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Diablo 3 dynamic Orbs  Popular! (More than 5000 hits)

Version: 1.21b
by: Spellshaper [More]

BEWARE: If you are updating from version 1.1 or lower to 1.2 or higher, you HAVE to delete the old folders! (Diablo3Orbs, Diablo3HealthFrame, rFader, rTextures)

Hawt Stuff:
- should support death knights and runic power as of 1.21b. No rune display yet, I recommend RuneMover until then.



These are the Diablo 3 Orbs, taken from Roth UI v080722, with some changes.
The original mod is available here: http://www.wowinterface.com/downloads/info9175
Try it!


-Strata of frames changed to prevent UI elements getting hidden behind.
-The texture d3_bar4.tga is used instead of the original one for easier placement of action bars.
-Widened the space between the orbs.
-Optional angel/demon frame, widened the bottom bar.
-The power orb will now change color according to druid forms, or the player being a warrior/rogue. No more blue energy orbs for rogues (and warriors and stuff)!

You will need an action bar addon like bartender/bongos/dominos to actually place action buttons on top of the bar frame.

Contents:
-Diablo3dynOrbs

Configuration:
-Type "/dynorbs" to access the options
-Right now, you can toggle both the additional art on the sides and the main bar.

Support:
-Leave me a comment. I will try to help when I can.

Credits:
-Rothar/Zork: I love your Orbs! ^.^

1.21b
- Hotfix for runic power.
- Updated TOC.

1.21a
- Bugfix! Thanks to Shabazza for spotting it.

1.21
- More slash commands.
- Main bar now hideable.

1.2
- Tyrael and the demon are back.
- Changed file structure.
- Added slash command to toggle both demon and Tyrael art.

1.1
- Changed bottom bar to mask the red and blue glow that appears on the bottom of the orbs.

1.0
- Guild internal release. Added the behavior of changing color of the power orb according to class and druid form. Space between orbs widened, changed bar texture, deleted unused textures.
Optional Files (0)


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Unread 10-07-08, 04:50 PM  
Spellshaper
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Version 1.21 is up!

Things on top of priority list:
- make frames movable via slash commands.
- make frames movable via dragging if doable
- make frames movable independently of each other
Last edited by Spellshaper : 10-07-08 at 04:51 PM.
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Unread 10-07-08, 07:26 AM  
Spellshaper
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Version 1.21 will be up soon.
Nothing much that will actually change, just added more slash commands to toggle the art on the sides and the main bar.

And there isn't much I can do about the animation spilling over, sadly :S
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Unread 10-04-08, 08:43 AM  
Spellshaper
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Gotcha covered:
Code:
			<Anchor point="bottom">
				<Offset>
					<AbsDimension x="-274" y="-2"/>
				</Offset>
			</Anchor>
in PlayerFrame.xml
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Unread 10-04-08, 05:59 AM  
zoktar
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Originally posted by Spellshaper
Textures that don't make up the orbs should be initialized an placed by Textures.lua.

Look up the respective functions for
Code:
    hide:create_angelframe()
    hide:create_demonframe()
    hide:create_bottomframeleft()
    hide:create_bottomframeright()
    hide:create_bottomframemiddle()
    hide:create_d3barframe()
and change the line
Code:
f:SetPoint("BOTTOM",x-value,y-value)
to what you desire :> ("x-value" and "y-value" are placeholders, of course)


I think I will also save those values with SavedVariables and make them accessible via a slash command, that should help.

You will then be able to move all textures with one slash command.
cheers, got it working last night, last thing is to move the invisible clickable unitframe from where my health orb used 2 be.
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Unread 10-03-08, 06:33 PM  
Spellshaper
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Textures that don't make up the orbs should be initialized an placed by Textures.lua.

Look up the respective functions for
Code:
    hide:create_angelframe()
    hide:create_demonframe()
    hide:create_bottomframeleft()
    hide:create_bottomframeright()
    hide:create_bottomframemiddle()
    hide:create_d3barframe()
and change the line
Code:
f:SetPoint("BOTTOM",x-value,y-value)
to what you desire :> ("x-value" and "y-value" are placeholders, of course)


I think I will also save those values with SavedVariables and make them accessible via a slash command, that should help.

