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Updated:10-17-10 07:32 PM
Created:02-26-10 11:10 AM
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oUF ResComm

Version: 1.6a
by: Guardix [More]

Description
oUF ResComm is an element plug-in for oUF to coordinate resurrection in groups and raids.
It works either as a texture indicator or as a statusbar. The statusbar shows the progress of the resurrection cast on the specified unit.
The plug-in uses LibResComm-1.0 to communicate with oRA2/3, SmartRes1/2, CTRA and other LibResComm users.


Examples of Use
Texture

Code:
local rescomm = hp:CreateTexture(nil, "OVERLAY")
rescomm:SetTexture([=[Interface\Icons\Spell_Holy_Resurrection]=])
rescomm:SetAllPoints(hp)
rescomm:SetTexCoord(0.07, 0.93, 0.07, 0.93)
rescomm:SetBlendMode("ADD")
rescomm:SetAlpha(.25)

self.ResComm = rescomm

Statusbar
Code:
local rescomm = CreateFrame("StatusBar", nil, hp)
rescomm:SetStatusBarTexture([=[Interface\Icons\Spell_Holy_Resurrection]=])
rescomm:SetAllPoints(hp)
rescomm:SetAlpha(.25)

local texObject = rescomm:GetStatusBarTexture()
texObject:SetTexCoord(0.07, 0.93, 0.07, 0.93)

self.ResComm = rescomm

Optional Features
Code:
rescomm.OthersOnly = true
(boolean) Defines whether the player's resurrection triggers the element or not.


Code:
rescomm.Override = func
(function) Provides the user the ability to override the update function.


Don't forget to add this addon to your layout's optional dependencies!


Git repository
http://github.com/Guardix/oUF_ResComm


Ankhesa of Stormreaver-EU


Donations

1.6a
- Minor fix, didn't realize ResComm_CanRes would return more than one argument (apart from the event).

1.6
- Now uses the official release from WoWAce.
- The element now shows for soulstoned people, if they are dead.
- The element is also shown if the unit has already been resurrected. It will automatically hide when the resurrect expires.

1.5
- Personal fix for libResComm to make it work for 4.0.1. (Already reported. Will hopefully be an official release soon.) -- Personal failure... rly need to open my eyes.

1.4
- Resurrections cast after the first will no longer show up before the first cast is done.

1.3
- Pushed the OnUpdate function into a local do loop (I heard it was smart).
- Corrected the use of GetStatusBarTexture() to call GetTexture() afterwards.

1.2
- Don't update frames that do not have our indicator.
- Handle the endTime variable a tad earlier.

1.1
- Bugfix: Make sure the plug-in doesn't bug out should it define the endTime variable as a string.
Optional Files (0)


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Unread 02-26-10, 11:43 AM  
fir3fly
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Haven't tested it yet but looks great. What is the layout used in the screenshot btw? Looks a lot better than mine =(
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Unread 02-26-10, 11:54 AM  
Freebaser
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Cool, I have a big update coming to Freebgrid and I will add this in.
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Unread 02-26-10, 01:33 PM  
Guardix
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It's my own layout
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Unread 02-26-10, 01:49 PM  
fir3fly
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Originally posted by Guardix
It's my own layout

Any chance its getting uploaded in the near future?
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Unread 02-26-10, 06:22 PM  
Guardix
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I have got several of these requests, and yes it may be released sometime. I cannot tell when though
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Unread 02-27-10, 09:04 PM  
lorientalas
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ResComm StatusBar is always shown. How can I fix it?
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Unread 02-28-10, 02:03 PM  
Guardix
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Could you pm me your layout so I can take a closer look?
IsUnitBeingRessed is pretty much the function that determines whether the frame is shown or not. It is being called directly from the library

Currently there is bug where the incoming messages from other players tend to give the target's name on the duration's spot.
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Unread 03-01-10, 01:47 PM  
Freebaser
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ResComm StatusBar is always shown. How can I fix it?
If you create a frame and assign it a texture like so.

Code:
local rescomm = CreateFrame("StatusBar", nil, hp)
rescomm:SetStatusBarTexture([=[Interface\Icons\Spell_Holy_Resurrection]=])
And for whatever reason the plugin does not load(not enabled or didnt assign the frame to the proper name), that texture will always show.
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Unread 03-02-10, 02:10 PM  
lorientalas
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After latest updating everything is OK.

Earlier everthing worked fine durinng resurrection, all the rest time full bar was shown(player and target frames).
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Last edited by lorientalas : 03-02-10 at 02:11 PM.
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Unread 05-22-10, 09:37 AM  
LiNK2088
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Any plans yet to release ur ouf raid layout?
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Unread 05-22-10, 04:17 PM  
Guardix
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You can find it on github it will require gxMedia unless you want it to look clumpy. And you got to modify it yourself if you only want the raid frames.

http://github.com/Guardix/oUF_Gdx
Last edited by Guardix : 05-22-10 at 04:18 PM.
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Unread 10-16-10, 03:47 AM  
myrroddin
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1.5
- Personal fix for libResComm to make it work for 4.0.1. (Already reported. Will hopefully be an official release soon.)
This is from your change log, which I randomly stumbled upon while looking at updated addons on WowInterface. What did you change, and where did you report it? I do not see any tickets posted on the WowAce tracker for LibResComm-1.0.
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Unread 10-16-10, 06:45 AM  
myrroddin
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Originally posted by myrroddin
This is from your change log, which I randomly stumbled upon while looking at updated addons on WowInterface. What did you change, and where did you report it? I do not see any tickets posted on the WowAce tracker for LibResComm-1.0.
I see the problem. You are using a very out of date version of LibResComm-1.0 -- please update from either Curse or WowAce.
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Unread 10-16-10, 08:53 AM  
Guardix
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A mistake on my side, read the date wrong in the changelog. Will get a new version going soon, with an updated library. (The ticket was gone when I woke up today, wonder why lol? :P)
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Unread 10-16-10, 10:17 AM  
myrroddin
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Originally posted by Guardix
A mistake on my side, read the date wrong in the changelog. Will get a new version going soon, with an updated library. (The ticket was gone when I woke up today, wonder why lol? :P)
I never even saw the ticket. One of the other authors must have dealt with it. Now I'm curious!

Hey, BTW, check out the new API page for LRC, especially for the CanRes. Maybe you could use it to put icons on oUF bars for self ressers?
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