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MereHealingFrames  Popular! (More than 5000 hits)
Version: 0.4.38
by: Mere [More]
The frames are now at the point they're configurable by others (I won't say easy to configure

There's config UI available by running:
/mhf config
to bring up the config dialog.

Basic buff tracking is in (stacks and timers should work) The buff/debuff lists are a priority ordered list. IE the first buff will be shown that is active from the list.

The Buff Slots are harder to explain, currently slots 1 is Top Right, then slot 5 is on the left. Eventually you'll be able to map icons to any buff slot you want. EG the tank frame is larger, and you can fit some more buff icons, then you can configure them as higher slots.

The frames support multiple layouts, along with many filter options, you can create frames that a filter based on:
  • calling (warrior, rogue, mage, cleric)
  • role (dps, tank, support, healer)
  • grouping (group 1-4)

Spell sets can be created for each spec, or shared between specs. (this functionality needs adding to the layouts as well)

To move a layout around you should be able to drag it's border to place it in a new location.

To enable debug spam run:
/mhf debug -l 5
This will enable some spammy tracing. Note this setting isn't saved.

Spells are configured using:
/mhf spell
more help can be seen with:
/mhf spell -?
Known options:
-l (--list): list current spell settings
-b (--button): mouse button (left, right, middle, four, five, up, down) (string)
-m (--modifier): modifier to apply (alt, shift, ctrl) (string)
-s (--spell): spellname (string)
-t (--target): target
-c (--custom): custom, not yet implemented (string)
-r (--reset): resets all mouse bindings
--mere: Setup Mere's test spells

To reconfigure current spells for your current spec, you can create a macro that contains the desired entries, and use it for reconfiguring spells, eg:
/mhf spell --reset
/mhf spell -b left -s "Healing Spray"
/mhf spell -b left -m ctrl -s "Healing Breath"
/mhf spell -b right -s "Restorative Flame"
/mhf spell -b right -m ctrl -s "Healing Grace"
/mhf spell -b middle -s "Cauterize"
/mhf spell -b four -s "Ward of the Ancestors"
/mhf spell -b five -s "Searing Transfusion"
/mhf spell -b up -s "Latent Blaze"
/mhf spell -b down -s "Sterilize"

Adding -n "set name" will update the specified spell set. (the set needs creating through the config UI)

Colours can be reconfigured with (eventually I'll put a UI on this):
/mhf colours -?
Note that the colour names may not mean much without looking at the code.

Thanks also to the makers of the following libraries:All of which I embed for functionality.

I also used to include:But no longer do so.
Full git log can be found on: http://git.riftui.com/?a=summary&p=MereHealingFrames

Version 0.4.38
Add support for primalist (colour might not be quite right)
This should fix the warnings from the last few people using MHF that get emailed by rift for addon errors.
Note the new version updates the saved variables from previous releases to include primalist if a layout's calling filter included all callings. Once updated it won't change the setting again.

Version 0.4.37
Fix previous change to display an error when a change occurs while in combat.

Version 0.4.36
Ask the watchdog to be quiet when processing raid changes, on some systems it triggers a performance warning.

Version 0.4.35
A few minor fixes to some exceptions.

Version 0.4.34
Fix attempt to index field ''PlayerEvents'' (a nil value) errors

Version 0.4.33
Hopefully fix performance warning from ScanAvailableSpecs, it may not help though, as I suspect that it's the time taken to build the config ui that's hurting.

Version 0.4.32
A mixture of changes are present in this build.
Tweaked some code paths to try and stop letting people do things while in combat that will break.
Start of a new event based model for moving data internally. This is hooked up to quite a few things, and longer term everything will be event driven.
Colours are more dynamic, changing some colours on the command line is likely to update them straight away. Not all colours are hooked up this way yet.

Version 0.4.31
Bug fix to /mhf spell --list
Update LibVersionCheck to 0.03

Version 0.4.30
Add ability to configure role coloured health bars.

Version 0.4.29
Add ability to configure the anchor point of layouts
Improved command line usage to display when no params are passed to subcommands.

