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OPie  Popular! (More than 5000 hits)

Version: Lime 6
by: Foxlit [More]

OPie is a radial action-binding addon: it lets you group actions into rings which appear when you hold down a keyboard or mouse binding. When you release the binding, OPie will perform an action based on where your mouse cursor is.

Use OPie to reduce the amount of clutter on your action bars: rings can contain your abilities, items, professions, battle pets, equipment sets, macros, and raid or world markers. Some rings for common class abilities and professions are included, as is a special quest items ring which automatically makes all of your quest and quest-starting items easily accessible. Other addons may add additional rings; for example, Spade uses OPie rings to let you chose the seeds you want to plant on your farm.

Download OPie today; configure to your liking (/opie), and customize your rings (/opie rings). For more details, see the OPie Guide, the screenshots here, or a YouTube video of OPie in action.

Ring snapshots and tutorial/gameplay videos
You can create snapshots of your custom rings to share with other players; if you like, you can post them in the comments section on this page. Likewise, if you've created a video showing how you use OPie, I would very much like to hear about it.

Bug reports and feature requests
If you encounter any problems while using OPie, or think of useful functionality to add to OPie, use the OPie ticket tracker if possible, or leave a comment here.

# OPie Lime #
* You can now snapshot your custom OPie rings to share them with other players.
* Changes made in OPie configuration panels are now applied immediately (outside of combat lockdown), and can always be undone entirely by clicking Cancel.
* New, configurable "Selected slice (keep ring open)" binding allows you to use the currently-selected slice without closing the ring (Bindings → Slice Bindings).
* Slices can now be hidden based on a macro conditional evaluated when the ring is opened.
* Improved support for spells with automatically recharging charges, e.g. Roll.
When some, but not all, charges have been expended, OPie displays a semi-transparent cooldown spiral and a spinning spark around the slice's border to indicate the time remaining until the next charge is available.
Added a separate "Show recharge numbers" option to display time until next charge is available as a number.
* You can now adjust the position at which OPie rings are displayed through the configuration UI.
* An Extra Action Button slice can now be added to custom rings.
* OPie can now automatically select matching slice colors based on slice icons.
* The Quest Items ring now includes the Cooking School Bell and Blingtron 4000 if you have not yet completed those daily quests today.
* Cooldowns are now displayed for battle pet slices.
* Slices that are unusable due to being out of range now have a red stripe in the upper left corner of the icon.
* Slices that are unusable due to a lack of resources now have a blue stripe in the upper left corner of the icon.

## Changes ##
* Custom rings limited to other classes or characters can now be modified through the Custom Rings options panel (Inactive rings sub-menu).
* Changing a ring's binding through the Custom Rings configuration panel now changes both the default and active profile's binding for the ring.
* Ability names in custom OPie macros are automatically converted into spell links when the macro is saved.
You can temporarily revert links to text representations by right-clicking or alt-right-clicking them.
* Many bundled rings have been updated.
* Improved custom macro parser to support {{spell:id}} tags in castsequence/castrandom macros, /cast !{{spell:id}} syntax, and preserve empty clauses.
* Improved default mount detection for {{mount:ground}} and {{mount:air}} tags in OPie macros.
* Deleting a ring now also deletes the related per-ring options.
* Removed the option to display an icon at the center of an OPie ring.
* Removed Challenger's Paths ring.
* Masque is no longer supported.
* The various overlay dialogs now shroud OPie configuration panels from mouse wheel events.
* This update changes slices using the pre-Lime default slice color (e5ff00) to use icon-dependent colors.
* Non-/cast-like custom macros are now always considered usable.
* Unusable slices are now dimmed rather than faded.

