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Battle for Azeroth (8.0.1)
Updated:08-25-18 02:54 AM
Created:08-27-16 10:41 AM
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iipui  Popular! (More than 5000 hits)

Version: 33
by: ObbleYeah [More]

iipui


This UI is dependent on oUF; it will not load without it!

A full UI suite for Warcraft, designed towards making the most of screen real estate in a clean, lightweight & responsive format, matching the game's aesthetic whilst giving it new life.

The action bar slides up into view when the cursor hovers over the bottom portion of your screen, revealing your skill buttons. By default, this will also automatically occur when entering combat or opening your spellbook. Once your cursor moves away or you leave combat it slides back down out of view. Options to toggle button display permanently or disable the on-combat show/hide behaviour are included in the dropdown menu to the bottom-left of the screen.


UI elements include : Buffs, Bag, Chat, Combat Text, Group Frames, Maps, Nameplates, Objective Tracker, Tooltip, Unit Frames, & various others.


Credits & thanks to: haste, Lyn, Constie, Lightspark, zork.



## Install iipui:

1. download from the button to the right
2. unzip directory
3. select & drag "Fonts" to your World of Warcraft install folder, to sit alongside directories such as "Interface", "Data" & "Cache"
4. select & drag "iipui" to [Interface\AddOns]




## Install oUF:

1. click above link
2. press "clone or download" at the top-right of the page
3. select "download zip" from the dropdown
4. unzip directory
5. rename directory from "oUF-master" to "oUF"
6. select & drag "oUF" to [Interface\AddOns]


## Add/Remove Raid Aura Tracking:
Note that this will only track player casts of spells.

1. open elements/groupframe/auras/spelllist.lua
2. Follow the formatting rule of [spellID] = {r = x, g = y, b = z},
x,y,z are RGB colour values and can be 0-1 or 255/255
3. spellID can be found in the tooltip of auras or action buttons.


Modernist iip, Outland-EU Alliance
dev: Github.

commit history: https://github.com/obble/iipui/commits/master
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Unread 07-21-18, 04:36 AM  
Sasenna
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Re: Re: Bug ish

Your fix has worked perfectly. TBH didn't expect you to fix it all let alone so fast.

Another minor issue i have noticed. The actionbars will not go away in combat if you mouseover the bottom of the screen. I have the options 'Expand actionbar in combat" and "Always show actionbars" UNCHECKED. My quick fix for myself has just been to move the actionbars off the screen. I do not need them to play and they get in the way during combat.

Originally Posted by ObbleYeah

looking through XIV's code ~ it seems to mess with the MinimapCluster positioning and place it back up to the topright. It looks like there's a workaround though ~ i've added the potential fix to the latest version of the interface, which has just been uploaded here. untested, so let me know if it works or not?
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Unread 07-21-18, 03:00 AM  
ObbleYeah
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Originally Posted by Divinehope
my download didn't have the fonts, maybe? My fonts don't look like the screenshots at all...
move the "Fonts" folder found inside iipui to the directory containing your wow launcher, interface, wtf etc. files. and reboot the game

Originally Posted by Heybarbaruiva
I've found a few issues.

1) Currently, the scroll wheel doesn't work on the chat window and neither does the little vertical scroll bar to the right side of the window - you can't drag up/down.

2) The "active glow" effect on pet abilities that are set to auto-cast do not go away when you disable auto-cast.

3) It's very hard to tell which ability is activated in the pet action bar. I think the color used to indicate which ability is selected is a bit too bland. In the image below, the Passive pet behaviour button is activated, but you can't really tell by looking at the buttons.

And if I can give a bit of unsolicited feedback as someone who has been playing a Hunter for close to 10 years, the pet action bar is way too big and stands out too much, to the point where it's a bit of a distraction from your actual abilities. It would be cool if we got a smaller, less intrusive pet bar. Maybe one half the size of the current pet bar and a bit transparent/faded when outside of combat? Just an idea.

Also, is there a way to reduce the number of buttons in the action bar? 24 is way too many for me and 12 is too few. Having empty buttons or buttons filled with unused stuff just for the sake of it is a big no-no for me (I have a bit of a pet peeve with my UIs, if you couldn't tell by now haha). Editing a few LUA values is fine by me, I just need you to point me in the right direction.

EDIT 2:
Did a quick mockup of what I meant with suggestions on the size of the pet bar and the number of buttons in the player action bar:

I know, fantastic photoshop skills

And sorry for dumping this much stuff on you at once. I just really like the amazing work you've put into this UI and I'd like to help improve it as much as possible.
1, 2 & 3 have fixes which i've uploaded on github and will publish here tonight with some other small changes, thanks for the detailed reports.

you can scale the pet bar here, size is the button size and padding is the space between each one.

