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Updated:05-27-18 01:29 AM
Created:05-04-12 03:55 PM
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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


Post A Reply Comment Options
Unread 09-15-12, 03:57 PM  
AlienFromBeyond

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File comments: 50
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How would I go about editing the Standard Frame template so there's a background behind the name/level? It's near impossible to read against a white-ish backdrop, more so if there's a high light level. I suppose text outlining would serve much the same purpose in this case however. I just have no idea of how to go about it.
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Unread 09-15-12, 04:15 PM  
Wildtide
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File comments: 155
Uploads: 6
Quote:
Originally Posted by AlienFromBeyond
How would I go about editing the Standard Frame template so there's a background behind the name/level? It's near impossible to read against a white-ish backdrop, more so if there's a high light level. I suppose text outlining would serve much the same purpose in this case however. I just have no idea of how to go about it.
Hi

I actually did it yesterday myself following on from your forum post, but I couldn't come up with a quick and sensible way of making it configurable for those specific templates in time for the release.

For now, I'll add an outline around the name and upload it as an alpha. I can't see anyone objecting to that, so there should be no need to make it configurable.

With 1.10, Zorba has apparently fixed the problem with lots of text frames bringing the client to it's knees, so hopefully I don't need to worry about things like outlining quite so much.
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Unread 09-15-12, 04:44 PM  
Wildtide
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[quote=Wildtide]
Quote:
Originally Posted by AlienFromBeyond
How would I go about editing the Standard Frame template so there's a background behind the name/level? It's near impossible to read against a white-ish backdrop, more so if there's a high light level. I suppose text outlining would serve much the same purpose in this case however. I just have no idea of how to go about it.
OK, new beta available on Curse (sorry, I don't upload betas to RiftUI; I use Curse to manage my source code / localizations, and only publish the live releases here).

This has added an option 'outline' to labels in templates, and I've enabled this for names/levels/callings on the standard unit frames. It actually looks a lot better
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Unread 09-15-12, 04:52 PM  
AlienFromBeyond

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Quote:
Originally Posted by Wildtide
For now, I'll add an outline around the name and upload it as an alpha. I can't see anyone objecting to that, so there should be no need to make it configurable.

With 1.10, Zorba has apparently fixed the problem with lots of text frames bringing the client to it's knees, so hopefully I don't need to worry about things like outlining quite so much.
Awesome. Eagerly looking forward to the next release of Gadgets: Buffs as well!
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Unread 09-17-12, 06:31 AM  
adelea
Claw of Regulos
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Would it be possible to add in support for the new graphical target marks?

I've found the rift textures for them :

unit.mark = texture name

"1" = "vfx_ui_mob_tag_01.png.dds"
"2" = "vfx_ui_mob_tag_02.png.dds"
"3" = "vfx_ui_mob_tag_03.png.dds"
"4" = "vfx_ui_mob_tag_04.png.dds"
"5" = "vfx_ui_mob_tag_05.png.dds"
"6" = "vfx_ui_mob_tag_06.png.dds"
"7" = "vfx_ui_mob_tag_07.png.dds"
"8" = "vfx_ui_mob_tag_08.png.dds"
"9" = "vfx_ui_mob_tag_tank.png.dds"
"10" = "vfx_ui_mob_tag_heal.png.dds"
"11" = "vfx_ui_mob_tag_damage.png.dds"
"12" = "vfx_ui_mob_tag_support.png.dds"
"13" = "vfx_ui_mob_tag_arrow.png.dds"
"14" = "vfx_ui_mob_tag_skull.png.dds"
"15" = "vfx_ui_mob_tag_no.png.dds"
"16" = "vfx_ui_mob_tag_smile.png.dds"
"17" = "vfx_ui_mob_tag_squirrel.png.dds"

I've created my own custom ImageSet, but if it would be possible to use the ingame textures directly, that would be great.

