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Created:03-24-09 07:57 AM
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oUF Smee2  Popular! (More than 5000 hits)

Version: 1.17
by: jadakren [More]

Basics
Singleton Layout of the oUF framework. Providing profile support via ace3Db and a configuration interface via ace3Console and ace3Gui.

Configuration
Initially, the configuration interface is not loaded until you invoke it.

To invoke it, right click the LDB icon or type :

/oufsmee
Once initial loading is complete , chat based commands available are :
/ouf_smee2
Features
Frames
  • Player,
  • target,
  • focus,
  • targettarget,
  • focustarget,
  • pet,
  • pettarget

Frame Features
BaseSet
  • Castbar repositions temporarily while fishing, and changes colour at the relevant times when the bobber might flash.
  • Notification to raid/party/target on successful spellcasts from yourself
  • Owner of the Aura is printed in tooltips.
  • Raid/Party Leader Icon
  • Raid Marker Icon
  • Master Looter Icon
  • Aura Countdown Timers
  • SharedMedia support for Fonts & Textures
  • Differentiate Between your auras and the auras of others.
  • Editing of existing frames tagstrings.
  • Customisable text elements
  • Runebar for deathknights
  • TotemTimers : Steals the Blizzard TotemFrame and allows brief customisation of its elements

Embeded Plugins
  • DebuffHighlight : Debuff Border Highlighting.
  • Banzai : Aggro notifier,
  • PowerSpark : Five Second Indicator,
  • CombatFeedback : miss, parry, dodge, block heal amount, damage amount, etc etc.
  • SpellRange : Fade units out based on range of both the harmful and helpful spells of your toon.(helpful for friendly targets, harmful for hostile targets, inspect range for neutral targets)
  • RuneBar.

Todo
  • Compelete Tag editor concept
  • Deal with the fact that the text for castname and cast time are not subject to the ouf tag system(yet)
  • Provide interface to manipulate the profile database.

Layout Examples

[player][target][targettarget] <-> [focus][focustarget]

Miscellaneous
Your Aura Size
i've disabled this for now, next release i'll create a config option to toggle between desaturating the colour of other people auras or modifying the size.

oUF is Embedded
oUF-Core is embedded now, no need to download additional files.

Tag Editor
This concept works on editing the logic of a tag, much like Pitbulls dogtags.
It is however far more lightweight since it relies on raw lua code to return a valid string.

In order to be able to provide the logic for editing requires that each tag have its function stored as a string within an additional table which is compiled upon the initial loading of the addon.

Hope you enjoy!

This is an alpha release, to get some feedback on errors and oversights i have missed sofar.


Originally based on oUF_Kosken, with ideas from tekkub, freebgrid & holysmurf.

v1.17 @ Wednesday, July 1 2009
* Fixed incorrect ace3dialog & ace3config library implementation
* The minmap & ldb modifier keys changed to match oufsmeegroups
* A minimap icon provided
* It is now possible to configure fonttype, fontsize, fontoutline settings for individual font objects per frame, furthermore each font object can either follow custom rules or the global font rule.

v1.16 @ Tuesday, June 30 2009
* Castbar positioning fixed after channeling stopped.
* Option to toggle debuff highlighting on or off.

v1.15 @ Saturday, June 25 2009
* A 'factioncolour' fontstring tag provided, fetches colours from the global constant FACTION_BAR_COLORS.
* Updated default settings database.
* 'anchorOn' dropdown menu option provided for castbar text objects, lists all the bar objects of the relevant frame.

v1.12 @ Wednesday, June 24 2009
* removed unnecessary print function.

v1.113 @ Wednesday, June 24 2009
* special fishing bar
* aura config preview dis-embedded from oUF-Core
* more health bar colouring options
* castbar framestrata options
* oUF core and plugins embedded.

