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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 01-17-13, 07:18 PM  
Sauerkraut
A Wyrmkin Dreamwalker
 
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Check the other addon I'll upload my work in progress there.
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Unread 01-17-13, 02:55 AM  
MiRai
A Warpwood Thunder Caller

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Started a new thread in the oUF forum on the smooth power value digits:

http://www.wowinterface.com/forums/s...ad.php?t=45676
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Unread 01-16-13, 06:20 PM  
Sauerkraut
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Ahh yah I forgot about that. I changed the runic power color on purpose. I don't like the default color. There is an over ride of the power colors in the tag file. You'd need to change them both.

Originally Posted by MiRai
The Death Knight Runebar is overlapping the Rep/XP bar. This was a quick and dirty fix:
Code:
if (i == 1) then
	if (IsAddOnLoaded('oUF_Experience')) or (IsAddOnLoaded('oUF_Reputation')) then
		rune:SetPoint("TOPLEFT", self.Health, "BOTTOMLEFT", 0, -16)
	else
		rune:SetPoint("TOPLEFT", self.Health, "BOTTOMLEFT", 0, -6)
	end
else
	rune:SetPoint("TOPLEFT", runeFrame[i-1], "TOPRIGHT", 6, 0)
end

I'll have this corrected and uploaded shortly.
Also, I updated Runic Power to the correct color...

Code:
['RUNIC_POWER'] = {0.27,0.95,1.0},
...but the numbers are stuck colored gray? (See Edit Below)



EDIT! Realized that power colors are also being set in the Tags file... all is well now.
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Unread 01-16-13, 03:20 PM  
MiRai
A Warpwood Thunder Caller

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The Death Knight Runebar is overlapping the Rep/XP bar. This was a quick and dirty fix:
Code:
if (i == 1) then
	if (IsAddOnLoaded('oUF_Experience')) or (IsAddOnLoaded('oUF_Reputation')) then
		rune:SetPoint("TOPLEFT", self.Health, "BOTTOMLEFT", 0, -16)
	else
		rune:SetPoint("TOPLEFT", self.Health, "BOTTOMLEFT", 0, -6)
	end
else
	rune:SetPoint("TOPLEFT", runeFrame[i-1], "TOPRIGHT", 6, 0)
end


Also, I updated Runic Power to the correct color...

Code:
['RUNIC_POWER'] = {0.27,0.95,1.0},
...but the numbers are stuck colored gray? (See Edit Below)



EDIT! Realized that power colors are also being set in the Tags file... all is well now.
Last edited by MiRai : 01-16-13 at 03:26 PM.
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Unread 01-16-13, 09:29 AM  
Sauerkraut
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Originally Posted by MiRai
Eventually, I would like to know why the Focus Target castbar doesn't fade out as smoothly as every other castbar does, and if it's even possible to get the power values of the player frame (the digits themselves) to have a more fluid change with the arrow rather than just jumping from 'what it was' to 'what it is'.
I don't know what is up with the focus target cast bar. It seems to "lag". I don't know if it is an issue with the oUF_Fail castbar code or some thing else. The power numbers are a tag and I don't know if there is a way to change the way it updates. Since in most cases it is a flat addition or subtraction the numbers don't count down they are altered mathematically (100-20=80 rather than 100,99,98,97...,80). It is worth looking into though.
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Unread 01-15-13, 02:03 PM  
Sauerkraut
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[quote=MiRai]
Originally Posted by Sauerkraut
In the beta release you were using:

Code:
local color = ns.colors.class[classType] or arrowDefaultColor
...but in the latest stable release you're using:

Code:
local color = oUF.colors.class[classType] or arrowDefaultColor
Was there a reason for this change (I don't understand the difference between the two) and am I seeing a weird Warlock arrow possibly because of this?
ns.colors uses the over ridden colors where oUF.colors uses the standard ones. I think that is why I went back to the normal colors. I couldn't get the bar to match with the arrow unless I did a hard over ride.

p.s. the monk arrow doesn't match the bar either :P
Last edited by Sauerkraut : 01-15-13 at 02:10 PM.
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Unread 01-15-13, 01:11 PM  
MiRai
A Warpwood Thunder Caller

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Originally Posted by Sauerkraut
Sorry not quite sure how they ended up there. All fixed in the latest push. They are now back on top where they belong.
I was toying with new placement of the combo points and I'll bet I uploaded a version with them moved like that. I strip out the extra HP values so they were sitting neatly in the frame on mine.




