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The Adventure Continues (6.1)
Updated:02-27-15 09:09 AM
Created:12-15-13 12:44 PM
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Categories:oUF: Layouts, Graphical Compilations
6.1

oUF LS

Version: 1.4.1
by: lightspark [More]

oUF LS is PvE-oriented oUF-based UI, which not only replaces blizzard unit frames, but also customizes buttons, action bars, minimap, etc and provides some extra features.

Versions 1.2.4 and below require oUF.

Announcement

There's a v2 alpha build available for testing on Curse. To download it, right-click oUF LS in Curse Client and set Preferred Release Type to Alpha. If you don't use Curse Client, you can download lastest alpha build from this page.



Key Feature

Player frame is split into three parts:

  • Left - class resources, i.e. holy power, shadow orbs, etc;
  • Centre - player health;
  • Right - player power, i.e. mana, rage, etc.

Supported Frames

Player, Pet, Target, Target of Target, Focus, Target of Focus, Party (w/o pets and targets) and Bosses.
No current support for arena frames.
No support for raid frames will be ever provided.

Supported Resources And Core Abilities
  • Death Knight - Runes;
  • Warlock - Demonic Fury, Burning Embers, Soul Shards;
  • Priest - Shadow Orbs;
  • Monk - Chi;
  • Paladin - Holy Power;
  • Shaman - Totems;
  • Druid (Owl) - Lunar/Solar Energy;
  • Rogue/Druid (Cat) - Combo Points.

Additional Features
  • Default UI elements, such as ActionBars, MicroMenu, Minimap and Buttons, are all customized;
  • Infobars. They provide some basic information about player’s locations, fps, memory usage, bags, mail and clock;
  • Floating Combat Feedback for player frame;
  • Custom dropdown menu for default objective tracker. Allows to unlock it's position and drag tracker around the screen;
  • AuraTracker for monitoring up to 8 buffs and debuffs on player character in total. List of auras can be managed via slash commands ingame and is saved per character. List of AuraTracker commands can be accessed via either dropdown menu or /atcmd slash command.
  • NamePlates. Nice and clean look.

Embedded Addons/Plugins
Feedback And Feature Requests

If you found a bug or want to share an idea on how to improve my UI, either report to Issue Tracker on my GitHub page, or post a comment on WoWInterfrace or Curse.

Feel free to write feedback on how to improve some class-specific features, because I only play as PvE mage.

However, keep in mind that I'm not going to implement any features, as a replacement for BIG addons. I want my interface to be as lightweight as possible.

Testing

If you wanna help testing new features, you can download available, if any, beta version of my UI via CurseClient by switching to beta release channel.

Bear in mind that oUF LS GitHub and Beta versions may and will be unstable.

Credits

Credits go to zork, Phanx, haste, p3lim and blizzard’s artist, who drew default minimap texture!

1.4.1

- Fixed button name/count overlap issue.

1.4.0

- NEW! Receive-All-Mail button. Removed mail infobar.
- Updated AT. It now saves aura list per spec.
- Removed bags infobar. Right-click backpack to show/hide bags.

1.3.8

- Fixed missing garrison minimap button

1.3.7

- Added Compact Raid/Party Frame support, from now on can replace layout's party frames
- Fixed few party frame taints and bugs
- Nameplates are now compatible with LibNameplateRegistry-based addons
- Tweaked LFG microbutton lvl requirement
- Minor fixes and tweaks

1.3.6

- Fixed ClassPower bug, left side of a player frame works again

1.3.5

- Added new nameplate module
- oUF is now embedded
- Added spellID to player/vehicle buff/debuff tooltips
- New textures for many elements
- Minimap is now hidden during pet battle
- Rewrote quite much code, safer and faster
- Removed MainMenu microbutton

1.2.4

- oUF 1.6.8 support
- Added "/atheader" slash command to toggle AuraTracker header

1.2.3

- Added new ObjectiveTracker dragging support
- Updated AuraTracker module, increased total aura cap to 8, can track both buffs and debuffs
- Updated embedded modules
- Tuned fonts a bit to improve compatibility non-latin locales
- Fixed few PetActionBar issues
- Misc tweaks

