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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 07-07-12, 02:27 PM  
scrable
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Forum posts: 9
File comments: 49
Uploads: 2
rABS_MultiBarBottomLeft

Hello, awesome work with this unit frames. However, I get this error when I log in to beta with only this addon turned on.

Edit: Do I need to install rActionBarStyler?

Code:
Message: Interface\AddOns\oUF_Mlight\embeds\fader.lua:30: attempt to index global 'rABS_MultiBarBottomLeft' (a nil value)
Time: 07/07/12 13:23:12
Count: 1
Stack: Interface\AddOns\oUF_Mlight\embeds\fader.lua:30: in function <Interface\AddOns\oUF_Mlight\embeds\fader.lua:6>
Interface\AddOns\oUF_Mlight\embeds\fader.lua:82: in function `enable'
Interface\AddOns\oUF_Mlight\oUF\ouf.lua:94: in function `EnableElement'
Interface\AddOns\oUF_Mlight\oUF\ouf.lua:278: in function <Interface\AddOns\oUF_Mlight\oUF\ouf.lua:201>
(tail call): ?
Interface\AddOns\oUF_Mlight\oUF\ouf.lua:560: in function `Spawn'
Interface\AddOns\oUF_Mlight\core.lua:897: in function <Interface\AddOns\oUF_Mlight\core.lua:888>
Interface\AddOns\oUF_Mlight\core.lua:903: in function `func'
Interface\AddOns\oUF_Mlight\oUF\factory.lua:17: in function <Interface\AddOns\oUF_Mlight\oUF\factory.lua:13>
(tail call): ?

Locals: self = oUF_MlightPlayer {
 0 = <userdata>
 Combat = <unnamed> {
 }
 __tags = <table> {
 }
 PLAYER_ENTERING_WORLD = <function> defined @Interface\AddOns\oUF_Mlight\oUF\ouf.lua:144
 Leader = <unnamed> {
 }
 UNIT_SPELLCAST_CHANNEL_START = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 Resting = <unnamed> {
 }
 FadeCombat = true
 UNIT_POWERMAX = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 Castbar = <unnamed> {
 }
 PLAYER_REGEN_DISABLED = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 UNIT_HEALTH = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 Health = <unnamed> {
 }
 gradient = <unnamed> {
 }
 UNIT_EXITED_VEHICLE = <function> defined @Interface\AddOns\oUF_Mlight\oUF\ouf.lua:164
 Debuffs = <unnamed> {
 }
 UNIT_POWER = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 FadeCasting = true
 UNIT_SPELLCAST_START = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 unit = "player"
 UNIT_SPELLCAST_CHANNEL_STOP = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 FadeTarget = true
 UNIT_SPELLCAST_CHANNEL_INTERRUPTED = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 PLAYER_REGEN_ENABLED = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 MasterLooter = <unnamed> {
 }
 RaidIcon = <unnamed> {
 }
 PLAYER_TARGET_CHANGED = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 FadePower = true
 LFDRole = <unnamed> {
 }
 FadeHealth = true
 UNIT_SPELLCAST_STOP = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 style = "Mlight - Player"
 UNIT_HEALTHMAX = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 FadeHover = true
 UNIT_SPELLCAST_INTERRUPTED = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 UNIT_ENTERED_VEHICLE = <function> defined @Interface\AddOns\oUF_Mlight\oUF\ouf.lua:164
 HarmonyBar = <unnamed> {
 }
 UNIT_TARGET = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
 AltPowerBar = <unnamed> {
 }
 fadeInfo = <table> {
 }
 __elements = <table> {
 }
 Power = <unnamed> {
 }
 menu = <function> defined @Interface\AddOns\oUF_Mlight\core.lua:42
 UNIT_SPELLCAST_FAILED = <function> defined @Interface\AddOns\oUF_Mlight\embeds\fader.lua:6
}
unit = "player"
_ = 3
powerType = "ENERGY"
power = 100
(*temporary) = <function> defined @Interface\FrameXML\UIParent.lua:2652
(*temporary) = nil
(*temporary) = 1.5
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index global 'rABS_MultiBarBottomLeft' (a nil value)"
Last edited by scrable : 07-07-12 at 02:32 PM.
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Unread 07-08-12, 04:17 AM  
Paopao001
A Fallenroot Satyr
 
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File comments: 354
Uploads: 19
- - My carelessness..

