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Landfall (5.1)
Updated:01-25-13 10:08 PM
Created:01-07-13 07:00 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 03:57 PM
oUF_Fail_Test n
273kB
Sauerkraut
01-17-13 06:37 PM
oUF_Fail_MiRai_
270kB
Sauerkraut
01-13-13 07:47 AM
oUF_Fail_MiRai_
269kB
Sauerkraut
01-12-13 10:22 AM
EA v0.2 (MiRai)
232kB
Sauerkraut
01-11-13 02:16 PM
Extra Arrow
233kB
Sauerkraut
01-08-13 04:22 PM
Extra Arrow
246kB
Sauerkraut
01-07-13 07:00 PM


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Old 01-11-13, 02:14 PM  
MiRai
A Theradrim Guardian

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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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Old 01-11-13, 02:36 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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Old 01-12-13, 09:43 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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Old 01-12-13, 10:04 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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Old 01-12-13, 10:37 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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Old 01-12-13, 08:09 PM  
MiRai
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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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Old 01-12-13, 09:12 PM  
MiRai
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Okay, I like this Rep/XP bar. Now that I've seen it, maybe just make the text show while hovering over the player frame? I'm going to look into how to do this, perhaps with the oUF equivalent of MouseIsOver.

As per this thread, it would seem I'm looking for "OnEnter" and "OnLeave".
Last edited by MiRai : 01-12-13 at 10:55 PM.
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Old 01-13-13, 12:31 AM  
MiRai
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http://youtu.be/Wm0-xYvCNgs

This is just a test video of what I wanted to do with oUF_Fail and my action bars. I'm not sure it's going to work out as I had planned, but I'm waiting to see if it's possible to animate action bar buttons the same way I'm animating those Weak Aura icons in the video.
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Old 01-13-13, 07:50 AM  
Sauerkraut
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Looks good. Too much flash for my taste

I got the mouse over text working for the rep bar. If you have both oUF_Rep and oUF_Exp it will switch automatically when you hit max level. Other than that I don't know a way to switch back and forth. I'm sure there is a way but it is beyond me.

I'm working on having the frames adjust for the arrow when it is enabled/disabled via the config. Shouldn't take long.
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Old 01-15-13, 03:06 AM  
light007
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Hi i'm interested in your weak aura setting - would you mind to share them. Thank you in advance.
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Old 01-15-13, 11:55 AM  
MiRai
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Originally Posted by light007
Hi i'm interested in your weak aura setting - would you mind to share them. Thank you in advance.
Unfortunately, there is nothing to share. The UI is being worked on on a daily basis so it's constantly changing. What you saw in that video was the result of having worked with Weak Auras maybe twice before that to setup very basic alerts. I was only following the same basic setup as before by just adding spells and adding the pre-defined conditions for show/hide.

If you need to learn how to use Weak Auras there are a handful of YouTube videos (a whole series by the same uploader), a forum, or you could just copy & paste Clampy's setup.
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Old 01-17-13, 06:37 PM  
Sauerkraut
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Code is in and working. Still working on how to color it, but it behaves like you asked. Check it out.
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Old 01-17-13, 09:32 PM  
MiRai
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Originally Posted by Sauerkraut
Code is in and working. Still working on how to color it, but it behaves like you asked. Check it out.
I finally just got a chance to check it out and I must say that this might be love at first sight.

I saw haste's reply in the thread earlier today, but I wasn't exactly sure what to do with that "OnValueChanged" and I wanted to see if you or I could figure it out before we went back to bother the gurus on the oUF forum. It's great that you saw that and were able to implement the change so quickly. I gave an attempt at fixing the color of the power text as well, but I got nothin'.
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Old 01-18-13, 06:30 AM  
Sauerkraut
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Originally Posted by MiRai
Originally Posted by Sauerkraut
Code is in and working. Still working on how to color it, but it behaves like you asked. Check it out.
I finally just got a chance to check it out and I must say that this might be love at first sight.

I saw haste's reply in the thread earlier today, but I wasn't exactly sure what to do with that "OnValueChanged" and I wanted to see if you or I could figure it out before we went back to bother the gurus on the oUF forum. It's great that you saw that and were able to implement the change so quickly. I gave an attempt at fixing the color of the power text as well, but I got nothin'.
I didn't have a lot of time last night so I didn't look at the colors too closely. I would imagine that it would need something similar to the arrow coloring code. If I have a chance I'll play with it tonight. I kinda like the way it looks too. Have to wait and see what it looks like with color and how it behaves with mana. May need to use the current tag for mana and this for rage/energy/focus/runic.

It was much easier than I anticipated. Once Haste posted his reply and I had some where to start it only took a few mins to work out the code. I'm not sure if the min/max code line is needed but it is working in the current incarnation.
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Old 01-22-13, 02:11 PM  
Sauerkraut
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Any progress? I haven't made any headway, but I also haven't had much time to try.
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