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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:33,432
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 12-21-09, 10:23 PM  
Tanque
A Kobold Labourer

Forum posts: 1
File comments: 170
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Anyone have any ideas for Neav on how to implement interruptible vs non-interruptible enemy casts on the castbar? Different color backgrounds? Use the shield icon from the nameplate castbar? I think this feature was requested a few pages back but not sure if there were any plans to do this.

Oh and thanx for the nbuff fix, Julchen.
Last edited by Tanque : 12-21-09 at 10:25 PM.
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Unread 12-22-09, 04:58 AM  
Aschker
A Murloc Raider
AddOn Compiler - Click to view compilations

Forum posts: 6
File comments: 115
Uploads: 1
Originally posted by Tanque
Anyone have any ideas for Neav on how to implement interruptible vs non-interruptible enemy casts on the castbar? Different color backgrounds? Use the shield icon from the nameplate castbar? I think this feature was requested a few pages back but not sure if there were any plans to do this.

Oh and thanx for the nbuff fix, Julchen.
Not sure if this helps, but: in the neav ui packages is nNameplates too. I think it has a normal color castbar for interuptable casts, but purple for non interuptable. Maybe check in there? On the otherhand, nNameplates might just help you enough to see if its interuptable or not, since nowadays you have a 40yards range on nameplates by default.
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Unread 12-22-09, 11:49 AM  
Neal
A Defias Bandit
 
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I use TidyPlates i rocks!

btw. new preview of the druidmana feature. Only the texture is finish atm xD



And the buffs. Without any problems or pixel issues



Edit:



Druidmana is now finish
Last edited by Neal : 12-22-09 at 01:28 PM.
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Unread 12-22-09, 02:05 PM  
ballagarba
A Fallenroot Satyr
 
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File comments: 371
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Originally posted by Neal
...
Looking good mate, keep up the good work! Can't wait for an official 3.3 compatible version.
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Unread 12-22-09, 03:09 PM  
pekaziz
A Kobold Labourer
 
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I love you Neav, can't wait to see druid mana bar.
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Unread 12-22-09, 04:17 PM  
Aschker
A Murloc Raider
AddOn Compiler - Click to view compilations

Forum posts: 6
File comments: 115
Uploads: 1
Originally posted by pekaziz
I love you Neav, can't wait to see druid mana bar.
Check his post again :P it has the druid mana bar before you posted this :P it said:
Last edited by Neal : 12-22-2009 at 08:28 PM.

Anyway: nice to see you are programming all this again
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Unread 12-22-09, 05:09 PM  
pekaziz
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I mean, can't wait to test it

Btw, it is really annoying that nMainbar buttons get above the main map since 3.3. If I minimize the map and resize it again, the problem gones.
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Unread 12-22-09, 05:41 PM  
ballagarba
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Originally posted by pekaziz
I mean, can't wait to test it

Btw, it is really annoying that nMainbar buttons get above the main map since 3.3. If I minimize the map and resize it again, the problem gones.
I just upped the strata for the world map, like this (nCore\modules\coords.lua)
Code:
hooksecurefunc(WorldMapFrame, 'Show', function(self)
	self:EnableKeyboard(false)
	self:EnableMouse(false)
    self:SetScale(0.9)
    self:SetFrameStrata('FULLSCREEN')
    
    WorldMapZoomOutButton:Hide()
    
	BlackoutWorld:Hide()
end)
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Unread 12-23-09, 08:02 AM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
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*coords doesnt work if you make your map small
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Unread 12-23-09, 08:52 AM  
Soulcleaver
A Cyclonian
AddOn Author - Click to view AddOns

Forum posts: 45
File comments: 54
Uploads: 12
Hi, Love your Ui, best one and most usefull out there. BUT i like it when i can see The Hp on myself and mana All the time, and only % on the target all the time.

