魔兽暗黑破坏神oUF_Diablo中conf...

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我想移动框架 但是输入案件指令 没反应 只显示/help&&
Supersaiya
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坐上沙发的感觉太美妙了
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需要安装ouf移动模块 输入/omf
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我什么态度,完全取决于你怎么对我
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在游戏里ESC—界面—插件——oUF_Diablo就可以调试了
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暗黑风格头像插件oUF_Diablo
插件大小:未知
对应版本:不限
插件作者:zork
插件来源:wowinterface
最后更新: 13:49
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 oUF_D3Orbs头像插件,是oUF的一款外观模块,模仿Diablo3的血量和魔法的动态显示方式。支持血量,魔法,怒气和能量系统。演示图结合了Bartender4动作条插件和ButtonFacade动作条美化。
 oUF_D3Orbs头像插件,是oUF的一款外观模块,模仿Diablo3的血量和魔法的动态显示方式。支持血量,魔法,怒气和能量系统。演示图结合了Bartender4动作条插件和ButtonFacade动作条美化。&
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你可能喜欢魔兽世界黑暗风格界面求助!_百度知道
魔兽世界黑暗风格界面求助!
求高手解答,只为方便放技能条,我想调整两个球的距离!非常感谢,为什么设置不了焦点,不改动其他?3,最好能附上各有用代码的作用。2,为什么我目标不显示1
插件名字叫ouf_diablo
提问者采纳
加装其他焦点插件貌似会起冲突两个球插件自带的命令能解锁,焦点功能都会失效,目标的目标我也用了这个插件,可以调因为我是治疗,没焦点设会很困扰
其他类似问题
按默认排序
其他2条回答
。:这个看你具体用的什么插件2,或者插件Focuser 赶紧追问。:同第一个3: 如果用了一些头像插件的话
系统默认的右键显示焦点就不好用
可以用快捷键1
插件名字叫ouf_diablo, 我只想知道相关的参数设置,我没学过lua,这语言没没时间去研究~ 嘿嘿
其实我建议你用个 整体的UI
NGA上有个相当不错的
就是忘了叫什么名了
汗一个!它通过一些命令就可以设置一些
还有个叫 RothUI代码的问题
/Diablo unlock
我记得有个什么命令能解锁的。/diablo lockart 锁定材质贴图/diablo unlockart 解锁材质贴图 /diablo lockbars 锁定能量条(法力,怒气,集中值,能量值,符文,符文能量 )/diablo unlockbars 解锁能量条/diablo lockunits 锁定所有跟血量有关的模块/diablo unlockunits 解锁所有跟血量有关的模块 记不清了,我搜了一下
以前我也很热衷什么 暗黑风格
星际风格(这个现在木有了)我看下载这个的时候 还带了oUF_MovableFrames
你可以再试下/OMF
------------------以上的命令属于实验,不用这个好久好久好久...(省略一万个好久)了---------用记事本打开oUF_D3Orbs.lua球和动作条整块的缩放local playerscale = 0.82(0.82和1之间的数)两个球的距离
明天我装了LUA编辑器 帮你看看
魔兽世界的相关知识
等待您来回答
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OUF_Diablo&for&CCTM&4.1&设置详解
本文的内容是关于CCTM
4.1版本暗黑3主题界面的"常用"设置详解
这套界面必须要用到的插件如下,请自行从NGAcn
插件分页下载,其中ButtonFacade和ButtonFacade_Diablo3需要把TOC文件里的版本号自行修改为40100.
