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Updated:04-23-10 02:50 PM
Created:11-22-09 10:48 AM
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ncUI  Popular! (More than 5000 hits)

Version: 2.1a
by: nightcracker [More]


ncUI is an extreme light-weight user interface with a nice minimalistic look. This UI has less than 350 kB memory usage! I'm in love with this UI, and I hope you will fall in love with it too. Almost all config(which is currently nearly none) is found in the .lua files. Open them with Notepad and start editing! Warning: if you edit the wrong parts it will break the UI.

How to install:
Rename (if existent) your "Interface" and "Fonts" folders to "Interface_backup" and "Fonts_backup". Extract the Interface and Fonts folders to the folder which contains WoW.exe(default is "C:\Program Files\World of Warcraft\"). On first login you will be prompted to auto-install, click yes and ur done!

Usage:
Once installed, when you enter the game the UI will auto-configure. Then your ready to begin!
The navigation in ncUI is a little bit different than in the default UI. To bind use /hb and you can bind your actionbars, spells in the spellbook and macros.
Rightclick on the minimap is for tracking.
To get 25 extra actionbutton, open the default keybindings frame(Escape > Bindings), scroll all the way down and bind something to "Extra Buttons". If you now press and HOLD the keybinding, 25 extra buttons will become visible under your mouse.

Config is in the lua file "config.lua" found in the ncUI addon folder. The settings are well commented and easy to edit.

Upcoming features/todo list:
- Gametooltip quest info
- Clock and guild to ncDatatext
- My own unitframes
- Rewrite of CoolLine to ncCooldownline
- Totem bar
Suggest features! My todo list that constantly updates can be found here.

Credits:
- Tukz
- FatalEntity
- TotalPackage
- Cidrei
- Industrial
- Cael
- Evl
- p3lim
- haste
- Zork
- Tekkub

Bugs:
Please report all bugs here.

2.1
--
Too big to put in this log :D

2.0a, 2.0b
--
Fixed issue with the raid frames.

2.0
--
Fixed partyframe, fixed debufftimer, added cooldown flasher and most importantly, ncUI is out of the beta phase!

1.14
--
Added 2 bar layout, some fixes and added ncHoverName and ncKillingBlow. Also ncHoverFocus.

1.13
--
Major pixelperfect overhaul and debufftimer caching system added

1.12
--
Added a basic raid frame lay-out, fixed some bugs, fixed crash bug on zone and added debufftimer

1.11
--
Major update, done UF and layout completely overhauled

1.10
--
Font fix and minimap fix, also fixed vehicle exit button

1.9
--
Font changed

1.8
--
Increased the font size of the UF, removed the outline and fixed extrabuttons.lua

1.7
--
3.3 patch version pre-release, no new content, just bugfixes of 3.3

1.6
--
Added vehicle exit button

1.5
--
Small bugfix with druid bonus action bar and removed some unused textures.

1.4
--
Added pet and changed the look a little. Also added the font again, forgot to add it in 1.3.

1.3
--
And now it's a suite! Major changes under the hood and fixed with the resolution. Also more config possibilitys are added.

1.2
--
Another ncBags fix, and ncBindings modified.

1.1
--
Fixed ncBags and added bag bar, plus global config for color scheme.

1.0
--
Initial upload.
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Unread 03-07-10, 05:46 AM  
yooFluffy
A Kobold Labourer

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One last question.

I have on last question with the UI, i want to replace the rightchat with recount so i try to reset the chat to default but everytime i log in it is still in the corner. I hope you understand my problem and im sorry for my english.
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Unread 03-07-10, 02:12 AM  
Battlegoat
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Originally posted by unSki
Hey,

I know 1 bug, when i do Trial of the Champion the bar switch to horse's skill but when i quit the horse I keep horse's skill.. I need to /rl
i had a bug where i mount the horse, but i keep my own bars - so i stand there rather useless ^^
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Unread 03-06-10, 10:29 PM  
Nysil
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Originally posted by unSki
Hey,

I know 1 bug, when i do Trial of the Champion the bar switch to horse's skill but when i quit the horse I keep horse's skill.. I need to /rl
I've never had that happen before tbh
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Unread 03-06-10, 08:31 PM  
unSki
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Hey,

I know 1 bug, when i do Trial of the Champion the bar switch to horse's skill but when i quit the horse I keep horse's skill.. I need to /rl
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Unread 03-06-10, 11:07 AM  
Nysil
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Ok, finally got around to adjusting the unitframes.lua. :P The runebar isn't *quite* pixel perfect, but there's not much I can do other than trial and error the ratios for everything :P

