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Created:03-20-10 10:29 PM
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oUF Hank  Popular! (More than 5000 hits)

Version: v3.0.10c
by: hankthetank [More]



Supported frames

  • Player
  • Target
  • ToT
  • TToT
  • Focus
  • ToF
  • Pet
  • Boss

The layout does not include party or raid frames!


Features
  • Compact, text based design
  • HP percentage fill serves as life bar
  • Custom graphics for status and raid icons
  • System for custom modifications
    • Possibility to override every single detail of this layout without touching the original code (LUA knowledge required)
    • No rewriting of your customizations after a patch
    • Share your copy & paste ready code snippets with others
  • Aura filtering:
    • Sticky auras: Always visible & colored. Can be disabled
      • Your buffs
      • Your debuffs
      • Pet debuffs
      • Curable debuffs
      • Enemy's own buffs
    • Maximum buff & debuff cap
    • White- and blacklists
    • Target and focus auras can be configured separately
  • Cast- & mirrorbars
  • DK runes, combo points, holy power, soul shards, eclipse bar
  • Experience / reputation
  • Support for:
    • oUF_SpellRange
    • oUF_TotemBar


Configuration

There is a broad range of options inside the config.lua file. Knowledge in LUA is not not necessarily mandatory but beneficial. Some of the things you can configure:
  • Frame scale and positions
  • Colors and fonts
  • Fill and border textures
  • Aura filtering and appearance
  • Range fading
  • Threat indication
  • Several castbar options


FAQ's and articles

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3.0.10c
  • TOC bump
  • Bug fix: Eclipse bar should work properly again.

3.0.10b
  • TOC bump
  • Removed pet happiness

3.0.10
  • Features
    • Boss frames
    • Added configuration option for name abbreviation
  • Bug fixes
    • Recompiled some textures to hopefully fix white edges
    • Reputation display now updates correctly

3.0.9
  • Eclipse bar
  • Updated dispel mechanics for cataclysm
  • Additional status icons with new configuration option (order & visibility)
  • Bug fix: Dispellable debuffs now update on talent changes

3.0.8
  • Updated to oUF 1.5 & WoW 4.0.1
  • Holy power added
  • Soul shards added
  • Bug fixes:
    • Removed unnecessary cast bar animations after instant spells
    • Vehicle context menu
    • Vehicle tags

3.0.7
  • Display for experience & reputation
  • Updated to new oUF_SpellRange version
  • Bugfix for unknown power types

3.0.6
  • Updated to oUF 1.4
  • Got rid of some obsolete code
  • Removed ugly hacky hooks
  • Minor bugfixes

3.0.5
  • Castbars integrated
  • Mirrorbars
  • Custom modifications system introduced
  • Focus target added
  • Aura filtering additions:
    • StickyAura option: petDebuffs
    • myDebuffs now covers player's vehicles
  • Removed ButtonFacade support for now
  • Minor visual improvements
    • Aura duration spiral reversed
    • Aura mouseover icon skinned
    • Color overlay for StickyAuras now configurable

3.0.4
  • New aura filter features:
    • All aura settings can now be configured separately for target and focus
    • Buffs and debuffs now can have different filter methods
  • Fix for buff and debuff spacing
  • NEW CONFIG.LUA OPTIONS! PLEASE BACKUP YOUR OLD CONFIG! You can use your old config as long as you replace the "Aura filters" part starting at line 100 with the new version.

3.0.3b
  • Fixed an issue with combo points
  • Minor visual improvement of border textures

3.0.3
  • Combo points
  • Custom aura borders & aura spacing
  • Option to not hide Blizzard party frames in config
  • ButtonFacade support

3.0.2
  • Death Knight runes
  • Support for oUF_TotemBar
  • Option for focus frame scale

3.0.1
  • Advanced aura filtering
  • oUF_SpellRange support
  • Bugfixes
Optional Files (1)
File Name
Version
Size
Author
Date
Type
3
254kB
03-22-10 04:53 PM
Patch


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Unread 01-27-11, 10:47 AM  
Amnerys
A Kobold Labourer

Forum posts: 0
File comments: 17
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Here's how to move your raid icon code to custom_modifications:

Code:
oUF_Hank_hooks.RaidIconMover = {
	PostUpdateName = function(self)
		if (self.name) then
			-- Reanchor raid icon to the largest string (either name or power)
			self.RaidIcon:ClearAllPoints();
			if self.name:GetWidth() >= self.power:GetWidth() then
				self.RaidIcon:SetPoint("LEFT", self.name, "CENTER", -(self.name:GetWidth() / 2), self:GetHeight() + 10)
			else
				self.RaidIcon:SetPoint("LEFT", self.power, "CENTER", -(self.power:GetWidth() / 2), self:GetHeight() + 10)
			end
		end
	end,
}
The problem I'm having with trying to transfer the buffs code to custom_modifications is that it doesn't seem to recognize power bars like holy power, etc. and it won't work with the aura magnifications. I think this is due to the loading order: oUF, oUF_Hank config (config.lua), CMS (custom_modifications.lua), oUF_Hank (hank_v3.lua) and the fact that this particular modification requires some of the variables/functions not available to CMS. But someone can let me know if I'm wrong.
Last edited by Amnerys : 01-27-11 at 11:07 AM.
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Unread 01-26-11, 11:42 AM  
darkstar123456
A Kobold Labourer

