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ag UnitFrames  Popular! (More than 5000 hits)

Version: r696-release
by: Nevcairiel [More]

This is the TBC version of Ag_UnitFrames. The project homepage is http://www.wowace.com/wiki/Ag_UnitFrames

Discussion about the BC conversion is at http://www.wowace.com/forums/index.php?topic=2676.20

For the most recent dev versions, check http://www.wowace.com/files/index.php?path=ag_UnitFrames/ - [TBC] tagged ones are burning crusade compatible.

The screenshot is taken in the Terrace of Light in Shattrath City with one of the earliest version.

Known Issues
- See bugtracker. Nothing major!

Not my issues
- Summoning pets in combat works fine with only Ace2 and agUF loaded. Check http://www.wowace.com/forums/index.php?topic=2785.0 for details on what addons breaks the PetActionBar, most notable are Fubar and Warmup.

New: Issues Tracker
Please report any problems and post suggestions at our new issues tracker at Google Projects. Be sure to tag the topic with TBC if it's about this version and search for smilar issues first.

Credits
Andreasg, the creator and head of development of this addon.
Me, I'm helping out whenever possible
All other commiters, not in any particular order: devla, rabbit, mikma, ckknight, fenlis (koKR loc), saroz, delsphynx.

Updates
r62957 - Check the svn logs for details
r20943 - Most 2.0 related bugs fixed.
r19013 (Trunk) - Switched back to trunk, as WoW 2.0 has gone live!
r17774[TBC] - Mostly bug fixes.
r17142[TBC] - Fixes for the fixes.
r17123[TBC] - A LOT of issues solved by Andreas. [color=red]broken[/red]
r17048[TBC] - Raid frames enabled.
r16684[TBC] - Fixes for the new TBC build. Check the changelog for more info.
r15627[TBC] - Hotfix for combo points not displaying.
r15607[TBC] - Added Focus frame, [agcurrenthp] and several bug fixes.
no version - Updated current issues information.
r15084[TBC] - Fixed portrait, added MobHealth2 support.
r14977[TBC] - Creation of frames in combat with secure headers, numerous fixed, @see changelog. Note: breaks mEnemyCastbar a01 compatibility, use version a02 instead.
r14533[TBC] - Updated to r14533 of svn. Uses UnitWatch to provide visibility management and step size in frame width and scale changed.
061018 - Added Clique support
061017 - Uploaded a new version, fixes target's target and two pairs() problem
061017 - Initial release (very alphaish)

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Unread 10-21-06, 06:16 AM  
Ministry
A Murloc Raider
 
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What about MobInfo2-Support - got an ETA on that? I know for ACE'd mods Mobhealth3 seems the way to go, but MI2 is gathering much more data than just mob's health, which is why I haven't switched completely.

UPDATE: So I made a small addon that "hacks" ag_Unitframes' method for reading MobHealth-data by extending it with the three lines needed to make it read Mobhealth2/Mobinfo-2 health values. Was very easy, there's just one catch: The MobHealth-value is updated only when an overall update of the health-values occurs (e.g. when the target or the player is hit) - up to that point the target's only got 100 health or the health value previously read for another target (e.g. target1 selected - 450 hp read, when target1 is deselected and target2 gets selected, target2 will inherit the 450hp from target1 until some health value changes).

Other than that just one thing really catches my eye: The resting and in-combat icons seem to be above the player portrait, but underneath the player's XPbar. My pet's XPbar is empty at all times (with its rested bonus being 100%) however and when I'm in combat its in-combat icon is above the XPbar. As both unitframes are using the same prototypes, I'm guessing the actual XPbar is placed above the icons somehow. It's something minor but once you've spotted that little bug, you seem to see it all the time.
Last edited by Ministry : 10-21-06 at 03:02 PM.
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Unread 10-21-06, 03:00 PM  
Miles
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@miles yes it was partybuffs... who need ct-mods anyway :/ just ct_timer is really useful *ducks and covers* [/b]
The main reason why I got the CT_Mod BC-edition is CT_MailMod. Sending 15 stacks with the default UI is impossible
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Unread 10-23-06, 08:08 AM  
Gol
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Mobinfo2

Hi Miles

A kind user uploaded a BC compatible Mobinfo2 to wowinterface so that we finally get to record some data on the different mobs. I would love to have the current HP and Max HP shown in the ag_unitframe "target" frame. Is there any way of doing this? I was checking the "official" ag_unitframe site (http://wowace.com/wiki/Ag_UnitFrames) and found [aghp], but thats listed as working with MobHealth3. I tried putting it into the custom target layout, but it just kept showing 100/100 and didnt update.

I can see the mobs current and max (estimated I know) hp on my tooltip, so the into should be available to the interface. Unfortunatly I dont know lua so I havnt tried to dig into it.

I hope you can help

Best Regards

Gol
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Unread 10-23-06, 12:32 PM  
Miles
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Re: Mobinfo2

Originally posted by Gol
A kind user uploaded a BC compatible Mobinfo2 to wowinterface so that we finally get to record some data on the different mobs. I would love to have the current HP and Max HP shown in the ag_unitframe "target" frame.
Ooh shiny. I'm looking into it, it's "ready" but still needs a bit of testing.