1.OUF_Diablo (主界面文件)
2.OUF (ouf类插件库文件)
3.oUF_MovableFrames (移动单位框体,命令/omf)
不包括施法条!,如要移动施法条,请看4楼&
4.BT4 (动作条自定义)
5.ButtonFacade和ButtonFacade_Diablo3(快捷键材质自定义以及Diabl3材质,有图形设置界面,请自行选择)
6.姓名板图片中用的是dNamePlate,不过我现在换成了TidyPlate
以下内容为Config.lua里的内容,我将会标注每项设置的详细解释
一.主界面(球体设置与目标框体颜色设置)
----------------------------------------
-- orb animation system&这一部分不知道是旋转星云还是颜色自动识别系统(未测试),请有兴趣的童鞋自行测试,测试结果记得发上来
----------------------------------------
--make this value true to enable the animation system
--animations use preset colors, so class and stance coloring is not
possible, but you may change the animation based on class in the
charspecific.lua
cfg.useAnimationSystem = false
--true/false&这里把值设为false为不启动
-- defines the animation used in the orbs, following animations are
available&这里是预设的颜色代码
-- 0 = red fog, 1 = purple fog, 2 = green fog, 3 = yellow fog, 4 =
turquoise fog
-- 5 = red portal, 6 = blue rune portal, 7 = red ghost, 8 = purple
ghost, 9 = water planet,&
-- 10 = swirling cloud, 11 = white fog, 12 = red glowing eye, 13 =
sandy swirl, 14 = green fire
-- 15 = purple swirl, 16 = white tornado, 17 = blue swirly, 18 =
orange fog, 19 = pearl
-- 20 = red magnet, 21 = blue portal, 22 = purple portal
--health animation
cfg.animhealth = 7 --default 7&你可以在这里选择以上任意颜色的代码
--power animation
cfg.animmana = 8 --default 8&你可以在这里选择以上任意颜色的代码
--set your class specific settings here, you can even activate
automatic class and powertype coloring
--BEWARE enabling class or powertype coloring will disable the
selected animation, instead always the pearl animation is used
internally
--it is the only animation that can be colored in some kind of
--muliplier: is a setting that will be multiplied with the alpha
value of the animation (to make it a bit less attracting)
--decrease alpha on value: by default the alpha of an animation is
multiplied with the value (to make it fade once you loose hp or
mana) but in some cases you don't want that, so that value can
disable that&以下是各个职业的颜色预设值,可自由修改
cfg.animClassOverride = {
["DEATHKNIGHT"] = { enable = true, animhealth = 13, animmana = 4,
classcolored = true, powertypecolored = true, healthmultiplier =
0.3, manamultiplier = 0.3, healthdecreasealpha = false,
manadecreasealpha = false, },
["DRUID"] = { enable = true, animhealth = 18, animmana = 9,
classcolored = true, powertypecolored = true, healthmultiplier =
0.3, manamultiplier = 0.3, healthdecreasealpha = false,
manadecreasealpha = false, },
["HUNTER"] = { enable = true, animhealth = 2, animmana = 18,
classcolored = false, powertypecolored = false, healthmultiplier =
1, manamultiplier = 1, healthdecreasealpha = true,
manadecreasealpha = true, },
["MAGE"] = { enable = true, animhealth = 4, animmana = 6,
classcolored = true, powertypecolored = false, healthmultiplier =
0.3, manamultiplier = 1, healthdecreasealpha = false,
manadecreasealpha = true, },
["ROGUE"] = { enable = true, animhealth = 3, animmana = 22,
classcolored = false, powertypecolored = true, healthmultiplier =
1, manamultiplier = 0.3, healthdecreasealpha = true,
manadecreasealpha = false, },
["PRIEST"] = { enable = true, animhealth = 19, animmana = 11,
classcolored = false, powertypecolored = false, healthmultiplier =
1, manamultiplier = 1, healthdecreasealpha = true,
manadecreasealpha = true, },
["PALADIN"] = { enable = true, animhealth = 1, animmana = 17,
classcolored = false, powertypecolored = false, healthmultiplier =
1, manamultiplier = 1, healthdecreasealpha = true,
manadecreasealpha = true, },
["SHAMAN"] = { enable = true, animhealth = 16, animmana = 15,
classcolored = false, powertypecolored = false, healthmultiplier =
1, manamultiplier = 1, healthdecreasealpha = true,
manadecreasealpha = true, },
["WARRIOR"] = { enable = true, animhealth = 2, animmana = 20,
classcolored = false, powertypecolored = false, healthmultiplier =
1, manamultiplier = 0.3, healthdecreasealpha = true,
manadecreasealpha = true, },
["WARLOCK"] = { enable = true, animhealth = 15, animmana = 22,
classcolored = false, powertypecolored = false, healthmultiplier =
1, manamultiplier = 1, healthdecreasealpha = true,
manadecreasealpha = true, },
----------------------------------------
orb color settings&重头戏,自定义你的球体颜色,如果要修改以下预设的5种颜色,请看2楼
----------------------------------------
-- healthcolor defines what healthcolor will be used
-- 0 = class color, 1 = red, 2 = green, 3 = blue, 4 = yellow, 5 =
cfg.healthcolor = 1&默认为0,0是指自动识别职业,并以职业颜色表示你的HP球体,这个功能要配合Animation=true来启用.在这里我手动强行把生命值球体颜色设置为1=red
-- manacolor defines what manacolor will be used
-- 1 = red, 2 = green, 3 = blue, 4 = yellow, 5 = runic
cfg.manacolor = 5&同上,我的怒气值球体设置为5=runic(符能),如果你要设置为其他颜色,请看2楼("runic"可以改写为任意颜色的英文,不影响设置,修改后只为表达更加准确,方便查看而已
--automatic mana detection on stance/class (only works with glows
--this will override the manacolor value (obvious)
cfg.automana = false&启用法力/能量/符能/集中值/怒气
颜色自动识别系统,我把它关了
----------------------------------------
-- orb texture settings&球体材质
----------------------------------------
--the texture of the health orb. you can choose between 11
different textures.
