Results: 102Comments by: MiRai
File: oUF_Fail new power values01-25-13
I got it working. I'm uploading th...
Posted By: MiRai
I got it working. I'm uploading the working version now. Gonna be funky with mana though. Awesome! I won't be able to try it out until later tonight.
File: oUF_Fail new power values01-25-13
I've tried both Dawn's and Phanx's...
Posted By: MiRai
I've tried both Dawn's and Phanx's suggestions in that thread and both of them are throwing errors at me. I don't know what I'm supposed to replace yourstatusbar with because... local text = lib.gen_fontstring(f.Health, cfg.font, 18, "OUTLINE") local r, g, b = playerPowerBar:GetStatusBarColor() text:SetPoint("RIGHT", s.arrow...
File: oUF_Fail new power values01-24-13
Any progress? I haven't made any h...
Posted By: MiRai
Any progress? I haven't made any headway, but I also haven't had much time to try. No, nothing. I haven't had much time to play with the layout or even much of the game over the past few days. I was thinking of throwing the before and after chunks of code into the oUF thread to see what other people thought.
File: oUF_Fail new power values01-17-13
Code is in and working. Still work...
Posted By: MiRai
Code is in and working. Still working on how to color it, but it behaves like you asked. Check it out. I finally just got a chance to check it out and I must say that this might be love at first sight. :) I saw haste's reply in the thread earlier today, but I wasn't exactly sure what to do with that "OnValueChanged" and I wante...
File: oUF_Fail01-17-13
Started a new thread in the oUF for...
Posted By: MiRai
Started a new thread in the oUF forum on the smooth power value digits: http://www.wowinterface.com/forums/showthread.php?t=45676
File: oUF_Fail01-16-13
The Death Knight Runebar is overlap...
Posted By: MiRai
The Death Knight Runebar is overlapping the Rep/XP bar. This was a quick and dirty fix: 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 r...
File: oUF_Fail01-15-13
Sorry not quite sure how they ended...
Posted By: MiRai
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. :) http://i.i...
File: oUF_Fail new power values01-15-13
Hi i'm interested in your weak aura...
Posted By: MiRai
Hi i'm interested in your weak aura setting - would you mind to share them. Thank you in advance. Unfortunately, there is nothing to share. The UI is being worked on on a daily basis so it's constantly changing. What you saw in that video was the result of having worked with Weak Auras maybe twice before that to setup very basic a...
File: oUF_Fail01-14-13
With a lot of help and hard work fr...
Posted By: MiRai
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 coo...
File: oUF_Fail new power values01-13-13
http://youtu.be/Wm0-xYvCNgs This...
Posted By: MiRai
http://youtu.be/Wm0-xYvCNgs This is just a test video of what I wanted to do with oUF_Fail and my action bars. I'm not sure it's going to work out as I had planned, but I'm waiting to see if it's possible to animate action bar buttons the same way I'm animating those Weak Aura icons in the video.
File: oUF_Fail new power values01-12-13
Okay, I like this Rep/XP bar. :) N...
Posted By: MiRai
Okay, I like this Rep/XP bar. :) Now that I've seen it, maybe just make the text show while hovering over the player frame? I'm going to look into how to do this, perhaps with the oUF equivalent of MouseIsOver. As per this thread, it would seem I'm looking for "OnEnter" and "OnLeave".
File: oUF_Fail new power values01-12-13
I've uploaded the latest "test" ver...
Posted By: MiRai
I've uploaded the latest "test" version. It will install as oUF_Fail_MiRai so you don't have to change your current working version to anything else. Sounds good. I'm definitely going to check this out in a bit. I'm also going to have to download a program that can compare code from separate files side-by-side to make it easier f...
File: oUF_Fail01-12-13
Change... return oUF.Tags(u)...
Posted By: MiRai
Change... return oUF.Tags(u) ...to return oUF.Tags.Methods(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 release...
File: oUF_Fail new power values01-12-13
You certainly put in the leg work f...
Posted By: MiRai
You certainly put in the leg work for this so all the credit is yours. Haha! If you want to throw in an "Inspired by MiRai" somewhere that'd be fine, but no more than that. :) I am really liking the look of the extra arrows. How would you feel about me adding them to the main line version? Yeah, that's fine. I almost wanted t...
