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Battle for Azeroth (8.0.1)
Updated:08-16-18 02:06 AM
Created:12-15-13 12:44 PM
Downloads:30,317
Favorites:118
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Categories:Suites, Action Bar Mods, Unit Mods, Graphical Compilations
8.0.1

ls: UI  Updated less than 3 days ago!  Popular! (More than 5000 hits)

Version: 80000.09
by: lightspark [More]

Yet another UI, but this one is a bit special.



Options
Use /LSUI to open in-game config.

Feedback and Feature Requests
If you found a bug or want to share an idea on how to improve my UI, either use the issue tracker on GitHub or Curse, or post a comment on WoWInterface or Curse.

Feel free to write feedback on how to improve some class-specific features.

However, keep in mind that I'm not going to implement any features as a replacement for BIG addons.

Localisation
Feel free to add and/or review translations on Curse, alternatively, you may create a PR on project's GitHub page.

License
Please see LICENSE file.

Version 80000.09

- Reworked fade in and out animations. Previously, their performance was degrading over time, and
after long gaming sessions they could cause micro stuttering and/or big freezes when being played;
- Added unit frame tag validation to avoid issues caused by invalid tags;
- Added options to colour minimap border and to adjust border's and text's colours;
- Added options to adjust xp bar's text;
- Added the option to colour player orb's border;
- Normal and war mode phase indicators now use different icons, blue and red respectively;
- Updated both Spanish translations. Translated by [email protected];
- Updated embeds.

Version 80000.08

- Fixed the "Inventory" micro button's currency tracker;
- Fixed an issue where getting and/or setting a key binding text for a button with no name would
result in an error. This issue mainly affected the Pet Battle UI;
- Blizz castbar's movers are now properly disabled when the default castbars aren't actually
used;
- Player's buffs, debuffs, and totems are now hidden while doing pet battles.

Version 80000.07

- Reworked UF config tables' structure. Target, target of target, focus, target of focus, and boss
frames' settings are cross-layout, so their settings are shared between "Orbs" and "Classic" UI
layouts. Player and pet frames' settings will stay tied to UI layouts because those frames are
unique. Unit frame settings of the currently active UI layout will be copied, but some settings
may be lost. This will also help people with copying profiles from one char to another, even if
different UI layouts are used on those chars;
- Fixed numerous bugs in the "Unit Frames" config. Copying settings between unit frame, incl. aura
filters, should work as intended now;
- Unit frame auras' min and max sizes are set to 24px and 64px respectively. These will also be
applied to automatic size calculations;
- Reduced the xp bar's width and updated the artwork;
- Updated embeds.

Version 80000.06

- Fixed action buttons' icons' colouring.

Version 80000.05

- Added "Desaturation" section to "Action Bars" config. Replaces "Desaturate on Cooldown" and
"Desaturate when Not Usable" options;
- Fixed the default castbars' skin.

Version 80000.04

- Reworked cooldowns' handling. Action bars, auras, and aura tracker received a set of options to
customise cooldowns' appearance. Unit frames will get a similar update a bit later;
- Reworked mirror timers, e.g., fatigue, breath, etc. They now show the remaining time in the M:SS
format;
- Added the default cast bars' skin for people who don't use my unit frames;
- Updated "Blizzard" config section. Added options to customise mirror timers, digsite bar;
- Updated "Action Bars" config section. In addition to aforementioned cooldown changes, I also
added options to customise action buttons' colours and to desaturate icons when buttons are
unusable;
- Updated the loot frame, so it's impossible to click through it;
- Numerous bug fixes and tweaks;
- Updated embeds.

NOTE #1: You'll have to restart WoW client to make things work after the update.

NOTE #2: Aura module's config is now cross-layout, which means that it'll use the same settings
for both "Orbs" and "Classic" layouts. Although almost everything should be copied, some data loss
may occur.

Version 80000.03

- Reworked micro menu. Again. Added options to split micro menu into two bars and to assign each
button to either bar individually;
- Fixed loot frame error that occurred for people who like to spam-click things;
- Updated both Spanish translations. Translated by [email protected]

Version 80000.02

- Fixed "Classic" layout.

