Feb 15, 2014 - 9:38 AM - by Cairenn
Hi all. Just wanted to let everyone know that, now that the Elder Scrolls Online NDA has been lifted, we've opened our UI site for it. So please feel free to stop by the new site, introduce yourself and start using ESOUI!

Jan 31, 2014 - 3:33 PM - by Cairenn
ZAM mourns the passing of our longtime Copy Editor.

Yesterday, we learned that our friend and ZAMís longtime copy editor, Judy Freeman (known on our sites as Looker), passed away from lung cancer. Judy had been with ZAM since October 16th, 2007. From the start, Judy worked to clean up the scribbling of our various writers, journalists, and editors. Many of us were fortunate to work with Judy, relying on her expertise to hold us up and shine the brightest light on our creative work. She never wanted to be in the spotlight, but quietly mentored a surprising number of people on the front lines of ZAM News. Chances are if you ever read ZAM news you've read something she touched. She will be dearly missed by many here at Zam, and many that have moved on to other endeavours.

Thank you, Judy, for the time that you spent with us at ZAM. It ended far sooner than we all ever expected.

Dec 23, 2013 - 11:30 AM - by Cairenn
From Dolby and I and all of our volunteers, we hope you have a happy and safe holiday season and that your new year is filled with peace and joy.

*Please note that due to the holidays, approval of addons or responses to messages may be slower than usual as everyone will be spending time celebrating the season with family and friends.

Aug 06, 2013 - 5:22 PM - by Cairenn
Hi all. Just wanted to let everyone know that, now that Picroma's game Cube World is available to play as a demo and paid Alpha access, we've opened our modification site for it: Cube World Mods.

Please feel free to stop by the new site, introduce yourself and start using Cube World Mods!

May 14, 2013 - 5:19 PM - by Cairenn
Full details are here.

What do you think of the news?

Feb 26, 2013 - 9:42 PM - by Dolby
Our friends at Wowhead have just finished and opened up their latest site Rifthead. We here at Riftui are excited to welcome Rifthead to the community! Please take some time to check it out!

Feb 20, 2013 - 2:32 PM - by Cairenn
  • Event API Redesign is in place! See this thread for more details. The ingame documentation is a bit minimal at the moment and will be improved. Note that the new API does not yet work with dynamically created events (i.e. slash commands or Utility.Event.Create) - this will hopefully be addressed in a hotfix.
  • The Rift* frames now insert their handlers in Lua. This means that their handlers can be removed, called manually, hooked, and otherwise modified.
  • Significant improvements to the Key* events, including a new KeyRepeat frame event. KeyUp/Down/Repeat should now give far more reliable key identifiers (please report any that are missing!) and KeyDown will no longer be spammed when holding down a key.
  • The loading screen will now include information on which addon is being loaded or shut down. ReloadUI will now trigger a loading screen if addons are enabled (but it won't take much longer to reload than it used to.)
  • As part of the Key* improvements, KeyUp/Down/Repeat may give different output. In most cases, this should be a change from "useless output" to "useful output", but there may be actual compatibility differences. KeyDown will no longer be spammed when holding down a key, and this behavior has been split into KeyRepeat. This may break some addons - I apologize, I saw an opportunity to fix this and I took it. I don't think many addons rely on this behavior, but if they do, you will need to fix them! Hopefully for the last time.
  • The old event system will be removed. This is tentatively scheduled for Compatibility Mode in 2.4 and complete removal in 2.5. Be prepared! Get your changes done soon!
  • The new event API does not yet work with slash commands or events returned from Utility.Event.Create.
  • Documentation on the new event API is a bit sparse.
  • LuaJIT may be running in interpreted mode and not in a full JIT mode. If anyone knows how to test this reliably, let me know.
  • Improved speed of serialization code.
  • Updated LuaJIT to 2.0.0.
  • Addon loading will now amortize its runtime over several frames, preventing some performance-related issues and resulting in a smoother load bar.
  • Addon loading will coexist better with the game's resource loading, possibly improving load performance on some computers. (file this into the "convenient side effect" category)
  • Fix a few missing tags for quests.
  • Fix a problem where some Storm Legion quests would have an invalid quest ID returned from Inspect.Quest.Complete().
  • Added line to documentation explaining that you can't change back from secure mode.

Additional note from Zorba: diff currently not available since I'm fixing Trion Dev Tools for compatibility, I'll get this up once I can - it's basically the new event system, however.

Thank you Aalwein, for having originally posted this.

