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Updated:02-12-12 10:21 AM
Created:06-12-10 06:56 AM
Downloads:11,595
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oUF Aftermathh  Popular! (More than 5000 hits)
Version: 4.0
by: Game92, Aftermathh
This oUF_Aftemathh. Base of the oUF came from oUF_Jasje

This layout is currently working with oUF 1.5.8

for this addon to work, you need this first oUF From Haste

How to move the unitframes

oUF_MovableFrames

Frames Supported

-- Player
-- Target
-- ToT
-- Focus
-- Pet/Vehicle
-- Raid/Party
-- Boss
-- Castbar For Player, Target, Focus and Pet.

Features

-- Aggro Highlighting on Raid Frames
-- Debuff Highlighting
-- Leader, MasterLooter, Raid PvP Combat Resting Icons.
-- Options To Remove Debuffs, Buffs, PvPIcon Castbars etc.
-- HolyPower For Paladins
-- Shards For Warlock
-- Eclipces Bar

And alot more!

Included Plugins

-- oUF_AuraWatch
-- oUF_CombatFeedback
-- oUF_RaidDebuffs
-- oUF_Experience
-- oUF_Smooth
-- oUF_Totembar
-- oUF_SpellRange
-- oUF_Reputation

Supported Plugins

-- oUF_MoveableFrames

-- oUF Plugins Downloads

Links

-- oUF General discussion
-- oUF Layout discussion

Credits

goes to Neal for hes awsome !beautycase. and to Jasje for making the base of the layout ! and thanks to ppl on the fourm that has helped me alot and learned me alot.
Yj589794, Mischback, Rostok and Ferous for helping me with oUF 1.4
4.0

Newest Verison!

Alot more features.

Raid frames for healers..

3.8

Forgot to dump toc, and !Beautycase :(

3.7

4.1 ready.

3.6

added a config.

added arena frames.

fixed raid frames.

cleaned up some stuff.

check more @ https://github.com/Lanerra/AftermathhUI


3.5

Added Fixed Shadows, on HealthBars.
Added New look For PowerBar, Options to postion. Left/Right/Middle
Added BossFrames

and cleaned up some crap :P

3.3

added, lighting shields (shammy), water shield (shammy), maelstrom (shammy), tial waves (shammy) lock and load (hunter) stacks on oUF
added boss frame
added icon on target castbar

new texture on castbar/debuffs/buffs.

cleaded up alot of code.

new texture on debuffs, buffs, castbar,

readded oUF_moveableframes

3.2

Added more options to raid colors, and cleaned up abit.

3.1

cleaned up some old codes, that wasnt really needed..

3.0

Quick fix with exp-bar was overlapping shadow-orb shards, holy power text :d


2.9

Added Shadow Orbs Stacks On oUF

Fixed Eclipesbar in oUF
Fixed Runebar in oUF
Fixed oUF_Runebar
Fixed oUF_Swing
Fixed Back Portraits on party
Fixed new Position on HolyPower/Shards.

tweaked the code overall.

2.8

Error Fixes.

2.7

cleaned up some code.

2.6

added Shards (text)
added HolyPower (text)
added Eclipces Bar

2.5

added highlight interrupt on focus + target
added some new options.
added party frames.
added focustarget.

2.3

added more disable/enable options
fixed oUF_Swing
fixed oUF_TotemBar
fixed some buggs ;)

2.2

added portratis to pet, focus.
added oUF_spellrange.
added masterlooter leader icon on raid frames
added castbar for pet.
added "aggro" on raid frames.
added options to enable and disable like castbars, portraits, pvp icon, buffs debuffs.
added new statusbar color on target, pet, focus, player castbar.
added icon on focus castbar.

2.0

tons of new stuff added! and cleaned up the code abit.


1.8

fixed ms, and the folder, and class color on player castbar :)
and some other buggs.


1.7

buggs fixed.


---

1.6

added focus castbar
added classcolor on health/mana text.



1.5

forgot to add !beautycase to the map

----

1.4

added buffs/debuffs to pet/focus
remade all positions for all frames..


