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Siege of Orgrimmar (5.4)
Updated:07-16-14 07:17 AM
Created:06-06-11 11:10 AM
Downloads:6,403
Favorites:24
MD5:
5.4
oUF Fail  Updated this week!  Popular! (More than 5000 hits)
Version: 1.6.1
by: Sauerkraut, MiRai
IMPORTANT:
This addon requires oUF please download the latest version oUF 1.6.*

Simple, Minimalistic oUF frames.

This is a fork of my oUF_Karma (http://www.wowinterface.com/downloads/info18617-oUF_Karma.html) addon. It changes the orientation of the power bar to the top of the frame. I have also added a small indicator arrow that moves along the bar in relation to the power. This layout is focused more on PvP and lacks some of the PvE features that were included in oUF_Karma.


A short video can been seen at http://youtu.be/Iq7Fy0Jr-g8

I've been working closely with MiRai on a new version of oUF_Fail that adds the power indicator arrows to several other frames. With the help of Phanx and Caleb we have been able to create something that works just the way we like. Huge credit goes to MiRai for coming up with the idea, and the solution. Now included in version 1.4.* and up!!!



Special thanks to Zork and Rainrider for helping me to get the arrow to update when the power type changes. Another thanks to Freebaser for coming up with the code to make the arrow possible.

Support for Player, Target, Target of Target, Focus, Party and Raid. Raid frames will adjust size depending on how large of a raid you are in. As the number of raid members increases the size of the frame decreases.


Addon support:
- oUF_RaidDebuffs (embedded)
- oUF_DebuffHighlight (embedded)
- oUF_AuraWatch (embedded)
- oUF_Smooth (modified and embedded) - !!!DO NOT USE AN EXTERNAL VERSION IT WILL BREAK THE ADDON!!!
- oUF_Combat Feedback
- oUF_WeaponEnchant
- oUF_boring_totembar
- oUF_Experience
- oUF_SVengeance
- oUF_Reputation *NEW*


All frames can be moved from within the cfg.lua file (or with oUF_Movableframes)as well as many other settings. Including the healthbar font size (Lily.Petal and webmasta ).


Credits:
Special thanks to unkn for making oUF_Karma better and keeping it updated. She really helped expedite this update. Zork for oUF_Simple that I used as a framework for my layout and for helping me not be such a noob at lua.
Freebaser, Drakull, Neverg, and Monolit. - Most of the code and inspiration came from their layouts.

Notes:
This is my personal layout and it's *not* finished so expect bugs. I will not add features that I will not use. If you aren't ready to edit code then please don't bother asking. Some features may not be fully functional or working at all. This add on eats baby seals and can be hazardous to your health. There is no in game configuration all changes must be done with a text editor. Personally I use Notepad++.

Questions or comments please feel free to leave a message I check back frequently. Have an issue that you can't figure out I can be found playing on Karmakaze@Burning Blade(US) or Fail@Altar of Storms(US).


I don't play much anymore so don't expect any real updates.

ATTENTION:
This addon requires oUF 1.6.* to work. (NOT INCLUDED)

Catch me via Battle Tag @ FailAoS
1.6.1 -
Minor correction

1.6.0 -
Changed height of player and target bars
removed size change for raid based on raid size (was causing too much taint)

1.5.7 -
Minor fixes mainly maintenance

1.5.4 -
Smooth power values re-introduced (with mana fix)
Boss frames working

1.5.3a -
typo

1.5.3 -
Minor fixes
Boss frames are working

1.5.2 -
Dunno it disappeared

1.5.1 -
A perfect example of why not to try and fix things when you are over tired.
Raid frames fixed, they were just off the screen *duh

1.5.0 -
Added warlock spec specific power tracking.
Added mage arcane blast charge power tracking.
Shaman totem support is still broken, I'm looking in to it.
There is a bug with combat feedback, a reloadui clears it but I'm trying to find the root.
Raid frames are still acting up. I'm lost on this one.

