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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:100,261
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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 08-29-12, 03:49 AM  
Kj21
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Hey I got what I needed working on my end by doing what was suggested only using the ouf etc etc w/o the rest I am noticing that on the pally I can't seem to find the holy power bar. it seems to be the only class specific thing i am having issues with the lua file for it looks like how the others do as far as:

holypower = {
show = true,
scale = 0.45,
color = {r = 200/255, g = 135/255, b = 190/255, },
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y = 280 },
alpha = {
ooc = 0.7, --alpha value out of combat
ic = 1, --alpha value in comat
hidenotarget = false, --hide if no target is found


yet its not anywhere to be seen. any suggestions?
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Unread 08-29-12, 12:52 AM  
zork
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Ifstar I will upload oUF_Diablo to the MoP beta downloads later. I cannot update this version just yet (There is no official version of oUF for MoP).

But you could do what 10leej wrote. Download Roth UI for MoP Beta. Throw away everything except:
  • oUF
  • oUF_Diablo
  • rLib

Done.
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Last edited by zork : 08-29-12 at 12:53 AM.
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Unread 08-28-12, 05:58 PM  
ifstar
A Kobold Labourer

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Originally Posted by 10leej
Originally Posted by Kj21
Hey is this addon all set for the patch "today" 5.0.4? or will an update be needed im only using this and main OUF....
you can get it from zork's UI download RothUI
http://www.wowinterface.com/download...blo3theme.html
no that's not the same as this addon, that adds more stuff than this addon offers. like a map skin, different target health animations, and a other sub-graphical mechanics.

not everyone wants to install a complete addon, some people enjoy compiling different addons to meet their desires. though i feel i insulted roth in my last post i would really much enjoy this addon be updated for the 5.0.4 patch. for now, we wait until the hand that feeds gives us something.
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Unread 08-28-12, 02:12 AM  
10leej
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Originally Posted by Kj21
Hey is this addon all set for the patch "today" 5.0.4? or will an update be needed im only using this and main OUF....
you can get it from zork's UI download RothUI
http://www.wowinterface.com/download...blo3theme.html
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Unread 08-27-12, 11:52 PM  
Kj21
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Hey is this addon all set for the patch "today" 5.0.4? or will an update be needed im only using this and main OUF....
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Unread 08-26-12, 04:53 AM  
ifstar
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Originally Posted by zork
You need to activate rColors.

Do not put to much effort into your interface atm. It just isn't worth it unless your are on the beta servers and are already using MoP compatible addons.

Everything will change and the addons you use now may not even exist in Pandaria.
thanks, as much as i agree wth that. i'm building my UI around addons i already know and have seen updates for MoP. four authors even updated their stuff on curse today.

so either way i'm not worried.

edit: sorry that entire post carried a rude tone. my apologies.
Last edited by ifstar : 08-26-12 at 04:59 PM.
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Unread 08-26-12, 02:24 AM  
zork
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You need to activate rColors.

Do not put to much effort into your interface atm. It just isn't worth it unless your are on the beta servers and are already using MoP compatible addons.

Everything will change and the addons you use now may not even exist in Pandaria.
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Last edited by zork : 08-26-12 at 02:25 AM.
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Unread 08-25-12, 10:42 PM  
ifstar
A Kobold Labourer

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Originally Posted by simplyfrosty
i'm curious as to a change in the artwork. i adore the customization of the animation/color of the orbs. however i was wondering if someone could change the artwork to match something they're preparing in kgPannels.

also, if it's not too much to ask. would a way of showing the castbars of target,focus,& self be possible when moving bits of this addon around?
same guy, different account. improper password due to intoxication.

i have this problem now. "Message: Interface\AddOns\oUF_Diablo\config.lua:629: attempt to index global 'rRAID_CLASS_COLORS' (a nil value)
Time: 08/25/12 21:28:47
Count: 1
Stack: Interface\AddOns\oUF_Diablo\config.lua:629: in main chunk

