Category: oUF: Plugins
Addon Information
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p3lim's Portal Bug Reports Feature Requests

This file is a Addon for oUF by haste. You must have that installed before this Addon will work.

Author:
Version:
30200.22
Date:
08-04-2009 05:41 PM
Size:
1.32 Kb
Downloads:
10,203
Favorites:
136
MD5:
oUF BarFader   Popular! (More than 5000 hits)
Description:
oUF BarFader is a element plug-in made for the UnitFrame framework oUF.
It is required that you have this addon updated at all times to make everything work as it should.
You can download oUF by clicking on the link located under the "Download" button on the right.


Features:
  • Fade out frames based on conditions of the unit
  • Max alpha on the following conditions (in this order)
    • Unit is casting
    • Unit is in combat
    • Unit is low happiness (only on pet frame)
    • Unit has a target
    • Unit has low health/mana (supports rage/runic/energy etc)
  • If all above conditions are false set min alpha else

Note:
Read the documentation inside the lua file for usage.
You need to add this addon to your layout's toc metadata!


Click here and follow steps how to submit a bug
  Change Log - oUF BarFader
Full changelog can be found on GitHub:
http://github.com/p3lim/oUF_BarFader/commits/master/
  Archived Versions - oUF BarFader
File Name
Version
Size
Author
Date
30200.21
1kB
p3lim
08-04-2009 05:11 PM
30100.20
1kB
p3lim
05-10-2009 07:35 PM
30100.19
1kB
p3lim
04-17-2009 11:34 AM
30000.18
1kB
p3lim
02-10-2009 11:02 AM
30000.17
1kB
p3lim
02-07-2009 03:37 PM
30000.16
1kB
p3lim
01-27-2009 02:43 PM
30000.15
1kB
p3lim
01-23-2009 05:13 PM
30000.14
1kB
p3lim
12-20-2008 11:36 PM
  Comments - oUF BarFader
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Old 01-26-2009, 06:00 PM  
gagou
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 5
File comments: 215
Uploads: 1
BarFader with party support

it seems that oUF_BarFader now support all units but when I join a party I got a problem with UnitAffectingCombat(unit) because unit is nil
to solve this problem I had to test the existence of unit so the function update transform in:

Code:
local function Update(self)
	local unit = self.unit
	if unit then
		if(self.Castbar and (self.Castbar.casting or self.Castbar.channeling)) then
			self:SetAlpha(self.BarFadeMaxAlpha or 1)
		elseif(UnitAffectingCombat(unit)) then
			self:SetAlpha(self.BarFadeMaxAlpha or 1)
		elseif(unit == 'pet' and GetPetHappiness()) then
			self:SetAlpha((GetPetHappiness() < 3) and (self.BarFadeMaxAlpha or 1) or (self.BarFadeMinAlpha or 0.25))
		elseif(UnitExists(unit..'target')) then
			self:SetAlpha(self.BarFadeMaxAlpha or 1)
		elseif(Regenerating(unit)) then
			self:SetAlpha(self.BarFadeMaxAlpha or 1)
		else
			self:SetAlpha(self.BarFadeMinAlpha or 0.25)
		end
	end
end
(I did some debuging and found that the first call to the function update for party have nil as unit)

in my layout I spawn the party with
local party = oUF:Spawn('header', 'oUF_Party')
party:SetManyAttributes('yOffset', -5, 'showParty', true)

I tried also with
party:SetManyAttributes('yOffset', -5, 'showParty', true, 'showPlayer', true) to check if the first unit in party won't be nil, but no change it's still nil.

is it a problem with oUF_BarFader or directly with oUF?
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Old 11-23-2008, 09:08 PM  
p3lim
A Molten Giant
 
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Forum posts: 558
File comments: 838
Uploads: 19
Quote:
Originally posted by Quokka
Jup but it's still faded out for some reason
Ill look into it.


edit:
You should have said it was channeled. All my abilities that is channeled uses mana, and hence, makes it visible due the mana drop.
In other words, r12 fixes it.

