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Updated: | 10-19-11 10:57 PM |
Created: | 09-28-11 09:14 AM |
Downloads: | 20,176 |
Favorites: | 61 |
MD5: |
File Name |
Version |
Size |
Author |
Date |
1.3.2 |
532kB |
grantus |
10-18-11 12:17 AM |
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1.3b |
531kB |
grantus |
10-15-11 08:30 AM |
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1.3a |
531kB |
grantus |
10-14-11 11:57 PM |
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1.3a |
530kB |
grantus |
10-14-11 11:37 PM |
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1.3 |
529kB |
grantus |
10-13-11 10:58 PM |
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1.2a |
461kB |
grantus |
10-06-11 11:33 PM |
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1.2 |
461kB |
grantus |
10-06-11 10:55 PM |
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1.1e |
461kB |
grantus |
10-06-11 09:16 PM |
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1.1e |
461kB |
grantus |
10-06-11 09:04 PM |
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1.1d |
461kB |
grantus |
10-06-11 08:29 PM |
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1.1d |
461kB |
grantus |
10-06-11 08:25 PM |
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1.1c |
461kB |
grantus |
10-06-11 07:40 PM |
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1.1b |
459kB |
grantus |
10-06-11 07:27 AM |
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1.1a |
459kB |
grantus |
10-06-11 12:36 AM |
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1.0 |
16kB |
grantus |
10-04-11 11:19 PM |
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0.0.5 |
8kB |
grantus |
09-29-11 09:54 AM |
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0.0.5 |
8kB |
grantus |
09-29-11 07:27 AM |
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0.0.2 |
6kB |
grantus |
09-28-11 11:14 PM |
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0.0.1 |
6kB |
grantus |
09-28-11 09:14 AM |
Comment Options |
10-05-11, 07:02 PM | |
Forum posts: 0
File comments: 3
Uploads: 0
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Rallock |
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grantus |
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10-05-11, 07:07 PM | ||
Quote:
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grantus |
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Taldren |
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grantus |
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10-06-11, 02:33 AM | ||
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Quote:
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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eya123 |
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10-06-11, 02:52 AM | ||
Quote:
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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grantus |
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10-06-11, 02:55 AM | |
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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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DaemonSambe |
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10-06-11, 03:04 AM | ||
Re: Couple technical things
Quote:
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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grantus |
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10-06-11, 03:23 AM | ||
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Re: Re: Couple technical things
Quote:
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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DaemonSambe |
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10-06-11, 03:34 AM | |
Forum posts: 0
File comments: 6
Uploads: 0
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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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Taldren |
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10-06-11, 04:13 AM | |
Zombie
Forum posts: 2
File comments: 43
Uploads: 0
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I like the short values. Also, maybe the % health justified to the right of the bar.
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Aalwein |
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10-06-11, 04:44 AM | ||
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Quote:
get now 1317883002-MinUI All fine no prob#s withs the pet LG. Eya |
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eya123 |
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10-06-11, 04:47 AM | ||
Quote:
Now time to actually play rift for a bit :P (Will work on new features tomorrow hopefully) |
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grantus |
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10-06-11, 05:31 AM | |
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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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Rustycage |
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