1.4.7 -
TOC Update
Fixed Combat Feedback error
Hopefully fixed Raid frames

1.4.4 -
Fixed over lapping runes & exp/rep bar - Thanks MiRai!

1.4.3 -
Moved combo points back to their proper spot.

1.4.2 -
Added arrows for target, party, focus and focus target. Can be disabled in the cfg.lua file.
Experience and Reputation text now shows only on mouse over.
Fixed vengeance text display. Minor texture changes.

1.3.4 -
Fixed a tag error. Added support for oUF_Reputation.

1.3.3 -
Fix desaturating of debuffs

1.3.2 -
Fixed a tag error

1.3.1 -
Fixed overlapping items (again).

1.3.0 -
Updated Class power to work with oUF_1.6.* Added support for oUF_Experience

1.2.0 -
Went back to the original 1.0 format because I liked it better. Fixes overlapping cast bars and a few
other small things. Still a bit buggy, Paladin holy power is messed up. I think it works (more or less).

1.1.0b -
Been a while, lazy coding breeds extra updates

1.1.0a -
Fixed some secondary power issues

1.1.0 -
Updated for MoP

1.0.3 -
Bumped TOC for 4.3

1.0.2 -
Bumped TOC for 4.2
Minor Improvements

1.0.1 -
Initial Release
Archived Files (23)
File Name
Version
Size
Author
Date
1.6.0
181kB
Sauerkraut
04-26-14 09:29 AM
1.5.7
185kB
Sauerkraut
03-13-14 12:40 PM
1.5.4
183kB
Sauerkraut
12-15-13 08:17 PM
1.5.3a
182kB
Sauerkraut
10-27-13 07:06 AM
1.5.3
182kB
Sauerkraut
10-26-13 07:01 PM
1.5.1
182kB
Sauerkraut
10-06-13 10:09 AM
1.5.0
181kB
Sauerkraut
10-05-13 06:48 PM
1.4.7
175kB
Sauerkraut
09-26-13 05:32 PM
1.4.4
272kB
Sauerkraut
01-16-13 05:28 PM
1.4.3
272kB
Sauerkraut
01-14-13 01:00 PM
1.4.2
273kB
Sauerkraut
01-13-13 01:09 PM
1.3.4
246kB
Sauerkraut
01-12-13 11:18 AM
1.3.3
245kB
Sauerkraut
01-07-13 10:58 AM
1.3.2
245kB
Sauerkraut
12-18-12 03:43 PM
1.3.1
245kB
Sauerkraut
12-17-12 08:51 AM
1.3.0
254kB
Sauerkraut
12-16-12 05:47 PM
1.2.0
274kB
Sauerkraut
12-11-12 08:13 PM
1.1.0b
237kB
Sauerkraut
12-10-12 05:33 PM
1.1.0a
237kB
Sauerkraut
12-10-12 03:55 PM
1.1.0
175kB
Sauerkraut
12-10-12 03:42 PM
1.0.3
208kB
Sauerkraut
02-21-12 10:19 AM
1.0.2
208kB
Sauerkraut
06-26-11 10:27 AM
1.0.1
178kB
Sauerkraut
06-06-11 11:10 AM


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Old 01-14-13, 02:53 AM  
psyquest
A Kobold Labourer

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These would be perfect for me if I could:
swap the colors of unit frames:
class colored for HP and black background for HP loss. If target is not a player the unitframe should be clear enough to see damage done and thus the foreground of a non player cant be dark gray or black

a way of selecting an HP format for the player and target frame. Total HP like [430k/430k 100%]

a way of adding portrait, since at times it is faster to recognise mobs in pve by glancing at the portrait.
being able to disable raid/party entirely.