In this layout, oUF_Fader is embedded.It's can control the fade-in and fade-out of unit-frames in given conditions.
However, we can add other frames to fade-in or fade-out along with the animation of unit-frames.
So I make action-bars i used to fade with it.

There will be an Update soon.I made it become effective only when my addon and rActionbarstyler both are loaded.
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Unread 07-08-12, 01:29 PM  
scrable
A Murloc Raider
 
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File comments: 49
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Thanks! I am still getting two errors though.

Code:
Date: 2012-07-08 12:26:25
ID: 1
Error occured in: AddOn: oUF_Mlight
Count: 28
Message: Note: AddOn oUF_Mlight attempted to call a protected function (oUF_MlightTarget:Show()) during combat lockdown.
Debug:
   [C]: Show()
   ..\FrameXML\UIParent.lua:2627: UIFrameFade()
   ..\FrameXML\UIParent.lua:2648: UIFrameFadeIn()
   oUF_Mlight\embeds\fader.lua:22:
      oUF_Mlight\embeds\fader.lua:6
   (tail call): ?
AddOns:
  Swatter, v5.13.5258 (BoldBandicoot)
  ACP, v3.3.17 
  oUFMlight, v4.6.1
  rActionBarStyler, v
  rActionButtonStyler, v
  rLib, v
  BlizRuntimeLib_enUS v5.0.1.50001 <us:3724>
  (ck=b0)
Code:
Date: 2012-07-08 12:26:25
ID: 2
Error occured in: AddOn: oUF_Mlight
Count: 31
Message: Note: AddOn oUF_Mlight attempted to call a protected function (oUF_MlightPlayer:Show()) during combat lockdown.
Debug:
   [C]: Show()
   ..\FrameXML\UIParent.lua:2627: UIFrameFade()
   ..\FrameXML\UIParent.lua:2648: UIFrameFadeIn()
   oUF_Mlight\embeds\fader.lua:22:
      oUF_Mlight\embeds\fader.lua:6
   (tail call): ?
AddOns:
  Swatter, v5.13.5258 (BoldBandicoot)
  ACP, v3.3.17 
  oUFMlight, v4.6.1
  rActionBarStyler, v
  rActionButtonStyler, v
  rLib, v
  BlizRuntimeLib_enUS v5.0.1.50001 <us:3724>
  (ck=b0)
These errors only show up when I start to smack something and get into combat.
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Unread 07-09-12, 12:40 AM  
Paopao001
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File comments: 354
Uploads: 19
The 'Fader' seems a little bit complex.
Because this error doesn't occur when I enter a combat.
I changed the fade-out alpha to 0.0001 instead of 0, but I'm not sure.

Now I separated oUF core and other plug-ins out of my layout.
You can disable oUF_Fader if it keeps bothering you.

Thanks for report bugs~
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Unread 07-09-12, 11:54 PM  
scrable
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Thanks
I just have one last question. How would I force health and power text to be shown on my frame and target all the time? I can see where hpt and pt are defined but I don't know how to always have them shown. Thanks in advance!
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Unread 07-10-12, 01:18 AM  
zork
A Pyroguard Emberseer
 
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I explain you the problem. The default Blizzard function UIFrameFadeIn is calling UIFrameFade. The problem is that UIFrameFade is using "frame:Show()". You are not allowed to show/hide frames in combat under certain circumstances. This comes in place if Blizzard frames or functions are involved.

I fixed the problem by copying some of the functionality to a local storage. Additionally I removed the frame:Show() command from the local UIFrameFade function because it is unneeded.

Btw setting Alpha to 0.0001 does not affect the problem at all.