## Bug fixes ##
* Fixed an error that occurred when navigating away from slice detail view when the macro box is focused and modified.
* Fixed an error that occurred when the Unbind button was clicked.
* Fixed an error that occurred when resetting per-slice bindings for a specific ring to default values.
* Fixed an error that occurred during slice selection when ring scale was set to low values.
* Fixed an issue preventing unbinding a ring from releasing the binding to other rings.
* Fixed an issue preventing correct macro feedback for /castsequence macros with a single spell and a specified reset condition.
* Fixed an issue causing the ring contents column in the custom ring configuration panel to not be updated correctly when slices were deleted under some circumstances.
* Fixed an issue causing all battle pets to appear twice in the battle pet slice category in Patch 5.2.
* Fixed a graphical issue in the cooldown animation.
* Fixed an issue causing nested ring slices to overlap in some circumstances.
* Items on cooldown are no longer indicated as usable.
* Fixed an issue causing the "Show recharge numbers" option to be ignored (in favor of "Show cooldown numbers") when performing Spinning Crane Kick.
* Fixed an error that occurred when saving custom macros while playing a class that has a spell flyout ability.
* Fixed an issue preventing nested ring rotation from being saved.
* Corrected slice icon display for non-active /cast {{spell:id}}-like macros in the custom rings panel.
* Fixed an issue preventing OPie slash commands from opening correct configuration panels on first use in Patch 5.3.
* The "Make rings top-most" option is no longer disabled when "Activate on left click" option is unchecked.
* Fixed an issue preventing the overlay dialog used in the option panels from being cleared correctly in some circumstances.
* Fixed an issue causing option panel descriptions to be truncated incorrectly.
* Fixed incorrect ability out-of-range feedback for self-cast abilities and actions.
Optional Files (3)
File Name
Version
Size
Author
Date
Type
7.3.5.0
4kB
03-04-18 06:32 AM
Addon
1.3
6kB
09-21-12 06:37 AM
Addon
1.0
1kB
02-14-11 02:19 PM
Addon


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Unread 08-20-08, 07:17 AM  
Foxlit
A Warpwood Thunder Caller
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Bug: Multiple Rings in 0.10

Originally posted by Peterec
There seem to be a problem when going from one ring of skills to another, the skill icons change but the action preformed is whatever was in that position in the other ring.
That was actually my lack of foresight -- I didn't think anyone would bother activating a second ring while interacting with one to begin with. I've fixed the issue locally, it'll be a part of the "soon, honest!" update.
The new behavior will be to close the ring you're currently interacting with if you call up another during the interaction; indication and actions will be based on the newly opened ring.
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... and you do get used to it, after a while.
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Unread 08-20-08, 04:15 AM  
Peterec
A Kobold Labourer

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Sorry in advance if you already answered this.

There seem to be a problem when going from one ring of skills to another, the skill icons change but the action preformed is whatever was in that position in the other ring.

Ex: On my Paladin, I got a ring for auras, one for blessings and one for random stuff, pots and so on. If I start out with the pot ring and then move to the aura ring, and click an aura, I have experinced a few times that I use a pot, open a tradeskill etc. The solution to this problem seems to be to close your current ring and move to the next one like normal. Then close the ring you just opened and then open it again, then you can select the skills you really want. However this doesn't work 100% of the time.

Hope this is just a bug.

Sorry for spelling didn't have time to double check.
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Unread 08-19-08, 02:42 PM  
Foxlit
A Warpwood Thunder Caller
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Originally posted by tsigo
In the 0.10 version, with the rings appearing at the mouse (0,0 offset), after selecting an icon, the ring moves itself to the location of the selected icon before fading out.
Fixed that for the next release, it won't jump after a selection has been made.

Originally posted by juju2112
In normal play, when I hold my right mouse button down, the cursor disappears, and I can rotate my character around using the mouse.
OPie doesn't (and can't) cause you to enter the mouse look mode, but if you call up a ring while holding the right mouse button, you may well get stuck. As far as I can test, clicking the right mouse button after completing interaction with OPie will return your cursor and exit the mouse look mode.

Moral of the story: don't call up rings while holding the right mouse button.

Originally posted by Stanzilla
Hi! Do you plan to add an option for different animation styles? I really like the pre-0.10 one
I do not.


