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Updated: 11-12-14 01:13 PM
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Compatibility:
Warlords of Draenor Pre-Patch (6.0.3)
Warlords of Draenor Pre-Patch (6.0.2)
Siege of Orgrimmar (5.4)
Escalation (5.3)
Updated:11-12-14 01:13 PM
Created:07-03-09 12:57 AM
Downloads:33,948
Favorites:202
MD5:
6.0.3

Neav UI  Popular! (More than 5000 hits)

Version: 6.0.0
by: Neal, ballagarba

Neav UI
This UI complication will work on all resolution.
But be warned.

I will not help with questions
Most of the addons in this compilation is only configurable through 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
nPower
nTooltip
oUF (by Haste)
oUF_Neav
oUF_NeavRaid

* some changes by me

Tanks to Haste, kerrang, zork, Tuller, and many more for their great AddOns.

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!

How can I move the Pet-, Stance- or Possessbar?
It's very simple!
ShiftKey + AltKey + Leftclick on the first button of the Pet-, Stance- or Possessbar to move the them.

Commands
/neavrt to move the raid frames.
/wm, /worldmarkers, /rm or /raidmarkers to show world raid markers.
/rolecheck or /rcheck to do a role check.

Great extensions
For a improved totem frame check out ImprovedTotemFrame
If you want a small, not overload threat addon. Check out zorks rThreat
Some other decent and good ui improvements are tekability, oGlow and Combuctor

The latest updates and changes can be found on Github.

v. 6.0.0

- Updates to work with Warlords of Draenor.

v. 5.4.1

- Added Siege of Orgrimmar raid debuffs to the raid frames
- Added option to hide unit tooltips during combat
- Added option to show the chat input box above the chat window (default: true)
- Option to hide the coalesced/interactive realm text from the tooltip
- Fix the error when clicking the Player vs. Player option in the picomenu
- Add absorb bar to player, target, focus and pet frame
- Fix tooltip concatenation error in scenarios

v. 5.4.0

- TOC updates (50400)
- Added an absorb bar to the raid frames (like incoming heals, except yellow)
- Option to show a border around the chat frame (#28)
- Show a tooltip on the watchframe describing how to move it (#34)

v. 5.3.0

- Abbreviate Instance chat type in nChat.
- Lower frame strata for the warlock power frame, so it doesn't obscure the map.
- Add skiplist to autogreed in nCore. See nCore/modules/autogreed.lua.
- Added Throne of Tunder debuffs to oUF_NeavRaid.
- Other minor fixes and tweaks.

v. 5.1.0

- Nameplate updates.
- Chi fixes for nPower.
- Mostly TOC updates.

v. 5.0.6

- Open mail module now shows amount of money collected.
- Nameplate threat highlight should now be correctly hidden out of combat.
- Abbreviate some more num pad keys for example: Num Pad / => Nu/ and Num Pad * => Nu*
- Correctly display the dungeon/raid difficulty on the minimap.
- Unit frames should now hide during pet battle.
- NEW: Added a threat indicator on the target frame, identical to the one Blizzard uses. You can turn it off in the config.

v. 5.0.5

- Fixes for the arena frames (hopefully shouldn't throw anymore errors at least).
- There's now a whitelist filter for buffs on the arena frames.
- Demonic Gateway timers for warlock (Blizzard style).
- Fix the "ghost buff" buff on targets.
- MoP raid debuffs.
- Fix the battletag bug on friendslist.
- Added symbiosis info and spec to tooltip.
- Now correctly display item level on tooltip.
- Correctly skin editbox on all chat windows.
- Minor tweaks...

v. 5.0.4b

- Battle.Net fixes for friends tab on nMinimap.
- oUF_SpellRange now reports out of range correctly.
- Fixes for the colorPlayerDebuffsOnly option.

v. 5.0.4

- Updated for patch 5.0.4.
- nMainbar now supports a minimum alpha on bars using mouseover.
- Minor tweaks here and there.

