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Updated: 09-16-13 04:50 AM
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Siege of Orgrimmar (5.4)
Updated:09-16-13 04:50 AM
Created:unknown
Downloads:75,905
Favorites:145
MD5:
5.4
oUF Diablo  Popular! (More than 5000 hits)
Version: 50400.05
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
SVN
http://code.google.com/p/rothui/sour...5.0/oUF_Diablo
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
Archived Files (27)
File Name
Version
Size
Author
Date
50400.05
2MB
zork
04-02-13 04:30 PM
50200.04
2MB
zork
03-23-13 06:56 PM
50200.03a
2MB
zork
03-16-13 03:49 AM
50200.03
2MB
zork
03-04-13 05:31 PM
50100.02a
2MB
zork
03-01-13 08:16 PM
50100.01
2MB
zork
11-28-12 12:57 PM
50001.05
2MB
zork
09-21-12 01:23 PM
40300.04
2MB
zork
05-08-12 03:09 PM
40300.03
2MB
zork
11-30-11 12:58 PM
4.010
2MB
zork
06-29-11 03:44 PM
4.009
2MB
zork
06-13-11 05:19 AM
4.008b
2MB
zork
06-12-11 07:57 AM
4.008a
2MB
zork
06-11-11 09:36 PM
4.007
2MB
zork
04-28-11 11:38 AM
4.006
2MB
zork
01-26-11 04:08 AM
4.003
2MB
zork
11-21-10 11:24 AM
4.002
1MB
zork
11-12-10 06:44 PM
4.001
934kB
zork
10-20-10 02:32 PM
019
861kB
zork
12-10-09 11:51 AM
018
2MB
zork
09-05-09 04:51 PM
017
2MB
zork
08-07-09 04:09 PM
016
1MB
zork
08-07-09 04:13 AM
015
1024kB
zork
05-07-09 02:43 PM
014-3
1013kB
zork
04-19-09 07:16 AM
013-2
1MB
zork
04-02-09 02:51 PM
012
603kB
zork
03-25-09 11:20 AM
010
621kB
zork
11-14-08 03:44 PM


Post A Reply Comment Options
Unread 06-12-11, 04:10 PM  
zork
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I was lucky today. I played around with the pearl texture and there it was...I'm now able to combine animation files and color.

I changed the config in a way that you even can combine all of that. Say...you can use a cool animation for your health orb in animation color, but use powerbarcoloring for your power orb.

Using class or powertype coloring will override the animation set and use the pearl animation instead. Using the pearl animation allows even more tweaks. We can decrease its alpha via a multiplier to make if flow above the filling texture and noch covering the entire thing and we can set a value that will prevent the animation from fading once the orb depletes. (Which may or may not look cool, your decision)

You can see the changes here:
http://code.google.com/p/rothui/sour...blo/config.lua

The update is not available yet. Need to do some testing.

But here are some teaser shots:


*update*

Release is coming. I added examples for Mage, Druid, Rogue and Deathknight showing class and powertype coloring while maintaining the animation.

There are tons of possible settings now. Have fun playing around with them.

The example setup is as follows...
- Druid and Deathknight use class and powertype coloring
- Rogue uses powertype coloring but no class coloring
- Mage uses class coloring but no powertype coloring
- All other classes use preset animations

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Last edited by zork : 06-13-11 at 05:07 AM.
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Unread 06-11-11, 01:42 PM  
zork
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Re: Target frame

Big change incomig. oUF_Diablo will get it's cool back.



Animation files will return in the next update.

