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Legion Pre-Patch (7.0.3)
Updated:07-25-16 06:42 PM
Created:12-28-09 12:08 PM
Downloads:30,623
Favorites:83
MD5:
7.0.3

AftermathhUI  Updated Today!  Popular! (More than 5000 hits)

Version: 1.20
by: Game92 [More]

Welcome To AftermathhUI!

AftermathhUI is based on Muqq's UI which is Shadow Priest based UI. I really loved Muqq's UI so i decide to make my own version and make it Lightweight & Minimalistic and not too much CPU.

It's of course usable for any class or spec!

AddOn-List:

AftermathhUI - inclues unitframes, font changing, skinning chat, map, buffs, nameplates...
Bartender4 - ActionBar replacement mod.
Masque - is a button enhancement engine that will skin the buttons of add-ons that support its features.
Masque_Aftermathh - Custom Masque skin.

Slash-Command List:

/rc - ready check
/rl - reload UI
/bt - bartender
/msq - masque
/setupui - Sets the UI up, puts right scale & etc..

Config:

Everything is LUA based which means you'll have to edit them in a notepad based program to changed the settings of the UI.

1.20 - Legion READY.

Updated for legion.

Added Artifact Power Bar
Added Orderhall Bar
Added AFK Frame

Removed alot of unless stuff and cleaned up alot of code..

10.0 - WoD READY.

Added AfterExp
Added AfterRep
Added Masque
Added Masque_Aftermathh

Updated Bartender4
Updated oUF_AuraWatch
Updated to oUF 1.6.8

Removed alot of none working/outdated mods

Removed oUF Reputation
Removed oUF Experience

TODO:

Fix Loot/Group Loot
Fix Improve Bags
Optional Files (1)
File Name
Version
Size
Author
Date
Type
1.0
40kB
01-05-12 01:01 PM
Addon


Archived Files (1)
File Name
Version
Size
Author
Date
10.0
883kB
Game92
11-10-14 06:01 PM


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Unread Today, 07:54 PM  
cysaw
A Defias Bandit

Forum posts: 2
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ty trying it now
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Unread Today, 06:47 PM  
Game92
A Molten Giant
 
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Originally Posted by cysaw
Game... how is the update coming?
Updated now, enjoy
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Unread 07-23-16, 04:23 PM  
cysaw
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Game... how is the update coming?
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Unread 07-21-16, 06:07 AM  
cysaw
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thank you... let us know
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Unread 07-16-16, 04:42 PM  
Game92
A Molten Giant
 
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Legion

I'm trying to update this for legion!!
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Unread 03-22-16, 09:30 AM  
cysaw
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can anyone UPDATE this I miss this UI

Where u at GAME92 come back to wow!!!
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Unread 04-26-15, 09:04 AM  
Immorty
A Murloc Raider

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hi! any news about an update?)) tnx
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Unread 01-10-15, 08:57 AM  
Voozel
A Kobold Labourer

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Really, really nice UI! great job!

There seems to be a slight issue with the unitframes. When I play on my mage they keep being "greyed out" even though I am in range. I am not really good at editing LUA files. Does any of you know how to fix this? :-)
Last edited by Voozel : 01-11-15 at 05:51 AM.
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Unread 12-10-14, 09:27 AM  
cysaw
A Defias Bandit

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THANKS!

thanks for coming back! missed your UI
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Unread 11-25-14, 05:01 AM  
Immorty
A Murloc Raider

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Originally Posted by Game92
Originally Posted by Immorty
Originally Posted by Game92
Originally Posted by 10leej
Hmm I'll have to double check mine cause that's how I do it, but I probably call a LootFrame:SetSize somewhere knowing myself.
Anyway, i fixed the loot frame it all good now again.
hi, when u will upload a new version of ui?
Soon! Testing some new stuff atm
Do not forget about us, we are waiting your new version
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Unread 11-19-14, 08:48 AM  
Game92
A Molten Giant
 
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Originally Posted by Immorty
Originally Posted by Game92
Originally Posted by 10leej
Hmm I'll have to double check mine cause that's how I do it, but I probably call a LootFrame:SetSize somewhere knowing myself.
Anyway, i fixed the loot frame it all good now again.
hi, when u will upload a new version of ui?
Soon! Testing some new stuff atm
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Unread 11-13-14, 11:16 PM  
Immorty
A Murloc Raider

