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oUF Mlight(MoP)  Popular! (More than 5000 hits)

Version: 5.36
by: Paopao001 [More]

oUF_Mlight (MoP)

Notice:

Require oUF 1.6 to work (not included)!
Use oUF_MovableFrames for moving (not included)!
Features:
Show each tick in a channel spell (new)
Optional Portrait.
Backdrop gradient color and alpha customization.
Optional Aura Filter.
Optional Threatbar.
Optional Reverse Fill Mode
Advanced Raid/Party frame

There are two raidframes in oUF_Mlight. One for healers and the other for dps/tank.
Only the raidframe matching your current role will show.And they switch their visibilities as you switch spec.

DPS/Tank raid frame features:
Click Cast [b][size="1"]
Out of Range alpha and arrow (optional)
Healer raid frame features:
Click Cast
Out of Range alpha and arrow (optional)
Raid debuff icon
Defensive Tank buff icon
Hot/Buff Indicators
Gcd bar on mouse-over unit (optional)
heal prediction bar (optional)
In-Game Configuration Supported

Most of the general setting can be done in the interface panel and usually requires a ReloadUI to apply new changes.
supported languages:
  • English
  • Français(D4rKleFou)
  • 简体中文
  • 繁體中文
Many thanks for completing locales.
Credits:
Haste Freebaser Monolit Haleth Phanx Tukz P3lim
Addon Compilation
Github Source

5.36
bug fix
5.35
Add options for a independent player castbar
Add an option to show each tick in a channel spell.(eg. mind flay)
Show enemy's' class and spec when preparing in arena
Show absorb bar in healer raid frame
You may bind a Marco to a click-cast action.
5.33
bug fix: warlock shards and burning embers bug
adjustment : make raid icon on unitframes a little bigger.
5.32
update for 5.2
5.31
add simple arena frames(also works for BG)
5.30
hide vehicle cast bar.
show Destabilize on boss frame.
adjustment: remove Overwhelming Corruption debuff icon from raid frame.
bug fix:the width of heal prediction bar
bug fix:a threat bar bug
5.29
You can see the debuff Destabilize on Boss Frame in fight with Amber-Shaper Un'sok.
Ready Check Mark is not behind name now.
5.28
add feature : show missed hp in healers' raidframe
add feature : change the length of name in raidframe
add feature : always show HP and PP value
add Shek'zeer's debuff
5.27
Powerbaralt colored for stone guard.
unit frames will hide in pet battle
raid mana bars
raid pets
add a new raid tag for paladin :Eternal Flame
bug fix - raid size
add some raid debuff
toc change
5.26
Search and Delete all oUF_Mlight.lua and oUF_Mlight.lua.bak in you WTF file before update
update for official oUF 1.6
powerbar alt bug fix
Click Cast for raid frame
change font.ttf
toc change
5.25
add pvp icon (disabled by default)
change font.ttf
fix a bug when change unit number per line in dps raid
toc change
5.24
add french locales
font changed
different colors for 3 resource of warlocks
add arcane charge bar
add a blacklist to player debuffs (edit it in core.lua if you want)
new combat/reseting icon
toc change
5.23
class resource won't cover player's debuff now
change druid regrow indicator from little mark to timer
locales update
toc change
5.22
font outline and bg color config supported in GUI
font change
toc change
separate locales
5.20a
Enable raid frame auto switching by default
heal prediction bug fix
try to fix the raid name bug
5.20
GUI replaced cfg.lua
embed oUF_Fader
file structure change
default setting changed - enable class color
player castbar time text move to bottom
try to fix the raid name bug, again!
toc change
5.15
more detailed color mode config
more detailed raid config
player debuffs support
add assistant mark
put dps-mode raid frame name in the frames
darken dispel border
toc update
5.14
try to fix the raid name bug
heal prediction bar maxOverflow set to 1
target/threat border size decrease
indicator update
aura timer size changed a a little
pet arua bug fix
complete raid debuffs list
5.13a
little fading bug fixed
5.13
Arrange all the elements' strata, frame level and draw layer.(including rewrite of highlight and backdrop texture)
Power text color bug fixed.
Add power bar color gradient.
Castbar time text colored and it's position changed.
Boss castbar spell name moved to bottom left and its power text removed.
Castbar spark texture changed.
Aura timer and count text font size changed from 12 to 9.
Aura count text occasional disappearing bug fixed.
Boss name length limited to 4 letters.
Remove PvP mark.
Threat bar.
GCD color changed
aura icon size changed
raid debuff icon on dps raid frame removed
arrow not updating bug fixed
add raid name tag
change little square to little round
Earth Shield simbles changed.
PoM bug fixed.
toc change
font changed
5.11
some improvements with Auras , Alt Powerbar and Tags
Other's debuffs on enemy are grey now.
Add optional aura filter.it's disabled by default, see cfg.lua
5.11
alt power bar bug fix
power value bug fix
toc change
5.10
raid toggle bug fix
add out of range arrow
ready check
DDG and afk/dnd mark adjustment
hp and pp postupdate improvement
mouseover function improvement
code clean
toc change
5.09
warlock spec bar
5.08
update the length of each special power when the max number changed.
alt power bar position adjust
add PvP mark

