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Updated:12-01-10 04:11 AM
Created:04-22-10 01:07 PM
Downloads:5,540
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thek: Unitframes  Popular! (More than 5000 hits)
Version: beta6
by: thek [More]
thek: Unitframes (BETA)

Adds some small improvements to the default unitframes.
  • Classcolored healthbars
  • Classicons as portrait
  • current hp as text and percent
  • movable player- and targetframe
  • movable and redesigned totem-/rune-/comboframe
  • NEW: change the size of target-/focusframe buffs & debuffs

If you like the look of the totem-/rune-/comboframe maybe you want to take a look at thek: Buttonskin.

How to move the unitframes

use /tuf to toggle the dragframes

HINT: if the positioning of the unitframes is wrong, wait till you're leaving combat. then they will be set to the correct position. (this happens from time to time when you're leaving a vehicle during combat)

How to move the totem-/rune-/comboframe

use Alt + left mouse button to drag them around when you're out of combat.

Configuration

open the config.lua file:

Code:
-- general configuration
c.showClassIcons    = true;

-- healthbartext configuration
c["player"] = {
    percent         = {true, "LEFT", "LEFT", 230, 3},
    current         = {false, "LEFT", "LEFT", 120, 3}
};
c["target"] = {
    percent         = {true, "RIGHT", "LEFT", 3, 3},
    current         = {true, "RIGHT", "LEFT", 120, 3}
};
c["focus"] = {
    percent         = {true, "RIGHT", "LEFT", 3, 3},
    current         = {true, "RIGHT", "LEFT", 120, 3}
};

-- targetbuff/-debuff settings
c["targetaura"]     = {
    largeSize       = 25,
    smallSize       = 19
};

-- totem-/rune-/comboframe configuration
c["classThings"] = {
    iconSize        = 28,
    iconSpacing     = 8,
    borderTexture   = "Interface\\Buttons\\UI-TotemBar",
    comboBarTexture = "Interface\\TargetingFrame\\UI-StatusBar",
    comboBarColor   = {.1, .9, .1},
};

-- font settings
c["font"] = {
    face            = "Fonts\\FRIZQT__.TTF",
    size            = 12,
    options         = "THINOUTLINE"
};
The first value of percent / current sets those text as enabled or disabled (true, false). The following values defines the text position relative to a created frame behind the parent frame. (not the given parentframe!)

Coming features:
...
beta6:
now you can set the target-/focusframe buff & debuff size

beta5:
removed cp spam
added a central config.lua file

beta4:
added movable comboframe

beta3:
added movable totem- and runeframe

beta2:
added dragframes for player- / targetframe

beta1:
initial release of the rewritten version
Archived Files (6)
File Name
Version
Size
Author
Date
beta5
5kB
thek
11-29-10 09:49 AM
beta4
4kB
thek
11-29-10 04:31 AM
beta3
4kB
thek
11-29-10 03:22 AM
beta2
2kB
thek
11-28-10 02:03 PM
beta1
2kB
thek
11-28-10 09:32 AM
0.1
3kB
thek
04-22-10 01:07 PM


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Unread 12-09-10, 11:13 AM  
Alaeri
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I'm getting that error as well.
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Unread 12-06-10, 02:00 AM  
reale
A Kobold Labourer

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Error

Error happens when I have a target and hit escape:

Message: Interface\AddOns\thek_Unitframes\core.lua:86: attempt to index field 'current' (a nil value)
Time: 12/05/10 23:58:44
Count: 1
Stack: Interface\AddOns\thek_Unitframes\core.lua:86: in function <Interface\AddOns\thek_Unitframes\core.lua:71>
Interface\AddOns\thek_Unitframes\core.lua:174: in function <Interface\AddOns\thek_Unitframes\core.lua:142>
[C]: in function `ClearTarget'
Interface\FrameXML\UIParent.lua:2893: in function `ToggleGameMenu'
[string "TOGGLEGAMEMENU"]:1: in function <[string "TOGGLEGAMEMENU"]:1>

