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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 10-30-08, 03:39 AM  
zoktar
A Cliff Giant
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Nice gonna try that now.

edit, seems to work perfectly now, cheer.
Originally posted by zork
Do you get the lua error and have forget to comment out the castbars? Yes you have . Dood comment out the castbars since they are anchored to the targetframe or change the anchor of the castbars.

Just tested it, if I comment out castbars + the units you want it works flawlessly.

Just found out that lua error messages are disabled by default and have to be activated first, thats why you did not get a error message when doing sth wrong in the code.
Last edited by zoktar : 10-30-08 at 04:42 AM.
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Unread 10-29-08, 01:52 PM  
zork
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Originally posted by zoktar
..
Do you get the lua error and have forget to comment out the castbars? Yes you have . Dood comment out the castbars since they are anchored to the targetframe or change the anchor of the castbars.

Just tested it, if I comment out castbars + the units you want it works flawlessly.

Just found out that lua error messages are disabled by default and have to be activated first, thats why you did not get a error message when doing sth wrong in the code.
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Last edited by zork : 10-30-08 at 02:40 AM.
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Unread 10-29-08, 01:31 PM  
zoktar
A Cliff Giant
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Havin trouble disabling units. im trying to only keep my health orb clickable to get myself as target. When i disable all spawns cept player, the health orb dissapears. mana orb is still there tho. i want party frames, castbar frame, focus, target,targetoftarget, and if there exists raid frames, disabled. have also disabled some of the textures, keeping only the orbs and the angel/devil thingys on the orbs. cheers for any help.

-------------------------------------------------------
-- SPAWN UNITS and POSITION THEM
-------------------------------------------------------

--oUF:Spawn("target","ouf_target"):SetPoint(colors2.frame_positions[3].a1, colors2.frame_positions[3].af, colors2.frame_positions[3].a2, colors2.frame_positions[3].x, colors2.frame_positions[3].y)
oUF:Spawn("player","ouf_player"):SetPoint(colors2.frame_positions[2].a1, colors2.frame_positions[2].af, colors2.frame_positions[2].a2, colors2.frame_positions[2].x, colors2.frame_positions[2].y)
--oUF:Spawn("targettarget"):SetPoint(colors2.frame_positions[4].a1, colors2.frame_positions[4].af, colors2.frame_positions[4].a2, colors2.frame_positions[4].x, colors2.frame_positions[4].y)
--oUF:Spawn("pet"):SetPoint(colors2.frame_positions[5].a1, colors2.frame_positions[5].af, colors2.frame_positions[5].a2, colors2.frame_positions[5].x, colors2.frame_positions[5].y)
--oUF:Spawn("focus"):SetPoint(colors2.frame_positions[6].a1, colors2.frame_positions[6].af, colors2.frame_positions[6].a2, colors2.frame_positions[6].x, colors2.frame_positions[6].y)
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Unread 10-29-08, 10:49 AM  
Spudnik
A Murloc Raider

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Garrgh, I'll kill myself learning lua, just to do these textures, i want them so bad.

Btw I can't find the frigging artwork on diablofans.com

EDIT: Also I have no idea how to work art in in WoW
Last edited by Spudnik : 10-29-08 at 10:55 AM.
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Unread 10-29-08, 10:32 AM  
zork
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Originally posted by Spudnik
So back to topic, would it be possible for you to make those effects on the statues?
I am an already doing this. There is a texture, that has alpha 0 (DebuffHighlight) and gets alpha 1 and debuffcolor when you get debuffed.

All you would have to do is create a dot-texture and move it ontop of the statue. If you get debuffed it will become visible. Tada...

Btw the web_buildfiles includes demons and orbs...what the heck...*g*
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Last edited by zork : 10-29-08 at 10:32 AM.
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Unread 10-29-08, 10:26 AM  
Spudnik
A Murloc Raider

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Hoorah!