Raid frames
add hover highlight
add target border
add threat border
add heal prediction
add resurrect icon
add GCD bar for healers.
frames wont hide after reload in combat
add <afk> and <dnd> tag
add DDG color for raidframes
overlapping bug fix

code clean
toc change
5.07a
EclipseBar bug fix
toc change
5.07
try to fix the bug of dispel border
update dispel classes/spec
add healers' raid frame anchor option
set buff number on target/focus to 10
5.06
(upload new images)
separate raid aura icon into two,one for debuffs and the other for buffs.
Change castbar style.Now they cover on the health bar.
Dispel border for healers.
leader icon added in raid frames
rip,ghost,d/c texts changed to symbols
5.05
color bug in transparent mode fixed
oUF core update
5.04
take oUF and oUF_Fader out of the layout
little changes on the color of totems
5.03
special marks for holy power /soul shards /shadow orb /chi.(disabled by default. enable in cfg.lua)
druid healerraid frame fixed
5.02
fade bug fixed
holy power bar fixed
shadow orb bar fixed
class color changed
5.01
Forget to change font.
Optional Files (0)


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Unread 07-30-12, 08:47 PM  
Qupe
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Hm, strangely enough, removing the code you mentioned earlier worked until I logged in today.

Now it looks like this:



I've made my own modifications, etc... but it does the same thing with default settings.

Worked fine last night, does not at all today. Really strange.
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Unread 07-30-12, 10:32 PM  
Paopao001
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Originally Posted by Qupe
Hm, strangely enough, removing the code you mentioned earlier worked until I logged in today.

Now it looks like this:



I've made my own modifications, etc... but it does the same thing with default settings.

Worked fine last night, does not at all today. Really strange.
My carelessness.
It should be:
Lua Code:
  1. hp.PostUpdate = function(hp, unit, min, max)
  2.    
  3.         if not cfg.classcolormode then
  4.             hp:SetValue(max - hp:GetValue())
  5.         end
  6.        
  7.         return UpdateHealth(hp:GetParent(), 'PostUpdateHealth', unit)
  8.     end
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Unread 07-30-12, 11:00 PM  
Qupe
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Thanks a ton again!

Really, really love these frames! They look beyond fantastic and show enough info to be completely minimalistic. Basically, thanks a lot for releasing these!

The raid frames are new to the MoP version aren't they?
Been trying to make the healer frames a little more healer friendly; meaning, I've been trying to figure out how to make debuff highlighting around the border so we can leave the Aura icon on the frame itself for raid debuffs/tank cooldowns. As it is right now, if someone gets debuffed but then pops a tracked cooldown the debuff basically disappears.
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Unread 07-30-12, 11:37 PM  
Paopao001
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It needs two icons to display auras,one for raid debuffs and another for tank cooldowns.
I will look into it later.
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Unread 07-31-12, 12:54 AM  
Qupe
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Originally Posted by Paopao001
It needs two icons to display auras,one for raid debuffs and another for tank cooldowns.
I will look into it later.
Yeah, I was just assuming how you meant it was how it would stay. Seems like a healer-only issue, but if you're willing to look into, as a healer, a colored border of the frame is generally the easiest/quickest/easiest way to see a debuff you can dispel. Using a second Aura Icon (like you mentioned) would be best saved for something like a raid debuff (a loose example, from Dragon Soul: something like Heroic Madness Parasite).

