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Updated:10-19-11 10:57 PM
Created:09-28-11 09:14 AM
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MinUI  Popular! (More than 5000 hits)
Version: 1.3.3
by: grantus [More]



Regarding the future of MinUI/gUF:

You may have spotted a lack of updates being pushed to RiftUI of late. I have spent many hours working on the new version of MinUI, but I will no longer be doing so. Issues in my personal life require that my priorities shift away from hardcore gaming. As such, I will no longer be playing Rift and as a result will no longer be actively developing MinUI (Which I have also realised was the only reason I was playing Rift, as I found myself not really enjoying the game but only the challenges of writing a UI AddOn).

The latest code is on the MinUI GitHub site and I encourage anyone who knows lua to take the code base and finish it off. The base addons for castbars, buffs and unit frames are all complete, as is the basis for writing a GUI Based options configuration. The new code is fairly well commented, object oriented and modular.

I apologise to all of those who have been waiting patiently for the new release, and encourage you to try myUI by jca as a viable (much more tested) alternative to MinUI. Or ... fork here if you wish to continue developing it.


Version 1.3b:
Combo Points should work again :)

Version 1.3a:
Optimisation
Buff and Animation update thresholds
Max buff/debuff options
Bug Fixes
Pet Frame should now function like a champ. Edit: But it does not :( More fixes incoming, soon.

Version 1.3
Buff Icon Layout added
Scale option added
Short health display added
Bar textures options added
Auras on buff bars added
Switched to LibUnitChange for target switching
Castbars added
In combat notification added
Background Color config added
Role icons added
Level text difficulty colour fixed maybe
Fixed player text bar not updating
Fixed health percentage being off by 1%
Fixed player targets castbar being wrong

Version 1.2a
Temporarily disabled the mouseover functionality - secure mode just stuffs everything up!

]Version 1.2
Finally fixed the zoning nil error (again :p)
Removed enter/exit combat spam

Version 1.1e
Fixed the frames not disappearing out of combat. They will still remain in combat (even if you untarget something), due to trion's secure mode restrictions not allowing addons to hide frames during combat.

Version 1.1d
Fixed bugs with percentage text (it being pinned to the wrong spot)
Bars have background colour now

Version 1.1c
Fixed bug with planar charge values not being displayed for users upgrading from older versions.
Added short text values for health/mana over 10k
Added percentage health/mana values back in (on right side of bar)
Started working in functionality for Mouse Interaction. Now you can use "cast @mouseover spellName" and it will work with MinUI (This is all that Trion has allowed so far). However, as a trade off to enable this functionality Trion does not allow addons to hide frames with interaction enabled (to stop automation basically). As a result, the frames are "always there" meaning that if you right click or left click to turn the camera where the frames are (even if they are "hidden") the frame will capture the input. I've left the frames barely showing when disabled to try and help users not click on them by accident.
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Archived Files (19)
File Name
Version
Size
Author
Date
1.3.2
532kB
grantus
10-18-11 12:17 AM
1.3b
531kB
grantus
10-15-11 08:30 AM
1.3a
531kB
grantus
10-14-11 11:57 PM
1.3a
530kB
grantus
10-14-11 11:37 PM
1.3
529kB
grantus
10-13-11 10:58 PM
1.2a
461kB
grantus
10-06-11 11:33 PM
1.2
461kB
grantus
10-06-11 10:55 PM
1.1e
461kB
grantus
10-06-11 09:16 PM
1.1e
461kB
grantus
10-06-11 09:04 PM
1.1d
461kB
grantus
10-06-11 08:29 PM
1.1d
461kB
grantus
10-06-11 08:25 PM
1.1c
461kB
grantus
10-06-11 07:40 PM
1.1b
459kB
grantus
10-06-11 07:27 AM
1.1a
459kB
grantus
10-06-11 12:36 AM
1.0
16kB
grantus
10-04-11 11:19 PM
0.0.5
8kB
grantus
09-29-11 09:54 AM
0.0.5
8kB
grantus
09-29-11 07:27 AM
0.0.2
6kB
grantus
09-28-11 11:14 PM
0.0.1
6kB
grantus
09-28-11 09:14 AM


Post A Reply Comment Options
Unread 10-05-11, 07:02 PM  
Rallock

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I get this error a bunch when zoning.

http://home.cogeco.ca/~mvanderheiden...-05_124445.jpg
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Unread 10-05-11, 07:05 PM  
grantus
 
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@Aalwein - ah yes target makers, I'll add them to the list :-)

@gazamin - Yeah, I spotted that when I was testing them out, I'll try and squash that bug asap :-)

@grumpus - Thanks, yeah the text bar sizes to the Font Size of the text it contains, so If you make the font bigger/smaller it will adjust. Role icon is a good idea, I shall add that to the list.