So back to topic, would it be possible for you to make those effects on the statues?
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Unread 10-29-08, 10:18 AM  
zork
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Originally posted by Spudnik
By the way, just out of curiosity, where did you get the Diablo 3 art from? I know that it's in the gameplay trailer, but how did you extract it from there in such high quality?
Diablofans.com has it all. And the new Diablo 3 site is a good source too, the print key and a graphic program are your friends here.

OMFG, Blizz released a fansite kit...need to get that!
http://www.blizzard.com/diablo3/medi...xml#fansitekit

Fansite Kits are awesome, they deliver press material in superbest quality.
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Last edited by zork : 10-29-08 at 10:21 AM.
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Unread 10-29-08, 10:16 AM  
Spudnik
A Murloc Raider

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By the way, just out of curiosity, where did you get the Diablo 3 art from? I know that it's in the gameplay trailer, but how did you extract it from there in such high quality?
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Unread 10-29-08, 10:12 AM  
Spudnik
A Murloc Raider

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Yes and no, but probably no.
Which was to be expected ^^

If you would like it feel free to do so.
I would love to but I have no idea how to.
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Unread 10-29-08, 10:02 AM  
zork
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Originally posted by Spudnik
how can I set it so that my pet's health bar has the same value display as the target bar
Look at Garrys post and check the update health function for SetText.

Second ...
Would be a different layout so no.

Can you write a little readme in the lua file on how to position units correctly
http://www.wowwiki.com/API_Region_SetPoint

?? Elite" than "(my level + 3) Elite"
Good point will add that.

Tooltip...
Thats sTooltip which can be only configured by lua editing. I didn't wrote that mod.

tracing type icon and the calendar icon
Read http://www.wowinterface.com/download...-rMinimap.html

Border...
Yes and no, but probably no.

Debuff Stuff...
If you would like it feel free to do so.
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Unread 10-29-08, 09:34 AM  
Spudnik
A Murloc Raider

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Allright here goes:

First of all, how can I set it so that my pet's health bar has the same value display as the target bar, i.e. <--------6.5k - 95% ->

Second of all, I've been toying around with some layout ideas for having the pet health displayed as an orb as well (green would go awesome for my minion) but I can't seem to come up with something that looks good. so here's another question: do you have an idea for how to solve that? Because at the same time, I also don't want it to take up too much space. In general I like the current layout but I sometimes find that while in battle, I tend to overlook the little petbar. So could you add the red glow that you have on enemy health bars when their health is low to the pet one as well? That would then draw my attention to it when my pet's low.

Next: Can you write a little readme in the lua file on how to position units correctly because I'm having trouble with the table. A few examples would help like i.e. saying "to have your target bar in the top middle, set a1=?? a2=?? af=?? x=?? y=??" etc. I know this is extra work for you but the for people who are not familiar with lua, it's a great aide.

Another problem: I don't know if this presists in the newest version, haven't tried it out yet, but in the version that I'm using, all players and units that were normally displayed as being level ?? (way above my level) were shown as the level that was red for me + 1 in the Target unit frame.. Example: If I was level 30, all creeps/players that were level 35 were displayed as being level 35 because they were red to me but I could still see their level, but everything above level 35 was displayed as being level 36. (this of cause scales as you level) so I would have it much rather say level "?? Elite" than "(my level + 5) Elite"

Next thing: Your tooltip.



In your pre-3.0.2 version i figured out how to change and modify that tooltip, but now I can't remember it for the love of god. Some pointers on that? I want to change the font and layout because at the moment I'm using carbonite Quest with the D3 setup. the problem with that is that when I hover over a unit that i need to kill for a quest, carbonite, displays a line at the end of the tooltip, stating how many more i need to kill, which, however, is not visible due the mini health bar being displayed there by your tooltip.

Yet another one: is there a way to move the tracing type icon and the calendar icon to the top of the minimap so that it borders with the edge of the screen on the top and is centered of the minimap location?

What follows are just musings of my mind: would it be possible to override all the standart blizzard borders (for the character screen, the bags etc) and give them a more diablo friendly border?

