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Battle for Azeroth (8.0.1)
Updated:08-25-18 02:54 AM
Created:08-27-16 10:41 AM
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iipui  Popular! (More than 5000 hits)

Version: 33
by: ObbleYeah [More]

iipui


This UI is dependent on oUF; it will not load without it!

A full UI suite for Warcraft, designed towards making the most of screen real estate in a clean, lightweight & responsive format, matching the game's aesthetic whilst giving it new life.

The action bar slides up into view when the cursor hovers over the bottom portion of your screen, revealing your skill buttons. By default, this will also automatically occur when entering combat or opening your spellbook. Once your cursor moves away or you leave combat it slides back down out of view. Options to toggle button display permanently or disable the on-combat show/hide behaviour are included in the dropdown menu to the bottom-left of the screen.


UI elements include : Buffs, Bag, Chat, Combat Text, Group Frames, Maps, Nameplates, Objective Tracker, Tooltip, Unit Frames, & various others.


Credits & thanks to: haste, Lyn, Constie, Lightspark, zork.



## Install iipui:

1. download from the button to the right
2. unzip directory
3. select & drag "Fonts" to your World of Warcraft install folder, to sit alongside directories such as "Interface", "Data" & "Cache"
4. select & drag "iipui" to [Interface\AddOns]




## Install oUF:

1. click above link
2. press "clone or download" at the top-right of the page
3. select "download zip" from the dropdown
4. unzip directory
5. rename directory from "oUF-master" to "oUF"
6. select & drag "oUF" to [Interface\AddOns]


## Add/Remove Raid Aura Tracking:
Note that this will only track player casts of spells.

1. open elements/groupframe/auras/spelllist.lua
2. Follow the formatting rule of [spellID] = {r = x, g = y, b = z},
x,y,z are RGB colour values and can be 0-1 or 255/255
3. spellID can be found in the tooltip of auras or action buttons.


Modernist iip, Outland-EU Alliance
dev: Github.

commit history: https://github.com/obble/iipui/commits/master
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Unread 08-29-16, 04:47 PM  
Distaine
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Worked perfetly, thank you! My last ask would be removing the red text that is tracking my debuffs on target - SW:P, VT etc.
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Unread 08-29-16, 04:36 PM  
ObbleYeah
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uploaded v8 — with bug fixes for stuff i hadn't noticed until legion unlocked (class hall bar etc.)

i'l be pushing bug fixes as i find them on my github — if you're having an issue with the version here its worth looking there to see if i've already dealt with it ahead of time.

enjoy yr questing.
Last edited by ObbleYeah : 08-29-16 at 05:14 PM.
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Unread 08-29-16, 03:57 PM  
ObbleYeah
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Originally Posted by Distaine
Grabbed the latest update and it appears the line numbers are the same as previous - if you're planning on adding the option via GUI in a later update I can gladly wait for that.
yeah, double-checked finally (nb: never trust myself) and you're right.

replacing lines 391-404 with

Code:
self.Castbar:ClearAllPoints()
should do the job, just tested myself.
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Unread 08-29-16, 03:27 PM  
Distaine
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Originally Posted by ObbleYeah
Originally Posted by Distaine
Originally Posted by ObbleYeah
Originally Posted by Distaine
Another couple questions for you - how would I go about removing the cast bar and the red text debuff trackers? I've been looking at some of the lua files under iipui/frames/unitframe but removing lines referencing cast bars just seems to break things.
to get rid of the buffs you can just comment out or remove this line.

to get rid of the player castbar comment out or remove lines 314-320 here, and then also lines 346-349.
Sorry if I'm missing something but line 339 if layout.lua is already blank. I've made sure to update to the newest through github before this posting. Line 337-338 seem to reference the castbar: "self:RegisterEvent('UNIT_NAME_UPDATE', PostCastStopUpdate)
table.insert(self.__elements, PostCastStopUpdate) and line 340 also references the castbar: "Castbar.PostChannelStart = PostCastStart" Removing 340-343 breaks all the frames.

