IceHUD
IceHUD is a highly configurable and customizable HUD addon in the spirit of DHUD, MetaHUD, and others designed to keep your focus in the center of the screen where your character is.
What it is
- Player and target health and mana bars, casting and mirror bars, pet health and mana bars, druid mana bar in forms, extensive target info, ToT display, and much more
Short feature list
- Lots of different bar shapes and patterns to make the HUD look like you want
- Class-specific modules such as combo point counters, Slice'n'dice timers, druid mana trackers, Eclipse bar, Holy Power monitoring, Warlock shard tracking, and more
- Target-of-target bars, Crowd Control timers, Range Finders, Threat meters, and plenty of other helpful modules
- Lots of DogTag-supported strings for extreme customizability (with the option to completely disable DogTag support for those that dislike the CPU toll that it takes)
- Cast lag indicator (optional)
- Alpha settings for in combat, target selected, etc.
- Fully customizable bars and counters capable of tracking buff/debuff applications on any unit, spell/ability cooldowns, and the health/mana of any unit you specify. The custom health/mana bars will even work with crazy unit specifications like "focustargettargetfocustarget" if you want!
- Highly configurable (can totally re-arrange all bars, change text display, etc.)
Slash commands
- /icehud - opens the configuration UI to tweak any setting
- /icehudCL - command-line access to tweak IceHUD settings (for use with macros, etc.)
Frequently Asked Questions
How do I hide the default Blizzard player, target unit frames and party unit frames? Type /icehud, expand the "Module Settings" section, click "Player Health" or "Target Health," and check "Hide Blizzard Frame" and/or "Hide Blizzard Party Frame". (NOTE: before version 1.3.7, the player/target unitframes were hidden by default. Follow the same steps to enable them if desired)
How do I turn off click-targeting and menus on the player bar? Type /icehud, expand the "Module Settings" section, click "Player Health," un-check "Allow click-targeting." Note that as of v1.3, there is now an option to allow click-targeting out of combat, but turn it off while in combat.
How do I hide the HUD or change its transparency based on combat, targeting, etc.? Type /icehud, check the "Transparency Settings" section. Nearly any combination of states should be available for tweaking.
Even if the rest of the HUD is transparent, the health percentages seem to show up. Why? Type /icehud, expand the "Module Settings" section, expand "Player Health," click "Text Settings," look for options about keeping the lower/upper text blocks alpha locked. If the text is alpha locked, it will not drop below 100%, otherwise it respects its bar's transparency setting. Player Health/Mana, Target Health/Mana, and pet bars should all have these options.
Is there any way to see combo points for Rogues and Druids or sunder applications for Warriors? Yes, check the "Combo Points" and "Sunders" modules in the /icehud configuration panel. (Note that these modules may not show up if you're not of the appropriate class to see them. They should be present for their respective classes, however.)
What's this thing at the top of the player's cast bar and threat bar? It's darker than the rest of the bar. (and may be colored red) That's the Cast Lag Indicator (or the aggro-pull warning for the Threat bar) that shows you when you can start casting a new spell and still be able to finish the current one (based on your lag to the server). You can disable this in the Player Cast Bar settings under the /icehud configuration screen.
Is there a bar that shows breath underwater and if so, how can I adjust it? Yes, this is called the MirrorBarHandler in the module settings portion of the /icehud configuration. It's called that because it mirrors casting bar behavior, displays more than just breathing (fatigue is one example), and that's what Blizzard calls it. It can be moved/adjusted/resized/etc. as with any other module.
There's a long green bar that sometimes shows up below everything else. What is it? That would be the TargetOfTarget module. That module is available for people who don't want the full ToT health/mana bars, but do want some sort of ToT representation on the screen. It's configurable through the /icehud module settings.
IceHUD needs a bar or counter for buff/debuff X! Good news: as of v1.5, you can create as many bars and counters for any buffs or debuffs you want! Type /icehud, select one of the custom module types in the drop-down at the top of the settings page, and press the Create button. This will create a custom module and automatically select it in the list. It is highly recommend that you rename the bar as soon as possible to avoid any confusion later.
How do I turn off the resting/combat/PvP/etc. icons on the player or target? Type /icehud, expand Module Settings, expand PlayerHealth (or TargetHealth for targets), click Icon Settings. You can control every aspect of the icons there including location, visibility, draw order, etc.
How do I turn off buffs/debuffs on the player's or target's bar? Type /icehud, expand Module Settings, expand PlayerInfo (or TargetInfo for targets), select Buff Settings or Debuff Settings, and un-check "show buffs" (or "show debuffs").