Basically:
Icon 1 = defensive CD's
Icon 2 = Raid/Mob debuff
Border = dispellable debuff

Also, the latest code changes for the "red when dead" code is only applying to the player/target frames and the raid frames look like they normally did.

I'm sorry, if I'm badgering you. I just picked these up and use a whole bunch.
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Unread 08-01-12, 06:41 AM  
Qupe
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Any idea why when "Auras.gap = true" the gap is a black box?

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Unread 08-01-12, 09:40 PM  
Paopao001
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Originally Posted by Qupe
Any idea why when "Auras.gap = true" the gap is a black box?

See the latest changes in github.

I hide the black box and timer successfully, the only problem is:
if a unitframe n auras per row and the unit get n buffs and some debuffs, we don't need to gap.
But I don't known how to make it.

Lua Code:
  1. local PostUpdateGapIcon = function(self, unit, icon, visibleBuffs)
  2.     icon.bg:Hide()
  3.     icon.remaining:Hide()
  4.         -- visibleBuffs seems to be the number of buff + 1(gap) if unit got any buff
  5.         if visibleBuffs == cfg.auraperrow then
  6.    
  7.         -- disable gap
  8.  
  9.         end
  10. end
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Last edited by Paopao001 : 08-01-12 at 09:43 PM.
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Unread 08-01-12, 11:44 PM  
Qupe
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Looks so good! Thanks!
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Unread 08-02-12, 01:19 AM  
Qupe
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I have no idea what's causing this, but it's new as of today.

My target frame is disappearing when entering an instance and reloading the UI, relogging, logging in/out makes it reappear.

I'm not getting any errors or anything at all.

edit: actually, could it have anything to do with the aura change? I did an instance with no issues earlier today. Had the problem after the gap change. I'll disable gaps and see what happens.

Also, any way to get raid frames to reappear after /reloadui in combat?

edit again:
Figured why the frames weren't appearing. The instance I entered was some Scarlet Monastery zone and when I zoned in I was in combat. Since I was in combat, the target frame/raid frames wouldn't appear. So I guess it was related to the question I posed earlier: is there anyway to get frames to show when you're in combat and /reloadui or zone into a zone in combat.
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Last edited by Qupe : 08-02-12 at 03:07 AM.
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Unread 08-02-12, 04:33 AM  
Paopao001
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I dont know the reason but it seems to be impossible to do hide/show a secure frame in combat as far as I know.

click me
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Unread 08-02-12, 05:23 AM  
Qupe
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I see what you did there!

But I'm not sure how to apply it =/
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Unread 08-03-12, 12:09 AM  
Qupe
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Hm, just curious, but do you use Aurora by any chance?

Until today I haven't been able to enable the addon with client crashes. When I enable Aurora the fonts on all of the unitframes changes to the default game font.

Doesn't matter what I change in the cfg.lua file, the font won't change (although the size/outline work properly). I can get the font to change if I edit the core.lua file and change the font face value in every text string, but not any other way.

Any ideas why this would be happening? Also not really sure who would be better to ask, you or Haleth =/

Also, I've spent at least the day trying to figure out why the frames won't redraw themselves if you zone/reloadui in combat and I just can't figure it out. I know it's possible - mainly because I've never had this issue with other frames before - but I cannot find anywhere mentioning how to force this to happen.

