File Details
HoochUi v3.5.zip
- R
- Jun 3, 2026
- 273.46 KB
- 15
- 2.5.5
- Classic TBC
File Name
HoochUi v3.5.zip
Supported Versions
- 2.5.5
## [3.5] - 2026-05-10
Version 3.5 is not just a small fix release. It is a broad platform update for the addon. Compared to 3.4, it adds new gameplay modules, rebuilds the options structure, merges several older scattered modules into clearer sections, and gives key UI modules more control, better test modes, and more stable behavior.
Main value for players:
- less manual guesswork thanks to a clearer settings menu;
- more combat information directly on screen: auto attack, auto shot, interrupt window, and interrupt icon;
- better support for pet and party gameplay scenarios;
- less visual noise through improved hiding of redundant Blizzard UI elements and better cooldown/text handling;
- more out-of-combat quality-of-life tools: Equipment Manager and Vendor Helper.
---
## New modules
### Auto Attack
**What was added**
- A new Warrior module that shows melee auto attack / swing timer state.
- Displays the weapon icon, cooldown swipe, and optional timer text.
- Includes settings for size, opacity, position, and text position.
- Includes a `Test` mode so the widget can be configured without waiting for real combat.
- Supports `Combat Only`, `Cooldown Only`, `Cooldown Swipe`, `Range Border`, and `Timer Text` modes.
**Why this is better for players**
Players can more easily see when the next melee swing is coming or has already passed. This is especially useful for melee classes where auto attack timing affects movement, stance or ability usage, and overall rotation control.
**Who benefits most**
- Warriors.
- Players who want swing information without installing a separate external addon.
---
### Auto Shot
**What was added**
- A new Hunter module for displaying Auto Shot state.
- Shows the ranged weapon icon, cooldown swipe, and timer text.
- Takes target state and range into account.
- Includes `Test` mode plus size, opacity, position, text, and text-position settings.
**What improved compared to the old `At` logic**
- The old `At` module was removed from the active layout.
- Auto Shot is now a dedicated module with a clear name and clear settings.
- UX was simplified: older extra states and questionable toggles were removed, making the visual feedback cleaner.
- The hard XML dependency path for `LibSpellRange-1.0` was removed, reducing the risk of load errors when the library is absent.
- External cooldown overlay text from addons such as OmniCC is suppressed on the Auto Shot widget.
**Why this is better for players**
Hunters get a cleaner and more reliable Auto Shot indicator: fewer conflicts with cooldown overlays, less unnecessary text, and a simpler way to understand shot state and range.
---
### Interrupt Icon
**What was added**
- A new module that displays the player’s interrupt ability next to target and/or focus.
- Target and Focus display can be enabled separately.
- Border, size, and X/Y offsets can be configured.
- Includes `Active Only` mode so the icon is shown only when it is actually relevant.
**Why this is better for players**
Players need to look at the action bar less often. The interrupt icon appears near the target or focus frame, exactly where the player is already watching casts and control state.
**Who benefits most**
- PvP players.
- Players who frequently use focus interrupt.
- Any class with an interrupt where quickly seeing interrupt availability matters.
---
### Equipment Manager
**What was added**
- A new utility module for equipment management.
- A dedicated settings block was added under Miscellaneous / Tools.
- Includes a `Strict Single Tooltip` setting related to tooltip/flyout behavior.
- Works with inventory slots, container items, item info, and combat-lockdown restrictions.
**Why this is better for players**
The addon is now useful not only during combat but also while maintaining the character. Item and equipment handling is integrated into the broader HoochUI system.
---
### Vendor Helper
**What was added**
- A new utility module for vendor interactions.
- Can show vendor price in tooltips.
- Can automatically sell gray items.
- Can print a sale report.
- Supports an exclusion list.
- Runs only on Classic projects and does not enable itself on Retail/Mainline.
**What improved compared to the old `Junk` module**
- The old `Junk` module was removed from the active layout.
- Vendor/junk functionality was redesigned as the clearer `Vendor Helper` module.