1.1.2

- Added AuraTracker module
- Updated embedded FCF plugin
- Switched to default fonts to improve compatibility with non-cyrillic and non-latin locales
- Misc tweaks

1.0.1

- Rearranged unit frames on the screen
- Fixed missing texture for stealable enemy buffs
- Fixed missing currency tab
- Quest tracker is now movable by default
- Updated embedded FCF plugin
- Misc tweaks

1.0.0

- Initial release
Archived Files (10)
File Name
Version
Size
Author
Date
1.4.0
748kB
lightspark
02-23-15 01:44 PM
1.3.8
744kB
lightspark
11-14-14 02:42 AM
1.3.7
744kB
lightspark
11-11-14 03:04 AM
1.3.6
744kB
lightspark
11-09-14 03:49 AM
1.3.5
744kB
lightspark
11-08-14 10:00 AM
1.2.4
716kB
lightspark
10-17-14 01:41 AM
1.2.3
716kB
lightspark
10-15-14 03:04 AM
1.1.2
715kB
lightspark
06-17-14 11:16 AM
1.0.1
908kB
lightspark
01-05-14 09:28 AM
1.0.0
847kB
lightspark
12-15-13 12:44 PM


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Unread 05-25-15, 08:05 AM  
lightspark
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I'm aware of issue with party frames being randomly shown/hidden...
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Unread 05-24-15, 11:20 AM  
lightspark
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Uploaded alpha build #6

- Added revamped target of target, target of focus, boss and party frames;
- Fixed and tweaked many things;
- Added basic buff and debuff filters, controlled via blizz aura options at Interface -> Buffs and Debuffs;
- Few other things I mentioned earlier in my comments and some announced things

I'm gonna try to implement arena frames, but it won't be fast, cuz I have no idea what's happening over there Recommendations?
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Unread 05-24-15, 09:45 AM  
lightspark
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Originally Posted by leokapone
Pet Battle
I know, I already fixed it couple of weeks ago, I'll upload new build in few hours.
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Unread 05-23-15, 01:44 PM  
leokapone
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Pet Battle


Code:
Message: Interface\AddOns\oUF_LS\modules\tools\cooldown.lua:44: Wrong object type for function
Time: 05/23/15 14:34:54
Count: 2
Stack: [C]: in function `CreateFrame'
Interface\AddOns\oUF_LS\modules\tools\cooldown.lua:44: in function <Interface\AddOns\oUF_LS\modules\tools\cooldown.lua:43>
Interface\AddOns\oUF_LS\modules\tools\cooldown.lua:63: in function `HandleCooldown'
Interface\AddOns\oUF_LS\modules\tools\buttons.lua:201: in function <Interface\AddOns\oUF_LS\modules\tools\buttons.lua:130>
Interface\AddOns\oUF_LS\modules\tools\buttons.lua:303: in function `skinFucntion'
Interface\AddOns\oUF_LS\modules\tools\buttons.lua:273: in function `SetButtonPosition'
Interface\AddOns\oUF_LS\modules\bars\petbattle.lua:20: in function <Interface\AddOns\oUF_LS\modules\bars\petbattle.lua:10>
[C]: in function `PetBattleFrame_UpdateActionBarLayout'
...AddOns\Blizzard_PetBattleUI\Blizzard_PetBattleUI.lua:153: in function `PetBattleFrame_Display'
...AddOns\Blizzard_PetBattleUI\Blizzard_PetBattleUI.lua:95: in function <...AddOns\Blizzard_PetBattleUI\Blizzard_PetBattleUI.lua:92>

Locals: (*temporary) = "Frame"
(*temporary) = nil
(*temporary) = <unnamed> {
 0 = <userdata>
}
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Unread 05-15-15, 05:51 AM  
lightspark
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Some progress on additional info in micro button tooltips, first things I got rid of were experience and reputation bars.

Top pic is maxed out char with no rep tracked, second one is 90lvl char with both rep and exp bars.



Looks quite neat

May add something like this to "Spellbook and Abilities" tooltip, but with info on professions, may not, could be quite useless.

Any other suggestions?

