Addon Info.
Change Log
Comments (31)
  Category: Plug-Ins & Patches
Addon Information
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This file is a Addon for oUF by haste. You must have that installed before this Addon will work.

Author:
Version:
30000.7
Date:
10-22-2008 02:02 PM
Size:
3.73 Kb
Downloads:
1,606
Favorites:
67
MD5:
Pictures
Click to enlarge
*target's name in blue, mt+ma to the right
Click to enlarge
normal 10man
oUF Perfect   Popular!
Description:
This is a layout for oUF, in order for this Unit Frame layout to work you need to have that.
You can find a link under the big download button to the right.

oUF_Perfect is a raid and party layout, and is made to complete oUF_P3lim.
It is heavily based on the new tag system introduced in oUF version 1.1.1.


Features:
  • Header for Party
  • Header for Raid
  • Header for MainTank(s)
  • Header for MainAssist(s)

Note:
Raid group will spawn in 5 seperate groups, enough for a 25man raid.
Tags are enabled for Poison, Curse and Innervate, mostly because I play a Druid.
Using tags it also shows party-target names in the name string (with raidicons aswell)


Issues:
Raid sometimes pop up errors in combat (oUF issue)


Plugins:
As many other layouts, this one supports some of the plugins made for it.
Currently supported by default are the following:

Useful Links:

Before posting a bug please read the main page on my Author Portal first.


Feel free to donate:
  Change Log - oUF Perfect
30000.7:
- Fixed font issue
- Fixed power updates

30000.6:
- Added MainTank header
- Added MainAssist header
- Added RangeAlpha
- Added *target strings to all units
- Fixed menu function

30000.5:
- Update to 30000
- Not 100% bugtested yet, youve been warned

20400.4:
- Fixed [afk] tag

20400.3:
- Initial commit
  Comments - oUF Perfect
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Old 11-05-2008, 09:13 PM  
Sojik
A Murloc Raider

Forum posts: 7
File comments: 75
Uploads: 1
I changed oUF_Perfect a little since I stopped running with UI scale. Here's what I changed:

Code:
	self:SetAttribute('initial-height', 18)
	self:SetAttribute('initial-width', 180)
	self:SetAttribute('initial-scale', 0.8)
and

Code:
	if(i == 1) then
		group:SetManyAttributes('showParty', true, 'showPlayer', false)
		group:SetPoint('TOPLEFT', UIParent, 5, -15)
	else
		group:SetPoint('TOP', raid[i-1], 'BOTTOM', 0, 10)
	end
I changed the second part because when I scaled it all down, the group spacing was way off. It was really spaced out. Now, as it is now, the spacing is fine as long as there are full groups. If the groups aren't full, the groups get closer together for some reason. Do you have any idea why? Did I change the scale wrong?
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Old 11-04-2008, 10:53 AM  
p3lim
A Chromatic Dragonspawn
 
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Interface Author - Click to view interfaces

Forum posts: 165
File comments: 475
Uploads: 16
Re: Greater than 25...

Quote:
Originally posted by Hevnlyst
Great frames, I tweaked them a little size wise, and although I'm fairly alright with lua, i cant figure out how to create groups 6-8 if they are present. I made them smaller height wise so they can fit, i just cant find the variable/boolean that stops the creation of frames at 25 players...

And if this isn't possible, how could I make the frames hide/ be disabled after more than 25 people join the raid...
Look near the bottom, where they are spawned:
Code:
for i = 1, 5 do
The number 5 represents how many groups are spawned.

If you want to make the frames hide if the raid exceeds a certain members you need to create a function alike what I did back when oUF P3lim had raid frames. (You might be able to take a look at it through the SVN repos here on WoWI)
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Old 11-04-2008, 12:50 AM  
Hevnlyst
A Kobold Labourer

Forum posts: 0
File comments: 3
Uploads: 0
Greater than 25...

Great frames, I tweaked them a little size wise, and although I'm fairly alright with lua, i cant figure out how to create groups 6-8 if they are present. I made them smaller height wise so they can fit, i just cant find the variable/boolean that stops the creation of frames at 25 players...

And if this isn't possible, how could I make the frames hide/ be disabled after more than 25 people join the raid...
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Old 11-02-2008, 10:14 AM  
p3lim
A Chromatic Dragonspawn
 
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Interface Author - Click to view interfaces

Forum posts: 165
File comments: 475
Uploads: 16
Re: Debuffs

Quote:
Originally posted by Livin
Hey, everytime when my raid/group gets bloodlust/heroism they all have this debuff, but if they are poisend, cursed, etc, it wont show up in the frame, because the heroism-debuffs kinda blocks it.

Is there a way that it will only show curse/poisen/magic/disease?
Will do a better debuff scanning in a future version
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Old 11-02-2008, 06:55 AM  
Livin
A Kobold Labourer

Forum posts: 1
File comments: 1
Uploads: 0
Debuffs

Hey, everytime when my raid/group gets bloodlust/heroism they all have this debuff, but if they are poisend, cursed, etc, it wont show up in the frame, because the heroism-debuffs kinda blocks it.

