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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
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Unread 03-20-09, 11:44 AM  
Jais
A Kobold Labourer

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Text changing on the orbs

I'm still wondering if there's any way to change the text on the orbs?
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Unread 03-20-09, 11:18 AM  
Odinlol
A Kobold Labourer

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Re: Re: Scaling

Originally posted by zork
Find:
Code:
    ---------------------
    -- SCALING
    ---------------------  
    
    --if unit ~= "player" and unit ~= "target" then
    if unit == "player" or unit == "target" or unit == "targettarget" then
      self:SetScale(myscale)
    else
      self:SetScale(myscale*petscale)
    end
Make it
Code:
    ---------------------
    -- SCALING
    ---------------------  
    
    --if unit ~= "player" and unit ~= "target" then
    if unit == "player" 
      self:SetScale(myscale)
    elseif unit == "target" or unit == "targettarget" then
      self:SetScale(myscale*0.7)
    else
      self:SetScale(myscale*petscale*0.7)
    end
Same goes for the castbars.

Find the castbar area and look for
Code:
self.Castbar:SetScale(myscale)
Make it
Code:
self.Castbar:SetScale(myscale*0.7)
Change 0.7 to whatever value you want. Optimal would be to add a new local to the top, next to the myscale variable and replace the 0.7 with that variable. Thus you would only need to adjust one variable instead of some.
Thx for the help, but the unitframe code dident work :/, the castbar did though.
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Unread 03-20-09, 09:38 AM  
zork
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Re: Scaling

Originally posted by Odinlol
scaling
Find:
Code:
    ---------------------
    -- SCALING
    ---------------------  
    
    --if unit ~= "player" and unit ~= "target" then
    if unit == "player" or unit == "target" or unit == "targettarget" then
      self:SetScale(myscale)
    else
      self:SetScale(myscale*petscale)
    end
Make it
Code:
    ---------------------
    -- SCALING
    ---------------------  
    
    if unit == "player" then
      self:SetScale(myscale)
    elseif unit == "target" or unit == "targettarget" then
      self:SetScale(myscale*0.7)
    else
      self:SetScale(myscale*petscale*0.7)
    end
Same goes for the castbars.

Find the castbar area and look for
Code:
self.Castbar:SetScale(myscale)
Make it
Code:
self.Castbar:SetScale(myscale*0.7)
Change 0.7 to whatever value you want. Optimal would be to add a new local to the top, next to the myscale variable and replace the 0.7 with that variable. Thus you would only need to adjust one variable instead of some.
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Last edited by zork : 03-20-09 at 11:49 AM.
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Unread 03-20-09, 08:49 AM  
Odinlol
A Kobold Labourer

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Scaling

Hey, thx for a great addon! Love this! Though I had a to little place for my actionbars so had to change the scale. That worked out great, but also made my other unitframes bigger aswell. So now target,castbar,ToT and target's castbar is way to big for my taste. Is there any way to change the scale of just these ones? I tried making a new local with with the scale I wanted and replace it with "myscale" some places. But they seem to be linked together so this fucks up the orbs.

Any help is welcome!

Odin
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Unread 03-17-09, 02:25 PM  
Jais
A Kobold Labourer

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Originally posted by zork
Done. You can download it from googlecode.

Diff:
http://code.google.com/p/rothui/sour...bs.lua&old=326

File:
http://rothui.googlecode.com/svn/tru...oUF_D3Orbs.lua
Thanks a lot Zork, it was really starting to do my head in :P You should also add an option that allows mana color to be detected automatically on the power of the class (posted the code further down), which simply checks if your class is a warrior/rogue/death knight/mana user, and sets the orb color after that..
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Unread 03-15-09, 10:07 AM  
zork
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Last edited by zork : 03-16-09 at 10:40 AM.
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Unread 03-15-09, 09:01 AM  
zork
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Originally posted by Jais
Tried your solution, after I had worked out something similar myself, but I ran into the same problem as my own code.. The power orb color doesn't update at any point, except for when the addon loads.. Meaning that with your code, it just depends on which form you log in as, and else it doesn't change.. The code posted below was just the first quick thought I had, which didn't work either for the same reason.. I'm trying to work it out now, but it's quite the hazzle, so it may take a couple of days.. And since Zork appears to be ignoring my attempts to contact him, there's no way I can speed it up.. But once I have the code ready, I'll make sure to get it out to you guys
What you have to do is to is the following.

