.0.2
---- Minor changes and some comments

3.0.0
---- Updated for oUF
---- Rewrote the entire thing

2.0.0
---- Updated to latest oUF core and functions (nothing major really).
---- Removed raid code
---- Added comments

1.5.5
---- Uploaded the code that works with oUF_Spark

1.5.4
---- Fixed it a little, commented out the raid code due to lazyness, find another raid-frame addon until i bother enough..
---- Works with oUF_Spark

1.5
---- Hopefully Fixed, please post!

1.4.5
---- Commented out all party/raid code, if you work out a fix for them, please send me a PM.

1.4
---- Hopefully updated to the latest verision of oUF. Please report if it doesn't and if you have a fix for it.

1.3
---- "Hacked" the raidframes to show "invisible" debuffs for people using oUF_DC.

1.2
---- Fixed Party and Raid frame text to show properly.
---- Cleaned up some code.

1.1.1
---- Fixed the target debuffs growing up instead of down.

1.1
---- Made Focus frames.

1.0
---- Initial Release.
Archived Files (2)
File Name
Version
Size
Author
Date
3.2.3
15kB
hipjipp
05-17-10 05:53 AM
3.2.2
17kB
hipjipp
12-23-08 07:13 AM


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Unread 09-15-08, 08:52 PM  
tintingurl
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WotLK error

in beta gives this:

[2008/09/15 22:51:24-35-x1]: oUF_Kosken\core.lua:144: attempt to index field 'value' (a nil value)
oUF-1.1\elements\power.lua:95: in function `?'
oUF-1.1\ouf.lua:320: in function <Interface\AddOns\oUF\ouf.lua:314>
<in C code>: in function `Show'
Interface\FrameXML\SecureStateDriver.lua:72: in function <Interface\FrameXML\SecureStateDriver.lua:62>:
Interface\FrameXML\SecureStateDriver.lua:109: in function <Interface\FrameXML\SecureStateDriver.lua:79>:
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Unread 09-08-08, 02:46 AM  
alrit
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hide party in raid

Code:
party:SetAttribute("showRaid", false)
but party still shows in raid... ?
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Unread 08-16-08, 06:20 AM  
hipjipp
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Re: Move it!

Originally posted by Sirupsen
As I have almost no knowledge into LUA scripting, I would like to know if there is any more easy, or there is a guide how to move it?
I pretty much want them on the side of my character.
From line 441 and down i've commented the lines witch put the unitframes at places on the screen. If you want your "player", "target", "pet" and "tot" beside you character in the middle of the screen i'd change this;
Code:
player:SetPoint("RIGHT", UIParent, "CENTER", -105, -250)
target:SetPoint("LEFT", UIParent, "CENTER", 105, -250)

player:SetPoint("RIGHT", UIParent, "CENTER", -250, 0)
target:SetPoint("LEFT", UIParent, "CENTER", 250, 0)
A quick guide to positions and relativePoints;

ThingYouWishToPosition:SetPoint("RELATIVEPOINTOFFRAME", Attached to which element, "RELATIVEPOINTOFELEMENT", (-)x, (-)y)

Negative numbers on x: Left
Negative numbers on y: Down
Positive numbers on x: Right
Positive numbers on y: Up

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Unread 08-16-08, 02:58 AM  
Sirupsen
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Move it!

As I have almost no knowledge into LUA scripting, I would like to know if there is any more easy, or there is a guide how to move it?
I pretty much want them on the side of my character.
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Unread 08-15-08, 06:04 PM  
hipjipp
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Re: Raid frames?

Originally posted by rinkx
How much work would it take for me to add the raid unit frames? e.g.: extend the party frames downwards, limited to 25-persons
That totally depends on your coding knowledge, but not very long... Ask p3lim, rabbit or haste for it or check out their code.
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Unread 08-15-08, 05:36 PM  
rinkx
A Kobold Labourer

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Raid frames?

How much work would it take for me to add the raid unit frames? e.g.: extend the party frames downwards, limited to 25-persons
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Unread 08-14-08, 10:08 AM  
p3lim
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Originally posted by hipjipp
Yes, yes it is. It's the very old remade oCD made by p3lim "pCool" i used before. I use oCD that can be found in my compliation, else if you really want it, ask p3lim for it.
I use CoolDownButtons, so if you want that cooldown monitor you should probably look up oCD as pCool (an oCD fork) was disbanded a very long time ago
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Unread 08-03-08, 06:45 AM  
hipjipp
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Originally posted by trickdaemon
Is that a cooldown shown to the right of your player frame in the topmost screenshot? In whichcase, what is it?