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Last edited by zork : 06-11-11 at 08:56 PM.
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Unread 05-05-11, 05:30 PM  
Kutukamelot
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Target frame

Hi,is there a way to make it show mana in the target frame?
like "5000/6666" or whatever....?
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Unread 04-30-11, 09:30 AM  
zork
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Re: raid frames

Go to config.lua and set show to false for the raid settings. This will prevent the raid frames from spawning.
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Unread 04-29-11, 07:32 PM  
Suzyrox
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raid frames

how do i go back to using blizz default raid frames?
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Unread 04-16-11, 04:25 PM  
Caeniix25
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Galaxies

I was wondering if it was possible to change the galaxy images. The backgrounds are neat but I want the glowing and more fluid-like motion for the orbs. Is it possible to change the images of the galaxies themselves?
Last edited by Caeniix25 : 04-16-11 at 06:33 PM.
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Unread 04-10-11, 12:51 AM  
zoktar
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Re: Re: boss frames

Originally posted by zork
You see no difference because your layout-local.txt already knows the values and will use the saved one. Delete your layout-local.txt if you want to reset positions or change the userplaced variable to false. Both will do the same (wipe the layout-local.txt data)

@terran
The raid panel is gone. If you need the flare frame install an addon that does it. Some for raidmarker or use marker keybindings.
Yeah worked, also on a multibossfight, i could do /diablo unlockbars, and place them. maybe add a "test mode" , so you can place bars and units beforehand ? =). awesome works as usual.
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Unread 04-09-11, 10:57 AM  
sacredone
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debuff sec

I want to know remaining seconds of debuff on target from me
and realize what debuff is mine.


currently, this addon can't distuingsh about same debuff from differnt player
and can't decide when I recast debuff cuz no sec.
ex) different about A rogues hemorrhage, B rogues hemorrhage.

What can I do for this 2 func.
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Unread 03-22-11, 04:26 AM  
zork
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Re: boss frames

You see no difference because your layout-local.txt already knows the values and will use the saved one. Delete your layout-local.txt if you want to reset positions or change the userplaced variable to false. Both will do the same (wipe the layout-local.txt data)

@terran
The raid panel is gone. If you need the flare frame install an addon that does it. Some for raidmarker or use marker keybindings.
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Last edited by zork : 03-22-11 at 04:27 AM.
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Unread 03-21-11, 05:34 PM  
zoktar
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boss frames

lo, use standard minimap, and have it placed differently, also hides in combat.

i was trying to change Boss frames spawn point, to about where the minimap usually is so topright. what "point" should i set it to, Default is Minimap, iv tried UIParent and Worldframe, doesnt seem to want to show.

pos = { a1 = "CENTER", a2 = "CENTER", af = "UIParent", x = 0, y = 0 },

x0 y0 center center just so i can see if it spawns at all, then adjust after.

cheers for any help
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Unread 03-21-11, 03:07 PM  
Drakenseed
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help

hi im a bit of a noob when it comes to changing option via lua and was wondering if someone could help me, ive just installed this very nice addon looks awesome btw and ive got no coloring in the orbs ive looked at the config and under orb colors changed the cfg.healthcolor to 2 and the mana one to 3, and restarted the game but nothing happens they are still empty. also ive got no art showing round the orbs, i can unlock the frame for it and move it but cant see it
also i havent got any art around the threat bars like on the pics

ty in advance
Last edited by Drakenseed : 03-22-11 at 03:51 AM.
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Unread 03-20-11, 09:46 AM  
terransystem
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Raid Control Frame

How do you show the raid control frame? You know that allows you to do a role check, raid check, and place raid icons out on the ground.
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Unread 03-15-11, 02:02 AM  
zork
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Re: Party and Raid Health Color

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Last edited by zork : 03-15-11 at 02:03 AM.
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Unread 03-14-11, 04:54 PM  
terransystem
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Party and Raid Health Color

Is there a way to change the player health color to match their class in the party and raid frames?
Last edited by terransystem : 03-14-11 at 08:22 PM.
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Unread 02-22-11, 05:37 PM  
zoktar
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Re: Re: where is the raidmark code?

Originally posted by zork
The raidmarks are icons that get spawned inside the corresponding unit files. (raid.lua, party.lua etc.). Search for "RaidIcon"
thanks, one would think that was obvious.
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