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Warlords of Draenor (6.0.3)
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Updated:06-23-15 07:00 AM
Created:06-06-11 11:10 AM
Downloads:8,694
Favorites:32
MD5:
6.2

oUF Fail  Popular! (More than 5000 hits)

Version: 1.6.6
by: Sauerkraut, MiRai

I am not playing as much as I used to. Too much real life getting in the way. I will try to keep things up to date but I can't promise much at this time. No new features will be added in the foreseeable future.

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.

Supports the following frames:

  • Player
  • Player Pet *NEW*
  • Target
  • Target of Target
  • Focus
  • Focus Target
  • Party
  • Party Pets
  • Raid
  • Boss
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 or oUF_FloatingCombatFeedback
- oUF_WeaponEnchant
- oUF_Experience
- oUF_Reputation


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

1.6.6 -
Minor changes and some frame locations adjusted
TOC bumped for 6.2

1.6.4 -
Added party pet frame support.
Removed support for oUF_SVengeance since vengeance no longer exists.
Removed mage arcane charges bars. I don't feel they are really needed.
Fixed right click menu for party frames.

1.6.3 -
Hopefully fixed shadow priest orbs

1.6.2 -
Fixed drain soul spell ID (thanks Tehtsuo)
bumped TOC

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 (27)
File Name
Version
Size
Author
Date
1.6.4
188kB
Sauerkraut
02-10-15 10:24 AM
1.6.3
188kB
Sauerkraut
10-18-14 10:20 AM
1.6.2
188kB
Sauerkraut
10-15-14 07:41 AM
1.6.1
187kB
Sauerkraut
07-16-14 07:17 AM
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 09:17 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 06:28 PM
1.4.3
272kB
Sauerkraut
01-14-13 02:00 PM
1.4.2
273kB
Sauerkraut
01-13-13 02:09 PM
1.3.4
246kB
Sauerkraut
01-12-13 12:18 PM
1.3.3
245kB
Sauerkraut
01-07-13 11:58 AM
1.3.2
245kB
Sauerkraut
12-18-12 04:43 PM
1.3.1
245kB
Sauerkraut
12-17-12 09:51 AM
1.3.0
254kB
Sauerkraut
12-16-12 06:47 PM
1.2.0
274kB
Sauerkraut
12-11-12 09:13 PM
1.1.0b
237kB
Sauerkraut
12-10-12 06:33 PM
1.1.0a
237kB
Sauerkraut
12-10-12 04:55 PM
1.1.0
175kB
Sauerkraut
12-10-12 04:42 PM
1.0.3
208kB
Sauerkraut
02-21-12 11:19 AM
1.0.2
208kB
Sauerkraut
06-26-11 10:27 AM
1.0.1
178kB
Sauerkraut
06-06-11 11:10 AM


Post A Reply Comment Options
Unread 08-26-15, 05:50 PM  
Sauerkraut
A Wyrmkin Dreamwalker
 
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Forum posts: 52
File comments: 240
Uploads: 11
Re: Re: Re: Target Frames

Originally Posted by manic17
Changing the font size on my own player frame to something smaller and moving total health to the left and adding % remaning to the right if that is at all possible.
Shouldn't be too difficult since everything you want is already in place. Look in the lib.lua file HP strings start around line 221. You'll need to change the player tag for hpval to match the target one and the health font is configurable in the cfg.lua file (cfg.healthbarfontsize).

Good luck let me know if you have any more questions.
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Unread 08-24-15, 07:11 PM  
manic17
A Kobold Labourer

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Re: Re: Target Frames

Originally Posted by Sauerkraut
Originally Posted by manic17
I was wondering if it is possible to make the player frame look like the target frame as I dont really like how the player frame is done but love the target frame layout.
Could you be more specific.
Changing the font size on my own player frame to something smaller and moving total health to the left and adding % remaning to the right if that is at all possible.
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Unread 08-23-15, 08:33 AM  
Sauerkraut
A Wyrmkin Dreamwalker
 
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File comments: 240
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Re: Target Frames

Originally Posted by manic17
I was wondering if it is possible to make the player frame look like the target frame as I dont really like how the player frame is done but love the target frame layout.
Could you be more specific.
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Unread 08-17-15, 01:35 AM  
manic17
A Kobold Labourer

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Target Frames

I was wondering if it is possible to make the player frame look like the target frame as I dont really like how the player frame is done but love the target frame layout.
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Unread 03-31-15, 06:34 AM  
Sauerkraut
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Originally Posted by Tyn
Thanks a lot.
And I want to report a little bug.
In lib.lua line 834
Shoud "b.onlyShowPlayer = cfg.showTargetDebuffs" be changed into
"b.onlyShowPlayer = cfg.debuffsOnlyShowPlayer" ?
Nice catch, yes it should.
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Unread 03-31-15, 05:55 AM  
Tyn
A Kobold Labourer

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Originally Posted by Sauerkraut
Originally Posted by Tyn
First,thank you for your work.
Then I want to ask a quetion that if i can move the pet frame like other frames ?
They can be moved. For the player pet frame edit the core.lua file line 572

