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Updated: 11-12-14 01:13 PM
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Compatibility:
Warlords of Draenor Pre-Patch (6.0.3)
Warlords of Draenor Pre-Patch (6.0.2)
Siege of Orgrimmar (5.4)
Escalation (5.3)
Updated:11-12-14 01:13 PM
Created:07-03-09 12:57 AM
Downloads:33,416
Favorites:198
MD5:
6.0.3

Neav UI  Popular! (More than 5000 hits)

Version: 6.0.0
by: Neal, ballagarba

Neav UI
This UI complication will work on all resolution.
But be warned.

I will not help with questions
Most of the addons in this compilation is only configurable through Lua, so some basic programming knowledge is highly recommended but not required. A lot of the options are basically setting the value to either true or false depending on if you want to enable or disable the feature.

AddOns include
!Beautycase
!Colorz
nBuff
nChat
nCore
nMainbar
nMinimap
nPlates
nPower
nTooltip
oUF (by Haste)
oUF_Neav
oUF_NeavRaid

* some changes by me

Tanks to Haste, kerrang, zork, Tuller, and many more for their great AddOns.

Information
A lot of the addons have a config.lua file where you can change some settings. So look first into this file before you ask something!

How can I move the Pet-, Stance- or Possessbar?
It's very simple!
ShiftKey + AltKey + Leftclick on the first button of the Pet-, Stance- or Possessbar to move the them.

Commands
/neavrt to move the raid frames.
/wm, /worldmarkers, /rm or /raidmarkers to show world raid markers.
/rolecheck or /rcheck to do a role check.

Great extensions
For a improved totem frame check out ImprovedTotemFrame
If you want a small, not overload threat addon. Check out zorks rThreat
Some other decent and good ui improvements are tekability, oGlow and Combuctor

The latest updates and changes can be found on Github.

v. 6.0.0

- Updates to work with Warlords of Draenor.

v. 5.4.1

- Added Siege of Orgrimmar raid debuffs to the raid frames
- Added option to hide unit tooltips during combat
- Added option to show the chat input box above the chat window (default: true)
- Option to hide the coalesced/interactive realm text from the tooltip
- Fix the error when clicking the Player vs. Player option in the picomenu
- Add absorb bar to player, target, focus and pet frame
- Fix tooltip concatenation error in scenarios

v. 5.4.0

- TOC updates (50400)
- Added an absorb bar to the raid frames (like incoming heals, except yellow)
- Option to show a border around the chat frame (#28)
- Show a tooltip on the watchframe describing how to move it (#34)

v. 5.3.0

- Abbreviate Instance chat type in nChat.
- Lower frame strata for the warlock power frame, so it doesn't obscure the map.
- Add skiplist to autogreed in nCore. See nCore/modules/autogreed.lua.
- Added Throne of Tunder debuffs to oUF_NeavRaid.
- Other minor fixes and tweaks.

v. 5.1.0

- Nameplate updates.
- Chi fixes for nPower.
- Mostly TOC updates.

v. 5.0.6

- Open mail module now shows amount of money collected.
- Nameplate threat highlight should now be correctly hidden out of combat.
- Abbreviate some more num pad keys for example: Num Pad / => Nu/ and Num Pad * => Nu*
- Correctly display the dungeon/raid difficulty on the minimap.
- Unit frames should now hide during pet battle.
- NEW: Added a threat indicator on the target frame, identical to the one Blizzard uses. You can turn it off in the config.

v. 5.0.5

- Fixes for the arena frames (hopefully shouldn't throw anymore errors at least).
- There's now a whitelist filter for buffs on the arena frames.
- Demonic Gateway timers for warlock (Blizzard style).
- Fix the "ghost buff" buff on targets.
- MoP raid debuffs.
- Fix the battletag bug on friendslist.
- Added symbiosis info and spec to tooltip.
- Now correctly display item level on tooltip.
- Correctly skin editbox on all chat windows.
- Minor tweaks...

v. 5.0.4b

- Battle.Net fixes for friends tab on nMinimap.
- oUF_SpellRange now reports out of range correctly.
- Fixes for the colorPlayerDebuffsOnly option.

v. 5.0.4

- Updated for patch 5.0.4.
- nMainbar now supports a minimum alpha on bars using mouseover.
- Minor tweaks here and there.