I like Phanx unitframes too, but unfortunately I dont think she is ok about modifying the options available.
Last edited by psyquest : 01-14-13 at 02:55 AM.
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Old 01-13-13, 01:11 PM  
Sauerkraut
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With a lot of help and hard work from MiRai this newest version of oUF_Fail includes support for power arrows for the following units: Player, target, party, focus, and focus target. If you prefer the previous look you can disable the extra arrows in the config file. Thank you very much MiRai!
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Old 01-12-13, 10:01 AM  
Sauerkraut
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Yah sorry missed that one. Will be fixed in the next push.
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Old 01-12-13, 09:46 AM  
MiRai
A Theradrim Guardian

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Change...

Code:
return oUF.Tags['fail:DDG'](u)
...to

Code:
return oUF.Tags.Methods['fail:DDG'](u)
...and you should be fine.

Probably just a minor oversight by Sauerkraut when he updated the layout for MoP (oUF changed as well).

EDIT: I only know this because this was one of the changes I had to make to the layout to keep it alive when MoP was released.
Last edited by MiRai : 01-12-13 at 09:47 AM.
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Old 01-12-13, 08:00 AM  
Zellglas
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Realy n1 but i got this:

Message: Interface\AddOns\oUF_Fail\tags.lua:95: attempt to call field 'failDG' (a nil value)
Time: 01/12/13 15:17:36
Count: 27
Stack: Interface\AddOns\oUF_Fail\tags.lua:95: in function `?'
Interface\AddOns\oUF\elements\tags.lua:604: in function `UpdateTag'
Interface\AddOns\oUF\elements\tags.lua:415: in function <Interface\AddOns\oUF\elements\tags.lua:410>

Locals: u = "raid14"
(*temporary) = nil
(*temporary) = "raid14"
(*temporary) = "attempt to call field 'failDG' (a nil value)"
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Old 01-08-13, 02:24 AM  
MiRai
A Theradrim Guardian

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Originally Posted by Sauerkraut
MiRai I uploaded my edited version. It is called oUF_Fail extra arrow version. Clever I know. It should be listed soon in the beta addons section.
Awesome, thanks! I'll direct my arrow comments over there for the time being.
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Old 01-07-13, 07:01 PM  
Sauerkraut
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MiRai I uploaded my edited version. It is called oUF_Fail extra arrow version. Clever I know. It should be listed soon in the beta addons section.
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Old 01-07-13, 06:47 PM  
Sauerkraut
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Okay so I spent a little while and I figured it out. At least for the target frame. The rest is up to you. I created a new lib for the new arrow.

Code:
lib.setTargetArrowColor = function(self)
	local _, cType = UnitClass("target")
	local ccolor = oUF.colors.class[cType] or {.3,.45,.65}
	self.Power.arrow:SetVertexColor(unpack(ccolor))
end
Just put it below the original arrow code. Add the frames you want this arrow to be on to the following

Code:
	--arrow
	if f.mystyle == "player" or f.mystyle == "target" then
You've already done this so no biggie.

In the core.lua

Code:
		self.Power.arrow.colorClass = true
		self.Power.arrow.PostUpdate = lib.setTargetArrowColor

		self:RegisterEvent("UNIT_TARGET", lib.setTargetArrowColor)
		self:RegisterEvent("PLAYER_TARGET_CHANGED", lib.setTargetArrowColor)
I don't know if you need that first line I don't think it does anything. There is a bit of a bug the first target you take the arrow stays white. I must be missing an event but I can't figure out what it would be.
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Old 01-07-13, 06:11 PM  
MiRai
A Theradrim Guardian

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Originally Posted by Sauerkraut
Damn you now you have me curious :P. I know getting the arrow to match the power color was a huge pain in the ass in the first place. It will probably need an if loop so that it selects power color for "player" (you) and class type for everyone else to match the power bar. It wasn't meant for other frames just for mine to help me keep track of rage.
Haha nice! Just to be clear, I was looking to keep the arrow class-colored on the target/focus frames and then power-colored on the focus target frame (to match the power bars for each frame). At least I think that would look best.

Originally Posted by Sauerkraut
I think I had focus cast bars setup at some point when I was doing a lot of arena. I'll have to look at it.
Sounds good. That's exactly the reason I asked.

