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Updated:03-26-10 08:48 AM
Created:01-03-09 12:53 PM
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oUF Hypocrisy  Popular! (More than 5000 hits)

Version: 2.03
by: Hypocrisy [More]

My oUF layout. Requires oUF to work.
The raid frames in the middle of the raid shot are Grid, the oUF frames are the ones on the right.

Frames can be scaled. If you open the file layout.lua, there is a variable near the top called scale. It is currently set to 1, change it to 1.2 to make the frames 20% larger, etc. You may want to change the position of the frames a bit after you've scaled them, as positioning gets scaled as well.

All of the functions that spawn and position the frames are at the end of layout.lua, in the section titled "spawning the frames". If you want to hide or reposition your frames, the code you need to change can be found there.

Includes

  • Player
  • Pet
  • Pet Target
  • Target
  • Target of Target
  • Focus
  • Focus Target
  • Party
  • Party Pets
  • Party Targets
  • Raid

Supports

r2.03
----------------------------------------------------------------------------
- Re-fixed texture glitch with WoW 3.3.3

r2.02
----------------------------------------------------------------------------
- Added support for oUF_MoveableFrames

r2.01
----------------------------------------------------------------------------
- Added a Master Looter icon
- Added support for oUF_TotemBar
- Added support for oUF_Swing
- Removed support for oUF_AutoShot (functionality now in oUF_Swing)
- Simplified some code, cleaned up old code, fixed code for 3.2

r2.0
----------------------------------------------------------------------------
- Druid Mana, Auto Shot, and Rune Bar now scale properly
- Officially supports WoW 3.1

r1.36
----------------------------------------------------------------------------
- oUF_RuneBar support cleaned up a bit

r1.35
----------------------------------------------------------------------------
- Preliminary oUF_RuneBar support, cleaner version coming soon

r1.34
----------------------------------------------------------------------------
- Cleaned up AutoShot code

r1.33
----------------------------------------------------------------------------
- Added oUF_AutoShot support

r1.32
----------------------------------------------------------------------------
- Cleaned up druid code a tad

r1.31
----------------------------------------------------------------------------
- Added druid mana bar

r1.3
----------------------------------------------------------------------------
- Added a scale variable to layout.lua to allow scaling of the frames
- Added some code to allow the player class to be displayed
- Fixed a few 0.5 pixel issues noticed when using the scale feature

r1.231
----------------------------------------------------------------------------
- Fixed an error sometimes thrown by the color gradient

r1.23
----------------------------------------------------------------------------
- Added my color settings for oUF

r1.22
----------------------------------------------------------------------------
- Changed frame strata, so unit frames and castbars will now
properly appear behind everything else

time to start doing this properly
----------------------------------------------------------------------------
1/9 - Added ready check to party, fixed vehicles
1/9 - Added support for oUF Debuff Highlight, oUF Smooth Update
1/9 - Added fading to party pets/targets
1/9 - Moved all textures/fonts to one folder called media
1/8 - Added ready check support and leader icon for raid
1/8 - Moved debuffs and raid icons, and took debuffs off of pettarget
1/8 - No more layout(scale).lua, unless people really need it
1/6 - Added debuffs to pettarget, targettarget, and focustarget
1/6 - Improved layout(scale).lua
1/4 - Made all font sizes dependent on the fontsize variable at the start.
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Unread 03-12-09, 01:43 PM  
Xruptor
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RuneBar :)

Heyas Hypocrisy! First off thanks for fantastic Unitframes! Couldn't live without them!

The only request I have, that if possible. Please add support for oUF_RuneBar as part of your unitframes. I play a DK and I do like being able to see which runes are up and which runes have been replaced by death runes. I know there are several mod out there that do it, but if the module is there why not use it It would save me much time and effort if the unitframes I use already have support for oUF_RuneBar.

Thanks for your contribution to the community! Awesome job!
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Unread 03-03-09, 09:11 AM  
Hypocrisy
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Vehicle Swapping

When you are in a vehicle, oUF automatically displays the vehicle where the player is, and the player as the pet. When I stopped playing this functionality was still a little buggy, so I had to add the following code:

Code:
	self.disallowVehicleSwap = true
This code prevented that swap from taking place. Out of curiosity I just ran through the oUF change logs, and it looks like Haste has been working hard to fix this issue. So, if any of you feel like testing it, and you are running the latest version of oUF, you can comment out the line mentioned above.
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Unread 03-02-09, 08:47 AM  
Hypocrisy
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Originally posted by Stormbornz
Hey Hypocrisy, I did what you down a couple posts below concerning removing the raid frames but it didn't remove them. They're still there, all that did was make it so it would show my party frames even if there were > 5 people in the raid.

Any chance you could tell me how to edit the lua so the raid frames don't show at all? I've already deleted these 2, but that's all I've done so far.

Code:
for i,v in ipairs(raid) do v:Show() end
Code:
for i,v in ipairs(raid) do v:Hide() end
The post below was in fact a continuation of a previous post about hiding the raid frames. I've edited it to include the rest of what you need to do.
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Unread 03-01-09, 07:45 PM  
Stormbornz
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Hey Hypocrisy, I did what you down a couple posts below concerning removing the raid frames but it didn't remove them. They're still there, all that did was make it so it would show my party frames even if there were > 5 people in the raid.