--0 = random, 1 = moon, 2 = earth, 3 = mars, 4 = galaxy, 5 =
jupiter, 6 = fraktal_circle, 7 = sun, 8 = icecream, 9 = marble, 10
= gradient, 11 = bubbles, 12 = woodpepples, 13 = golf, 14 = city,
15 = diablo3
cfg.healthtexture = 15 --default
15&15是暗黑3风格
--the texture of the mana orb. you can choose between 11 different
--0 = random, 1 = moon, 2 = earth, 3 = mars, 4 = galaxy, 5 =
jupiter, 6 = fraktal_circle, 7 = sun, 8 = icecream, 9 = marble, 10
= gradient, 11 = bubbles, 12 = woodpepples, 13 = golf, 14 = city,
15 = diablo3
cfg.manatexture = 15 --default 15&15是暗黑3风格
----------------------------------------
-- colorswitcher define your color for healthbars
here&难点之一,目标框体当前生命值与缺失生命值颜色对比系统
----------------------------------------
--color is in RGB (red (r), green (g), blue (b), alpha (a)), values
are from 0 (dark color) to 1 (bright color). 1,1,1 = white / 0,0,0
= black / 1,0,0 = red etc
cfg.colorswitcher = {
bright = { r = 1, g = 0, b = 0, a = 0.9, }, -- the bright
color&亮色RGB代码
dark = { r = 0.15, g = 0.15, b = 0.15, a = 1, }, -- the dark
color&暗色RGB代码
classcolored = true, -- true -& override the bright
color with the unit specific color (class, faction,
happiness)&true是启动目标框体职业颜色自动识别系统(和BLZ默认的血条显示的职业颜色一样)
useBrightForeground = true,&亮/暗色显示当前生命值/缺失生命 的
-- true -& use bright color in foreground and dark
color in background&true=用亮色表示当前生命值,用暗色表示缺失生命值
-- false -& use dark color in foreground and bright
color in background&false=用暗色表示当前生命值,用亮色表示缺失生命值
请自行尝试,该插件当前生命值的颜色默认是黑色-
-,缺失的生命值反而是其他颜色(如果你开启了职业颜色自动识别,缺失的生命值颜色将对应为该职业的颜色,例如战士=褐色)
###处的颜色修改设置&
----------------------------------------
----------------------------------------
--galaxy color stuff&生命值球体和"法力值"球体的旋转星云效果RGB代码,由于config.lua里默认没有galaxy相关设置,不知能否自行添加?
