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Updated: | 10-19-11 10:57 PM |
Created: | 09-28-11 09:14 AM |
Downloads: | 14,759 |
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 |
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mcdead |
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grantus |
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10-28-11, 11:56 AM | |
Forum posts: 0
File comments: 1
Uploads: 0
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Re: Re: Crude workaround!
Would it be possible to sort buffs/debuff to prioritize your own over others in the list? Like if I (as a Marksman rogue) put Barbed Shot on the target, it would always be at the bottom of the list and not mixed in with the dozens of other debuffs from a raid.
--- Warrior Debuff --- --- Cleric Debuff --- --- Rogue Debuff --- --- MY DEBUFFS --- [ --- Unit Frame --- ]
Last edited by Extell : 10-28-11 at 11:58 AM.
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Extell |
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10-27-11, 04:56 PM | ||
Re: Crude workaround!
Quote:
Although sadly I don't get to actually play rift anymore lol, all my free time is in developing the new version of MinUI (gUF). |
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grantus |
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10-27-11, 02:35 PM | |
Crude workaround!
ok, the not being able to click on the UI frames was getting annoying (it's Trion, not you)
Just had a thought pop in my mind and it worked. crude, but it works. Instead of hiding the Rift default frames: /mui unlock to show all the frames. put the default frames exactly where your MinUI frames are. turn the active and inactive Alphas to .01 for player, target, pet, etc. all the ones you use. /mui lock you can now get your right click menu's "on" the Addon frames as well as left click to select the targets target etc. Again, it's crude.. but it works. you may have to work with size of both Default and add-on frames to get the right/left click menu's to work everywhere on the frame. |
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thebacklash |
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10-26-11, 11:24 PM | ||
Re: Elite/Rare/etc badge?
Quote:
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grantus |
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10-26-11, 11:23 PM | |
Elite/Rare/etc badge?
Liking the UI so far, noticed that clicking the frame does nothing.. I see Trion has not implemented that. I scaled down my default Frame from Trion and tossed it out of the way so I could at least use the Right click menu on me until Trion allows you to do it on your UI.
My question is the elite badge/icon etc, or whatever it's called. I would love to see if a target is Elite/Rare/etc like the default Rift UI frame does. Am I missing a setting somewhere, or is there no way to see that? |
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thebacklash |
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10-26-11, 06:52 PM | ||
In "gUF" you can just attach a "TextModule" to a frame, inside a frame, or on the screen and set it's text to whatever you like.
For the text modules "text" setting you could write "My Awesome Text --> name guild level (planar)(vitality) <--" And the gUF text module would replace keyword items in the string with the actual values from the unit frame's unit (player, target, etc) and leave the formatting of the rest of the string. Bear in mind that the GitHub code for gUF is still pretty buggy but I am working on it pretty solidly (50+ hours of work thus far - my level one mage testing toon has 30+ played hours haha). The same replacement system works on healthbars/resourcebars/castbars etc but they have a different set of keywords (healthMaxAbs/healthShort/abilityName/abilityTarget etc. etc. etc.) Quote:
Last edited by grantus : 10-26-11 at 06:54 PM.
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grantus |
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10-26-11, 09:54 AM | |
Forum posts: 0
File comments: 3
Uploads: 0
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grantus, have you figured out why the texts swap places after they get added with UnitText:addTextItem? I followed the array all the way from savedvariables, and its at that point that they change order somehow lol.
anyway, I found a workaround to get it to work by adding a second for-loop in UnitText:updateTextItems: Code:
for k,v in ipairs(MinUIConfig.frames[self.unitName].texts) do for key,value in pairs(self.texts) do if ( v == key ) then #do stuff end end end |
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mayhem |
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10-24-11, 06:12 PM | ||
Re: In/Out of Combat Detection
Quote:
I'm actually struggling quite a bit with the new version. It's getting very frustrating hehe, hopefully I have some break throughs soon. |
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grantus |
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10-24-11, 12:12 PM | |
In/Out of Combat Detection
I know you said a while back that you added this feature to your list. With the major rewrite, I wanted to add another nudge/request for this.
Ability to configure the opacity of the window(s) based on being in or out of combat status. As I mentioned before, this would personally solve the issue of right clicking on the unit portraits and other discrepancies between MinUI and the default UI - as by entering combat, I'd essentially swap which ones were used. Hope it makes it into the next release... *crosses fingers* |
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nalerian |
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10-24-11, 05:17 AM | ||
Quote:
The core event and module code is done, as well as widgets for laying out / rendering things. I am working on the UnitFrame "component" right now. Every component of the new version of MinUI registers with the core addon and has a set of options panels that it provides to the Options component, to configure itself. This means that in the new version, BuffBars or BuffIcons are separate Addons from the UnitFrame - and they will each provide the Options addon with a set of GUI compoents with which they can be configured. So ... in a long winded answer, I am planning on adding one and am doing so right now. But it's part of a larger rehaul of the code - so feel free to re-upload a MinUI derivative with any additions you like. I'm not here for the glory of having the only unit frame addon or anything, so if you want to take the code in a different or better direction - feel free |
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grantus |
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10-24-11, 03:33 AM | |
Forum posts: 0
File comments: 3
Uploads: 0
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ah ok, I was afraid of that
fyi, not that it really matters anymore I guess, but Ive rewritten a bunch of the code and moved over more control to the config-file. were you planning on adding a graphical interface for the config? otherwise I might do it for you |
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mayhem |
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10-23-11, 11:24 PM | |
@p3t3rl1: Yeah I had spotted that wierdness. I am hard at work rebuilding MinUI from the ground up to try and stop myself breaking things whenever I release a new version. Hopefully this will be resolved in that version.
@mayhem: Yeah this is because they use textures to do the borders, so you'd have to edit those. I plan on using a grey texture and overlaying a color (as I do on the bars) for the new version of MinUI, such that players can have more control. @kenze: Not yet, but I do plan on having profiles in the new MinUI. |
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grantus |
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10-23-11, 05:22 PM | |
Bomani Harbinger
Forum posts: 8
File comments: 24
Uploads: 0
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any way to copy a layout from one character to another? like a profile?
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kenze |
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