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Legion (7.0.3)
Minor patch (6.2.4)
Minor patch (6.2.3)
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The Adventure Continues (6.1)
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Updated:08-23-16 08:56 AM
Created:06-06-11 11:10 AM
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oUF Fail  Popular! (More than 5000 hits)

Version: 1.6.9
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: Use the included version of oUF until further notice.

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 myno for oUF_Drk. I re-used a lot of that code to make things work. 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.

1.6.8 -
Fixed Paladin and Monk class power

1.6.7b -
Fixed castbar issue (Thanks MiRai)
Fixed warlock shard bar.
Known issue - Paladin holy power wrong color.

1.6.7a -
Updated for Legion
Known issue - Player cast bar is messed up (background issue)

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
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Unread 08-24-16, 02:06 AM  
Lexanatus
A Kobold Labourer

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Hi,

I find this UI particularly good looking.

But still there is one thing that bothers me, you dont mention what addon you use for the bars, the map, and the chat :/

Can you tell us what are those addon please ?

thank you
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Unread 08-23-16, 11:16 AM  
MiRai
A Warpwood Thunder Caller

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File comments: 104
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Originally Posted by Sauerkraut
I followed myno's code from Drk since it works really well. I basically just copied it all and adjusted for layout so the credit all goes to myno. Should all be fixed in the latest push.
Fantastic. Both holy power and combo points seem to be working on my end, as well as Warlock shards from a quick test.
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Unread 08-23-16, 08:45 AM  
Sauerkraut
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I followed myno's code from Drk since it works really well. I basically just copied it all and adjusted for layout so the credit all goes to myno. Should all be fixed in the latest push.
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Unread 08-23-16, 05:30 AM  
Sauerkraut
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Okay I'll have a look at it today.

Originally Posted by MiRai
Sauerkraut, as of today's update Holy Power is now colored correctly (thanks), but Elements\HolyPower.lua is forcing all Paladins < level 85 to only have three Holy Power:

Code:
local function Enable(self)
    local hp = self.PaladinHolyPower
    if(hp) then
        hp.__owner = self
        hp.ForceUpdate = ForceUpdate

       self:RegisterEvent('UNIT_POWER', Path)
        if UnitLevel("player") < 85 then
            self:RegisterEvent('PLAYER_LEVEL_UP', updateOnLevelUp)
            for i=1,3 do
                hp[i]:SetWidth(hp:GetWidth()/3-2)
            end
            hp[4]:Hide()
            hp[5]:Hide()
        end

       return true
    end
end
...resulting in this Holy Power display on both my level 70 and 80 Paladins (nevermind the target frame overlapping my action bars, it was just a test)...




I don't know if there's a specific level where Paladins transition from 3 to 5 Holy Power anymore, but I'm not sure if Legion removed that altogether and just gives all Paladins 5 Holy Power from the start. /shrug I'd have to level a new Ret Paladin to level 10 and I'm a bit lazy at the moment, but I can check later.


EDIT1: I found a level 19 Paladin on one of my accounts, and he has access to 5 Holy Power at that level, so I'm going to assume that Blizzard no longer changes the amount of HP that they give Paladins throughout the leveling process.

EDIT2: Combo points are not updating properly unless I either switch targets or re-target my current target (un-target, and then re-target the unit), and even then it seems to be unreliable.

Originally Posted by myno
It does, all powers would then have the holy power color.

This change broke the method that was used here (overriding SetVertexColor with SetStatusBarColor). The color for status bars probably needs to be set in the layout now, depending on the power type.

I never switched back to the class icons provided by oUF itself after they were broken for a while back in MoP or so (which I should do, but meh), that's why they're still all separate in oUF_Drk.

Gotcha, thanks. I'm really unfamiliar with Lua so it's tough for me to track down such changes, but I keep telling myself that I'm going to get around to learning it--I just hope it's sooner than later.
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Unread 08-22-16, 06:32 PM  
MiRai
A Warpwood Thunder Caller

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Sauerkraut, as of today's update Holy Power is now colored correctly (thanks), but Elements\HolyPower.lua is forcing all Paladins < level 85 to only have three Holy Power:

Code:
local function Enable(self)
    local hp = self.PaladinHolyPower
    if(hp) then
        hp.__owner = self
        hp.ForceUpdate = ForceUpdate

       self:RegisterEvent('UNIT_POWER', Path)
        if UnitLevel("player") < 85 then
            self:RegisterEvent('PLAYER_LEVEL_UP', updateOnLevelUp)
            for i=1,3 do
                hp[i]:SetWidth(hp:GetWidth()/3-2)
            end
            hp[4]:Hide()
            hp[5]:Hide()
        end

       return true
    end
end
...resulting in this Holy Power display on both my level 70 and 80 Paladins (nevermind the target frame overlapping my action bars, it was just a test)...




