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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:74,319
Favorites:142
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 04:31 PM
50100.02a
2MB
zork
03-01-13 07:16 PM
50100.01
2MB
zork
11-28-12 11:57 AM
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 11:58 AM
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 03:08 AM
4.003
2MB
zork
11-21-10 10:24 AM
4.002
1MB
zork
11-12-10 05:44 PM
4.001
934kB
zork
10-20-10 02:32 PM
019
861kB
zork
12-10-09 10:51 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 02:44 PM


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Old 10-26-08, 12:06 PM  
zork
A Pyroguard Emberseer
 
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Re: Re: Feature Toggle Screen width / positioning

Originally posted by Reinhearthe
...
Check the info page, I updated it.
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Old 10-26-08, 11:35 AM  
Reinhearthe
A Kobold Labourer

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Re: Feature Toggle Screen width / positioning

I played around with it a little.. I put in some config variables which made it easy enough to set how far off bottom, left and right, and width of the bottom bar.. This all worked fine.. However, when I tried to make a new bottom bar so it would not looked stretched it would not display it. I even took the original bottom bar file and just made it one pixel wider. No go. I changed the edited file back to the original pixel length and it displayed again.

So I gave up.. I like globe's animation so much that I am just redoing the layout with my other addons around it as is. It did not look as cool on either side of the screen as I thought it would. Maybe it would with a bottom bar that is not stretched. It looks incomplete with no bottom bar. It was somewhat interesting with just the globes with no other artwork.

I would STILL l like the option to disable the unit frames and casting bar. I would rather use an alternate addon for those features.

That code is over my head...

Thoughts?

(yes there are at least two other working diablo type addons... but I like your animation better)
Last edited by Reinhearthe : 10-26-08 at 11:41 AM.
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Old 10-26-08, 04:41 AM  
zork
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I am still working on it, this is how I got so far:
http://zorktdmog.zo.funpic.de/rothui...508_235728.jpg
http://zorktdmog.zo.funpic.de/rothui...608_002205.jpg

This you can now select if you want the animation with a fixed color (red,blue,green or yellow) or class color and powertype/reputation color with no animation.

I am quite happy with it atm.

The animated version does look like this atm:
http://zorktdmog.zo.funpic.de/rothui...508_222736.jpg

As you can see I edited in the values now. The are always visible. I the hp is over 1 million it will be 1m, king in Stormwind has "5.5m - 100%", this keeps it simple and small. I do not show the max possible hp only the current value next to the current percent.
I had to change the position of the targetframe though it was not useful at the top.
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Last edited by zork : 10-26-08 at 04:47 AM.
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Old 10-25-08, 07:08 PM  
Garry
A Kobold Labourer
 
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Originally posted by zork
I think I can handle it. Will test some stuff and upload the final version at sunday.
Would be great just to see under the % part of health a cur/max hp value ^^

I just tried to add it myself but i failed hart.

Thought i managed to add CombatFeedback to the orbs above the names for Player and Target.

Mfg/Greets
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Old 10-25-08, 07:35 AM  
Reinhearthe
A Kobold Labourer

Forum posts: 1
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Feature Toggle Screen width / positioning

Awesome Orb Animation!

I like to have my buttons off to the side and use the middle for my mini map and gatherer hub...

I have replace the tga file for the button frame with a transparent image.. that is great but..

Before I start hacking around in the code to achieve what I want I thought I would ask.

What about turning/disabling off the unit frames and casting bar.

What about being able to set where on the screen the bottom of the orb frames are? i.e. above the bottom of the screen on top of a ViewPort, Sunn-Viewport, CTViewport, etc.

What about selecting the distance between the orbs?

Basically I want to push the orbs apart to the edges of the screen on top of my Sunn-Viewport.

I figure I can do trial and error and try to not dink up the code or ask and see if you can toss out the lines to edit or incorporate these in the config section or do a full blown menu...

Thx for you consideration.. Reinhearthe
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Old 10-24-08, 05:45 AM  
zork
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Originally posted by Fulnir
...
I think I can handle it. Will test some stuff and upload the final version at sunday.
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Old 10-24-08, 05:41 AM  
Fulnir
A Murloc Raider

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Hey Zork,

Sorry for bugging you multiple places, but just to be sure you're reading
Going to quote myself from your forum thread.
Don't know if this is too much to ask for, but could you add some text options to the D3Orb layout? If it could include the ability to show 10.000hp as 10k and the same for power it would truly make my day. I can comment out the cast bar and the other unit frames so I only have the player orbs showing, I just don't know how to add the texts.

Thank you for your time.
This would make me sooo happy if it got implemented. Truly!

Love your work.
Thanks
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Old 10-23-08, 05:18 PM  
zork
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Old 10-23-08, 02:31 AM  
zoktar
A Cliff Giant
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Originally posted by zork
I will provide a small config for health and mana orb color.

health orb will be able to be green or red
mana orb will be blue or powertype in red,blue,orange

That could be done rather easily. Still tweaking some stuff. (New minimap as you see on the screenshots etc.)
nice, just curious, would it be possibly to get a purple orb, by using bluefog, as uv done with yellow since there is no yellow fog only orange? its ok if ur not gonna add that just wonderd if it was possible.
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Old 10-23-08, 02:06 AM  
zork
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Originally posted by zoktar
...
I will provide a small config for health and mana orb color.

health orb will be able to be green or red
mana orb will be blue or powertype in red,blue,orange

That could be done rather easily. Still tweaking some stuff. (New minimap as you see on the screenshots etc.)
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Last edited by zork : 10-23-08 at 02:08 AM.
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Old 10-23-08, 01:56 AM  
zoktar
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are we talking bout the same animations? ei: RedRadiationFog.m2, BlueRadiationFog.m2, GreenRadiationFog.m2, OrangeRadiationFog.m2

?
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Old 10-23-08, 01:30 AM  
zork
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Originally posted by zoktar
i thought there was a workaround for that, like someone did with the yellow energybar, had 2 use orange animation and some trickery to get it yellow no?.
There are different colorful animations but there is no animation for every class, it would look ugly. Powertype would be quiet possible though since there is yellow, blue and red.
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Old 10-22-08, 10:05 PM  
zoktar
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Originally posted by zork
Animations cannot be colorized, so not possible.
i thought there was a workaround for that, like someone did with the yellow energybar, had 2 use orange animation and some trickery to get it yellow no?.
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Old 10-22-08, 03:42 PM  
zork
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Originally posted by zoktar
Could u possibly add "class coloring" option for the health orb?, would be awsome.
Animations cannot be colorized, so not possible.
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Old 10-22-08, 03:19 PM  
zoktar
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Could u possibly add "class coloring" option for the health orb?, would be awsome.
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