v. 4.3.0_1

- updated nMainbar
- updated oUF_Neav and oUF_NeavRaid
- updated nChat
- updated nMinimap
- updated nCore
- updated nBuff
- some small changes and additions

v. 4.3.0

- 4.3 compatible version
- changed version numbering scheme

v. 1.6.4

- updated for patch 4.2
Optional Files (2)
File Name
Version
Size
Author
Date
Type
6.0.1
318kB
10-26-14 10:28 AM
Addon
6.0.2
230kB
10-23-14 08:28 PM
Addon


Archived Files (3)
File Name
Version
Size
Author
Date
5.4.1
918kB
Neal
02-27-14 01:33 PM
5.4.0
934kB
Neal
09-11-13 09:47 AM
5.3.0
1MB
Neal
05-22-13 05:10 AM


Post A Reply Comment Options
Unread 06-20-11, 12:27 PM  
ballagarba
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Re: oUF_Neav

Originally posted by cokedrivers
just Downloaded the update from git hub and there is no oUF_Neav in the file.

ballagarba-NeavUI-ccaad39 is the package.
Neal is messing around with oUF_Neav at the moment and you'd do best in rolling back a couple of commits until he pushes the new ones.
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Unread 06-20-11, 11:36 AM  
cokedrivers
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oUF_Neav

just Downloaded the update from git hub and there is no oUF_Neav in the file.

ballagarba-NeavUI-ccaad39 is the package.
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Unread 06-19-11, 11:56 PM  
ballagarba
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Originally posted by Tanque
Can't nail down exactly when but I think it usually occurs in the middle of a large battle. Sorry. But that error occurs every very frequently.

Also, the raid frame seems to be locked in the center of the screen. Is there some new way to move them? I've had to turn them off as a result.
Hmm, you sure you haven't done any editing of your own, and using the latest build?

You can move the raid frames with /neavrt
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Unread 06-19-11, 08:05 PM  
Tanque
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Forum posts: 1
File comments: 170
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Code:
[22:02:31] Interface\AddOns\oUF_Neav\oUF_Neav_Tags.lua:57: attempt to perform arithmetic on local 'r' (a nil value)
[C]: ?
Interface\AddOns\oUF_Neav\oUF_Neav_Tags.lua:57: in function `?'
Interface\AddOns\oUF\elements\tags.lua:536: in function `UpdateTag'
Interface\AddOns\oUF\elements\tags.lua:384: in function <Interface\AddOns\oUF\elements\tags.lua:380>
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Unread 06-19-11, 06:32 PM  
Tanque
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Can't nail down exactly when but I think it usually occurs in the middle of a large battle. Sorry. But that error occurs every very frequently.

Also, the raid frame seems to be locked in the center of the screen. Is there some new way to move them? I've had to turn them off as a result.
Last edited by Tanque : 06-19-11 at 06:33 PM.
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Unread 06-16-11, 11:34 AM  
VexVishnu
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Re: Re: Totem Timers?

Originally posted by ballagarba
Are you referring to these?


These. The little timers that appear after dropping totems. Sorry for the jacked up pic. Haha.
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Unread 06-16-11, 08:04 AM  
ballagarba
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Re: Totem Timers?

Originally posted by VexVishnu
What happened to the default Blizz totem timers that appear under the character frame? My Lock still has the Soul Shards under the frame. Is there an option I missed while browsing through the ouf config?
Are you referring to these?

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Unread 06-16-11, 07:52 AM  
VexVishnu
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Totem Timers?

What happened to the default Blizz totem timers that appear under the character frame? My Lock still has the Soul Shards under the frame. Is there an option I missed while browsing through the ouf config?
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Unread 06-12-11, 08:24 PM  
Crapa
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Getting this error with the last github build.
I disabled Runes cooldown to only keep runic power bar.