File: oUF_Fail new power values01-11-13
Phanx posted an excellent solution...
Posted By: MiRai
Phanx posted an excellent solution I'm glad it worked. I have one question for you now. I've been playing around with the code Phanx posted and looking through what you posted, but I don't see where you are calling lib.setPowerArrowColor to color your arrow. In that same thread, Phanx mentioned that we needed to change... self...
File: oUF_Fail new power values01-11-13
Well, I wanted a different color of...
Posted By: MiRai
Well, I wanted a different color of rage only on the focus target frame because the default bright red color was kind of distracting. Phanx threw out a fix in that oUF thread which seems to be working out good so far. (Meant to post this last night, but I must have not pressed the submit button.)
File: oUF_Fail new power values01-10-13
I just realized that the pic I have...
Posted By: MiRai
I just realized that the pic I have in the post below doesn't have a player power arrow. I don't know why that is, but I can guarantee that it is indeed still working. ;) I've been trying to get fancy with the arrow's code and threw up another post in the oUF thread. Once I get this fixed I'll upload another alpha/beta version o...
File: oUF_Fail new power values01-10-13
Phanx's more elegant solution from...
Posted By: MiRai
Phanx's more elegant solution from the oUF thread was missing one little tiny adjustment: self.Power.arrow ...should be: self.arrow Here is the final code for the lib: local arrow = {]} local arrowDefaultColor = {.3,.45,.65} lib.setPowerArrowColor = function(self) if UnitIsPlayer(self.__owner.unit) then lo...
File: oUF_Fail new power values01-10-13
Well... http://i.imgur.com/TkN...
Posted By: MiRai
Well... http://i.imgur.com/TkNzp.png It's working great without and gimmicks (can't test out party at the moment) and I can't take any credit for it. It's still using the old, less elegant, code and I will update this later today. :)
File: oUF_Fail new power values01-09-13
Alright, so I feel dumb because my...
Posted By: MiRai
Alright, so I feel dumb because my lack of Lua, and coding knowledge in general, are showing. lib.setTargetArrowColor = function(self) if UnitIsPlayer("target") then local _, cType = UnitClass("target") local ccolor = oUF.colors.class or {.3,.45,.65} self.Power.arrow:SetVertexColor(unpack(ccolor)) else self.Power.a...
File: oUF_Fail new power values01-08-13
Just noticed the target's power arr...
Posted By: MiRai
Just noticed the target's power arrow can default to the RGB blue color if you clear your target and reacquire it too quickly (e.g. target yourself with F1, then press Escape to clear and quickly press F1 again to re-target yourself -- 50/50 shot that you get the class color or the default blue). Also, I'm noticing that the target...
File: oUF_Fail new power values01-08-13
Alright, I think I correctly upload...
Posted By: MiRai
Alright, I think I correctly uploaded what I've got (never done this before) and I disabled the version warning (not sure if that's a big deal or not). There's kind of a lot of hacking and slashing going in those files since I'm constantly tweaking the layout and I'm sure you'll notice a lot of things that could be possibly coded mu...
File: oUF_Fail new power values01-08-13
local _, pType = UnitPowerType("pla...
Posted By: MiRai
local _, pType = UnitPowerType("player") or UnitPowerType("focustarget") That may work but I think it would have to be focus-target since that is what the API would return. Adding the or seems to force the arrow to the RGB color specified in the {}'s. If I change it to this: lib.setPowerArrowColor = function(self) local...
File: oUF_Fail new power values01-08-13
Alright, so I've kinda gone through...
Posted By: MiRai
Alright, so I've kinda gone through your default oUF_Fail layout and made my own adjustments to suit my needs, so rather than just d/l this version and try it out, I'm copying & pasting chunks of code from this lib/core.lua into my current files. So, I now have this in my lib.lua file: lib.setArrowColor = function(self) local _...
File: oUF_Fail01-08-13
MiRai I uploaded my edited version....
Posted By: MiRai
MiRai I uploaded my edited version. It is called oUF_Fail extra arrow version. Clever I know. It should be listed soon in the beta addons section. Awesome, thanks! I'll direct my arrow comments over there for the time being.