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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
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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 10-27-11, 02:37 PM  
Zexiøn
A Kobold Labourer

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TY and Help

Hi Zork first off TYVM for your help with the mana number. Now I am trying to get the party frames to go downward like Beleg is and I too am having the same issue. I have tried everything i can think of even using the settings in the raid frame section but the frames just wont move down to where they aren't overlapping. Any help would be cool.
Last edited by Zexiøn : 10-27-11 at 02:38 PM.
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Unread 10-27-11, 10:27 AM  
zork
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Re: Mana Number

Check oUF_Diablo/config.lua the target area. Activate the power tag.
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Unread 10-27-11, 09:48 AM  
Zexiøn
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Mana Number

Hello Zork I recently got your UI and so far liking it alot. My question is there a way to have a number on the mana bar for the target frame to show how much mana a person has. It helps to find healers in PVP faster. Thank you for your time and work in this cool UI.
Last edited by Zexiøn : 10-27-11 at 09:50 AM.
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Unread 09-10-11, 03:49 AM  
Beleg
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Thanks alot!

I tried to put an yOffset in the group headers of the party frame, but nothing happens. I have added the red line in the party section of the config.lua file in my ouf diablo folder:

Code:
--PARTY
    party = {
      [...]
      attributes = {
        visibility          = "custom [group:party,nogroup:raid][@raid6,noexists,group:raid] show;hide",  
        showPlayer          = true,     
        showSolo            = false,    
        showParty           = true,     
        showRaid            = false,   
        point               = "TOP",
        yOffset             = 100,
        },
    },
Still the frame does not move. Thanks in advance for your patience!
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Unread 09-04-11, 11:04 AM  
zork
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Well yeah. You can adjust the group header attributes of the party.
http://wowprogramming.com/docs/secur.../Group_Headers

Mainly you want to add/adjust the, xOffset, yOffset and/or columnSpacing.
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Unread 09-03-11, 09:37 AM  
Beleg
A Kobold Labourer

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Congratulation on the awesome addon, i have recently downloaded it and i am currently in the process of setting it up for me and for my GF.

I am not that deep into coding, so bear with me if i make silly questions. I managed to convince the party units to pile vertically but there is one problem: the portraits overlap.

Is there a way i can put some room between the bars so the portraits fit?

Thanks in advance
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Unread 09-03-11, 05:16 AM  
zork
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Re: Re: Re: Quick Question ;)

That is advanced only. Dig into the WoW API or let it go. The code is just an example for a unitbutton. Not code you can paste somewhere.
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Unread 09-02-11, 11:38 PM  
19logan91
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Re: Re: Quick Question ;)

Where would this code be placed? i cant seem to find a place that works :/ and do i need to add anything to change the size and position for it? cause ive tried putting it in different spots and it just gives me a right click menu on myself everywhere on the screen :/ thanks again for your time

Originally posted by zork
3) portrait click
You need to add a new frame on top of the portrait that has the same size as the portrait but is a unitbutton.
lua Code:
  1. local f = CreateFrame("Button", nil, parent or UIParent, "SecureUnitButtonTemplate")
  2.   f:SetAllPoints(parent)
  3.   f:RegisterForClicks("AnyUp")
  4.   f:SetAttribute("unit", "player")
  5.   f:SetAttribute("*type1", "target") --left mouse
  6.   local showmenu = function() ToggleDropDownMenu(1, nil, PlayerFrameDropDown, "cursor", 0, 0) end
  7.   f.showmenu = showmenu
  8.   f:SetAttribute("*type2", "showmenu") --right mouse
  9.   f:SetScript("OnEnter", UnitFrame_OnEnter)
  10.   f:SetScript("OnLeave", UnitFrame_OnLeave)
[/color] [/b]
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Unread 09-02-11, 03:57 PM  
19logan91
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Re: Re: Quick Question ;)

Thanks for the response!
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Unread 09-02-11, 01:12 PM  
zork
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Re: Quick Question ;)

