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Thunder Isle (5.2)
Updated:03-06-13 05:51 PM
Created:06-25-09 03:31 PM
Downloads:3,180
Favorites:8
MD5:
MicroHUD
Version: 5.2.0
by: lab1702 [More]
====================================
MicroHUD 5.2.0 by Minikloo @ Malygos
====================================


Simple HUD for DK tanks (and others).


Near the center of the screen are the player/target bars:


To the left are the player bars:

Player Health.

Player Power.

For DKs, runes are shown above health.


To the right are the target bars:

Target Health.

Target Power.

Your threat on target.
Gray = Low threat.
Yellow = Higher than tank, but not tanking yet.
Red = Tanking.
Orange = Tanking but losing threat.

For DKs, a disease bar is shown above the target name when
both Frost Fever and Blood Plague is on the target.
The time remaining for the disease that will fall off first is shown.


Above the center of the screen is a target cast bar. For interruptable spells,
it starts out all green and empties out. For non-interruptable, it starts out black
and fills with red.


Below the center of the screen is incoming damage as percent of current health.
Example: If a 1k hit brings you down to 3k health, the bar will show 1/3 red.
The text on this bar will show the source of the damage. Melee damage is shown
as the name of the unit doing the damage, and spell damage will show the name of
the spell. Environmental damage shows damage type, like FALLING, FIRE etc.


At the top of the screen are two latency bars, top one is home, bottom one is world, full bar = 1000ms.
1.0 - Initial release.
1.1 - Added showing threat of highest person not yourself.
2.0 - TOC bump for 3.3.
Removed raid wide info bars. Other addons out there that does this and more.
Added deathknight runes above player health bar.
Added vertical combo points bar left of target bars for player and vehicle.
Automatically adjust name plate settings in and out of combat.
Changed bar texture.
3.0 - TOC bump for 4.0.
Reverted to texture used in 1.1.
Removed combo points and damage taken bar.
3.1 - Restored damage taken bar, with fix for 4.0.
3.2 - Moved incoming damage bar to near center of screen.
Minor code cleanup and tweaks.
3.3 - Added DK blood tank specific bars - On the left side, bars that shows time left
on Blade Barrier and Blood Shield, and on the right the 3 diseases.
4.0 - Added buff and debuff names to DK tank timer bars.
Disease timers will show your own diseases, if applied, otherwise they will show
if anyone else has applied this debuff. Frost Fever and Scarlet Fever bars will include
all other tank classes' equivalent debuffs if no DKs have applied the diseases.
4.1 - Added target cast bar.
4.2 - Fixed detecting interruptible channeling.
Tweaked interrupt vs non-interrupt bar colors. Green = interrupt, red = can't.
4.3 - Split latency bar in two, home and world.
4.4 - Added latency numbers to bars.
Tweaked text inside bars to use SetAllPoints instead of SetPoint("CENTER").
4.5 - Updated for patch 4.1.
4.6 - TOC bump for 4.2.
4.7 - Fix for combat log changes to make incoming damage bar show up again.
4.8 - TOC bump for 4.3.
5.0 - TOC bump for 5.0.5.
Changed disease bars to a single bar.
Removed temporary self buff bars for DKs.
5.1 - TOC bump for 5.1.
5.2.0 - TOC bump for 5.2.
Adjusted labels on target health and power.
Some size adjustments on bars.
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Unread 11-09-13, 02:21 PM  
Jaillyn
A Murloc Raider

Forum posts: 9
File comments: 10
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Can we get an option where your own health is hidden when you're not in combat and at full health? if I'm at 100% hp I don't need it so glaringly in my face, especially out of combat.
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Unread 01-07-11, 12:48 AM  
epence
A Kobold Labourer

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what about holy power bar? that would be great as well!
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Unread 10-19-10, 11:00 PM  
catnick
A Kobold Labourer

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Nice and simple i like lol

any way on how to make the frames to just show in combat?
Thanks Kathy
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Unread 10-15-10, 06:24 AM  
lab1702
A Kobold Labourer
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Originally posted by seebs
BTW, I would like to see a configuration option somewhere for the thing of playing the ready check sound every time I get a whisper. It turns out not to really meet my needs.
I'm not sure if you looked at the code or not, but around line 50 or so, remove or comment out these lines:


ns:RegisterEvent("CHAT_MSG_WHISPER")

ns:SetScript("OnEvent",
function(f, e, ...)
PlaySound("ReadyCheck")
end
)
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Unread 04-28-10, 06:44 PM  
seebs
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BTW, I would like to see a configuration option somewhere for the thing of playing the ready check sound every time I get a whisper. It turns out not to really meet my needs.
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Unread 04-23-10, 08:31 AM  
seebs
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Originally posted by xtoq
I came here to comment just that. A HUD is something a little different than what you have here, with vertical health/mana bars and frames. This just looks like unit frames, and you might confuse people who are used to the terminology HUD and expect an actual Heads Up Display.
I'm used to the terminology HUD, and this is exactly a Heads Up Display.

The term was coined to refer to dials/gauges that worked by being very bright and facing away from the pilot so that the pilot could see them as reflections on the cockpit glass -- thus, not having to look away from the sky to see them. It has nothing to do with whether they're vertical or horizontal. A lot of people like doing vertical bars for a HUD because they can be narrow and closer in, but there's nothing intrinsic requiring it.
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Unread 07-20-09, 12:15 AM  
zeb7s
A Murloc Raider

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Yea a HUD doesn't have to be vertical bars, its just the current style all the authors are trying to go with for some reason. Personally I find all that too distracting, a HUD should be simple, give you quick access to what you need to know without obstructing or distracting you from the view of your surroundings.

This HUD does all that perfect, great job author! I will be using this one for awhile, hope you continue work on it!
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Unread 06-26-09, 08:37 AM  
lab1702
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Unit frames would be clickable, not something I want that close to the center of the screen.

As for vertical or horizontal, a HUD is just a display that presents data without the user having to look away from the usual viewpoint, there's no implied orientation in the name.
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Unread 06-26-09, 07:43 AM  
xtoq
An Aku'mai Servant
 
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I came here to comment just that. A HUD is something a little different than what you have here, with vertical health/mana bars and frames. This just looks like unit frames, and you might confuse people who are used to the terminology HUD and expect an actual Heads Up Display.
__________________
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Unread 06-26-09, 06:19 AM  
Junnay
A Defias Bandit
 
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Uh, no offence, but... This hud is basically the same as creating another set of unitframes in the center of the screen?
Wouldn't this work better as a full-fledged unitframe mod?
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