I've stuck to a few rules based on the default UI and bar sizes that match those (ie. 12 buttons per bar) is one of them, but a "compact edition" might be a nice idea down the line. it would take a bit of rewriting to add the idea in, i'll add it to my list though

-
Last edited by ObbleYeah : 07-21-18 at 03:02 AM.
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Unread 07-20-18, 11:31 PM  
Divinehope
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my download didn't have the fonts, maybe? My fonts don't look like the screenshots at all...
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Unread 07-20-18, 10:22 PM  
Heybarbaruiva
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I've found a few issues.

1) Currently, the scroll wheel doesn't work on the chat window and neither does the little vertical scroll bar to the right side of the window - you can't drag up/down.


2) The "active glow" effect on pet abilities that are set to auto-cast do not go away when you disable auto-cast.


3) It's very hard to tell which ability is activated in the pet action bar. I think the color used to indicate which ability is selected is a bit too bland. In the image below, the Passive pet behaviour button is activated, but you can't really tell by looking at the buttons.



And if I can give a bit of unsolicited feedback as someone who has been playing a Hunter for close to 10 years, the pet action bar is way too big and stands out too much, to the point where it's a bit of a distraction from your actual abilities. It would be cool if we got a smaller, less intrusive pet bar. Maybe one half the size of the current pet bar and a bit transparent/faded when outside of combat? Just an idea.

Also, is there a way to reduce the number of buttons in the action bar? 24 is way too many for me and 12 is too few. Having empty buttons or buttons filled with unused stuff just for the sake of it is a big no-no for me (I have a bit of a pet peeve with my UIs, if you couldn't tell by now haha). Editing a few LUA values is fine by me, I just need you to point me in the right direction.

EDIT 2:
Did a quick mockup of what I meant with suggestions on the size of the pet bar and the number of buttons in the player action bar:

I know, fantastic photoshopping skills haha
Last edited by Heybarbaruiva : 07-24-18 at 12:05 PM.
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Unread 07-20-18, 02:25 PM  
ObbleYeah
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Re: Bug ish

Originally Posted by Heybarbaruiva
Hey Obble, fantastic work on the UI!

Do you have an ETA on that update with the new action bar you posted on MMO-Champion? Also, are you planning on supporting this UI throughout BfA?

And if I could make a suggestion, maybe an option to resize the UI and/or individual parts of it?
hey, available as of today with BfA compatability please let me know if any bugs pop up as I didn't manage to get extensive testing time on the beta. you'll probably see me update stuff like the experience/artifact/azerite/rep/honor bar manager as I get more time to get my head around that.

resizing elements of the UI in options is a nice idea but a low priority for now. you can of course use the UI scale slider found in the default system > advanced menu for now to scale the overall layout to your liking!

Originally Posted by Listra
Great work! Thanks for sharing.

Is there a way to edit the lua-file to make the nameplates smaller?

And a obsene request… can you make the way the clock time is shown obtional between the current AM/PM and 24h time?

Best regards, Listra
do a search for "SetHeight" in this file to change the Y size. I don't mess with the default width but you could give it a try I guess, YMMV.

I added an option to switch clock modes by clicking on it. it should save between sessions.

Originally Posted by Sasenna
The minimap moves to the top right of the screen when the addon XIV_Databar is enabled.

Link to screenshot of it: https://imgur.com/YwT55Jz
looking through XIV's code ~ it seems to mess with the MinimapCluster positioning and place it back up to the topright. It looks like there's a workaround though ~ i've added the potential fix to the latest version of the interface, which has just been uploaded here. untested, so let me know if it works or not?
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Unread 07-20-18, 01:03 PM  
Sasenna
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Bug ish

The minimap moves to the top right of the screen when the addon XIV_Databar is enabled.

Link to screenshot of it: https://imgur.com/YwT55Jz
__________________
l SasUI l - Blizzard Like l Sas Diablo l - Alteration of l RothUI (Diablo) l
Last edited by Sasenna : 07-20-18 at 01:06 PM.
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Unread 07-05-18, 10:01 AM  
Listra
A Murloc Raider

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Great work! Thanks for sharing.

Is there a way to edit the lua-file to make the nameplates smaller?

And a obsene request… can you make the way the clock time is shown obtional between the current AM/PM and 24h time?

Best regards, Listra
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Unread 07-05-18, 05:38 AM  
Heybarbaruiva
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Hey Obble, fantastic work on the UI!

Do you have an ETA on that update with the new action bar you posted on MMO-Champion? Also, are you planning on supporting this UI throughout BfA?