Any chance you could tell me how to edit the lua so the raid frames don't show at all? I've already deleted these 2, but that's all I've done so far.

Code:
for i,v in ipairs(raid) do v:Show() end
Code:
for i,v in ipairs(raid) do v:Hide() end
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Unread 02-27-09, 01:23 PM  
ironwulf
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Thanks for the help, it's working perfectly now
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Unread 02-25-09, 08:09 PM  
Hypocrisy
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Originally posted by ironwulf
Hi,

Loving the looks of these frames. I didn't want to use the raid frames though, so I commented out the code you referred to back on page 3. However, after commenting that out I get following error:

[2009/02/25 09:35:36-9004-x1]: oUF_Hypocrisy\layout.lua:896: bad argument #1 to 'ipairs' (table expected, got nil)
oUF_Hypocrisy\layout.lua:896: in function <Interface\AddOns\oUF_Hypocrisy\layout.lua:884>

Party frames will not hide once joined to a raid from what I tested (invited a guildie, saw party frame formed, then converted to a raid and party frames remained)
My apologies on that. The reason you are getting that error is because of the party/raid toggle code. It is still trying to show and hide the raid even though it doesn't exist. You need to go to the following block of code at the end of the file:

Code:
local partyToggle = CreateFrame('Frame')
partyToggle:RegisterEvent('PLAYER_LOGIN')
partyToggle:RegisterEvent('RAID_ROSTER_UPDATE')
partyToggle:RegisterEvent('PARTY_LEADER_CHANGED')
partyToggle:RegisterEvent('PARTY_MEMBERS_CHANGED')
partyToggle:SetScript('OnEvent', function(self)
	if(InCombatLockdown()) then
		self:RegisterEvent('PLAYER_REGEN_ENABLED')
	else
		self:UnregisterEvent('PLAYER_REGEN_ENABLED')
		if(GetNumRaidMembers() > 5) then
			party:Hide()
			for i,v in ipairs(raid) do v:Show() end
			for i,v in ipairs(partypet) do v:Disable()	end
			for i,v in ipairs(partytarget) do v:Disable()	end
		else
			party:Show()
			for i,v in ipairs(raid) do v:Hide() end
			for i,v in ipairs(partypet) do v:Enable()	end
			for i,v in ipairs(partytarget) do v:Enable() end
		end
	end
end)
In here comment out the two lines:

Code:
			for i,v in ipairs(raid) do v:Show() end
and
Code:
			for i,v in ipairs(raid) do v:Hide() end
The reason the party frames aren't hiding in the raid is found in this same block of code.

Code:
		if(GetNumRaidMembers() > 5) then
tells the frames to only hide if there are more then 5 people in the raid.

Edit: For people looking to remove the raid frames. I left those two lines above out of a previous post, here is the other code you need to hide.

Go to

-- ------------------------------------------------------------------------
-- spawning the frames
-- ------------------------------------------------------------------------

and delete or comment out the following block of code:

Code:
local raid = {}
for i = 1, NUM_RAID_GROUPS do
	local raidgroup = oUF:Spawn("header", "oUF_Raid" .. i)
	raidgroup:SetManyAttributes("groupFilter", tostring(i), "showRaid", true, "yOffset", -10)
	table.insert(raid, raidgroup)
	if (i == 1 or i == 6) then
		if i == 1 then
			raidgroup:SetPoint("TOPRIGHT", UIParent, -10, -200) 
		else
			raidgroup:SetPoint("TOPRIGHT", UIParent, -120, -200) 
		end
	else
		raidgroup:SetPoint("TOPRIGHT", raid[i-1], "BOTTOMRIGHT", 0, -20)	
	end
	raidgroup:Show()
end
Last edited by Hypocrisy : 03-02-09 at 08:45 AM.
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Unread 02-25-09, 11:40 AM  
ironwulf
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Hi,

Loving the looks of these frames. I didn't want to use the raid frames though, so I commented out the code you referred to back on page 3. However, after commenting that out I get following error:

[2009/02/25 09:35:36-9004-x1]: oUF_Hypocrisy\layout.lua:896: bad argument #1 to 'ipairs' (table expected, got nil)
oUF_Hypocrisy\layout.lua:896: in function <Interface\AddOns\oUF_Hypocrisy\layout.lua:884>

Party frames will not hide once joined to a raid from what I tested (invited a guildie, saw party frame formed, then converted to a raid and party frames remained)
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Unread 02-17-09, 01:00 PM  
Hypocrisy
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Originally posted by vpr
Well Healcomm works without any config and someone else added support for Experience - so it's all good

I do have a question - what does the "H" next to the level mean? At first I thought it was race (H = Human) but it always says H for anyone, so I'm confused.
Interesting to hear about Healcomm. Since I stopped playing I've resolved to not add any more code, but I can't really test to see what already works either.