I did try doing it with a virtual property, but it didnt display anything:

Code:
local markidtable = {
	["1"] = "01", ["2"] = "02", ["3"] = "03", ["4"] = "04",
	["5"] = "05", ["6"] = "06", ["7"] = "07", ["8"] = "08",
	["9"] = "tank", ["10"] = "heal", ["11"] = "damage", ["12"] = "support",
	["13"] = "arrow", ["14"] = "skull", ["15"] = "no", ["16"] = "smile",
	["17"] = "squirrel"
}

WT.Unit.CreateVirtualProperty("vpMarkId", { "mark" },
	function(unit)
		if unit.mark then
			return string.format("vfx_ui_mob_tag_%s.png.dds", markidtable[unit.mark])
		else
			return ""
		end
	end)
Using this in my UF definition:

Code:
{
	id="labelMarkImg", type="Image", parent="frameBackdrop", layer=30,
	attach = {{ point="TOPLEFT", element="labelMark", targetPoint="TOPRIGHT", offsetX=20, offsetY=0 }},
	width = 32, height = 32,
	texAddon = "Rift", texFile = "vpMarkId",
	visibilityBinding="mark",alpha=0.6,
},
Last edited by adelea : 09-17-12 at 06:32 AM.
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Unread 09-17-12, 07:11 AM  
Wildtide
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Quote:
Originally Posted by adelea
Would it be possible to add in support for the new graphical target marks?

...
Yep, it's possible - I was already (sort of) on the case, but not got around to implementing it yet

You need to use a MediaSet rather than an ImageSet, and then you can use the built in textures directly.

To do this, you have to load all of the images into LibMedia, and then use the media IDs in the MediaSet in your template, as follows:

Load the textures into the media library:

Code:
Library.Media.AddTexture("Adelea_Mark_01", "Rift", "vfx_ui_mob_tag_01.png.dds")
Library.Media.AddTexture("Adelea_Mark_02", "Rift", "vfx_ui_mob_tag_02.png.dds")
Then create a media set:

Code:
{
    id="labelMarkImg", type="MediaSet", parent="frameBackdrop", layer=30,
    attach = {{ point="TOPLEFT", element="labelMark", targetPoint="TOPRIGHT", offsetX=20, offsetY=0 }},
    width = 32, height = 32,
    names = 
    {
        [1] = "Adelea_Mark_01",
        [2] = "Adelea_Mark_02",
    },
    visibilityBinding="mark",alpha=0.6,
},
I think something along those lines should work. I can't test it right now (at work), but that should hopefully point you in the right direction.

I need to do this myself in all of the built in templates, which is why I added 'Adelea_' to the media IDs above - I wouldn't want us to clash

PS. The way you tried to set up an image element, with a binding on the filename, would be really cool. Unfortunately they are not that flexible - you can only bind a property using a field that is explicitly expecting a bound property name (generally the fields that have 'binding' in their name). Doing fully flexible data binding in Lua would be quite a challenge.
Last edited by Wildtide : 09-17-12 at 07:20 AM.
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Unread 09-17-12, 07:38 AM  
adelea
Claw of Regulos
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Thanks for the reply - tried this, and it didnt work.

Media.Library.AddTexture() needed a 4th parameter, a table of properties - had no idea what was expected there, so passed in an empty table just to stop the errors.

What i have with an ImageSet is working, so will leave it be until you add in official support =)
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Unread 09-17-12, 10:00 AM  
Wildtide
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Quote:
Originally Posted by adelea
Thanks for the reply - tried this, and it didnt work.

Media.Library.AddTexture() needed a 4th parameter, a table of properties - had no idea what was expected there, so passed in an empty table just to stop the errors.

What i have with an ImageSet is working, so will leave it be until you add in official support =)
Ah, OK. The fourth parameter is a set of tags to tell the media library what type of image you're adding (e.g. {"bar"} to tag your texture as a 'bar', which means it can be presented to a user if they are selecting a texture for a health bar. I thought this was an optional parameter, but apparently not.

Not sure why it's not working. I've never used it with a Rift texture, but can't see why that wouldn't work. There must be something in the MediaSet I'm forgetting.
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Unread 09-17-12, 01:06 PM  
Wildtide
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I've made the change and got it working, will upload later.

For info, the element config ended up looking like this:

Code:
		{
		    id="imgMark", type="MediaSet", parent="frameBackdrop", layer=30,
		    attach = {{ point="CENTER", element="frameBackdrop", targetPoint="CENTER", offsetX=20, offsetY=0 }},
		    width = 24, height = 24,
		    nameBinding="mark",
		    names = 
		    {
		        [1] = "riftMark01",
		        [2] = "riftMark02",
		        [3] = "riftMark03",
		        [4] = "riftMark04",
		        [5] = "riftMark05",
		        [6] = "riftMark06",
		        [7] = "riftMark07",
		        [8] = "riftMark08",
		        [9] = "riftMark09",
		        [10] = "riftMark10",
		        [11] = "riftMark11",
		        [12] = "riftMark12",
		        [13] = "riftMark13",
		        [14] = "riftMark14",
		        [15] = "riftMark15",
		        [16] = "riftMark16",
		        [17] = "riftMark17",
		    },
		    visibilityBinding="mark",alpha=1.0,
		},
I think the main missing piece before was the "nameBinding" config option - the part that actually tells Gadgets which property to look at. D'oh

If I remember right, there is a set of smaller mark icons which I will try to switch over to before I publish. These ones look a bit scruffy compared to the previous text based ones.
Last edited by Wildtide : 09-17-12 at 01:09 PM.
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Unread 09-19-12, 05:32 AM  
Tarien

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Hey there, love the addon, thankyou very much for this!

