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Updated: 05-26-16 07:22 AM
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Minor patch (6.2.4)
Minor patch (6.2.3)
Fury of Hellfire (6.2)
The Adventure Continues (6.1)
Updated:05-26-16 07:22 AM
Created:07-19-12 07:54 AM
Downloads:11,037
Favorites:47
MD5:
6.2.4

oUF Drk Fanupdate  Popular! (More than 5000 hits)

Version: r24
by: myno [More]

oUF_Drk Fanupdate

This layout needs oUF 1.6 or higher to work. Get it here: http://www.wowinterface.com/downloads/info9994-oUF.html.

If you have questions or encounter any bugs/problems feel free to post them in the comment section.
The latest version of this layout can always be found in the repository on github.


Features
- Supported Unitframes:

  • Player
  • Target
  • TargetOfTarget
  • Focus
  • FocusTarget
  • Pet
  • Bossframes
  • Raid
- Castbar on Player, Target, TargetOfTarget, Focus, FocusTarget and Bossframes
- Buff and Debuffs for Player, Target, TargetOfTarget, Focus and Bossframes (customizable)
- Class Bars (Holy Power, Runes, Combo Points, Balance Power Bar, Chi, Shadow Orbs, Warlock Energy)
- Raid Frames with Raid Debuffs and Indicators for certain buffs (mainly for healers)

Config
You are able to do some basic config (position, enabling stuff etc.) in the cfg.lua.

Plugin Support
- oUF_Smooth Update
- oUF_Experience

Credits
- Haste for making oUF.
- Drakull for originally creating this layout.
- A lot of other oUF layout authors like Phanx, Freebaser and zork.

Latest version can always be found on github

r24
- Added absorb and fixed anchoring issue of heal prediction
- Fixed Combo points
- Minor visual improvements (castbar/exp bar)

r23
- Added HFC raid debuffs

r22
- Fix text word wrapping for 6.1
- Added BRF raid debuffs

r21a
- Added priest tags for Clarity of Will and Spirit Shell

r21
- Fix Shadow Orbs

r20
- Fix Monk Chi now going up to 6
- Druid Germination Tag
- Some Highmaul Raid Debuffs

r19
- Warlocks always have 4 Embers now
- Fix raid frames not showing when in hide-when-solo mode

r18
- Fixed/Added Resto Druid tags
- Adjusted Eclipse Bar to new system
- Combo Points are now on the player
- Fixed Priest Shadow Orbs

r17
- Fixed castbar channeling spells missing error

r16
- Use Blizzad right click menu
- Siege of Orgrimmar raid debuffs (Paragons, Garrosh and some others missing)

r15
- Fixed Affliction Warlocks now always having 4 Soul Shards
- Fixed castbar error while in a vehicle
- Temporary fix for boss frames
- Tag optimization

r14
- Added Throne of Thunder raid debuffs
- Fixed tooltips on raid frames not showing
- Fixed wrong frame levels for target energy text and portrait background
- Fixed raid mark on focus, targettarget etc.
- Fixed raid frame debuff duration not refreshing (cd spiral from OmniCC)
- code cleanup

r13
- Fixed SPELL_POWER_CHI
- Added combat icon for target frame (thanks Phanx)

r12
- Added 5th boss bar
- Fixed Wind Step spell id

r11
- Added option to disable right click menu on raid frames

r10
- Fixed debuff desaturation if not own debuff on target frame
- Added scaleable frames (see cfg.lua)
- Fixed party not showing when cfg.raidShowSolo is set to false
- Added Spiral CD count to raid frame debuffs (needs OmniCC or tullaCooldownCount)
- Improved AltPowerBar
- Added DeathBarrier DK indicator

r9
- Fixed class bars to work with oUF-1.5.13-316

r8
- Fixed HealPrediction in raid frames
- Fixed dispellable debuffs in raid frames not showing up for non-english localizations
- Added threat indicator in raid frames
- Added role icons on mouseover in raid frames (see config)
- Target cast bar can now be made seperate as well (see config)
- Changed raidDebuffs to work with spellIDs for better differentiation between debuffs with the same name (e.g. Yor'sahj's Deep Corruption was only showing the debuff with no stacks)

r7
- Fixed raidDebuffs for classes that can't dispell
- Added horizontal raid frame orientation (see config)
- Changed Energy Text position

r6
- Improved Warlock and Monk Class Bar
- Fixed Warrior raid frame indicator error

r5
- Removed AuraWatch, added Raid Frame Indicators for buffs etc. (for example Riptide and Earth Shield for Shaman)
- Added Warlock Spec Bars from tukz
- Shuffled around stuff in the Raid Frames, think I'm kind of okay with how they are looking now

r4
- Some more tweaks and fixes mainly for the Raid Frames

r3
- Removed debug code

r2
- Added Raidframes (not finished)
- Added raidDebuff and AuraWatch for Raidframes
- Minor tweaks and changes

r1
- Initial release
Optional Files (0)


Archived Files (2)
File Name
Version
Size
Author
Date
r24
124kB
myno
06-23-15 05:28 AM
r22
123kB
myno
03-06-15 05:05 AM


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Unread Yesterday, 05:23 PM  
myno
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Originally Posted by denq
Tried the legion version on PTR and the regeneration of the DK runes did not work correctly. All runes were shown always as full. I don't know the reason, why does it happen, but here is my quick fix: add color for full runes and for depleted in the addRunes function.
Yea they changed something for the runes as well, haven't done DK though if I remember correctly, will fix!
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Unread Yesterday, 09:19 AM  
denq
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Tried the legion version on PTR and the regeneration of the DK runes did not work correctly. All runes were shown always as full. I don't know the reason, why does it happen, but here is my quick fix: add color for full runes and for depleted in the addRunes function.

