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Updated:09-29-16 03:41 PM
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Categories:oUF: Layouts, Raid Mods, Unit Mods

oUF Nivaya  Popular! (More than 5000 hits)

Version: r65
by: Luzzifus [More]

News

  • Updated for 7.0.3.
  • Only for use with oUF 1.6.9+!
  • If you have any questions or feature requests, please read the FAQ at the bottom of this page first.
  • Most likely coming soon: Boss Frames
About
oUF_Nivaya is a unitframe addon with low memory and cpu usage. It is based on oUF by Haste, but still it offers the possibility to configure a large variety of settings ingame to adapt functionality and appearance.

So in order to use it you need the oUF core! If there happen to be any bugs or errors, feel free to report them here. However, before reporting bugs make sure you definitly have the latest release of both this layout and oUF!

Ingame Config
This Layout comes with an ingame configuration dialog, which is included as load-on-demand module accessible via "/ouf". You can change settings like frame positions and sizes, portrait settings, use of custom textures and fonts (using SharedMedia), buff / debuff position and size and alot more. Also you can toggle all my custom features and adjust settings concerning the Healer Mode.

Positioning: "Unlocking" the frames enables you to freely move the Player Frame, the Party Frame and the Raid Frames via mouse dragging. All other units stay anchored to those, however all the relative positions can be changed in the options too. By default, the target frame is automatically positioned symmetrically to the player frame as you move it. You can unlock the frames in the settings dialog or by typing "/ouf lock" or "/ouf unlock" (they both toggle).

Of course, if you don't change any source codes, you can update the layout without losing your own settings. More over this, it doesn't use significantly more memory or cpu time than other oUF layouts (currently it's about 90kb, excluding the config module).

Supported Frames
  • Player, Target and Pet
  • Target of Target and Focus
  • Target of Target of Target and Focus Target (both optional)
  • Party and Raid (also optional, both "Grid"-like, party including player, raid up to 40 players)

The "Healer Mode"
There are two different modes for Party-/Raidframes display. The first is a very minimalistic "grid-like" setup, containing no numbers at all. The second one has slightly larger frames and contains more information like health and deficit values. This one is supposed to be used by healers, but of course you can choose the one you prefer. Both setups are shown in the screenshots.

Also, in case you want to use both setups with different characters, I have included an option that makes the layout automatically pick the healer mode based on your character class. You can adjust this behaviour in the configuration dialog ("/ouf"). More over this, the layout is able to remember different positions and raidframe settings for both modes.

More Features
  • Castbar support for player, target, target of target and focus (can be disabled)
  • Built-in aggro coloring
  • Built-in heal prediction
  • Fancy debuff highlighting (A debuff filter is enabled by default, so you will only see highlighting for debuffs you can cure).
  • Options to automatically color health- and/or manabars by class or mobtype.
  • Adjustable colors, textures, fonts, positions and sizes for most frames and elements.

Supported oUF Modules
  • oUF_PowerSpark
  • oUF_Smooth
  • oUF_TotemBar
  • oUF_Experience
  • oUF_Reputation
  • oUF_GCD (Make sure to set a reference spell as described here, otherwise it won't work. I can't do that for you since those spell names are localized.)

FAQ
Here I'll answer all those questions which become a little bit annoying when I have to answer them a gazillion times in the comments.

Q: "I want my raid groups to grow from left to right instead of right to left / from top to bottom instead of bottom to top."
A: Open the config module and go to the raidframes page. There you'll find an option called "Spacing between raidgroups". For this value, positive values make the raidgroups grow from left to right (bottom to top), negative values make them grow from right to left (top to bottom).

Q: "I have a SharedMedia Addon with additional fonts/textures/whatever and I can't pick them from your config or they are not saved on relog/reloadui."
A: The problem here is, that these addons must be loaded before the layout, or else their stuff won't be recognized. This is usually achieved by adding the addon in question to the OptionalDeps in the .toc files of the layout and its config module. You can do that yourself or if you want it to be permanently added, tell me.

Q: "I'd like to edit the text tags on my unit frames (health, mana, etc)."
A: Currently you cannot change them ingame, but there are tag functions for HP, power, names, levels, classification and status information. You can find them in "tags.lua".