You will then be able to move all textures with one slash command.
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Unread 10-03-08, 02:44 PM  
zoktar
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Originally posted by Spellshaper
If you really want to thank someone, look up Rothar :>
He made the original orbs, I merely did some minor modifications.

About HP:

The code does the following:
1. Get current HP.
2. Get total HP.
3. Calculate the percentage.
4. make it an integer / chop off numbers after the point.

Whereas blizz's frames do: (as far as I can see)
1. Get current HP.
1. Get total HP.
1. Calculate the percentage.
2. Round up to the next integer.

I won't change that behaviour, I personally think Rothar's approach is more realistic. Do you have 100% hp when you are at 889/890? I don't think so.

Additions: In the beginning, I did this to teach myself lua. And I learn best from examples. That's why I took a look at Rothar's orbs, the code is relatively clean and easy to understand.
4 3 are definitely possible. But I will keep the bottom bar (not the bar in between the orbs), it masks the glow from the orbs that is somehow "spilling over".
1 and 2 are tricky, as the orbs and bars are made up of several individual textures. Plus, I have no idea on how to implement (un)locking and possibly dragging (yet).
5 definitely won't be implemented, I'd like to keep it all in one piece.


Nice, im currently lookin at the code tryin to figure out how to move the all the frames bit higher, i have a large border at bottom of the screen with viewport set (for actionbars, map, and chat). sofar im able to move the orbs easly, however for the rest of the frames i cant quite figure out (wich are needed to not suffer from the spilling) also found the resize of the orbs code.

what i want is to move the all the frames so it sits ontop of my border, addin screen to show what i mean. instead of actionbars id have the target keeping my health/mana and target mana health debuff/buff close together.


http://img253.imageshack.us/my.php?i...iscreenyg4.jpg

id move the pet bar and actionbar that is occupying the space obviously.
Last edited by zoktar : 10-03-08 at 02:46 PM.
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Unread 10-03-08, 02:25 PM  
Spellshaper
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If you really want to thank someone, look up Rothar :>
He made the original orbs, I merely did some minor modifications.

About HP:

The code does the following:
1. Get current HP.
2. Get total HP.
3. Calculate the percentage.
4. make it an integer / chop off numbers after the point.

Whereas blizz's frames do: (as far as I can see)
1. Get current HP.
1. Get total HP.
1. Calculate the percentage.
2. Round up to the next integer.

I won't change that behaviour, I personally think Rothar's approach is more realistic. Do you have 100% hp when you are at 889/890? I don't think so.

Additions: In the beginning, I did this to teach myself lua. And I learn best from examples. That's why I took a look at Rothar's orbs, the code is relatively clean and easy to understand.
4 3 are definitely possible. But I will keep the bottom bar (not the bar in between the orbs), it masks the glow from the orbs that is somehow "spilling over".
1 and 2 are tricky, as the orbs and bars are made up of several individual textures. Plus, I have no idea on how to implement (un)locking and possibly dragging (yet).
5 definitely won't be implemented, I'd like to keep it all in one piece.
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Unread 10-03-08, 01:34 PM  
zoktar
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my most wanted additions to this awsome mod

my most wanted additions to this awesome mod.

1. move the entire frame and lock/unlock frame.
2. scale, change the size of the entire frame.
3. able to change width, height separately.
4. hide/unhide action bar art, (leaving only the orbs)
5. able to move the orbs (only) separately lock n unlock
ps:minor grafic bug in bottomleft quarner of health orb, (a triangle of animated red outside of the orb. u prob already knew that tho.

http://img209.imageshack.us/my.php?i...dorbbugml1.jpg

once again awesome mod.
Last edited by zoktar : 10-03-08 at 03:12 PM.
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Unread 10-02-08, 07:00 PM  
Potter
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What about that 1% Health deviance? or's that just silly ;-) It's weird it gets the numeric value right but that 1% is off..LoL

-Edit: Didn't even notice the changelog before but what does -1.1: Changed bottom bar to mask the red and blue glow that appears on the bottom of the orbs mean?