Speaking of plans, an updated zip of 0.10 will be appearing in the next couple of days; contents should include updated localizations, minor bug fixes, and a few more hidden options for the new cursor/indication animation.
Pending testing with those options, the plan is to remove the MIAlpha fallback in the next proper (features) release. (This would also be where default ring actions would appear.)
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Unread 08-19-08, 10:50 AM  
TGulics
A Murloc Raider

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So far, so good

I've noticed that in the latest version that when hotkey to bring up a ring and move my mouse to choose an action, then release the hotkey the entire ring jumps to my mouse location. The action fires off as it should, but cosmetically it is a bit bothersome.

And yes, I use the "ring appears at mouse cursor" option, otherwise the behavior above does not occur.

But it's a minor thing Probably an easy fix since the previous version did not act like this.
Last edited by TGulics : 08-19-08 at 10:50 AM.
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Unread 08-18-08, 11:45 AM  
tsigo
A Defias Bandit
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In the 0.10 version, with the rings appearing at the mouse (0,0 offset), after selecting an icon, the ring moves itself to the location of the selected icon before fading out. It's a bit disorienting.
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Unread 08-18-08, 10:38 AM  
juju2112
A Kobold Labourer

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Originally posted by Footrot
There's an option to be found in the window that pops up when you type /opie that shows the mouse pointer when showing rings. Have you accidentally switched that off perhaps?
No, I have that on still.

It's behaving as if I had my right-mouse button held down. In normal play, when I hold my right mouse button down, the cursor disappears, and I can rotate my character around using the mouse. When this bug happens, this state is occuring even if I let go of the mouse and keyboard entirely. And no matter what I press, it won't kick out of that 'mouse look' state.

I hasn't happened again since that first time I installed it. Is there any sort of logging I can turn on for the mod in case it does?

I have also validated that a friend of mine on Vek'nilash has experienced this issue as well.
Last edited by juju2112 : 08-18-08 at 10:40 AM.
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Unread 08-17-08, 09:11 PM  
ant1pathy
A Murloc Raider

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Originally posted by Foxlit
Your binding choice is the killer in your situation, pick something you're more comfortable pressing. By binding the portal ring to Alt+5, you're essentially blocking the use of Alt as a modifier for the portal/teleport macro (/cast [mod] Portal: Someplace; Teleport: Someplace) that's doing the actual work. Indication is wrong in suggesting you'll portal when your binding is released, but that's an issue that can't be fixed.
You're better off picking a binding that does not involve a modifier key; I believe the default involves mouse button 5. Alternatively, Click-to-activate mode, for that ring only, would allow you to press alt+5 to show the ring, release alt+5, and hold alt as you left-click to cast a portal.
Ah, gotcha. Alt is my "Out of combat modifier", so that's what I'm using for oPie. Click-to-activate works fine.

And I'm not too enthused about all the changes in the latest version. I much prefered the fade indead of size change, although the ButtonFacade support is nice. Any way to change how "tight" the icons are? Currently, ClosetGnome ring is kinda packed; would prefer a bit more spread.
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Unread 08-17-08, 07:29 PM  
Stanzilla
An Aku'mai Servant
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Hi! Do you plan to add an option for different animation styles? I really like the pre-0.10 one
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Unread 08-17-08, 07:03 PM  
Foxlit
A Warpwood Thunder Caller
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Originally posted by RMucerino
However, irregardless of what I change ... no rings. Another interesting thing is that when I try to access something via keybind it automatically selects an ability at random (though they are one of the abilities under that keybind).
Hold, not tap the ring binding while making a selection; or try the click-to-activate mode.
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... and you do get used to it, after a while.
Last edited by Foxlit : 08-17-08 at 07:03 PM.
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Unread 08-17-08, 06:29 PM  
Footrot
A Defias Bandit
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Originally posted by juju2112
I'm experiencing a bug where my mouse pointer totally disappears. I only played with the mod for about 15 minutes, and it occured 3 times. I can't track down any particular action that causes it, though, other than using the radial menu.
There's an option to be found in the window that pops up when you type /opie that shows the mouse pointer when showing rings. Have you accidentally switched that off perhaps?
Last edited by Footrot : 08-17-08 at 06:30 PM.
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Unread 08-17-08, 10:14 AM  
juju2112
A Kobold Labourer