Example:



how can i get the Uf's to be like this? i want them to show the Hp/Mp and Percent on Target All the time not just when i mouse over.. is it possible?
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Unread 12-23-09, 06:31 PM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
File comments: 50
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nBuff

this is my christmas gift to you all
nBuff, which fully support consilidate buffs without any bugs - i take the time to test it and fix the stupid code a wrote to fix some position problems but i forgot some exceptions so it doesnt work properly right now

"i wish you a marry christmas"
Code:
local strformat, strfind, classColors = string.format, string.find, {}

for k, v in pairs(RAID_CLASS_COLORS) do
	classColors[k] = strformat("%2x%2x%2x", v.r*255, v.g*255, v.b*255)
end

local function classHexColor(unit)
	local _, v = UnitClass(unit)
	if (v and classColors[v]) then
		return classColors[v]
	else
		return "FFFFFF"
	end
end

_G.MINUTE_ONELETTER_ABBR = '|cffffffff%d|r|cff'..classHexColor("player")..'m|r'
_G.HOUR_ONELETTER_ABBR = '|cffffffff%d|r|cff'..classHexColor("player")..'h|r'
_G.DAY_ONELETTER_ABBR = '|cffffffff%d|r|cff'..classHexColor("player")..'d|r'
_G.SECOND_ONELETTER_ABBR = '|cffffffff%d|r'

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 (BuffFrame.numConsolidated > 0 ) 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
					buff:SetParent(ConsolidatedBuffsContainer);
					buff.parent = ConsolidatedBuffsContainer;
				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) and (BuffFrame.numConsolidated == 0)) then
						if (index == nBuff.button.buffPerRow + 1) then
							buff:SetPoint('TOPLEFT', ConsolidatedBuffs, 'BOTTOMLEFT', 0, -nBuff.padding.y)
						else
							buff:SetPoint('TOPLEFT', aboveBuff, 'BOTTOMLEFT', 0, -nBuff.padding.y)
						end
						aboveBuff = buff;
					elseif ((index > 1) and (BuffFrame.numConsolidated > 0) and (mod(index, nBuff.button.buffPerRow) == 0)) then
						if (index == nBuff.button.buffPerRow) then
							buff:SetPoint('TOPLEFT', ConsolidatedBuffs, 'BOTTOMLEFT', 0, -nBuff.padding.y)
						else
							buff:SetPoint('TOPLEFT', aboveBuff, 'BOTTOMLEFT', 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
	if (BuffFrame.numConsolidated > 0) then
		row = ceil((BUFF_ACTUAL_DISPLAY-BuffFrame.numConsolidated+1)/nBuff.button.buffPerRow)
    else
		row = ceil(BUFF_ACTUAL_DISPLAY/nBuff.button.buffPerRow)
	end
	
    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)
edit: Neal what do you think about hiding the addon mem by default when mouseover the time and display it onyly if a modifier is pressed cause it isnt important while playing
Last edited by Julchen : 12-23-09 at 06:40 PM.
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Unread 12-24-09, 03:54 AM  
neenee
A Murloc Raider
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Forum posts: 4
File comments: 31
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Re: nBuff

Thanks Julchen - a Merry Christmas to you and yours as well
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Unread 12-24-09, 07:35 AM  
Zeronic
A Kobold Labourer
 
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Merry Christmas

Glad to see Neal active on this great AddOn package. Can't find anything similar to UoF_Neav and nMainbar, plus the matching Minimap and Buffs

However, take your time Neal. Enjoy Christmas and New Years Eve plus the day after to recover xD

We won't die from not having an update NeavUI. Keep up the great work <3

Everybody, merry Christmast and a Happy new year!
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Unread 12-24-09, 11:38 AM  
Vorken
A Kobold Labourer

Forum posts: 0
File comments: 4
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Been checking this page everyday, can't wait for an updated version. This UI like someone said previously has exactly everything you need, with matching borders and cluster free, very lightweight also. Can't wait for a solid 3.3 version, even though I have been using the outdated one with no problems.
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Unread 12-24-09, 11:36 PM  
Vorken
A Kobold Labourer

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I'm trying to modify one aspect of this UI, which is add an outline to font of the health, mana and name of player, target and party frames; I looked everywhere in the LUA and couldn't find anything.

Another thing I wanted to ask is: Is there a way to remove the duration of buffs and debuffs that are not yours on the target frame? Like with the addon: UnitFrameBuffs by AnduinLothar @ this LINK.
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