Originally Posted by Sauerkraut
Wow I just looked through Nib's oUF_RealUI That is some one who really knows how to code. I understand a bit of how he/she makes the updates smooth, but I don't know if I could figure out how to implement it. It is pretty intense.
Yeah, having seen the UI in YouTube videos I figured as much.


One more thing that I forgot to ask about before was flag carrier frames (possibly arena frames?). I'm not sure if this was actually implemented in Cataclysm (because I missed a lot of Cataclysm) or MoP, but it seems that both the enemy and friendly flag carriers use arena frames that anchor below the minimap:




This is kind of a bad screenshot now that I look back at it, but my mouse cursor is hovering over the friendly flag carrier frame below the minimap and my tooltip is covering the enemy frame; and /fstack is showing it's an arena frame (even though I was in WSG (non-RBG)). Those default frames look pretty ugly up there next to the rest of oUF_Fail's layout, and I was curious how difficult it would be to get this layout to takeover those frames?

Now with everything being said, I want you to know that I'm not trying to bombard you with all of these suggestions/changes when you're trying to actually enjoy the game itself, and as I already mentioned, I'm just excited that this layout is actually updated and working for MoP. These suggestions/changes are just a list of things that have been in my head since I began using this layout of yours months and months ago, and now that you've returned, I figured that I would just lay them all out and see what you thought. I do appreciate any time and effort you put into implementing any of my wild ides and I gladly volunteer to be a guinea pig for any future alpha versions.
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Old 01-07-13, 04:08 PM  
Sauerkraut
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Wow I just looked through Nib's oUF_RealUI That is some one who really knows how to code. I understand a bit of how he/she makes the updates smooth, but I don't know if I could figure out how to implement it. It is pretty intense.
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Old 01-07-13, 04:01 PM  
Sauerkraut
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Originally Posted by MiRai
Originally Posted by Sauerkraut
I'll look at my rage bar see if I can duplicate that.
Thanks a lot. I believe RealUI's oUF layout utilizes a nice smooth change in power values, but I could be wrong since I've not personally used his layout. I'm only mentioning this in case you wanted to look at some other code to see how someone else accomplishes this (if I'm even right about the way his layout works to begin with).

Originally Posted by Sauerkraut
Adding more arrows should be fairly easy the code is already in place you just need to copy it to the bar section that you want it in.
You're right, I was overlooking that section of the code yesterday. Just as a test I threw an arrow on every frame except for the TargetOfTarget using this code:

Lua Code:
  1. if f.mystyle ~= "tot" then
  2.     s.arrow = s:CreateTexture(nil, "OVERLAY")
  3.     s.arrow:SetTexture([[Interface\Addons\oUF_Fail\media\textureArrow]])
  4.     s.arrow:SetSize(16,16)
  5.     s.arrow:SetPoint("BOTTOM", s:GetStatusBarTexture(), "RIGHT", 1, 8)
  6.     fixTex(s.arrow)
  7.        
  8.     local powa = lib.gen_fontstring(f.Health, cfg.font, 18, "OUTLINE")
  9.     powa:SetPoint("RIGHT", s.arrow, "LEFT", 6, -8)
  10.     powa:SetJustifyH("RIGHT")
  11.     f:Tag(powa, "[fail:pp]")
  12. end

And here was my quick and dirty result (I pulled the target's power values):





I think I'm going to like the look of more arrows, but I would like the arrows of the other frames to inherit the color of that frame's power bar. How would I go about making that happen?

As another quick test I tried adding the following to the Focus Target section of the core.lua file:

Lua Code:
  1. self.Power.arrow.colorPower = true
  2. self.Power.arrow.PostUpdate = lib.setArrowColor
  3. self:RegisterEvent("PLAYER_LOGIN", lib.setArrowColor)
  4. self:RegisterEvent("PLAYER_ENTERING_WORLD", lib.setArrowColor)
  5. self:RegisterEvent("UNIT_DISPLAYPOWER", lib.setArrowColor)


That didn't actually change anything and, as you can see, my Lua knowledge pretty much extends as far as copying & pasting or just straight up breaking things until I figure out what certain values do. Next, I'll assume that something needs to be added or changed around line 118 of lib.lua, but I'm not entirely sure.