Likewise for the castbar, 314-320 refernces the castbar at 314 - self.Castbar = Castbar but 316-320 consist of "local MasterLooter = self:CreateTexture(nil, 'OVERLAY')
MasterLooter:SetHeight(16)
MasterLooter:SetWidth(16)
MasterLooter:SetPoint('LEFT', Leader, 'RIGHT')"

and again, removing breaks it. I'm assuming the issue is a difference in our layout.lua files leading to the line numbers not matching up but I can't figure out what lines I should remove.

If any of this will be available to change in your upcoming GUI I can wait until then, its not a pressing issue. I just really love your frames and want to incorporate them in my UI.
the latest version just uploaded should make the previous line numbers i mentioned correct — i'll also make a note to add the options to the GUI in the next update round!
Grabbed the latest update and it appears the line numbers are the same as previous - if you're planning on adding the option via GUI in a later update I can gladly wait for that.

On another note, the silhouettes for self and target look spot on now, awesome job. haven't had a chance to check the raid frames yet.
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Unread 08-29-16, 02:42 PM  
ObbleYeah
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a new version is available!

it adds:

— a (very) small menu that allows you to choose which raid layout you'd prefer, and whether the actionbar auto-slides up in combat
— an option to keybind the sliding actionbar toggle
— ready check on raidframes
— vehicle/override etc. bar support
— positioned extraactionbutton
— pet bar
— more consistent silhouettes (feedback from users with high resolution screens appreciated)
— skinned group management frame
— range indicator on keybinds
— (slightly) less bonkers item highlight (w.i.p)
— a fix for aura tooltips & c stack overflow
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Unread 08-29-16, 02:35 PM  
ObbleYeah
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Originally Posted by Distaine
Originally Posted by ObbleYeah
Originally Posted by Distaine
Another couple questions for you - how would I go about removing the cast bar and the red text debuff trackers? I've been looking at some of the lua files under iipui/frames/unitframe but removing lines referencing cast bars just seems to break things.
to get rid of the buffs you can just comment out or remove this line.

to get rid of the player castbar comment out or remove lines 314-320 here, and then also lines 346-349.
Sorry if I'm missing something but line 339 if layout.lua is already blank. I've made sure to update to the newest through github before this posting. Line 337-338 seem to reference the castbar: "self:RegisterEvent('UNIT_NAME_UPDATE', PostCastStopUpdate)
table.insert(self.__elements, PostCastStopUpdate) and line 340 also references the castbar: "Castbar.PostChannelStart = PostCastStart" Removing 340-343 breaks all the frames.

Likewise for the castbar, 314-320 refernces the castbar at 314 - self.Castbar = Castbar but 316-320 consist of "local MasterLooter = self:CreateTexture(nil, 'OVERLAY')
MasterLooter:SetHeight(16)
MasterLooter:SetWidth(16)
MasterLooter:SetPoint('LEFT', Leader, 'RIGHT')"

and again, removing breaks it. I'm assuming the issue is a difference in our layout.lua files leading to the line numbers not matching up but I can't figure out what lines I should remove.

If any of this will be available to change in your upcoming GUI I can wait until then, its not a pressing issue. I just really love your frames and want to incorporate them in my UI.
the latest version just uploaded should make the previous line numbers i mentioned correct — i'll also make a note to add the options to the GUI in the next update round!
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Unread 08-29-16, 09:59 AM  
Distaine
A Kobold Labourer

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Originally Posted by ObbleYeah
Originally Posted by Distaine
Another couple questions for you - how would I go about removing the cast bar and the red text debuff trackers? I've been looking at some of the lua files under iipui/frames/unitframe but removing lines referencing cast bars just seems to break things.
to get rid of the buffs you can just comment out or remove this line.

to get rid of the player castbar comment out or remove lines 314-320 here, and then also lines 346-349.
Sorry if I'm missing something but line 339 if layout.lua is already blank. I've made sure to update to the newest through github before this posting. Line 337-338 seem to reference the castbar: "self:RegisterEvent('UNIT_NAME_UPDATE', PostCastStopUpdate)
table.insert(self.__elements, PostCastStopUpdate) and line 340 also references the castbar: "Castbar.PostChannelStart = PostCastStart" Removing 340-343 breaks all the frames.

