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Battle for Azeroth (8.0.1)
Updated:10-17-18 04:37 AM
Created:12-15-13 12:44 PM
Downloads:31,666
Favorites:122
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Categories:Suites, Action Bar Mods, Unit Mods, Graphical Compilations
8.0.1

ls: UI  Updated this week!  Popular! (More than 5000 hits)

Version: 80000.12
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 80000.12

- Added options to adjust text size, outline, and shadow of various unit frame elements, e.g.,
health, power, etc;
- Reworked resource gain/loss animations. Added health loss animations, and options to adjust
health, power, class power, and alternative power gain/loss thresholds;
- Tweaked unit frame border textures;
- Fixed compatibility issues with Masque;
- Updated embeds.



Version 80000.11

- Added options to adjust auras' count text and aura type icon. It's also possible to display
actual debuff types instead of generic down arrows;
- Added options to adjust xp bar's text's format and visibility;
- Added options to adjust castbars' colours;
- Added a hack for cooldown numbers. Cooldown spirals are still bugged, but that's a Blizz bug;
- Updated minimap button handling. This should greatly improve compatibility w/ addons that add
various markers, for instance, TomTom, ZygorGuides;
- Updated embeds.

Version 80000.10

- Added cooldown options to the "Unit Frames" and unit frames' "Auras" configs;
- Removed "Show Cooldown Bling" option. The bling is disabled on all handled cooldowns now
because the animation is bugged anyway;
- Updated Simplified Chinese translation. Translated by [email protected];
- Updated embeds.

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 (11)
File Name
Version
Size
Author
Date
80000.11
1MB
lightspark
09-28-18 10:00 AM
80000.10
1MB
lightspark
09-17-18 06:58 AM
80000.09
1MB
lightspark
08-16-18 02:06 AM
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 05-24-15, 11:20 AM  
lightspark
A Rage Talon Dragon Guard
 
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Forum posts: 305
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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
A Rage Talon Dragon Guard
 
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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
A Kobold Labourer

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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
A Rage Talon Dragon Guard
 
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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  
lightspark
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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
A Rage Talon Dragon Guard
 
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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  
lightspark
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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  
ballagarba
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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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Unread 05-11-15, 12:28 AM  
lightspark
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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  
lightspark
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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  
ballagarba
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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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Unread 05-04-15, 12:40 PM  
lightspark
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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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Unread 05-01-15, 04:34 AM  
lightspark
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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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Unread 05-01-15, 02:58 AM  
masl
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Originally Posted by lightspark
Hm, some changes, thickness of power bar was bothering me, just toooo big, at first I did 4px variant, but still felt a bit off, and then reduced to 2px, aaaaand I liked it



With text and without text.
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
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