oUF is a unit frame framework. It attempts to simplify the process of writing unit frames for WoW by doing all the trivial and painfully boring parts for you. So you can focus more on experimenting with the look of the frames.
Please report issues through the author of the layout you are using. The issue is in many cases inside the layout.
This add-on will do nothing just by itself, a layout is required.
Fixes issues with spell interruptions on the castbar. (cherry picked from commit 3f13c55cf1d6a19292a26b7e6843413f02f2e530)
Fixes issues with spell interruptions on the castbar. (cherry picked from commit 3f13c55cf1d6a19292a26b7e6843413f02f2e530)
I fail at using macros.
I fail at using macros.
Make the power changes work on live and beta.
Make the aura changes work on live and beta.
Merge branch 'wrath'
Remove unused vars.
Remove the dupe mapping registers.
Make the swirly swirl swirl.
Use UnitAura for .Auras and allow extended WotLK filters.
Make the last last debuff show.
Add icons.showType as both buffs/debuffs have type in beta.
Change the argument order on :OverrideUpdateHealth and :PostUpdateHealth to be consistent with the oUF event handler.
Change the argument order on :OverrideUpdatePower and :PostUpdatePower to be consistent with the oUF event handler.
Add icons.showDebuffType and icons.showBuffType.
Fix error in :UNIT_SPELLCAST_CHANNEL_UPDATE().
How colors are used is now changed. Added Health.colorTapping. Added Health.colorHappiness. Added Health.colorClass. Added Health.col
orReaction. Added Health.colorSmooth. Added support for WotLK built-in QuickHealth. Added support for WotLK predict power (player only).
Fix the health onupdate.
Make the initial-* vars "optional".
Revert "Make the initial-* vars "optional"."
Allow the registered layout to only be a function.
Bump version to 1.1.
Add .visibleBuffs, .visibleDebuffs and .visibleAuras on the aura elements.
Move tapped color to colors.tapped.
.Power now has most of the .Health color types.
Fix a copy paste error.
Yet another copy paste error.
The Hopeless Pursuit Of Remission...
Don't darken the color on the power background.
Don't darken the color on the health background.
Add callbacks for happiness updating.
Check if .Happiness actually exists.
Add callbacks for updating of tapped units.
Check if .PvP actually exists.
Added bar.colorDisconnected.
Renamed bar.colors to bar.smoothGradient.
Make the OnTargetUpdate report itself as an event.
Check the events before we update it.
Add a event handler for UNIT_MAXRUNIC_POWER.
Allow frequent power updates on pets.
Experimental fix to the frequent health update issue.
Add an extra sanity check to prevent a possible division by zero.
Allow Auras.filter.
Add documentation for auras.
Add documentation for power.
Change local scoping.
Add missing entry in docs.
Add documentation for health.
Add documentation for range.
Make compo points work on wotlk.
Make the castingbar variables more consistent.
Fix file modes.
More castbare changes.
Shorten the castbar post functions.
Hide the focus frame on wotlk.
That's what I get for not using auto-completion of words.
Originally posted by haste You did highlight a bug however :3.
Look, I admire you - both as a coder and as an innovator. You made unitframes that are so rare to find. Offer the most customization I've ever witnessed. And I wouldn't be me, if I didn't try to support it with my entire body (which is rather substantial), and bugs will occur. It's life in code.
Anyhow, I'll go work on that gcd plugin a little :P
Originally posted by haste Discussions like this should really take place in this thread.
1. I don't really care what other authors do, and what their opinion on a related matter is. What you should do however, is to post it as a feature request, and something will happen when it happens.
Regarding the current display of safe zones on channeled spells: That's actually a bug, and it will only display the safe zone based on the previous spell cast.
2) This is really something I found outside the scope of a castbar on a unit frame. It could even be handled by an external add-on.
We agree on 2, I should have specified that I wanted to see if I could write a plugin to have that bar. Because, yes, it is out of the scope of a castbar.
On one. Well, thanks. That's all I can say. Nice kick. I didn't request a feature, I answered someone who did, with a possible solution for him to put in a layout he uses. For which I obviously should apologize for posting it.
Discussions like this should really take place in this thread.
