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Updated:05-27-18 01:29 AM
Created:05-04-12 03:55 PM
Downloads:48,915
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Gadgets  Popular! (More than 5000 hits)
Version: 0.11.01
by: Wildtide, adelea, lifeismystery
Wish List

Write here your thoughts about what you wish to be added or change with Gadgets.

How to...

I create "How to" page, where i'm write frequently asked questions.

Video guide about gadgets configuration and capability

I made it with example of my own UI.

It have five parts:
  1. Part 1. Standart Rift UI setup
  2. Part 2. Addon Gadgets setup ( Heal_profile )
  3. Part 3. Addon Gadgets: Buffs setup ( for Heal_profile )
  4. Part 4. Addon Gadgets setup (how to make DPS profile from our HEAL profile)
  5. Part 5. Addon Gadgets Macros setup

All of them you can find here

Lost Your Button?

If you ever lose your Gadget button, type /gadget reset into chat to put it back in the centre of your screen.

Latest Update

v0.10.15
* Added Black/White List to Raid frames for next template:
** HealFrame,
** LifeRaidFrame1 ,
** LifeRaidFrame2,
** LifeRaidFrameCallingCilor

Included Gadgets
  • Buff Bars
  • Buff Icons
  • CPU Monitor
  • Cast Bar
  • Cast Bar Presets
  • Charge Meter
  • Combo Points
  • CurrenciesTextBar
  • DPS:Encounter
  • DPS:Live
  • DataTextBar
  • FPS Monitor
  • StatTextBar
  • FPS Monitor
  • Faction Panel
  • Free Memory
  • Group Frames
  • HPS:Live
  • HUD Arcs
  • LifeComboPoints
  • Planar Charge
  • Raid Frames
  • Range Finder
  • Range Traker
  • Reload UI
  • Soul Vitality
  • Stat Text Bar
  • System Usage
  • Unit Frame
  • Unit Frame Presets
  • XP Bar
  • XP Percent

See section 2.0 in the readme (below) for more detail on these.


Grid Snapping

Typing "/gadgets grid 8" for example, will snap all movement and resizes to an 8 pixel grid.
Type "/gadgets grid" with no number to reset snapping.


Quick Start



You will see a round button with a Gear icon in the middle of your screen. Drag this button to where you want it by left clicking and dragging.

Right click on the button and choose 'Add Gadget' to add a gadget to your screen.

Left clicking on the button will unlock (and re-lock) all of your gadgets. When unlocked, Gadgets can be moved by dragging their movement handles (the white gear icon at the top corner of each gadget).

To alter an existing gadget, right click on it's movement handle while gadgets are unlocked, and choose 'Modify Gadget'.

When moving gadgets around on the screen, you can align them to another gadget by dragging the move handle over the top of another move handle. The gadget you are dragging will align itself either horizontally or vertically with it. If you move the gadget too far from the horizontal or vertical axes, alignment mode will turn off (it should hopefully become clear when you try it!).

Macros

The raid and group frames allow you to specify macros for various mouse buttons and the mouse wheel. These are standard RIFT macros, with a couple of extra Gadgets features:

Use @unit to refer to the unit the frame is showing. For example "cast @unit Healing Breath".

Use modifer it you want:

Code:
cast [shift] @unit Symbol of the Torch
cast Symbol of the Sun
Use the following syntax to have a macro carry out different actions depending on your current role:

Code:
:if role == 1 or role == 6 then
target @unit
:end
:if role == 2  then
target @unit
cast Healing Spray
:end
:if role == 3 or role == 4 or role == 5 then
cast [shift] @unit Symbol of the Torch
cast @unit Symbol of the Sun
:end
Profiles

Save, load and delete your profiles. How to save, load and delete your profiles you can see on my video guide http://www.youtube.com/watch?v=Tr7bcidyFv8&;

Notes

I have borrowed some images from other people. I believe the licenses on these sources allow this, but if not, I will replace them.