Q: "Can you add buff/debuff/hot/dot indicators to the raidframes?"
A: Very unlikely.

Q: "Can you add [insert random big feature]? I miss it from Pitbull/Grid."
A: My layout is not meant to be a replacement for Pitbull or Grid. It is meant to be lightweight without denying you the possibility to adjust the basic appearance and functionality. I am currently very satisfied with the features and I probably won't add more biggies. However, as long as I play WoW, I will keep it updated and working. Of course, you may always ask for easy-to-add improvements. But I really don't have much time currently, so you should prepare to wait a little bit before it will be done.


Credits
Credits go to Seiyu and his layout "oUF_Pazrael", since I used that as a template for my layout and learned alot about LUA by improving it further and further.

r65
- fixed role icon display.

r64
- updated for 7.0.3, make sure to also update the oUF core to 1.6.9+!

r63
- replaced role icons with role indicators in the form of little dots in the upper left corner for each group unit frame.
- role assignment indicators are now also visible in raidgroups.
- added option to hide health text / health deficit text in healer mode.
- fixed color update bug in config module.

r62
- player frame position (and all derived frame positions) are now saved separately for healer mode and normal mode.
- cast bar position is now saved separately for healer mode and normal mode.

r61
- bug fix release for MoP 5.3.
- updated to work with oUF 1.6.5.
- disabled alternative ressource displays (soul shards, holy power, runes, totem bar), because getting them to work again takes more time. use other addons for that instead.

r60
- Added support for oUF_Swing (anchored to player castbar).
- Fixed unit names not updating correctly in raids and battlegrounds (requires oUF 1.5.5+).
- Fixed config error on updating unit name positions.
- Fixed dungeon role icon postions (didn't differentiate between healermode and non-healermode).

r59
- Added an option to display all debuffs, not only your own.
- Fixed classification tag.
- Removed support for oUF_RuneBar and replaced it with the rune bars from oUF.
- New position for rune bars and totem bars, similar to HolyPower and SoulShards.
- Added option to change the position of rune bars and totem bars (positions tab).

r58
- Added .frequentUpdates to health tags (global) and power tags (player only).
- Updated CanDispel table to reflect changes made in WoW 4.0.
- LFDrole icons positions now correctly complies with the vertical groups setting.
- Fixed LFDrole icons not correctly updating.
- Clicking on the LDB icon will open the config again.
- More tag conversions (names, levels, classification).

r56
- Fixed a bug causing an error message when changing textures.

r55
- Fixed clicks going into void on party/raidframes.
- First go on tags (HP/power/status of all units).
- Blizzards Raidframes will be completely hidden now (including the manager).

r53
- Improved position and size of SoulShards and HolyPower.
- Added option to change the position of SoulShards and HolyPower (positions tab).
- Fixed errors with oUF_Experience and oUF_Reputation.
- Added mouseover show/hide for oUF_Experience and oUF_Reputation (again).

r52
- Fixed bug that prevented all frames from showing up with oUF 1.5.1+.
- No more packaged oUF. Get the release version!

r50/51
- Only works with WoW 4.0.1+!
- Included oUF 1.5 beta in the .zip until it will be released.
- Added option to change maximum heal prediction overflow.
- Added option to limit maximum number of visible raid groups.
- Added HolyPower display (Paladin).
- Added SoulShards display (Warlock).
- Added support for the new HealPrediction element in oUF.
- Added option to toggle HealPrediction.
- Removed oUF_HealComm4 support (done by HealPrediction).

r48
- Added option to display combo points as text value.
- Fixed TotemBar position (Shaman).
- Fixed RuneBar position (Deathknight).
- Fixed Castbar display problems for ToT and focus frames.
Post A Reply Comment Options
Unread 06-12-09, 01:10 PM  
Monk1nr
A Murloc Raider
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Forum posts: 4
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reaction based color on target health

I have been trying to tweak the code to make the health bar color be based on the target's reaction. Green for friendly, red hostile, etc. Would I have to totally rewrite this or can I set something in the init_and_config colorHealth?