- Settings were renamed into the prefixed style, for example `vendorhelperShowVendorPrice`, `vendorhelperAutoSellGrayItems`, and `vendorhelperPrintSellReport`.
**Why this is better for players**
Selling junk and checking item vendor value are now more obvious parts of the addon instead of being hidden behind an older, less descriptive module name.
---
## Heavily reworked existing modules
### Options / Config UI
**What changed**
- `options.lua` was fully reworked.
- Settings are now arranged through a clearer information architecture:
- Interface;
- Combat;
- Miscellaneous;
- Tools.
- A unified ordering model was added for tabs and sections.
- Profile keys were normalized to a prefixed naming style.
- Added `addon:OpenConfigPath(...)`, allowing the addon to open a specific settings group directly.
- Added runtime debug guard `_debugDisableNotifyOptionsChange` for diagnostics and safer tuning of the notify flow.
**Why this is better for players**
The menu is easier to read. Module settings no longer feel like disconnected blocks. Players can find the right section faster, and changing settings causes fewer unnecessary full redraws of the configuration window.
**Technical improvement**
Unnecessary refresh/config redraw churn during fast setting changes was reduced. This matters for sliders, color pickers, and test-mode toggles.
---
### Frames
**What changed**
- The old `Framelayout` module was removed as a separate active module.
- Its responsibilities were moved into `Frames`.
- `Frames` now controls not only style, but also:
- scale;
- position;
- aura size;
- statusbar texture;
- status text size;
- name background alpha;
- class-color options;
- player/target/focus/ToT layout.
- Added internal feature hooks and a more centralized refresh pipeline.
- Added migration logic for legacy buff/profile values.
**Why this is better for players**
Unit-frame configuration is now unified. Players no longer need to understand where `Frames` ends and `Framelayout` begins. Scale, position, style, and visual unit-frame settings now live in one logical place.
**Important when updating**
3.4 profiles may need to be checked and re-saved because some old keys were renamed or moved.
---
### Castbar
**What was added and improved**
- Castbar was expanded significantly.
- Added a dedicated `Interrupt Window`.
- Added settings for the normal castbar color and interrupt-window color.
- Added nameplate castbar support:
- enable/disable nameplate castbar;
- spell text on nameplates;
- timer on nameplates;
- spell/time text size for nameplates.
- Added spell text and timer text settings for player/target/focus.
- Added player castbar spell icon support.
- Improved text alignment: long spell names are shifted/truncated more cleanly.
- Added UTF-8-safe text truncation logic.
**Why this is better for players**
Castbar is now more informative. Players can see not only the cast itself, but also the window where interrupting is especially important. Nameplate support makes the module more useful in PvP and crowded fights.
---
### Party Castbar
**What changed after 3.4**
In 3.4, the main fix targeted PartyCastbar arena logic: duplicated castbars, stale frame bindings, and wrong party-frame attachments were fixed. In 3.5, this work continues at the architecture level.
**What improved**
- Added controller/state layers for party unit cast state.
- Improved widget binding to owner frame and party unit.
- Added anchor presets and separate settings for anchor point / owner point.
- Added X/Y offset, text X/Y offset, and text-size settings.
- Added test mode with synthetic cast data.
- Improved interruptible-state handling and feedback states.
- Added migration for anchor settings.
**Why this is better for players**
Party castbars should stay attached to the correct party frames more reliably and offer more control over positioning. This is especially noticeable in arena/party layouts, where a wrongly attached castbar immediately hurts gameplay clarity.
---
### Pet UI
**What was added and improved**
- Pet castbar gained more settings:
- scale;
- X/Y offset;
- show spark;
- show timer;
- show text;
- show duration;
- duration X/Y offset;
- test mode.
- Added a cast-state controller for pet castbar.
- Improved handling for start/stop/channel/interrupt/complete feedback.
- Added duration indication for pet life/summon state.
- Pet frame hide settings were moved from `Interface` into `Pet UI`:
- hide name;
- hide HP text;
- hide MP text;
- hide debuffs.
**Why this is better for players**
Pet UI is now more independent and easier to understand. Pet settings are no longer hidden inside the general Interface section, and the pet castbar is closer in quality to the party/player castbar experience.