- Various bar textures from LibSharedMedia (WoW addon)
- Orb images from Roth UI (WoW addon)
- A few images from the Rift Fansite Kit
v0.11.01
* fixed mouseover issue for raid frames ( aileen )

v0.11
* Added aileen's changes (http://forums.riftgame.com/technical-discussions/addons-macros-ui/315634-addon-gadgets-67.html#post5353056)
* Change UnitFramePreset (you need to recreate it if you have).
* Add preview to UnitFramePreset.
* Clear code(trim trailing space)
* Delete not necessary images

v0.10.19
* update game version
* fixed error: Currencies Text Bar
* fixed error: XP Bar
* fixed error: get error when open Settings without any layouts

v0.10.17
* just fixed Currencies Text Bar

v0.10.15
* Added Black/White List to Raid frames for next template:
** HealFrame,
** LifeRaidFrame1 ,
** LifeRaidFrame2,
** LifeRaidFrameCallingCilor

v0.10.9
* fixed CastbarPresets
* update LibDraggable

v0.10.8

* CastBarPresets: you see cast after teleport - fixed
* Add callingcolor for primalist
* Fixed bug with delete profile
* Added new UnitFramePresets (Beta version)

v0.10.7
* Added new CastbarPresets
* Added Grid when gadgets unlock (setup it in GadgetsSettings) - grid copied from Align addon, so thanks author to done this
* Added AlertList for RaidFrames (setup it in GadgetsSettings, works with GJK.lua
* Fixed combo points

v0.10.2
* Fixed ui of profile page

v0.10.0

* <<color #ff001d>>Gadgets: Buffs now added to Gadgets addon, no need to separate install it<</color>>
* New Gadgets UI
* LibSimpleWidgets_LifeEdition
* sorted all fonts
* Add option Smart Range Text
* Fixed - Shard name text
* Fixied - add option to show/don't show buffs for SimpleFrame

v0.8.5

* New Combo Points

v0.8.5

1) Combo Points Gadget
* Add option to display it by text, choose text size and font
2) Stat Text Bar
* Add option to choose text size
* Add option to choose text font
* Add option to show light text outline
3) XP Bar
* Add option to choose text size
* Add option to choose text font
* Add option to show light text outline
* Add option to show Text above Bar
4) XP Percent
* Add option to choose text size
* Add option to choose text font
* Add option to show light text outline * Add option to don't show text "EXPERIENCE"
* Add option to don't show background

v0.8.4

* Fixed HideCastBar option.

v0.8.3

* Add option to change font size range text in RangeFinder
* fixed cast bar

v0.8.2

* Fixed CastBar icon error
v0.8.1

* Add options to change font and font size in CastBar, ChargeMater, RangeFinder, DataTextBar, StatTextBar

v0.8.0

* Add new UnitFrames
** HPframe
** Manaframe
* Add new option to CastBar
* Add new option to ChargeMeter
* Change font/text in ChargeMeter * Fix some outline text in DataTextBar

v0.7.2

* Add tier icon to LifeUnitFrame template
* Add option to add specific debuff for LifeRaidFrame template, yellow color

v0.7.1
* fix XPBarGadget

v0.7.0

* fix StatTextBar for 3.0
* fix marks icon

v0.6.2

* D3 combo point fix

v0.6.0

* Added new currencies type "Promotions"
* Range finder - Add option to select from where will be range to target calculating, from centre or from edge of hit box.
* Diablo combo points

v0.5.9

1. DataTextBar
* Fixed. Shard Name

2. Added CurrenciesTextBar.

3. Unit Frame
* Added options to display combo points.

4. Raid frames
* Visible in Group: Solo - now it's work.

v0.5.7

1. DataTextBar:
* Added options to turn on/off each item on the DataTextBar.
* Added Shard Name - Added options disable Background.
* Added options to change Background color.
* Fixed money position

2. Unit Frame
* Added options to turn on/off short name on frame.
* Added options to turn on/off unit's HitBox on frame.

3. Raid Frame
* Added option to change growthDirection="up"/"down" in game.
* Fixed out of range bug.

4. Fps-gadget
* Added options disable Title.
* Added options disable Background.
* Added options to make font smaller.
* Added options to change FPS font color.

5. StatTextBar
* Added StatTextBar with all player stats. Look like DataTextBar
* Added options to turn on/off any Stat.
* Added options disable Background.
* Added options to change Background color.