Code:
Message: Interface\AddOns\nPower\nPower.lua:253: attempt to index field 'Rune' (a nil value)
Time: 06/13/11 04:20:24
Count: 5
Stack: Interface\AddOns\nPower\nPower.lua:253: in function <Interface\AddOns\nPower\nPower.lua:242>

Locals: self = <unnamed> {
 0 = <userdata>
 fadeInfo = <table> {
 }
 ComboPoints = <table> {
 }
 Power = <unnamed> {
 }
}
event = "RUNE_TYPE_UPDATE"
arg1 = 6
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index field 'Rune' (a nil value)"
f = <unnamed> {
 0 = <userdata>
 fadeInfo = <table> {
 }
 ComboPoints = <table> {
 }
 Power = <unnamed> {
 }
}
SetComboColor = <function> defined @Interface\AddOns\nPower\nPower.lua:137
SetComboAlpha = <function> defined @Interface\AddOns\nPower\nPower.lua:147
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Unread 06-12-11, 07:15 PM  
Tanque
A Kobold Labourer

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Error on latest github build:

Code:
[21:10:26] Interface\AddOns\oUF_Neav\oUF_Neav_Tags.lua:57: attempt to perform arithmetic on local 'r' (a nil value)
[C]: ?
Interface\AddOns\oUF_Neav\oUF_Neav_Tags.lua:57: in function `?'
Interface\AddOns\oUF\elements\tags.lua:536: in function `UpdateTag'
Interface\AddOns\oUF\elements\tags.lua:384: in function <Interface\AddOns\oUF\elements\tags.lua:380>
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Unread 06-06-11, 04:32 PM  
cokedrivers
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Originally posted by ballagarba
Well you didn't have to move the entire ColorizePVPType function declation into the hookscript. In fact, it's probably better not to. Just move the function call there, i.e. local zoneColor = ColorizePVPType(pvpType).
ok done.

Again thanks for the help with this.
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Unread 06-06-11, 03:42 PM  
cokedrivers
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Originally posted by ballagarba
Well you would have to set the color in the OnEnter HookScript so that it updates to the current value. Now you're just setting it to whatever color the zone has when you enter the game for the first time, and never update it.
I think i have it now, seems to be working still need to test Free-For-All area and waiting for que for dungeon but wintergrasp, sancuary and normal zone already tested.

Thanks ballagarba

oh yea here is the code:
Code:
    -- mouseover zone text
 
local MainZone = Minimap:CreateFontString(nil, 'OVERLAY')
MainZone:SetParent(Minimap)
MainZone:SetFont('Fonts\\ARIALN.ttf', 16, 'THINOUTLINE')
MainZone:SetPoint('TOP', Minimap, 0, -22)
MainZone:SetAlpha(0)
MainZone:SetSize(130, 15)

local SubZone = Minimap:CreateFontString(nil, 'OVERLAY')
SubZone:SetParent(Minimap)
SubZone:SetFont('Fonts\\ARIALN.ttf', 14, 'THINOUTLINE')
SubZone:SetPoint('TOP', MainZone, 'BOTTOM', 0, -5)
SubZone:SetAlpha(0)
SubZone:SetSize(130, 12)

	
Minimap:HookScript('OnEnter', function()
	
	local function ColorizePVPType(self)
		local pvpType, isFFA = GetZonePVPInfo()
		if pvpType == 'sanctuary' then
			return {r = 0.41, g = 0.8, b = 0.94}
		elseif pvpType == 'friendly' then
			return {r = 0.1, g = 1.0, b = 0.1}
		elseif pvpType == 'arena' or pvpType == 'hostile' or pvpType == 'combat' then
			return {r = 1.0, g = 0.1, b = 0.1}
		elseif pvpType == 'contested' then
			return {r = 1.0, g = 0.7, b = 0.0}
		elseif isFFA then
			return {r = 1.0, g = 0.9, b = 0.5}			
		elseif pvpType == nil then
			return {r = 1, g = 1, b = 1}
		end
		 
	end
	
	local zoneColor = ColorizePVPType(pvpType)
	