Saw a weird arrow color issue last night and won't be able to check this out until I can get back online today. The Warlock's power arrow on the party frames was not colored the same as the bar:




This probably has to do with my next question...

In the beta release you were using:

Code:
local color = ns.colors.class[classType] or arrowDefaultColor
...but in the latest stable release you're using:

Code:
local color = oUF.colors.class[classType] or arrowDefaultColor
Was there a reason for this change (I don't understand the difference between the two) and am I seeing a weird Warlock arrow possibly because of this?
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Unread 01-14-13, 02:06 PM  
Sauerkraut
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Originally Posted by Micmac
Love these UF for pvp, I've started creating a new UI to utilize them

While playing on my feral druid I noticed the combo points will overlap the enemies HP value on the frame. How can I move the combo points lower to just below the unit frame?
Sorry not quite sure how they ended up there. All fixed in the latest push. They are now back on top where they belong.
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Unread 01-14-13, 01:34 PM  
Micmac
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Love these UF for pvp, I've started creating a new UI to utilize them

While playing on my feral druid I noticed the combo points will overlap the enemies HP value on the frame. How can I move the combo points lower to just below the unit frame?
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Unread 01-14-13, 12:01 PM  
MiRai
A Warpwood Thunder Caller

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Originally Posted by Sauerkraut
With a lot of help and hard work from MiRai this newest version of oUF_Fail includes support for power arrows for the following units: Player, target, party, focus, and focus target. If you prefer the previous look you can disable the extra arrows in the config file. Thank you very much MiRai!
You bet, man. It was just really cool to suggest a handful of ideas and then have the author actually branch off a specific beta version so that we could get it all working... And now it's part of the main layout.

Eventually, I would like to know why the Focus Target castbar doesn't fade out as smoothly as every other castbar does, and if it's even possible to get the power values of the player frame (the digits themselves) to have a more fluid change with the arrow rather than just jumping from 'what it was' to 'what it is'.

Neither of those are a big deal at the moment, but they are what I'm hoping to get a look at once I have some more free time.
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Unread 01-14-13, 08:37 AM  
Sauerkraut
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Good luck sounds like you have a lot of work to do.

Originally Posted by psyquest
These would be perfect for me if I could:
swap the colors of unit frames:
class colored for HP and black background for HP loss. If target is not a player the unitframe should be clear enough to see damage done and thus the foreground of a non player cant be dark gray or black

a way of selecting an HP format for the player and target frame. Total HP like [430k/430k 100%]

a way of adding portrait, since at times it is faster to recognise mobs in pve by glancing at the portrait.
being able to disable raid/party entirely.

I like Phanx unitframes too, but unfortunately I dont think she is ok about modifying the options available.
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Unread 01-14-13, 03:53 AM  
psyquest
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These would be perfect for me if I could:
swap the colors of unit frames:
class colored for HP and black background for HP loss. If target is not a player the unitframe should be clear enough to see damage done and thus the foreground of a non player cant be dark gray or black

a way of selecting an HP format for the player and target frame. Total HP like [430k/430k 100%]

a way of adding portrait, since at times it is faster to recognise mobs in pve by glancing at the portrait.
being able to disable raid/party entirely.

I like Phanx unitframes too, but unfortunately I dont think she is ok about modifying the options available.
Last edited by psyquest : 01-14-13 at 03:55 AM.
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Unread 01-13-13, 02:11 PM  
Sauerkraut
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With a lot of help and hard work from MiRai this newest version of oUF_Fail includes support for power arrows for the following units: Player, target, party, focus, and focus target. If you prefer the previous look you can disable the extra arrows in the config file. Thank you very much MiRai!
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Unread 01-12-13, 11:01 AM  
Sauerkraut
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Yah sorry missed that one. Will be fixed in the next push.
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Unread 01-12-13, 10:46 AM  
MiRai
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Change...

Code:
return oUF.Tags['fail:DDG'](u)
...to

Code:
return oUF.Tags.Methods['fail:DDG'](u)
...and you should be fine.

Probably just a minor oversight by Sauerkraut when he updated the layout for MoP (oUF changed as well).

EDIT: I only know this because this was one of the changes I had to make to the layout to keep it alive when MoP was released.
Last edited by MiRai : 01-12-13 at 10:47 AM.
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