How do I turn off these big huge bars that pulse whenever one of my abilities procs? This isn't IceHUD - it's Blizzard's Spell Alerts they added in 4.0.1. Interface options => Combat => "Spell Alert Opacity" to turn them off or search for a mod to tweak their positioning/size/etc.
I don't like where some of the bars are placed. How do I put the health/mana on the left/right? Type /icehud, expand Module Settings, expand whatever module you want to move (e.g. PlayerHealth, PlayerMana), and adjust the "Side" and "Offset" settings. "Side" controls whether it's on the left or the right and "Offset" controls how far from center it is.
Which module displays Monk Chi power? Prior to v1.11.2, this module was called HarmonyPower. Harmony was the original name for Chi back when 5.0 was in beta, so I used Blizzard's name for it while I was developing for Cataclysm. IceHUD v1.11.2 changed this module to be called Chi.
How do I add commas/periods into big numbers like health? If you have DogTags enabled, you can open the Text Settings for the module in question and add SeparateDigits() around the tag you're trying to split up. To display Health/MaxHealth with commas, use: [(SeparateDigits(HP):HPColor "/" SeparateDigits(MaxHP):HPColor):Bracket]. To use periods instead of commas, use: [(SeparateDigits(HP, "."):HPColor "/" SeparateDigits(MaxHP, "."):HPColor):Bracket]. Use the /dog help menu to build your own similar tags for Mana, etc.
The countdown timers on buffs and debuffs completely obscure the icon. How do I disable or adjust the text? IceHUD is not responsible for this countdown text and cannot control it. The 6.0 patch added an option in the game client to display counts on top of cooldowns. Look at the Action Bars menu under the game's Interface options. You can turn the text on or off there. Mods like OmniCC or CooldownCount will generally give you the same feature but allow you to control when, where, and how the text shows up.
When I rotate some modules 90 degrees, such as the castbar, the bar appears to wiggle up and down as it fills or empties. How do I fix this? This is a side effect of the animation API that I'm co-opting to force a rotation without having to provide duplicates of every bar texture in the mod. Any bar moving sufficiently quickly and updating rapidly will cause this. IceHUD is intended to be a vertically-oriented mod, so the rotation feature is there for people who are willing to accept the side effects that come with it. My suggestion is to use one of the many horizontally-oriented bar mods out there if you're wanting horizontal bars. Quartz is a good castbar replacement that you can use and disable IceHUD's built-in castbar, for example.
How do I get rid of the bars that showed up beneath the player in the 7.0 patch? Blizzard added a "Personal Resource Display" feature in the 7.0 game client. You can disable it in the Game options -> Interface -> Names -> Personal Resource Display.
Why is there no target castbar for Classic? The Classic game client doesn't offer a reliable way to show castbars for anyone except the player. You can install the LibClassicCasterino addon to enable support, but it's a best guess and not at all accurate.
Why do buff/debuff timers not work in Classic? The Classic game client doesn't provide this information to addons because it wasn't a feature when the game first released. You can install the LibClassicDurations addon to enable support, but it's a best guess and not at all accurate.
See here for a user-created guide to creating new IceHUD textures.
This just started without any updates to the game or IceHUD? You could try temporarily disabling all addons except IceHUD and seeing if the problem still happens. If not, enable a few at a time until you find the culprit. If so, try /dog and seeing if you can use that interface.
Parnic, I really appreciate the work you've put in for IceHUD and the willingness to help those using the addon.
I change my UI from time-to-time to keep things feeling "new" and I swapped out the player/target/focus mana/health/cast bars for unit frames. It's time to switch back.
It's been a while since I've played with the horizontal bars feature (lately all bars in general). Is the horizontal bars (health, mana, etc.) rotation option still experimental or did you decide to drop and move away from?
Have any users shared there textures with you? TidyPlates had a really cool looking neon bar texture, with rounded ends, for their nameplates that I'm going to try and duplicate. However, if someone has shared a similar texture, I'd rather not "reinvent the wheel"; I'm also planning check current IceHUD textures for the same reason.
I never put much attention on the horizontal bars feature. It's still there, but it doesn't work well for fast-moving bars (last time I tried anyway, which was a long time ago). My opinion is that IceHUD is one of the view vertically-oriented bar mods out there; there are a ton of horizontal ones to choose from. I know people want to have the best of both worlds in one addon, but I just don't have the time (or desire) to devote to a full horizontal implementation.
I've only really received one set of textures from a user, and it was many years ago. I always accept code/content submissions over on github or direct to [email protected].