Comment is too long, can't post it :O

ok, uploaded the thing to 2shared.
Last edited by Nysil : 03-06-10 at 11:14 AM.
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Unread 03-06-10, 10:49 AM  
Nysil
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Originally posted by nightcracker
How about you change panels.lua width too then?
Tried that, but the unit frames use that bar for positioning, so when I set the barbg panel's width to 401 (the width for 12 buttons) the unitframes begin to overlap each other. I've been feeling lazy lately so I haven't gotten around to figuring out the unitframes yet :P
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Unread 03-06-10, 10:08 AM  
nightcracker
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How about you change panels.lua width too then?
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Unread 03-06-10, 10:03 AM  
Nysil
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To those of you that want a full 12 button bar that pages, replace your actionbar.lua with this:

Code:
local barholder = CreateFrame("Frame","ncBarholder",UIParent)
local petbarholder = CreateFrame("Frame","ncPetBarholder", ActionBarBackground)
local bonusactionbarholder = CreateFrame("Frame","ncPetBarholder", ActionBarBackground)
local shapeshiftbarholder = CreateFrame("Frame","ncShapeShiftholder", UIParent)
local db = ncUIdb["actionbar"]

PetActionBarFrame:SetParent(petbarholder)
PetActionBarFrame:SetWidth(.01)
PetActionButton1:ClearAllPoints()
PetActionButton1:SetPoint("TOP", PetActionBarBackground, "TOP", 0, ncUIdb:Scale(-5))
PetActionButton1:SetFrameLevel(3)

BonusActionBarFrame:SetParent(bonusactionbarholder)
BonusActionBarFrame:SetWidth(0.01)
BonusActionBarTexture0:Hide()
BonusActionBarTexture1:Hide()
BonusActionButton1:ClearAllPoints()

shapeshiftbarholder:SetSize(ncUIdb:Scale(25), ncUIdb:Scale(25))
shapeshiftbarholder:SetPoint("TOPLEFT")
ShapeshiftBarFrame:SetParent(bonusactionbarholder)
ShapeshiftBarFrame:SetWidth(0.01)
ShapeshiftButton1:ClearAllPoints()
ShapeshiftButton1:SetPoint("BOTTOMLEFT", shapeshiftbarholder, ncUIdb:Scale(11), ncUIdb:Scale(-11))
hooksecurefunc("ShapeshiftBar_Update", function()
	ShapeshiftButton1:SetPoint("BOTTOMLEFT", shapeshiftbarholder, ncUIdb:Scale(11), ncUIdb:Scale(-11))
end) 

for i=1, 12 do
	_G["ActionButton"..i]:SetParent(UIParent)
end

local MicroButtons = {
	CharacterMicroButton,
	SpellbookMicroButton,
	TalentMicroButton,
	AchievementMicroButton,
	QuestLogMicroButton,
	SocialsMicroButton,
	PVPMicroButton,
	LFGMicroButton,
	MainMenuMicroButton,
	HelpMicroButton,
}
for _, f in pairs(MicroButtons) do
	f.Show = function() end
	f:Hide()
end
  
PossessBarFrame:SetParent(barholder)
PossessButton1:ClearAllPoints()
PossessButton1:SetPoint("LEFT",MultiBarLeftButton1,"RIGHT",0,0)

local function showhide(alpha)
	for i=1,12 do
		_G["ActionButton"..i]:SetAlpha(alpha)
	end
end

for i=1,12 do
	_G["BonusActionButton"..i]:SetFrameStrata("MEDIUM")
end

BonusActionBarFrame:HookScript("OnShow", function(self) showhide(0) end)
BonusActionBarFrame:HookScript("OnHide", function(self) showhide(1) end)
if BonusActionBarFrame:IsShown() then
	showhide(0)
end

MainMenuBar:SetScale(0.001)
MainMenuBar:SetAlpha(0)

VehicleMenuBar:SetScale(0.001)
VehicleMenuBar:SetAlpha(0)
  
local vehicle = CreateFrame("BUTTON", nil, UIParent, "SecureActionButtonTemplate")
vehicle:SetWidth(30)
vehicle:SetHeight(30)
vehicle:SetPoint("BOTTOMLEFT", ActionBarBackground, "TOPLEFT", -5, 0)

vehicle:RegisterForClicks("AnyUp")
vehicle:SetScript("OnClick", function() VehicleExit() end)

vehicle:SetNormalTexture("Interface\\Vehicles\\UI-Vehicles-Button-Exit-Up")
vehicle:SetPushedTexture("Interface\\Vehicles\\UI-Vehicles-Button-Exit-Down")
vehicle:SetHighlightTexture("Interface\\Vehicles\\UI-Vehicles-Button-Exit-Down")

