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Compatibility: | Shadowlands pre-patch (9.0.1) |
Updated: | 12-15-20 11:16 AM |
Created: | 07-03-09 12:57 AM |
Downloads: | 63,008 |
Favorites: | 263 |
MD5: |
Neav UI
This UI compilation will work on all resolution.
I will not help with questions
Most of the addons in this compilation is only configurable via the supplied Lua config files (config.lua), so some basic programming knowledge is highly recommended but not required. A lot of the options are basically setting the value to either true or false depending on if you want to enable or disable the feature.
AddOns include
!Beautycase
!Colorz
nBuff
nChat
nCore
nMainbar
nMinimap
nPlates (by thomasjohnshannon)
nPower
nTooltip
oUF (by Haste)
oUF_Neav
oUF_NeavRaid
Thanks to Haste, kerrang, zork, Tuller, and many more for their great AddOns. And thomasjohnshannon/Grimsbain for making Neav UI compatible with Legion.
Information
A lot of the addons have a config.lua file where you can change some settings. So look first into this file before you ask something! Some addons like nCore, oUF_Neav and oUF_NeavRaid have an in-game configuration.
How can I move the player, target, focus, boss and arena frames?
Use the /neav slash command to toggle the anchors to move the frames around.
How can I move the Pet-, Stance- or Possessbar?
Press Shift + Alt and drag with your left mouse button on the first button of the Pet-, Stance- or Possessbar to move the them.
Commands
/neavrt to move the raid frames.
/rolecheck or /rcheck to do a role check.
/ntooltip toggles the tooltip anchor.
/alertframemover toggles the "talking head" anchor.
/neavcast toggles the anchors for the castbars.
/neavbag toggles the bag bar.
/moveextraactionbar toggles the anchor for the extra action button.
The latest updates and changes can be found on Github.
File Name |
Version |
Size |
Author |
Date |
Type |
7.3.2 |
678kB |
09-03-17 07:19 AM |
Addon |
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6.0.1 |
318kB |
10-26-14 10:28 AM |
Addon |
Comment Options |
12-21-09, 01:03 AM | ||
A Murloc Raider
Forum posts: 4
File comments: 16
Uploads: 0
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Re: Re: Re: nBuff
TicketStatusFrame:SetPoint() In case you haven't already found out how to move it. |
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BobJustBob |
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Aschker |
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Julchen |
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12-20-09, 01:37 PM | ||
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Re: Re: Re: nBuff
I dont see it on your screenshot tho so im not worried.. any ETA on your release ?
Last edited by Aschker : 12-20-09 at 01:47 PM.
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Aschker |
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12-20-09, 01:35 PM | |
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Re: Re: nBuff
Damn data wipe..
But now .. i have no problems with the GM window. http://img10.abload.de/img/wowscrnsh...09_202udj5.jpg @ Aschker ... where is the problem on pic #2?
Last edited by Neal : 12-20-09 at 01:36 PM.
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Neal |
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12-20-09, 11:41 AM | ||
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Re: nBuff
EDIT: gm issue: align issue:
Last edited by Aschker : 12-20-09 at 01:04 PM.
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Aschker |
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12-20-09, 06:10 AM | |
A Kobold Labourer
Forum posts: 1
File comments: 170
Uploads: 0
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I'd like to thank everyone for their contribution. I'm using every single fix/tweak that has been posted so far.
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Tanque |
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12-19-09, 06:01 PM | |
A Deviate Faerie Dragon
Forum posts: 17
File comments: 54
Uploads: 0
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nBuff
This should fix nBuff so all position are well right now (with consolidated buffs and without). If there are any mistakes report pls.
