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Updated: | 04-27-11 03:26 PM |
Created: | 08-15-09 03:43 PM |
Downloads: | 59,876 |
Favorites: | 169 |
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oUF_Nivea has been tested with oUF 1.5+ (required!). oUF_Nivea was formerly known as oUF_viv.
This is a personal layout, things changed and will change.
Features
* easily customizable, with lots of options - frame size, fonts, textures, features ... and more see setup below
* moveable frames - via oUF_MoveableFrames by haste
* boss and main tank frames
* player, focus and target castbar
* Soul Shards, Holy Power, Runes, Eclipse bar
* Druid mana
* combo points
* optional portraits (player, target, focus, party)
* healthbar background is colored by class or (if it's an NPC) by reaction
* current health value is colored yellow between 35% and 25% health
* current health value is colored orange between 25% and 20% health
* current health value is colored red below 20% health
* built-in aggro highlight
* built-in debuff highlight
* advanced raid and party frames, with aura filtering and more ...
* vehicle support (incl. raid and party)
* featured hankthetank's raid icon textures
r24 Druid Eclipse Bar
Supported frames
* player
* player pet
* target
* target of target
* focus
* party
* party pets
* raid
* boss frames
* main tank
* main tank target
* arena frames + targets
NOTE
Please read the changelog, it contains use-full information.
Plugin support
* oUF_CombatFeedback
* oUF_SpellRange - highly recommended
* oUF_Smooth Update - a customized version is included
* oUF_BarFader
* oUF_MoveableFrames - highly recommended
* oUF_TotemBar
* oUF_WeaponEnchant
* oUF_HealComm4
History
1.0 initial release
2.0 changed quite a lot of things, it may look a little grungy *cough*. You can make it look like 1.x, again.
3.0 new look - like always, textures and fonts of previous versions are still included.
4.0 new look, total rewrite, clean up, removed a lot of unused fonts and textures (except some fonts and bar textures) from the package
5.0 new look, separate party/raid layout, ...
6.0 new look, config.lua added, improved party raid and arena frames
after 6.0 oUF_viv got renamed to oUF_Nivea, new look and updated to work with oUF 1.4.x
*** latest previous versions (1.2, 2.9c, 3.8, 4.8d, 5.2 and 6.2c) are archived ***
Setup
The layout's setup code below can be found in "AddOns\oUF_Nivea\Nivea_Config.lua". You can edit and save your changes via Wordpad, Notepad or something similar. I recommend getting Notepad++ (it's a free editor, google it).
------------
-- colors --
------------
cfg.maincolor = {44/255, 40/255, 67/255} -- portrait BG, raid health bar, castbar color
cfg.sndcolor = {248/255, 212/255, 186/255} -- font color, ...
cfg.trdcolor = {90/255, 110/255, 120/255} -- castbar color
cfg.brdcolor = {40/255, 40/255, 40/255} -- border color
cfg.infocolor = {50/255, 50/255, 50/255} -- info panel color
-----------
-- media --
-----------
cfg.HPtex = mediaFolder.."dM3" -- health bar texture
cfg.PPtex = mediaFolder.."d2P" -- power bar texture
cfg.CBtex = mediaFolder.."dM3" -- castbar texture
cfg.Itex = mediaFolder.."dO" -- BG texture
cfg.Auratex = mediaFolder.."dBBorderJ" -- border texture for buffs/debuffs
cfg.NameFont = mediaFolder.."Pixelway_Baseline.ttf" -- font used for text (names) - recommended: (hooge0655, size 8, "OUTLINE MONOCHROME") OR (Prototype, size 10, "THINOUTLINE")
cfg.NumbFont = mediaFolder.."Pixelway_Baseline.ttf" -- font used for numbers - recommended: (hooge0557, size 10, "OUTLINE MONOCHROME") OR (Prototype, size 10, "THINOUTLINE")
cfg.NameFS = 10 -- name font size
cfg.NumbFS = 10 -- number font size
cfg.CastFS = 10 -- castbar font size
cfg.ComboFS = 20 -- combo point font size
cfg.FontF = "OUTLINE" -- "THINOUTLINE", "OUTLINE MONOCHROME" or nil (no outline)
cfg.fontFNum = "OUTLINE"
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-- general settings --
----------------------
cfg.Numberzzz = 1 -- 0 will display 18400k as 18k, 1 = 18.4k, ....