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@Amnerys :

I'm a very noob in .lua and I'm also trying to find a way to include my/our modifications to custom_modifications.lua so if you have private answers, please contact me !

For your problem about Raid Icon, this is how I did :

Find
Code:
oUF_Hank.PostUpdateName = function(self)
	if (self.name) then
		-- Reanchor raid icon to the largest string (either name or power)
		if self.name:GetWidth() >= self.power:GetWidth() then
			self.RaidIcon:SetPoint("LEFT", self.name, "RIGHT", 10, 0)
		else
			self.RaidIcon:SetPoint("LEFT", self.power, "RIGHT", 10, 0)
		end
	end
end
Replace by
Code:
oUF_Hank.PostUpdateName = function(self)
	if (self.name) then
		-- Reanchor raid icon to the largest string (either name or power)
		self.RaidIcon:ClearAllPoints();
		if self.name:GetWidth() >= self.power:GetWidth() then
			self.RaidIcon:SetPoint("LEFT", self.name, "CENTER", -(self.name:GetWidth() / 2), self:GetHeight() + 10)
		else
			self.RaidIcon:SetPoint("LEFT", self.power, "CENTER", -(self.power:GetWidth() / 2), self:GetHeight() + 10)
		end
	end
end
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Unread 01-24-11, 04:42 PM  
Amnerys
A Kobold Labourer

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Thanks darkstar! I used your code as a starting point, and have now enabled buffs and debuffs on the player frame with some additional code to accomodate for holy power/runes/soul shards/eclipse bar.

Code:
-- Player Auras
	if unit == "player" then
		self.Buffs = CreateFrame("Frame", unit .. "_Buffs", self) -- ButtonFace needs a name
		if self.Runes then
			self.Buffs:SetPoint("TOPRIGHT", self.Runes, "BOTTOMRIGHT", 0, -5)
		elseif self.HolyPower then
			self.Buffs:SetPoint("TOPRIGHT", self.HolyPower[1], "BOTTOMRIGHT", 0, -5)
		elseif self.SoulShards then
			self.Buffs:SetPoint("TOPRIGHT", self.SoulShards[1], "BOTTOMRIGHT", 0, -5)
		elseif self.EclipseBar then
			self.Buffs:SetPoint("TOPRIGHT", self.EclipseBar, "BOTTOMRIGHT", 0, -5)
		elseif cfg.TotemBar and IsAddOnLoaded("oUF_TotemBar") and self.TotemBar then
			self.Buffs:SetPoint("TOPRIGHT", self.TotemBar[1], "BOTTOMRIGHT", 0, -5)
		else
			self.Buffs:SetPoint("TOPRIGHT", self, "BOTTOMRIGHT", 0, -5)
		end
		self.Buffs:SetHeight(cfg.BuffSize)
		self.Buffs:SetWidth(225)
		self.Buffs.size = cfg.BuffSize
		self.Buffs.spacing = cfg.AuraSpacing
		self.Buffs.initialAnchor = "RIGHT"
		self.Buffs["growth-y"] = "DOWN"
		self.Buffs["growth-x"] = "LEFT"
		self.Buffs.num = cfg["Auras" .. string.upper(unit)].MaxBuffs
		self.Buffs.filter = "HELPFUL" -- Explicitly set the filter or the first customFilter call won't work
		-- Debuffs
		self.Debuffs = CreateFrame("Frame", unit .. "_Debuffs", self)
		self.Debuffs:SetPoint("RIGHT", self, "RIGHT", 0, 0)
		self.Debuffs:SetPoint("BOTTOM", self, "BOTTOM", 0, -50) -- We will reanchor this in PreAuraSetPosition
		self.Debuffs:SetHeight(cfg.DebuffSize)
		self.Debuffs:SetWidth(225)
		self.Debuffs.size = cfg.DebuffSize
		self.Debuffs.spacing = cfg.AuraSpacing
		self.Debuffs.initialAnchor = "RIGHT"
		self.Debuffs["growth-y"] = "DOWN"
		self.Debuffs["growth-x"] = "LEFT"
		self.Debuffs.num = cfg["Auras" .. string.upper(unit)].MaxDebuffs
		self.Debuffs.filter = "HARMFUL"
		