6. Group Frame
* Fixed Debuff position on LifeGroupFrame2
* Fixed Absorb position on LifeGroupFrame2

v0.5.61

* Added all new raid mark.

v0.5.6

* Added new template LifeUnitFrame1 - with green health
* Added new template LifeUnitFrame2 - with green health and big resource bar
* Added new template LifeMageFrame - with charge bar for mage
* Added new template LifeGroupFrame - with green health
* Added new template LifeGroupFrame2 - with green health and big resource bar
* Added new template LifeTargetOfTarget - with green health
* Added new template LifeRaidFrame1 - with green health
* Added new template LifeRaidFrameCallingColor - with calling color health
* Added cast bar to all unit frame
* Changed color level, now it's look like standart frame
* Changed color name, now it's look like standart frame
* Added icon boss on unit frame when target/focus, now it's look like standart frame
* Added icon mentor level on unit frames, now it's look like standart frame

v0.5.51

Added new texture pack from WoW SharedMedia (all of them can colorize). Change menu for texture select.(Now you can select texture by using keys up/down on your keybord)
Some VirtualProperty move from Lifeismystery frames
Fixed Vitality in DataTexBar

v0.5.4

Change RangeFinder:

Add options Small Font, Change font color.

Change XPBar:

Fixed bug with wrong illustration reputation bar when text off.
Add options: Change bar color, Change bar Texture, Change background bar in Transparent background.

v0.5.3

Change Fraction Panel:

Added option to tracks specific fraction reputation
Added option to change bar texture
Added option to change bar color
Added option to change background bar color
Added option to unshow background frame
Added option to doing Transparent background frame

Update which could manage and show the life % debuff(HealthCap)
fix bug: After i doing reloadui in raid i can't target any unit. When i moving mouse on unit i see tooltip, but when i do left click nothing happens, unit cant selected. Only logout help me, or teleporting or die.
Fix Gadgets bug affecting gadgets:outfitter
fix HealthCap

v0.5.1
fix DataTextBar_name/desc
v0.5.1
Author: lifeismystery
Change cast bar:
Add :Checkbox("TransparentCastBar", "Transparent cast bar", false) - doing Transparent cast bar
Add :Checkbox("Border", "Show cast bar border", false) - it make visible cast bar border
Add :Checkbox("largeCastFont", "Larger cast font", false) - doing Larger cast font
Add outline font

Add new gadget - DataTextBar
- This gadget displays DataText bar with FRS, CPU, Planar charge, Soul vitality, Money and button 'ReloadUI'

v0.4.92
Author: lifeismystery
Added possibility save, load and delete your profiles.
How to save, load and delete your profiles you can see on my video guide http://www.youtube.com/watch?v=Tr7bcidyFv8&;

Author: Adelea
Convert frame events: KeyDown, TextfieldChange, ScrollbarChange, Size
Convert all button LeftPress
Convert all frame UpOutside
Convert all frame MouseIn MouseOut MouseMove WheelForward WheelBack
Convert all frame Mouse4Down + Mouse5Down
Convert all frame RightDown + MiddleDown
Convert all frame RightClick
Convert all frame LeftUp
Convert all frame LeftDown
Convert all frame LeftClick

v0.3.104
- Updated range finder to use built in range calculation
- Altered range property to take radius into account
- Increased frequency of range calculation
- Updates to cast bar to add option for small cast time text
- Added mask to cast bar so that spell names are cut off before timer
- Added Adelea's gradient textures

v0.3.103
- Stored the owning addon for each registered Gadget so that calls can be dispatched. Fixed nil element id error in resizable code.
- Fixed rename issue with adCastbar -> Castbar

v0.3.102
- Added Adelea's updates to castbar and XP bar gadgets
- Updated to latest version of LibSimpleWidgets
- Updated LibUnitChange's toc
- Updated to latest LibUnitChange
- Removed list of Gadgets on initialisation
- Fixed incorrectly sized role icon on standard frame
- Removed spurious debug message when enabling an animation
- Fixed scaling in ImageSet when height/width set
Optional Files (0)