Thanks for your layout.
Yes, yes it is. It's the very old remade oCD made by p3lim "pCool" i used before. I use oCD that can be found in my compliation, else if you really want it, ask p3lim for it.
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Unread 08-02-08, 04:20 PM  
trickdaemon
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Is that a cooldown shown to the right of your player frame in the topmost screenshot? In whichcase, what is it?

Thanks for your layout.
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Unread 05-18-08, 12:54 PM  
tiana
A Defias Bandit

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I've been trying to change the background color for the powerbar
and i thought these lines would change that
Code:
	local ppbg = pp:CreateTexture(nil, "BORDER")
	ppbg:SetAllPoints(pp)
	ppbg:SetTexture(.25,.25,.25)
but it didnt.
it seems it has some alpha attached to it that i don't want either.
I basically want a solid color, but so far no lucking in achieving this.

EDIT:
nvm found this little thing in the update power function
Code:
self.Power.bg:SetTexture(color.r, color.g, color.b, 0.2)
commenting it out fixed my problem.
Last edited by tiana : 05-18-08 at 01:18 PM.
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Unread 05-06-08, 02:45 PM  
tiana
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Originally posted by hipjipp
Yes, the Power bar is class colored. It looks weird at a start, but you'll get used to it. else you can just turn it off..
ok i got everything to work now i think.
Thanks a ton for your time dude and once again lovely work with the unitframes.
Last edited by tiana : 05-06-08 at 03:57 PM.
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Unread 05-06-08, 02:20 PM  
hipjipp
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Originally posted by tiana
ohh no the color is fine as it is.
what im wondering is if the power bar ie manabar/ragebar/energy bar are suppose to be class colored ??
just looks odd when a warriors ragebar is brown
Yes, the Power bar is class colored. It looks weird at a start, but you'll get used to it. else you can just turn it off..
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Unread 05-06-08, 01:45 PM  
tiana
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Originally posted by hipjipp
I havn't really bothered alot with the class coloring since my tooltip (tiptac) tells me all i want to know. But if you want it on the healthbar you can add this
Code:
local color = UnitIsPlayer(unit) and RAID_CLASS_COLORS[select(2, UnitClass(unit))] or UnitReactionColor[UnitReaction(unit, "player")]
if(color) then bar:SetStatusBarColor(color.r, color.g, color.b) end
into the updateHealth function. It'd look like this if you just make it an elseif in the code;
Code:
if (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) or not UnitIsConnected(unit)) then
    bar:SetStatusBarColor(.6, .6, .6)
elseif self:GetParent():GetName():sub(1,8)=="oUF_Raid" then -- Class colors on raid frames.
    local color = RAID_CLASS_COLORS[select(2, UnitClass(unit))]
    if(color) then bar:SetStatusBarColor(color.r, color.g, color.b) end
elseif
    local color = UnitIsPlayer(unit) and RAID_CLASS_COLORS[select(2, UnitClass(unit))] or UnitReactionColor[UnitReaction(unit, "player")]
    if(color) then bar:SetStatusBarColor(color.r, color.g, color.b) end
else
    bar:SetStatusBarColor(.25,.25,.35)
end
ohh no the color is fine as it is.
what im wondering is if the power bar ie manabar/ragebar/energy bar are suppose to be class colored ??
just looks odd when a warriors ragebar is brown
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Unread 05-06-08, 01:27 PM  
hipjipp
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Originally posted by tiana
Hmm are the power bars supposed to be class colored ??
seems a bit odd to me
I havn't really bothered alot with the class coloring since my tooltip (tiptac) tells me all i want to know. But if you want it on the healthbar you can add this
Code:
local color = UnitIsPlayer(unit) and RAID_CLASS_COLORS[select(2, UnitClass(unit))] or UnitReactionColor[UnitReaction(unit, "player")]
if(color) then bar:SetStatusBarColor(color.r, color.g, color.b) end
into the updateHealth function. It'd look like this if you just make it an elseif in the code;
Code:
if (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) or not UnitIsConnected(unit)) then
    bar:SetStatusBarColor(.6, .6, .6)
elseif self:GetParent():GetName():sub(1,8)=="oUF_Raid" then -- Class colors on raid frames.
    local color = RAID_CLASS_COLORS[select(2, UnitClass(unit))]
    if(color) then bar:SetStatusBarColor(color.r, color.g, color.b) end
elseif
    local color = UnitIsPlayer(unit) and RAID_CLASS_COLORS[select(2, UnitClass(unit))] or UnitReactionColor[UnitReaction(unit, "player")]
    if(color) then bar:SetStatusBarColor(color.r, color.g, color.b) end
else
    bar:SetStatusBarColor(.25,.25,.35)
end
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Unread 05-06-08, 12:17 PM  
tiana
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Hmm are the power bars supposed to be class colored ??
seems a bit odd to me
Last edited by tiana : 05-06-08 at 12:18 PM.
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