		-- Buff magnification effect on mouseover
		self.HighlightAura = CreateFrame("Frame", nil, self)
		self.HighlightAura:SetFrameLevel(5) -- Above auras (level 3) and their cooldown overlay (4)
		self.HighlightAura:SetBackdrop({bgFile = cfg.AuraBorder})
		self.HighlightAura:SetBackdropColor(0, 0, 0, 1)
		self.HighlightAura.icon = self.HighlightAura:CreateTexture(nil, "ARTWORK")
		self.HighlightAura.icon:SetPoint("CENTER")
		self.HighlightAura.border = self.HighlightAura:CreateTexture(nil, "OVERLAY")
		self.HighlightAura.border:SetTexture(cfg.AuraBorder)
		self.HighlightAura.border:SetPoint("CENTER")
		self.Buffs.PostUpdateIcon = oUF_Hank.PostUpdateIcon
		self.Debuffs.PostUpdateIcon = oUF_Hank.PostUpdateIcon
		self.Buffs.PostCreateIcon = oUF_Hank.PostCreateIcon
		self.Debuffs.PostCreateIcon = oUF_Hank.PostCreateIcon
		self.Buffs.PreSetPosition = oUF_Hank.PreSetPosition
		self.Buffs.CustomFilter = oUF_Hank.customFilter
		self.Debuffs.CustomFilter = oUF_Hank.customFilter
	end
It must be copied after all the runes/totems/soul shards code. Search for
Code:
-- Support for oUF_SpellRange.
and paste it above. The only downside is that it seems to recognize the eclipse bar regardless of whether a druid is balanced specced or not. Some sort of talent check code added above - not sure how to do it - would probably work.

If anyone knows how to move this to custom_modifications.lua and still have it work, let me know.

PS - Still looking for a way to move the raid symbol icons above a player's name rather than to their left/right if anyone has done it.
Last edited by Amnerys : 01-24-11 at 04:43 PM.
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Unread 01-23-11, 08:46 AM  
darkstar123456
A Kobold Labourer

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Originally posted by Amnerys
I really like the buff/debuff display for the target frame, and I'm wondering if there's a simple way to enable the same functionality for the player frame?
Wanted to do the same, after some hours of searching in custum_modifications.lua, I finaly found the solution in hank_v3.lua !

Search for
Code:
-- Auras
	if unit == "target" or unit == "focus" then
And after the function, add :
Code:
	if unit == "player" then
		-- Debuffs
		self.Debuffs = CreateFrame("Frame", unit .. "_Debuffs", self)
		self.Debuffs:SetPoint("RIGHT", self, "RIGHT", 0, 0)
		self.Debuffs:SetPoint("BOTTOM", self, "BOTTOM", 0, -50) -- We will reanchor this in PreAuraSetPosition
		self.Debuffs:SetHeight(cfg.DebuffSize)
		self.Debuffs:SetWidth(225)
		self.Debuffs.size = cfg.DebuffSize
		self.Debuffs.spacing = cfg.AuraSpacing
		self.Debuffs.initialAnchor = "RIGHT"
		self.Debuffs["growth-y"] = "DOWN"
		self.Debuffs.num = cfg["Auras" .. string.upper(unit)].MaxDebuffs
		self.Debuffs.filter = "HARMFUL"
		
		-- Buff magnification effect on mouseover
		self.HighlightAura = CreateFrame("Frame", nil, self)
		self.HighlightAura:SetFrameLevel(5) -- Above auras (level 3) and their cooldown overlay (4)
		self.HighlightAura:SetBackdrop({bgFile = cfg.AuraBorder})
		self.HighlightAura:SetBackdropColor(0, 0, 0, 1)
		self.HighlightAura.icon = self.HighlightAura:CreateTexture(nil, "ARTWORK")
		self.HighlightAura.icon:SetPoint("CENTER")
		self.HighlightAura.border = self.HighlightAura:CreateTexture(nil, "OVERLAY")
		self.HighlightAura.border:SetTexture(cfg.AuraBorder)
		self.HighlightAura.border:SetPoint("CENTER")
		
		self.Debuffs.PostUpdateIcon = oUF_Hank.PostUpdateIcon
		self.Debuffs.PostCreateIcon = oUF_Hank.PostCreateIcon
		self.Debuffs.CustomFilter = oUF_Hank.customFilter
	end
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Unread 01-22-11, 09:13 AM  
Syliha
A Flamescale Wyrmkin
 
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Originally posted by hankthetank
Override sharedStyle(self, unit, isSingle) with a custom mod, check for

Code:
unit == "player" and select(2, UnitClass("player")) == "DEATHKNIGHT"
then add self.power:SetAlpha(0)



Save your files in utf-8 format. Here are the characters for your copy-paste pleasure:

Code:
›
»
Hey hank,

I'm still not able to remove the RP for deathknights.
It is hidden now i inserted:

Code:
if unit == "player" and select(2, UnitClass("player")) == "DEATHKNIGHT" then
  self.power:SetAlpha(0)
end
And deleting the runecode for hiding them.