You need a condition that will make clear that your character is a druid, this must be done at login.
Next step is to register a shapeshift event that will call a function that will re-read the manatype on shapeshift-change. I will look into it.
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Unread 03-15-09, 05:24 AM  
Jais
A Kobold Labourer

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Originally posted by belanna
I've posted one solution for druids a few pages back. You can try that one if it works for you.
Tried your solution, after I had worked out something similar myself, but I ran into the same problem as my own code.. The power orb color doesn't update at any point, except for when the addon loads.. Meaning that with your code, it just depends on which form you log in as, and else it doesn't change.. The code posted below was just the first quick thought I had, which didn't work either for the same reason.. I'm trying to work it out now, but it's quite the hazzle, so it may take a couple of days.. And since Zork appears to be ignoring my attempts to contact him, there's no way I can speed it up.. But once I have the code ready, I'll make sure to get it out to you guys
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Unread 03-15-09, 04:36 AM  
belanna
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I've posted one solution for druids a few pages back. You can try that one if it works for you.
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Unread 03-14-09, 05:58 AM  
Jais
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The Druid Color Changing Code

I've tried looking into the power orb changing color for druids, depending on which form they're in (red for bears, yellow for cats), however I cannot seem to get it to work. The problem is that the addon once it has loaded the color of the update, does not seem to check back with that ever again. If anyone out there know how to get this done, please post it. Here's the code I've made so far (not very stylish, but should get the job done if "manacolor" gets checked more than once):

Note: THE DRUID PART OF THE CODE DOES NOT WORK
Code:
-- manacolor defines what manacolor will be used
  -- Rage   (Red)        = 1
  -- Runes  (Light Blue) = 2
  -- Mana   (Blue)       = 3
  -- Energy (Yellow)     = 4

   local myName,_ = UnitName("player")
   local _,myClass = UnitClass("player")
     if myClass == "ROGUE" then
     manacolor = 4
   elseif myClass == "WARRIOR" then
     manacolor = 1
   elseif myClass == "DEATHKNIGHT" then
     manacolor = 2
   elseif myClass == "DRUID" then
     function oUF_D3Orbs_Druid()
       this:RegisterEvent("PLAYER_ENTERING_WORLD");
       this:RegisterEvent("UPDATE_SHAPESHIFT_FORMS");
       this:RegisterEvent("UNIT_DISPLAYPOWER");
     end
     local stance = GetShapeshiftForm()
	if stance == 1 then
	   manacolor = 1	
	elseif stance == 3 then
	   manacolor = 4
	else
	   manacolor = 3
     end
   else
     manacolor = 3
   end
Last edited by Jais : 03-14-09 at 05:58 AM.
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Unread 03-13-09, 04:27 PM  
Varly
A Murloc Raider

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theres a couple things i want to customize but disabling the code in the layout isn't quite working

-disable the player cast bar
-disable the "draining health" effect of targets. by that i mean is there a way whenever damage is done that it can immediately subtract the health rather than have it gradually be reduced
-im also having trouble understanding how to switch the health bar colors
Last edited by Varly : 03-13-09 at 08:00 PM.
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Unread 03-11-09, 12:46 PM  
Jais
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Re: Re: Re: Cross alts.

Originally posted by Osst
I'm trying to get my warrior's rage bar to red, and this appears to be what I need, but I have -never- used code of any sort before, so if i could get a pointer as to where to enter/modify this code, I'd heart you! thanks, sry for being a code-noob
I replaced the entire "manacolor" part with this:

Code:
  -- manacolor defines what manacolor will be used
   local myName,_ = UnitName("player")
   local _,myClass = UnitClass("player")
     if myClass == "ROGUE" then
     manacolor = 4
   elseif myClass == "WARRIOR" then
     manacolor = 1
   elseif myClass == "DEATHKNIGHT" then
     manacolor = 2
   else
     manacolor = 3
   end
It doesn't support druids though, but it works for warriors/rogues/etc...

The manacolor part is in the start of the .lua file. Go to your WoW folder, then into Interface, into AddOns, into oUF_D3Orbs, then open the oUF_D3Orbs.lua file with a text editor (such as NotePad). There you will find a brief config area, where you will see the first line of the code I just posted. Just replace that, and enjoy

--------------------------------------------------------------------

Things I would like to know:

- How do you change the text on the health orb? Would like it to display Current HP / Maximum HP on the first line, and either HP Lost or Percentage Current HP on the second line (with a nice % after it, since the lack of it can get a bit confusing)
- How do you change the text on the power orb? Would like it to display Current Power / Maximum Power on the first line, and either Power Lost or Percentage Current Power on the second line (with a nice % after it, since the lack of it can get a bit confusing)

---------------------------------------------------------------------

A bug I would like to report, is a bug with vehicles. When you enter a vehicle (whose hp is usually beyond 100k), the addon cannot handle the amount, displays the player health (instead of vehicle health) without the percentage, and does not update when the vehicle takes damage, and it keeps spamming errors about a nil value. Can post the error from BugSack if anyone wants it.
Last edited by Jais : 03-13-09 at 05:18 AM.
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Unread 03-08-09, 02:16 PM  
NukieNuggz
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Hello, Great UI. Awesome job

Is there anyway to adjust the width of the orbs/bar? What i mean is, the spaces in between the orbs are small for my taste. I know you can adjust the scale, but that would increase the complete size of the textures. All i want to do is to stretch the width out just a tad. So that i can add more bar between the orbs.
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Unread 03-07-09, 05:26 AM  
zoktar
A Cliff Giant
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Re: Re: Re: Player Units Only?

Originally posted by zork
Already implemented. Take the oUF_D3Orbs from the rothui package and check the config.
awsome.
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Unread 03-06-09, 12:37 PM  
zork
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Re: Re: Player Units Only?

Originally posted by zoktar
bump, i need this 2.
Already implemented. Take the oUF_D3Orbs from the rothui package and check the config.
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