Code:
self.Runes[i] = CreateFrame("StatusBar", self:GetName().."_Runes"..i, self)
self.Runes[i]:SetHeight(5)
self.Runes[i]:SetWidth((self.Health:GetWidth() / 6)-5)
self.Runes[i]:SetStatusBarTexture(cfg.statusbar_texture)
self.Runes[i]:SetFrameLevel(11)
self.Runes[i]:SetStatusBarColor(1, 1, 1) --color of your choice for full runes
self.Runes[i].bg = self.Runes[i]:CreateTexture(nil, "BORDER")
self.Runes[i].bg:SetTexture(cfg.statusbar_texture)
self.Runes[i].bg:SetPoint("TOPLEFT", self.Runes[i], "TOPLEFT", 0, 0)
self.Runes[i].bg:SetPoint("BOTTOMRIGHT", self.Runes[i], "BOTTOMRIGHT", 0, 0)
self.Runes[i].bg:SetColorTexture(0, 0, 0) --depleted
self.Runes[i].bg.multiplier = 0.3
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Unread 06-24-16, 05:01 PM  
elef
A Kobold Labourer

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Originally Posted by myno
Originally Posted by elef
Thanks a lot. I guess you can't simply copy and paste over old ouf drk folder and continue using with your old settings. You need delete old ouf and ouf drk and reedit lua for font sizes etc.
Probably need to redo your changes to the layout. A lot of files have had some changes to them to properly work with Legion. You mind putting a quick list together of stuff you have changed other than font sizes? I could certainly add that to the config, so you have an easier way to upgrade to new versions.
I only changed font size nothing else. oUF: MovableFrames is working fine and didnt need to edit anything else.
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Unread 06-24-16, 01:24 PM  
myno
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Originally Posted by elef
Thanks a lot. I guess you can't simply copy and paste over old ouf drk folder and continue using with your old settings. You need delete old ouf and ouf drk and reedit lua for font sizes etc.
Probably need to redo your changes to the layout. A lot of files have had some changes to them to properly work with Legion. You mind putting a quick list together of stuff you have changed other than font sizes? I could certainly add that to the config, so you have an easier way to upgrade to new versions.
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Unread 06-24-16, 11:48 AM  
elef
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Originally Posted by myno
Originally Posted by elef
Anyone planning to update this for Legion? it's not working on beta
I already updated it for most of the new/changed features, see https://github.com/xmyno/oUF_Drk/tree/legion



edit: you also need to use the oUF legion branch of p3lim, you can find it here: https://github.com/p3lim-wow/oUF/tree/legion
Thanks a lot. I guess you can't simply copy and paste over old ouf drk folder and continue using with your old settings. You need delete old ouf and ouf drk and reedit lua for font sizes etc.
Last edited by elef : 06-24-16 at 11:49 AM.
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Unread 06-24-16, 07:12 AM  
myno
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Originally Posted by elef
Anyone planning to update this for Legion? it's not working on beta
I already updated it for most of the new/changed features, see https://github.com/xmyno/oUF_Drk/tree/legion



edit: you also need to use the oUF legion branch of p3lim, you can find it here: https://github.com/p3lim-wow/oUF/tree/legion
Last edited by myno : 06-24-16 at 07:15 AM.
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Unread 06-23-16, 06:50 AM  
elef
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Anyone planning to update this for Legion? it's not working on beta
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Unread 09-25-15, 11:28 AM  
spynoodles
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I know we can change the font in media file, but the font I used is too big, where should I change the lua?
I know its in lib.lua.
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Unread 06-13-15, 06:38 PM  
myno
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Originally Posted by gempir
This doesn't even mention your function, so I'm confused where they get their border from.
It's called here: https://github.com/xmyno/oUF_Drk/blo...r/lib.lua#L635

You probably want to make the 5's into 4's.
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Unread 06-13-15, 08:16 AM  
gempir
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Hey,

I want to remove the glow from your Unitframes, but keep the 1px solid black border.

So I changed your createBackdrop function

Lua Code:
  1. -- Create Backdrop Function
  2. lib.createBackdrop = function(f, size)
  3.     f:SetBackdrop({
  4.         bgFile = "Interface\\ChatFrame\\ChatFrameBackground",
  5.         insets = {
  6.             left = 3-size,
  7.             right = 3-size,
  8.             top = 3-size,
  9.             bottom = 3-size,
  10.         }
  11.     });
  12.     f:SetBackdropColor(0,0,0,1)
  13.     f:SetBackdropBorderColor(0,0,0,0.8)
  14. end

But I can't figure out how to get the buffs right. The Buffs (target buffs) have a thick border of like 4px or so and aren't correctly cut aswell I think.