cfg.FadeOutAlpha = 0.3 -- alpha for out of range units (oUF_SpellRange plugin, required)
cfg.BarFadeAlpha = 0.0 -- alpha for oUF_BarFader (required) plugin (can be 0 - 1)
-- switches -- true/false (on/off)
cfg.useDKrunes = true -- show/hide DeathKnight runes
cfg.useCastbar = true -- show/hide player, target, focus castbar
cfg.useSpellIcon = true -- show/hide castbar spellicon
-- portraits
cfg.usePortrait = true -- show/hide player, target, focus portrait
cfg.pAlpha = 0.4 -- portrait alpha (transparency)
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-- player --
------------
cfg.separatePortraitPlayer = true -- separate player's portrait, instead of overlaying the healthbar
cfg.MirrorPlayerPortrait = false -- switch portrait from left to right side of the healthbar
cfg.PlayerRightSideSpellIcon = true -- switch player's castbars spell icon position from left to right
cfg.PlayerBuffsOnPlayerFrame = false -- put players buffs below the player frame instead of next to the minimap (cfg.HideBlizzardAuras = true, required)
cfg.PlayerBuffNumber = 8 -- buff number per row (player) - only counts for buffs anchored to the player frame (PlayerBuffsOnPlayerFrame = true, required)
cfg.PlayerDebuffNumber = 8 -- debuff number per row (player)
-- only counts for buffs not anchored to the player frame
cfg.PlayerBuffSize = 28 -- buff size (player), cfg.HideBlizzardAuras = true (required)
-- Player Buff Position
cfg.PlayerBufParent = UIParent -- can be any frame, common frames are Minimap or UIParent
cfg.PlayerBufAnchor1 = "TOPRIGHT"
cfg.PlayerBufAnchor2 = "TOPRIGHT"
cfg.PlayerBufOffset_X = -30 -- x Offset
cfg.PlayerBufOffset_Y = -20 -- y Offset
cfg.PlayerBuffInitialAnchor = "TOPRIGHT"
cfg.PlayerBuffGrowth_X = "LEFT"
cfg.PlayerBuffGrowth_Y = "DOWN"
------------
-- target --
------------
cfg.separatePortraitTarget = true -- separate target's portrait, ...
cfg.MirrorTargetPortrait = true -- switch portrait from left to right side of the healthbar
cfg.TargetRightSideSpellIcon = false -- switch target's castbars spell icon position from left to right
cfg.onlyShowPlayerBuffs = false -- only show buffs casted by player (target and focus)
cfg.onlyShowPlayerDebuffs = false -- only show debuffs casted by player (target and focus)
cfg.BuffNumberTar = 8 -- buff number per row - target
cfg.DebuffNumberTar = 8 -- debuff number per row - target
-----------
-- focus --
-----------
cfg.separatePortraitFocus = true -- separate focus's portrait, ...
cfg.MirrorFocusPortrait = true -- switch portrait from left to right side of the healthbar
cfg.FocusRightSideSpellIcon = false -- switch focus's castbars spell icon position from left to right
cfg.BuffNumberFoc = 7 -- buff number per row - focus
cfg.DebuffNumberFoc = 7 -- debuff number per row - focus
-----------
-- party --
-----------
cfg.PartyFrames = true -- set to false to disable party frames
cfg.usePartyPortrait = false -- show/hide party portraits
cfg.separatePortraitParty = true -- separate party portraits, ...