---
### Pet Target Frame / Pet ToT
**What was added**
- New `pettot` submodule inside `PetUI`.
- Added a dedicated `Pet ToT` / `Pet Target Frame` settings section.
- Pet target frame can be enabled or disabled.
- Includes test mode.
- Includes a mana-bar display setting.
- Includes scale and X/Y offset settings.
- Added internal layout logic for portrait, health bar, mana bar, and name.
**Why this is better for players**
Players can now see the pet’s target directly inside the addon UI. This is especially useful for classes with active pet gameplay, where knowing what the pet is attacking or targeting matters.
---
### Interface
**What changed**
- `Combat Text` was technically moved inside `Interface` as a compatibility/submodule path.
- Pet-specific hide settings were moved into `Pet UI`.
- Added or preserved settings for hiding Blizzard UI elements:
- UI errors;
- UI info messages;
- ToT names;
- ToT debuffs;
- PvP icons;
- leader icons;
- rest glow;
- combat glow;
- player/pet hit text;
- group indicator;
- compact party/raid group titles;
- zone text;
- stance bar;
- selection/aggro highlight.
**Why this is better for players**
The Interface section now focuses on general Blizzard UI cleanup, while pet-specific and combat-specific items were moved to more appropriate sections.
---
### Keybindings
**What was added and improved**
- Settings were moved to prefixed keys: `keybindingsHideHotkey`, `keybindingsHideName`, `keybindingsHideCount`, `keybindingsFlashEnabled`, `keybindingsFlashPreset`.
- Added `keybindingsRangeCheckEnabled`.
- Improved flash overlay logic and fallback flash timing.
- Added action-button list caching and cleaner range-state updates.
- Added hooks for range update paths: `ActionButton_UpdateRangeIndicator`, `ActionButton_UpdateState`, `ActionButton_UpdateUsable`, and `ActionButton_UpdateCooldown`.
**Why this is better for players**
Action bars can be made visually cleaner: hotkey/name/count can be hidden, flash feedback can be kept, and out-of-range state can be highlighted through the range-check logic.
---
### Lose Control
**What improved**
- Settings were renamed into the prefixed style: `losecontrolOffsetX`, `losecontrolIconSize`, `losecontrolShowRedLines`, `losecontrolEffectAlpha`, `losecontrolGroups`, and others.
- Added a cleaner refresh queue and test pool.
- Preserved effect groups:
- control;
- interrupts;
- disarm;
- roots.
**Why this is better for players**
The module is better integrated into the new settings system and should react more consistently to test mode and effect filters.
---
### XP Bar
**What was added and improved**
- Settings keys were normalized: `xpbarShowXp`, `xpbarShowRep`, `xpbarXpWidth`, `xpbarRepHeight`, `xpbarXpOffsetX/Y`, `xpbarRepOffsetX/Y`, and others.
- Added separate display settings for XP/Rep text:
- `xpbarShowXpText`;
- `xpbarXpTextSize`;
- `xpbarShowRepText`;
- `xpbarRepTextSize`.
- Added anchor migration version.
- Improved handling of rested XP and watched reputation.
**Why this is better for players**
The XP/Rep bar is now more configurable. Players can control not only bar size and position, but also progress text display.
---
### Overpower
**What changed**
- The module was normalized to the canonical id/casing: `overpower` / `Overpower`.
- Settings were renamed into the prefixed style:
- `overpowerSize`;
- `overpowerAlpha`;
- `overpowerFontSize`;
- `overpowerTextX/Y`;
- `overpowerCooldownSwipe`;
- `overpowerShowText`;
- `overpowerRangeBorder`;
- `overpowerOffsetX/Y`;
- `overpowerTestMode`.
- Added/improved range-border logic.
- Added timer text and text-position settings.
- Improved handling of the dodge proc window.
**Why this is better for players**
Warriors get a more useful Overpower indicator: not just an icon, but a configurable widget with cooldown swipe, text, range feedback, and test mode.