You can check my code here:
http://code.google.com/p/rothui/sour...er.lua&old=858

Always check your functions during combat. Moving, show/hide, mouseover effects. If those run without taint you are good. If not make sure to add some of this at the right places.
Lua Code:
  1. if InCombatLockdown() then return end
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Last edited by zork : 07-10-12 at 01:23 AM.
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Unread 07-10-12, 05:26 AM  
Paopao001
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Originally Posted by scrable
Thanks
I just have one last question. How would I force health and power text to be shown on my frame and target all the time? I can see where hpt and pt are defined but I don't know how to always have them shown. Thanks in advance!
tag.lua

Lua Code:
  1. oUF.Tags.Methods['Mlight:hp']  = function(u)
  2.     local min, max = UnitHealth(u), UnitHealthMax(u)
  3.     --if min~=max and min > 0 then
  4.     return siValue(min).." | "..math.floor(min/max*100+.5).."%"
  5.     --end
  6. end
  7. oUF.Tags.Events['Mlight:hp'] = 'UNIT_HEALTH'
  8.  
  9. oUF.Tags.Methods['Mlight:pp'] = function(u)
  10.     local min, max = UnitPower(u), UnitPowerMax(u)
  11.    
  12.     --if min~=max and min > 0 then
  13.         local _, str, r, g, b = UnitPowerType(u)
  14.         local t = oUF.colors.power[str]
  15.  
  16.         if t then
  17.             r, g, b = t[1], t[2], t[3]
  18.         end
  19.  
  20.         return hex(r, g, b)..siValue(min).."|r"
  21.     --end
  22. end
  23. oUF.Tags.Events['Mlight:pp'] = 'UNIT_POWER'
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Unread 07-10-12, 07:51 AM  
Paopao001
A Fallenroot Satyr
 
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Uploads: 19
Originally Posted by zork
I explain you the problem. The default Blizzard function UIFrameFadeIn is calling UIFrameFade. The problem is that UIFrameFade is using "frame:Show()". You are not allowed to show/hide frames in combat under certain circumstances. This comes in place if Blizzard frames or functions are involved.

I fixed the problem by copying some of the functionality to a local storage. Additionally I removed the frame:Show() command from the local UIFrameFade function because it is unneeded.

Btw setting Alpha to 0.0001 does not affect the problem at all.

You can check my code here:
http://code.google.com/p/rothui/sour...er.lua&old=858

Always check your functions during combat. Moving, show/hide, mouseover effects. If those run without taint you are good. If not make sure to add some of this at the right places.
Lua Code:
  1. if InCombatLockdown() then return end
Thanks ~
I have read you code carefully.Really nice work!
I plan to expand it to meet my needs.

Lua Code:
  1. function regi(frame)
  2.     frame:RegisterEvent('PLAYER_REGEN_DISABLED')   
  3.     frame:RegisterEvent('UNIT_TARGET')
  4.     frame:RegisterEvent('PLAYER_TARGET_CHANGED')
  5.     frame:RegisterEvent('UNIT_HEALTH')
  6.     frame:RegisterEvent('UNIT_HEALTHMAX')
  7.     frame:RegisterEvent('UNIT_POWER')
  8.     frame:RegisterEvent('UNIT_POWERMAX')
  9.     frame:RegisterEvent('UNIT_SPELLCAST_START')
  10.     frame:RegisterEvent('UNIT_SPELLCAST_FAILED')
  11.     frame:RegisterEvent('UNIT_SPELLCAST_STOP')
  12.     frame:RegisterEvent('UNIT_SPELLCAST_INTERRUPTED')
  13.     frame:RegisterEvent('UNIT_SPELLCAST_CHANNEL_START')
  14.     frame:RegisterEvent('UNIT_SPELLCAST_CHANNEL_INTERRUPTED')
  15.     frame:RegisterEvent('UNIT_SPELLCAST_CHANNEL_STOP')
  16. end
  17.  
  18. function FrameEventFader(frame,fadeIn,fadeOut)
  19.     if not frame then return end
  20.     if not fadeIn then fadeIn = defaultFadeIn end
  21.     if not fadeOut then fadeOut = defaultFadeOut end
  22.    
  23.     local powerType = UnitPowerType("player")
  24.    
  25.     regi(frame)
  26.    
  27.     frame:SetScript("OnEvent", function(self,event)
  28.         if
  29.             UnitCastingInfo('player') or UnitChannelInfo('player') or
  30.             UnitAffectingCombat('player') or
  31.             UnitExists('target') or
  32.             UnitHealth('player') < UnitHealthMax('player') or
  33.             ((UnitPowerType("player") == 1 or UnitPowerType("player") == 6) and UnitPower("player") > 0) or
  34.             ((UnitPowerType("player") ~= 1 and UnitPowerType("player") ~= 6) and UnitPower("player") < UnitPowerMax("player"))
  35.         then
  36.             UIFrameFadeIn( frame, fadeIn.time, frame:GetAlpha(), fadeIn.alpha)
  37.         else
  38.             UIFrameFadeOut(frame, fadeOut.time, frame:GetAlpha(), fadeOut.alpha)
  39.         end
  40.     end)
  41.    
  42.     UIFrameFadeOut(frame, fadeOut.time, frame:GetAlpha(), fadeOut.alpha)
  43. end