I don't know if there's a specific level where Paladins transition from 3 to 5 Holy Power anymore, but I'm not sure if Legion removed that altogether and just gives all Paladins 5 Holy Power from the start. /shrug I'd have to level a new Ret Paladin to level 10 and I'm a bit lazy at the moment, but I can check later.


EDIT1: I found a level 19 Paladin on one of my accounts, and he has access to 5 Holy Power at that level, so I'm going to assume that Blizzard no longer changes the amount of HP that they give Paladins throughout the leveling process.

EDIT2: Combo points are not updating properly unless I either switch targets or re-target my current target (un-target, and then re-target the unit), and even then it seems to be unreliable.

Originally Posted by myno
It does, all powers would then have the holy power color.

This change broke the method that was used here (overriding SetVertexColor with SetStatusBarColor). The color for status bars probably needs to be set in the layout now, depending on the power type.

I never switched back to the class icons provided by oUF itself after they were broken for a while back in MoP or so (which I should do, but meh), that's why they're still all separate in oUF_Drk.

Gotcha, thanks. I'm really unfamiliar with Lua so it's tough for me to track down such changes, but I keep telling myself that I'm going to get around to learning it--I just hope it's sooner than later.
Last edited by MiRai : 08-22-16 at 08:42 PM.
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Unread 08-22-16, 07:15 AM  
myno
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Originally Posted by MiRai
...fixes the problem with Holy Power, but I've no idea if it adversely affects any other classes (I imagine it does because I'm hard-coding a color value there).
It does, all powers would then have the holy power color.

This change broke the method that was used here (overriding SetVertexColor with SetStatusBarColor). The color for status bars probably needs to be set in the layout now, depending on the power type.

I never switched back to the class icons provided by oUF itself after they were broken for a while back in MoP or so (which I should do, but meh), that's why they're still all separate in oUF_Drk.
Last edited by myno : 08-22-16 at 07:17 AM.
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Unread 08-22-16, 02:59 AM  
MiRai
A Warpwood Thunder Caller

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Alright, so I looked at oUF_Drk for the answer, and replacing...

Code:
ci[i].SetVertexColor = ci[i].SetStatusBarColor
with...
Code:
ci[i]:SetStatusBarColor(.9, .95, .33)
...fixes the problem with Holy Power, but I've no idea if it adversely affects any other classes (I imagine it does because I'm hard-coding a color value there).





I'd give you specific line numbers to look at, but I've since hacked up my version a bit over the last couple of hours so the numbers are not accurate in reference to your version, but you can quickly find the section I'm referring to by searching "ci[i].SetVertexColor" since it's the only line which contains that.

In oUF_Drk it looks like they're specifically breaking up each type of class power into its own section, and then defining the colors there, but obviously what's in oUF_Fail has worked in the past. Maybe it doesn't work like that in Legion? I haven't tested out any other class except for Paladin at the moment, so I don't know. /shrug

oUF_Drk Holy Power (for reference):
Code:
-- HolyPowerbarlib.addHolyPower = function(self)
    if playerClass ~= "PALADIN" then return end


    local PaladinHolyPower = CreateFrame("Frame", nil, self)
    PaladinHolyPower:SetPoint('CENTER', self.Health, 'TOP', 0, 1)
    PaladinHolyPower:SetHeight(5)
    PaladinHolyPower:SetWidth(self.Health:GetWidth() / 2 + 75)