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I'm experiencing a bug where my mouse pointer totally disappears. I only played with the mod for about 15 minutes, and it occured 3 times. I can't track down any particular action that causes it, though, other than using the radial menu.
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Unread 08-17-08, 07:47 AM  
RMucerino
A Kobold Labourer

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Hi

I seem to be having a problem getting the rings to display, I know the mod is loaded because I can access it via the /opie command. However, irregardless of what I change ... no rings. Another interesting thing is that when I try to access something via keybind it automatically selects an ability at random (though they are one of the abilities under that keybind). If someone could help me figure out what I'm doing wrong it would be great. Thanks
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Unread 08-17-08, 07:31 AM  
Footrot
A Defias Bandit
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Originally posted by reeks Again, we DO love this addon. We really really do [/b]
QFT. Despite my comments that may imply anything to the contrary!
Last edited by Footrot : 08-17-08 at 07:41 AM.
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Unread 08-17-08, 02:01 AM  
reeks
A Murloc Raider
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Originally posted by Footrot
No no, I've made myself misunderstood (and thanks for the fix, btw). It *isn't* laggy (I'm sure I said that), but because [SNIP]

I see what FootRot is getting at. I must confess I felt exactly the same, and had the same concerns about lag introduced by animation (especially as I use it more for gestural input than the (wonderfully) pretty menus).

As FootRot has also admitted; it's an entirely unfounded complaint. It's akin to an optical illusion. You know it's not slower, but it's hard to believe it's not (esepecially with the rings growing away- it feels slightly like one's chasing the icon).

It's actually quite hard to point out a design flaw when you know someone's put in so much love into a tremendously designed piece of software. There must be so many quiet users here who adore this addon as much as I do.

I'd suggest a "snap scale" (or similar) tickbox in the options- allowing for a single step instant scale of icons hovered over. Nowhere near as pretty (and not even on as default), but functional for us who fret over silly things. Either way-- thank you so much for the info for the "run" hotfix.

Still begging for the "Default Action" button.. It's the one thing that's holding me back from being able to use this amazing addon in any combat scenario.


Again, we DO love this addon. We really really do
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Unread 08-16-08, 09:47 PM  
Footrot
A Defias Bandit
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Originally posted by Foxlit /run OneRingLib:SetOption("MIAlpha", true);

The animation isn't as much "grow towards the mouse pointer" as "grow outwards"; the previous mechanic of changing opacity of spell icons (which is what the option above reverts to) doesn't work as well when skins are applied. The option value is saved by OPie; you can turn on the scaling again if you replace true with false in the /run command above.
The update also adjusted the speed of some animations to depend on the client's frame rate, which should make them equally time-consuming whether you're running at 10 fps or 160 fps. The pointer is supposed to be able to travel 180 degrees (i.e. straight across the ring) in less than half a second, indication icons should pop up to full size in less than a fifth of a second after being selected. The pop-up animation is based on the animated cursor position, rather than the current mouse position, but that's also how the old alpha-based animation worked.
I'd love to help you by solving the problems you're having rather than providing a not-quite-as-good alternative, but I'm going to need something more than "it feels laggy" to do that. How long do the animations take for you? How long should they take? What frame rate are you describing OPie as "laggy" at? [/b]
No no, I've made myself misunderstood (and thanks for the fix, btw). It *isn't* laggy (I'm sure I said that), but because the animation is now doing two things (icon moves towards the pointer a bit, then the icon [and the two either side] grows larger to indicate which icon is being pointed at).

It's this two step animation that induces a feeling of slowness to the interface. Like I said, I know it's not any slower (because I'm able to select things just as fast as before) but the animation makes it feel like it is slower. It's a personal preference thing is all. OPie is so awesome in it's simplicity, it just feels like having this new animation effect is detracting from that.
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