1.3

Updated to oUF 1.4
Remade the raid completly


----------------------

1.2

Added Combat Icon
Added LFD icons
Added Totembar Plugin
Added Borders on Portraits
Added Outline on most fonts
Added Debuffs on target

Renamed to everything to oUF_Aftermathh

--------------------------------

1.1

Added PvP Icons
Added Portraits
Added Borders On Raid
Added Raid Icon on Raid Frames
Reconfiged Castbar
Reconfiged the HP/Mana Text from 10k to 10000
Reconfiged the castbar code

---------------------------------
Optional Files (0)


Archived Files (27)
File Name
Version
Size
Author
Date
3.8
70kB
Game92
04-27-11 09:45 AM
3.7
54kB
Game92
04-27-11 09:40 AM
3.6
22kB
Game92
03-24-11 02:50 AM
3.5
122kB
Game92
02-20-11 04:28 AM
3.4
122kB
Game92
01-23-11 09:14 AM
3.3
122kB
Game92
01-22-11 04:46 PM
3.2
113kB
Game92
12-29-10 09:02 AM
3.1
120kB
Game92
12-04-10 11:51 AM
3.0
120kB
Game92
11-23-10 02:52 PM
2.9
120kB
Game92
11-23-10 02:35 PM
2.8
90kB
Game92
10-31-10 12:44 PM
2.7
109kB
Game92
10-29-10 04:52 PM
2.6
175kB
Game92
10-19-10 05:56 AM
2.5
112kB
Game92
10-15-10 05:48 PM
2.3
109kB
Game92
10-04-10 01:51 PM
2.2
152kB
Game92
09-26-10 05:05 AM
2.1
152kB
Game92
09-06-10 10:07 AM
2.0
148kB
Game92
08-28-10 03:57 PM
1.8
134kB
Game92
08-21-10 11:48 AM
1.7
127kB
Game92
08-21-10 05:48 AM
1.6
148kB
Game92
08-17-10 09:48 AM
1.5
148kB
Game92
08-12-10 09:20 AM
1.4
134kB
Game92
08-12-10 08:43 AM
1.2
95kB
Game92
08-02-10 08:01 PM
1.22
95kB
Game92
08-02-10 07:55 PM
1.2
79kB
Game92
07-15-10 03:14 AM
1.0
43kB
Game92
06-12-10 06:56 AM


Post A Reply Comment Options
Unread 08-02-12, 11:58 AM  
Polarcom
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File comments: 18
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Expbar

Hello!

It's amazing addon.

But, i have a little question:

How I can make a Expbar visible, all the time?


Sorry for my English, i'm from Russia ))
Last edited by Polarcom : 08-02-12 at 11:58 AM.
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Unread 08-07-11, 05:59 AM  
Game92
A Molten Giant
 
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you mean this?



Well, i haven't updated this layout for a long time unfortune :P

Maybe you should try my UI it's updated and its in there.
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Last edited by Game92 : 08-07-11 at 06:00 AM.
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Unread 08-07-11, 04:04 AM  
Tissue
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Hi Aftermathh, I m a new user to ouf, and I love your unit frame.
Just a quick question Why my totem bar doesnt show up like the screenshot of yours.

The code I found is:

if oUF_Aftermathh.config.totembar == true and class == 'SHAMAN' then

self.TotemBar = {}
self.TotemBar.Destroy = true

for i = 1, 4 do
self.TotemBar[i] = CreateFrame('StatusBar', nil, self)
self.TotemBar[i]:SetHeight(12)
self.TotemBar[i]:SetWidth(265/4 - 5)

if (i == 1) then
self.TotemBar[i]:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', -1, -9)
else
self.TotemBar[i]:SetPoint('RIGHT', self.TotemBar[i-1], 'LEFT', -8, 0)
end

CreateBorder(self.TotemBar[i], 12, R, G, B, 3)

self.TotemBar[i]:SetStatusBarTexture(texture)
self.TotemBar[i]:SetBackdrop(backdrop)
self.TotemBar[i]:SetBackdropColor(0,0,0,6)
self.TotemBar[i]:SetMinMaxValues(0, 1)

self.TotemBar[i].bg = self.TotemBar[i]:CreateTexture(nil, 'BORDER')
self.TotemBar[i].bg:SetAllPoints(self.TotemBar[i])
self.TotemBar[i].bg:SetTexture(texture)
self.TotemBar[i].bg.multiplier = 0.3
end
end



Could u tell me which part do i change to show the bars?
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Unread 07-30-11, 10:29 AM  
Game92
A Molten Giant
 
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Forum posts: 616
File comments: 696
Uploads: 14
Originally posted by Bisonbob
Ohh dude over 4h worke it workes^^ I have tried so many things but now IT WORKES! B─M

Big THX!
np man !
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Unread 07-29-11, 04:11 AM  
Bisonbob
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Originally posted by Game92
Hi again.

