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Updated:06-05-12 11:05 AM
Created:03-21-12 06:33 PM
Downloads:5,095
Favorites:25
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Categories:Minimalistic Compilations, DPS Compilations, Healer Compilations, Tank Compilations, Generic Compilations
LerbUI  Popular! (More than 5000 hits)
Version: r10
by: lerb [More]

Not updated for patch 5.0.x

- Addons used can be found in the screenshots -
- Installation instructions included in download, it's a breeze! -


Latest release (r10), is a small update regarding powertext coloring, minor weaponbuff issues, panel issues and combopoints to name a few. Happy gaming!
Changelog

------------------

r6 2012-14-12

General
- New border textures
- New statusbar textures
- New nameplates
- Fixed some major bag and bank issues

BigWigs
- BigWigs Boss Encounters now included in LerbUI!

------------------

r5 2012-14-08

Chat
- Removed autosizing and positioning of the chatwindow
- Added the ability to turn off autosizing of chatfont (11) in LerbUI_Config
- Some minor texture adjustments

General
- Fixed the bug where the bankwindow would become unusable
- Font adjustments throughout the UI, mainly to have the same fontsizes everywhere

------------------

r4 2012-04-06

Chat
- Re-skinned chat and editbox
- New position in lower left corner

General
- Adjusted height of Quest Watchframe to support more quests
- Some work done to bordertextures
- Bags and bankframes has had their FrameLevels looked over, no more wierd overlappings
- Changed font from Expressway Bold to normal Expressway throughout the UI.

Unitframes
- More contrast between statusbars and backdrops
- New health, power and name tags on unitframes
- Resized and moved raidframes to top-left corner of the screen

TinyDPS
- Should now be bug-free and up to date with latest version

------------------

r3 2012-04-01

Chat
- Timestamps changed slightly
- Added option to disable timestamps in LerbUI_Config

Unitframes
- Added Eclipsebar for Balance Druids
- Fixed a bug where the targets castbar would have a transparent background

Tooltip
- Minor spacing and font adjustments

General
- Moved the Quest Watchframe
- Added option to disable in-game errors (Out of range, etc) in LerbUI_Config rather than having it turned off by default
- Added a User Manual

Actionbars
- Added support for 1-3 main actionbars. See the manual for more information and how to switch between

------------------

r2 2012-03-24

Chat
- Timestamps changed

Unitframes
- Tags updated for names, power and health
- Added class support for Paladins - Holy Power now added
- Small adjustments to text on castbars

Buffs
- Made the buffs a tad bit smaller

Loot
- New and more stylish lootwindow
- Made auto-disenchanting green loot an option in LerbUI_Config.lua rather than a standard setting

General
- Changed font for the UI, new font is Expressway
- Modified the chatbubbles
- Cleaned up the LerbUI_Config.lua to have less options, it's much more userfriendly now

------------------

r1 2012-03-21

-- LerbUI is released
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Unread 03-22-12, 03:33 AM  
4exoB
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I fell in love, it's amazing
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Unread 03-22-12, 03:51 AM  
lerb
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Originally Posted by 4exoB
I fell in love, it's amazing
Glad you like it!

It's still a work in progress and I have a lot planned! Any suggestions are welcome aswell
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Unread 03-22-12, 04:40 AM  
Chronic276
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Hey there,

Cheers for the link that you posted in the thread I started.

Just wondering if this UI also supports Holy Power for Paladins too?

I'll be trying it out later tonight and I'll give you some feedback then.

Thanks.
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Unread 03-22-12, 04:45 AM  
lerb
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Originally Posted by Chronic276
Hey there,

Cheers for the link that you posted in the thread I started.

Just wondering if this UI also supports Holy Power for Paladins too?

I'll be trying it out later tonight and I'll give you some feedback then.

Thanks.
Hey there! At the moment, no it does not. It's something I plan to add, but it's more difficult to handle Holy Power compared to for example a Warlocks Soul Shards. I'll see what I can do, I promise you that!
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Unread 03-22-12, 04:50 AM  
Chronic276
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Originally Posted by lerb
Hey there! At the moment, no it does not. It's something I plan to add, but it's more difficult to handle
Holy Power compared to for example a Warlocks Soul Shards. I'll see what I can do, I promise you that!
Okay. I'll test it it out on my Shaman and Warrior then in that case and
I'm looking forward to it, and also to seeing what else you do with the UI!
Last edited by Chronic276 : 03-22-12 at 04:50 AM.
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Unread 03-22-12, 04:59 AM  
zork
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Originally Posted by lerb
...but it's more difficult to handle Holy Power compared to for example a Warlocks Soul Shards...
Aehh...actually its pretty much the SAME call. All you change is:

Warlock -> Paladin
SoulShards -> HolyPower

Paladin HolyPower
lua Code:
  1. if LeUI.Class == 'PALADIN' then
  2.             self.HolyPower = CreateFrame('Frame', nil, self)
  3.             for i = 1, 3 do
  4.                 self.HolyPower[i] = CreateFrame('StatusBar', self:GetName()..'_HolyPower'..i, self)
  5.                 self.HolyPower[i]:SetSize(46, 16)
  6.                 self.HolyPower[i]:SetStatusBarTexture(LeUI.media.texture)
  7.                 self.HolyPower[i]:SetStatusBarColor(LeUI.Classcolor.r, LeUI.Classcolor.g, LeUI.Classcolor.b)
  8.  
  9.                 if(i == 1) then
  10.                     self.HolyPower[i]:SetPoint('TOPLEFT', self, 'TOPLEFT', 0, 25)
  11.                 else
  12.                     self.HolyPower[i]:SetPoint('TOPLEFT', self.HolyPower[i-1], 'TOPRIGHT', 11, 0)
  13.                 end
  14.  
  15.                 CreateBorderLight(self.HolyPower[i], 12, LeUI.bordercolor, LeUI.bordercolor, LeUI.bordercolor, 4)
  16.  
  17.                 local Background = self.HolyPower[i]:CreateTexture(nil, 'BACKGROUND')
  18.                 Background:SetPoint("TOPLEFT", self.HolyPower[i], "TOPLEFT", -1, 1)
  19.                 Background:SetSize(49, 20)
  20.                 Background:SetTexture(LeUI.media.bgtexture1)
  21.                 Background:SetVertexColor(.0, .0, .0)
  22.             end
  23.         end
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Last edited by zork : 03-22-12 at 05:13 AM.
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Unread 03-22-12, 06:16 AM  
lerb
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Originally Posted by zork
Originally Posted by lerb
...but it's more difficult to handle Holy Power compared to for example a Warlocks Soul Shards...
Aehh...actually its pretty much the SAME call. All you change is:

Warlock -> Paladin
SoulShards -> HolyPower

Paladin HolyPower
lua Code:
  1. if LeUI.Class == 'PALADIN' then
  2.             self.HolyPower = CreateFrame('Frame', nil, self)
  3.             for i = 1, 3 do
  4.                 self.HolyPower[i] = CreateFrame('StatusBar', self:GetName()..'_HolyPower'..i, self)
  5.                 self.HolyPower[i]:SetSize(46, 16)
  6.                 self.HolyPower[i]:SetStatusBarTexture(LeUI.media.texture)
  7.                 self.HolyPower[i]:SetStatusBarColor(LeUI.Classcolor.r, LeUI.Classcolor.g, LeUI.Classcolor.b)
  8.  
  9.                 if(i == 1) then
  10.                     self.HolyPower[i]:SetPoint('TOPLEFT', self, 'TOPLEFT', 0, 25)
  11.                 else
  12.                     self.HolyPower[i]:SetPoint('TOPLEFT', self.HolyPower[i-1], 'TOPRIGHT', 11, 0)
  13.                 end
  14.  
  15.                 CreateBorderLight(self.HolyPower[i], 12, LeUI.bordercolor, LeUI.bordercolor, LeUI.bordercolor, 4)
  16.  
  17.                 local Background = self.HolyPower[i]:CreateTexture(nil, 'BACKGROUND')
  18.                 Background:SetPoint("TOPLEFT", self.HolyPower[i], "TOPLEFT", -1, 1)
  19.                 Background:SetSize(49, 20)
  20.                 Background:SetTexture(LeUI.media.bgtexture1)
  21.                 Background:SetVertexColor(.0, .0, .0)
  22.             end
  23.         end
Alright so, you might be right, I haven't tried it yet, but I remember someone telling me it wasn't that easy because Holy Power for Paladins and Shadow Orbs for Priests wasn't really handled the same way in the game as Soul Shards for example. I mean, I'll need a Holy Power and a Shadow Orb element in oUF to get that working, don't I?

As I said, haven't really tinkered with it yet so I might be totally off
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Unread 03-22-12, 06:50 AM  
zork
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I think he meant shadow orbs + maelstrom proc from shaman. That is because those are not defined in oUF/elements by default. HolyPower and SoulShards are. https://github.com/haste/oUF/wiki
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Last edited by zork : 03-22-12 at 06:51 AM.
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Unread 03-22-12, 07:02 AM  
lerb
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Originally Posted by zork
I think he meant shadow orbs + maelstrom proc from shaman. That is because those are not defined in oUF/elements by default. HolyPower and SoulShards are. https://github.com/haste/oUF/wiki
Oh, sweet! I'll get that thing going for the next release then Thanks a lot Zork!
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Unread 03-22-12, 07:56 AM  
Irelia
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Wow. !