vehicle:RegisterEvent("UNIT_ENTERING_VEHICLE")
vehicle:RegisterEvent("UNIT_ENTERED_VEHICLE")
vehicle:RegisterEvent("UNIT_EXITING_VEHICLE")
vehicle:RegisterEvent("UNIT_EXITED_VEHICLE")
vehicle:SetScript("OnEvent", function(self, event, arg1)
	if (((event=="UNIT_ENTERING_VEHICLE") or (event=="UNIT_ENTERED_VEHICLE")) and arg1 == "player") then
		vehicle:SetAlpha(1)
	elseif (((event=="UNIT_EXITING_VEHICLE") or (event=="UNIT_EXITED_VEHICLE")) and arg1 == "player") then
		vehicle:SetAlpha(0)
	end
end)  
vehicle:SetAlpha(0)

ActionButton1:ClearAllPoints()                                       --Center the now shorter bars
ActionButton1:SetPoint("BOTTOMLEFT", ActionBarBackground,"BOTTOMLEFT", ncUIdb:Scale(72), ncUIdb:Scale(5))
BonusActionButton1:SetAllPoints(ActionButton1)
for i=2, 12 do
    local b = _G["ActionButton"..i]
    local b2 = _G["ActionButton"..i-1]
    b:ClearAllPoints()
    b:SetPoint("LEFT",b2,"RIGHT", ncUIdb:Scale(4), 0)
end

for i=2, 10 do
    local b = _G["ShapeshiftButton"..i]
    local b2 = _G["ShapeshiftButton"..i-1]
    b:ClearAllPoints()
    b:SetPoint("LEFT",b2,"RIGHT", ncUIdb:Scale(4), 0)
end

for i=2, 10 do
    local b = _G["PetActionButton"..i]
    local b2 = _G["PetActionButton"..i-1]
    b:ClearAllPoints()
    b:SetPoint("TOP",b2,"BOTTOM", 0, ncUIdb:Scale(-4))
end

for i=2, 12 do
    local b = _G["BonusActionButton"..i]
    local b2 = _G["BonusActionButton"..i-1]
    b:ClearAllPoints()
    b:SetPoint("LEFT",b2,"RIGHT", ncUIdb:Scale(4), 0)
end

MultiBarLeftButton1:ClearAllPoints()
MultiBarLeftButton1:SetPoint("LEFT", ActionButton8,"RIGHT", ncUIdb:Scale(5), 0)
for i=2, 12 do
    local b = _G["MultiBarLeftButton"..i]
    local b2 = _G["MultiBarLeftButton"..i-1]
    b:ClearAllPoints()
    b:SetPoint("LEFT",b2,"RIGHT", ncUIdb:Scale(4), 0)
end

if ncUIdb["actionbar"].bars~=1 then
	MultiBarBottomLeftButton1:ClearAllPoints()
	MultiBarBottomLeftButton1:SetPoint("BOTTOM", ActionButton1,"TOP", 0, ncUIdb:Scale(5))
	MultiBarBottomRightButton1:ClearAllPoints()
	MultiBarBottomRightButton1:SetPoint("LEFT", MultiBarBottomLeftButton8,"RIGHT", ncUIdb:Scale(5), 0)
	for i= 2, 12 do
	    local b = _G["MultiBarBottomLeftButton"..i]
		local b2 = _G["MultiBarBottomLeftButton"..i-1]
		b:ClearAllPoints()
		b:SetPoint("LEFT", b2,"RIGHT", ncUIdb:Scale(4), 0)
		
		local b = _G["MultiBarBottomRightButton"..i]
		local b2 = _G["MultiBarBottomRightButton"..i-1]
		b:ClearAllPoints()
		b:SetPoint("LEFT", b2,"RIGHT", ncUIdb:Scale(4), 0)
	end
end

local securehandler = CreateFrame("Frame", nil, nil, "SecureHandlerBaseTemplate")
--FULL BARS NAO!!!
--[[
for i=9,12 do
	securehandler:WrapScript(_G["MultiBarLeftButton"..i], "OnShow", "self:Hide()")
	securehandler:WrapScript(_G["BonusActionButton"..i], "OnShow", "self:Hide()")
	securehandler:WrapScript(_G["MultiBarBottomLeftButton"..i], "OnShow", "self:Hide()")
	securehandler:WrapScript(_G["MultiBarBottomRightButton"..i], "OnShow", "self:Hide()")
end
]]
for i=1,12 do
	securehandler:WrapScript(_G["MultiBarRightButton"..i], "OnShow", "self:Hide()")
	if ncUIdb["actionbar"].bars==1 then
		securehandler:WrapScript(_G["MultiBarBottomLeftButton"..i], "OnShow", "self:Hide()")
		securehandler:WrapScript(_G["MultiBarBottomRightButton"..i], "OnShow", "self:Hide()")
	end
end