This should work.

LUA Code:
  1. if (class == 'DEATHKNIGHT') then
  2.        
  3.             self.Runes = CreateFrame('Frame', nil, self)
  4.        
  5.             for i = 1, 6 do
  6.                 self.Runes[i] = CreateFrame('StatusBar', self:GetName()..'_Runes'..i, self)
  7.                 self.Runes[i]:SetHeight(12)
  8.                 self.Runes[i]:SetWidth(265/4 - 5)
  9.                
  10.                 if (i == 1) then
  11.                     self.Runes[i]:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', -1, -9)
  12.                 else
  13.                     self.Runes[i]:SetPoint('RIGHT', self.Runes[i-1], 'LEFT', -8, 0)
  14.                 end
  15.                
  16.                 CreateBorder(self.Runes[i], 12, R, G, B, 3)
  17.                
  18.                 self.Runes[i]:SetStatusBarTexture(texture)
  19.                 self.Runes[i]:SetBackdrop(backdrop)
  20.                 self.Runes[i]:SetBackdropColor(0, 0, 0, 6)
  21.                 self.Runes[i]:SetMinMaxValues(0, 1)
  22.  
  23.                 self.Runes[i].bg = self.Runes[i]:CreateTexture(nil, 'BORDER')
  24.                 self.Runes[i].bg:SetAllPoints(self.Runes[i])
  25.                 self.Runes[i].bg:SetTexture(texture)
  26.                 self.Runes[i].bg.multiplier = 0.3
  27.             end
  28.         end
Ohh dude over 4h worke it workes^^ I have tried so many things but now IT WORKES! B─M

Big THX!
Last edited by Bisonbob : 07-29-11 at 04:48 AM.
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Unread 07-29-11, 02:38 AM  
Game92
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Hi again.

This should work.

LUA Code:
  1. if (class == 'DEATHKNIGHT') then
  2.        
  3.             self.Runes = CreateFrame('Frame', nil, self)
  4.        
  5.             for i = 1, 6 do
  6.                 self.Runes[i] = CreateFrame('StatusBar', self:GetName()..'_Runes'..i, self)
  7.                 self.Runes[i]:SetHeight(12)
  8.                 self.Runes[i]:SetWidth(265/4 - 5)
  9.                
  10.                 if (i == 1) then
  11.                     self.Runes[i]:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', -1, -9)
  12.                 else
  13.                     self.Runes[i]:SetPoint('RIGHT', self.Runes[i-1], 'LEFT', -8, 0)
  14.                 end
  15.                
  16.                 CreateBorder(self.Runes[i], 12, R, G, B, 3)
  17.                
  18.                 self.Runes[i]:SetStatusBarTexture(texture)
  19.                 self.Runes[i]:SetBackdrop(backdrop)
  20.                 self.Runes[i]:SetBackdropColor(0, 0, 0, 6)
  21.                 self.Runes[i]:SetMinMaxValues(0, 1)
  22.  
  23.                 self.Runes[i].bg = self.Runes[i]:CreateTexture(nil, 'BORDER')
  24.                 self.Runes[i].bg:SetAllPoints(self.Runes[i])
  25.                 self.Runes[i].bg:SetTexture(texture)
  26.                 self.Runes[i].bg.multiplier = 0.3
  27.             end
  28.         end
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Unread 07-28-11, 10:47 PM  
Bisonbob
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Code:
		if oUF_Aftermathh.config.totembar == true and class == 'SHAMAN' then
		
		    self.TotemBar = {}
			self.TotemBar.Destroy = true
			
			for i = 1, 4 do
				self.TotemBar[i] = CreateFrame('StatusBar', nil, self)
				self.TotemBar[i]:SetHeight(12)
				self.TotemBar[i]:SetWidth(265/4 - 5)
				
				if (i == 1) then
					self.TotemBar[i]:SetPoint('TOPRIGHT', self, 'BOTTOMRIGHT', -1, -9)
				else
					self.TotemBar[i]:SetPoint('RIGHT', self.TotemBar[i-1], 'LEFT', -8, 0)
				end