v. 4.3.0_1

- updated nMainbar
- updated oUF_Neav and oUF_NeavRaid
- updated nChat
- updated nMinimap
- updated nCore
- updated nBuff
- some small changes and additions

v. 4.3.0

- 4.3 compatible version
- changed version numbering scheme

v. 1.6.4

- updated for patch 4.2
Optional Files (2)
File Name
Version
Size
Author
Date
Type
6.0.1
318kB
10-26-14 10:28 AM
Addon
6.0.2
230kB
10-23-14 08:28 PM
Addon


Archived Files (3)
File Name
Version
Size
Author
Date
5.4.1
918kB
Neal
02-27-14 01:33 PM
5.4.0
934kB
Neal
09-11-13 09:47 AM
5.3.0
1MB
Neal
05-22-13 05:10 AM


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Unread 12-13-09, 10:41 PM  
Tanque
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So has anyone heard from the author lately? Last I read was that he fried his computer but that was months ago.
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Unread 12-13-09, 03:13 PM  
Korack
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AddOn Compiler - Click to view compilations

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I just disabled nBuffs completely, then added player auras to oUF and moved them over to the minimap and scaled them up
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Unread 12-13-09, 12:27 PM  
Generizer
A Kobold Labourer

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Question about nBuff ... is there a way in the consolidated setup to not show debuffs? I have beduffs being show a different way.

Thanks in advance.
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Unread 12-13-09, 11:46 AM  
Aschker
A Murloc Raider
AddOn Compiler - Click to view compilations

Forum posts: 6
File comments: 115
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Something strange just popped up, noticed it on debuffs first. Timer doesnt display time properly for some reason, but not on the same buffs all the time, or from the same time remaining.. seems completely random.

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Unread 12-12-09, 04:21 PM  
ballagarba
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Originally posted by Julchen
you cant remove the border by code... its the texture you have to edit
Oh, right. Thanks.

And for those who updated to the latest oUF and got the following errors:
oUF: Error: Handler for event [UNIT_COMBAT] on unit [player] does not exist.
oUF: Error: Handler for event [UNIT_COMBAT] on unit [target] does not exist.
oUF: Error: Handler for event [UNIT_COMBAT] on unit [focus] does not exist.

Here's a fix. In oUF_Neav\modules\oUF_CombatFeedback.lua change from
Code:
object:RegisterEvent("UNIT_COMBAT")
to
Code:
object:RegisterEvent("UNIT_COMBAT", combat)
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Unread 12-12-09, 12:21 PM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
File comments: 50
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Originally posted by ballagarba
MiniMapInstanceDifficulty is the banner frame name if you want to move/hide it.

Personally I did
Code:
MiniMapInstanceDifficulty:ClearAllPoints()
MiniMapInstanceDifficulty:SetPoint('BOTTOMRIGHT', Minimap, 0, -40)
Anyone got the code for removing that top border?
you cant remove the border by code... its the texture you have to edit
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Unread 12-12-09, 11:21 AM  
ballagarba
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MiniMapInstanceDifficulty is the banner frame name if you want to move/hide it.

Personally I did
Code:
MiniMapInstanceDifficulty:ClearAllPoints()
MiniMapInstanceDifficulty:SetPoint('BOTTOMRIGHT', Minimap, 0, -40)
Anyone got the code for removing that top border?
Last edited by ballagarba : 12-12-09 at 12:18 PM.
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Unread 12-11-09, 02:15 PM  
Julchen
A Deviate Faerie Dragon

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nBuff

I think the issue is in line139: we have tu subtract the buffs which are consilidated...
so the correct line is:
Code:
local row = ceil((BUFF_ACTUAL_DISPLAY-buff.consolidated)/nBuff.button.buffPerRow)
i didnt test it
edit: doesnt work this way
edit2: the debuffposition should now work properly but im not 100 percent sure
Code:
_G.MINUTE_ONELETTER_ABBR = '|cffffffff%dm|r'
_G.HOUR_ONELETTER_ABBR = '|cffffffff%dh|r'
_G.DAY_ONELETTER_ABBR = '|cffffffff%dd|r'
_G.SECOND_ONELETTER_ABBR = '|cffffffff%d|r'