Well, I figured I would try to track the sting using a custom module, instead of relying on debuff icon timers. But, the sting won't track, nor will shadow word: pain. So it is not just debuff/buff timers in target info, but also for custom module bars. Is this also related to the same issue with classic? The enemy info is not available or the mods to access at all? Sorry, I am just re-reading the FAQ thing over and over, hoping it will give be more specific, because it makes it sound like buffs/debuffs do not work at all, which they do seem to work, just not the ones on enemy targets. From the comment inside the file, where Fulzamoth added the libclassicdurations, it says "2019-09-04 : support for cooldowns on TARGET buffs/debuffs (classic)." This makes me think that the FAQ #20 was specifically only for TARGET buffs/debuffs not working, and not all buffs/debuffs not working. Also, it mentions sting working specifically in the "exact match" tooltip, but I am guessing it works fine with retail, and not with classic? I am still just trying to figure out... IS sting supposed to work or not in classic? I mean if the FAQ #20 said, "Why do SOME buff/debuff timers not work in Classic" or "Why do TARGET buff/debuff timers not work in Classic" then I would not be so confused right now, but the way it is worded makes me think they should not be working at all, so if they are working at all, then maybe that libclassicdurations DID work, but... just not all the way... ahaha.. aha.. hah.. hah... I really want to try to mess with it and fix it, I feel that it probably worked for at least a bit after fulzamoth did stuff, because he seemed satisfied with it at the time, but then what he did has since broken, and perhaps can be fixed with a bit of fooling. I will try to mess with it a bit, maybe I can get some debug output to show me if the libclassicdurations is actually even working or where it is broken. I am guessing it is all handled in TargetInfo.lua
Sure, if you get it working let me know. I don't play classic.
In reply to Parnic:
Actually I ended up solving my problem a completely different way. I just realized that instead of keeping the perl unit frames at top left, I could move them down to below the iceHUD bars and swap it to show buffs above the unit frames and then tuck them up under the iceHUD bars just where I wanted the buffs/debufs to be in the first place! So there is no need to fix anything, aha, I got the buffs to be near the center of the screen so I don't have to go look to the top corners of the 4K monitor
It is a pretty sweet setup now!
I made a custom bar to track weakened soul, duplicated it, made the 2nd one track power word: shield. They overlap exactly, with slight different colors, creating a cool combo bar that indicates when you are ready to cast a new shield and also how much time is left on it, all in one.
I am testing the casting bar sideways, I don't mind the slight wobble, as it feels like my guy is really trying to squeeze out the magic powers.
With the swapping of the order of priority on not full overriding target, now when I have no target selected, all that shows is my health bar or mana bars, and they each individually disappear as they max out--looks very nice. When I select a target, the right side health bars show up, and also, below the perl unit frame for target shows the animated 3d character frame, name, guild name, class info, etc. I guess when I select a target, I should just not show the iceHUD health bars, but still show my health bars as they recharge. Before the swap of priority, what would happen is that if I set the target transparency to 0 (meaning, I don't want to see enemy health bars using iceHUD out of combat, only use the perl unit frames one to see what target I selected), when my health was recharging, the bars would be showing, but when I select a target the target transparency of 0 takes over and hides the health recharging. So now, when you target something the recharging bars dont disappear, and then if bars are full, and they disappear, targeting things won't show bars. (basically I do not want all my bars and target bars all to show up just because I select a target while out of combat. I want to be able to select an NPC and just see his nameplate in perl unit frames and not really cover entire screen with bars except in combat.
Another weird thing I found is that when I set min health, mid health, max health colors, what will happen is that since the min health color is exactly at 0, and the bar is basically not showing at that point, you never really see red, just sort of orange, before the bar becomes too small. What I wanted is some sort of clamp to the end points, so the end colors are at like 10% and 90%, or 15% and 85%, so that way, you get to see those colors at the ends a bit. I found that if I set the mid color to red, as well as the min color to a red (a slightly paler one), then when I set the max color to green, it will transition from green to yellow to orange to red, as it goes from max to mid alone. I was worried that it would try to just transition from green to red, and pass an ugly brownish thing on the way, but instead it did the full spectrum in between. Is it actually sweeping the hue spectrum of colors? because that is quite cool, so you should have yourself at least 2 extra cookies this week.
I made player bars all left, and enemy bars all right, then I made scrolling combat text damage fly off enemy to top right, and player to bottom left, flying past their respective bars. So, now, there is truly a street fighter style fight that happens each time I encounter a murloc. but when not fighting, then just 50% transparency health bars refilling are shown, and just barely covering screen at bottom with perl unit frame when selecting a new target, until combat starts again, and the bars all light up.
it is truly awesome. I am glad you made this mod in a very organized and systemic way that allows all of this customizing, it lets me do a lot with it to combine it in with the other mods. Here is a screenshot. Perhaps I can just play the game now instead of fiddle with mods.