Locals: unit = "target"
hp = 0
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index field 'current' (a nil value)"
c = <table> {
player = <table> {
}
font = <table> {
}
showClassIcons = false
target = <table> {
}
targetaura = <table> {
}
classThings = <table> {
}
focus = <table> {
}
}
a = thek_Unitframes {
target = thek_Unitframes_target {
}
player = thek_Unitframes_player {
}
0 = <userdata>
focus = thek_Unitframes_focus {
}
}
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Unread 12-06-10, 01:27 AM  
thek
A Kobold Labourer
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Originally posted by ckramme
Is there any way to get the statustext on the playerframe to be above the artwork, just like on the targetframe?
http://peecee.dk/uploads/122010/WoWS...510_165706.jpg
uuuhh... stupid bug. i'll take care of this one.
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Unread 12-05-10, 10:17 AM  
karmamuscle
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Is there any way to get the statustext on the playerframe to be above the artwork, just like on the targetframe?
http://peecee.dk/uploads/122010/WoWS...510_165706.jpg
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Unread 12-03-10, 04:32 AM  
thek
A Kobold Labourer
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Originally posted by Ak1ra
can I somehow reset frame positions after I move it? I just found a way do disable my current % hp And I want to move my target frame to fefault position)
sorry, this option is not included, but i will add this to the next release (today / tomorrow)
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Unread 12-03-10, 04:15 AM  
Ak1ra
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can I somehow reset frame positions after I move it? I just found a way do disable my current % hp And I want to move my target frame to fefault position)
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Unread 12-01-10, 08:54 AM  
Areul
A Kobold Labourer

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T.T

I love this Blizzard art style !! hope that would add some party and raid config.
nice work!
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Unread 11-30-10, 11:01 AM  
thek
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Originally posted by Taudier
oh sorry i didn't wait the leave combat event. I tried in Ulduar, a raid encounter.
Hi Taudier, the problem about this one is that the playerframe is secure and the only one you can set it's position while in combat is blizzard. When you leave the vehicle in combat the ui set the playerframe to it's default position and my addon can't reset it. If you're leaving combat player and target are reseted to the dragframe and should work as intended (hope so :-D)

If the problem still exists after leaving combat - leave me a post and i will try different things again.
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Unread 11-30-10, 10:13 AM  
Taudier
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oh sorry i didn't wait the leave combat event. I tried in Ulduar, a raid encounter.
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Unread 11-29-10, 03:28 PM  
thek
A Kobold Labourer
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Originally posted by Taudier
Hi,

when i exit a vehicule in combat the playerframe go back to its default position and not the one i chose. you should replace it when player leave_combat.
Hi Taudier, when you leave combat / enter combat the position should reset to the configured position. I've tested it within the occulus, argentum horse and the deathknight questvehicle and it worked for me.

Maybe you could help me out with some information:
(1) which vehicle causes the bug
(2) what happens when you set the unitframes, logout, login and then try it again with the vehicle? does the bug occur?

Thx a lot
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Unread 11-29-10, 12:10 PM  
Taudier
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Hi,

when i exit a vehicule in combat the playerframe go back to its default position and not the one i chose. you should replace it when player leave_combat.
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Unread 11-29-10, 09:08 AM  
thek
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Re: Portrait

Originally posted by Kendian
First off, would like to say I enjoy all of your addons, very much. =)
I was wondering if it was possible to have this without any portrait/classicon at all? Thanks much, for your time.
Hi Kendian,
thx a lot. At the moment i'm working on a central config file for options and then you will be able to disable the classicons. Without portraits... hm.. this makes no sense for me (at the moment) - sorry.
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Unread 11-29-10, 08:24 AM  
Kendian
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Portrait

First off, would like to say I enjoy all of your addons, very much. =)
I was wondering if it was possible to have this without any portrait/classicon at all? Thanks much, for your time.
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Unread 06-01-10, 02:38 AM  
thek
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Re: Partyframes

Originally posted by Jerro
thank you for this lovely addon, ah and well really like the others as well. but is it possible to make the partyframes drag and drop? that would be awesome.
hi jerro, i'm sorry for my late reply. This might be possible, try to get this done for the next release
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Unread 05-24-10, 11:39 AM  
Jerro
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Partyframes

thank you for this lovely addon, ah and well really like the others as well. but is it possible to make the partyframes drag and drop? that would be awesome.
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