local CBuffs = false;
local numCBuffs = 0;

local function BuffFrame_SetPoint(self)
    local hasMainHandEnchant, _, _, hasOffHandEnchant = GetWeaponEnchantInfo()
    if (self and self:IsShown()) then
        self:ClearAllPoints()
        if (hasMainHandEnchant and hasOffHandEnchant) then
            self:SetPoint('TOPRIGHT', TempEnchant2, 'TOPLEFT', -nBuff.padding.x, 0)
            return
        elseif (hasMainHandEnchant or hasOffHandEnchant) then            
            self:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0)
            return
        elseif (not hasMainHandEnchant and not hasOffHandEnchant) then
            self:SetPoint('TOPRIGHT', TempEnchant1)
            return
        end
    end
end

	local button = ConsolidatedBuffs--Icon
    button:SetScale(nBuff.button.scale)
    button:SetWidth(32)
    button:SetHeight(32)
	
	ConsolidatedBuffsIcon:SetTexCoord(0.02	, 0.48, 0.02, .98)
	--(left,right,top,bottom) 
	
	local border = ConsolidatedBuffs:CreateTexture('$parentOverlay', 'ARTWORK')
	border:SetTexture(nBuff.button.borderBuff)
    border:SetTexCoord(0, 1, 0, 1)
    border:SetVertexColor(unpack(nBuff.button.buffBorderColor))
    border:ClearAllPoints()
    border:SetPoint('TOPRIGHT', button, 1, 1)
    border:SetPoint('BOTTOMLEFT', button, -1, -1)    
	
	button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND')
    button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35)
    button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35)
    button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground')
    button.Background:SetVertexColor(0, 0, 0, 1)
	
	ConsolidatedBuffsCount:ClearAllPoints()
    ConsolidatedBuffsCount:SetPoint('TOPRIGHT', button)
    ConsolidatedBuffsCount:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE')
    ConsolidatedBuffsCount:SetShadowOffset(0, 0)
    ConsolidatedBuffsCount:SetDrawLayer('OVERLAY')
	
	ConsolidatedBuffs:ClearAllPoints()
    ConsolidatedBuffs:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0)
    ConsolidatedBuffsIcon:SetAlpha(1)
	
if CBuffs then
	TemporaryEnchantFrame:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'TOPLEFT', -nBuff.padding.x, 0)
else
	TemporaryEnchantFrame:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0)
end

TempEnchant2:ClearAllPoints()
TempEnchant2:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0)

for i = 1, 2 do
    local button = _G['TempEnchant'..i]
    button:SetScale(nBuff.button.scale)
    button:SetWidth(32)
    button:SetHeight(32)

    local icon = _G['TempEnchant'..i..'Icon']
    icon:SetTexCoord(0.03, 0.97, 0.03, 0.97)

    local duration = _G['TempEnchant'..i..'Duration']
    duration:ClearAllPoints()
    duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2)
    duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE')
    duration:SetShadowOffset(0, 0)
    duration:SetDrawLayer('OVERLAY')

    local border = _G['TempEnchant'..i..'Border']
    border:SetTexture(nBuff.button.borderDebuff)
    border:SetTexCoord(0, 1, 0, 1)
    border:SetVertexColor(0.9, 0.25, 0.9)
    border:ClearAllPoints()
    border:SetPoint('TOPRIGHT', button, 1, 1)
    border:SetPoint('BOTTOMLEFT', button, -1, -1)    
    
    button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND')
    button.Background:SetPoint('TOPRIGHT', border, 3.35, 3.35)
    button.Background:SetPoint('BOTTOMLEFT', border, -3.35, -3.35)
    button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground')
    button.Background:SetVertexColor(0, 0, 0, 1)
end 
	
function UpdateBuffAnchors()	
		local buff, previousBuff, aboveBuff;
		local numBuffs = 0;
		