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Originally Posted by Game92
Originally Posted by 10leej
Hmm I'll have to double check mine cause that's how I do it, but I probably call a LootFrame:SetSize somewhere knowing myself.
Anyway, i fixed the loot frame it all good now again.
hi, when u will upload a new version of ui?
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Unread 11-13-14, 12:23 PM  
Game92
A Molten Giant
 
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Originally Posted by 10leej
Hmm I'll have to double check mine cause that's how I do it, but I probably call a LootFrame:SetSize somewhere knowing myself.
Anyway, i fixed the loot frame it all good now again.
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Unread 11-13-14, 12:05 PM  
10leej
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Hmm I'll have to double check mine cause that's how I do it, but I probably call a LootFrame:SetSize somewhere knowing myself.
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Unread 11-13-14, 10:49 AM  
Game92
A Molten Giant
 
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Originally Posted by 10leej
Originally Posted by Game92
Very strange with the tooltip.
I haven't been able to replicate this and don't see anything that jumps out to me in the code. Is the blzzard tooltip affected by this?

EDIT:
Also fixed your loot frames for ya using the same method I did in BobUI

Lua Code:
  1. local _G = _G -- import globals for faster usage
  2.  
  3. local bg, titlebg, portrait, portraitframe, trcorner, tlcorner, top,
  4. unknowntitle, topstreak, blcorner, brcorner, bottom, left, right, btncornerL,
  5. btncornerR, btnbottom, portraitoverlay, title, prevtext, nextext = _G["LootFrame"]:GetRegions()
  6.    
  7. bg:Hide()
  8. titlebg:Hide()
  9. portrait:Hide()
  10. portraitframe:Hide()
  11. trcorner:Hide()
  12. tlcorner:Hide()
  13. top:Hide()
  14. topstreak:Hide()
  15. blcorner:Hide()
  16. brcorner:Hide()
  17. bottom:Hide()
  18. left:Hide()
  19. right:Hide()
  20. portraitoverlay:Hide()
  21. btncornerL:Hide()
  22. btncornerR:Hide()
  23. btnbottom:Hide()
  24. LootFrameInset:Hide()
  25.    
  26. --make a simple backdrop function
  27. local function CreateBackdrop(frame)
  28.     frame:SetBackdrop({        
  29.     bgFile = AftermathhUI.media.blank,
  30.     insets = {top = 12, left = 15, bottom = 6, right = 66},
  31. })
  32.     LootBG:SetBackdropColor(unpack(AftermathhUI.media.backdropcolor))
  33.     frame:SetBackdropBorderColor(unpack(cfg.bColor))
  34.     CreateBorderLight(LootBG, AftermathhUI.media.bordersize, AftermathhUI.bordercolor, AftermathhUI.bordercolor, AftermathhUI.bordercolor, -14, -11, -65, -11, -14, -6, -65, -6)
  35. end
  36.  
  37. --make the frame look pretty, this will handle the backdrop for the entire loot frame
  38. CreateBackdrop(LootFrame)
  39.  
  40. for i = 1, 4 do
  41.     for _, lootfont in pairs({
  42.        _G['LootButton'..i..'Text'],
  43.     }) do
  44.         lootfont:SetFont(AftermathhUI.media.font, 12, AftermathhUI.media.fontflag)
  45.         if AftermathhUI.media.shadowoffset == true then
  46.             lootfont:SetShadowOffset(1, -1)
  47.             lootfont:SetShadowColor(0, 0, 0)
  48.         end
  49.     end
  50.     for _, lootcount in pairs({
  51.         _G['LootButton'..i..'Count'],
  52.     }) do
  53.         lootcount:SetFont(AftermathhUI.media.font, 14, AftermathhUI.media.fontflag)
  54.         lootcount:SetPoint('BOTTOMRIGHT', -2, 3) -- place the count text where its more seenable.
  55.         if AftermathhUI.media.shadowoffset == true then
  56.             lootcount:SetShadowOffset(1, -1)
  57.             lootcount:SetShadowColor(0, 0, 0)
  58.         end
  59.     end
  60. end
  61.  
  62. hooksecurefunc("LootFrame_UpdateButton", function(index)
  63.     local texture, item, quantity, quality, locked, isQuestItem, questId, isActive = GetLootSlotInfo(index)
  64.     CreateBorderLight(_G["LootButton"..index], AftermathhUI.media.bordersize, AftermathhUI.bordercolor, AftermathhUI.bordercolor, AftermathhUI.bordercolor, 1)
  65.     _G["LootButton"..index.."IconQuestTexture"]:SetAlpha(0) -- hide that pesky quest item texture
  66.     _G["LootButton"..index.."NameFrame"]:SetAlpha(0) -- hide sucky fagdrops :D
  67.     if isQuestItem then
  68.         ColorBorder(_G["LootButton"..index], unpack(AftermathhUI.loot.questitemcolor))
  69.     else
  70.         ColorBorder(_G["LootButton"..index], AftermathhUI.bordercolor, AftermathhUI.bordercolor, AftermathhUI.bordercolor) 
  71.     end
  72. end)

Also the first part of your code for the loot frames is the same script from LovelyLoot by Seerah, wouldn't be a bad idea to ask her permission since lovelyloot is all rights reserved.

