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oUF Debuff Highlight  Popular! (More than 5000 hits)

Version: r50-release
by: Ammo [More]

This is an addon that adds Debuff Highlighting to the oUF unitframes.

Whenever a unit has a debuff it will highlight the frame in the debuff color. This can be done either on
the unitframe background or a specially created frame for the task.

To use this in your oUF layout you will need one of the following:

Code:
self.DebuffHighlightBackdrop = true
This will let oUF_DebuffHighlight know to use the backdrop for debuff highlighting. The original color and alpha
of the backdrop and backdrop border will be stored and whenever the unit needs highlighting it will color the
backdrop and backdrop border in corresponding color and set the alpha. When the debuff is gone the original
color and alpha will be restored.

The other option to add Debuff Highlighting is to provide a texture (or other UI type that supports :SetVertexcolor)
on your unit frame.

Code:
local dbh = self:CreateTexture(nil, "OVERLAY")
dbh:SetAllPoints(self)
dbh:SetTexture("SomeKindOfTexturepath")
dbh:SetBlendMode("ADD")
dbh:SetVertexColor(0,0,0,0) -- set alpha to 0 to hide the texture
self.DebuffHighlight = dbh
Be warned, your healthbar is probably the best place to create a full glow texture:
Code:
local dbh = hp:CreateTexture(nil, "OVERLAY")
Because all your unit UI elements will be covering your unitframe (self) most likely.

This frame will now be used with :SetVertexColor() to highlight debuffs.

You can control the alpha of the debuff highlight on backdrop or debuffhighlight frame by setting:

Code:
self.DebuffHighlightAlpha = .5
The default value is .5 for the highlight frame and 1 for the backdrop.

If you only want to highlight debuffs that you can cure:

Code:
self.DebuffHighlightFilter = true
This is off by default.

If you want to use the actual texture of the debuff to show instead of coloring the frame do the following:

Create the self.DebuffHighlight texture and positionit, make sure it's visible (alpha not set to 0):

Code:
local dbh = hp:CreateTexture(nil, "OVERLAY")
dbh:SetWidth(32)
dbh:SetHeight(32)
dbh:SetPoint("CENTER", self, "CENTER")
self.DebuffHighlight = dbh
And set:

Code:
self.DebuffHighlightUseTexture = true

Enjoy

-Ammo

r50-release
- fix proper debuff color per class thanks elv22

r48-release
- 4.0 toc
- add option to only color backdropborder or backdrop or backdrop&border

r44-release
- 3.1 compatible release

r41-release
- fixes for nil errors now uses AddElement

r36-release
- Wotlk update

r79326
- Update for latest oUF

r72358
- Fixes issue with not highlighting a debuff if all previous debuffs had no type.

r72075
- Fix debuffhighlight not working for units that don't have buffs/debuff display enabled
- Add support for using the debuff icon texture instead of coloring a frame

r72066
- Only highlight units that the player can interact with for curing

r72056
- Initial upload to wowinterface
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Unread 04-29-08, 04:49 AM  
nodq
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Hi

It works, but it shows the debuff coloring also for Hostile Targets when i DoT them, in theory i can dispell these debuffs, but not on a Hostile Target

The version of Coldfury does Filter that afaik.
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Unread 04-29-08, 05:17 AM  
Ammo
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Re: Hi

Originally posted by nodq
It works, but it shows the debuff coloring also for Hostile Targets when i DoT them, in theory i can dispell these debuffs, but not on a Hostile Target

The version of Coldfury does Filter that afaik.
You're not supposed to enable it on your target frame

That being said, it's easy to fix. And will be in the next release.

-Ammo
Last edited by Ammo : 04-29-08 at 05:26 AM.
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Unread 04-29-08, 05:27 AM  
nodq
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Re: Re: Hi

Originally posted by Ammo
You're not supposed to enable it on your target frame

-Ammo
Hm, in BattleGrounds i like to work like this, target friendly units, an watch on target frame, dispell coloring is very nice then, but it annoys to have debuff coloring on target frame always, even if its a hostile target.

but okay, your addon, your rules.
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Unread 04-29-08, 05:32 AM  
Ammo
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Re: Re: Re: Hi

Originally posted by nodq
Hm, in BattleGrounds i like to work like this, target friendly units, an watch on target frame, dispell coloring is very nice then, but it annoys to have debuff coloring on target frame always, even if its a hostile target.

but okay, your addon, your rules.
I've fixed it on the wowace svn. If you can't cast helpful spells on the unit it won't highlight.