And yeah buffs with no time (i.e. tracking) don't show at the moment, I think I'll need to add another option for showing buffs with no time.

@all
Regarding setting up the UI - over the next few days I will be adding a proper configuration interface (probably slash commands to start off with) so you don't have to fiddle around with the MinUIConfig.lua
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Unread 10-05-11, 07:07 PM  
grantus
 
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Quote:
Originally posted by Rallock
I get this error a bunch when zoning.

http://home.cogeco.ca/~mvanderheiden...-05_124445.jpg
Thanks for the report - yeah Rift just stops giving information out to addons whe n you zone/port/load. I should code more defensively around nil values.
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Unread 10-05-11, 11:56 PM  
Taldren

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Looking good.

Still seeing my one name, class, level in the player menu. Coded it out myself, but still!

MINui .. MIN!

Maybe have a pve and pvp mode ... in the pvp mode you can get rid off all that stuff.
Last edited by Taldren : 10-05-11 at 11:57 PM.
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Unread 10-06-11, 12:06 AM  
grantus
 
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Quote:
Originally posted by Taldren
Looking good.

Still seeing my one name, class, level in the player menu. Coded it out myself, but still!

MINui .. MIN!

Maybe have a pve and pvp mode ... in the pvp mode you can get rid off all that stuff.
Hey mate - once 1.1 uploads you will be able to disable/enable anything you like in game.

This way rather than have me force modes onto people they can make macros to set it up as they please for their given activity/role. For example PVP macro might be:
Code:
/mui bars player health,resources,warriorComboPointsBar,charge
/reloadui
and PVE:
Code:
/mui bars player health,resources,warriorComboPointsBar,charge,text
/reloadui
You could even tie this into a role changing macro.

Edit: And also by changing it in game, once you reloadui or logout it's saved properly to that character without having to use the /mui reset hackery.
Last edited by grantus : 10-06-11 at 12:24 AM.
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Unread 10-06-11, 02:33 AM  
eya123
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Quote:
Originally posted by grumpus
Great addon so far...Really like where this is going...

With that being said, I can't get MY buffs to show up above player unit frame. Debuffs are fine, my debuffs on the target are working....just my buffs won't show up

i don't need Any Buffs near my player unit frame Course if im in raid (10/20)
i will see nothing else the Buffs i Use riftui/buff/Buffbar


Lg Eya

PS: atm my vers of MUI has problems whits my DuDu pets
if i delete config at
rift/Interface/Saved/#####@xxxxxx.de/Trübkopf/Renona/SavedVariables/
and Login Call my pet pet bar will be visible
after /mui LOCK > /uineuladen pet-bar will be lost ore not-visible hope
You fix it (Dont Hurry) atm i fix it for my self Shift+f on pet *G* oki its
the focus but works
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Unread 10-06-11, 02:52 AM  
grantus
 
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Quote:
Originally posted by eya123
i don't need Any Buffs near my player unit frame Course if im in raid (10/20)
i will see nothing else the Buffs i Use riftui/buff/Buffbar


Lg Eya

PS: atm my vers of MUI has problems whits my DuDu pets
if i delete config at
rift/Interface/Saved/#####@xxxxxx.de/Trübkopf/Renona/SavedVariables/
and Login Call my pet pet bar will be visible
after /mui LOCK > /uineuladen pet-bar will be lost ore not-visible hope
You fix it (Dont Hurry) atm i fix it for my self Shift+f on pet *G* oki its
the focus but works
Hrrm my pet shows up fine. I'll delete my SavedVariables and see what happens.

So I can reproduce the bug, just let me double check what causes it. Is this the order of things you are doing: call pet ( pet frame is visible ), /mui unlock, move frames around, /mui lock, reloadui, can't see pet frame any more?

Update: tried this a few times and can't seem to get the bug to occur. Can you elaborate more?
Last edited by grantus : 10-06-11 at 03:06 AM.
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Unread 10-06-11, 02:55 AM  
DaemonSambe
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Couple technical things

1. I suggest setting a default textvalue, 0, when you crate the bar text. Then adjusting the text height w/ GetFullHeight. It was skewing text when i used a larger fontsize. At 26, it was shifting healthtext halfway into the powerbar. a resizing of the textframe fixed it back to center.

2. For difficultycoloring, grey starts at level-7, so greenstart should be adjusted down to -7.

3. oh and you might consider adjusting the healthtext using shortvalues. On 1.5m hp bosses seeing 1343856/15457635 is a little too much. I added a function to shorten, but you might want to as well.

regards
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Unread 10-06-11, 03:04 AM  
grantus
 
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Re: Couple technical things

Quote:
Originally posted by DaemonSambe
1. I suggest setting a default textvalue, 0, when you crate the bar text. Then adjusting the text height w/ GetFullHeight. It was skewing text when i used a larger fontsize. At 26, it was shifting healthtext halfway into the powerbar. a resizing of the textframe fixed it back to center.