                CreateBorder(self.TotemBar[i], 12, R, G, B, 3)

				self.TotemBar[i]:SetStatusBarTexture(texture)
				self.TotemBar[i]:SetBackdrop(backdrop)
				self.TotemBar[i]:SetBackdropColor(0,0,0,6)
				self.TotemBar[i]:SetMinMaxValues(0, 1)

				self.TotemBar[i].bg = self.TotemBar[i]:CreateTexture(nil, 'BORDER')
				self.TotemBar[i].bg:SetAllPoints(self.TotemBar[i])
				self.TotemBar[i].bg:SetTexture(texture)
				self.TotemBar[i].bg.multiplier = 0.3
			end
		end
That I've found on the oUF_Aftermathh.lua what I need to edit now?
Last edited by Bisonbob : 07-29-11 at 01:40 AM.
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Unread 07-28-11, 01:02 PM  
Game92
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Originally posted by Bisonbob
Hey guy's, I need to move this to the right.



Can someone help me?

And the other question I have. Is it possible to have a totembar, like a DK?

So long
Hi that the rest icon, i didn't really put alot effort to fix it without portrait ^^

Yes. Ofc, you can you will just need to edit..
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Unread 07-28-11, 11:54 AM  
Bisonbob
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Hey guy's, I need to move this to the right.



Can someone help me?

And the other question I have. Is it possible to have a totembar, like a DK?

So long
Last edited by Bisonbob : 07-28-11 at 12:03 PM.
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Unread 07-07-11, 01:47 AM  
Game92
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Originally posted by ktc64
The !Beautycase is messing with wow and/or other mods and is changing the priest class color to be a pale blue. Do you have any idea how to fix this?

Thanks
I made an mistake with the last version, that like half of the UI priest color is blue, and other halft is white. i will update this today, sit tight, i will fix an option for the priest color aswell, sit tight
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Last edited by Game92 : 07-07-11 at 01:47 AM.
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Unread 07-06-11, 01:31 PM  
ktc64
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The !Beautycase is messing with wow and/or other mods and is changing the priest class color to be a pale blue. Do you have any idea how to fix this?

Thanks
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Unread 06-25-11, 01:21 PM  
Game92
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Re: Re: Re: Re: Re: Target oppacity goes really low!

Originally posted by Atomick
Okay well its exactly like the picture the Deathknight showed earlier and im not a DK so its not a class related problem.

Yah its getting too annoying I will have to unninstall soon unless you can fix it =\
Hm i dont know i never had this problem
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Unread 06-25-11, 01:13 PM  
Atomick
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Re: Re: Re: Re: Target oppacity goes really low!

Originally posted by Game92
Can't look at the pics
Okay well its exactly like the picture the Deathknight showed earlier and im not a DK so its not a class related problem.

Yah its getting too annoying I will have to unninstall soon unless you can fix it =\
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Unread 06-25-11, 01:07 PM  
Game92
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Re: Re: Re: Target oppacity goes really low!

Originally posted by Atomick
Sure; I just took 3 for you! One is next to a player in the bank, One is next to a friendly NPC in a bank, and one is on a training dummy when im in combat with it.

http://s655.photobucket.com/albums/u...511_104508.jpg

http://s655.photobucket.com/albums/u...511_104524.jpg

http://s655.photobucket.com/albums/u...511_104633.jpg

Okay, hope you can fix this becuase I love this but it is kind of annoying when the target and the target of target is quite faded massively compared to the Player.
Can't look at the pics
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Unread 06-25-11, 11:53 AM  
Atomick
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Re: Re: Target oppacity goes really low!

Originally posted by Game92
Can you fix an screenshot?
Sure; I just took 3 for you! One is next to a player in the bank, One is next to a friendly NPC in a bank, and one is on a training dummy when im in combat with it.

http://s655.photobucket.com/albums/u...511_104508.jpg

http://s655.photobucket.com/albums/u...511_104524.jpg

http://s655.photobucket.com/albums/u...511_104633.jpg

Okay, hope you can fix this becuase I love this but it is kind of annoying when the target and the target of target is quite faded massively compared to the Player.
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