Nov 13, 2012 - 3:56 PM - by Cairenn

After 2 months, 3 separate drawings, 32550 entrants and 125 winners who forfeited their prizes, we can finally announce our winners list. We awarded over 200 prizes to winners in over 30 different countries! The full list of winners is here.

Thank you once again for all of the support over the last 10 years. We are looking forward to the next 10.
Jul 16, 2013 - 10:45 AM - Kheldar
Welcome to my new author portal. This is where you can find my news, report bugs, submit feature requests, read the faq and more. Thanks for stopping by!
Jul 03, 2012 - 8:04 PM - Kreiri
I'm quite disappointed with the direction Trion took with marketing of Storm Legion. I'm not going to give my money to companies with such stance towards objectification of women. Unfortunately , I saw Storm Legion website only several days after I added a game card to my account, otherwise I would be gone month ago.

Some kind of feeling of obligation made me finish rewrite of KBB's UI. Now that new version is working without bugs - daily error reports don't have any errors for v.2.06 - this feeling is gone.

I will no longer develop Kreiri's Buff Bars. Just in case anyone is thinking about forking KBB, let me quote KBB's license:

The Software may be Modified for personal use and purposes, but the Modified Software may not be Distributed in any way. No Fork, Branch, derivative work or otherwise Modified version of the Software may be Distributed without the express written consent of the Copyright Owner.
- and I do not consent to any distribution of any modified version of KBB.
Jun 30, 2012 - 11:59 PM - Kreiri
v.2.05 :
  • new UI layout
  • minimap button
  • ption to use native tooltip
  • settings for bar background color
  • separate settings for debuff font color
v.2.06: additional nil checks in event handlers.
May 14, 2012 - 11:56 AM - Vritra
My one project of the Interruptable now release on Notis 0.1.6.
First idea is all interruptable skill make a gauge, but Rift is not simple. yes.
I have some way for this project ex.Heavy database system, User Custamize system etc.. but will make Lag that idea. You want spoiled for Rift from Addon Lag? No! I want minimum and light wait program.
For that reason, i choose small array system. To stretch a point, this system fault are heavy maintenance work ;p
May 12, 2012 - 8:42 AM - ingshtrom
I am now a part of Rift:Evolve(), so all addons will be prefixed with "rev".
eg. "revRaidLoot"

Logging off,
May 01, 2012 - 2:23 PM - Vritra
New LaegeCastBar(ver0.1.2) Release.

This version is response to user comment.
Add Set size function and Focus Castbar.

But not this time add set position.
If i can move castbar then i have more good idea.
Will be like my Notis addon. I call this project name to "Interruptable".
I'd make prototype. "hugeTargetCastBar". but it is check only target.
No! i need check all around enemy.

And so, i release more one addon in developer section.
Anyone mind your addon's boot time?
If addon need long boot time, it have HEAVY load factor.

"Good program be simple"

Check your addon's boot time with "Bootime".
Apr 08, 2012 - 9:47 AM - Vritra
I'm testing new logic on ver0.1.3.

ver0.1.3 (not rerease yet)
- use Event Unit.aggro: send data for got aggro member id.

but i think Unit.aggro API is send me order of fast ping.

(well.. i make logic image gif...
why can't work insert image button? *sigh)

ver0.1.2 is use Event Unit.combat. this API is send me Hostile or Friendly or both unit id. if i have only 1 id then go wait to get next data loop.
if i have 1 hostile id and 1 friendly id then print to chat "*** engate to ***".
if i have only 1 id and time out then print to chat "*** have aggro".
except in case: in WF, no tank, no party, and tank aggro.

but i know some time miss report issue. i have idea for use Event Unit.aggro.
this API is send me member's aggro flag on change. yes, 1st Hostile is get from unit.combat, 1st Friendly is get from unit.aggro.
anyone interesting a new version?

(sorry not use tranlater.. i don't have time)
Mar 12, 2012 - 3:20 PM - Snarty
The rewrite of the alert flash and fade code has been completed. This is now based on time and not frame rates, meaning any speed machine no matter the current load will spend the same duration on flashing and fading of alert borders and associated notification text.

Work is underway to centralized all Unit management. This will provide all areas of KBM and Plug-ins a shared resource of tracked units.

The planned AddWatch will utilize this heavily along with the already established Mark-It. Not only that, but this allows me to provide more information in the Phase Monitor. This in turn, for example, will mean that Tide Wardens will be displayed as two separate HP bars/Objectives.
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