Likewise for the castbar, 314-320 refernces the castbar at 314 - self.Castbar = Castbar but 316-320 consist of "local MasterLooter = self:CreateTexture(nil, 'OVERLAY')
MasterLooter:SetHeight(16)
MasterLooter:SetWidth(16)
MasterLooter:SetPoint('LEFT', Leader, 'RIGHT')"

and again, removing breaks it. I'm assuming the issue is a difference in our layout.lua files leading to the line numbers not matching up but I can't figure out what lines I should remove.

If any of this will be available to change in your upcoming GUI I can wait until then, its not a pressing issue. I just really love your frames and want to incorporate them in my UI.
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Unread 08-29-16, 09:38 AM  
Isman
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Edit : nvm found it
Thx again !
Last edited by Isman : 08-29-16 at 10:19 AM.
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Unread 08-29-16, 07:16 AM  
ObbleYeah
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Originally Posted by Isman
Thank you very much for sharing this ! Really appreciated
Now, like I asked @ MMO-Champ, how can I hook the chatframe to the sliding bar ?
And also, Could it be possible to have it bound on a key ? (the show/hide thing i mean)

Thank you
added the option for this in the new version, which can be toggled on here by setting it to "true": it essentially just inherits the same rules as the actionbuttons and other stuff that appears when the bar slides out.

you'll have to play with the positioning manually if you want it embedded within the bar itself — you can parent it to the frame by setting the second position value to _G['modbar'].

i also added a keybind :] and you can choose whether or not it slides out in combat automatically from the new little GUI option at the bottom of the player menu.

you can find it on git now, and ill upload here a little later today: https://github.com/obble/iipui
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Unread 08-29-16, 04:50 AM  
Isman
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Thank you very much for sharing this ! Really appreciated
Now, like I asked @ MMO-Champ, how can I hook the chatframe to the sliding bar ?
And also, Could it be possible to have it bound on a key ? (the show/hide thing i mean)

Thank you
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Unread 08-29-16, 04:15 AM  
ObbleYeah
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Originally Posted by Distaine
Another couple questions for you - how would I go about removing the cast bar and the red text debuff trackers? I've been looking at some of the lua files under iipui/frames/unitframe but removing lines referencing cast bars just seems to break things.
to get rid of the buffs you can just comment out or remove this line.

to get rid of the player castbar comment out or remove lines 314-320 here, and then also lines 346-349.

Originally Posted by meatnoodles
Hey there. Sorry to bother but could you give me a more detailed guide on how to use the standalone silhouette oUF plugin? I'm having a really hard time trying to get it to work. Do I need to copy the entire silhouette folder or just the file inside of it into my oUF folder? Where exactly should I place it? In what toc file should I register it and how do I do that? I'm also using Lyn's oUF edit, will it interfere with something? If not, should I add any code into lyn's 'lyn.lua' file to get it working? I'm sorry for all the questions and thank you for sharing your amazing UI!
an update is coming today that hopefully solves a couple of issues with screen resolutions and sizes for the silhouettes, so i'd recommend holding off until that is published. I also know that Lyn is currently involved in adding these silhouettes to his layout (i'm in a party with him helping him test them now..!), so it might be best to wait for that to be officially added.

that said, i'll add a more detailed guide on the info page as to how to install & add silhouettes to custom layouts soon.