1) Power Orb Text
I do this in the update function because I want the orb values swapped for stances that are not mana. But I think I would do this via tags only nowadays.
2) Castbar time
You need a time function for that. p3lim has an example in his layout I guess. If not check Dawn's layouts.
3) portrait click
You need to add a new frame on top of the portrait that has the same size as the portrait but is a unitbutton.
lua Code:
  1. local f = CreateFrame("Button", nil, parent or UIParent, "SecureUnitButtonTemplate")
  2.   f:SetAllPoints(parent)
  3.   f:RegisterForClicks("AnyUp")
  4.   f:SetAttribute("unit", "player")
  5.   f:SetAttribute("*type1", "target") --left mouse
  6.   local showmenu = function() ToggleDropDownMenu(1, nil, PlayerFrameDropDown, "cursor", 0, 0) end
  7.   f.showmenu = showmenu
  8.   f:SetAttribute("*type2", "showmenu") --right mouse
  9.   f:SetScript("OnEnter", UnitFrame_OnEnter)
  10.   f:SetScript("OnLeave", UnitFrame_OnLeave)
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Last edited by zork : 09-02-11 at 01:17 PM.
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Unread 09-02-11, 05:53 AM  
19logan91
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Quick Question ;)

Hey, thanks a bunch i love the layout. But me being me i have to change things hah, and currently the only things im having trouble with include:

(I apologize in advance for the long post I couldn't fine a spoiler tag :/)

1: The Mana Orb's text
- I have it changed the same way you would change the health orb's text but it doesnt seem to work. Heres my modified code
Code:
  --create strings for health and power orb
  local createHealthPowerStrings = function(self)
    --hp strings
    local hpval1, hpval2, ppval1, ppval2, hpvalf, ppvalf
    hpvalf = CreateFrame("FRAME", nil, self.Health)
    hpvalf:SetAllPoints(self.Health)
    
    hpval1 = func.createFontString(hpvalf, cfg.font, 28, "THINOUTLINE")
    hpval1:SetPoint("CENTER", 0, -5)
    hpval2 = func.createFontString(hpvalf, cfg.font, 16, "THINOUTLINE")
    hpval2:SetPoint("CENTER", 0, 20)
    hpval2:SetTextColor(0.8,0.8,0.8)
    
    self:Tag(hpval1, "[perhp]")
    self:Tag(hpval2, "[curhp] / [maxhp]")

    self.Health.hpval1 = hpval1
    self.Health.hpval2 = hpval2

--pp strings
    ppvalf = CreateFrame("FRAME", nil, self.Power)
    ppvalf:SetAllPoints(self.Power)
    
    ppval1 = func.createFontString(ppvalf, cfg.font, 28, "THINOUTLINE")
    ppval1:SetPoint("CENTER", 0, -5)
    ppval2 = func.createFontString(ppvalf, cfg.font, 16, "THINOUTLINE")
    ppval2:SetPoint("CENTER", 0, 20)
    ppval2:SetTextColor(0.8,0.8,0.8)
    
    self:Tag(ppval1, "[perpp]") --These are the lines that arent working
    self:Tag(ppval2, "[curpp] / [maxpp]") --

    self.Power.ppval1 = ppval1
    self.Power.ppval2 = ppval2

  end
---------------------

2: The Cast Bar Countdown
- I Want to make the castbar just tell me how long the cast time of the currently casted spell is rather than showing me how much time is left, this is just a personal preference

---------------------

3: Targeting The Player Portrait
- Lastly *whew* I would like to enable the player portrait and be able to target it as if i was targeting myself if its not possible ill live but it'd be nice



Thanks so much for your time, I really appreciate it


[*Edit*]

Problem 1 was solved i believe i changed something i saw in another post but i did it slightly different. Since personally only really play mana users and if i dont i can probly make some tweaks but i just dashed out the following:
Code:
    --if powertype ~= "MANA" then
      --bar.ppval1:SetText(func.numFormat(min))
      --bar.ppval2:SetText(d2)
    --else
      --bar.ppval1:SetText(d2)
      --bar.ppval2:SetText(func.numFormat(min))
    --end
It allowed me to use tags to change the text just like i did with my health orb. Im not sure how efficient it is but i havnt noticed any significant lag.
Last edited by 19logan91 : 09-02-11 at 06:18 AM.
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Unread 08-31-11, 04:34 AM  
zork
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Well yeah. But only by hacking the code. You need to dig into it.
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Unread 08-30-11, 04:46 PM  
zoktar
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is there a way to remove the decimal from health. current format is 120.6k
id rather it just said 120k. cheers.

edit: on player(self) orb.
Last edited by zoktar : 08-30-11 at 05:37 PM.
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Unread 08-14-11, 10:56 AM  
zork
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The castbar uses a texture. You can only scale textures. Resizing will make them look distorted. That is nothing I'm going to support.
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Unread 08-13-11, 11:01 PM  
zoktar
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id like to increase the width of the player castbar, is there any easy way to do this without ruining any functions or whatnot?.

edit: looks like scale is the only viable option atm.
Last edited by zoktar : 08-14-11 at 10:11 AM.
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