----------
-- raid --
----------
cfg.RaidFrames = true -- set to false to disable raid frames
-----------
-- arena --
-----------
cfg.ArenaFrames = true -- set to false to disable arena frames
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-- aura specific --
-------------------
cfg.HideBlizzardAuras = true -- hide blizzard buff, debuff and weapon enchant frame AND replace them with oUF's buffs/debuffs
cfg.HideAuraTimer = 180 -- spell timer is shown for shorter durations, than set value, hidden otherwise
cfg.FilterAuras = true -- filter arena, party and raid auras by applying a whitelist (the whitelist can be found in Nivea_AuraFilterList.lua)
---------------
-- framesize --
---------------
-- height
cfg.heightP = 22 -- player
cfg.heightT = 22 -- target
cfg.heightF = 22 -- Focus
cfg.heightM = 16 -- MT, boss frames
cfg.heightS = 22 -- ToT, FocusTarget, pet
cfg.heightPA = 14 -- party, party pet - arena
cfg.heightR = 26 -- raid
-- width
cfg.widthP = 240 -- player
cfg.widthT = 240 -- target
cfg.widthF = 200 -- Focus
cfg.widthM = 120 -- MT, boss frames
cfg.widthS = 48 -- ToT, FocusTarget, pet, party pet
cfg.widthPA = 170 -- party - arena
cfg.widthR = 60 -- raid
-- scale
cfg.PlayerScale = 1.0 -- player, player pet scale
cfg.TargetScale = 1.0 -- target, ToT scale
cfg.FocusScale = 1.0 -- focus, focus target scale
cfg.MainTankScale = 1.0 -- MainTan, MainTank ToT, boss frames scale
cfg.ArenaScale = 1.0 -- arena, arena ToT scale
cfg.PartyScale = 1.0 -- party scale
cfg.RaidScale = 1.0 -- raid scale
-- hp|pp height, pp|info offset (optional)
cfg.heightHP = 18
cfg.heightPP = 6
cfg.PPyOffset = 3
cfg.InfoOffset = 3
--------------------------------
-- oUF_WeaponEnchant settings --
--------------------------------
cfg.WeapEnchantIconSize = 24 -- icon size
cfg.WeapEnchantAnchor = "TOPRIGHT"
cfg.WeapEnchantAnchor2 = "TOPLEFT"
cfg.WeapEnchantParent = Minimap -- can be UIParent, Minimap or any other frame
cfg.WeapEnchant_X = -20 -- X offset
cfg.WeapEnchant_Y = 30 -- Y offset
Credits
hankthetank - raid icon texture
Party Portraits should stay disable due to this: - Headers: Due to how RegisterAttributeDrive works on 4.0.x, clicking _can_ go void on frames. The solution to this is to use self:RegisterForClicks('AnyDown') instead of AnyUp. Another solution is to NOT use the visibility field in :SpawnHeader(). - Portraits: On header frames this will constantly reset their animation due to the bug mentioned above |
/run SetCVar("useUiScale", 1) /run SetCVar("uiScale", 768/string.match(({GetScreenResolutions()})[GetCurrentResolution()], "%d+x(%d+)")); /run SetMultisampleFormat(1)
panelscale is !IMPORTANT! for people that use an UIScale, to make the overlay texture match the viewport For example, the lower your UIScale is set the higher the value should be. You have to play around with some values, mostly between 1.1 and 1.5. |
Comment Options |
10-23-10, 03:10 AM | |
A Kobold Labourer
Forum posts: 0
File comments: 1
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Is there a place I can download your full UI like I see it on pic 5?
Last edited by lannaya : 10-23-10 at 03:11 AM.
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lannaya |
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Yooya |
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10-22-10, 03:09 PM | |
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Went trough the settings, I obviously missed that one setting
I'm off for my 3 week non-stop working period coming sunday. Either during that time or once I'm back again I will start toying around with it. Either way it's a nice piece of work you made here. Thanks, Dess.
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Dessembrae knows the sorrows in our souls. He walks at the side of each mortal, a vessel of regret on the fires of vengeance. Dessembrae knows the sorrows, and would now share them with us all. |
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10-22-10, 11:38 AM | ||
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Read the changelog it helps understanding the frames. But in short, yes the classbar is separate. You will notice this when you type /omf (moveable frames plugin required) or look into the config, there is a separate option for the classbar's height/width. It will stick to the player frame by default though (move-wise). The idea behind it is simple allow the user to place the classbar where he wants, which can be totally different from the player frame. For example, I have my classbar in the middle, above one bar with cooldowns. Using oUF_BarFader and thus hiding it when I have no target, etc. ... playing a paladin it's more essential to have the bar right in your face, than let's say should shards.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine." Paper: "OMG, WTF, Scissors!" Scissors: "Rock is OP and Paper are QQers. We need PvP buffs." "neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..." |
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Dawn |
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10-22-10, 10:55 AM | |
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Hey Dawn,
I downloaded your oUF (for comparison with my failed one ) and noticed that if you make the playerframe smaller in width, the classbar doesn't scale along (I made em smaller (width = 184) and the shardbar for the warlock stayed at original length (so sticking out quite a bit). Are they not tied together? Further it's looks nice and clean what u did with config. I might give it a try to adapt a bit to my layout if you don't mind (my if-hell as Haste calls it is really making things messy).