Lua Code:
  1. -- Power Bar Arrow function
  2.  
  3. local arrow = {[[Interface\Addons\oUF_Fail\media\textureArrow]]}
  4.  
  5. --set color -- Huge thanks to Zork and Rainrider for helping me figure this out.
  6. lib.setArrowColor = function(self)
  7.     local _, pType = UnitPowerType("player")
  8.     local pcolor = oUF.colors.power[pType] or {.3,.45,.65}
  9.     self.Power.arrow:SetVertexColor(unpack(pcolor))
  10. end


Originally Posted by Sauerkraut
I don't use the focus cast bar atm but I'll look into it.
Thanks for this, as well. I would like to keep it enabled in the event that my focus's target is casting a spell that I may need to help interrupt or reflect.
Damn you now you have me curious :P. I know getting the arrow to match the power color was a huge pain in the ass in the first place. It will probably need an if loop so that it selects power color for "player" (you) and class type for everyone else to match the power bar. It wasn't meant for other frames just for mine to help me keep track of rage.

I think I had focus cast bars setup at some point when I was doing a lot of arena. I'll have to look at it.

Everything I've learned about Lua was from copy and paste testing. I've ventured out on my own a few times (Sandman for instance) but it never really went well.
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Old 01-07-13, 02:23 PM  
MiRai
A Theradrim Guardian

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Originally Posted by Sauerkraut
I'll look at my rage bar see if I can duplicate that.
Thanks a lot. I believe RealUI's oUF layout utilizes a nice smooth change in power values, but I could be wrong since I've not personally used his layout. I'm only mentioning this in case you wanted to look at some other code to see how someone else accomplishes this (if I'm even right about the way his layout works to begin with).

Originally Posted by Sauerkraut
Adding more arrows should be fairly easy the code is already in place you just need to copy it to the bar section that you want it in.
You're right, I was overlooking that section of the code yesterday. Just as a test I threw an arrow on every frame except for the TargetOfTarget using this code:

Lua Code:
  1. if f.mystyle ~= "tot" then
  2.     s.arrow = s:CreateTexture(nil, "OVERLAY")
  3.     s.arrow:SetTexture([[Interface\Addons\oUF_Fail\media\textureArrow]])
  4.     s.arrow:SetSize(16,16)
  5.     s.arrow:SetPoint("BOTTOM", s:GetStatusBarTexture(), "RIGHT", 1, 8)
  6.     fixTex(s.arrow)
  7.        
  8.     local powa = lib.gen_fontstring(f.Health, cfg.font, 18, "OUTLINE")
  9.     powa:SetPoint("RIGHT", s.arrow, "LEFT", 6, -8)
  10.     powa:SetJustifyH("RIGHT")
  11.     f:Tag(powa, "[fail:pp]")
  12. end

And here was my quick and dirty result (I pulled the target's power values):





I think I'm going to like the look of more arrows, but I would like the arrows of the other frames to inherit the color of that frame's power bar. How would I go about making that happen?

As another quick test I tried adding the following to the Focus Target section of the core.lua file:

Lua Code:
  1. self.Power.arrow.colorPower = true
  2. self.Power.arrow.PostUpdate = lib.setArrowColor
  3. self:RegisterEvent("PLAYER_LOGIN", lib.setArrowColor)
  4. self:RegisterEvent("PLAYER_ENTERING_WORLD", lib.setArrowColor)
  5. self:RegisterEvent("UNIT_DISPLAYPOWER", lib.setArrowColor)


That didn't actually change anything and, as you can see, my Lua knowledge pretty much extends as far as copying & pasting or just straight up breaking things until I figure out what certain values do. Next, I'll assume that something needs to be added or changed around line 118 of lib.lua, but I'm not entirely sure.