cfg.galaxytab = {
[0] = {r = playercolor.r, g = playercolor.g, b = playercolor.b, },
-- class color
[1] = {r = 0.90, g = 0.1, b = 0.1, }, -- red
[2] = {r = 0.25, g = 0.9, b = 0.25, }, -- green
[3] = {r = 0, g = 0.35, b = 0.9, }, -- blue
[4] = {r = 0.9, g = 0.8, b = 0.35, }, -- yellow
[5] = {r = 0.35, g = 0.9, b = 0.9, }, -- runic
--orb animation table&一楼第一行的那个系统的预设颜色修改
cfg.animtab = {
[0] = {displayid = 17010, r = 1, g = 0, b = 0, camdistancescale =
1.1, portraitzoom = 1, x = 0, y = -0.6, rotation = 0, }, -- red
[1] = {displayid = 17054, r = 1, g = 0.4, b = 1, camdistancescale =
1.1, portraitzoom = 1, x = 0, y = -0.6, rotation = 0, }, -- purple
[2] = {displayid = 17055, r = 0, g = 0.5, b = 0, camdistancescale =
1.1, portraitzoom = 1, x = 0, y = -0.6, rotation = 0, }, -- green
[3] = {displayid = 17286, r = 1, g = 0.9, b = 0, camdistancescale =
1.1, portraitzoom = 1, x = 0, y = -0.6, rotation = 0, }, -- yellow
[4] = {displayid = 18075, r = 0, g = 0.8, b = 1, camdistancescale =
1.1, portraitzoom = 1, x = 0, y = -0.6, rotation = 0, }, --
turquoise fog
[5] = {displayid = 23422, r = 0.4, g = 0, b = 0, camdistancescale =
2.8, portraitzoom = 1, x = 0, y = 0.1, rotation = 0, }, -- red
[6] = {displayid = 27393, r = 0, g = 0.4, b = 1, camdistancescale =
3, portraitzoom = 1, x = 0, y = 0.6, rotation = 0, }, -- blue rune
[7] = {displayid = 20894, r = 0.6, g = 0, b = 0, camdistancescale =
6, portraitzoom = 1, x = -0.3, y = 0.4, rotation = 0, }, -- red
[8] = {displayid = 15438, r = 0.4, g = 0.3, b = 1, camdistancescale
= 6, portraitzoom = 1, x = -0.3, y = 0.4, rotation = 0, }, --
purple ghost
[9] = {displayid = 20782, r = 0, g = 0.7, b = 1, camdistancescale =
1.2, portraitzoom = 1, x = -0.22, y = 0.18, rotation = 0, }, --
water planet
[10] = {displayid = 23310, r = 1, g = 1, b = 1, camdistancescale =
3.5, portraitzoom = 1, x = 0, y = 3, rotation = 0, }, -- swirling
[11] = {displayid = 23343, r = 0.8, g = 0.8, b = 0.8,
camdistancescale = 1.6, portraitzoom = 1, x = -0.2, y = 0, rotation
= 0, }, -- white fog
[12] = {displayid = 24813, r = 0.4, g = 0, b = 0, camdistancescale
= 2.4, portraitzoom = 1.1, x = 0, y = -0.3, rotation = 0, }, -- red
glowing eye
[13] = {displayid = 25392, r = 0.4, g = 0.6, b = 0,
camdistancescale = 2.6, portraitzoom = 1, x = 0, y = -0.5, rotation
= 0, }, -- sandy swirl
[14] = {displayid = 27625, r = 0.4, g = 0.6, b = 0,
camdistancescale = 0.8, portraitzoom = 1, x = 0, y = 0, rotation =
0, }, -- green fire
[15] = {displayid = 28460, r = 0.5, g = 0, b = 1, camdistancescale
= 0.56, portraitzoom = 1, x = -0.4, y = 0, rotation = 0, }, --
purple swirl
[16] = {displayid = 29286, r = 1, g = 1, b = 1, camdistancescale =
0.6, portraitzoom = 1, x = -0.6, y = -0.2, rotation = 0, }, --
white tornado
[17] = {displayid = 29561, r = 0, g = 0.6, b = 1, camdistancescale
= 2.5, portraitzoom = 1, x = 0, y = 0, rotation = -3.9, }, -- blue
[18] = {displayid = 30660, r = 1, g = 0.5, b = 0, camdistancescale
= 0.12, portraitzoom = 1, x = -0.04, y = -0.08, rotation = 0, }, --
orange fog
[19] = {displayid = 32368, r = 1, g = 1, b = 1, camdistancescale =
1.15, portraitzoom = 1, x = 0, y = 0.4, rotation = 0, }, --
[20] = {displayid = 33853, r = 1, g = 0, b = 0, camdistancescale =
0.83, portraitzoom = 1, x = 0, y = -0.05, rotation = 0, }, -- red
[21] = {displayid = 34319, r = 0, g = 0, b = 0.4, camdistancescale
= 1.55, portraitzoom = 1, x = 0, y = 0.8, rotation = 0, }, -- blue
[22] = {displayid = 34645, r = 0.3, g = 0, b = 0.3,
camdistancescale = 1.7, portraitzoom = 1, x = 0, y = 0.8, rotation
= 0, }, -- purple portal
cfg.powercolors = {
