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Updated: 01-25-13 11:08 PM
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Landfall (5.1)
Updated:01-25-13 11:08 PM
Created:01-07-13 08:00 PM
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MD5:
oUF Fail new power values
Version: oUF_Fail_Test Smooth power changes 1.4.6
by: Sauerkraut, MiRai
- For testing purposes only -
Just for you MiRai
Archived Files (7)
File Name
Version
Size
Author
Date
oUF_Fail_Test S
273kB
Sauerkraut
01-25-13 04:57 PM
oUF_Fail_Test n
273kB
Sauerkraut
01-17-13 07:37 PM
oUF_Fail_MiRai_
270kB
Sauerkraut
01-13-13 08:47 AM
oUF_Fail_MiRai_
269kB
Sauerkraut
01-12-13 11:22 AM
EA v0.2 (MiRai)
232kB
Sauerkraut
01-11-13 03:16 PM
Extra Arrow
233kB
Sauerkraut
01-08-13 05:22 PM
Extra Arrow
246kB
Sauerkraut
01-07-13 08:00 PM


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Unread 01-12-13, 09:09 PM  
MiRai
A Theradrim Guardian

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Originally Posted by Sauerkraut
I've uploaded the latest "test" version. It will install as oUF_Fail_MiRai so you don't have to change your current working version to anything else.
Sounds good. I'm definitely going to check this out in a bit. I'm also going to have to download a program that can compare code from separate files side-by-side to make it easier for me to keep my hacked up version while, at the same time, implementing your fixes/additions from the main layout.

Originally Posted by Sauerkraut
It will show up as the same in Addons. The focus cast bar is working now.
It was actually the focus target castbar that had odd behavior. You had it turned off by default, but I uncommented the line in core.lua on my end and it just doesn't seem as fluid as the rest of the castbars. I'm not sure if this is just the default behavior of Blizzard's UI since I believe we're stuck waiting longer for the server to return the focus target cast information(?).

Originally Posted by Sauerkraut
I'm going to add a variable to the config to use the arrows on the extra frames if the user wants. It is pretty simple.
Oh, perfect. I figured just because you and I like the extra arrows, not everyone will.

Originally Posted by Sauerkraut
I've tried to clean up some of the code as well as adding oUF_Reputation support. So far everything is working.
I like the rep support in that pic and I'm going to have to definitely check this out right after I post this. I obviously haven't tried it out yet, but is it possible to somehow flip between the rep/xp bar? I currently use the rep/xp bar that's built-in with Dominos and I am able to flip between both my XP and the rep I'm tracking with either the left, right, or middle mouse button. Maybe even have an option to make it so that bar is hidden until you mouse over your player frame? Not sure if that falls into the scope of how you want that extra bar set up or how easily it would be to implement all of that.
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Unread 01-12-13, 11:37 AM  
Sauerkraut
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I've uploaded the latest "test" version. It will install as oUF_Fail_MiRai so you don't have to change your current working version to anything else. It will show up as the same in Addons. The focus cast bar is working now.

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Unread 01-12-13, 11:04 AM  
Sauerkraut
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Hehe I know what you mean. When I came back after Cata I tried to change my bars and just couldn't get my fingers to do what I wanted. I ended up just going back to what I had been using.

I'm going to add a variable to the config to use the arrows on the extra frames if the user wants. It is pretty simple.

I've tried to clean up some of the code as well as adding oUF_Reputation support. So far everything is working.
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Unread 01-12-13, 10:43 AM  
MiRai
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Originally Posted by Sauerkraut
You certainly put in the leg work for this so all the credit is yours.
Haha! If you want to throw in an "Inspired by MiRai" somewhere that'd be fine, but no more than that.

Originally Posted by Sauerkraut
I am really liking the look of the extra arrows. How would you feel about me adding them to the main line version?
Yeah, that's fine. I almost wanted to look at giving users more control over the display of the arrows in the cfg.lua file because as it stands right now, the ToT, Pet, and Raid frames do not have arrows on them (or at least they shouldn't). Although, I guess it's not a big deal to just point people to the line of code in lib.lua that will let them adjust it manually.