I think I started with 1.1..so I'm not sure what the glow is o.O like the swirl within the orbs? Or did the colors spill over onto the bar? :-/
Last edited by Potter : 10-02-08 at 07:13 PM.
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Unread 10-02-08, 04:20 PM  
Spellshaper
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Re: Re: Re: Re: Hello World...

All in due time...
In short: I will post a new version, 1.11, prolly tomorrow, which will have both demon and Tyrael (that angel guy) back. Also I will update the page on how to exactly enable/disable those.

edit: I am looking up how to implement slash commands and saved variables right now, so you just might get to set them up with slash commands

edit2: Will be version 1.2, I changed more internal stuff.
Last edited by Spellshaper : 10-02-08 at 06:11 PM.
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Unread 10-02-08, 02:42 PM  
Potter
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Re: Re: Re: Hello World...

I don't get it..what gets changed to re-enable the gryphons? Open rFader in notepad..& remove some quotations? or commas? or what o.O /shrug Is it significantly more coding to make an in-game command like say /DynamicOrb Garbage On/Off? They're still disabled by default aren't they? :-)

I also don't know what you mean about the Health thing..I like that it displays both a numeric value..& a percentage..I was just saying the percentage is ocassionally off by 1% comparing it to my health up on my portrait..50% on my portrait but 49% on the orb.
Last edited by Potter : 10-02-08 at 02:51 PM.
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Unread 10-02-08, 01:24 PM  
Spellshaper
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Re: Re: Hello World...

Good to see someone likes the changes I made.

Originally posted by Potter
you might get people asking to return the gryphons..or dragons..or whatever is on the sides..a toggleable option perhaps.
Interesting idea. I will put the texture files back in 1.11.
You will be able to toggle them by (un)commenting them in the core.lua, folder rFader.

Originally posted by Potter
It reports the value of the health correctly every time without fail..but sometimes is 1% off on the percentage..like I'll be at 50% on my character portrait..& 49% on the orb.
That's the way Rothar made them work, and I like it :>
Code:
diabloOrbManaText:SetText(floor((UnitMana("player") / UnitManaMax("player"))*100).."%")
Feel free to change it, it's on line 274 in core.lua of the folderDiablo3Orbs, version 1.1.

Oh and: I use the HP orb (it's clickable) as an alternative to the blizzard player frame, and hide it.


Originally posted by Potter
I searched for Diablo 2 orbs a long time ago but never found them..so I never gave it another thought til I noticed this in "New & Updated"
uhm... Rothar made them to be Diablo3-like orbs.
Besides, just search for "diablo" or "orbs", there's more.
Last edited by Spellshaper : 10-02-08 at 01:35 PM.
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Unread 10-02-08, 11:09 AM  
Potter
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Re: Hello World...

It's great..just great..Thanks just isn't praise enough..as far as I'm concerned the appearance is just perfect the way it is..wouldn't change a thing..but you might get people asking to return the gryphons..or dragons..or whatever is on the sides..a toggleable option perhaps.

I've noticed 1 thing & 1 thing only that isn't quite right..
It reports the value of the health correctly every time without fail..but sometimes is 1% off on the percentage..like I'll be at 50% on my character portrait..& 49% on the orb..nit picky perhaps but it's the only thing I've noticed that isn't right.

Again..just love it :-)

I searched for Diablo 2 orbs a long time ago but never found them..so I never gave it another thought til I noticed this in "New & Updated"

-Edit: As near I can tell it's only health too that's off by 1%..been watching my mana but haven't noticed any deviation../shrug could be both for some people..not sure

-Edit: Energy seems fine as well..no deviation..don't have a Rage user to test that..but I'd guess it's only health :-/
Last edited by Potter : 10-02-08 at 12:20 PM.
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Unread 10-01-08, 07:58 AM  
Spellshaper
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Hello World...

This is my first attempt at lua. It should work, but nothing is ever perfect.

Should you notice any bugs or incompatibilities, post them here!
Please, please give as much information on when the bug occurs, what other addons you use, and under which circumstances the error is reproducable.
If possible, post what BugSack grabs.

Enjoy!
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