Code:
_G.MINUTE_ONELETTER_ABBR = '|cffffffff%dm|r' _G.HOUR_ONELETTER_ABBR = '|cffffffff%dh|r' _G.DAY_ONELETTER_ABBR = '|cffffffff%dd|r' _G.SECOND_ONELETTER_ABBR = '|cffffffff%d|r' local function BuffFrame_SetPoint(self) local hasMainHandEnchant, _, _, hasOffHandEnchant = GetWeaponEnchantInfo() if (self and self:IsShown()) then self:ClearAllPoints() if (hasMainHandEnchant and hasOffHandEnchant) then self:SetPoint('TOPRIGHT', TempEnchant2, 'TOPLEFT', -nBuff.padding.x, 0) return elseif (hasMainHandEnchant or hasOffHandEnchant) then self:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0) return elseif (not hasMainHandEnchant and not hasOffHandEnchant) then self:SetPoint('TOPRIGHT', TempEnchant1) return end end end local button = ConsolidatedBuffs--Icon button:SetScale(nBuff.button.scale) button:SetWidth(32) button:SetHeight(32) ConsolidatedBuffsIcon:SetTexCoord(0.02 , 0.48, 0.02, .98) --(left,right,top,bottom) local border = ConsolidatedBuffs:CreateTexture('$parentOverlay', 'ARTWORK') border:SetTexture(nBuff.button.borderBuff) border:SetTexCoord(0, 1, 0, 1) border:SetVertexColor(unpack(nBuff.button.buffBorderColor)) border:ClearAllPoints() border:SetPoint('TOPRIGHT', button, 1, 1) border:SetPoint('BOTTOMLEFT', button, -1, -1) button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND') button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35) button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35) button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground') button.Background:SetVertexColor(0, 0, 0, 1) ConsolidatedBuffsCount:ClearAllPoints() ConsolidatedBuffsCount:SetPoint('TOPRIGHT', button) ConsolidatedBuffsCount:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE') ConsolidatedBuffsCount:SetShadowOffset(0, 0) ConsolidatedBuffsCount:SetDrawLayer('OVERLAY') ConsolidatedBuffs:ClearAllPoints() ConsolidatedBuffs:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0) ConsolidatedBuffsIcon:SetAlpha(1) if (BuffFrame.numConsolidated > 0 ) then TemporaryEnchantFrame:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'TOPLEFT', -nBuff.padding.x, 0) else TemporaryEnchantFrame:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0) end TempEnchant2:ClearAllPoints() TempEnchant2:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0) for i = 1, 2 do local button = _G['TempEnchant'..i] button:SetScale(nBuff.button.scale) button:SetWidth(32) button:SetHeight(32) local icon = _G['TempEnchant'..i..'Icon'] icon:SetTexCoord(0.03, 0.97, 0.03, 0.97) local duration = _G['TempEnchant'..i..'Duration'] duration:ClearAllPoints() duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2) duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE') duration:SetShadowOffset(0, 0) duration:SetDrawLayer('OVERLAY') local border = _G['TempEnchant'..i..'Border'] border:SetTexture(nBuff.button.borderDebuff) border:SetTexCoord(0, 1, 0, 1) border:SetVertexColor(0.9, 0.25, 0.9) border:ClearAllPoints() border:SetPoint('TOPRIGHT', button, 1, 1) border:SetPoint('BOTTOMLEFT', button, -1, -1) button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND') button.Background:SetPoint('TOPRIGHT', border, 3.35, 3.35) button.Background:SetPoint('BOTTOMLEFT', border, -3.35, -3.35) button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground') button.Background:SetVertexColor(0, 0, 0, 1) end function UpdateBuffAnchors() local buff, previousBuff, aboveBuff; local numBuffs = 0; for i = 1, BUFF_ACTUAL_DISPLAY do buff = _G["BuffButton"..i]; if ( buff.consolidated ) then if ( buff.parent == BuffFrame ) then buff:SetParent(ConsolidatedBuffsContainer); buff.parent = ConsolidatedBuffsContainer; end else numBuffs = numBuffs + 1; index = numBuffs; if ( buff.parent ~= BuffFrame ) then buff.count:SetFontObject(NumberFontNormal); buff:SetParent(BuffFrame); buff.parent = BuffFrame; end buff:ClearAllPoints(); if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then if ((BuffFrame.numConsolidated > 0) and (index == nBuff.button.buffPerRow)) then buff:SetPoint('TOP', ConsolidatedBuffs, 'BOTTOM', 0, -nBuff.padding.y) elseif ((BuffFrame.numConsolidated == 0) and (index == nBuff.button.buffPerRow + 1)) then buff:SetPoint('TOP', ConsolidatedBuffs, 'BOTTOM', 0, -nBuff.padding.y) else buff:SetPoint('TOP', aboveBuff, 'BOTTOM', 0, -nBuff.padding.y) end aboveBuff = buff; elseif (index == 1) then BuffFrame_SetPoint(buff) else buff:SetPoint('RIGHT',previousBuff, 'LEFT', -nBuff.padding.x, 0) end previousBuff = buff; end end end hooksecurefunc("BuffFrame_UpdateAllBuffAnchors", UpdateBuffAnchors) hooksecurefunc('DebuffButton_UpdateAnchors', function(self, index) local space = 31 + nBuff.padding.y if (BuffFrame.numConsolidated > 0) then local row = ceil((BUFF_ACTUAL_DISPLAY-BuffFrame.numConsolidated+1)/nBuff.button.buffPerRow) else local row = ceil(BUFF_ACTUAL_DISPLAY/nBuff.button.buffPerRow) end if (row and row > 1) then rowspacing = -row * space else rowspacing = -space end local buff = _G[self..index] buff:ClearAllPoints() if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then buff:SetPoint('TOP', _G[self..(index-nBuff.button.buffPerRow)], 'BOTTOM', 0, -nBuff.padding.y) elseif (index == 1) then buff:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'BOTTOMRIGHT', 0, rowspacing) else buff:SetPoint('RIGHT', _G[self..