I'm glad you were able to get what you wanted out of the mod.
DoT timers are not showing up? I do not think it is related to FAQ #20, because the buff/debuff timers are showing on targets, it is just specifically the DoTs that do not have timers for some reason. I can see other debuffs with timers going on a target. Or perhaps I did not fully understand the "install" part of that LibClassicDurations. I found it on curseforge app and installed it, but maybe I need to do something different? I am assuming I am an idiot. I tried to also install it into icehud libs folder, but after a bit more reading I am realizing that these "libstubs" are supposed to be shared libraries between mods, so maybe the installing it through curseforge app was the correct way? I am far too stupid and uninformed about how to fix this, but I think if I install a mod to make it so I do not have to look at the top left of my 4K monitor to see the infos, then when one of these infos (the timer on the DoT) does not work properly in center, then when I have to look up at the top left to see the timer, I will have a brain aneurysm.
Another thing, I was wondering if there is a way to reverse the order of preference between not full and target transparencies. I am trying a weirdo minimalist thing where when I select a target, I do not want to see my own health bars come up, only theirs. My health bars only show up when not full or in combat. Currently, if you set the target transparency to 0, and not full to 50%, selecting a target will hide the bars, even when not full (it says it prioritizes setting for target over not full). I think I can just swap it manually by editing the elseif block in IceCore.prototype:GetAlpha
edit: it was actually in IceBarElement.prototype:UpdateBar(scale, color, alpha), but I managed to make the swap, and it seems to work as I wanted. Now the player health bar only shows when it is not full or in combat, and the enemy health is the only one that shows when selecting a target.
Re: DoT timers: If you're talking specifically about Classic, then yes, you need the mod LibClassicDurations installed as a normal mod (alongside IceHUD, not inside it). You can do this through the Curse app. If it still doesn't show up after that, I'm not sure what to tell you. Durations in Classic aren't supported by the game, so any mod trying to handle it is basically just guessing.
Yes, if you want the alpha rules to behave differently, you'll currently have to modify code to make it do that.
IceHud is one of the addons on my required list, so first off, thank you for all your work!
On to the question: Is it possible to implement tracking the time-to-live for a Frost DK temporary ghoul?
I've found two kludgy ways—one is to track the spell cooldown and add a marker at the halfway point (since the spell has a 2 minute CD and the ghoul lasts 1 minute), and the other is to include DK in the Totems module code (since the temp pet is tracked by Blizz's system as a fire totem)—but I'd really rather have bars that track the ghoul's a) health, and b) normal 1-minute lifespan. That way I can time my Sacrificial Pact usage toward the end of its life.
Is that something that's even doable?
Thank you!
I was unaware of this existing. Umm, if the game doesn't treat it like a pet, I don't know how you'd track its health. Does the default ui have a bar for it?
In reply to Parnic:
I haven't used the default UI in so long! Okay, disabling all my addons and summoning a ghoul shows an indicator with a "time to live" counter on it below my portrait:
When the ghoul is targeted, you can see its health:
Research suggests, however, that the health isn't available via the API. The black ox statue for monks has the same setup, and apparently WeakAuras has to use a workaround that reads the combat logs to determine approximate health: https://wago.io/BlackOxStatueHP. Threat Plates can be configured to show customized nameplates for minion units (if friendly nameplates are turned on), but I'm not sure what they're hooking into to get that information.
If monitoring the health isn't doable, that's fine; at least having a CD-style bar for time-to-live would be awesome, especially if it can update periodically and let me know (color change? just disappearing?) if the ghoul dies before its regular 1-minute lifespan is up. I can also see the same type of bar being useful for other classes with temporarily summoned pets (priest, etc.), so maybe it could be available as a custom module type?
Thanks so much for looking into this!
Ok, I'll take a look. I always accept pull requests over on github as well.
In reply to Parnic:
If I knew lua, I'd absolutely volunteer to help. Unfortunately, my programming knowledge is limited to a little Python and some trial and error poking around WoW addons over the years to try to make them do what I wanted.
If you can recommend a good teach-yourself source for lua, though, I'd be all over it!
It looks like these are only represented in the UI as totems, so for now I'm just going to activate the Totems module for all classes in 9.0+. Let me know if this is enough for now.
In reply to Parnic:
That should help, thanks!
I'm not sure if that has been asked before, apologies if it has, is it possible to create a Holy Power bar? I know the circles exist but I was wanting to make something similar to mana
Sorry, this is not currently possible.
Parnic, thanks again for all the updates. I have a question about the Slice and Dice tracker. It's working perfectly but I'm trying to figure out what the second text value is in parentheses (as the first is time remaining on buff).
Thanks!