    for i = 1, 5 do
        PaladinHolyPower[i] = CreateFrame("StatusBar", self:GetName().."_Holypower"..i, self)
        PaladinHolyPower[i]:SetHeight(5)
        PaladinHolyPower[i]:SetWidth((PaladinHolyPower:GetWidth() / 5) - 2)
        PaladinHolyPower[i]:SetStatusBarTexture(cfg.statusbar_texture)
        PaladinHolyPower[i]:SetStatusBarColor(.9, .95, .33) -- What I used
        PaladinHolyPower[i]:SetFrameLevel(11)
        PaladinHolyPower[i].bg = PaladinHolyPower[i]:CreateTexture(nil, "BORDER")
        PaladinHolyPower[i].bg:SetTexture(cfg.statusbar_texture)
        PaladinHolyPower[i].bg:SetPoint("TOPLEFT", PaladinHolyPower[i], "TOPLEFT", 0, 0)
        PaladinHolyPower[i].bg:SetPoint("BOTTOMRIGHT", PaladinHolyPower[i], "BOTTOMRIGHT", 0, 0)
        PaladinHolyPower[i].bg.multiplier = 0.3


        local h = CreateFrame("Frame", nil, PaladinHolyPower[i])
        h:SetFrameLevel(10)
        h:SetPoint("TOPLEFT", -3, 3)
        h:SetPoint("BOTTOMRIGHT", 3, -3)
        lib.createBackdrop(h, 1)


        if (i == 1) then
            PaladinHolyPower[i]:SetPoint('LEFT', PaladinHolyPower, 'LEFT', 1, 0)
        else
            PaladinHolyPower[i]:SetPoint('TOPLEFT', PaladinHolyPower[i-1], "TOPRIGHT", 2, 0)
        end
    end


    self.PaladinHolyPower = PaladinHolyPower
end
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Unread 08-21-16, 01:56 PM  
MiRai
A Warpwood Thunder Caller

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Thanks for the update, Sauerkraut. I think I found the issue with the background of the castbar. In lib.lua line 594...

Code:
s:SetFrameLevel(10)

...should be...


Code:
s:SetFrameLevel(1)


With that change, the castbar looks to be working for me.



EDIT: Also, Paladin Holy Power is showing as a de-saturated gray color and not yellow, but I'll check that out a bit later when I get a chance.
Last edited by MiRai : 08-21-16 at 02:07 PM.
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Unread 08-20-16, 02:59 PM  
Sauerkraut
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Originally Posted by Xtralife
Hi!

1. Which font is used in the screenshots
2. Does this addon still work? i donīt get it to work
3. If 2=no will the be an updated version for legion?

Thanks
The addon isn't working at the moment. The font is called Neuropol.
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Unread 08-20-16, 08:13 AM  
Xtralife
A Kobold Labourer

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Hi!

1. Which font is used in the screenshots
2. Does this addon still work? i donīt get it to work
3. If 2=no will the be an updated version for legion?

Thanks
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Unread 08-14-16, 10:21 PM  
MiRai
A Warpwood Thunder Caller

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Originally Posted by Sauerkraut
Hopefully things will get back to normal this week. Just had a lot of stuff going on and got a new puppy on top of it all. I have about half the update done but I still need to fix the castbars. It is just coming down to having the time to sit and get it done
Fantastic
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Unread 08-14-16, 06:02 AM  
Sauerkraut
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Originally Posted by MiRai
I tried to find another set of unitframes to hold me over until Sauerkraut got around to updating these, but I couldn't find anything that would suit my needs.

While I'm listed as an author, I'd love to be able to update this layout for Legion now that the pre-patch is out, but my lack of Lua knowledge (and free time, at the moment) unfortunately means I cannot. So, here's to looking forward to an update.

Also, if you need it, both p3lim and lightspark have been keeping the oUF framework updated for Legion.

Hopefully things will get back to normal this week. Just had a lot of stuff going on and got a new puppy on top of it all. I have about half the update done but I still need to fix the castbars. It is just coming down to having the time to sit and get it done
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Unread 08-13-16, 12:31 PM  
MiRai
A Warpwood Thunder Caller

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I tried to find another set of unitframes to hold me over until Sauerkraut got around to updating these, but I couldn't find anything that would suit my needs.

While I'm listed as an author, I'd love to be able to update this layout for Legion now that the pre-patch is out, but my lack of Lua knowledge (and free time, at the moment) unfortunately means I cannot. So, here's to looking forward to an update.

Also, if you need it, both p3lim and lightspark have been keeping the oUF framework updated for Legion.
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Unread 08-10-16, 12:51 PM  
Sauerkraut
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Originally Posted by candrid
That would be cool. Anything I should read to start?
Having a basic understanding of lua would be good, but other than that just look through some of the layouts you like and see how things are done.
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Unread 08-07-16, 05:40 PM  
candrid
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That would be cool. Anything I should read to start?
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