-Ammo
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Unread 04-29-08, 05:41 AM  
scotte44
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Does this mod allow you to click the frame to decurse like oUF_DispellColor?
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Unread 04-29-08, 05:55 AM  
Ammo
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Originally posted by scotte44
Does this mod allow you to click the frame to decurse like oUF_DispellColor?
No. The problem with oUF_DispelColor is that it breaks the Clickcasting functionality for addons like Clique on the unitframe.

I suggest you download Clique and set it up for decursing. (and clickhealing etc etc)

-Ammo
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Unread 04-29-08, 06:22 AM  
Neal
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It doesn't work ...im to stupid^^

local dbh = hp:CreateTexture(nil, "OVERLAY")
dbh:SetAllPoints(hp)
dbh:SetTexture("Interface\\AddOns\\oUF_Neal\\textures\\Debuff.tga")
dbh:SetBlendMode("ADD")
dbh:SetVertexColor(0, 0, 0, 0)
self.DebuffHighlightAlpha = 1
self.DebuffHighlightFilter = true
self.DebuffHighlight = dbh

Why it doesn't work? I will use a debuffborer like Pitbull.

Ps.: Sry for my very bad english^^
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Unread 04-29-08, 06:32 AM  
Ammo
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Originally posted by Neal
It doesn't work ...im to stupid^^

local dbh = hp:CreateTexture(nil, "OVERLAY")
dbh:SetAllPoints(hp)
dbh:SetTexture("Interface\\AddOns\\oUF_Neal\\textures\\Debuff.tga")
dbh:SetBlendMode("ADD")
dbh:SetVertexColor(0, 0, 0, 0)
self.DebuffHighlightAlpha = 1
self.DebuffHighlightFilter = true
self.DebuffHighlight = dbh

Why it doesn't work? I will use a debuffborer like Pitbull.

Ps.: Sry for my very bad english^^
Your code looks alright, but does the texture show up when you do:

dbh:SetVertexColor(1, 0, 0, 1) instead of dbh:SetVertexColor(0,0,0,0)

That should always give a red texture on your frame, if that doesn't work then it will never show up through oUF_DebuffHighlight either

-Ammo
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Unread 04-29-08, 06:45 AM  
nodq
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Re: Re: Re: Re: Hi

Originally posted by Ammo
I've fixed it on the wowace svn. If you can't cast helpful spells on the unit it won't highlight.

-Ammo

Thanks, i will try it out later.

One Question, where do i get good Textures for Debuff highlighting ?
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Unread 04-29-08, 06:48 AM  
Ammo
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Re: Re: Re: Re: Re: Hi

Originally posted by nodq
Thanks, i will try it out later.

One Question, where do i get good Textures for Debuff highlighting ?
I wouldn't know, I myself use the background highlighting in oUF_Ammo

you could use any of the highlighting textures used in wow or get someone to make one for you.

-Ammo
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Unread 04-29-08, 06:55 AM  
Neal
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And only

self.DebuffHighlightBackdrop = true

does not work too I use the german client.
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Unread 04-29-08, 07:03 AM  
Neal
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Originally posted by Ammo
Your code looks alright, but does the texture show up when you do:

dbh:SetVertexColor(1, 0, 0, 1) instead of dbh:SetVertexColor(0,0,0,0)

That should always give a red texture on your frame, if that doesn't work then it will never show up through oUF_DebuffHighlight either

-Ammo
Yes i get a red texture
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Unread 04-29-08, 07:41 AM  
Ammo
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Originally posted by Neal
Yes i get a red texture
it was a bug in oUF_DebuffHighlight I think.

You don't use buffs or debuffs on that frame right?

I have fixed it. And will upload a new version shortly.

-Ammo
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Unread 04-29-08, 07:46 AM  
Neal
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Originally posted by Ammo


You don't use buffs or debuffs on that frame right?

-Ammo
yes
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Unread 04-29-08, 08:06 AM  
Neal
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The new version on the wowace svn works great! Tanks!
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