Also my bag code if you wanna take a look. I based mine off the ones from aftermathui to begin with.

Lua Code:
  1.  local _, cfg = ... --import config
  2. local addon, ns = ... --get addon namespace
  3. local isBeautiful = IsAddOnLoaded("!Beautycase") --!Beautycase check
  4.  
  5. if not cfg.bags then return end
  6. --this is a classic bags layout originally started in AftermathUI that I more or less forked/rewritten
  7.  
  8. local _G = _G -- import globals for faster usage
  9.  
  10. --our universal backdrop function!
  11. local function CreateBackdrop(frame)
  12.   frame:SetBackdrop({bgFile = "Interface\\Buttons\\WHITE8x8",edgeFile = "Interface\\Buttons\\WHITE8x8", edgeSize = cfg.pixelbordersize,
  13.     insets = {top = 2, left = 2, bottom = 2, right = 2}})
  14.   frame:SetBackdropColor(unpack(cfg.bColor))
  15.   frame:SetBackdropBorderColor(unpack(cfg.bColor))
  16.   if isBeautiful then
  17.     frame:CreateBeautyBorder(cfg.border.size.large)
  18.     frame:SetBeautyBorderTexture(cfg.border.texture)
  19.     frame:SetBeautyBorderColor(unpack(cfg.border.color))
  20.   end
  21. end
  22.  
  23. --bags
  24. local ContainerFrame1bg = CreateFrame('Frame', nil, _G['ContainerFrame1'])              
  25. ContainerFrame1bg:SetPoint('TOPLEFT', 8, -9)
  26. ContainerFrame1bg:SetPoint('BOTTOMRIGHT', -4, 3)
  27. ContainerFrame1bg:SetFrameStrata("HIGH")
  28. ContainerFrame1bg:SetFrameLevel(3)
  29. CreateBackdrop(ContainerFrame1bg)
  30.  
  31. local BagFramez = {'ContainerFrame2', 'ContainerFrame3', 'ContainerFrame4', 'ContainerFrame5', 'ContainerFrame6', 'ContainerFrame7', 'ContainerFrame8',  'ContainerFrame9', 'ContainerFrame10', 'ContainerFrame11', 'ContainerFrame12'}
  32. for i = 1, getn(BagFramez) do
  33.   local ContainerFramebg = CreateFrame('Frame', nil, _G[BagFramez[i]])
  34.   ContainerFramebg:SetPoint('TOPLEFT', 8, -4)
  35.   ContainerFramebg:SetPoint('BOTTOMRIGHT', -4, 3)
  36.   ContainerFramebg:SetFrameStrata("HIGH")
  37.   ContainerFramebg:SetFrameLevel(3)
  38.   CreateBackdrop(ContainerFramebg)
  39. end
  40.  
  41. --bank
  42. _G["BankFrameMoneyFrameInset"]:Hide()
  43. _G["BankFrameMoneyFrameBorder"]:Hide()
  44. _G["BankFrameCloseButton"]:Hide()
  45. for i = 1, 80 do -- Hide the regions.  There are 80, but there is an included fail-safe.
  46.   local region = select(i, _G["BankFrame"]:GetRegions())
  47.   if not region then break else region:SetAlpha(0) end
  48. end
  49.                                
  50. local BankFramebg = CreateFrame('Frame', nil, _G['BankFrame'])
  51. BankFramebg:SetPoint('TOPLEFT', -35, 45)
  52. BankFramebg:SetPoint('BOTTOMRIGHT', 20, -10)
  53. CreateBackdrop(BankFramebg)
  54.  
  55. for i = 1, 28 do
  56.   --_G["BankFrameItem"..i.."IconQuestTexture"]:SetAlpha(0)
  57.    _G["BankFrameItem"..i]:SetBackdrop({
  58.     bgFile = "Interface\\Buttons\\WHITE8x8",
  59.       insets = {top = -1, left = -1, bottom = -1, right = -1},
  60.     })
  61.   _G["BankFrameItem"..i]:SetBackdropColor(unpack(cfg.bColor))
  62. end
  63.  
  64. --skin search frames
  65. if isBeautiful then
  66.   _G["BagItemSearchBox"]:CreateBeautyBorder(cfg.border.size.large)