Locals: addon = "oUF_Diablo"
ns = <table> {
}
cfg = <unnamed> {
0 = <userdata>
manacolor = 1
units = <table> {
}
highlightMultiplier = 1
colorswitcher = <table> {
}
animmana = 21
automana = true
framesUserplaced = true
healthtexture = 14
framesLocked = true
manatexture = 14
animClassOverride = <table> {
}
useAnimationSystem = true
animhealth = 20
healthcolor = 0
}
playername = "Ifstar"
_ = nil
_ = "Warlock"
playerclass = "WARLOCK"
(*temporary) = nil
(*temporary) = "WARLOCK"
(*temporary) = 92980
(*temporary) = 77786
(*temporary) = 89084
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index global 'rRAID_CLASS_COLORS' (a nil value)" "

how is this fixed? i wish to get my UI back into shape before the patch breaks it.. again.
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Unread 08-24-12, 12:20 PM  
simplyfrosty
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i'm curious as to a change in the artwork. i adore the customization of the animation/color of the orbs. however i was wondering if someone could change the artwork to match something they're preparing in kgPannels.

also, if it's not too much to ask. would a way of showing the castbars of target,focus,& self be possible when moving bits of this addon around?
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Unread 08-19-12, 05:10 PM  
Kj21
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Re: Re: Issue with changing DK,Druid,Mage orb colors

Awesome! Thank you sooooo much and for the quick response!
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Unread 08-19-12, 09:30 AM  
zork
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Re: Issue with changing DK,Druid,Mage orb colors

Disable class and powertype coloring. When those are still activate your animation will always use the pearl one. (See the explanation above the table you edited)
Thus set classcolored to false. Do the same for powertypecolored.

So try sth like this:
Code:
["DEATHKNIGHT"]   = { enable = true, animhealth = 23, animmana = 4,   classcolored = false,  powertypecolored = false,  healthmultiplier = 0.5,  manamultiplier = 1,  healthdecreasealpha = true, manadecreasealpha = true, },
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Last edited by zork : 08-20-12 at 04:21 AM.
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Unread 08-18-12, 04:20 PM  
Kj21
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Issue with changing DK,Druid,Mage orb colors

Hey quick question it seems im having an issue changing the orb colors for ONLY the DK,Druid & Mage yet all other classes I have been able to change it to what I like, has this happened to anyone else? For all other classes I just changed the numbers for the animation I wanted and saved the LUA file and did a /reload ui yet for both DK,Druid & Mage no matter what I choose it stays to what I believe is default...I do have ON the rclasscolors addon as I do with all my other toons. any advice would be awesome!

Thanks again!!!!
Kj
Last edited by Kj21 : 08-18-12 at 04:28 PM.
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Unread 08-07-12, 01:08 PM  
zork
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Re: Question

Regarding rBBS. You can scale / move your frames ingame. When using the Roth UI layout for example there is a square in aqua-color. If you resize that frame all other frames will shrink because they are anchored to that frame.
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Unread 08-07-12, 11:17 AM  
Kj21
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Question

**Update** Ok so i decided to look through the lua and I am pretty happy with just using this isntead of rbottombarstyler but I was wondering are you ever going to make it so you can scale everything like in your old rbottombarstyler? Also i believe you said you were working on a way to change orb animations in game? if so that would be EPIC!!!!!! I absolutely love your work!!!!!




-------------------------------------------
Just got the rdiabloplates2 to work now I am trying to figure out is there a way to not show the orb and bars etc that is in the center of the screen as I am already using your older rbottombarstyler and like how you are able to configure that one I do want to keep the look of everything else though so just looking to somehow disable or hide the orbs,bars,and art that is in the bottom center.
Last edited by Kj21 : 08-07-12 at 11:45 AM.
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Unread 07-31-12, 01:54 PM  
zork
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Re: Re: Re: it's invisible

Install rColors.
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