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Updated: | 04-27-11 03:26 PM |
Created: | 08-15-09 03:43 PM |
Downloads: | 59,710 |
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).
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-- 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"
------------------
-- 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, ...
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-- raid --
----------
cfg.RaidFrames = true -- set to false to disable raid frames
-----------
-- arena --
-----------
cfg.ArenaFrames = true -- set to false to disable arena frames
-------------------
-- 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. |
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Lishnak |
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09-09-09, 10:47 AM | ||
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This can and will drive you crazy on days with an already bad mood. I'll very much enjoy sharing my stuff, however. I just wish people would take at least some time to write down their problems/needs in a understandable way, in the first place. I'll see if I can make party and raid more easy movable, i.e. via clicking on the bars. |
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Dawn |
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09-09-09, 09:45 AM | |
A Kobold Labourer
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File comments: 7
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I have never edited an addon or made one,so coding is not a strong side for me,and it was just a simple question.
As for the concern of hell with configing this with others,is that the drag solution is sometimes working,and sometimes it doesnt. Other addons seem to fall "behind" this oUF layout,so I have to move the user frames almost all the time to get this perfect,but I simply cant with this huge scale. Too bad though,as I really really like this layout,but I guess I dont have a choice but to go back to the standard look from oUF =( Still,keep up the good work ^^ Nicest layout for oUF ever made ^^ |
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Lishnak |
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09-09-09, 09:30 AM | |
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Using an UI scale makes not much sense if you build your UI around a scale of 1.0 in the first place, imho. I don't see why it's any more difficult to configure them on a "no UI scale aka scale 1" basis than it is on minimum scale, since they were build for "no UI scale aka scale 1".
You can change the width of said panel at the very bottom of the file, should be 1370. Just increase the number until it fits again. Or don't use the viewport. Regarding the whole UI ... It is a very minimalistic UI. oUF_viv is at least 75% of the whole UI if not more. I don't think adding Dominos, dMinimap2 (official version doesn't have exactly that border, but it comes close with a plain border that is included) and rActionButtonStyler (modified to use the border from oUF_viv's media folder) is to much work of reproducing the look for anyone that's really interested, is it? E: I consider updating dMinimap2 to include those textures.
Last edited by Dawn : 09-09-09 at 09:36 AM.
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Dawn |
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09-09-09, 09:18 AM | |
A Kobold Labourer
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Can somebody edit this to work with UI scale on minimum ? Its a serious hell to config the userframes on the highest scale.And yeah,I also request your good looking UI,just not the user frames.Have to give you creds for these,but can you please make them useable on lowest scale ? The bar at the bottom and at the top doesnt fill the screen.It suddenly cuts and the rest of the line turns black.
Keep on with the good work |
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Lishnak |
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09-09-09, 08:30 AM | ||
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jasje |
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09-09-09, 08:11 AM | |
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whats the mini map u have there ?
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Squishiman |
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09-09-09, 07:32 AM | |
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nice work .. i really like these
it is possible to get your whole ui? include bars and so ? please |
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sui2k |
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09-07-09, 01:14 PM | |
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Awesome unitframes! I liked the old ones too but these ones rock! I've made some personal changes but kept most of your original layout. It looks stellar now, so thanks for all your work on this!
__________________
- So all you do is listen to chillout music and play wow all day? - Pretty much, yeah. - You're my hero! |
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piggybackjack |
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09-04-09, 11:49 AM | |
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Search for "buffs" and "debuffs" and remove that code.
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Dawn |
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09-04-09, 11:38 AM | |
A Kobold Labourer
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yes, all of them? i really would like to just use the unitframes and something else for my buffs. I figured out how to disable my own, but not my targets.
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idialrevenge |
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09-04-09, 05:07 AM | |
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All of them ?
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Dawn |
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09-04-09, 01:07 AM | |
A Kobold Labourer
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any way to disable the buffs & debuffs?
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idialrevenge |
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08-27-09, 09:15 PM | |
A Murloc Raider
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I have two quick questions...
one, how do i edit the local color variables to use the class colors.... two, i use a 1920x1200 resolution, and the viewport doesnt fully extend across, where would i change that? Edit: forget question 2, i poked around your viewport code and fixed it for my screen... the class color stuff though, I still haven't quite figured out.
Last edited by deepfriedspam : 08-27-09 at 09:27 PM.
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deepfriedspam |
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08-23-09, 10:30 PM | |
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Thanks for the quick reply. And now you point that out, it's so obvious, and even more so when now I realise that ToT is done the same way.
In defence of my stupidness (), I've never seen a unit frame do it that way. But now that I've have, and seen what a simple way of reducing screen clutter it is, it's amazing that I haven't. Kudos on a great design feature. |
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Luran |
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