		for i = 1, BUFF_ACTUAL_DISPLAY do
			buff = _G["BuffButton"..i];
			if ( buff.consolidated ) then
				if ( buff.parent == BuffFrame ) then
					numCBuffs = numCBuffs + 1;
					buff:SetParent(ConsolidatedBuffsContainer);
					buff.parent = ConsolidatedBuffsContainer;
					CBuffs = true;
				end
			else
				numBuffs = numBuffs + 1;
				index = numBuffs;
				if ( buff.parent ~= BuffFrame ) then
					buff.count:SetFontObject(NumberFontNormal);
					buff:SetParent(BuffFrame);
					buff.parent = BuffFrame;
				end
				buff:ClearAllPoints();
					if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then
						if (index == nBuff.button.buffPerRow + 1) then
							buff:SetPoint('TOP', ConsolidatedBuffs, 'BOTTOM', 0, -nBuff.padding.y)
						else
							buff:SetPoint('TOP', aboveBuff, 'BOTTOM', 0, -nBuff.padding.y)
						end
						aboveBuff = buff;
					elseif (index == 1) then
						BuffFrame_SetPoint(buff)
					else
						buff:SetPoint('RIGHT',previousBuff, 'LEFT', -nBuff.padding.x, 0)
					end
					previousBuff = buff;
			end
		end
	end
hooksecurefunc("BuffFrame_UpdateAllBuffAnchors", UpdateBuffAnchors)


hooksecurefunc('DebuffButton_UpdateAnchors', function(self, index)
    local space = 31 + nBuff.padding.y
	local row = ceil((BUFF_ACTUAL_DISPLAY-numCBuffs)/nBuff.button.buffPerRow)
    
    if (row and row > 1) then
        rowspacing = -row * space
    else
        rowspacing = -space
    end
    
    local buff = _G[self..index]
    buff:ClearAllPoints()
	if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then
		buff:SetPoint('TOP', _G[self..(index-nBuff.button.buffPerRow)], 'BOTTOM', 0, -nBuff.padding.y)
	elseif (index == 1) then
        buff:SetPoint('TOPRIGHT', ConsolidatedBuffs, 'BOTTOMRIGHT', 0, rowspacing)
	else
		buff:SetPoint('RIGHT', _G[self..(index-1)], 'LEFT', -nBuff.padding.x, 0)
	end
end)

hooksecurefunc('AuraButton_Update', function(self, index)
    local button = _G[self..index]
    if (button) then
        button:SetScale(nBuff.button.scale)
        button:SetWidth(32)
        button:SetHeight(32)
    end
        
    local icon = _G[self..index..'Icon']
    if (icon) then
        icon:SetTexCoord(0.03, 0.97, 0.03, 0.97)
    end
	
    local duration = _G[self..index..'Duration']
    if (duration) then
        duration:ClearAllPoints()
        duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2)
        duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE')
        duration:SetShadowOffset(0, 0)
        duration:SetDrawLayer('OVERLAY')
    end

    local count = _G[self..index..'Count']
    if (count) then
        count:ClearAllPoints()
        count:SetPoint('TOPRIGHT', button)
        count:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE')
        count:SetShadowOffset(0, 0)
        count:SetDrawLayer('OVERLAY')
    end
        
    local border = _G[self..index..'Border']
    if (border) then
        border:SetTexture(nBuff.button.borderDebuff)
        border:SetPoint('TOPRIGHT', button, 1, 1)
        border:SetPoint('BOTTOMLEFT', button, -1, -1)
        border:SetTexCoord(0, 1, 0, 1)
    end
    
    if (button and not border) then
        if (not button.texture) then
            button.texture = button:CreateTexture('$parentOverlay', 'ARTWORK')
            button.texture:SetParent(button)
            button.texture:SetTexture(nBuff.button.borderBuff)
            button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor))
            button.texture:SetPoint('TOPRIGHT', button, 1, 1)
            button.texture:SetPoint('BOTTOMLEFT', button, -1, -1)
        end
        
        local name = UnitAura('player', index)
        if (name == select(1, GetSpellInfo(34477)) or name == select(1, GetSpellInfo(57934))) then
            button.texture:SetVertexColor(1, 0, 1)
            button.texture:SetTexture(nBuff.button.borderDebuff)
        else
            button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor))
            button.texture:SetTexture(nBuff.button.borderBuff)
        end
    end
    
    if (button and not button.Background) then
        button.Background = button:CreateTexture('$parentBackground', 'BACKGROUND')
        button.Background:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35)
        button.Background:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35)
        button.Background:SetTexture('Interface\\AddOns\\nBuff\\media\\textureBackground')
        button.Background:SetVertexColor(0, 0, 0, 1)
    end
end)