Lua Code:
  1. if cfg.showpet then
  2.         self:SetActiveStyle("failPet")
  3.         local pet = self:Spawn("pet", "oUF_failPetFrame")
  4.         pet:SetPoint("TOPRIGHT",oUF_failPlayer,"TOPLEFT", -14, 0)
  5.         pet:SetScale(cfg.scale)
  6.     end

For the party pet frame you need to edit the PartyPets.xml file in the Elements folder. Look for

Code:
	<Anchor point="TOPRIGHT" relativePoint="TOPLEFT" relativeTo="$parent">
		<Offset>
			<AbsDimension x="-14" y="0"/>
Lines 6 through 8.
Thanks a lot.
And I want to report a little bug.
In lib.lua line 834
Shoud "b.onlyShowPlayer = cfg.showTargetDebuffs" be changed into
"b.onlyShowPlayer = cfg.debuffsOnlyShowPlayer" ?
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Unread 03-30-15, 04:02 AM  
MiRai
A Black Drake

Forum posts: 84
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Originally Posted by Sauerkraut
In the lib.lua file around line 112 change the function to match the following:

Lua Code:
  1. --fontstring func
  2.   lib.gen_fontstring = function(f, name, size, outline)
  3.     local fs = f:CreateFontString(nil, "OVERLAY")
  4.     fs:SetFont(name, size, outline)
  5.     fs:SetShadowColor(0,0,0,0.8)
  6.     fs:SetShadowOffset(1,-1)
  7.     fs:SetWordWrap(disable)
  8.     return fs
  9.   end
Well, that was a lot easier than I thought it would be. Thanks.
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Unread 03-29-15, 04:15 PM  
Sauerkraut
A Wyrmkin Dreamwalker
 
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Originally Posted by MiRai
Hey Sauerkraut, in a recent patch Blizzard made it so that font strings need to have a height set or else they act weird, and they no longer cut themselves off with "..." when they reach the end of the frame. In my slightly outdated and hacked up version of oUF_Fail I see this:



In the updated version of oUF_Fail (1.6.4) the text seems to wrap around on the frame which causes all of it to move up rather than run off of it like in my version, but either way, the text isn't cutting itself off anymore with the old "...".

How can we get that behavior back? I see several methods that deal with height when looking at fontstrings.

http://wowprogramming.com/docs/widgets/FontString
In the lib.lua file around line 112 change the function to match the following:

Lua Code:
  1. --fontstring func
  2.   lib.gen_fontstring = function(f, name, size, outline)
  3.     local fs = f:CreateFontString(nil, "OVERLAY")
  4.     fs:SetFont(name, size, outline)
  5.     fs:SetShadowColor(0,0,0,0.8)
  6.     fs:SetShadowOffset(1,-1)
  7.     fs:SetWordWrap(disable)
  8.     return fs
  9.   end
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Unread 03-29-15, 10:45 AM  
MiRai
A Black Drake

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Hey Sauerkraut, in a recent patch Blizzard made it so that font strings need to have a height set or else they act weird, and they no longer cut themselves off with "..." when they reach the end of the frame. In my slightly outdated and hacked up version of oUF_Fail I see this:



In the updated version of oUF_Fail (1.6.4) the text seems to wrap around on the frame which causes all of it to move up rather than run off of it like in my version, but either way, the text isn't cutting itself off anymore with the old "...".

How can we get that behavior back? I see several methods that deal with height when looking at fontstrings.

http://wowprogramming.com/docs/widgets/FontString
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Unread 03-20-15, 07:54 AM  
Sauerkraut
A Wyrmkin Dreamwalker
 
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Originally Posted by Tyn
First,thank you for your work.
Then I want to ask a quetion that if i can move the pet frame like other frames ?
They can be moved. For the player pet frame edit the core.lua file line 572

Lua Code:
  1. if cfg.showpet then
  2.         self:SetActiveStyle("failPet")
  3.         local pet = self:Spawn("pet", "oUF_failPetFrame")
  4.         pet:SetPoint("TOPRIGHT",oUF_failPlayer,"TOPLEFT", -14, 0)
  5.         pet:SetScale(cfg.scale)
  6.     end

For the party pet frame you need to edit the PartyPets.xml file in the Elements folder. Look for

Code:
	<Anchor point="TOPRIGHT" relativePoint="TOPLEFT" relativeTo="$parent">
		<Offset>
			<AbsDimension x="-14" y="0"/>
Lines 6 through 8.
Last edited by Sauerkraut : 03-20-15 at 07:58 AM.
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Unread 03-19-15, 08:24 AM  
Tyn
A Kobold Labourer

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First,thank you for your work.
Then I want to ask a quetion that if i can move the pet frame like other frames ?
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Unread 02-18-15, 03:17 PM  
Sauerkraut
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Re: Font name?

Originally Posted by okiesmokie1983
Whats the font name used in chat and tiptac?
I believe it is Santana.
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Unread 02-18-15, 08:37 AM  
okiesmokie1983
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Font name?

Whats the font name used in chat and tiptac?
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Unread 02-16-15, 05:37 PM  
Sauerkraut
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Originally Posted by MiRai
#Exciting
Oh sush you :P Shouldn't you be making movies or something
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Unread 02-16-15, 01:31 PM  
MiRai
A Black Drake

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Originally Posted by Sauerkraut
I have returned to semi-active play. I will try updating the arena frames to work. I am currently working on fixing a few nagging issues.
#Exciting
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