Can I ask, any plans to add charge to the default frames for mages? And any plans to allow further resizing of the raid frames? Atm they can only be made to shrink just so far, would like to make them a little smaller (width wise mostly)

Thanks again!
Tarien
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Unread 09-20-12, 11:30 AM  
Wildtide
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Quote:
Originally Posted by Tarien
Hey there, love the addon, thankyou very much for this!

Can I ask, any plans to add charge to the default frames for mages? And any plans to allow further resizing of the raid frames? Atm they can only be made to shrink just so far, would like to make them a little smaller (width wise mostly)

Thanks again!
Tarien
Hi, and thanks

I wasn't planning on adding charge to the default frames, though in a very early version I did have a small triangular indicator that slid along the bottom of the frame to show charge without adding another bar. Maybe I should bring this back as it was kinda neat (it even lit up when you were at 100% charge).

Changing the minimum width of the raid frames should be really easy, though I do have to be careful with fitting the text and buffs on the frames properly. I'll see how much extra I can knock off the width.
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Unread 09-25-12, 08:31 PM  
Tarien

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Hey, I appreciate the effort

Would definitely love a charge bar though, or at the very least that indicator, I like to keep my UI as compact as possible and having to find space for the charge bar atm is a bit of a nuisance.

I noticed also that there is no mouseover highlighting on the raid (or unit) frames to show who you are hovering over, is that something that could be added?

Finally, the biggest issue, and the reason I had to disable this addon for the moment, was that I noticed a considerable delay in updating the health of players while raiding. I am not sure if this is because the update interval is kept low to prevent resource hogging, but as a healer in a raid I can't afford to have as much as a second of delay in health pool updates. Is this just me, or is it to do with the API/resource management?

Cheers!
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Unread 09-26-12, 12:40 AM  
Wildtide
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Quote:
Originally Posted by Tarien
Hey, I appreciate the effort

Would definitely love a charge bar though, or at the very least that indicator, I like to keep my UI as compact as possible and having to find space for the charge bar atm is a bit of a nuisance.

I noticed also that there is no mouseover highlighting on the raid (or unit) frames to show who you are hovering over, is that something that could be added?

Finally, the biggest issue, and the reason I had to disable this addon for the moment, was that I noticed a considerable delay in updating the health of players while raiding. I am not sure if this is because the update interval is kept low to prevent resource hogging, but as a healer in a raid I can't afford to have as much as a second of delay in health pool updates. Is this just me, or is it to do with the API/resource management?

Cheers!
Hi,

I'll see about adding another template which has a charge bar in for mages to use. That should be really simple to do. Likewise, highlighting of the raid frames should be simple enough to add.

The delay is strange. I don't do any throttling at all, so as soon as the client raises a health change event, it is set on the frames. I've never seen a delay, and never had this reported before, so I'm unsure as to what's going on. I'll have a check to see if I can replicate it.
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Unread 09-26-12, 07:04 AM  
Tarien

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Originally Posted by Wildtide
Hi,

I'll see about adding another template which has a charge bar in for mages to use. That should be really simple to do. Likewise, highlighting of the raid frames should be simple enough to add.

The delay is strange. I don't do any throttling at all, so as soon as the client raises a health change event, it is set on the frames. I've never seen a delay, and never had this reported before, so I'm unsure as to what's going on. I'll have a check to see if I can replicate it.
It was possibly due to server lag as the server (Icewatch EU) has had some issues the last few weeks, but switching to the default UI I saw no issues with slow to update health pools there. I'll test it again at some point this reset and see how it goes, as the latency is dying down somewhat.

Thankyou for the other things. I know they may seem small, but it's the little bits of polish that really make an addon awesome, at least for me
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Unread 09-30-12, 02:42 PM  
Nytmare
 
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is there anyway to filter ability's that I can not cleanse from the raid frames ?
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