2. For difficultycoloring, grey starts at level-7, so greenstart should be adjusted down to -7.

3. oh and you might consider adjusting the healthtext using shortvalues. On 1.5m hp bosses seeing 1343856/15457635 is a little too much. I added a function to shorten, but you might want to as well.

regards
1 - Yeah I was thinking of adjusting the height of the bar based on the text (as with the unit text bar), however It would limit people into having text bars the size of the text within them. Some folks might like a smaller font, within a larger bar for instance. I think what I'll do is check if the full height of the text > the desired bar height, then expand the bar.

2 - Ah ok, is that at level 50? Because to me it seems to change as you level up, there must be a formula for it, but I can't find one.

3- Short values is a great idea. What do you think, 10k or higher?
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Unread 10-06-11, 03:23 AM  
DaemonSambe
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Re: Re: Couple technical things

Quote:
Originally posted by grantus
1 - Yeah I was thinking of adjusting the height of the bar based on the text (as with the unit text bar), however It would limit people into having text bars the size of the text within them. Some folks might like a smaller font, within a larger bar for instance. I think what I'll do is check if the full height of the text > the desired bar height, then expand the bar.

2 - Ah ok, is that at level 50? Because to me it seems to change as you level up, there must be a formula for it, but I can't find one.

3- Short values is a great idea. What do you think, 10k or higher?
1. That should be fine.

2. Ah right. That is at 50, and you're right there's probably a formula someplace i've never seen. Not sure what to do there.

3. Yes, i shorten anything over 10k.
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Unread 10-06-11, 03:34 AM  
Taldren

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Macros are a good idea, thanks.

Have you looked into different health bar characteristics for when damage is taken?

Some of the types I used were:

Type 1: When a health change happens over a set threshold (i did >5%) you lower the health bar to the new level and create a new bar (i called it the damage bar) that exists between the new health point and the old. I made my damage bar color based on how much health was left after the damage ... ranging from yellow to orange to red. Then you decrease the damage bar length until the only thing remaining is the new health bar. I never found a sweet spot for the bar time ... but I was normally in the 0.5s to 1.0s range.

Type 2: After playing around with bar times in Type 1 I changed over to what I called Flash and Fade. When a health change happens I would clone the current health bar and cut the alpha of the clone to about 50%. Then I would reduce the health bar to the new level and "Flash" it via saturation. I did this by creating the new bar at 255 saturation and then reducing it back to normal to "restore" the original color. To finish I would fade out the clone by reducing the alpha to 0 and then destroying the clone. As you take more damage new clones are created that fade out. Wasn't as messy to work with as Type 1 because the lack of shrinking bars ... but it didn't look as "cool"

What these are good for is to let the player know the rate at which they are taking damage. This is very important information, especially in PvP.
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Unread 10-06-11, 04:13 AM  
Aalwein
Zombie

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I like the short values. Also, maybe the % health justified to the right of the bar.
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Unread 10-06-11, 04:44 AM  
eya123
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Quote:
Originally posted by grantus
Hrrm my pet shows up fine. I'll delete my SavedVariables and see what happens.

So I can reproduce the bug, just let me double check what causes it. Is this the order of things you are doing: call pet ( pet frame is visible ), /mui unlock, move frames around, /mui lock, reloadui, can't see pet frame any more?

Update: tried this a few times and can't seem to get the bug to occur. Can you elaborate more?
petbug was in ver 1317791960-MinUI
get now 1317883002-MinUI

All fine no prob#s withs the pet

LG. Eya
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Unread 10-06-11, 04:47 AM  
grantus
 
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Quote:
Originally posted by eya123
petbug was in ver 1317791960-MinUI
get now 1317883002-MinUI

All fine no prob#s withs the pet

LG. Eya
sweet

Now time to actually play rift for a bit :P (Will work on new features tomorrow hopefully)
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Unread 10-06-11, 05:31 AM  
Rustycage
Claw of Regulos
 
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I was looking but can't figure out... do you have an option for fade in during combat and fade out when you're out of combat, or anything like that? The default frames have something like that but they don't actually fade, it would also be nice to have the health bar flash when it gets to a really risky low amount, for people that have bad eye site.

If that's not in there, that's really all I would request considering this is awesome. I just wish there was a cast bar for it too, so I don't have to use the default (eventually I'd like to see this become a full on UI replacement, if possible - I love this minimal design)

But I also notice that it's a little buggy on location - when I drag and drop it somewhere, sometimes it'll pop around in a circle. I don't know what is causing that. I also notice I have to manually disable the default frames/buffs to not have both on at the same time, can you add a feature that does that automatically or is that not possible yet?

Thanks for this.
Last edited by Rustycage : 10-06-11 at 05:32 AM.
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