        -- disable the mouseover if the shift key is pressed, in cases we want to make a ping and the text is annoying
        
    if (nMinimap.showMouseoverZoneText and SubZone and not IsShiftKeyDown()) then
        SubZone:SetText(GetSubZoneText())
		SubZone:SetTextColor(1, 1, 1)
        securecall('UIFrameFadeIn', SubZone, 0.235, SubZone:GetAlpha(), nMinimap.alphaMouseoverZoneText)

        MainZone:SetText(GetRealZoneText())
		MainZone:SetTextColor(zoneColor.r, zoneColor.g, zoneColor.b)
        securecall('UIFrameFadeIn', MainZone, 0.235, MainZone:GetAlpha(), nMinimap.alphaMouseoverZoneText)
   end
end)

Minimap:HookScript('OnLeave', function()
    if (nMinimap.showMouseoverZoneText and SubZone) then
        securecall('UIFrameFadeOut', SubZone, 0.235, SubZone:GetAlpha(), 0)
        securecall('UIFrameFadeOut', MainZone, 0.235, MainZone:GetAlpha(), 0)
    end
end)
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Unread 06-06-11, 01:47 PM  
ballagarba
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Originally posted by cokedrivers
Neal or anyone else I would like to see the Zone Text colored by the currents zones PvP Status so I've been looking at other addons and I've got it able to switch the color just not auto i have to /rl to get the correct color.

Maybe one of you can see what i forgot.

here is the code:
Code:
    -- mouseover zone text
 
local ColorizePVPType = function(self)
	local pvpType = GetZonePVPInfo()
	if pvpType == "sanctuary" then
		return {r = 0.41, g = 0.8, b = 0.94}
	elseif pvpType == "friendly" then
		return {r = 0.1, g = 1.0, b = 0.1}
	elseif pvpType == "arena" or pvpType == "hostile" then
		return {r = 1.0, g = 0.1, b = 0.1}
	elseif pvpType == "contested" then
		return {r = 1.0, g = 0.7, b = 0.0}
	else
		return NORMAL_FONT_COLOR
	end
	 
end

local zoneColor = ColorizePVPType()

local MainZone = Minimap:CreateFontString(nil, 'OVERLAY')
MainZone:SetParent(Minimap)
MainZone:SetFont('Fonts\\ARIALN.ttf', 16, 'THINOUTLINE')
MainZone:SetPoint('TOP', Minimap, 0, -22)
MainZone:SetTextColor(0.84, 0.75, 0.65)
MainZone:SetAlpha(0)
MainZone:SetSize(130, 15)

local SubZone = Minimap:CreateFontString(nil, 'OVERLAY')
SubZone:SetParent(Minimap)
SubZone:SetFont('Fonts\\ARIALN.ttf', 14, 'THINOUTLINE')
SubZone:SetPoint('TOP', MainZone, 'BOTTOM', 0, -5)
SubZone:SetTextColor(zoneColor.r, zoneColor.g, zoneColor.b)
SubZone:SetAlpha(0)
SubZone:SetSize(130, 12)

	
Minimap:HookScript('OnEnter', function()

        -- disable the mouseover if the shift key is pressed, in cases we want to make a ping and the text is annoying
        
    if (nMinimap.showMouseoverZoneText and SubZone and not IsShiftKeyDown()) then
        SubZone:SetText(GetSubZoneText())
        securecall('UIFrameFadeIn', SubZone, 0.235, SubZone:GetAlpha(), nMinimap.alphaMouseoverZoneText)

        MainZone:SetText(GetRealZoneText())
        securecall('UIFrameFadeIn', MainZone, 0.235, MainZone:GetAlpha(), nMinimap.alphaMouseoverZoneText)
   end
end)

