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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:100,094
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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 08-07-11, 06:09 PM  
Kintrik
A Kobold Labourer

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question. i wan't to move my holypower/soulshard/etc. to be at the bottom of my power bar. however all the other textures are rendered on top. Where can I go to change the order the textures are rendered so the class bar is on top of everything else?
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Unread 07-30-11, 07:41 AM  
zork
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Re: Orbs

Sure you can do that. oUF is a unit framework and oUF layouts can bring units to your screen. Units are spawned under a specific style. I spawn the player frame under the style of an orb.
Thus you could spawn the target frame under the orb frame aswell. (Or as much units as you wish). I did sth like this already with one of my first layouts called: oUF_Orbs. http://www.wowinterface.com/download...-oUF_Orbs.html

The orb creation functions can be reused but I think they need adjustments. They are not going to work out of the box for any unit.
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Last edited by zork : 07-30-11 at 07:43 AM.
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Unread 07-29-11, 08:00 PM  
MrSkullkid
A Kobold Labourer

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Orbs

Hey, been working with your mod for a littlebit and been able to pretty much have it do whatever i ask it to do. There is one thing that pussles me a little however; It should be possible to assign orbs to target as well in place of the standard unitframe that you have given it, through modifying code i suspect.

Is there a short way to do this or do i need to make all the functions for the target from scratch? Been looking at the code you did for player and compared it to target, as i have tested i am able to make multiple orbs pop up, one through player.lua, another through target which i wanted to, except it reflecting the players hp and power even thought i modified it not to.

Any tips you can give?

Either way its a great addon and i am looking forward to keep using this in the future :]
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Unread 07-22-11, 06:42 AM  
zork
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Check oUF_Diablo/config.lua

Go down to the raid attributes. Swith the 2 points (LEFT and TOP) and adjust the values thereafter.
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Unread 07-21-11, 04:42 PM  
rellein
A Kobold Labourer

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IS there any way to make the raid frames go left to right instead of up and down
Last edited by rellein : 07-21-11 at 05:05 PM.
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Unread 07-20-11, 05:38 PM  
zork
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Re: question regarding config

Yeah that is because the class animation config some lines below does override your settings. So check the class settings.
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Unread 07-20-11, 04:16 PM  
pircio
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question regarding config

hello...

i'm making changes via config.lua and it doesnt seem to want to update anything. specifically i'm trying to change the animation used in the orbs. I change the number for

--health animation
cfg.animhealth = 2 --default 7
--power animation
cfg.animmana = 13 --default 8

and its still the white and purple swirls. am i missing something? i was messing around with some other things and trying to change positioning via the config file as well and that didnt seem to work either

cfg.framesUserplaced = true
cfg.framesLocked = true

seem to work but that's about it
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Unread 06-23-11, 01:42 AM  
zork
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Re: Re: Re: Highlight Dispellable Buffs

It is working, but only affects debuffs.
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Unread 06-22-11, 06:34 PM  
Iseabail
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Re: Re: Highlight Dispellable Buffs

Originally posted by zork
Afaik yes but you need to rewrite sth in the target frame debuff function. I suggest you ask in the oUF forum first. Maye there is an attribute that can be set to make them glow or sth.
I'm not much of a coder, but I'll check into that, thanks.

Ok, this is probably a silly question, but exactly what does the 'desaturateDebuffs' option in the target config do? I was hoping it was similar to the aura display in ouf_Arp, where buffs/debuffs NOT cast by you are shown with no color saturation. But I haven't really seen any difference in having the setting on or off.
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Unread 06-20-11, 02:18 AM  
zork
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Re: Highlight Dispellable Buffs

Afaik yes but you need to rewrite sth in the target frame debuff function. I suggest you ask in the oUF forum first. Maye there is an attribute that can be set to make them glow or sth.
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Unread 06-19-11, 09:39 PM  
Iseabail
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Highlight Dispellable Buffs

First, thanks for sharing this lovely interface, I love it.

Question: is it possible to set up the enemy target auras to show only my dispellable buffs?
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Unread 06-15-11, 08:22 AM  
zork
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rBBS has no fluid animation models atm only this mod has.

oUF_Diablo has a config.lua. Just disable every unit except player. You can even disable certain modules of the player unit (castbar, soulshard icons etc.)
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Last edited by zork : 06-15-11 at 08:25 AM.
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Unread 06-15-11, 07:21 AM  
zohar101
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Another quick question. Since I use a different oUF for target/focus bar + party bars, what would be the best way to try out the new orbs+actionbar? rBottombarstyler? Or you need oUF_Diablo to see all the perks like animations?
Last edited by zohar101 : 06-15-11 at 07:21 AM.
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Unread 06-13-11, 11:10 AM  
zork
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You can define whatever animation for any class. You choose.
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Unread 06-13-11, 07:51 AM  
zohar101
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So pretty.
But wait a min. You say mage doesn't use power type coloring but you see it's blue class color and then a different shade of blue for mana.
Agh this makes me want to disassemble my entire UI yet again.
Last edited by zohar101 : 06-13-11 at 07:53 AM.
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