Archived Files (51)
File Name
Version
Size
Author
Date
0.11
5MB
Wildtide
05-26-18 04:46 PM
0.10.19
10MB
Wildtide
05-13-18 01:09 PM
0.10.17
10MB
Wildtide
08-20-16 07:16 AM
0.10.16
10MB
Wildtide
12-27-15 06:44 AM
0.10.15
10MB
Wildtide
12-26-15 07:50 AM
0.10.9
10MB
Wildtide
11-30-15 02:10 AM
0.10.8
10MB
Wildtide
10-04-15 01:49 PM
0.10.7
10MB
Wildtide
08-30-15 11:35 AM
0.10.2
9MB
Wildtide
07-20-15 02:05 PM
0.10.0
9MB
Wildtide
07-18-15 02:49 AM
0.8.6
8MB
Wildtide
05-12-15 07:00 AM
0.8.5
8MB
Wildtide
05-05-15 05:28 AM
0.8.4
8MB
Wildtide
04-22-15 05:59 AM
0.8.3
8MB
Wildtide
04-10-15 01:52 AM
0.8.2
8MB
Wildtide
04-09-15 06:12 AM
0.8.0
6MB
Wildtide
04-08-15 01:30 PM
0.7.2
4MB
Wildtide
12-07-14 03:05 AM
0.7.1
4MB
Wildtide
10-22-14 12:26 PM
0.7.0
4MB
Wildtide
10-22-14 09:10 AM
0.6.3
4MB
Wildtide
06-24-14 12:32 AM
0.6.2
4MB
Wildtide
05-04-14 10:09 AM
0.6.0
4MB
Wildtide
05-01-14 11:13 PM
0.5.91
4MB
Wildtide
01-03-14 11:31 AM
0.5.9
4MB
Wildtide
01-03-14 09:22 AM
0.5.7
4MB
Wildtide
12-01-13 03:04 AM
0.5.61
4MB
Wildtide
11-08-13 04:28 AM
0.5.6
4MB
Wildtide
11-03-13 02:45 AM
0.5.51
4MB
Wildtide
10-16-13 06:11 AM
0.5.4
4MB
Wildtide
10-06-13 03:37 AM
0.5.3
4MB
Wildtide
10-01-13 02:39 PM
0.5.2
4MB
Wildtide
09-23-13 01:21 AM
0.5.1
4MB
Wildtide
09-22-13 11:58 PM
0.4.92
4MB
Wildtide
09-17-13 01:25 PM
0.4.8
3MB
Wildtide
07-04-13 05:39 PM
0.4.7
3MB
Wildtide
07-04-13 02:44 PM
0.4.6
3MB
Wildtide
06-21-13 03:37 PM
0.4.5
3MB
Wildtide
06-17-13 11:56 AM
0.4.4
3MB
Wildtide
06-16-13 05:45 PM
0.4.3
3MB
Wildtide
06-15-13 06:02 AM
0.4.2-beta
3MB
Wildtide
06-15-13 03:11 AM
0.4.1-beta
3MB
Wildtide
06-14-13 12:25 AM
0.4.0-beta
3MB
Wildtide
06-13-13 05:17 PM
0.3.104
3MB
Wildtide
03-15-13 02:29 AM
0.3.103
3MB
Wildtide
03-12-13 12:40 PM
0.3.102
3MB
Wildtide
03-11-13 04:58 PM
0.3.101
3MB
Wildtide
03-06-13 02:35 AM
0.3.100
3MB
Wildtide
02-28-13 06:17 PM
0.3.99
3MB
Wildtide
02-28-13 02:24 AM
0.3.98
3MB
Wildtide
02-18-13 03:25 AM
0.3.97
3MB
Wildtide
02-18-13 02:19 AM
0.3.96
3MB
Wildtide
02-16-13 03:34 AM


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Unread 05-27-12, 01:35 PM  
AlienFromBeyond

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Quote:
Originally Posted by Wildtide
Quote:
Originally Posted by AlienFromBeyond
The cast bar gadget has a serious issue, it never shows the uninterruptable (yellow) cast bar.
I'm trying to investigate, but having a really hard time finding anything out in the world that actually casts an uninterruptable spell!
Yeah, I only really noticed once I went into an actual dungeon and realized, wait a minute I can't interrupt that spell! I don't know of anything in the open world that doesn't uninterrptable spells either. Should be able to find one going into a low level dungeon like IT maybe.
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Unread 05-27-12, 01:19 PM  
Wildtide
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Quote:
Originally Posted by AlienFromBeyond
The cast bar gadget has a serious issue, it never shows the uninterruptable (yellow) cast bar.
I'm trying to investigate, but having a really hard time finding anything out in the world that actually casts an uninterruptable spell!
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Unread 05-27-12, 12:35 PM  
AlienFromBeyond

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The cast bar gadget has a serious issue, it never shows the uninterruptable (yellow) cast bar.
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Unread 05-27-12, 06:16 AM  
Kad@Argent

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Quote:
Originally Posted by Wildtide
Quote:
Originally Posted by Kad@Argent
Hi Wildtide
Nice work. 0.3.6 is looking very cool. I did some more digging and I think the main thing about the debuffs is that your frames show everyone's debuffs, whether or not you have set "Display only my debuffs on the target". If this was fixed then I guess two rows of two icons for debuffs would be adequate (although 3 rows of 3 would be nicer, if possible).
Again - thanks for this brilliant addon.
Cheers,
Kad
Cheers Kad,

I've actually just uploaded 0.3.61, which adds options to only show your buffs/debuffs on a frame.