["MANA"] = { r = 0, g = 0.4, b = 1 },
["RAGE"] = { r = 1.00, g = 0.00, b = 0.00 },
["FOCUS"] = { r = 1.00, g = 0.50, b = 0.25 },
["ENERGY"] = { r = 1.00, g = 0.75, b = 0.10 },
["HAPPINESS"] = { r = 0.00, g = 1.00, b = 1.00 },
["RUNES"] = { r = 0.50, g = 0.50, b = 0.50 },
["RUNIC_POWER"] = { r = 0.00, g = 0.82, b = 1.00 },
["AMMOSLOT"] = { r = 0.80, g = 0.60, b = 0.00 },
["FUEL"] = { r = 0.0, g = 0.55, b = 0.5 },
}&"法力值"的RGB代码,可以修改任意颜色,需启用法力值类型自动检测系统
cfg.happycolors = {
[0] = {r = 1, g = 1, b = 1},
[1] = {r = 1, g = 0, b = 0},
[2] = {r = 1, g = 1, b = 0},
[3] = {r = 0, g = 1, b = 0},
}&宝宝的快乐值显示
二.框体设置:只写自我与目标界面的设置,其他的框体以此类推
----------------------------------------
----------------------------------------
cfg.units = {
-- PLAYER&以下是自我框体的相关设置
player = {
show = true,
width = 150,
height = 150,
scale = 1,&主界面缩放比,默认为0.82
frequentUpdates = false,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -260, y
show = false,
pos = { a1 = "CENTER", a2 = "CENTER", x = -95, y = 42 }, --position
in relation to self object
combat = {
show = false,
pos = { a1 = "CENTER", a2 = "CENTER", x = 0, y = 86 }, --position
in relation to self object
resting = {
show = true,
pos = { a1 = "CENTER", a2 = "CENTER", x = -72, y = 60 }, --position
in relation to self object
castbar = {&自我施法条相关设置
show = true,
latency = true,&显示当前延迟估算,PVP高端帝们提前取消施法使用的东西
texture = "Interface\\AddOns\\rTextures\\statusbar5",
scale = 1/0.82, --divide 1 by current unit scale if you want to
prevent scaling of the castbar based on unit
scale&1为与当前主界面同样尺寸,如果想修改大小请修改为其他值
color = {&注意,这里要把bar和bg里面的值全部调换,不然又是黑色读条色,黄色背景色
bar = { r = 0.96, g = 0.7, b = 0, a = 1, },
bg = { r = 0.15, g = 0.15, b = 0.15, a = 1, },
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
soulshards = {&
show = true,
scale = 0.45,
color = {r = 150/255, g = 135/255, b = 200/255, },
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
ooc = 0.7, --alpha value out of combat
ic = 1, --alpha value in comat
holypower = {&
show = true,
scale = 0.45,
color = {r = 200/255, g = 135/255, b = 190/255, },
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
ooc = 0.7, --alpha value out of combat
ic = 1, --alpha value in comat
eclipsebar = {&
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
scale = 1,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
altpower = {&
show = true,
scale = 0.5,
color = {r = 1, g = 0, b = 1, },
texture = "Interface\\AddOns\\rTextures\\statusbar",
pos = { a1 = "CENTER", a2 = "CENTER", af = "UIParent", x = 0, y = 0
expbar = { --experience
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
texture = "Interface\\AddOns\\rTextures\\statusbar",
scale = 1,
color = {r = 0.8, g = 0, b = 0.8, },
rested = {
color = {r = 1, g = 0.7, b = 0, },
repbar = { --reputation
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
texture = "Interface\\AddOns\\rTextures\\statusbar",
scale = 1,
actionbarbackground = {
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 1, y = 0
scale = 1,
style = 3&默认为1=只有一列施法条背景材质,每行12个按钮位.我设置了3,也就是3个动作条背景共36个按钮位,
--0 = automatic bar detection, 1 = 12 button texture fixed, 2 = 24
button texture fixed, 3 = 36 button texture fixed
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 270, y =
scale = 1,
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -265, y
scale = 1,
bottomline = {
show = true,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
scale = 1,
portrait = {
pos = { a1 = "CENTER", a2 = "CENTER", af = "UIParent", x = -100, y
size = 150,
show = false,
use3D = true,
-- TARGET&目标框体设置
target = {
show = true,
scale = 1,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