I noticed that you have a colored border appear around the D3Orbs when being affected by poison/curse/magic. Idea for improvement: instead of the borders, it would be awesome to have a little effect on the D3Art, for example when being affected by a debuff, the demon's eyes glow red and when having a buff on you, the angle becomes lighter, glowing a little bit. I think this would be way prettier than just those fat borders and still maintain the functionality of it.
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Unread 10-28-08, 01:42 AM  
Fulnir
A Murloc Raider

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Thank you so much Gerry. Your advice works perfectly
And thank you again Zork for all you hard work on this mod. It truly is groundbreaking imo.
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Unread 10-27-08, 03:50 PM  
zork
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Originally posted by Reinhearthe
...
there is now a table where you can set most of the positions. search for "frame_position"s.

Just playing with it a lot and 006 rocks.
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Last edited by zork : 10-27-08 at 03:51 PM.
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Unread 10-27-08, 03:38 PM  
Reinhearthe
A Kobold Labourer

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Originally posted by zork
Working on some stuff right now for positioning and combopoints.

http://zorktdmog.zo.funpic.de/rothui...708_192836.jpg

On this screen the UI Scale is set to nothing, all scaling is done inside rBars2, rMinimap, rBuff and oUF_D3Orbs.
Just for grins.. this is how I was hacking around with your very fine work...

Config section:

Code:
  
  -- bpos distance from bottom for use with viewports  (187)
  -- orginal line code left in place as rem statement
  
  
  bpos = 0
  
  -- lpos distance for left orb (-615)(-312)
  
  lpos = -312
  
  -- rpos distance for right orb (615)(305)
  
  rpos = 305

  
  -- wdbbar wiidth of bottom bar 0 = transparent (for no bar) (500)(1107)
  
  wdbbar = 500
Note the width of bottom bar this method just stretches the graphic...

I made myself a little not of default values and values I used to move the elements around on 'viewported' wide screen.

down in the code the variables were used:

Health orb:

Code:
        self.Health:SetPoint("TOPLEFT", (lpos + 312), (bpos + 4))
Power orb:

Code:
self.Power:SetPoint("BOTTOM", UIParent, "BOTTOM", (rpos -55), (bpos - 8))
D3 art frame section:

Code:
    d3f:SetPoint("BOTTOM",rpos,bpos)
Code:
    d3f2:SetPoint("BOTTOM",lpos,bpos)
Code:
    d3f3:SetPoint("BOTTOM",0,bpos)

I was toying with the idea of custom graphics for the bar in between etc:

but at this point I just reverted back to having the orbs at the bottom while leaving the config options in place for later if I choose to switch things up...

Code:
 local d3f4 = CreateFrame("Frame",nil,UIParent)
  d3f4:SetFrameStrata("BACKGROUND")
  d3f4:SetWidth(512)
  d3f4:SetHeight(256)
  --d3f4:SetPoint("BOTTOM",1,0)
    d3f4:SetPoint("BOTTOM",1,bpos)
  d3f4:Show()
  --d3f4:SetScale(myscale)
  local d3t4 = d3f4:CreateTexture(nil,"BACKGROUND")
--  if usebar == 1 then
--    d3t4:SetTexture("Interface\\AddOns\\oUF_D3Orbs\\textures\\d3_bar6")
--  else
--    d3t4:SetTexture("Interface\\AddOns\\oUF_D3Orbs\\textures\\d3_bar5")
--  end
--  d3t4:SetTexture("Interface\\AddOns\\oUF_D3Orbs\\textures\\d3_barb")
  d3t4:SetTexture("Interface\\AddOns\\oUF_D3Orbs\\textures\\d3_bart")
  d3t4:SetAllPoints(d3f4)
I hope you don't mind too much... I am just a hack... no real talent... yet.
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Unread 10-27-08, 12:31 PM  
zork
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Working on some stuff right now for positioning and combopoints.

http://zorktdmog.zo.funpic.de/rothui...708_192836.jpg

On this screen the UI Scale is set to nothing, all scaling is done inside rBars2, rMinimap, rBuff and oUF_D3Orbs.
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