It's been hacked in very quickly to resolve a behaviour change in the standard frame (they went from only showing your buffs to showing everything). If you modify your target frame and tick 'Only My Debuffs', it should hopefully do what you want.

Could be very buggy, I literally wrote and uploaded this in the last 5 mins
You beauty. Will test it this afternoon.
Thanks.
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Unread 05-27-12, 03:34 AM  
Wildtide
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Quote:
Originally Posted by Kad@Argent
Hi Wildtide
Nice work. 0.3.6 is looking very cool. I did some more digging and I think the main thing about the debuffs is that your frames show everyone's debuffs, whether or not you have set "Display only my debuffs on the target". If this was fixed then I guess two rows of two icons for debuffs would be adequate (although 3 rows of 3 would be nicer, if possible).
Again - thanks for this brilliant addon.
Cheers,
Kad
Cheers Kad,

I've actually just uploaded 0.3.61, which adds options to only show your buffs/debuffs on a frame.

It's been hacked in very quickly to resolve a behaviour change in the standard frame (they went from only showing your buffs to showing everything). If you modify your target frame and tick 'Only My Debuffs', it should hopefully do what you want.

Could be very buggy, I literally wrote and uploaded this in the last 5 mins
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Unread 05-27-12, 03:18 AM  
Kad@Argent

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Hi Wildtide
Nice work. 0.3.6 is looking very cool. I did some more digging and I think the main thing about the debuffs is that your frames show everyone's debuffs, whether or not you have set "Display only my debuffs on the target". If this was fixed then I guess two rows of two icons for debuffs would be adequate (although 3 rows of 3 would be nicer, if possible).
Again - thanks for this brilliant addon.
Cheers,
Kad
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Unread 05-27-12, 02:12 AM  
AlienFromBeyond

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Quote:
Originally Posted by Wildtide
Hi Alien,

In version 0.3.6, I have added options to the RangeFinder gadget to let you select whether to display the title and/or target name, and to let you hide the gadget if there is no target. There is also a new Cast Bar gadget included.
Love what you've done, I really like the look of the cast bar, easily my favorite out all the cast bar addons.
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Unread 05-26-12, 07:17 PM  
Wildtide
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Quote:
Originally Posted by Kad@Argent
Hi Wildtide ...
Thanks for the feedback Kad. I'll have a look at getting some changes in to support these as soon as I can (I've already allowed the standard unit frame to go a little smaller in 0.3.6).
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Unread 05-26-12, 07:15 PM  
Wildtide
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Quote:
Originally Posted by AlienFromBeyond
For the rangefinder gadget, options to minimalize it more? I don't really need it to say Range to Target and then my target name as be definition it's showing only the range to my target anyways. And also for it to hide itself when I don't have a target selected.

Don't suppose we'll see a castbar gadget sometime soon?
Hi Alien,

In version 0.3.6, I have added options to the RangeFinder gadget to let you select whether to display the title and/or target name, and to let you hide the gadget if there is no target. There is also a new Cast Bar gadget included.

I'm about to tag this release in CurseForge, so it'll be available on Curse very soon, and should be up here on RiftUI as soon as someone approves it.

Cheers,

- Wild
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Unread 05-25-12, 05:18 AM  
Kad@Argent

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Hi Wildtide

Great addon. Thanks so much for your work thus far. I have a couple of observations/suggestions:

1. When I am DPSing, I have trouble keeping track of DOTs on my target. It seems that the player.target frame only allows two rows of debuffs (each with two icons), and even when I set Rift to only show my debuffs on the target, it appears to show others that my fellow raiders have cast. This is making it very hard to DPS effectively (certainly as an inquisitor trying to time Vex dropping off). Any suggestions, or plans to fix?

2. Any chance we can size the frames smaller, please? The smallest size for player, player.target and target.target are larger than I would choose.

3. Very minor thig: any chance you could increase the alpha of the mana bar behind the player's cast bar, please? I find it very hard to see, and when constant-casting (puri in raids) I struggle to know how much mana I have left.

Thanks again for your superb input. I am very grateful and have recommended your work to the guild that I lead.

Cheers,

Kad
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Unread 05-24-12, 09:34 PM  
AlienFromBeyond

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For the rangefinder gadget, options to minimalize it more? I don't really need it to say Range to Target and then my target name as be definition it's showing only the range to my target anyways. And also for it to hide itself when I don't have a target selected.

