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Updated: 10-24-14 08:04 PM
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Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-24-14 08:04 PM
Created:unknown
Downloads:100,196
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oUF Diablo  Popular! (More than 5000 hits)

Version: 60000.01
by: zork [More]


Intro

A Diablo themed oUF layout for oUF 1.6.4+. This layout is part of the Roth UI compilation.
CLASS BAR PREVIEW
ORB CONFIG
To open the orb config panel type in:

/diablo config

Moving
Bars, art and units can now be moved and locked ingame. Use the slash command "/diablo" for more and check the FAQ.
Config
You can change tons of options inside the config.lua. You can change colors, positions, scales. Enable/disable units, bars and so on.
Currently supported units
- player
- target
- targettarget
- focus
- focustarget
- pet
- pettarget
- party
- raid
- boss
Bars
- oUF_DiabloPlayerCastbar
- oUF_DiabloTargetCastbar
- oUF_DiabloFocusCastbar
- oUF_DiabloExpBar
- oUF_DiabloRepBar
- RuneBar, EcliplseBar, ComboBar, HarmonyBar, ShadowOrbBar, SoulShards, DemonicFury, BurningEmber, AltPower
Git
https://github.com/zorker/rothui/tre...6.0/oUF_Diablo

60000.01
- updated for patch 6.0.2

50400.05
- update matching rothui.50400.05
- added optional galaxy rotation animation to the diablo config

50200.05
- fixing the bossframe update issue

50200.04
- removed all menu code
- updated to oUF 1.6.4

50200.03a
- fixing a typo in tags.lua
- fixing a typo that prevented the powerorb from becoming movable

50200.03
- updated to patch 5.2
- matching Roth UI 50200.03
- some more tiny bugfixes

50100.02a
- fixed 2 major texture errors...wut?

50100.02
- added the orb config panel

50100.01
- matching Roth UI 50100.01 (updated for patch 5.1)

50001.05
- matching Roth UI 50001.05 (see Roth UI changelog)

40300.04 (matching Roth UI 40300.10)
- tweaked combo bar textures in oUF_Diablo
- fixed the positioning problem for party, raid and bossframes in oUF_Diablo
- added heal prediction (disabled by default)
- added config option to disable the raid frame chains
- new move functions you can now lock, unlock and reset all your frames ingame
- changed the raid frame mangager code, you can now use the raidframe manager in combat while still maintaining the mouseover effect
- changed the oUF_Smooth modulation code
- new orb animations
- Enabled aurawatch example for the raidframes (druid example)
- Tweaked the boss power display in bossframes especially if they combine with an alternative power (onyxia charges, madness of deathwing charges etc.)
- If animations and classcoloring is enabled in oUF_Diablo the orb color will now switch upon entering a vehicle
- Changed the way how raid groups in oUF_Diablo get sorted. They now match the default UI by using a group header for each raid group

40300.03
- updated for patch 4.3

4.010
- updated for patch 4.2
- added oUF_Vengeance module
- added vengeance bar (can be disabled in the config.lua)

4.009
- added optional class and powertype coloring for animations
- added animation alpha channel multiplier

4.008b
- fixed the animation models position reseting bug
- added class specific animation table (you can define an animation setup per class now)

4.008
- new animation system implemented

4.007
- updated for patch 4.1
- matching Roth UI 4.008a

4.006
- adjusted version id to match roth ui
- move raid/party attributes to the config
- fix combo point display for fights that appear in a vehicle but still use class skills
- Make PlayerPowerAlt bar movable (sound bar in atramedes fight etc) via SHIFT+ALT+Drag
- added bossframes in Diablo style
- added a second row to raidframes to display name and health both at the same time
- added aura icon to raidfames (you can add a spellid to the raid aura spelllist to track it)

4.003
- added raid unit

4.002
- all units included except raid
- added a slash command use "/diablo" for more

4.001
- first version running under 4.0.1

019
- patch 3.3 rdy

018
- aggro coloring and all the other new rothui features

017
- even better galaxy textures

016
- updated for patch 3.2
- new animation with galaxies, m2-files are currently not working anymore

015
- Names now get a grey color for offline and dead users
- Healthbar blanks out for dead units
- Added oUF_AuraWatch for specific buff/debuff filters
- Added missing HP to party/pet/focus frames
- Added transparency to party members out of range
- Added indicators for druid hots for party, focus and raid units

014-3
- added rColors (used to colorize stuff)

014-2
- vehicle powertype fix

014
- complete rewrite
- compatible to oUF 1.3.11
- added vehicle switching and vehicle functions
- compatible to rBottomBarStyler via config

013-2
- fixed a bug with the actionbar background texture not showing up correctly
- added a new config value to change the orb density