health = {
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag = "[diablo:hpval]",
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag = "", --more tags see oUF/elements/tags.lua | example: "[curpp]
/ [perpp]%" or "[diablo:ppval]"
show = true,
size = 20,
onlyShowPlayerBuffs = false,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
desaturateDebuffs = false,
pos = { a1 = "BOTTOMLEFT", a2 = "TOPRIGHT", x = 0, y = -15
initialAnchor = "BOTTOMLEFT",
growthx = "RIGHT",
growthy = "UP",
debuffs = {
pos = { a1 = "TOPLEFT", a2 = "BOTTOMRIGHT", x = 0, y = 15
initialAnchor = "TOPLEFT",
growthx = "RIGHT",
growthy = "DOWN",
castbar = {
show = true,
texture = "Interface\\AddOns\\rTextures\\statusbar5",
scale = 1/1, --divide 1 by current unit scale if you want to
prevent scaling of the castbar based on unit scale
bar = { r = 0.96, g = 0.7, b = 0, a = 1,
},&同样得调换颜色值
bg = { r = 0.15, g = 0.15, b = 0.15, a = 1, },
shieldbar = { r = 0.5, g = 0.5, b = 0.5, a = 1, },不能被打断的施法条的颜色&--the
castbar color while target casting a shielded spell
shieldbg = { r = 0.8, g = 0.8, b = 0.8, a = 1,
},&不能被打断的施法条的背景色&--the
castbar background color while target casting a shielded
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
combobar = {&
show = true,
scale = 0.5,
color = {r = 0.9, g = 0.59, b = 0, },
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
portrait = {
pos = { a1 = "CENTER", a2 = "CENTER", af = "UIParent", x = 100, y =
size = 150,
show = false,
use3D = true,
--TARGETTARGET
targettarget = {
show = true,
scale = 1,
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -195, y
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
health = {
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag = "[diablo:misshp]",
texture = "Interface\\AddOns\\rTextures\\statusbar5",
show = true,
scale = 0.85,
pos = { a1 = "LEFT", a2 = "LEFT", af = "UIParent", x = 10, y = -140
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
health = {
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag = "[diablo:misshp]",
texture = "Interface\\AddOns\\rTextures\\statusbar5",
altpower = {&
show = true,
scale = 0.5,
color = {r = 1, g = 0, b = 1, },
texture = "Interface\\AddOns\\rTextures\\statusbar",
pos = { a1 = "CENTER", a2 = "CENTER", af = "UIParent", x = 0, y = 0
portrait = {
show = true,
use3D = true,
show = true,
scale = 0.85,
pos = { a1 = "LEFT", a2 = "LEFT", af = "UIParent", x = 10, y = 40
aurawatch = {
show = true,
size = 20,
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
health = {
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag = "[diablo:misshp]",
texture = "Interface\\AddOns\\rTextures\\statusbar5",
portrait = {
show = true,
use3D = true,
castbar = {
show = true,
texture = "Interface\\AddOns\\rTextures\\statusbar5",
scale = 1/0.85, --divide 1 by current unit scale if you want to
prevent scaling of the castbar based on unit scale
bar = { r = 0.96, g = 0.7, b = 0, a = 1, },
bg = { r = 0.15, g = 0.15, b = 0.15, a = 1, },
pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 0, y =
--PETTARGET
pettarget = {
show = false,
scale = 0.85,
pos = { a1 = "LEFT", a2 = "LEFT", af = "UIParent", x = 140, y =
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
health = {
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag = "[diablo:misshp]",
texture = "Interface\\AddOns\\rTextures\\statusbar5",
portrait = {
show = true,
use3D = true,
--FOCUSTARGET
focustarget = {
show = false,
scale = 0.85,
pos = { a1 = "LEFT", a2 = "LEFT", af = "UIParent", x = 140, y = 40
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
health = {