Lua Code:
  1. lib.addBuffs = function(f)
  2.     b = CreateFrame("Frame", nil, f)
  3.     b.size = 20
  4.     b.num = 20
  5.     b.spacing = 5
  6.     b.onlyShowPlayer = false
  7.     b:SetHeight(b.size*2)
  8.     b:SetWidth(f:GetWidth())
  9.     if f.mystyle == "player" then
  10.         b:SetPoint("TOPRIGHT", f, "TOPLEFT", -5, -1)
  11.         b.initialAnchor = "TOPRIGHT"
  12.         b["growth-x"] = "LEFT"
  13.         b["growth-y"] = "DOWN"
  14.     else
  15.         b:SetPoint("TOPLEFT", f, "TOPRIGHT", 5, -1)
  16.         b.initialAnchor = "TOPLEFT"
  17.         b["growth-x"] = "RIGHT"
  18.         b["growth-y"] = "DOWN"
  19.     end
  20.     b.PostCreateIcon = myPostCreateIcon
  21.     b.PostUpdateIcon = myPostUpdateIcon
  22.  
  23.     f.Buffs = b
  24. end

This doesn't even mention your function, so I'm confused where they get their border from.
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Unread 04-28-15, 12:58 PM  
Linayo
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is it possible to have boss frames show debuffs under the cast bar rather than to the right of it?
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Unread 04-09-15, 02:08 PM  
Helln_HiHeels
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Re: Re: Re: Re: Re: Buffs

Originally Posted by pastorabsher
Originally Posted by myno
Originally Posted by pastorabsher
Actually the player buffs are showing on the top right of the screen. Changing the code you suggested doesn't move the player buffs. The last question is is there a way to get the party frames to populate horizontally left to right instead of vertical? Thanks so much for keeping this ui alive. It is the best out there hands down.
These are the default Blizzard buff bars. You have to enable auras to be on the unitframe here: https://github.com/xmyno/oUF_Drk/blo...er/cfg.lua#L24 .
awesome it worked.
is there a way to get the party frames to populate horizontally left to right instead of vertical?
I know this one !!!
Line 64
cfg.raidOrientationHorizontal = true

like you I am a HUGE fan of this layout and so very thankful myno has kept it alive.
** just a note tho .. every update requires you to go back in and change *false* to *true*
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Unread 03-31-15, 08:05 AM  
pastorabsher
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Re: Re: Re: Re: Buffs

Originally Posted by myno
Originally Posted by pastorabsher
Actually the player buffs are showing on the top right of the screen. Changing the code you suggested doesn't move the player buffs. The last question is is there a way to get the party frames to populate horizontally left to right instead of vertical? Thanks so much for keeping this ui alive. It is the best out there hands down.
These are the default Blizzard buff bars. You have to enable auras to be on the unitframe here: https://github.com/xmyno/oUF_Drk/blo...er/cfg.lua#L24 .
awesome it worked.
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Unread 03-30-15, 06:36 AM  
myno
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Re: Re: Re: Buffs

Originally Posted by pastorabsher
Actually the player buffs are showing on the top right of the screen. Changing the code you suggested doesn't move the player buffs. The last question is is there a way to get the party frames to populate horizontally left to right instead of vertical? Thanks so much for keeping this ui alive. It is the best out there hands down.
These are the default Blizzard buff bars. You have to enable auras to be on the unitframe here: https://github.com/xmyno/oUF_Drk/blo...er/cfg.lua#L24 .
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Unread 03-29-15, 10:19 AM  
pastorabsher
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Re: Re: Buffs

Originally Posted by myno
Originally Posted by pastorabsher
How do I set the buffs to be on the left side of my character bar? Kinda like ho the buffs are right next to the target?
I am guessing you want buffs to be on the right side of the player frame, because they are on the left side already.

https://github.com/xmyno/oUF_Drk/blo...r/lib.lua#L731
You need to edit the lib.lua file and change the following:
Code:
	if f.mystyle == "player" then
		b:SetPoint("TOPRIGHT", f, "TOPLEFT", -5, -1)
		b.initialAnchor = "TOPRIGHT"
		b["growth-x"] = "LEFT"
		b["growth-y"] = "DOWN"
	else
		b:SetPoint("TOPLEFT", f, "TOPRIGHT", 5, -1)
		b.initialAnchor = "TOPLEFT"
		b["growth-x"] = "RIGHT"
		b["growth-y"] = "DOWN"
	end
to just:
Code:
	b:SetPoint("TOPLEFT", f, "TOPRIGHT", 5, -1)
	b.initialAnchor = "TOPLEFT"
	b["growth-x"] = "RIGHT"
	b["growth-y"] = "DOWN"
Actually the player buffs are showing on the top right of the screen. Changing the code you suggested doesn't move the player buffs. The last question is is there a way to get the party frames to populate horizontally left to right instead of vertical? Thanks so much for keeping this ui alive. It is the best out there hands down.
Last edited by pastorabsher : 03-29-15 at 10:32 AM.
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