Is there a way that it will only show curse/poisen/magic/disease?
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Old 10-22-2008, 07:49 PM  
p3lim
A Chromatic Dragonspawn
 
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Forum posts: 165
File comments: 475
Uploads: 16
Quote:
Originally posted by Psychoshamoo
Patched version still has this issue from what I can see, but using this worked like a charm. Did the edit and a reloadui and it works perfectly.
r7 works
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Old 10-22-2008, 07:33 PM  
Psychoshamoo
A Kobold Labourer

Forum posts: 1
File comments: 3
Uploads: 0
Quote:
@Psychoshamoo

Try removing the "SetHight" part in the oUF_Perfect.lua fixed the problem for me. (Since the mods make the fonts larger and the layout tries to cramp the name into a constricted space, it gets pixeled.)
Patched version still has this issue from what I can see, but using this worked like a charm. Did the edit and a reloadui and it works perfectly.
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Old 10-22-2008, 03:52 PM  
blackpandemic
A Flamescale Wyrmkin
 
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Forum posts: 120
File comments: 64
Uploads: 1
It's fixed and gorgeous. Thanks a ton to those who contributed!
__________________
"All power tends to corrupt and absolute power corrupts absolutely." "Advice to Persons About to Write History — Don't." -John Dalberg-Acton
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Old 10-22-2008, 01:39 PM  
p3lim
A Chromatic Dragonspawn
 
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Interface Author - Click to view interfaces

Forum posts: 165
File comments: 475
Uploads: 16
Quote:
Originally posted by Lysiander
Found the Problem. It seems that the event UNIT_POWER no longer exists and was replaced by UNIT_MANA. UNIT_ENERGY and UNIT_RAGE also exist, but when I use unit mana it seems to update energy and range just fine.

Try removing the "SetHight" part in the oUF_Perfect.lua fixed the problem for me. (Since the mods make the fonts larger and the layout tries to cramp the name into a constricted space, it gets pixeled.)
Ill check both things
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Old 10-22-2008, 05:32 AM  
Lysiander
A Murloc Raider

Forum posts: 4
File comments: 15
Uploads: 0
Found the Problem. It seems that the event UNIT_POWER no longer exists and was replaced by UNIT_MANA. UNIT_ENERGY and UNIT_RAGE also exist, but when I use unit mana it seems to update energy and range just fine.

Now I gotta figgure out why I can't use your buff tags in my player frame.

[-and is there a specific reason why
self.Health.Text:SetFont won't work? I deleted the "Gamefontbla" stuff and it used to work with self.health.value:SetFont, but even changing everything from text to value won't make it take on my fonts and more importantly, fontsizes.-]

Ignore the above. Im an idiot and didn't realize the format for giving font pathes had changed. Working like a charm now.

@Psychoshamoo

Try removing the "SetHight" part in the oUF_Perfect.lua fixed the problem for me. (Since the mods make the fonts larger and the layout tries to cramp the name into a constricted space, it gets pixeled.)

Last edited by Lysiander : 10-22-2008 at 10:58 AM.
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Old 10-22-2008, 04:03 AM  
Lysiander
A Murloc Raider

Forum posts: 4
File comments: 15
Uploads: 0
Hi there,

I tried your layout and seem to have some issues. For unknown reasons, power values do not seem to update properly. Health and such work just fine, but the power values only update on either a shapeshift change or death and occasionally in between. Even on the player in party frame it doesn't update.
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Old 10-20-2008, 08:27 PM  
michaelawill
A Kobold Labourer

Forum posts: 1
File comments: 8
Uploads: 0
I have no pixelation issues. I'm using the original ClearFont. Not ClearFont 2.

It's uber and doesn't use any Ace Libraries.
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Old 10-20-2008, 08:20 PM  
Psychoshamoo
A Kobold Labourer

Forum posts: 1
File comments: 3
Uploads: 0
Quote:
Originally posted by blackpandemic
As for the pixelation, I've found that only the 2-5 names are pixelated. The number 1 of each group is always (90%+ of the time) focused and looks great. It's just the extra people that have the issue.
Here's a screenshot of his point, the first member of each group always has no pixelation issues.

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Old 10-20-2008, 09:06 AM  
p3lim
A Chromatic Dragonspawn
 
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Interface Author - Click to view interfaces

Forum posts: 165
File comments: 475
Uploads: 16
Quote:
Originally posted by blackpandemic
As for the pixelation, I've found that only the 2-5 names are pixelated. The number 1 of each group is always (90%+ of the time) focused and looks great. It's just the extra people that have the issue.
Changing a font doesnt help, got no idea whats causing this..
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Old 10-19-2008, 11:14 PM  
blackpandemic
A Flamescale Wyrmkin
 
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Forum posts: 120
File comments: 64
Uploads: 1
As for the pixelation, I've found that only the 2-5 names are pixelated. The number 1 of each group is always (90%+ of the time) focused and looks great. It's just the extra people that have the issue.
__________________
"All power tends to corrupt and absolute power corrupts absolutely." "Advice to Persons About to Write History — Don't." -John Dalberg-Acton
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