Don't suppose we'll see a castbar gadget sometime soon?
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Unread 05-18-12, 05:35 PM  
zuel
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You are my hero!

You should hook up with Naifu from nkRebuff and see if you cannot share his buff management code. Events seem to be the choke point in most of these addons and it would be nice to share some common base code. And since I use his addons heavily, I'd really hope to only have one buff event dispatcher shared among as many addons as possible.

Quote:
Originally Posted by Wildtide
You're describing almost exactly what the plan is
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Unread 05-18-12, 11:11 AM  
Wildtide
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Quote:
Originally Posted by zuel
Don't think code design, think from the gadgets addon within the game. "User: Yes, I'd like to create a gadget, In Game Addon: What raw gadgets would you like to include? User: Hum. I need a health bar and mana bar. Addon: Okay, give me the size and offset of these raw gadgets, give me the background image, give me some more details, etc, etc, etc.. now, lets give this gadget a name, Done." Meanwhile, the code is generated directly in the saved variables. Finally, if one wishes to distribute the new gadget, an external program would need to be built to extract the code from the saved variables lue code file.
You're describing almost exactly what the plan is

The reason elements within a Unit Frame template are declared purely as a table is so that they can be put into a saved variable, and then used to build a user defined unit frame from the data.

Version 0.4 of the addon has been re-written so many times, trying to come up with the best way of enabling this. At the moment, I've taken a step back in order to get the 0.3 branch solid and tidy, then it'll be back to the more advanced future stuff (which is far more fun ).

I also code for a living... I really need to find another hobby
Last edited by Wildtide : 05-18-12 at 11:12 AM.
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Unread 05-18-12, 10:46 AM  
zuel
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Quote:
Originally Posted by Wildtide
Quote:
Originally Posted by zuel
I also think by looking at your current framework you could be making something much bigger, bigger in terms of utility. For example,
...
That has always been the plan, to create a framework that lets me create addons quickly using already tested and working code. It's got a long way to go, but each time I write something and find the gaps, it gets a little closer.
Don't think code design, think from the gadgets addon within the game. "User: Yes, I'd like to create a gadget, In Game Addon: What raw gadgets would you like to include? User: Hum. I need a health bar and mana bar. Addon: Okay, give me the size and offset of these raw gadgets, give me the background image, give me some more details, etc, etc, etc.. now, lets give this gadget a name, Done." Meanwhile, the code is generated directly in the saved variables. Finally, if one wishes to distribute the new gadget, an external program would need to be built to extract the code from the saved variables lue code file.

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Originally Posted by Wildtide
Quote:
Originally Posted by zuel
Man I really need to dig down into creating my own addons.
You should, it's fun! (if you like that sort of thing, obviously )
I program for a living. I have not done any addons but have worked with lua here and there, but still green. When I look at your lue code I can very much read it. I just have a huge gap between the lua syntax and the addon architecture interface and how the lua interacts with Rift.
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Unread 05-18-12, 02:29 AM  
Wildtide
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Originally Posted by zuel
Your welcome. Btw your code is well written as far as I can tell. Not a lua expert but well structured easy to read. I could actually learn from it.
Thanks again

It started out quite well structured (I think), but as I hit various issues and oddities with the way RIFT works, I ended up bolting little fixes in all over the place and lost the structure a bit. I am slowly getting it back into shape.

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Originally Posted by zuel
To counter the complexities of the outer circle mana, how about a Yin Yang, ya know those two tear drops that wrap to form a circle? One could be mana and the other health.
I like this idea a lot, and it's certainly possible with the current framework. I might have a go at a simple Yin-Yang Orb when I've got some other things out of the way.

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Originally Posted by zuel
Another idea would be to use the health indicator color to identify hostility. Not sure how well this might work as we all identify green as health. But for example, your targeted health orb would be red for hostile,yellow for neutral and green for friendly?
This would need a couple of simple additions to the framework as Orbs can only be coloured by changing their texture, but it's definitely possible.

Quote:
Originally Posted by zuel
I also think by looking at your current framework you could be making something much bigger, bigger in terms of utility. For example,
...
That has always been the plan, to create a framework that lets me create addons quickly using already tested and working code. It's got a long way to go, but each time I write something and find the gaps, it gets a little closer.

Quote:
Originally Posted by zuel
Man I really need to dig down into creating my own addons.
You should, it's fun! (if you like that sort of thing, obviously )
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