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Siege of Orgrimmar (5.4)
Updated:09-16-13 04:50 AM
Created:unknown
Downloads:76,477
Favorites:147
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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 07-22-11, 06:42 AM  
zork
A Pyroguard Emberseer
 
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Check oUF_Diablo/config.lua

Go down to the raid attributes. Swith the 2 points (LEFT and TOP) and adjust the values thereafter.
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Unread 07-21-11, 04:42 PM  
rellein
A Kobold Labourer

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IS there any way to make the raid frames go left to right instead of up and down
Last edited by rellein : 07-21-11 at 05:05 PM.
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Unread 07-20-11, 05:38 PM  
zork
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Re: question regarding config

Yeah that is because the class animation config some lines below does override your settings. So check the class settings.
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Unread 07-20-11, 04:16 PM  
pircio
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question regarding config

hello...

i'm making changes via config.lua and it doesnt seem to want to update anything. specifically i'm trying to change the animation used in the orbs. I change the number for

--health animation
cfg.animhealth = 2 --default 7
--power animation
cfg.animmana = 13 --default 8

and its still the white and purple swirls. am i missing something? i was messing around with some other things and trying to change positioning via the config file as well and that didnt seem to work either

cfg.framesUserplaced = true
cfg.framesLocked = true

seem to work but that's about it
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Unread 06-23-11, 01:42 AM  
zork
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Re: Re: Re: Highlight Dispellable Buffs

It is working, but only affects debuffs.
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Unread 06-22-11, 06:34 PM  
Iseabail
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Re: Re: Highlight Dispellable Buffs

Originally posted by zork
Afaik yes but you need to rewrite sth in the target frame debuff function. I suggest you ask in the oUF forum first. Maye there is an attribute that can be set to make them glow or sth.
I'm not much of a coder, but I'll check into that, thanks.

Ok, this is probably a silly question, but exactly what does the 'desaturateDebuffs' option in the target config do? I was hoping it was similar to the aura display in ouf_Arp, where buffs/debuffs NOT cast by you are shown with no color saturation. But I haven't really seen any difference in having the setting on or off.
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Unread 06-20-11, 02:18 AM  
zork
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Re: Highlight Dispellable Buffs

Afaik yes but you need to rewrite sth in the target frame debuff function. I suggest you ask in the oUF forum first. Maye there is an attribute that can be set to make them glow or sth.
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Unread 06-19-11, 09:39 PM  
Iseabail
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Highlight Dispellable Buffs

First, thanks for sharing this lovely interface, I love it.

Question: is it possible to set up the enemy target auras to show only my dispellable buffs?
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Unread 06-15-11, 08:22 AM  
zork
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rBBS has no fluid animation models atm only this mod has.

oUF_Diablo has a config.lua. Just disable every unit except player. You can even disable certain modules of the player unit (castbar, soulshard icons etc.)
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Last edited by zork : 06-15-11 at 08:25 AM.
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Unread 06-15-11, 07:21 AM  
zohar101
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Another quick question. Since I use a different oUF for target/focus bar + party bars, what would be the best way to try out the new orbs+actionbar? rBottombarstyler? Or you need oUF_Diablo to see all the perks like animations?
Last edited by zohar101 : 06-15-11 at 07:21 AM.
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Unread 06-13-11, 11:10 AM  
zork
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You can define whatever animation for any class. You choose.
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Unread 06-13-11, 07:51 AM  
zohar101
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So pretty.
But wait a min. You say mage doesn't use power type coloring but you see it's blue class color and then a different shade of blue for mana.
Agh this makes me want to disassemble my entire UI yet again.
Last edited by zohar101 : 06-13-11 at 07:53 AM.
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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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