Version 80000.01

- Added 8.0.1 support;
- Added custom loot frame;
- Added mouseover key binding. Use "/lsui kb" command or "Binding Mode" button in the config;
- Added options to enable DK runes' sorting and colouring by spec;
- Reworked action bar hub. Retired bag bar;
- Reworked micro menu and its config. Added "Inventory" micro button;
- Reworked tooltips. Added tooltip mover and the option to attach it to the mouse cursor;
- Numerous bug fixes and tweaks;
- Updated embeds.
Archived Files (8)
File Name
Version
Size
Author
Date
80000.08
1MB
lightspark
07-28-18 06:23 AM
80000.07
1MB
lightspark
07-27-18 02:57 AM
80000.06
1MB
lightspark
07-25-18 06:47 AM
80000.05
1MB
lightspark
07-25-18 04:26 AM
80000.04
1MB
lightspark
07-24-18 09:32 AM
80000.03
1MB
lightspark
07-19-18 08:50 PM
80000.02
1MB
lightspark
07-18-18 05:20 AM
80000.01
1MB
lightspark
07-17-18 10:39 AM


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Unread 03-11-15, 08:20 AM  
lightspark
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https://instagram.com/p/0FyjjZotcj/

PTR 90lvl DK. Runes in action :3 Rune bar is quite a nice example of a class power
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Unread 03-09-15, 02:33 PM  
lightspark
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Done with (class) power bar textures. From left to right: normal, set of separators, broken, set of glow textures, examples w/o and w/ glow effect. Glow will be fading in and out. I may do some adjustments to glow textures later, after I see new UF in action



And that's, fellas, how you draw textures from the scratch
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Unread 03-09-15, 09:58 AM  
lightspark
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Originally Posted by ballagarba
Fair enough. I just thought it might be a cool effect when some of the class powers are maxed out, specifically those that rarely fill up all the way.

Alternatively, I guess the entire tube/bar could glow a bit to draw attention that it's time to toss them chaos bolts Or perhaps some kind of "boiling over" effect, not really sure what that would look like though. Just trying to incite ideas
I'm always open to feedback If I dun like something or just dun wanna add/do it, I'll explain why :3

Well, glowing effect is how I deal with it now, I mean v1.4.1. When class power is maxed "the glow" starts fading in and out. I'll draw and code something like that, may add some other effects though, will see... So it's not that different from what you suggested, hehe...

At first I need to rewrite basic functionality for player frame. And that's quite complicated process, because my current UF code is fugly, it's a bit tiresome to split the code into few modules. Right now I have one constructor for ALL frames. I'll do 3: player, pet and others. First two have unique design, others are done in same way

If you have any other suggestions, e.g. how to deal with one last infobar - THE clock, I'm all ears

I'll be posting updates little by little, if you feel like I'm doing something wrong or could do better, tell me, but dun forget to say what's wrong and/or how to fix it

And I always forget about public alpha. I need to post alpha build at some point... Dammit..
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Unread 03-09-15, 07:56 AM  
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Originally Posted by lightspark
I prefer to keep such things consistent. Class power related stuff should be around/on class power element.

And that's not really much work, I'd say max 10 lines of code. Just a bit misleading solution... Sorry.

But cool idea anyway. Apparently I've drawn glowing runes texture long long ago, but I couldn't use it for anything.
Fair enough. I just thought it might be a cool effect when some of the class powers are maxed out, specifically those that rarely fill up all the way.

Alternatively, I guess the entire tube/bar could glow a bit to draw attention that it's time to toss them chaos bolts Or perhaps some kind of "boiling over" effect, not really sure what that would look like though. Just trying to incite ideas
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Unread 03-09-15, 03:37 AM  
lightspark
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Originally Posted by ballagarba
Another crazy idea; those runes you have around the gray border of the player frame. Would it be a cool effect if some(!) of the class powers lit them up when full? For example when demonic fury is maxed out, they will glow purple or whatever. Or perhaps that's just too much work.
I prefer to keep such things consistent. Class power related stuff should be around/on class power element.