oUF_Fader gives many conditions for frame fading-in.
Health, power, casting, target existing, entering combat and so on.
Usually other conditions are met earlier than entering cobmbat,so this the error hardly occurs.
Actually,I have no impression on this error before.

I have used oUF_Fader for a while,controlling the fading of some actionbars,making the bars fade-in and fade-out with the unitframes.I think it's time to make a independent addon.Many many credits goes to you.
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Unread 07-10-12, 08:07 AM  
zork
A Pyroguard Emberseer
 
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Uploads: 77
Actually you don't. Just extend the oUF_Fader code with local copies of the Blizzard frame fader functions that have the frame:Show() line removed. (That is the green part in the link below)
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Unread 07-29-12, 07:33 PM  
Qupe
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Getting this error with the transparent setting (doesn't happen when HP bar is class colored):

Code:
Message: Interface\AddOns\oUF\colors.lua:65: attempt to perform arithmetic on local 'b2' (a nil value)
Time: 07/29/12 20:23:19
Count: 900
Stack: Interface\AddOns\oUF\colors.lua:65: in function `ColorGradient'
Interface\AddOns\oUF_Mlight\core.lua:434: in function <Interface\AddOns\oUF_Mlight\core.lua:407>
(tail call): ?
(tail call): ?
(tail call): ?
Interface\AddOns\oUF\ouf.lua:161: in function `UpdateAllElements'
Interface\AddOns\oUF\ouf.lua:32: in function <Interface\AddOns\oUF\ouf.lua:28>

Locals: a = 0.87135983629382
b = 1
perc = 0.87135983629382
num = 2.6666666666667
segment = 1
relperc = 0.45226639382303
r1 = 1
g1 = 0
b1 = 1
r2 = 1
g2 = 0
b2 = nil
(*temporary) = 1
(*temporary) = 0
(*temporary) = 1
(*temporary) = "attempt to perform arithmetic on local 'b2' (a nil value)"
Two more errors (seems to happen regardless of which "mode" the UF's are in), looks like it's the boss frame causing these ones:

Code:
Message: Interface\AddOns\oUF\colors.lua:65: attempt to perform arithmetic on local 'b2' (a nil value)
Time: 07/30/12 00:19:56
Count: 5535
Stack: Interface\AddOns\oUF\colors.lua:65: in function `ColorGradient'
Interface\AddOns\oUF_Mlight\core.lua:437: in function <Interface\AddOns\oUF_Mlight\core.lua:407>
(tail call): ?
(tail call): ?
(tail call): ?
Interface\AddOns\oUF\ouf.lua:161: in function `UpdateAllElements'
Interface\AddOns\oUF\ouf.lua:32: in function <Interface\AddOns\oUF\ouf.lua:28>