As for the "H", it does stand for human, and it should be changing, it did for me. It's only localized for the English version of WoW though. This is what the code looks like:

Code:
		if type=="Humanoid" then
			self.Type:SetText("H")
		elseif type=="Beast" then
			self.Type:SetText("B")
		elseif type=="Mechanical" then
			self.Type:SetText("M")
		elseif type=="Elemental" then
			self.Type:SetText("E")
		elseif type=="Undead" then
			self.Type:SetText("U")
		elseif type=="Demon" then
			self.Type:SetText("D")
		elseif type=="Dragonkin" then
			self.Type:SetText("Dr")
		elseif type=="Giant" then
			self.Type:SetText("G")
		elseif type=="Not specified" then
			self.Type:SetText("NA")
		else
			self.Type:SetText(type)
		end
It would be possible to get it working for all localizations if somebody felt like adding libBabble support, but the easiest thing would just be to change the names if you need to. If the creature type doesn't match any of the above it defaults to showing the full name for the type.

Edit: I think I realized what you meant. You actually meant human. It doesn't stand for human, it stands for humanoid. So players will always show up as humanoids, except in a few special cases, such as a tree showing as elemental, or a bear showing as a beast. For me the main purpose of that indicator was so I'd know what kind of CC to use, I use the bar color to determine class.
Last edited by Hypocrisy : 02-17-09 at 01:11 PM.
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Unread 02-16-09, 03:08 PM  
vpr
A Theradrim Guardian

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Well Healcomm works without any config and someone else added support for Experience - so it's all good

I do have a question - what does the "H" next to the level mean? At first I thought it was race (H = Human) but it always says H for anyone, so I'm confused.
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Unread 02-13-09, 12:52 PM  
Hypocrisy
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Originally posted by Stormbornz
I need to delete that entire code that you posted there?
Delete seems a bit harsh...but at least comment it out, yeah.
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Unread 02-13-09, 12:33 PM  
Stormbornz
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I need to delete that entire code that you posted there?
Last edited by Stormbornz : 02-13-09 at 12:34 PM.
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Unread 02-13-09, 08:57 AM  
Hypocrisy
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Originally posted by Stormbornz
Actually I have 1 more question, is there any way to enable party frames during a raid? (with more than 1 group)
To enable party frames during a raid, comment out the toggle code at the end of layout.lua.

Code:
local partyToggle = CreateFrame('Frame')
partyToggle:RegisterEvent('PLAYER_LOGIN')
partyToggle:RegisterEvent('RAID_ROSTER_UPDATE')
partyToggle:RegisterEvent('PARTY_LEADER_CHANGED')
partyToggle:RegisterEvent('PARTY_MEMBERS_CHANGED')
partyToggle:SetScript('OnEvent', function(self)
	if(InCombatLockdown()) then
		self:RegisterEvent('PLAYER_REGEN_ENABLED')
	else
		self:UnregisterEvent('PLAYER_REGEN_ENABLED')
		if(GetNumRaidMembers() > 5) then
			party:Hide()
			for i,v in ipairs(raid) do v:Show() end
			for i,v in ipairs(partypet) do v:Disable()	end
			for i,v in ipairs(partytarget) do v:Disable()	end
		else
			party:Show()
			for i,v in ipairs(raid) do v:Hide() end
			for i,v in ipairs(partypet) do v:Enable()	end
			for i,v in ipairs(partytarget) do v:Enable() end
		end
	end
end)
As for more then one group...it would technically be possible, but you don't have all of the code you need in my frames. You'd have to leave the party toggle code in there, and for a start you could change all the raid frame appearance code to match that of the party, but I don't currently have raid targets or pets implemented, and I am afraid that I am not prepared to add them now.
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Unread 02-12-09, 06:06 PM  
Stormbornz
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Actually I have 1 more question, is there any way to enable party frames during a raid? (with more than 1 group)
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Unread 02-12-09, 03:06 PM  
Stormbornz
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Thanks! Now these unit frames are exactly what I need.

Nice work and thanks for the help!
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Unread 02-12-09, 02:52 PM  
Hypocrisy
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Originally posted by Stormbornz
Thanks, the debuff size thing worked perfectly. I still have another problem though, if it's not too much to ask. Still need help with the self cast only buffs on player frame.

Also, the filter is not working. I am still seeing other buffs that I can't cast on myself. I added the
Code:
self.Buffs.filter = true
to the last line of,

Code:
elseif unit=="player" then
		self.Buffs.size = 18.5
		self.Buffs:SetHeight(self.Buffs.size)
		self.Buffs:SetWidth(self.Buffs.size * 10)
		self.Buffs.num = 36
		self.Buffs.spacing = 2
		self.Buffs.filter = true
It looks exactly like that.
Ok, my apologies, as I said, the default filter is "HELPFUL", which would include other players buffs as well. The filters that can be applied are "HELPFUL", "HARMFUL", "PLAYER", "RAID", "CANCELABLE", "NOT_CANCELABLE", I believe that "HELPFUL" and "PLAYER" should do the trick. Try changing:

Code:
self.Buffs.filter = true
to

Code:
self.Buffs.filter = "HELPFUL|PLAYER"
My WoW lua is already starting to get rusty
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