v1.112 @ Friday, June 19 2009
* Removed dependancie on modified oUF core. Standard oUF core is still required but not included here.
* Changed Aura Config Preview handlind.
* Beginnings of group notifications of SpellCast.
* fixed error with frame (un)lock
* deficit bar growth on health and power for all singleton frames. currently labeled as

v0.081 @ Friday, April 17 2009
* fixed references to sharedMediaWidgets

v0.08 @ Thursday, April 16 2009
* included shared media support for fonts & textures
* remove threat text object ( pending investigation to the changes in api )
* includes indication of aura ownership.
* inbuilt totembar
* included modified version of oUF_Runebar to support configuration.
* included modified version of oUF_HealComm to support vertical & horizontal bars

v0.07 @ Monday, April 06 2009
* change functions used by both core & config into methods
* return a frames x,y coords on dragstop to it's settings database.

v0.06 @ Friday, April 03 2009
* beginnings of the tag editor
* modify unitframe tag strings of available elements(health,name,power,threat)
* toggle background of buff & debuff containers to preview the space contained auras would occupy
* removed dependancy on oUF_Tags
* unitframe dimensioning works properly now, the height of the power & health bars are expressed as a percentage of the frame height.
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Unread 03-24-09, 09:41 AM  
p3lim
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A good thing to do is to embed oUF to get a complete package.
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Unread 03-24-09, 10:49 AM  
jadakren
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Originally posted by p3lim
A good thing to do is to embed oUF to get a complete package.
Good idea, becuase it would then mean i could release my layout with some internal changes to the ouf/aura.ua that i need for aura countdown timers.

Although wether or not haste will allow this is another matter.
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Unread 03-24-09, 11:55 AM  
Zyonin
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Does this layout support any of the "oUF plug-ins" such as oUF Experience or oUF Debuff Highlight?

If not, any plans to bake support these plug-ins into the layout along with ClassColors support? I can do some of this myself thanks to my tinkering with other oUF layouts, however this would be a nice thing for a less "adventurous" user.
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Unread 03-24-09, 03:18 PM  
Sec
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So, I went to try your layout out, but I've run into a few problems.

1) First, upon installation, I realized that I had to extract oUF_Smee2, oUF_Smee2_Config and oUF_Tags into the addons folder. These 3 could not be kept in the folder they are initially nested in when the package is extracted.

So I moved the 3 folders up one level, and the game recognized/implemented them upon character login.

2) Afterwards, TekErr was spammed with the following error that was printing (according to the timestamp) at least 17 times in one second.
Code:
"Interface\AddOns\oUF_Smee2\core.lua:184: attempt to compare number with nil"
I am wondering what version of the core oUF is needed for oUF_Smee2 as this was not mentioned. I am using version 1.3.8 as found here on WoWInterface - is this perhaps causing the error?

Let me know if I can provide further information - nobody else has commented that this has occurred so I'm not sure if I've done something very wrong somehow.
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Unread 03-24-09, 10:59 PM  
jadakren
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Originally posted by Sec
So, I went to try your layout out, but I've run into a few problems.

1) First, upon installation, I realized that I had to extract oUF_Smee2, oUF_Smee2_Config and oUF_Tags into the addons folder. These 3 could not be kept in the folder they are initially nested in when the package is extracted.

So I moved the 3 folders up one level, and the game recognized/implemented them upon character login.

2) Afterwards, TekErr was spammed with the following error that was printing (according to the timestamp) at least 17 times in one second.
Code:
"Interface\AddOns\oUF_Smee2\core.lua:184: attempt to compare number with nil"
BUt i have updated it with code to check for this.

I am wondering what version of the core oUF is needed for oUF_Smee2 as this was not mentioned. I am using version 1.3.8 as found here on WoWInterface - is this perhaps causing the error?

Let me know if I can provide further information - nobody else has commented that this has occurred so I'm not sure if I've done something very wrong somehow.
This error is a result of oUF_Smee expecting to be provided with some info about each aura from within ouf/elements/aura.lua @ line 136 :
Code:
icon.duration = duration
icon.timeLeft = timeLeft

Originally posted by Lykofos
Does this layout support any of the "oUF plug-ins" such as oUF Experience or oUF Debuff Highlight?

If not, any plans to bake support these plug-ins into the layout along with ClassColors support? I can do some of this myself thanks to my tinkering with other oUF layouts, however this would be a nice thing for a less "adventurous" user.
I detail the plugins i make use of on the addon-info page.