I have been able to do a couple other things, like keep the target of target frame from spawning, adding race to the status line.
*edit actually, those changes ended up making errors too. So, I put it back to original.


I would also like to disable the resting icon from the player icon when the player is 80. I tried
local lvl = UnitLevel(unit)
if not (lvl == 80) then
your resting icon code
end

But, it still has the icon. I ended up setting the width and height to 1 but there is still that one pixel square on the frame. Is resting icon needed? When I remove or comment the whole block the default Blizzard frames are shown. And that is how I know when I pooch something.

I am a nub when it comes to lua. Any help would be appreciated.
Last edited by Monk1nr : 06-12-09 at 03:30 PM.
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Unread 06-12-09, 05:19 PM  
Luzzifus
A Warpwood Thunder Caller
 
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Well, I should relly put up an FAQ on this.. In the past I have stated multiple times that there will probably not be an option to change health/mana bar reaction coloring (same as horizontal raidgroups). This has two reasons: First the code for that is messy (still a derivate from the original layout, only few changes made by me) and second those options would really blow the code up since there are a bunch of functions that need to be completely rewritten for that (only the second reason applies to the raidgroup thingy).

Anyways, I might have some spare time in the near future so _maybe_ I'll work on those things or a random subset of them *cough*. But don't be disappointed, it's in no way a promise.
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Unread 06-13-09, 12:22 PM  
Monk1nr
A Murloc Raider
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Originally posted by Luzzifus
Well, I should relly put up an FAQ on this.. In the past I have stated multiple times that there will probably not be an option to change health/mana bar reaction coloring (same as horizontal raidgroups). This has two reasons: First the code for that is messy (still a derivate from the original layout, only few changes made by me) and second those options would really blow the code up since there are a bunch of functions that need to be completely rewritten for that (only the second reason applies to the raidgroup thingy).

Anyways, I might have some spare time in the near future so _maybe_ I'll work on those things or a random subset of them *cough*. But don't be disappointed, it's in no way a promise.
That's kind of where I was at after messing around with the code for a few days. Seemed like the more I thought about it and the more i researched it, there would have to be a rather large rewrite. I am starting to learn Lua at this point and will probably be still fiddling with it. I work as a web developer and have been looking for more projects to work on besides leveling a new character. Don't beat yourself up trying to deliver this just for me

What I would like is to have the raid groups be more modular, so that I could use your solution for grouping/raiding and create my own layout for player and target. But, that also would be a huge chunk of rearranging.

I really like the fact that you have a config option for this layout; I was able to arrange and tweak things to how I like them (I have put back in ToT because I had gotten used to it).

Would it be easier to make a reaction function and then create an Icon to lay on the health bar? That way I could keep the color scheme matching and still see hostile or neutral targets. Maybe it could be called in PostUpdateHealth and return a color object, say colorReactHealth? That way it could be set in bar:SetStatusBarColor. Actually, as I am looking at it right now, doesn't this code section (line 189 in oUF_Nivaya):

else
bar:SetStatusBarColor(nivcfgDB.colorHealth.r, nivcfgDB.colorHealth.g, nivcfgDB.colorHealth.b, nivcfgDB.colorHealth.a)
end

bypass player, pet, party, ToT, and raid? Or am I barking up the wrong tree, and need to look deeper?

Anyway, I am having fun learning a new scripting language

Thanks for replying,
-Corey
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Unread 06-15-09, 05:58 AM  
Luzzifus
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Originally posted by Monk1nr
[b]What I would like is to have the raid groups be more modular, so that I could use your solution for grouping/raiding and create my own layout for player and target. But, that also would be a huge chunk of rearranging.
You can still disable the spawns for all the frames you don't like to have.

