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Updated:08-24-09 05:28 AM
Created:08-19-09 03:09 PM
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oUF Anomaly

Version: 1.2.1
by: Subere [More]

Description
oUF_Anomaly is a layout for oUF by Haste. It is required to be installed and up to date for this addon to do anything.

This addon was intended for personal use as I was looking for something lightweight and new to play with. I'll do my best to accommodate others but if it's largely out of scope of what this layout was intended for it probably won't happen.

I'll always be glad to help and answer any questions to the best of my ability and am interested in comments and criticism especially when it comes to the code as I'm still rather new to Lua and oUF.



Features
For the time being there are only a few features outside of the norm.

- Player auras displayed in the top right like most common buff addons.
- Auto-collapsing buff frame for the target depending on how much space is needed.
- Name abbreviation for pets and npc target, tot, and focus. (Heroic Training Dummy becomes H. T. Dummy)
- Textured combo points.
- OmniCC like timer on focus self-casted debuffs.
- A small druid mana bar when in non mana-using forms.



Frames
Few quick notes.

There are now basic party frames but are disabled by default. To turn them on change showParty to true at the top of oUF_Anomaly.lua.

There are no raid frames. I currently use grid for them. They might be added sometime in the future.

The only frames that have auras are the target and focus. The focus frame only shows self-casted debuffs and an OmniCC like timer pops up when the time left is under a minute.

Player buffs, debuffs, and weapon enchants are shown in the top right like most player buff addons would. (oUF_WeaponEnchant required for weapon enchants)

When you enter a vehicle the player frame turns into the vehicle frame.

- Player
- Target
- Target-of-Target
- Focus
- Pet
- Party (Disabled by default.)

- Player Auras (Displayed in a similar fashion to popular player aura addons. oUF_WeaponEnchant required for weapon enchants.)

- Player, Target, and Focus Castbars
- Swingbar (oUF_Swing required.)

- Experience Bars ((class colored) oUF_Experience required.)
> Player (Fades in on hover, bottom center of the screen.)
> Pet (If you're a Hunter, fades in on hover over pet frame, just above it.)

- Runebar (For DK's, oUF_RuneBar required.)



Supported Plug-Ins
Currently there are only a few supported plug-ins. Adding support for more is on the to-do list.

- oUF_CombatFeedback
- oUF_Experience
- oUF_MoveableFrames
- oUF_RuneBar
- oUF_Smooth (fixed version by Gotai embedded)
- oUF_Swing
- oUF_WeaponEnchant



Known Problems
- None at the moment.


To-do List
- Add support for more plug-ins.
- Player buff, debuff sorting.



Thanks and Credits
Thanks and props to Haste for oUF and oUF Lily. Also thanks and props to all the other layout and plug-in developers that I've learned from, including: Ammo, Caellian, Luzzifus, lyn, Obble, and p3lim.


Final Notes
If you run into any problems or have any questions feel free to let me know or ask.

v1.2.1
- The time measurement abbreviation in player auras is now class colored.
- Experience bars are now gray with the text class colored due to visibility issues.
- Fixed an error in the experience bar text.
- Removed an unnecessary check on aura timers.
- Fixed an issue with '??' level mobs showing as level -1.

v1.2
- Added support for oUF_CombatFeedback
- Added support for oUF_RuneBar
- Fixed an issue in the experience bar text.
- Removed an unneeded check in the name shortening tag.
- Removed an unneeded frame.
- Added basic party frames. (disabled by default)

v1.1
- Added support for oUF_Experience
- Added support for oUF_MoveableFrames
- Fixed an issue with the player guild tag not updating.
- Fixed an issue with unit names not updating.
- Fixed an issue where an event was registered when it wasn't needed.

v1.0.2
- Fixed an issue with combo points un-centering.
- Fixed an error when targeting a dead mob and it's name not showing up.

v1.0.1
- Fixed an error in the aura time text.

v1.0
- Initial release.
Post A Reply Comment Options
Unread 08-19-09, 04:20 PM  
lanacan
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Tried out your layout and got a big error that made me disable it right away.

Screenshot:
http://i35.photobucket.com/albums/d1...909_171611.jpg
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Unread 08-19-09, 05:26 PM  
Subere
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Seems to be an issue in the aura duration text. I've logged on 3 toons with no other addons on besides oUF, the layout, and the 2 supported plugins and couldn't recreate it.

I uploaded a new version which should fix it.

Let me know if you still get the error and if possible let me know if you get the error with every addon turned off besides oUF, the layout, and supported plug-ins and also what buff is happening when the error pops up.

Thanks and sorry :s
Last edited by Subere : 08-19-09 at 05:48 PM.
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Unread 08-20-09, 05:21 AM  
lanacan
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Originally posted by Subere
Seems to be an issue in the aura duration text. I've logged on 3 toons with no other addons on besides oUF, the layout, and the 2 supported plugins and couldn't recreate it.

I uploaded a new version which should fix it.

Let me know if you still get the error and if possible let me know if you get the error with every addon turned off besides oUF, the layout, and supported plug-ins and also what buff is happening when the error pops up.

Thanks and sorry :s
I will try tonight again with this change.
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Unread 08-20-09, 05:22 AM  
Plastic
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What UI scale and resolution are you using?

I like these unit frames a lot!!