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag = "[diablo:misshp]",
texture = "Interface\\AddOns\\rTextures\\statusbar5",
portrait = {
show = true,
use3D = true,
show = true,
notinrange = 0.5,
scale = 0.85,
pos = { a1 = "TOPLEFT", a2 = "TOPLEFT", af = "UIParent", x = 10, y
aurawatch = {
show = true,
size = 20.1,
show = true,
size = 22,
onlyShowPlayerDebuffs = false,
showDebuffType = false,
health = {
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag = "[diablo:misshp]",
texture = "Interface\\AddOns\\rTextures\\statusbar5",
portrait = {
show = true,
use3D = true,
attributes = {
visibility = "custom
[group:party,nogroup:raid][@raid6,noexists,group:raid]hide",
--show this header in party
showPlayer = true, --make this true to show player in party
showSolo = false, --make this true to show while solo (only works
if solo is in visiblity aswell
showParty = true, --make this true to show headerin party
showRaid = false, --show in raid
point = "LEFT",
show = true,
notinrange = 0.5,
scale = 1.05,
pos = { a1 = "TOPLEFT", a2 = "TOPLEFT", af = "UIParent", x = 10, y
health = {
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag1 = "[diablo:name]", --tag for the first line
tag2 = "[diablo:misshp]", --tag for the second line
classcoloroverride = false, --even if you set the colorswitcher to
no classcolor this value can be used to make the raid class
aurawatch = {
show = true,
--put every single spellid here that you want to be tracked, be it
buff or debuff doesn't matter
--maximum number of icons displayed at a time = 1
--this is for important boss mechanics only, this is not for
tracking healing HOTs etc
spelllist = {
--CATACLYSM RAIDS&
--maloriak
92980, --ice bomb
77786, --red phase consuming flames
--chimaeron
89084 , --skull icon chimaeron &10k life
show = true,
disableCooldown = true,
showBuffType = false,
showDebuffType = false,
size = 20,
attributes = {
visibility = "custom [@raid6,exists,group:raid]hide", --use
"party,raid" to show this in party aswell
showPlayer = false, --make this true to show player in party
showSolo = false, --make this true to show while solo (only works
if solo is in visiblity aswell
showParty = false, --make this true to show raid in party
showRaid = true, --show in raid
point = "TOP",
yOffset = 20,
xoffset = 0,
maxColumns = 8,
unitsPerColumn = 5,
columnSpacing = -20,
columnAnchorPoint = "LEFT",&
--BOSSFRAMES
show = true,
scale = 1,
pos = { a1 = "TOP", a2 = "BOTTOM", af = "Minimap", x = 0, y = -80
health = {
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag = "[diablo:altbosspower][perhp]%",
texture = "Interface\\AddOns\\rTextures\\statusbar5",
tag = "[perpp]%",
1.为什么动作条背景只有一行啊?
A:请在该帖子内Ctrl+F,搜索引号内的文字,答案在3楼&"默认为1=只有一列施法条背景材质,每行12个按钮位"
2.我想移动施法条怎么办啊?
A:请在Config.lua文件内搜索如下内容
----------------------------------------
-- frame movement
----------------------------------------
--setting this to false will use the default frame positions, true
allows moving
cfg.framesUserplaced = true&
--setting this to true will lock the frames in place, false unlocks
cfg.framesLocked =&true&
把true改为false并保存文件,重新进入游戏,施法时快速按住Alt+Shift+鼠标左键拖动施法条,定位好后重新修改为true并保存文件,重载界面
3.为什么所有框体,包括目标与焦点等的名字显示全是问号?
A:魔兽世界根目录下新建文件夹,并重命名为Fonts,然后再NGAcn插件频道内随意下载一个你想要的字体,复制到该文件夹中,并重命名为FRIZQT__.ttf
ui 基本命令:/rabs lock 动作条锁定
/rabs unlock 动作条解锁
/rthreat lock 仇恨栏框体锁定
/rthreat unlock 仇恨栏框体解锁
/diablo lockart 锁定材质贴图
/diablo unlockart 解锁材质贴图&
/diablo lockbars 锁定能量条(法力,怒气,集中值,能量值,符文,符文能量 )
/diablo unlockbars 解锁能量条
/diablo lockunits 锁定所有跟血量有关的模块
/diablo unlockunits 解锁所有跟血量有关的模块
姓名板建议使用单独的姓名板插件,如dNamePlate.
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