The power bar is coloured per class in regards to player. For NPCs green for friendly, yellow for neutral, red for hostile.
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Unread 03-25-09, 05:20 AM  
Zyonin
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I detail the plugins i make use of on the addon-info page.

The power bar is coloured per class in regards to player. For NPCs green for friendly, yellow for neutral, red for hostile.
At the time I posted that comment, there was no listing of what plug-ins where supported. Thanks for updating the AddOn description.
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Unread 03-25-09, 12:16 PM  
Mugruith
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[19:07:45] Interface\AddOns\oUF_Smee2_Config\methods.lua:273: attempt to index local 'output' (a nil value)
see this error when browse in player-text-castname menù.

After using this layout, i can view my buff only near the player frame using this addon. rbuff, or any other buff addon, seems to be disable. is there any way to restore it?

last thing. if i try to modified the height, it moves the frames instead of resize it.

Thx
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Unread 03-25-09, 09:42 PM  
sensory
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Wow, an ouf layout with in-game config. Very nice!

Will look forward to playing with this.
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Unread 03-26-09, 05:48 PM  
jadakren
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Originally posted by Mugruith
[19:07:45] Interface\AddOns\oUF_Smee2_Config\methods.lua:273: attempt to index local 'output' (a nil value)
see this error when browse in player-text-castname menù.

After using this layout, i can view my buff only near the player frame using this addon. rbuff, or any other buff addon, seems to be disable. is there any way to restore it?

last thing. if i try to modified the height, it moves the frames instead of resize it.

Thx
Cheers, positioning of texts and the dimensioning of the unitframes is my next step.

Currently when you dimension a unitframe, it does actually change in size. What you are seeing is that i have forgotten to redimension each bar that is a child object of the unitframe.

this part will involve a bit more work since each bar will most likely want its own dimensioning controls too.

thanks for the oversight heads up
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Unread 03-27-09, 02:24 PM  
jadakren
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Think i have sorted out the problem with certain text elements not repsonding to adjustments.
The next step is to provide a facility to edit the tags and create new ones.

Haven't forgotten about resizing the bars of a unitframe based on the frames size, framework is there for it in the options tables, I just haven't setup the event handlers to re-dimension based on the current height.

Please be aware that this isn't supposed to be the oUF-Config that lets you do any kind of layout... It still has limits as to what I am willing to reach for.
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Unread 03-28-09, 03:55 AM  
Caellian
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Originally posted by jadakren
This error is a result of oUF_Smee expecting to be provided with some info about each aura from within ouf/elements/aura.lua @ line 136 :
Code:
icon.duration = duration
icon.timeLeft = timeLeft
Just wondering, can't that information be provided from within the layout instead of modifying oUF ?
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Unread 03-28-09, 07:21 AM  
jadakren
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Originally posted by Caellian
Just wondering, can't that information be provided from within the layout instead of modifying oUF ?
no, not reliably and not without impacting on cpu cycles.

I choose to modify the ouf/elements/aura.lua because UnitAura is already being sniffed for information when the icon is told to re-represent a certain aura.

I found that sniffing the UnitAura yet again during each icons onUpdate function(within our layout) cycles was causing a fair amount of cpu usage compared to just creating these two variables at the time UnitAura gets sniffed within the default cycle.
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Unread 03-28-09, 09:26 AM  
Caellian
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Originally posted by jadakren
no, not reliably and not without impacting on cpu cycles.

I choose to modify the ouf/elements/aura.lua because UnitAura is already being sniffed for information when the icon is told to re-represent a certain aura.

I found that sniffing the UnitAura yet again during each icons onUpdate function(within our layout) cycles was causing a fair amount of cpu usage compared to just creating these two variables at the time UnitAura gets sniffed within the default cycle.
OK thanks, though so, had the same issue when i was trying to have a truly working right click buff cancelling completely isolating the player frame, and only that one, had found a way but through icon in the PostUpdate aka memory leak, thanks to haste i got a workaround though.

Wonder if he would agree to add those two simple lines to the aura.lua
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Unread 03-28-09, 11:54 AM  
Alkar
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Getting an error extracting this using Winzip newest vr.
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Unread 03-28-09, 01:45 PM  
harlekinah
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No problems for me using 7-Zip and WinRAR.
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