[edit] Try http://www.wowace.com/files/ag_UnitF...6[TBC].zip
Last edited by Miles : 10-23-06 at 12:56 PM.
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Unread 10-23-06, 12:46 PM  
Gol
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Re: Re: Mobinfo2

Originally posted by Miles
Ooh shiny. I'm looking into it, it's "ready" but still needs a bit of testing.
If you need any help testing let me know, playing as a priest it would be nice to have ASAP so I know when it should be safe to use my new shiny Shadow Word Death spell So far ive just been guessing myself
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Unread 10-23-06, 01:00 PM  
Ministry
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Well all that is needed to make it work is this bit of code :

Code:
	if (MobHealth3 and not UnitIsFriend("player", unit) ) then
		currValue,maxValue,MHfound = MobHealth3:GetUnitHealth(unit, currValue,maxValue)
	elseif (MobHealthFrame and not UnitIsFriend("player", unit)) then
		MHfound = true;
		currValue = ag_UFMobHealth_GetTargetCurHP() or currValue;
		maxValue = ag_UFMobHealth_GetTargetMaxHP() or maxValue;
	end
But as I said it's a quick fix, as the HP values are updated rather late on the first global HP update for all unit frames.
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Unread 10-23-06, 01:38 PM  
Gol
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Originally posted by Ministry
Well all that is needed to make it work is this bit of code :

Code:
	if (MobHealth3 and not UnitIsFriend("player", unit) ) then
		currValue,maxValue,MHfound = MobHealth3:GetUnitHealth(unit, currValue,maxValue)
	elseif (MobHealthFrame and not UnitIsFriend("player", unit)) then
		MHfound = true;
		currValue = ag_UFMobHealth_GetTargetCurHP() or currValue;
		maxValue = ag_UFMobHealth_GetTargetMaxHP() or maxValue;
	end
But as I said it's a quick fix, as the HP values are updated rather late on the first global HP update for all unit frames.
And where exactly do I put this?
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Unread 10-23-06, 05:55 PM  
vikingking
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Portraits don't seem to be working with this version, I'm just getting a '?' in the portrait frame.
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Unread 10-23-06, 07:09 PM  
alcaras
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Originally posted by vikingking
Portraits don't seem to be working with this version, I'm just getting a '?' in the portrait frame.
Same.

Also, any hope of a 2d portraits option? Not sure how hard it would be to code but I'd imagine it should be simpler than 3d portraits.
Last edited by alcaras : 10-23-06 at 07:09 PM.
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Unread 10-23-06, 07:32 PM  
Balin
A Murloc Raider

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I am getting a conflict with the latest release of AGUF and bartender 2.

With aguf loaded I get:

Code:
Interface\addons\bartender2\bartender2.lua:16: AceHook-2.1: 
Attempt to hook secure function "ActionButton_ShowGrid".
Use 'SecureHook' or add 'true' to the argument
If I disable AGUF Bartender loads with out a problem. If I disable bartender 2 I get the ? portraits. But if both are enabled neither loads,

I am copying this post to the Bartender2 thread also.
Last edited by Balin : 10-23-06 at 07:34 PM.
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Unread 10-23-06, 10:10 PM  
vikingking
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Bartender2 is a non-secure mod. If ag_UnitFrames is now secure, you're going to get those errors doing actions on the unit frames. Bartender2 needs to be updated to the secure model for everything to be working properly.
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Unread 10-24-06, 06:37 AM  
Miles
A Deviate Faerie Dragon
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Originally posted by vikingking
Portraits don't seem to be working with this version, I'm just getting a '?' in the portrait frame.
Hahaha, that model is l33t. A floating, golden "?". I'm totally adding a "Show Questionmark" option

I'll see what I can do to fix it


@Gol, Ministry
Try http://www.wowace.com/files/ag_UnitF...4%5BTBC%5D.zip for MobHealth 2 compatible version, will upload a new revision when this bug is fixed.

[edit]

Ooh, already fixed by Andreas. Uploaded r15084.
Last edited by Miles : 10-24-06 at 06:55 AM.
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Unread 10-24-06, 10:38 AM  
Devla
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Miles, can you doublecheck the version of Menemycastbar on this site? I'm thinking it didn't upload properly.
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Unread 10-24-06, 03:54 PM  
Ministry
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Originally posted by Miles
Hahaha, that model is l33t. A floating, golden "?". I'm totally adding a "Show Questionmark" option

I'll see what I can do to fix it


@Gol, Ministry
Try http://www.wowace.com/files/ag_UnitF...4%5BTBC%5D.zip for MobHealth 2 compatible version, will upload a new revision when this bug is fixed.

[edit]

Ooh, already fixed by Andreas. Uploaded r15084.
Yeah - he did exactly what I did, created a new else if-branch, checked for Mobhealth and uses its default API-Calls to get the values.

What I have to re-check though, is whether or not the HP-values are read and displayed without attacking a target. Right now the value is stuck at 100 up until the target or me looses some HP thus forcing an update of all HP-values. If nothing happens the value stays and is even displayed on new targets, until an update occurs.

I still dunno if it's related to ag_Unitframes' way of decreasing CPU-load or an error in the logic how and when HP-values are read from a database.

BTW: My rested and in-combat icon is still displayed under my XP-bar and not above - would be nice if you guys could look into that.
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Unread 10-24-06, 08:22 PM  
Drakkart
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Nice Mod but

1. please give us the option to color the text of the unit names ourself when class coloring is disabled. light green and white are not a good contrast, but i really like light green as color representing my partys hp topped...

2. combopoints
as a rogue i need them big, close to my toon, close to the combat actually happening on the screen.

these small yellow dots on the target are so hard find infight, any chance rogues get an additional bar with 5 boxes below our energybar or even better freely moveable? boxes like 1/5 of the width of the playerframe? about 20 pixels high? default color in empty = black, active = red please.

thanx in advance
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