013
- added the runic mana orb
- new Diablo 3 textures
- target and focus area can now be moved ingame

012
- fixed focus target
- added automatic mana color detection

011
- new portraits
- minimal raidframes with debuff glow
- druid mana coloring

010
- vehicle and deathknight fixes

009
- portraits now clickable

008
- 3D or 2D portraits now selectable

007
- party, focus and pet portraits

006
- units can now be positioned more easily
- units now are fully scalable
- combopoints work now (update oUF if you havent (1.2.1 minimum))

005
- scaling now affects every single frame
- even more comments

004-3
- fixed bug with being a zombie. (zombies have manamax=0...wtf)

004-2
- removed svn folder for minimum size

004
- alot of changes for rothui081026
- now with values, class colors and more options

003
- first real version goes live, complete units are now working
- added castbars, values, units, orbs, color everything

002
- texture path changed

001
- initial release
Post A Reply Comment Options
Unread 11-17-08, 12:01 AM  
Fritobandito
A Kobold Labourer

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Player Pictures

Just got this the other day and I love it. The only thing I would like to get rid of is the party pictures across the top of the screen. I'm not sure what I would need to comment out to get rid of those since I'm not that great with that kinda stuff. Anyway if you know and could tell me that would be great. Thanks!!
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Unread 11-16-08, 05:39 PM  
zoktar
A Cliff Giant
AddOn Compiler - Click to view compilations

Forum posts: 72
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hi again, yet another suggestion/feature req/fix. this will prov be twarted, but thought id add it here anyway case it picks up. As most of u know the orbs suffer from spilling out of the orbs from time 2 time, and only sollution would seem to have a "backround" for the orbs to over it up, as iv seen the spilling isnt very far outside the orbs so the backround art on the orbs doesnt need to be huge, just enuf to cover the spilling , by settign the backround to a higher strata/level. (via kgpanels for exmpl). ofcouse the backround would have to be cut out so the orbs can show, iv been trying to come up with some way of making a stylish background for them, iv accually made one sofar that i stole from an old addon pack, called shards.
it sorta works, doesnt cover the top part of the orb tho, so not really a total fix. so how to make this look nice and still keep the d3 theme intact?. Not sure yet but im thinking of trying to make orb bakrounds either in style of Class, or Race. for example the shards backround tho flawed fits my warlock perfectly. ill put a screen here so u get the idea.

http://img359.imageshack.us/my.php?i...4473185bn2.jpg

and one when i was using it on my warlock, dont mind the broken coloration of the orbs i was messing with the code at the time and accdently broke it.

http://img371.imageshack.us/my.php?i...8234557qn9.jpg

ofc this can be made to look lot better, keep in mind i just ripped that image off and im in now way a skilled grafix artist. i hope someone that is will take this up!. cheers.
Last edited by zoktar : 11-16-08 at 05:42 PM.
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Unread 11-15-08, 07:05 PM  
zoktar
A Cliff Giant
AddOn Compiler - Click to view compilations

Forum posts: 72
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DK runes. suggestion for ouf_d3orbs, if possible u could make 6 smallish orbs that could be placed ontop of mana/rage/energy/runic orb. big enuf to see how full they are but small enuf to not look bad. might not be able to have em animated, would still be nice!.
Last edited by zoktar : 11-16-08 at 12:37 AM.
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Unread 11-15-08, 11:29 AM  
combustable
A Kobold Labourer

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Re: Re: disable minimap?

Originally posted by zork
Do not activate rMinimap (if you even use rMinimap ) in the addon menu on your character list (button to the lower left) or just delete the rMinimap folder in the addons folder.
wow, i feel like a nub. >< thats so obvious i cant believe i missed it. ty tho!
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Unread 11-15-08, 08:53 AM  
zork
A Pyroguard Emberseer
 
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Re: disable minimap?

Originally posted by combustable
Just wondering, ive looked threw all the comments and stuff, but is there anyway to disable the minimap? i want to be able to use a minimap addon and i cant figure it out.
Do not activate rMinimap (if you even use rMinimap ) in the addon menu on your character list (button to the lower left) or just delete the rMinimap folder in the addons folder.
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"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
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Unread 11-15-08, 05:01 AM  
combustable
A Kobold Labourer

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disable minimap?