_
Last edited by ObbleYeah : 08-29-16 at 04:15 AM.
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Unread 08-29-16, 12:27 AM  
meatnoodles
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Hey there. Sorry to bother but could you give me a more detailed guide on how to use the standalone silhouette oUF plugin? I'm having a really hard time trying to get it to work. Do I need to copy the entire silhouette folder or just the file inside of it into my oUF folder? Where exactly should I place it? In what toc file should I register it and how do I do that? I'm also using Lyn's oUF edit, will it interfere with something? If not, should I add any code into lyn's 'lyn.lua' file to get it working? I'm sorry for all the questions and thank you for sharing your amazing UI!
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Unread 08-28-16, 07:14 PM  
Distaine
A Kobold Labourer

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Another couple questions for you - how would I go about removing the cast bar and the red text debuff trackers? I've been looking at some of the lua files under iipui/frames/unitframe but removing lines referencing cast bars just seems to break things.
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Unread 08-28-16, 01:23 PM  
ObbleYeah
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Originally Posted by Minnifer
Originally Posted by ObbleYeah
Originally Posted by Minnifer
How would I grab the way that you redid the personal health tracker? I want to mess with the default ones and love the way you redid them!
its still the default ones — they're actually handled in the same manner as the nameplates over mobs, its all in the nameplate file.

Originally Posted by Minnifer
And anything regarding a target of target or Focus frames? I plan on doing a fair amount of PvP with this =D
I'll add back-end code so that you can spawn a ToT frame in the next version, though i wont explicitly add it myself. you can spawn a focus frame now if you add this:

Code:
spawnHelper(self, 'focus', 'BOTTOM', -4, 160)
underneath the line specified here. the last three values control positioning.

i might add arena frames at some point too if im feeling frisky

_
Awesome, thank you! If I JUST want to grab the personal tracker thing, not the other nameplates, how would I go about deleting files there to use? And is it possible that I add in Arena frames myself? I love how you're doing all this and would love to learn on my own. I'm a developer by trade but I am brand new to LUA and would be happy to learn!
you could try this.

for arena, search in FRAMES/unitframe/layout.lua for the line
Code:
UnitSpecific.focus = UnitSpecific.target
and add
Code:
UnitSpecific.arena = UnitSpecific.boss
under it.

then search for
Code:
for n = 1, MAX_BOSS_FRAMES or 5 do
			spawnHelper(self, 'boss'..n, 'TOPRIGHT', -132, -120 - 55*n)
		end
and add
Code:
for n = 1, 5 do
			spawnHelper(self, 'arena'..n, 'TOPRIGHT', -132, -120 - 55*n)
		end
under it. it'll inherit the same layout and positioning format as the boss frames. you can test it by typing '/tp' which will force each of the frames to be populated with player information — though you'll have to reload the ui ('/rl') afterward

_
Last edited by ObbleYeah : 08-28-16 at 01:25 PM.
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Unread 08-28-16, 01:03 PM  
Minnifer
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Originally Posted by ObbleYeah
Originally Posted by Minnifer
How would I grab the way that you redid the personal health tracker? I want to mess with the default ones and love the way you redid them!
its still the default ones — they're actually handled in the same manner as the nameplates over mobs, its all in the nameplate file.

Originally Posted by Minnifer
And anything regarding a target of target or Focus frames? I plan on doing a fair amount of PvP with this =D
I'll add back-end code so that you can spawn a ToT frame in the next version, though i wont explicitly add it myself. you can spawn a focus frame now if you add this:

Code:
spawnHelper(self, 'focus', 'BOTTOM', -4, 160)
underneath the line specified here. the last three values control positioning.

i might add arena frames at some point too if im feeling frisky

_
Awesome, thank you! If I JUST want to grab the personal tracker thing, not the other nameplates, how would I go about deleting files there to use? And is it possible that I add in Arena frames myself? I love how you're doing all this and would love to learn on my own. I'm a developer by trade but I am brand new to LUA and would be happy to learn!
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