Originally posted by Monk1nr
[b]Would it be easier to make a reaction function and then create an Icon to lay on the health bar? That way I could keep the color scheme matching and still see hostile or neutral targets. Maybe it could be called in PostUpdateHealth and return a color object, say colorReactHealth? That way it could be set in bar:SetStatusBarColor. Actually, as I am looking at it right now, doesn't this code section (line 189 in oUF_Nivaya):

else
bar:SetStatusBarColor(nivcfgDB.colorHealth.r, nivcfgDB.colorHealth.g, nivcfgDB.colorHealth.b, nivcfgDB.colorHealth.a)
end

bypass player, pet, party, ToT, and raid? Or am I barking up the wrong tree, and need to look deeper?
This would be possible I guess. The quoted code doesn't bypass anything, it applies to all units. It's not nested into another loop.

Originally posted by Monk1nr
[b]I would also like to disable the resting icon from the player icon when the player is 80. I tried
local lvl = UnitLevel(unit)
if not (lvl == 80) then
your resting icon code
end

But, it still has the icon. I ended up setting the width and height to 1 but there is still that one pixel square on the frame. Is resting icon needed? When I remove or comment the whole block the default Blizzard frames are shown. And that is how I know when I pooch something.
A working solution is adjusting the alpha, which is what I did in r33 (latest release).

**edit:
I'm also pretty close to a release-ready version with options for class/reaction colored health- and mana bars. It has been easier than I initially thought.
Last edited by Luzzifus : 06-15-09 at 09:20 AM.
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Unread 06-15-09, 03:22 PM  
timberbear60
A Murloc Raider

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Default Buffs

First and foremost, great looking frames! The only thing I am having trouble with is the option to hide the default buff frame from Blizzard. Is there something I'm not seeing?
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Unread 06-15-09, 03:41 PM  
boomboom
A Fallenroot Satyr

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YAY! Totem bar support!

Thank you!
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Unread 06-16-09, 05:25 AM  
Cyanix
A Defias Bandit

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Combo points display resets uppon target switching.

Any way to modify this ?
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Unread 06-16-09, 09:26 AM  
Luzzifus
A Warpwood Thunder Caller
 
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It's not part of the layout, it's oUF itself.
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Unread 06-17-09, 02:49 PM  
Elariah
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This is a pretty awesome layout, but I can't find anywhere to set my party to be different than a raid.

I'm trying to get my party to be a vertical list of the players, similar to my 'player' frame. Is this possible?
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Unread 06-18-09, 12:30 PM  
Luzzifus
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Not yet but I guess I'll make it possible soon (tm). It's the last open and often requested feature I'm tired to constantly reject. Yea, you got me that far.

But still I don't understand why anybody would like to occupy his precious screen space with something like this..
Last edited by Luzzifus : 06-18-09 at 12:41 PM.
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Unread 06-18-09, 02:14 PM  
Installation
A Kobold Labourer

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Is there any way you might add the option to drag the Target frames e.t.c. when unlocked as well as just the player UF?

- Also, some way to move the HP/mana texts around.

Just wondering if any of these features were in the pipeline, I ain't demanding anything :P
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Unread 06-18-09, 03:59 PM  
Luzzifus
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Originally posted by Installation
Is there any way you might add the option to drag the Target frames e.t.c. when unlocked as well as just the player UF?
The current placement system is very precise (and unique in this way) and I have no intention to replace it with something less precise. You already have complete control over the frames position along with some very convenient possibilities.

Originally posted by Installation
- Also, some way to move the HP/mana texts around.
Maybe. Not in the near future though.
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Unread 06-18-09, 04:58 PM  
aiikachi
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Hi! I would like to give you kudos on writing an excellent ouf layout, this is the only one that could ever stand to use! That said, I have no need for a few options in your mod (Raid/party frames, cast bars) and was wondering if it would be at all possible to release a "lite" version, which only included the amazing unit frames
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Unread 06-18-09, 06:39 PM  
Installation
A Kobold Labourer

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Fair enough with the dragging of target e.t.c., I guess I'm just being impatient :P

I'll mess around a lot more with it anyway
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Unread 06-18-09, 11:29 PM  
Chrnotic
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Love your layout! The only thing that's slightly bothering is the option to modify the color for power bars. I see you added the option for class colors, but is there an option to modify power only?

I'm only interested in mana and with my poor lua knowledge it's a pain in the ass figuring out what line(s) to modify.
Last edited by Chrnotic : 06-18-09 at 11:30 PM.
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