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Dessembrae knows the sorrows in our souls. He walks at the side of each mortal, a vessel of regret on the fires of vengeance. Dessembrae knows the sorrows, and would now share them with us all. |
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Dessembrae |
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10-22-10, 06:29 AM | |
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You can simply add debuffs and buffs either by spellID and/or your clients spell name. There is no priority list in charge. I currently show up to 2 debuffs per raid frame at once, not just one, like GRID does. Since it is a whitelist, every not listed spell is simply not shown at all, ever.
I had no problems with missing an important debuff, yet. Even in PvP where it's likely to have 2 listed debuffs at once most of the time. Mainly because the whitelist only contains important debuffs or buffs. I don't believe a priority list would improve debuff display by a significant factor. That being said, I tried to be careful with adding spells to the list, simply to not bloat it. note: The same whitelist is also used for party and arena frames.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine." Paper: "OMG, WTF, Scissors!" Scissors: "Rock is OP and Paper are QQers. We need PvP buffs." "neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..."
Last edited by Dawn : 10-22-10 at 06:50 AM.
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Dawn |
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10-21-10, 10:22 PM | ||
A Fallenroot Satyr
Forum posts: 20
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I do have a question about the Aura Filters though. In Cataclysm will I be able to just pop in and add the Spell ID in the same format currently? I assume so, but I need to ask. Does it also set it as a priority on the Raid Frames? If not are you aware of any plug-ins that do or anyway to go about it? I just prefer your frames to that of Grid but I still need the ability to add buffs on the fly. On a side note I've had no issue with TotemBar.
Last edited by Yooya : 10-21-10 at 10:25 PM.
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Yooya |
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10-21-10, 06:59 AM | ||
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Btw, someone got an issue with TotemBar? Because I don't/can't reproduce the error Snoweh got.
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Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine." Paper: "OMG, WTF, Scissors!" Scissors: "Rock is OP and Paper are QQers. We need PvP buffs." "neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..." |
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Dawn |
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10-20-10, 10:41 PM | |
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always with the nice maps..
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Squishiman |
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10-20-10, 10:02 PM | |
A Fallenroot Satyr
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I'm running 1920x1080 at the lowest possible UI scale and I'm having some pixel-imperfections on my borders for every frame. Nothing major just blurry and I am going all OCD over it. I noticed your screen shots are done on 1650x1050 so I assume that is the issue. My question is do you know a possible solution I could use, or does anyone else?
I thought maybe fiddling with the frame width + height might do something. So I think I will fiddle with that for now. Edit: I did some digging and I found a script that optimized my scale for my resolution. This fixed any issues on the Player/Target/Raid frames; I still have an issue with Buffs. In some cases the buffs don't even show a border. Still looking for some help if you have any.
Last edited by Yooya : 10-20-10 at 10:45 PM.
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Yooya |
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10-20-10, 05:57 PM | |
A Defias Bandit
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Thanks for the great layout
And (how) can I enable DEBUFF/BUFFS on ToT frame? That's important for tanks and healers. or...a suggestion: show debuffs only if ToT is player show buffs only if ToT is mob BTW the Druid Eclipse/Holy Bean Bar is awesome!
Last edited by alrit : 10-20-10 at 06:02 PM.
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alrit |
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10-18-10, 04:39 PM | |
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I look into it. I didn't test TotemBar, TBH.
__________________
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine." Paper: "OMG, WTF, Scissors!" Scissors: "Rock is OP and Paper are QQers. We need PvP buffs." "neeh the game wont be remembered as the game who made blizz the most money, it will be remembered as the game who had the most QQ'ers that just couldnt quit the game for some reason..." |
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Dawn |
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10-18-10, 03:59 PM | ||
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Snoweh |
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10-17-10, 01:38 PM | ||
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Kazazik |
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10-17-10, 12:52 PM | |
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Update on the blizz raidframe removal.
Code:
CompactRaidFrameManager:UnregisterAllEvents() CompactRaidFrameManager:Hide() CompactRaidFrameContainer:UnregisterAllEvents() CompactRaidFrameContainer:Hide()
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sacrife |
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