This UI is pretty amazing, if I can say so myself. I'm going to dink around with a few things, and see if I can't get it to fit my liking even more. It's already sleek, not a lot of clutter, and doesn't sport twenty or more addons. C:

Great work, Lerb!
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Unread 03-22-12, 08:46 AM  
lerb
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Originally Posted by Irelia
Wow. !

This UI is pretty amazing, if I can say so myself. I'm going to dink around with a few things, and see if I can't get it to fit my liking even more. It's already sleek, not a lot of clutter, and doesn't sport twenty or more addons. C:

Great work, Lerb!
Thank you Irelia! You have the same nickname as a Paladin I used to play with, by the way

That sounds awesome! If you create anything neat, let me know and if I like it I'l make sure it gets implemented in the UI
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Unread 03-22-12, 09:07 AM  
Irelia
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Originally Posted by lerb

Thank you Irelia! You have the same nickname as a Paladin I used to play with, by the way

That sounds awesome! If you create anything neat, let me know and if I like it I'l make sure it gets implemented in the UI
To be honest, I didn't really ADD anything to the UI. Just added Aurora, so the spellbook/guild page/character page/ etc. didn't look all bulky and stand out like a sore thumb. I also added a buttonfacade skin, to make the buttons a bit sleeker, and of course, dbm. c:

However, I did run into two problems when I ran a dungeon, but one was quickly fixed with a change in LUA coding. However, the other one has to deal with the scaling. I'm using a resolution of 1280x1024, and when I was in my Utgarde Keep, my party frames were overlapping the unit frame for my pet. I was wondering if there was anyway that I could scale the UI down some, so I could have the components fit properly.

As for Irelia ... I play League of Legends, and that's where I got the name. I had named my adult hunter that, but now that name is long gone.
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Unread 03-22-12, 09:20 AM  
lerb
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Originally Posted by Irelia
To be honest, I didn't really ADD anything to the UI. Just added Aurora, so the spellbook/guild page/character page/ etc. didn't look all bulky and stand out like a sore thumb. I also added a buttonfacade skin, to make the buttons a bit sleeker, and of course, dbm. c:

However, I did run into two problems when I ran a dungeon, but one was quickly fixed with a change in LUA coding. However, the other one has to deal with the scaling. I'm using a resolution of 1280x1024, and when I was in my Utgarde Keep, my party frames were overlapping the unit frame for my pet. I was wondering if there was anyway that I could scale the UI down some, so I could have the components fit properly.

As for Irelia ... I play League of Legends, and that's where I got the name. I had named my adult hunter that, but now that name is long gone.
What was the first error you ran into that needed LUA editing? I'd like to know so I can fix this

As for the scaling, the partyframes are overlapping the petframe since you're using a lower resolution than the lowest supported by this UI :/ The lowest width supported is 1366 pixels.
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Unread 03-22-12, 09:26 AM  
Irelia
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Originally Posted by lerb

What was the first error you ran into that needed LUA editing? I'd like to know so I can fix this

As for the scaling, the partyframes are overlapping the petframe since you're using a lower resolution than the lowest supported by this UI :/ The lowest width supported is 1366 pixels.
It was just the disenchanting greens thing. I like to collect greens so my husband can DE them when he needs to do my enchants. Turned it off so I could greed instead of have it be auto-DE'd by myself.

And, darn! D:< That isn't good at all. If I had a larger monitor I'd be really really really happy. Is there anyway to move the components around? I know of other places I could place my pets' unit frame instead of RIGHT next to my own. Or possibly just shrink that down some.
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Unread 03-22-12, 09:36 AM  
lerb
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[quote=Irelia]
Originally Posted by lerb
It was just the disenchanting greens thing. I like to collect greens so my husband can DE them when he needs to do my enchants. Turned it off so I could greed instead of have it be auto-DE'd by myself.

And, darn! D:< That isn't good at all. If I had a larger monitor I'd be really really really happy. Is there anyway to move the components around? I know of other places I could place my pets' unit frame instead of RIGHT next to my own. Or possibly just shrink that down some.
Yeah, I haven't described the config at all on the UI page ( stupid) but in there you can turn the auto-disenchanting off

As for moving stuff around, yeah it's not very hard! It does however require you to do some very minor lua tweaking as it can't be done ingame.

Head into your WoW-directory, then into Interface > AddOns > LeUI > Modules > Unitframes > oUF_LeUI, and open up "oUF_LeUI.lua".

When you're in there, search for the word "spawn" in the searchbox, hopefully your text editor has one

Anyways, searching for "spawn" will bring you to the part of the code that handles spawning of the unitframes. Here's an example;

Code:
self:Spawn'Pet':SetPoint('BOTTOM', UIParent, -418, 4)
If you tinker with those coordinates, you should be able to reposition the pet frame fairly easy You can do it with the game still running, just enter some new coordinates and then tab into the game and reload the UI using the /reload command. Hope it works!
Last edited by lerb : 03-22-12 at 09:38 AM.
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