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Updated: 10-24-14 08:04 PM
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Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-24-14 08:04 PM
Created:unknown
Downloads:100,248
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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
Post A Reply Comment Options
Unread 03-06-09, 11:55 AM  
zoktar
A Cliff Giant
AddOn Compiler - Click to view compilations

Forum posts: 72
File comments: 262
Uploads: 1
Re: Player Units Only?

Originally posted by BlueRageBar
Can I only have the orbs?
Replace the whole oUF_D3Orbs.lua file with this one: Player units only.

The link for "Player units only," which I would dearly love, is broken HELP!

Awesome graphical design, thank you for all your hard work!
bump, i need this 2.
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Unread 03-05-09, 09:09 AM  
withoutasoul
A Kobold Labourer

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How can I add debuffs to the focus target? (Good for Thaddius fight)

And can I make the health bars start glowing red and drain left?
Last edited by withoutasoul : 03-05-09 at 09:10 AM.
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Unread 03-01-09, 03:57 PM  
BlueRageBar
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Player Units Only?

Can I only have the orbs?
Replace the whole oUF_D3Orbs.lua file with this one: Player units only.

The link for "Player units only," which I would dearly love, is broken HELP!

Awesome graphical design, thank you for all your hard work!
Last edited by BlueRageBar : 03-01-09 at 03:59 PM.
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Unread 02-25-09, 01:07 AM  
specciallz
A Defias Bandit

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File comments: 3
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I am currently having an issue on getting the orbs to show thru a kgpanels frame.

Right now I have the Kg Panel frame sitting at a strata of Low. With the D3 Art sitting at the same value and showing properly. However the Orbs themselves aren't showing thru the KG texture. But If I readjust the value of the KGpanel to Background the orbs appear.

What setting do I need to look at to fix this issue?
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Unread 02-21-09, 03:18 PM  
zoktar
A Cliff Giant
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Forum posts: 72
File comments: 262
Uploads: 1
dk orbs

I use the animated orbs on all my chars, green for health and respective to mana/energy/rage, (all have the "right" colors), on my dk however default seems to go to green, same as health wich is a bit boring, so i was wondering how bout having the "backround" static color to red but using green animated glow, or other way around green static, with red glow. either would prob be nicer than just plain green for dk runic power. Is this possible to add to ouf_d3orbs?. i would love it.
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Unread 02-21-09, 08:36 AM  
croc
A Kobold Labourer

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Re: Target Status Bar color changes

Originally posted by Castas
1) The colour of the target status bar does not change when a mob is tapped.
i have modified a part of code to see where my target is tapped
around line 357, I have done this :
Code:
 else
      --self.Health:SetStatusBarColor(0.7, 0, 0, 0.9)
      if (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit)) then
        self.Health:SetStatusBarColor(colors2.health[1].r, colors2.health[1].g, colors2.health[1].b, 0.9)
      else
        self.Health:SetStatusBarColor(colors2.health[0].r, colors2.health[0].g, colors2.health[0].b, 0.9)
      end
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Unread 02-17-09, 06:07 PM  
Kirsha
A Kobold Labourer

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Druid Colors

Hi! I'm a feral druid and I love this addon, but I would really like if the power orb changed colors depending on the shapeshift form I am in. I have found a little piece of code on page 2 that I tried but it doesn't seem to work at all for me.

Could you help me, or anyone? Thanks!
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Unread 02-08-09, 04:07 PM  
Castas
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Target Status Bar color changes

Hi Zork,

Love the addon, just seem to be having a couple of issues.

1) The colour of the target status bar does not change when a mob is tapped.

2) The color of the pet status bar does not change color with pet happiness.

I notice from the Lua that variables have been set for these to happen, so I guess there is something that needs to be changed in the lua code to activate these variables.

If you could point me in the right direction it would be greatly appriciated as I am quite a newb when it comes to editing Lua's. I managed to implement the power orb colour changes for class and druid state change by reading the comments and implementing what people have written, but i cant find anything in the comments with regard to the above 2 issues. Even if you just tell me the line humbers in the lua to edit it would be greatly appriciated.

Kind Regards

Castas

P.S.