I'm assuming this issue is what will cause the raid frame names to get mixed up if someone leaves the group in combat (ie - groupmember 4 leaves the group, now there are two groupmember 3 names because the frame slid over). But that generally fixes itself as soon as the mis-named person's frame gets updated (whether it be combat drops or they take damage, etc...).
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Last edited by Qupe : 08-03-12 at 01:43 AM.
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Unread 08-03-12, 09:30 AM  
Paopao001
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cfg.lua

Lua Code:
  1. if IsAddOnLoaded("Aurora") then
  2. cfg.font = GameFontHighlight:GetFont()
  3. end

There's a font file in Aurora. Aurora makes this font as the game's default font.
My UI includes Aurora.I wrote this because it keeps the font file in oUF_Mlight unchanged using my UI.This method makes sense. Without it I have to replace the font file with a font file supporting Chinese otherwise the layout won't display any Chinese word,and have to reverse the replacement when I update oUF_Mlight.
Maybe I should have wrote like this:

Lua Code:
  1. if IsAddOnLoaded("Aurora") and IsAddOnLoaded("aCore") then
  2. cfg.font = GameFontHighlight:GetFont()
  3. end

For the second issue, I will look into other layouts and try to find out how they work if they can update after reloading UI during combat.But for some reason I hardly reload UI in combat,nor do I recommend people do it.
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Unread 08-04-12, 12:24 AM  
Qupe
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Thanks, that fixed the font issue!

Originally Posted by Paopao001
For the second issue, I will look into other layouts and try to find out how they work if they can update after reloading UI during combat.But for some reason I hardly reload UI in combat,nor do I recommend people do it.
I don't either, but I have crashed mid-fight and come back or have zoned into an instance with a group already in combat (both happened recently) and I had no frame but the player frame. So I was basically healing via nameplate =|

On another note, the debuff border highlighting doesn't seem to clear when the detriment is cured and the frame just has a permanent debuff glow.

Also, I made this change to the Auras.lua file since Monk Mistweavers can cure magic:
Lua Code:
  1. local dispelClass = {
  2.     PRIEST = { Disease = true, },
  3.     SHAMAN = { Curse = true, },
  4.     PALADIN = { Poison = true, Disease = true, },
  5.     MAGE = { Curse = true, },
  6.     DRUID = { Curse = true, Poison = true, },
  7.     MONK = { Disease = true, Poison = true, },
  8. }
  9.  
  10. local _, class = UnitClass("player")
  11. local checkTalents = CreateFrame"Frame"
  12. checkTalents:RegisterEvent"PLAYER_ENTERING_WORLD"
  13. checkTalents:RegisterEvent"ACTIVE_TALENT_GROUP_CHANGED"
  14. checkTalents:RegisterEvent"CHARACTER_POINTS_CHANGED"
  15.  
  16. checkTalents:SetScript("OnEvent", function(self, event)
  17.     if multicheck(class, "SHAMAN", "PALADIN", "DRUID", "PRIEST", "MONK") then
  18.  
  19.         if class == "SHAMAN" then
  20.             local tree = GetSpecialization()
  21.  
  22.             dispelClass[class].Magic = tree == 1 and true
  23.  
  24.         elseif class == "PALADIN" then
  25.             local tree = GetSpecialization()
  26.  
  27.             dispelClass[class].Magic = tree == 1 and true
  28.  
  29.         elseif class == "DRUID" then
  30.             local tree = GetSpecialization()
  31.  
  32.             dispelClass[class].Magic = tree == 1 and true
  33.  
  34.         elseif class == "PRIEST" then
  35.             local tree = GetSpecialization()
  36.            
  37.             dispelClass[class].Magic = (tree == 1 or tree == 2) and true
  38.            
  39.         elseif class == "MONK" then
  40.             local tree = GetSpecialization()
  41.  
  42.             dispelClass[class].Magic = tree == 2 and true
  43.            
  44.         end
  45.     end
  46.  
  47.     if event == "PLAYER_ENTERING_WORLD" then
  48.         self:UnregisterEvent("PLAYER_ENTERING_WORLD")
  49.     end
  50. end)
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Unread 08-04-12, 03:52 AM  
Paopao001
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I fixed the dispel border bug.
The code has been organized. Some unnecessary code has been deleted.
Now it seems to be easier to read and understand how the layout is made up.
However, maybe you need to do the editing of 1px style again...
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