Lua Code:
  1. -- Power Bar Arrow function
  2.  
  3. local arrow = {[[Interface\Addons\oUF_Fail\media\textureArrow]]}
  4.  
  5. --set color -- Huge thanks to Zork and Rainrider for helping me figure this out.
  6. lib.setArrowColor = function(self)
  7.     local _, pType = UnitPowerType("player")
  8.     local pcolor = oUF.colors.power[pType] or {.3,.45,.65}
  9.     self.Power.arrow:SetVertexColor(unpack(pcolor))
  10. end


Originally Posted by Sauerkraut
I don't use the focus cast bar atm but I'll look into it.
Thanks for this, as well. I would like to keep it enabled in the event that my focus's target is casting a spell that I may need to help interrupt or reflect.
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Old 01-07-13, 11:03 AM  
Sauerkraut
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Originally Posted by MiRai
Sauerkraut, in addition to the celebration of your return and the update to this layout, I do have a few questions/suggestions.

Power Bar Arrow Value:
As the behavior of the arrow stands right now it has a smooth motion when the player's power changes, but the actual power values jump from one to the next (e.g. 36 Rage jumps straight to 66 Rage). Is it possible to make the change in power values feel more fluid like the arrow itself?


Power Bar Arrow:
Would you perhaps entertain the idea of adding more power bar arrows to some of the other frames? If this isn't something you want to do with your layout, how would someone go about doing so? I see where you generate the power bar arrow in lib.lua, but I have no idea how it actually works. I would really like to see how the arrow looks on other frames in addition to just the player frame.


Focus Target Castbar:
After enabling the focus target castbar I noticed that it actually shows up a little after the cast begins. This was when I was just testing it out on myself while mounting. Is this typical focus target castbar behavior?

The other thing is that it when the cast is complete, the bar itself does not fade out nicely like the player/target/focus castbars do. I will continue looking through the code to see if I can see why this is, but figured I would ask here as well.


Thanks.

EDIT: Figured out one of my questions and removed it.
EDIT2: Added another question.
I'll look at my rage bar see if I can duplicate that. Adding more arrows should be fairly easy the code is already in place you just need to copy it to the bar section that you want it in. I don't use the focus cast bar atm but I'll look into it.
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Old 01-07-13, 11:00 AM  
Sauerkraut
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Originally Posted by lynce
how do i desaturate debuffs on target that are not my own? Also, how can i make it to show just two rows of debuffs?
I fixed the debuff coloring in this latest push. You can change the number of debuffs in the lib.lua file line 747.
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Old 01-06-13, 10:08 AM  
MiRai
A Theradrim Guardian

Forum posts: 68
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Sauerkraut, in addition to the celebration of your return and the update to this layout, I do have a few questions/suggestions.

Power Bar Arrow Value:
As the behavior of the arrow stands right now it has a smooth motion when the player's power changes, but the actual power values jump from one to the next (e.g. 36 Rage jumps straight to 66 Rage). Is it possible to make the change in power values feel more fluid like the arrow itself?


Power Bar Arrow:
Would you perhaps entertain the idea of adding more power bar arrows to some of the other frames? If this isn't something you want to do with your layout, how would someone go about doing so? I see where you generate the power bar arrow in lib.lua, but I have no idea how it actually works. I would really like to see how the arrow looks on other frames in addition to just the player frame.


Focus Target Castbar:
After enabling the focus target castbar I noticed that it actually shows up a little after the cast begins. This was when I was just testing it out on myself while mounting. Is this typical focus target castbar behavior?

The other thing is that it when the cast is complete, the bar itself does not fade out nicely like the player/target/focus castbars do. I will continue looking through the code to see if I can see why this is, but figured I would ask here as well.


Thanks.

EDIT: Figured out one of my questions and removed it.
EDIT2: Added another question.
Last edited by MiRai : 01-06-13 at 12:09 PM.
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