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Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-24-14 08:04 PM
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oUF Diablo  Popular! (More than 5000 hits)

Version: 60000.01
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...6.0/oUF_Diablo

60000.01
- updated for patch 6.0.2

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 (28)
File Name
Version
Size
Author
Date
50400.05
2MB
zork
09-16-13 04:50 AM
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 11-01-08, 12:36 PM  
Reinhearthe
A Kobold Labourer

Forum posts: 1
File comments: 18
Uploads: 0
Originally posted by Spudnik
How did you manage to get them to work?
I did not implement anything fancy like the idea you have... I simply opened both the original .tga file and your versions... Then I selected all with yours and copied. Then I selected all of the original, cut, paste, save as... Saved alpha channel 32-bit as Targa (.tga) appended "gloss" i.e. d3_angelgloss.tga


I then just edited the code to use the new files leaving the originals intact. Not really interested in animating them to do stuff I just liked your accented versions!


(I did it this way because other methods have not worked for me such as just converting or creating brand new files... I think it is a bug with my version of photoshop)
Last edited by Reinhearthe : 11-01-08 at 12:38 PM.
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Unread 11-01-08, 11:50 AM  
Spudnik
A Murloc Raider

Forum posts: 4
File comments: 67
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That's what I said, I siad that units are only targetable through health bars and that it would be cool if they were targetable through portraits as well.

As to the focus, of cause I read that it was restricted by Blizzard but it also said that the D3Orbs addon was trying to acces the function via a corrupted path (something like that). My point is that maybe you can work around that and make it work with the right click->set focus method as well.

Ich versuch hier nur konstruktive Kritik zu geben, und zu helfen dein addon besser/kompatibler zu machen. Kein grund immer gleich so aufgebracht zu reagieren.
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Unread 11-01-08, 11:39 AM  
zork
A Pyroguard Emberseer
 
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@Spudnik
- units are targeted through health bars, not portraits
- don't say the focus is not working if you have no clue what you are talking about. focus can only set up by using /focus. using the menu to set the focus is restricted by Blizzard as you would know if you read the error text.
- camera is set inside oUF portrait.lua but I do not recommened to edit this.

@Reinhearthe
What fancier looking demon and angels?
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Unread 11-01-08, 10:46 AM  
Spudnik
A Murloc Raider

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How did you manage to get them to work?
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Unread 11-01-08, 09:36 AM  
Reinhearthe
A Kobold Labourer

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I was checking out those fancier looking demon/angel graphics... I am gonna use them just because...

could you not just have three separate files and then display which ever for whatever... I am guessing that is a cheap way to do it and would require more processing time..
Last edited by Reinhearthe : 11-01-08 at 09:50 AM.
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Unread 10-31-08, 10:50 PM  
Spudnik
A Murloc Raider

Forum posts: 4
File comments: 67
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Also, clicking on your pets picture wont target it, only clciking on the health ar does. I dunno if that's intended but it'd be cool to have it upon clicking
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Unread 10-31-08, 08:59 PM  
Spudnik
A Murloc Raider

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The focus still doesn't work. You can set a focus by typing /focus, but if you right click on the enemy health bar and then select "set focus" it gives you an error.
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Unread 10-31-08, 08:20 PM  
Spudnik
A Murloc Raider

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Is there a qay to set which portion of the body appears in the 3D picture? Because right now, the camera is too close to my voidwalkers, picture, if he moves in it, half his face gets cut off.
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Unread 10-31-08, 03:33 PM  
zork
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New version is out. Enjoy your stay.
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Unread 10-31-08, 11:07 AM  
Spudnik
A Murloc Raider

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xyz is a EXAMPLE variable
that's what I thought, but just to be sure....
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Unread 10-31-08, 10:39 AM  
zork
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Originally posted by Spudnik
What do you need the locals xyz and col for?

And zork, can you please help me out with the textures, I just can't get them to work.
Are you serious? xyz is a EXAMPLE variable, it stands for any variable you want.
To your texture problem, no. Just google for some wow texture guides its not that hard.
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Unread 10-31-08, 10:14 AM  
Spudnik
A Murloc Raider

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What do you need the locals xyz and col for?

And zork, can you please help me out with the textures, I just can't get them to work.
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Unread 10-31-08, 09:07 AM  
zork
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Originally posted by zoktar
would u mind pm'ing me an example plx =)
hf :>

IMPORTANT, do not declare local vars INSIDE the conditions, those will be only available INSIDE those conditions and are not known outside.

Code:
  local my_name, _ = UnitName("player")
  local _, my_class = UnitClass("player")

  local col
  local xyz

  if my_name == "Grombur" and my_class == "HUNTER" then
    --do sth for my hunter Grombur
    
    --col = 1
    --xyz = 2
    
  elseif my_name == "Rothar" and my_class == "WARRIOR" then

    --do sth for my warrior Rothar
    
    --col = 3
    --xyz = 0
 
  else
  
    --do sth for everything else

    --col = 3
    --xyz = 0

  end
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"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
Last edited by zork : 10-31-08 at 09:11 AM.
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Unread 10-30-08, 08:52 PM  
zoktar
A Cliff Giant
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Originally posted by Spudnik
You can put a check in there that checks for the character name and sets the lua accordingly.
would u mind pm'ing me an example plx =)
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Unread 10-30-08, 04:57 PM  
Spudnik
A Murloc Raider

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I can't get it to work goddamnit. How. Am. I. Supposed. To. Make. The. Textures. Work.?
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