-- updated --

Added battle pet exp bars! Whilst in pet battle, char's exp bar is replaced by pets' :3



I guess, I'll make few more changes, only pet exp bars will be displayed in pet battle mode, well, if any, no durability or reputation...
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Last edited by lightspark : 05-15-15 at 09:07 AM.
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Unread 05-14-15, 11:19 PM  
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Okay, here's a thing, if anyone is willing to help with development you're free to FIX FOUND BUGS, check main rep first though, but, pleeeeease, DO NOT implement anything new. That won't do, and you'll waste precious time, cuz there's like 100% chance of me having different thoughts on subject.

Or, as I said earlier, you're free to suggest your ideas, now is the best time for it, we can discuss em, but once again DO NOT implement it on your own!
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Last edited by lightspark : 05-14-15 at 11:20 PM.
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Unread 05-11-15, 01:03 PM  
ballagarba
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Originally Posted by lightspark
I decided to add stuff to micro button tooltips, inspire by performance tooltip. For example, durability and something else char related to character micro button, gold and tracked currency to backpack and so on.
I think this is a great solution!
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Unread 05-11-15, 12:23 PM  
lightspark
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About TODOs...

Lately I've been thinking about my long gone infobars, I still like the idea of having some handy info available w/o going through many windows/menus/etc. I decided to add stuff to micro button tooltips, inspired by performance tooltip. For example, durability and something else char related to character micro button, gold and tracked currency to backpack and so on.

If you have ideas on what should be displayed this way, feel free to suggest

P.S. I wanna take a break from UFs, quite exhausting...
P.P.S. My TODO list is fing huge, some things are even unimplementable
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Last edited by lightspark : 05-11-15 at 01:14 PM.
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Unread 05-11-15, 12:02 PM  
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Originally Posted by ballagarba
I'm not sure if this was on your todo list or not, but an option to hide keybinds and macro text from the action bars would be nice.
It is

Originally Posted by ballagarba
Also, I sent you a pull request which fixes a bug when using D["nameplates"].showText == true
Damn I was gonna refactor nameplate code anyway, tooooo many table lookups and pointless stuff over there, that's why I didn't bother fixing anything, yeah
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Unread 05-11-15, 11:31 AM  
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I'm not sure if this was on your todo list or not, but an option to hide keybinds and macro text from the action bars would be nice.

Also, I sent you a pull request which fixes a bug when using D["nameplates"].showText == true
Last edited by ballagarba : 05-11-15 at 11:44 AM.
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New build is up and awaiting approval.

It brings new focus and target frames. Both are still WIP. Just need some feedback.
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Unread 05-06-15, 01:09 PM  
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Originally Posted by ballagarba
Looks great, my only concern is the visibility when the combo points aren't maxed out.
Colours are quite contrast, it should be ok. I've implemented most part of target frame ingame and found few issues with textures, so adjustments will be made.

Originally Posted by ballagarba
Perhaps meanwhile you think of something cooler you could just play with the border color? Gray-ish for normal, silver for rare and gold for elites for example.
Well, it's shown as R/E/R+ next to char/mob level, so it's sorta ok for now :3
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Unread 05-06-15, 05:05 AM  
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Originally Posted by lightspark
Added combo bar and glow effect at max points
Looks great, my only concern is the visibility when the combo points aren't maxed out.

Originally Posted by lightspark
Not sure about using rare/elite/rareelite banners, there are none in my current build. May add them later
Perhaps meanwhile you think of something cooler you could just play with the border color? Gray-ish for normal, silver for rare and gold for elites for example.
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Some progress, a bit slower than expected. Unfortunately, had no time to do anything this weekend.

Added combo bar and glow effect at max points, debuff and threat glow effects. I need to add overabsorb thingy and I'll start coding little by little.



P.S. Not sure about using rare/elite/rareelite banners, there are none in my current build. May add them later
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Last edited by lightspark : 05-05-15 at 04:34 AM.
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Originally Posted by masl
really like it without text looks quite nice

about the combo points - what about using an smaller splitted tube bar underneath the target frame (like the tube for warlocks) ? I'm not sure if it's looks better but it's an idea :P
Will give it a shot! But in upper right corner, bottom of the frame is occupied rare/elite/rareelite banner
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