Thanks for making and uploading this!
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Unread 08-20-09, 09:37 AM  
Subere
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Originally posted by Plastic
What UI scale and resolution are you using?

I like these unit frames a lot!!

Thanks for making and uploading this!
1600 x 900, I have UI scale turned off. Thanks for the thanks :]
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Unread 08-20-09, 05:03 PM  
lanacan
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I figured out what the issue is.

I have a piece of code that colors the buff/defuff timers (Numbers are white adn the "m"/"s" is class colored) and it it was breaking your code when trying to color it.


Nice set up.
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Unread 08-20-09, 05:06 PM  
Subere
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Ah ok. Now I wonder if the fix I tossed in was necessary :s Did you just edit the layout or was it an addon?

And thanks :]
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Unread 08-21-09, 04:17 PM  
Shammypowah
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I REALLY liked this layout, considering the nice frames, really nice castbars and that you included buffs.

Now, the only thing is that i want to change the font to Friz Quadrata TT.

Changing theese strings in oUF_Anomaly.lua:

Code:
anomFont:SetFont('Interface\\AddOns\\oUF_Anomaly\\media\\Semplice Regular.ttf', 8)

anomFontOutline:SetFont('Interface\\AddOns\\oUF_Anomaly\\media\\Semplice Regular.ttf', 8, 'OUTLINE')

anomFontSm:SetFont('Interface\\AddOns\\oUF_Anomaly\\media\\Frucade Small Regular.ttf', 8)
to

Code:
anomFont:SetFont('Interface\\Fonts\\FRIZQT__.ttf', 8)
and the rest aswell, but it only gives me heavy errors and just not working. I am kinda new at this but i get along well i must say, just don't know why the errors?
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Unread 08-21-09, 08:34 PM  
Subere
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Originally posted by Shammypowah
I REALLY liked this layout, considering the nice frames, really nice castbars and that you included buffs.

Now, the only thing is that i want to change the font to Friz Quadrata TT.

Changing theese strings in oUF_Anomaly.lua:

Code:
anomFont:SetFont('Interface\\AddOns\\oUF_Anomaly\\media\\Semplice Regular.ttf', 8)

anomFontOutline:SetFont('Interface\\AddOns\\oUF_Anomaly\\media\\Semplice Regular.ttf', 8, 'OUTLINE')

anomFontSm:SetFont('Interface\\AddOns\\oUF_Anomaly\\media\\Frucade Small Regular.ttf', 8)
to

Code:
anomFont:SetFont('Interface\\Fonts\\FRIZQT__.ttf', 8)
and the rest aswell, but it only gives me heavy errors and just not working. I am kinda new at this but i get along well i must say, just don't know why the errors?
Try capitalizing the font extension. IE:

Code:
anomFont:SetFont('Interface\\Fonts\\FRIZQT__.TTF', 8)
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Unread 08-22-09, 08:04 AM  
Shammypowah
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Originally posted by Subere
Try capitalizing the font extension. IE:

Code:
anomFont:SetFont('Interface\\Fonts\\FRIZQT__.TTF', 8)
It did not work
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Unread 08-22-09, 11:39 AM  
Subere
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Oops, try:

Code:
anomFont:SetFont('Fonts\\FRIZQT__.TTF', 8)
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Unread 08-22-09, 05:32 PM  
Shammypowah
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Originally posted by Subere
Oops, try:

Code:
anomFont:SetFont('Fonts\\FRIZQT__.TTF', 8)
Thank you so much, problem solved!
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Unread 08-22-09, 06:29 PM  
Subere
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Originally posted by Shammypowah
Thank you so much, problem solved!
No problem :] Glad we resolved it.

Also if anyone has any requests for any specific plug-ins they'd like support for, let me know. I've pretty much got everything I'd want to use supported but not sure what others frequently use.
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Unread 08-22-09, 08:48 PM  
ceasley
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Looks great, but...

First, *love* this layout! Very nicely done, and quite clean. Fits very well with my interface

However, the castbars don't seem to play well with the "moveableframes" addon for ouf. They remain anchored to their starting positions with no way to move them. Even trying to move them while they are in use doesn't work.

Any chance we could get a fix for that?

Thanks!
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Unread 08-22-09, 09:08 PM  
Subere
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Hrmm, I think this is actually a MoveableFrames problem. I'll look into it and see what's up.

And I'm glad you like it :]


EDIT: After looking into it further I think you're just going to have to settle for moving the castbars manually through the Lua. :[

The first limitation stopping it from working with MoveableFrames and the blizz implementations for making frames movable is the fact that the Castbar is a StatusBar (think the health bar on the player frame). It is not attached to any base frame and is not movable as a StatusBar.

If we were to create a frame to anchor it too, we run into the second limitation being that MoveableFrames only moves base oUF objects (e.g. Player, Target, ToT, etc.). The player castbar is considered a child of the Player object, so on and so forth with the other castbars. So at that point MoveableFrames would either have to be updated to move frames that are children of the base objects or I'd have to implement some layout specific code that would handle it.

The 'easiest' way to make them somewhat moveable would be parenting them to the frame they belong to. So if you were to move that frame it would follow it. At this point though I foresee the problem of that really not being good enough and with the player castbar there really isn't any good frame to anchor it too.
Last edited by Subere : 08-22-09 at 09:40 PM.
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