1. I don't really care what other authors do, and what their opinion on a related matter is. What you should do however, is to post it as a feature request, and something will happen when it happens.
Regarding the current display of safe zones on channeled spells: That's actually a bug, and it will only display the safe zone based on the previous spell cast.
2) This is really something I found outside the scope of a castbar on a unit frame. It could even be handled by an external add-on.
Originally posted by duhwhat 1. I posed the same question to the author of azcastbar http://www.wowinterface.com/download....html#comments a few comments down. is there some reason for not including the safezone for channeled casts?
2. quartz has a linear spark similar to a power spark that moves above the cast bar to represent the GCD, so you don't have to glance at your action bars, rather maintaining your focus on the are near the castbar. would this be possible to implement, similar to oUF Powerspark, but with a haste-corrected GCD rather than the 5 second rule, and position it arbitrarily (although likely fixed to be the same length as the castbar)?
1. I play a shadowpriest, so I heavily use Mind Flay, a channeled spell. I do get the safezone, but it's at the end of the bar. (Not the beginning, where a channeled spell ends.) I've been looking into how to change it, perhaps in the core, perhaps in the layout. I would guess you can do it either way, all it requires is the self.SafeZone to make a distinction between cast and channel, and anchor the safezone in the right place.
2. Again, I too have been looking at that, since I am now trying to play without actionbars, I would like to see that gcd. We'll see it when/if we get there
2. quartz has a linear spark similar to a power spark that moves above the cast bar to represent the GCD, so you don't have to glance at your action bars, rather maintaining your focus on the are near the castbar. would this be possible to implement, similar to oUF Powerspark, but with a haste-corrected GCD rather than the 5 second rule, and position it arbitrarily (although likely fixed to be the same length as the castbar)?
Originally posted by duhwhat does the oUF cast bar support safe zone indication for channeled spells (at the end of channeling) and is there any way to add an animated global cooldown spark, a la quartz? looking to finally ditch quartz.
does the oUF cast bar support safe zone indication for channeled spells (at the end of channeling) and is there any way to add an animated global cooldown spark, a la quartz? looking to finally ditch quartz.
Originally posted by H0PE Ok so... noob question: How am I going to create my own layout? Any ingame command lines? Or I have to muck around in the lua files? If the last... thats not really "simplifying" the usage for a common player.
The description says it attempts to simplify the process of writing unit frames. In other words: It does "all" the "crap" that demotivates the average author from writing a unit frame add-on.
oUF isn't really aimed for the common player, it's aimed towards authors mainly. It however makes it possible to make a full set of fully working frames by mainly doing the layout code only. There are other unit frame add-ons that have a goal like the one you want however; like PitBull, ag_UnitFrames and Aura Unit Frames.
The case with oUF was that I really never wanted to do proper releases of it. I use it mainly to maintain two unit frame layouts, without having to maintain two cores. Other people saw it useful however, and started to create their own layouts for it, and eventually posted them here on WoWI. At that point it was pretty logic to do a release of the core these authors used also.
Now to the point I managed to write myself away from: oUF _does_ simplify the whole process. You mainly (only) have to write how the frames should look, and oUF will do most of the internal work (such as actually updating them). This means that you end up with a unit frame add-on on 100~300 LoC total, instead of 800~3000. oUF itself it 1800 LoC (counting comments, empty lines and all that tho'), so in the end it decreases the overall effort of writing a unit frame by quite a lot.
Quote:
Originally posted by zoktar Hi, i was just wondering if anyone has a link for another set of "orbs" i saw it the other day while i was lookin for gui stuff, orbs looked sorta like lanterns. im guessing it probobly uses same code from here but different textures.
chers.
This isn't really the correct place for such questions. I've created this thread now however...
Hi, i was just wondering if anyone has a link for another set of "orbs" i saw it the other day while i was lookin for gui stuff, orbs looked sorta like lanterns. im guessing it probobly uses same code from here but different textures.
Ok so... noob question: How am I going to create my own layout? Any ingame command lines? Or I have to muck around in the lua files? If the last... thats not really "simplifying" the usage for a common player.
I love you Haste. (Seriously, you sir, are god. Ok, maybe overkill, but you're doing an amazing job on oUF - and a whole lot oAddons I can not live without)
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