  67.   _G["BagItemSearchBox"]:SetBeautyBorderPadding(6, 1, 1, 1, 6, 1, 1, 1)
  68.   _G["BankItemSearchBox"]:CreateBeautyBorder(cfg.border.size.large)
  69.   _G["BankItemSearchBox"]:SetBeautyBorderPadding(6, 1, 1, 1, 6, 1, 1, 1)
  70.   _G["BagItemAutoSortButton"]:CreateBeautyBorder(cfg.border.size.large)
  71.   _G["BankItemAutoSortButton"]:CreateBeautyBorder(cfg.border.size.large)
  72. end
  73.  
  74. --because it wants to be special
  75. hooksecurefunc("ContainerFrame_Update", function(frame)
  76.   _G["BagItemSearchBox"]:ClearAllPoints()
  77.   _G["BagItemSearchBox"]:SetWidth(133)
  78.   _G["BagItemSearchBox"]:SetHeight(23)
  79.   _G["BagItemSearchBox"]:SetPoint('BOTTOM', _G["ContainerFrame1"], 'TOP', -7, -58)
  80.  
  81.   _G["BagItemAutoSortButton"]:ClearAllPoints()
  82.   _G["BagItemAutoSortButton"]:SetPoint('LEFT', _G["BagItemSearchBox"], 'RIGHT', 0, 0)
  83.   _G["BagItemAutoSortButton"]:SetSize(25,25)
  84. end)
  85.  
  86. --hide stuff we don't want
  87. for i = 1, 12 do
  88.   _G["ContainerFrame"..i.."CloseButton"]:Hide() --might show it in the future, not sure
  89.   for p = 1, 7 do
  90.     select(p, _G["ContainerFrame"..i]:GetRegions()):SetAlpha(0)
  91.   end
  92. end
  93. _G["BackpackTokenFrame"]:GetRegions():SetAlpha(0)
  94.  
  95. --Set the currency
  96. for _, frame in pairs({
  97.   _G["ContainerFrame1MoneyFrameGoldButton"],_G["ContainerFrame1MoneyFrameSilverButton"],_G["ContainerFrame1MoneyFrameCopperButton"],_G["BackpackTokenFrameToken1"],_G["BackpackTokenFrameToken2"],_G["BackpackTokenFrameToken3"],
  98. }) do
  99.   frame:SetFrameStrata("HIGH")
  100.   frame:SetFrameLevel(4)
  101. end
  102. BankFrameMoneyFrame:ClearAllPoints()
  103. BankFrameMoneyFrame:SetPoint("TOPRIGHT",BankFrame,-10,0)
  104.  
  105. --generate the frames
  106. hooksecurefunc("ContainerFrame_GenerateFrame", function(frame)
  107.   local name = frame:GetName();
  108.   for i = 1, MAX_CONTAINER_ITEMS do
  109.     if isBeautiful then
  110.       _G[name.."Item"..i]:CreateBeautyBorder(cfg.border.size.large+1)
  111.       _G[name.."Item"..i]:SetBeautyBorderTexture(cfg.border.texture)
  112.       _G[name.."Item"..i]:SetBeautyBorderColor(unpack(cfg.border.color))
  113.     end
  114.     _G[name.."Item"..i]:SetFrameStrata("HIGH")
  115.     _G[name.."Item"..i]:SetFrameLevel(4)
  116.     _G[name.."Item"..i]:SetBackdrop({
  117.       bgFile = "Interface\\Buttons\\WHITE8x8",
  118.         insets = {top = -1, left = -1, bottom = -1, right = -1},
  119.       })
  120.     _G[name.."Item"..i]:SetBackdropColor(unpack(cfg.bColor))
  121.     _G[name.."Item"..i]:SetNormalTexture("")
  122.     _G[name.."Item"..i.."IconQuestTexture"]:SetAlpha(0)
  123.     _G[name.."Item"..i.."Count"]:SetPoint('BOTTOMRIGHT', -3, 3)
  124.   end
  125. end)
Thanks.. The first part of the code is locals frames from blizzards code? i doubt that i need her "premission" for that...

And anyway i'm going to rewrite the bag addon.

You're edit on my loot does absoulty nothing, it does the exact same thing, you have to edit the backdrop size..
Last edited by Game92 : 11-13-14 at 11:14 AM.
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