Minimap:HookScript('OnLeave', function()
    if (nMinimap.showMouseoverZoneText and SubZone) then
        securecall('UIFrameFadeOut', SubZone, 0.235, SubZone:GetAlpha(), 0)
        securecall('UIFrameFadeOut', MainZone, 0.235, MainZone:GetAlpha(), 0)
    end
end)
Thanks

Coke
Well you would have to set the color in the OnEnter HookScript so that it updates to the current value. Now you're just setting it to whatever color the zone has when you enter the game for the first time, and never update it.
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Unread 06-06-11, 12:25 PM  
cokedrivers
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File comments: 192
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Neal or anyone else I would like to see the Zone Text colored by the currents zones PvP Status so I've been looking at other addons and I've got it able to switch the color just not auto i have to /rl to get the correct color.

Maybe one of you can see what i forgot.

here is the code:
Code:
    -- mouseover zone text
 
local ColorizePVPType = function(self)
	local pvpType = GetZonePVPInfo()
	if pvpType == "sanctuary" then
		return {r = 0.41, g = 0.8, b = 0.94}
	elseif pvpType == "friendly" then
		return {r = 0.1, g = 1.0, b = 0.1}
	elseif pvpType == "arena" or pvpType == "hostile" then
		return {r = 1.0, g = 0.1, b = 0.1}
	elseif pvpType == "contested" then
		return {r = 1.0, g = 0.7, b = 0.0}
	else
		return NORMAL_FONT_COLOR
	end
	 
end

local zoneColor = ColorizePVPType()

local MainZone = Minimap:CreateFontString(nil, 'OVERLAY')
MainZone:SetParent(Minimap)
MainZone:SetFont('Fonts\\ARIALN.ttf', 16, 'THINOUTLINE')
MainZone:SetPoint('TOP', Minimap, 0, -22)
MainZone:SetTextColor(0.84, 0.75, 0.65)
MainZone:SetAlpha(0)
MainZone:SetSize(130, 15)

local SubZone = Minimap:CreateFontString(nil, 'OVERLAY')
SubZone:SetParent(Minimap)
SubZone:SetFont('Fonts\\ARIALN.ttf', 14, 'THINOUTLINE')
SubZone:SetPoint('TOP', MainZone, 'BOTTOM', 0, -5)
SubZone:SetTextColor(zoneColor.r, zoneColor.g, zoneColor.b)
SubZone:SetAlpha(0)
SubZone:SetSize(130, 12)

	
Minimap:HookScript('OnEnter', function()

        -- disable the mouseover if the shift key is pressed, in cases we want to make a ping and the text is annoying
        
    if (nMinimap.showMouseoverZoneText and SubZone and not IsShiftKeyDown()) then
        SubZone:SetText(GetSubZoneText())
        securecall('UIFrameFadeIn', SubZone, 0.235, SubZone:GetAlpha(), nMinimap.alphaMouseoverZoneText)

        MainZone:SetText(GetRealZoneText())
        securecall('UIFrameFadeIn', MainZone, 0.235, MainZone:GetAlpha(), nMinimap.alphaMouseoverZoneText)
   end
end)

Minimap:HookScript('OnLeave', function()
    if (nMinimap.showMouseoverZoneText and SubZone) then
        securecall('UIFrameFadeOut', SubZone, 0.235, SubZone:GetAlpha(), 0)
        securecall('UIFrameFadeOut', MainZone, 0.235, MainZone:GetAlpha(), 0)
    end
end)
Thanks

Coke
Last edited by cokedrivers : 06-06-11 at 12:54 PM.
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Unread 06-05-11, 05:11 PM  
Neal
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Re: Re: Re: A Few Requests

Yeah ;-)

The oUF layout stuff is a bit tricky, because - when you know how - you can make layout that fits your needs to 110%

But there're enough people who want to change something, and this is a problem. The one want to move an icon some pixel to the left, the other to the right etc. This is to much. The only things that a oUF_Layout maker can do is to add options for some basic settings like position, color or hide/show some things.
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