---
### Improved Stance
**What changed**
- The module was moved to prefixed settings:
- `improvedstanceSize`;
- `improvedstanceOffsetX/Y`;
- `improvedstanceAlpha`.
- Preserved the logic for showing the current stance icon.
- The module is explicitly validated as Warrior-specific together with Auto Attack and Overpower.
**Why this is better for players**
Improved Stance is now more compatible with the new profile and class-module settings structure.
---
### Combat Indicator
**What changed**
- Settings were renamed into the prefixed style:
- `combatindicatorShowTarget`;
- `combatindicatorShowFocus`;
- `combatindicatorTestMode`;
- `combatindicatorIconTexture`;
- `combatindicatorIconSize`;
- `combatindicatorOffsetX/Y`.
- Target/focus support was preserved.
- Test mode was preserved.
**Why this is better for players**
The module now fits the new profile structure better while keeping its core function: quickly showing the combat state of target or focus.
---
### Class Portraits
**What changed**
- Settings were renamed:
- `classportraitsShowPlayer`;
- `classportraitsShowTarget`;
- `classportraitsShowFocus`;
- `classportraitsShowToT`;
- `classportraitsShowParty`.
- Functionally, the module remains the same: it replaces portraits with class icons for selected unit frames.
**Why this is better for players**
Settings are clearer and more consistent with the rest of the addon.
---
### Micro Menu
**What changed**
- Settings were renamed:
- `micromenuPreset`;
- `micromenuShowKeyRingButton`.
- Internal handling of hover targets, scratch tables, and out-of-combat application was improved.
**Why this is better for players**
Micro Menu should hide/show more cleanly and apply changes more safely outside combat.
---
## Removed / replaced legacy modules
### Removed `core_ui.lua`
**Why this is good**
UI responsibilities were moved into more modern module/config paths. This reduces duplication and makes the addon easier to maintain.
---
### `Framelayout` was merged into `Frames`
**What this means**
Unit-frame positions and scale no longer live in a separate legacy module. They are now part of `Frames`.
---
### `At` was replaced by `Autoshot`
**What this means**
The old Hunter auto-shot timer was replaced with a new module that has a clearer name, clearer settings, and better compatibility.
---
### `Junk` was replaced by `Vendor Helper`
**What this means**
Junk selling and vendor-price features were redesigned as a utility module with a clearer purpose.
---
### `Buffs` was moved into `Frames`
**What this means**
Buff/debuff sizes are now configured as part of `Frames`, not through a separate legacy module.
---
### `Combattext` is no longer a separate file module
**What this means**
Combat Text is preserved as a compatible part of `Interface`, but the separate `Combattext.lua` file was removed from the active structure.
---
## Profile and compatibility changes
### Important settings-key change
In 3.5, many old short keys were replaced by prefixed keys. Examples:
- `scale` → `combatTextScale`, `partyCastbarScale`, `petuiCastbarScale`, etc.;
- `offsetX` / `offsetY` → module-specific keys such as `losecontrolOffsetX`, `partyCastbarOffsetX`, `petuiCastbarOffsetX`;
- `showText` → `partyCastbarShowText`, `petuiCastbarShowText`, `autoshotShowText`, etc.;
- `baseColor` → `castbarBaseColor`;
- `threshold` → `castbarThreshold`.
**What this means for users**
Old 3.4 profiles may not look perfect on the first 3.5 launch. After updating, users should check important visual settings and re-save the profile.
---
## Final user-facing summary
HoochUI 3.5 is noticeably stronger in three areas:
1. **Combat UI quality**
Added Auto Attack, Auto Shot, Interrupt Icon, Castbar interrupt window, and more powerful party/pet castbars.
2. **Configuration usability**
The Options UI is more logical, settings are grouped by purpose, and old legacy modules were removed or merged.
3. **Utility and quality of life**
Added Equipment Manager and Vendor Helper, improved XP/Rep bar, keybindings, pet target frame, and general visual cleanup.
In short: 3.4 was an important fix release for PartyCastbar, while 3.5 is a large release that expands the addon, cleans up the architecture, and makes the interface easier to use in real gameplay.