Originally Posted by Sauerkraut
Then we can start working on the focus cast bar and some arena frames.
Looking forward to this.


I'm still playing around with my crazy action bar layout and am having a fairly difficult time adjusting to it because I've been so damn used to having the same action bars for years and this change is really weird; but while typing out this post another idea hit me.
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Unread 01-11-13, 03:36 PM  
Sauerkraut
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You certainly put in the leg work for this so all the credit is yours. I am really liking the look of the extra arrows. How would you feel about me adding them to the main line version? I haven't looked at the code at all yet but I'm sure I could hobble through it. Then we can start working on the focus cast bar and some arena frames.

Sounds like you caught the bug the same way I did a few years back. It is really fun since it is so visual.

I'm going to DL the file now and have a look at it. I may have some time tonight to fiddle around with things.
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Unread 01-11-13, 03:14 PM  
MiRai
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Originally Posted by Sauerkraut
Phanx posted an excellent solution I'm glad it worked. I have one question for you now. I've been playing around with the code Phanx posted and looking through what you posted, but I don't see where you are calling lib.setPowerArrowColor to color your arrow.
In that same thread, Phanx mentioned that we needed to change...
Code:
	self.Power.arrow.PostUpdate = lib.setPowerArrowColor
...to:
Code:
	self.Power.PostUpdate = lib.setPowerArrowColor
...under each frame's section in the core.lua file.


I made that change (and then chose either Power or Class depending on which frame needed which color) and all seems well. I'll be uploading my latest set of files right after I post this, so if you wanted to look through them they should be up there shortly. I should warn you that if you do try it out you may be thrown off-guard by some of the changes I made because last night I got a crazy idea to really try something new with my UI (specifically my action bars) and I'm in the middle of putting that in motion.

I mentioned to you before that oUF_Fail is your layout and I would never try to take any credit for anything in it. The changes I'm making are really just personal changes at this point because 1) I'm always trying to make my UI a little more unique than the next person's, and 2) I am finding that tinkering with this code, as basic as it may be, is addicting as hell.

I've wanted to get a video of the layout in action, but because I keep forgetting to turn off DBM for 5-man instances I end up getting spam all over the place. Hopefully I can piece most of this together tonight, remove any unnecessary add-ons which tend be cluttering up my screen, and then record a little test so that I can demonstrate what I'm trying to do with this.
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Unread 01-11-13, 11:29 AM  
Sauerkraut
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Phanx posted an excellent solution I'm glad it worked. I have one question for you now. I've been playing around with the code Phanx posted and looking through what you posted, but I don't see where you are calling lib.setPowerArrowColor to color your arrow.
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Unread 01-11-13, 08:06 AM  
MiRai
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Well, I wanted a different color of rage only on the focus target frame because the default bright red color was kind of distracting. Phanx threw out a fix in that oUF thread which seems to be working out good so far.

(Meant to post this last night, but I must have not pressed the submit button.)
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Unread 01-10-13, 06:45 PM  
Sauerkraut
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You can over ride the color given to rage at the top of the lib.lua file. Go to http://html-color-codes.info/ and pick your shade. Use the second color picker. You'll get three values in the R G B. They will need to either be converted to a decimal. Take the number and divide by 255. Or you can just put them in as R/255, G/255, B/255.

So currently it is
Code:
  oUF.colors.power['RAGE'] = {1.0,0,0}
try
Code:
  oUF.colors.power['RAGE'] = {0.56,0,0}
It will make it a darker red.
Last edited by Sauerkraut : 01-10-13 at 06:48 PM.
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Unread 01-10-13, 06:29 PM  
MiRai
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I just realized that the pic I have in the post below doesn't have a player power arrow. I don't know why that is, but I can guarantee that it is indeed still working.

