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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 11-04-08, 03:23 PM  
zork
A Pyroguard Emberseer
 
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Yep, that what can happen in some instances. They affect the position of the animation. Don't ask me why. I can't do anything against this behavior.
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Unread 11-04-08, 02:46 PM  
Fulnir
A Murloc Raider

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Hey Roth,
Just wanted to let you know the animation files played me a little trick yesterday. I remember a similar issue from the old D3Orb addon when being inside instances (the setpoints went all bananas). As you can see on the pictures beneath the animation frames go up to the top of the orb when I enter Auchenai Crypts, but when I'm in Hellfire Ramparts it's fine. I haven't experienced this radical change in the animation frame any other place, although when in hillsbrad the animation is very dynamic.
I'm using your oUF_D3orb addon, think it's r006 (haven't updated it since then as according to your changelog the stuff I use haven't changed)

Here's a pic of the situation in question
http://img171.imageshack.us/my.php?image=oufd3ch1.jpg

Here is how it looks like in normal situations
http://img171.imageshack.us/my.php?i...3normalbq2.jpg

Hope you can clarify what's going on for me, since I feel a little lost here
Last edited by Fulnir : 11-04-08 at 02:48 PM.
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Unread 11-04-08, 02:08 PM  
sewmaster
A Kobold Labourer

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some things

hi
i like your layout but the're some things i'd like to see in it
1. it will be very useful to make portrets clickable for targeting party members not just bar below them (if it already realised i have a bug)
2. display the tapping of mob (i mean if other player hit it before you and you won't receive exp and loot from it)
i think just changing color of target name to grey will be good

i will be glad if you tell me how to change the coloring of the target bar i'd like to see full healh with full red bar?
i can not do it by myself
thanks
P.S. sorry for my bad english
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Unread 11-04-08, 02:03 PM  
zork
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Re: elimination of button facade

Btw here is the current state of the raidframe:
http://zorktdmog.zo.funpic.de/rothui...408_205827.jpg

Look and feel of Grid.
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Unread 11-04-08, 08:01 AM  
Reinhearthe
A Kobold Labourer

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elimination of button facade

Originally posted by lodewijk
i wasnt clear enough about the textures. the strata isnt the problem. indeed i use macaroon, what i havnt mentioned i also use buttonfacade. what i was looking for is a way to disable the d3orb background so i can use my own. atm displaying buttonfacade on top of d3orb background just doesnt look very nice.

A quick trick I did for this... again.. keeping a backup of original files.. rename a copy of < orb_transparent.tga > to use in place of the
< d3_bar6.tga > or < d3_bar5.tga >

OR again... just comment out that part of the code that displays the button art.

maybe a quick config addition at the top to select no button art..??

Kinda interesting how this is sorta an ad hoc open source project.. )

Cheers!
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Unread 11-03-08, 12:56 PM  
Spudnik
A Murloc Raider

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How can I set the color of the percentage number in the Orbs to the color of the smaller, more accurate number below?
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Unread 11-03-08, 10:58 AM  
lodewijk
A Deviate Faerie Dragon

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thank you for the quick reponse. i like all other features a lot (castbars, orbs, party frames, gryphon replacements) it was this little thing that annoyed me a bit. keep it up.

i'd like to add that this is also THE most enduserfriendly (is that good english?) ouf product out there with its easy to understand setup in the .lua. even i can understand that.
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Unread 11-03-08, 06:44 AM  
zork
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Originally posted by lodewijk
i wasnt clear enough about the textures. the strata isnt the problem. indeed i use macaroon, what i havnt mentioned i also use buttonfacade. what i was looking for is a way to disable the d3orb background so i can use my own. atm displaying buttonfacade on top of d3orb background just doesnt look very nice.
You could delete the 2 ActionBarHolder textures (d3_bar5.tga and d3_bar6.tga), but you would have no background then.
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Unread 11-03-08, 05:29 AM  
lodewijk
A Deviate Faerie Dragon

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i wasnt clear enough about the textures. the strata isnt the problem. indeed i use macaroon, what i havnt mentioned i also use buttonfacade. what i was looking for is a way to disable the d3orb background so i can use my own. atm displaying buttonfacade on top of d3orb background just doesnt look very nice.
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Unread 11-03-08, 02:58 AM  
zork
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That would assume that the macaroon! buttons are bound to the background layer which is hard to believe. That would be a problem since you would have a hard time when trying to underlay a texture then.

Both the texture and the frame of the Diablo 3 BarHolderTexture are bound to "BACKGROUND". Normally buttons are bound to a layer above that.

All you would have to to is to change the "strata" of your Macaroon bars. I checked macaroon lua code and there should be a config for this:
Code:
	bar:SetFrameStrata(bar.config.barStrata)
Just find where you can change the strata and set it from background to "LOW" or sth higher.
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"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
Last edited by zork : 11-03-08 at 02:58 AM.
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Unread 11-03-08, 01:43 AM  
lodewijk
A Deviate Faerie Dragon

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Originally posted by Spudnik
That's because there's only graphics. You need something like rBars (included in the Roth UI package) or Dominoes for your action bars.
ok, thats clear now. i am using macaroon. next question would be, how do i get rid of the gfx that are in d3orbs? i want to have control over size and texture of my buttons and right now d3orbs textures are in my way.
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Unread 11-02-08, 06:21 PM  
Reinhearthe
A Kobold Labourer

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Originally posted by Spudnik
That's because there's only graphics. You need something like rBars (included in the Roth UI package) or Dominoes for your action bars.

ctmod.net too
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Unread 11-02-08, 01:06 PM  
Spudnik
A Murloc Raider

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That's because there's only graphics. You need something like rBars (included in the Roth UI package) or Dominoes for your action bars.
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Unread 11-02-08, 12:26 PM  
lodewijk
A Deviate Faerie Dragon

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most likely i'm overlooking something onvious, but i cant drag 'n drop spells from my spellbook to the bars. any ideas ?
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Unread 11-01-08, 06:13 PM  
Spudnik
A Murloc Raider

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Now I see what you wanted to do, you just replaced the old textures with the new ones. I thought that you wanted to do it like this: have the old textrures when not buffed/debuffed and then only lay the new layers on top of the old ones when buffed/debuffed. That's what I've been trying to do but even there I failed miserably.
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