(index-1)], 'LEFT', -nBuff.padding.x, 0) end end) hooksecurefunc('AuraButton_Update', function(self, index) local button = _G[self..index] if (button) then button:SetScale(nBuff.button.scale) button:SetWidth(32) button:SetHeight(32) end local icon = _G[self..index..'Icon'] if (icon) then icon:SetTexCoord(0.03, 0.97, 0.03, 0.97) end local duration = _G[self..index..'Duration'] if (duration) then duration:ClearAllPoints() duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2) duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE') duration:SetShadowOffset(0, 0) duration:SetDrawLayer('OVERLAY') end local count = _G[self..index..'Count'] if (count) then count:ClearAllPoints() count:SetPoint('TOPRIGHT', button) count:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE') count:SetShadowOffset(0, 0) count:SetDrawLayer('OVERLAY') end local border = _G[self..index..'Border'] if (border) then border:SetTexture(nBuff.button.borderDebuff) border:SetPoint('TOPRIGHT', button, 1, 1) border:SetPoint('BOTTOMLEFT', button, -1, -1) border:SetTexCoord(0, 1, 0, 1) end if (button and not border) then if (not button.texture) then button.texture = button:CreateTexture('$parentOverlay', 'ARTWORK') button.texture:SetParent(button) button.texture:SetTexture(nBuff.button.borderBuff) button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor)) button.texture:SetPoint('TOPRIGHT', button, 1, 1) button.texture:SetPoint('BOTTOMLEFT', button, -1, -1) end local name = UnitAura('player', index) if (name == select(1, GetSpellInfo(34477)) or name == select(1, GetSpellInfo(57934))) then button.texture:SetVertexColor(1, 0, 1) button.texture:SetTexture(nBuff.button.borderDebuff) else button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor)) button.texture:SetTexture(nBuff.button.borderBuff) end end if (button and not button.Background) then button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND') button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35) button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35) button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground') button.Background:SetVertexColor(0, 0, 0, 1) end end) --function UnitAura() return "TestAura", nil, "Interface\\Icons\\Spell_Nature_RavenForm", 9, nil, 120, 120, 1, 0 end http://hotfile.com/dl/20096195/bd87d...rface.zip.html
Last edited by Julchen : 12-19-09 at 06:02 PM.
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Julchen |
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neenee |
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12-18-09, 08:05 PM | ||
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Code:
MiniMapLFGFrame:ClearAllPoints() MiniMapLFGFrame:SetPoint('TOPLEFT', Minimap, -2, 1)
Last edited by Malice.US : 12-18-09 at 08:07 PM.
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Malice.US |
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12-18-09, 11:29 AM | ||
A Kobold Labourer
Forum posts: 0
File comments: 3
Uploads: 0
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A new question: It is possible to move the LFGtool and the bgtool icon while using nMinimap? Would be really great! |
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Dodo321 |
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12-18-09, 02:31 AM | ||
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Only thing I really changed was putting self:AppendText(' : ' instead of self:AddLine(TARGET .. ': to make it look like NAME : NAME-OF-TARGET-TARGET so it doesn't create a new line on the tooltip's bottom.
__________________
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Last edited by Detox : 12-18-09 at 02:32 AM.
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Detox |
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12-18-09, 01:22 AM | |||
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May I ask where you found it? After adding it, an error regarding unitTargetClassColor popped up. When doing some searching for a solution, I found another bit of code, which was posted in the Neav UI thread (this one), and it worked:
Last edited by neenee : 12-18-09 at 01:40 AM.
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neenee |
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12-17-09, 04:06 PM | ||
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Code:
if ( UnitExists(unit .. 'target') ) then if ( UnitName('player') == unitTargetName ) then self:AppendText( ': |cffff00ff' .. string.upper(YOU) .. '|r', 1, 1, 1) else if UnitIsPlayer(unit .. 'target') then self:AppendText(' : ' .. format('|cff%02x%02x%02x%s|r', unitTargetClassColor.r*255, unitTargetClassColor.g*255, unitTargetClassColor.b*255, unitTargetName), 1, 1, 1) else self:AppendText( ': ' .. format('|cff%02x%02x%02x%s|r', unitTargetReactionColor.r*255, unitTargetReactionColor.g*255, unitTargetReactionColor.b*255, unitTargetName), 1, 1, 1) end end end
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Detox |
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12-17-09, 11:21 AM | |
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Is there a way to add the Target of Target to nTooltip? I have tried using code from other tooltip addons, but thus far, I have been unsuccessful.
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neenee |
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