I've been trying to get fancy with the arrow's code and threw up another post in the oUF thread. Once I get this fixed I'll upload another alpha/beta version of this layout.
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Unread 01-10-13, 12:32 PM  
MiRai
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Phanx's more elegant solution from the oUF thread was missing one little tiny adjustment:

Code:
self.Power.arrow
...should be:

Code:
self.arrow


Here is the final code for the lib:

Code:
local arrow = {[[Interface\Addons\oUF_Fail\media\textureArrow]]}
local arrowDefaultColor = {.3,.45,.65}

lib.setPowerArrowColor = function(self)
	if UnitIsPlayer(self.__owner.unit) then
		local _, powerType = UnitPowerType(self.__owner.unit)
		self.arrow:SetVertexColor(unpack(oUF.colors.power[powerType] or arrowDefaultColor))
		self.arrow:Show()
	else
		self.arrow:Hide()
	end
end

lib.setClassArrowColor = function(self)
	if UnitIsPlayer(self.__owner.unit) then
		local _, class = UnitClass(self.__owner.unit)
		self.arrow:SetVertexColor(unpack(oUF.colors.class[class] or arrowDefaultColor))
		self.arrow:Show()
	else
		self.arrow:Hide()
	end
end




EDIT: I've yet to upload my working version since I'd like to make some other adjustments to it before I do.
Last edited by MiRai : 01-10-13 at 12:50 PM.
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Unread 01-10-13, 12:01 PM  
Sauerkraut
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Nice work can't wait to see how it was done.
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Unread 01-10-13, 11:45 AM  
MiRai
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Well...






It's working great without and gimmicks (can't test out party at the moment) and I can't take any credit for it. It's still using the old, less elegant, code and I will update this later today.
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Unread 01-09-13, 02:48 PM  
MiRai
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Alright, so I feel dumb because my lack of Lua, and coding knowledge in general, are showing.

Lua Code:
  1. lib.setTargetArrowColor = function(self)
  2.     if UnitIsPlayer("target") then
  3.         local _, cType = UnitClass("target")
  4.         local ccolor = oUF.colors.class[cType] or {.3,.45,.65}
  5.         self.Power.arrow:SetVertexColor(unpack(ccolor))
  6.     else
  7.         self.Power.arrow:Hide()
  8.     end
  9. end

This works... kind of. The power arrow will show when a player is being targeted and hide when an NPC is being targeted, however, the arrow will no longer show on a player at all once an NPC has been targeted until after a /reload.

I won't get a chance to look at this until a little later, but will a loop come in handy at this point?

EDIT: It actually disappears after I clear my target and reacquire one, regardless of whether I've targeted an NPC or not. =\

EDIT: HA! Once you hide it, it needs to be shown again! Adding self.Power.arrow:Show() has done the trick.
Last edited by MiRai : 01-09-13 at 03:02 PM.
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Unread 01-08-13, 06:45 PM  
MiRai
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Just noticed the target's power arrow can default to the RGB blue color if you clear your target and reacquire it too quickly (e.g. target yourself with F1, then press Escape to clear and quickly press F1 again to re-target yourself -- 50/50 shot that you get the class color or the default blue).

Also, I'm noticing that the target power arrow is...... kinda useless in PvE because trash either dies too fast to matter or bosses have almost infinite power/mana so the arrow never moves (and I could care less about the power arrow on friendly NPCs). So, I wanted to try and remove the target's power arrow if the target was not a player using:

Lua Code:
  1. if UnitIsPlayer("target") then
  2.     lib.setTargetArrowColor = function(self)
  3.         local _, cType = UnitClass("target")
  4.         local ccolor = oUF.colors.class[cType] or {.3,.45,.65}
  5.         self.Power.arrow:SetVertexColor(unpack(ccolor))
  6.     end
  7. end

and

Lua Code:
  1. lib.setTargetArrowColor = function(self)
  2.     if UnitIsPlayer("target") then
  3.         local _, cType = UnitClass("target")
  4.         local ccolor = oUF.colors.class[cType] or {.3,.45,.65}
  5.         self.Power.arrow:SetVertexColor(unpack(ccolor))
  6.     end
  7. end

...but neither seem to be working (although I'm getting no errors) and the arrow is spawning on the NPC target frame anyway. Perhaps I'm lacking an IF statement in the core somewhere?

This is working for debuffs, though:

Lua Code:
  1. if UnitIsPlayer("target") then
  2.     b:SetPoint("BOTTOMLEFT", f, "TOPLEFT", 0, 17)
  3. else
  4.     b:SetPoint("BOTTOMLEFT", f, "TOPLEFT", 0, 6)
  5. end
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