And if I could make a suggestion, maybe an option to resize the UI and/or individual parts of it?
Last edited by Heybarbaruiva : 07-05-18 at 06:09 AM.
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Unread 06-26-18, 02:35 PM  
ObbleYeah
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its the button just underneath the minimap in the bottom-right corner, it'll have your characters portrait on it.

the options are in the first menu item, titled 'iipui'
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Unread 06-26-18, 01:04 AM  
Helfin
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Bottom Left

I can't seem to find the dropdown menu that'll allow me to change the setting of the ActionBar like what was said in the main information.
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Unread 06-11-18, 03:36 PM  
ObbleYeah
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Originally Posted by Lagony
Originally Posted by ObbleYeah
putting scripts in postload.lua should work, or else you can tinker directly with the files.

i'm working on BFA compatibility in the next few weeks as i've just gotten the developer beta invite - but i'm planning on introducing the option to move and flip the unitframe elements for people who prefer centralised player/target layouts etc. might make that particular change easier for you.
That's great to hear!

Tinkering with the files directly isn't a problem, I can/have done that, but it's a little tedious when it comes to updates that are released and reapplying those changes for each update. I like the idea of putting all modifications into a single file (postload.lua) and when a new update comes up, I'll just backup that file and copy it back after updating.

My issue right now, is since I'm so new to LUA, I don't know how to access the player, target, etc frames for oUF objects. I would imagine that I would do something like:

local f = _G['oUF_iipPlayer']

Then I can do the SetSize/SetPoint functions and move/resize stuff, but it doesn't appear to be that simple (because, again, I'm just not familiar enough with oUF and LUA in general). Could you assist me in getting started with how to access the player frame? I should be able to take it all from there and do what I need.
this is true. to be honest im not sure how well the postload zone will accommodate changes to frames that are secure (ie. cant be modified in combat without causing errors), and which are updated in loops within iipui, without either copying or overwriting big chunks. you could redirect PostUpdate functions for oUF (found in unitframe/update.lua) to new ones in that file and add your changes there possibly.

part of the interface's cohesiveness is due to it being designed as an ecosystem, and introducing changes to things can threaten to unbalance elements, or have the whole thing untie like shoelaces. its not necessarily primarily designed for feature overhauls. consider this a warning and a challenge!

-
Last edited by ObbleYeah : 06-11-18 at 03:37 PM.
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Unread 06-11-18, 03:14 PM  
ObbleYeah
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Originally Posted by Kulth
Hi! I really like your UI, it must have been a lot of work, thank you for sharing it.

Nonetheless, saying i'm new at lua editing is an euphemism... And what I have now is far from what I expected. I need your help on these points :

- How to stack the actions bars like on this screenshot?

- How to have the same texture for the buffs as the screenshot?

[IMG]

This should be a good start!

Thank you by advance.
Hi there, this is a screenshot of an upcoming build for modui that is not yet implemented - hang tight, it'll be available here soon
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Unread 06-11-18, 09:00 AM  
Kulth
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Hi! I really like your UI, it must have been a lot of work, thank you for sharing it.

Nonetheless, saying i'm new at lua editing is an euphemism... And what I have now is far from what I expected. I need your help on these points :

- How to stack the actions bars like on this screenshot?

- How to have the same texture for the buffs as the screenshot?



This should be a good start!

Thank you by advance.
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Unread 06-07-18, 04:59 PM  
Lagony
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Originally Posted by ObbleYeah
putting scripts in postload.lua should work, or else you can tinker directly with the files.

i'm working on BFA compatibility in the next few weeks as i've just gotten the developer beta invite - but i'm planning on introducing the option to move and flip the unitframe elements for people who prefer centralised player/target layouts etc. might make that particular change easier for you.
That's great to hear!

Tinkering with the files directly isn't a problem, I can/have done that, but it's a little tedious when it comes to updates that are released and reapplying those changes for each update. I like the idea of putting all modifications into a single file (postload.lua) and when a new update comes up, I'll just backup that file and copy it back after updating.

My issue right now, is since I'm so new to LUA, I don't know how to access the player, target, etc frames for oUF objects. I would imagine that I would do something like:

local f = _G['oUF_iipPlayer']

Then I can do the SetSize/SetPoint functions and move/resize stuff, but it doesn't appear to be that simple (because, again, I'm just not familiar enough with oUF and LUA in general). Could you assist me in getting started with how to access the player frame? I should be able to take it all from there and do what I need.
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Unread 06-07-18, 01:06 AM  
ObbleYeah
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putting scripts in postload.lua should work, or else you can tinker directly with the files.

i'm working on BFA compatibility in the next few weeks as i've just gotten the developer beta invite - but i'm planning on introducing the option to move and flip the unitframe elements for people who prefer centralised player/target layouts etc. might make that particular change easier for you.
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