The Problem is, as soon as i mouseover my Health the RP is back and not fading or sth
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Unread 01-19-11, 07:35 AM  
Crapa
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Has anyone manage to add debuffs to the TOT frame ?
I would love to add 3 to 5 debuffs on the right of the ToT frame.
I've been playing a bit with the code with no luck.
This is the only thing I'm missing while tanking.
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Unread 01-18-11, 02:13 AM  
Amnerys
A Kobold Labourer

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I really like the buff/debuff display for the target frame, and I'm wondering if there's a simple way to enable the same functionality for the player frame?

EDIT: Also, I am trying to move the raid icon so that it is above my target's name (and my player frame's name). But when I try to create a hook that plays with the raid icon's positioning, it doesn't end up moving it, and I just see a display of all the raid icons at the same spot. The lines I'm playing with are:

self.RaidIcon:SetPoint("BOTTOM", self.name, "TOP", 15, 0)
self.RaidIcon:SetPoint("TOP", self, "TOP", 0, -5)
For the target & player frame. I'm wondering if there's something I need to modify in the second line to make this work?
Last edited by Amnerys : 01-19-11 at 01:09 AM.
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Unread 01-15-11, 10:36 PM  
xtoq
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Ok, possibly common question...

...but "searching" wowhead comments is pretty horribad. I would like the fill texture of the health percentage numbers to be related to my mana pool rather than my health pool. So as my mana changes, the fill of the health % changes too. Is this possible, and could you explain it slowly? Thanks for a great layout!
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Unread 01-13-11, 10:27 AM  
hills8
A Kobold Labourer

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change mana color

hi eddiemars

this is working for me.

Code:
oUF_Hank_hooks.PlayerMana = {
		sharedStyle = function(self, unit)
			if unit == "player" then self:Tag(self.power,  "[perpp]%")
				local _, ptype = UnitPowerType(unit)
				local color = self.colors.power[ptype]
					if color then
					self.power:SetTextColor(color[1], color[2], color[3])
					self.power:SetFontObject("UFFontBig") 
					end									
					end
			end 
}
and if you don't want to display the power in bigger letters like the upper code does, remove the....

Code:
self.power:SetFontObject("UFFontBig")
Last edited by hills8 : 01-15-11 at 07:54 AM.
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Unread 01-11-11, 02:21 PM  
eddiemars
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Originally posted by rale88
...to see my mana in %...
Well I also wanted this, so I added this to the custom_modifications file. It works great except for one thing, it shows up as the default text color, not power color. I've fiddled with it, can't seem to get it to do power color. Any suggestions? Here's the code:

Code:
oUF_Hank_hooks.PlayerMana = {
			sharedStyle = function(self, unit)
				if unit == "player" then self:Tag(self.power, "[perpp]%") end
			end,
}
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Unread 01-11-11, 12:02 PM  
eddiemars
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Beautiful!

Really great sense of design, you have. I'm very excited to install this and try it out. Any suggestion for a good party/raid frame support that works nicely with your addon? Too bad really that you said you won't be implementing these yourself, it would be quite interesting to see what neat design you would come up with. I'm a healer (druid), so I did appreciate, judging by your SS's, that you obviously had healing in mind in this setup.
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Unread 01-08-11, 03:16 PM  
Syliha
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Originally posted by hankthetank
[b]Override sharedStyle(self, unit, isSingle) with a custom mod, check for

Code:
unit == "player" and select(2, UnitClass("player")) == "DEATHKNIGHT"
then add self.power:SetAlpha(0)
getting
Code:
Message: Interface\AddOns\oUF_Hank_v3\hank_v3.lua:793: 'then' expected near 'self'
Time: 01/08/11 22:15:14
Count: 1
Stack: 
Locals:
after i inserted it =(
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Unread 01-08-11, 09:18 AM  
rale88
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Is there any ways a user can cnage/modify stuff here. Like i would liek to see my mana in % i would to move it size it and stuff like that is that possible?
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Unread 01-07-11, 06:40 AM  
hankthetank
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Originally posted by Pyrates
Could you elaborate what that means? Your screenies look nice, you really have a talent for taste there.
Thank you. Several debuff type / class combinations changed with cataclysm, e.g. paladins now can only dispel magical debuffs when spec'd holy. So StickyAuras.curableDebuffs is up to date again. Also, since many dispel capabilities depend on a certain spec with cata respec events are now handled for that purpose.
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Unread 01-07-11, 05:34 AM  
Pyrates
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# Updated dispel mechanics for cataclysm
Could you elaborate what that means? Your screenies look nice, you really have a talent for taste there.
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