Since writing this I have also found some icons missing such as, AFK, Masterlooter, Combat and Readycheck.
Would it be possible to add these in and if so could you point me in the right direction for doing so.

Thanks again,

Castas
Last edited by Castas : 02-09-09 at 05:25 PM.
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Unread 02-07-09, 04:32 AM  
xDiDix
A Kobold Labourer

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Ok, just got it how to Change the Text on the Orbs.
I thought of showing current HP / max HP in the first line and under that the missing HP.
But I just cant get the first line working...

Code:
local c = max - min
    local d = floor(min/max*100)
    
    local newmin = do_format(min)
    local newmax = do_format(max)
    
    if d <= 25 and d > 0 and min > 1 then
      self.LowHP:Show()
    else
      self.LowHP:Hide()
    end
    
    if unit == "player" then
      if d == 0 or d == 100 or min == 1 then
        --bar.value:SetText("")
        --bar.value2:SetText("")
        bar.value:SetText(newmin/max)
        bar.value2:SetText(c)
      else
        bar.value:SetText(newmin/max)
        bar.value2:SetText(c)
      end

When I do it like this it shows me some numbers, when full HP "1" and when not full something like "0.853234556".

Someone got an Idea how to do this?

Thx
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Unread 02-06-09, 10:58 AM  
AliTalni
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Re: Re: Removing animations

Originally posted by zork
You could change your raidclasscolor in !rColors to become red. Would be the easiest solution.
Mind pointing me to where I do that? Kinda inexperienced with notepad editing :P
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Unread 02-06-09, 09:54 AM  
zork
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Re: Removing animations

Originally posted by AliTalni
You could change your raidclasscolor in !rColors to become red. Would be the easiest solution.
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Last edited by zork : 02-06-09 at 09:54 AM.
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Unread 02-06-09, 08:09 AM  
AliTalni
A Kobold Labourer

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Removing animations

Hi there.

Awsome mod!

I was just wondering how you can remove those aura animations, without resorting to:

Code:
  -- use_classcolor defines if units should use class/faction coloring
  -- this will remove animations from orbs!
  -- 0 = no
  -- 1 = yes
  local use_classcolor = 1
When I do that, it turns my health bar light blue, and I want it red

Thanks
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Unread 02-05-09, 11:53 AM  
xDiDix
A Kobold Labourer

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Wow thanks for the fast Answer.

I already edited it for my own Interface and it looks so perfect.

One little thing that I also want to change change would be the Health text.
Is it possible to show the missing HP where the percent is shown atm?

So, I promise this is the last thing I want for today
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Unread 02-05-09, 11:25 AM  
zork
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Re: Space between Orbs

Originally posted by xDiDix
Hi there,
I really love your D3 Addon!

Anyway there is something I wanted to ask:
Is there a way to make the space between the Orbs bigger? Cause I like my Actionbars big, but don't want them to be over the Orbs.

Thx for this great Addon!
Easy. Go to line 118 in lua. There is the position table I am using to handle the important frame positions. The first two entries is what you need.

Change
Code:
      [1] =   { f = "PlayerPowerOrb",   a1 = "BOTTOM",  a2 = "BOTTOM",  af = "UIParent",          x = 260,    y = -8      },
      [2] =   { f = "PlayerHealthOrb",  a1 = "BOTTOM",  a2 = "BOTTOM",  af = "UIParent",          x = -260,   y = -8      },
to
Code:
      [1] =   { f = "PlayerPowerOrb",   a1 = "BOTTOM",  a2 = "BOTTOM",  af = "UIParent",          x = 360,    y = -8      },
      [2] =   { f = "PlayerHealthOrb",  a1 = "BOTTOM",  a2 = "BOTTOM",  af = "UIParent",          x = -360,   y = -8      },
The 260 is the x value and you can move your orbs here. Change the value to a one of your liking.
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"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
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Unread 02-05-09, 10:22 AM  
xDiDix
A Kobold Labourer

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Space between Orbs

Hi there,
I really love your D3 Addon!

Anyway there is something I wanted to ask:
Is there a way to make the space between the Orbs bigger? Cause I like my Actionbars big, but don't want them to be over the Orbs.

Thx for this great Addon!
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