Just wondering, ive looked threw all the comments and stuff, but is there anyway to disable the minimap? i want to be able to use a minimap addon and i cant figure it out.
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Unread 11-13-08, 07:41 AM  
zork
A Pyroguard Emberseer
 
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Deathknight fix. Open oUF_D3Orbs.lua and change ...

this:
Code:
  local colors2 = {
    power = {
      [0] = { r = 60/255, g = 150/255, b = 255/255}, -- Mana
      [1] = { r = 255/255, g = 1/255, b = 1/255}, -- Rage
      [2] = { r = 255/255, g = 178/255, b = 0}, -- Focus
      [3] = { r = 1, g = 1, b = 34/255}, -- Energy
      [4] = { r = 0, g = 1, b = 1} -- Happiness
    },
to:
Code:
  local colors2 = {
    power = {
      [0] = { r = 60/255, g = 150/255, b = 255/255}, -- Mana
      [1] = { r = 255/255, g = 1/255, b = 1/255}, -- Rage
      [2] = { r = 255/255, g = 178/255, b = 0}, -- Focus
      [3] = { r = 1, g = 1, b = 34/255}, -- Energy
      [4] = { r = 0, g = 1, b = 1}, -- Happiness
      [5] = { r = 1, g = 1, b = 1}, -- dont know
      [6] = { r = 255/255, g = 1/255, b = 1/255}, -- deathknight
    },
Starts at line 82.

To get your Rune Icons into positions create a macro in WoW and use:
Code:
/run RuneButtonIndividual1:ClearAllPoints()
/run RuneButtonIndividual1:SetPoint("BOTTOM", UIParent, "BOTTOM", -55, 140)
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| Simple is beautiful.
| WoWI AddOns | GitHub | Zork (WoW)

"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
Last edited by zork : 11-13-08 at 07:51 AM.
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Unread 11-12-08, 01:02 PM  
yangwei
A Kobold Labourer

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FocusTarget:
Code:
 oUF:Spawn('FocusTarget'):SetPoint('CENTER', oUF.units.focus, 'CENTER', 180, 0)
But "StateIcon" still do not know
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Unread 11-12-08, 04:00 AM  
yangwei
A Kobold Labourer

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How to join the "focusTarget"And"StateIcon"? Thanks!

I am sorry, my English is very bad.
Last edited by yangwei : 11-12-08 at 04:04 AM.
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Unread 11-10-08, 10:15 PM  
phaned
A Defias Bandit

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PVP Flags

I have seen in other's screenshots that they have a pvp flag above their orb but I cannot, for the life of me, figure out how to enable this. Can someone point me in the right direction to get this going? Thanks!
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Unread 11-08-08, 09:34 PM  
Reinhearthe
A Kobold Labourer

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Re: Recent Changes.. mainly in orb textures...

Originally posted by Reinhearthe
No big deal. Just wondering...

I noticed that there are fewer texture files... The "half" files are gone. I have noticed that the orbs are a bit less foggy. I have not really done any comparing on my own but was the change for performance and code simplification?

Did not change anything and all of the sudden the right orb is foggy on top and bottom but kinda has a gap in the middle. The left just stays foggy in the bottom..
Last edited by Reinhearthe : 11-09-08 at 05:02 AM.
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Unread 11-08-08, 07:48 PM  
Reinhearthe
A Kobold Labourer

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Recent Changes.. mainly in orb textures...

No big deal. Just wondering...

I noticed that there are fewer texture files... The "half" files are gone. I have noticed that the orbs are a bit less foggy. I have not really done any comparing on my own but was the change for performance and code simplification?
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Unread 11-08-08, 07:26 PM  
Kalvorie
A Kobold Labourer

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I love your mod and I have a quick question. One of my characters is a rogue and one a hunter. Can I set the orb colors to change per character? Mainly the mana orb. I use blue for mana on my hunter and yellow for energy on my rogue.

I've read through several pages and cannot see a mention of it. I looked through your code and tried to use :

if rm_player_name == "Sinista" and rm_player_class == "ROGUE" then
local manacolor = 4

However, this crashed the UI and the bars disappeared.

Thanks!
Sinista
Last edited by Kalvorie : 11-08-08 at 07:26 PM.
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Unread 11-08-08, 04:01 PM  
Reinhearthe
A Kobold Labourer

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Re: Re: Re: Re: Re: target

Originally posted by ramcharger
ok i relize im starting to be a pain in the ass an im sorry. but what exsactly is comment out? delete it all? space it out. i havent done a ton of code work befor ive only dabbled with it.

very first items on the info page now:

Can I disable units?
Sure, this thing is a layout file and you can do anything here. Units will be "spawned". Just search for "spawn" in the lua file and comment out the units you don't want with a "--" at the beginning of the line.

Can I disable the castbars?
Sure, find the CASTBAR area and disable the whole part by commenting out everthing with "--[[" before and "]]--" after it.

heh or even:
Code:
--[[

uber cool code lines you don't want
blah blah
blah blah

]]--
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Unread 11-08-08, 02:15 PM  
Raaze
A Kobold Labourer

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Any information in regards to the issue I posted?

I am using the latest version of oUF d3orbs as well as the latest version of oUF, 1.2.1 I think.
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