--function UnitAura() return "TestAura", nil, "Interface\\Icons\\Spell_Nature_RavenForm", 9, nil, 120, 120, 1, 0 end
Last edited by Julchen : 12-12-09 at 09:47 AM.
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Unread 12-11-09, 12:45 PM  
Hammerzan
A Kobold Labourer

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Thx too Julchen

Julchen, thx! :-)

...for nBuff Consolidator and nMinimap
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Unread 12-11-09, 12:05 PM  
Aschker
A Murloc Raider
AddOn Compiler - Click to view compilations

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Thx for the name of the texture. Was looking for it.. I think im gonna anchor it to oUV_Neav_Player, then somewhere under the portrait.. Minimap is too far away :P Anchored debuffs to player frame too.. Might be usefull info for most of you, but maybe it will give you some ideas
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Unread 12-11-09, 07:31 AM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
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Re: Re: nMinimap

Originally posted by ballagarba
Well I was mostly thinking of that you use the LFG button to exit (and enter?) dungeons instead of hearthstoning.
i mean the banner not the lfg button

edit: the debuff position looks a bit buggy
*has something todo with the debuff y-position and the number of buffs
edit2: ok I understand the banner now... I think we have to remove the ugly top of the banner; the position is good in my opinion
Last edited by Julchen : 12-11-09 at 08:43 AM.
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Unread 12-11-09, 07:24 AM  
ballagarba
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Re: nMinimap

Originally posted by Julchen
The banner is only shown when you are in an instance or not? So it doesnt play a role that the banner overlap the lfg icon?!
What is the task of the banner? Does he only show if heroic or not and does the number tell how much member in group?

btw... you can find the banner texture under this name: 'UI-DungeonDifficulty-Button' under minimap so there is the posibbility to change the style and the position
Well I was mostly thinking of that you use the LFG button to exit (and enter?) dungeons instead of hearthstoning.

Ah cool...
Last edited by ballagarba : 12-11-09 at 07:24 AM.
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Unread 12-11-09, 07:16 AM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
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nMinimap

The banner is only shown when you are in an instance or not? So it doesnt play a role that the banner overlap the lfg icon?!
What is the task of the banner? Does it only shows if heroic or not and does the number tell how much member in group?

btw... you can find the banner texture under this name: 'UI-DungeonDifficulty-Button' under minimap so there is the posibbility to change the style and the position
Last edited by Julchen : 12-11-09 at 07:23 AM.
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Unread 12-11-09, 06:22 AM  
ballagarba
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Re: Re: nBuff

Originally posted by neenee
I added a wee bit of code to nMinimap.lua, to move the LFG minimap icon to the top-left corner.
Since you can't enter the BG queue and the LFG queue at the same time, the two associated icons can occupy the same space in the .lua without messing up your display/functionality in-game.

beneath:

Code:
MiniMapBattlefieldFrame:ClearAllPoints()
MiniMapBattlefieldFrame:SetPoint('TOPLEFT', Minimap, -2, 1)
add:

Code:
MiniMapLFGFrame:ClearAllPoints()
MiniMapLFGFrame:SetPoint('TOPLEFT', Minimap, -2, 1)
Sounds smart, but doesn't the LFG minimap icon overlap/gets overlapped by that new banner thing that tells you what kind of dungeon/raid you're currently in? Or do you have any way of moving that to? I couldn't get any frame name from it.
Last edited by ballagarba : 12-11-09 at 06:52 AM.
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Unread 12-11-09, 05:47 AM  
neenee
A Murloc Raider
AddOn Author - Click to view AddOns

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Re: nBuff

I added a wee bit of code to nMinimap.lua, to move the LFG minimap icon to the top-left corner.
Since you can't enter the BG queue and the LFG queue at the same time, the two associated icons can occupy the same space in the .lua without messing up your display/functionality in-game.

beneath:

Code:
MiniMapBattlefieldFrame:ClearAllPoints()
MiniMapBattlefieldFrame:SetPoint('TOPLEFT', Minimap, -2, 1)
add:

Code:
MiniMapLFGFrame:ClearAllPoints()
MiniMapLFGFrame:SetPoint('TOPLEFT', Minimap, -2, 1)
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