for i=1,12 do
	_G["ActionButton"..i]:Show()
	_G["BonusActionButton"..i]:Hide()
end
This is what it will look like when you enable 2 bars. With this, you only need to enable the bottom left bar, or disable all the extra bars if you're just using 1 bar (I recommend using the 2 bar layout with this though). The bottom bar pages exactly how the default one does, while the top bar I use for random things not important enough to keybind, but I don't want to have to hunt for like food/water/hearthstones/professions. You do lose 8 (or 4 with 1 bar) visible buttons though, but that's easily made up for with the /hb function.
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Unread 03-06-10, 07:03 AM  
nightcracker
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Re: Love the UI.

Originally posted by yooFluffy
Hey i love the UI but i got some questions.

1. My bottom actionbar just stops there in the middle, thats kinda wierd.

Make sure you have all actionbars enabled in the options. Open up Escape menu > Interface > Action Bars and tick all boxes

2. I can only see the GCD on my runic power spells for some reason.

No idea, I'll look into it.

3. I want to remove your own boss mod and replace it with DBM but i dont really know how to.

This UI doesn't contain a boss mod.

That was all the problems i found so far. And again thanks for the awesome ui! =)
Somehow I need to have 10 characters.
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Unread 03-06-10, 05:30 AM  
yooFluffy
A Kobold Labourer

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Love the UI.

Hey i love the UI but i got some questions.



1. My bottom actionbar just stops there in the middle, thats kinda wierd.

2. I can only see the GCD on my runic power spells for some reason.

3. I want to remove your own boss mod and replace it with DBM but i dont really know how to.

That was all the problems i found so far. And again thanks for the awesome ui! =)
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Unread 03-05-10, 03:35 PM  
Kite874
A Kobold Labourer

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Originally posted by Kite874
yer a god <3 will try that as soon as i ..... wake up. off to bed now.

nn dont let the bedbugs bite
worked like a charm got it back to where it originaly was over the right chat window. Now with the change that it actualy disappears when the mob dies and my 2 bubble debuff not showin its the perfect spot, dont need to see whispers during fight anyways.
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Unread 03-05-10, 02:41 PM  
unSki
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Hi nice compilations!

Did you gonna make an incoming heal ?

sry for my english..
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Unread 03-04-10, 11:25 PM  
Manaman
An Aku'mai Servant
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Suggested new layout for the 2 bar setup. This will meet the needs of having all 12 normal actions on the bar from the default UI and the shapeshift/stance bars.

Action IDs 13-24 are typically not used by most people in the default UI as it requires a page change. So I first used those buttons to split up for the extra 4 actions needed on each set of 12 to make 16 for your bar length. I then kidnapped 4 more buttons from the default bottom right bar. My suggestion uses a modifier approach to have 2 pages of buttons for the 2 bars. See below:

Code:
Normal,rt 4		Modifier,rt 4
61-72, 17-20 		37-48, 49-52
1-12, 13-16		25-36, 21-24

Leaving 8 remaining action IDs...
"Modifier" could be set in your config file. I would guess most people would use shift. When they hold their modifier, the whole of the 2 bars would change to the other set of action IDs. It's basically main bar and bottom left bar like the default UI, with the side 2 bars as the modifier condition. The extra 8 IDs could be used for a popup action bar like you have currently, or they can just be ignored, as people will have plenty of action bars to work with. If you were to set it up this way, or tell me how I could set it up this way, I would be most thankful.
Last edited by Manaman : 03-04-10 at 11:26 PM.
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Unread 03-04-10, 07:44 PM  
Kite874
A Kobold Labourer

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Originally posted by nightcracker
Find this line and edit to your needs:
Code:
f:SetPoint("BOTTOMRIGHT", UIParent, "CENTER", ncUIdb:Scale(-250), 5) -- anchor
yer a god <3 will try that as soon as i ..... wake up. off to bed now.

nn dont let the bedbugs bite
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Unread 03-04-10, 02:50 PM  
nightcracker
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Originally posted by Kite874
the original position was ok IF the debufs would disapear when the mob is dead or youre out of combat. the other solution might be move it up a bit so its sitting above the right chat frame and make it work up or underneath the minimap and make it work down.

In my case with additional addons im using, the chat option would be best but subbed above the left chat frame ^^.

else where can i edit so i can move it myself? bit clueless @ LuA code :P
Find this line and edit to your needs:
Code:
f:SetPoint("BOTTOMRIGHT", UIParent, "CENTER", ncUIdb:Scale(-250), 5) -- anchor
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