Last edited by p3lim : 11-23-2008 at 09:19 PM.
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Old 11-23-2008, 06:24 PM  
Quokka
A Warpwood Thunder Caller
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Forum posts: 90
File comments: 83
Uploads: 9
Quote:
Originally posted by p3lim
When you are fishing youre casting right?
Jup but it's still faded out for some reason
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Old 11-23-2008, 02:26 PM  
p3lim
A Molten Giant
 
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Forum posts: 558
File comments: 838
Uploads: 19
Quote:
Originally posted by Quokka
is there a way to have it shown while fishing?
When you are fishing youre casting right?
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Old 11-23-2008, 02:22 PM  
Quokka
A Warpwood Thunder Caller
Interface Author - Click to view interfaces

Forum posts: 90
File comments: 83
Uploads: 9
is there a way to have it shown while fishing?
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Old 11-10-2008, 04:42 PM  
Caellian
A Chromatic Dragonspawn
 
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Forum posts: 163
File comments: 663
Uploads: 4
Quote:
Originally posted by p3lim
Any others while you're at it?
Nono, that's it, thanks a lot
__________________


Quote:
if (sizeof(workload) > sizeof(brain_capacity)) { die('System Overload'); }

Last edited by Caellian : 11-10-2008 at 04:42 PM.
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Old 11-10-2008, 12:19 PM  
p3lim
A Molten Giant
 
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Forum posts: 558
File comments: 838
Uploads: 19
Quote:
Originally posted by Caellian
@p3lim could you possibly make it support focus, focus target and target or target please ?
It already supports focus, if I understood you correctly you want support for the following units:
- focustarget
- targettarget

Any others while you're at it?
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Old 10-31-2008, 05:37 PM  
Caellian
A Chromatic Dragonspawn
 
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Forum posts: 163
File comments: 663
Uploads: 4
Quote:
Originally posted by Sirupsen
Could anyone tell me which path I should put in the .toc file? Or am I wrong on it?
Code:
## OptionalDeps: oUF_BarFader
You also need

Code:
self.barFade = true
for the frame you want to be affected in your layout.


@p3lim could you possibly make it support focus, focus target and target or target please ?
__________________


Quote:
if (sizeof(workload) > sizeof(brain_capacity)) { die('System Overload'); }
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Old 10-23-2008, 12:39 PM  
Sirupsen
A Kobold Labourer

Forum posts: 0
File comments: 13
Uploads: 0
Would I be really dumb when I have trouble getting this working?
I really have trouble. Could anyone tell me which path I should put in the .toc file? Or am I wrong on it?
I'm pretty lost.
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Old 08-30-2008, 12:41 PM  
p3lim
A Molten Giant
 
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Forum posts: 558
File comments: 838
Uploads: 19
Quote:
Originally posted by Caellian
Would that be so simple, not just colors but also, alpha ? zomg !
You can change oUF Banzai to do whatever you want, really..
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Old 08-30-2008, 12:37 PM  
Caellian
A Chromatic Dragonspawn
 
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Interface Author - Click to view interfaces

Forum posts: 163
File comments: 663
Uploads: 4
Quote:
Originally posted by p3lim
oUF Banzai?
Would that be so simple, not just colors but also, alpha ? zomg !
__________________


Quote:
if (sizeof(workload) > sizeof(brain_capacity)) { die('System Overload'); }
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Old 08-30-2008, 12:30 PM  
p3lim
A Molten Giant
 
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Forum posts: 558
File comments: 838
Uploads: 19
Quote:
Originally posted by Caellian
Correction, when i said

Quote:
Originally Posted by Caellian
The frames aren't hidden on first login, i must first do something like pick a target then clear it for it to activate
Actually it's working on my hunter for example.

But when you log in as a rogue you enter the game with an empty energy bar and then it fills in. It should eventually fade once the energy bar is full i guess but it doesn't.
r7 will fix it
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Old 08-30-2008, 12:20 PM  
p3lim
A Molten Giant
 
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Forum posts: 558
File comments: 838
Uploads: 19
Quote:
Originally posted by Caellian
Not a feature request, just a curiosity, would that be possible to have the frames light up if they are being aggroed ?
oUF Banzai?
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Old 08-30-2008, 12:19 PM  
Caellian
A Chromatic Dragonspawn
 
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Interface Author - Click to view interfaces

Forum posts: 163
File comments: 663
Uploads: 4
Not a feature request, just a curiosity, would that be possible to have the frames light up if they are being aggroed ?
__________________


Quote:
if (sizeof(workload) > sizeof(brain_capacity)) { die('System Overload'); }
Caellian is offline Report comment to moderator   Edit/Delete Message Reply With Quote
Old 08-30-2008, 12:10 PM  
p3lim
A Molten Giant
 
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Interface Author - Click to view interfaces

Forum posts: 558
File comments: 838
Uploads: 19
Quote:
Originally posted by Caellian
Correction, when i said

Quote:
Originally Posted by Caellian
The frames aren't hidden on first login, i must first do something like pick a target then clear it for it to activate
Actually it's working on my hunter for example.

But when you log in as a rogue you enter the game with an empty energy bar and then it fills in. It should eventually fade once the energy bar is full i guess but it doesn't.
Got same issue, will fix it asap
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