And that's not really much work, I'd say max 10 lines of code. Just a bit misleading solution... Sorry.

But cool idea anyway. Apparently I've drawn glowing runes texture long long ago, but I couldn't use it for anything.
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Unread 03-09-15, 02:16 AM  
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Another crazy idea; those runes you have around the gray border of the player frame. Would it be a cool effect if some(!) of the class powers lit them up when full? For example when demonic fury is maxed out, they will glow purple or whatever. Or perhaps that's just too much work.
Last edited by ballagarba : 03-09-15 at 02:17 AM.
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Unread 03-08-15, 09:42 PM  
lightspark
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Originally Posted by ballagarba
It looks great! Also I like the right (the one without the top) "no class bar" better than the left one which could be confused with just an empty bar.
Thank you! Haha, that's exactly why I did the second variant without the cap I was like "daaamn, they are too alike!"
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Unread 03-08-15, 01:58 PM  
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It looks great! Also I like the right (the one without the top) "no class bar" better than the left one which could be confused with just an empty bar.
Last edited by ballagarba : 03-08-15 at 03:12 PM.
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Here you go, that's the concept of my new player frame drawn from the scratch.
As an example I chose totems, I hope you can imagine how other class powers are gonna look like



No class power variants...

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Unread 03-07-15, 07:03 AM  
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Originally Posted by ballagarba
How would you represent stuff like Soul Shards or Burning Embers this way? Just split the bar into four pieces?
Yeah, same as now

I'll draw a set of nice textures for 0-1-2-3-4-5-6 class power elements available, and will be swapping among them if needed. What you see on a preview is a placeholder, just to let you know where power and class power bars will be placed. Apparently, it's always either set of textures or a status bar.

Right now Soul Shards are implemented via oUF classicons element, so they're a set of textures, for Burning Embers I use my own module, and are coded as a set of status bars :3

Any suggestions/critique? I'm sharing this kind of things, because it's an early prototyping phase, so I can make changes to textures, layout and stuff, if needed.
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Unread 03-07-15, 02:43 AM  
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Originally Posted by lightspark
I'm trying to redesign player power and classpower bars into vertical tubes/pipes/lines whatever, cuz it's easier to maintain and make changes if needed, without redrawing shitloads of textures.
How would you represent stuff like Soul Shards or Burning Embers this way? Just split the bar into four pieces?
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Unread 03-06-15, 12:00 PM  
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As I said about 1 month ago, I'm trying to redesign player power and classpower bars into vertical tubes/pipes/lines whatever, cuz it's easier to maintain and make changes if needed, without redrawing shitloads of textures.

So far this is my first player frame design I'm sorta satisfied with, it's not finished yet, hehe, and power bars are not done, just some PHs, too tired right now, but you can get the idea where things go... Proportions and/or spacing may be changed later, need to draw power bars' textures first

As for power bar height, that's set in stone, it's gonna be 128px, big enough to see it clearly, small enough not to ruin overall frame layout.



Damn, I almost gave up on this idea
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Unread 03-04-15, 02:05 PM  
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Got rid of gps module, that was fast, it didn't make it through 24 hours
Merged my daytime widget and with existing calendar button, hehe, daytime animation is used as a date background
And put location text on top of minimap, it's shown on minimap mouseover, pretty common way of dealing with it...


Time infobar is the only one left...
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Unread 03-03-15, 01:31 PM  
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Not the best placement, lol, tested it in LFR, opened calendar around 5 times during the boss fight
I'll do something about it tomorrow, hehe... Suggestions?
Or I'll delete it and write something else as I did quite many times
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Unread 03-03-15, 11:48 AM  
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And here's a screenshot of my up-to-date version, no UFs cuz nothing changed..
There are quite many internal changes, I'd say about 80% of my layout was rewritten, and I try to preserve my visual style, so almost no visual changes so far :3

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