Locals: a = 0.60176236740735
b = 1
perc = 0.60176236740735
num = 2.6666666666667
segment = 1
relperc = 0.0029372790122519
r1 = 1
g1 = 0
b1 = 1
r2 = 1
g2 = 0
b2 = nil
(*temporary) = 1
(*temporary) = 0
(*temporary) = 1
(*temporary) = "attempt to perform arithmetic on local 'b2' (a nil value)"
Message: Interface\AddOns\oUF\colors.lua:65: attempt to perform arithmetic on local 'b2' (a nil value)
Time: 07/30/12 00:11:00
Count: 1
Stack: Interface\AddOns\oUF\colors.lua:65: in function `ColorGradient'
Interface\AddOns\oUF_Mlight\core.lua:437: in function <Interface\AddOns\oUF_Mlight\core.lua:407>
(tail call): ?
(tail call): ?
(tail call): ?
Interface\AddOns\oUF\ouf.lua:161: in function <Interface\AddOns\oUF\ouf.lua:152>
(tail call): ?
[C]: in function `Show'
Interface\FrameXML\SecureStateDriver.lua:83: in function <Interface\FrameXML\SecureStateDriver.lua:73>
Interface\FrameXML\SecureStateDriver.lua:137: in function <Interface\FrameXML\SecureStateDriver.lua:119>

Locals: a = 0.9971332473102
b = 1
perc = 0.9971332473102
num = 2.6666666666667
segment = 1
relperc = 0.66188874551699
r1 = 1
g1 = 0
b1 = 1
r2 = 1
g2 = 0
b2 = nil
(*temporary) = 1
(*temporary) = 0
(*temporary) = 1
(*temporary) = "attempt to perform arithmetic on local 'b2' (a nil value)"
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Last edited by Qupe : 07-29-12 at 11:25 PM.
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Unread 07-30-12, 12:28 AM  
Paopao001
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Fixed bug.See recent changes in github
https://github.com/Paojy/oUF_Mlight
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Unread 07-30-12, 12:59 AM  
Qupe
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Originally Posted by Paopao001
Fixed bug.See recent changes in github
https://github.com/Paojy/oUF_Mlight
Awesome, thanks!
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Unread 07-30-12, 02:10 AM  
Qupe
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Next question, how would one go about changing the color of someone who is dead?

Ie: Dead = 0% hp color (red, or whatever)

As it stands right now, it's difficult to tell whether someone is dead at a glance.
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Unread 07-30-12, 03:19 AM  
Paopao001
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Originally Posted by Qupe
Next question, how would one go about changing the color of someone who is dead?

Ie: Dead = 0% hp color (red, or whatever)

As it stands right now, it's difficult to tell whether someone is dead at a glance.
There's a "DEAD" beside target's name. Maybe I should move it to the center of the bar.
To change the color,see the code.

core.lua
Lua Code:
  1. hp.PostUpdate = function(hp, unit, min, max)
  2.    
  3.         if not cfg.classcolormode then
  4.             if UnitIsDeadOrGhost(unit) then hp:SetValue(0)
  5.             else hp:SetValue(max - hp:GetValue()) end
  6.         end
  7.        
  8.         return UpdateHealth(hp:GetParent(), 'PostUpdateHealth', unit)
  9.     end

change it into

Lua Code:
  1. hp.PostUpdate = function(hp, unit, min, max)
  2.    
  3.         --if not cfg.classcolormode then
  4.             --if UnitIsDeadOrGhost(unit) then hp:SetValue(0)
  5.             --else hp:SetValue(max - hp:GetValue()) end
  6.         --end
  7.        
  8.         return UpdateHealth(hp:GetParent(), 'PostUpdateHealth', unit)
  9.     end

I made it transparent while the unit is dead on purpose.It's sad to hear it bring some trouble.
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Unread 07-30-12, 05:03 AM  
Qupe
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It's not any trouble, really. It's just much easier as a healer to quickly realize someone is dead by a great big red square instead of the "RIP" text on a unit that otherwise seems to be at 100% hp.
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