Version 0.4.28
Add support for configuring bordersize on panels
Add support for using libversioncheck to help keep people up-to-date with the latest version.

Version 0.4.27
Fix some issues with unit tracking.

Version 0.4.26
Support for 20 souls/roles is now present in the ui. I may look at adding the ability to copy things between the spell/buff sets, as 20 of them won't be easy to manage (I've no idea what anyone will do with 20!)
Switch to directly use libunitchange rather than safes raid manager, mainly because safes raid manager hasn't been updated for some time, and will break with rift 2.4 (as kbm uses a different library now) From my testing I believe I've tested adding/removing members of the raid in various configurations and sequences and things appear to update correctly.
Switch shadowed text to use rift 2.3 glows (hopefully they look ok, and might be less overhead on the system)

Version 0.4.25
Fix a critical issue with 0.4.24, clicking doesn't cast spells (I'll blame the sunshine for that bug)

Version 0.4.24 --- BROKEN DO NOT USE
Switch to using new event API.
More optimization work, hopefully less performance warnings. May also be less CPU usage when running around.

Version 0.4.23
More optimizations targeting relaying panels.

Version 0.4.22
Fix a performance warning for PlanarMax events, it was used at one time to determine if the player was fully loaded, but that's since changed.
Optimize a number of code paths, particularly around health, mana, energy and power updates.
Also fix a few debug messages to pass args into debug, so if tracing is not enabled the debug line has less overhead. Previously they concatenated the string to display, which is a waste of time if it's not being logged.

Version 0.4.21
Add ability to configure health, mana and energy font sizes.
They're on the Layout->Panel Settings tab.

Version 0.4.20
Update LibSimpleWidgets to v1.13.4
Tidy up some code that was using non-existent lua globals (if someone set a global things would have broken)
Use new Event API to only hook Update.End and Update.Begin when needed, rather than always having them hooked. Should reduce CPU usage when not creating new frames, and when none of the tracked items have a timer on them.
I still need to move all Event handlers to the new API.
Fix an issue with /reloadui not setting up spellsets correctly (effect was you couldn't cast after a /reloadui)

Version 0.4.19
Update LibSimpleWidgets for 2.2.
Update LibGetOpt
Update class colours to match official colours
Adding fake frames shouldn't trigger a watchdog warning.

Version 0.4.18
Package up with patched LibSimpleWidgets.
Hopefully this fixes any other strange asserts when working with list.lua.

Version 0.4.17
Fix error when renaming sets.

Version 0.4.16
Attempt to improve performance when leaving combat and needing redrawing frames, it should cut the number of recalcs of the layout from one for each changed unit, to just one. If any oddities occur with units leaving/joining let me know.
Update to LibSimpleWidgets 1.13.1
Also fix an assert triggered from LibSimpleWidgets update:
Error: LibSimpleWidgets/list.lua:308: param 1 must be a number!
In MereHealingFrames / mhfCommands, event Slash.mhf
stack traceback:
[C]: in function ''assert''
LibSimpleWidgets/list.lua:308: in function ''SetSelectedIndex''
MereHealingFrames/ConfigUI_Spells.lua:124: in function ''ChangeSpellSetSelection''

Version 0.4.15
Added configurable colours for text on health, mana, energy and power text.
Reduce the number of times we scan the player's abilities, this will hopefully reduce the number of performance warning/killed mails I've been getting.

Version 0.4.14
Patch background loading issue with HealingBar's textFormatter.

Version 0.4.13
Fix for text formats (eg no text) not applying when the UI loaded

Version 0.4.12
Revert change to buffset loading (was an attempt to fix an issue when saved buffsets are corrupt), it breaks buffsets for everyone and reverts them to the default.

Version 0.4.11
Allow target to be a "spell", and special case it to convert to /target rather than /cast target in the macro building.
Add absorb support. As targets build up absorbs/shields they will gain a light blue border. Can be disabled in the config for panel settings by unticking:
Absorbs are shown as a border around the panels:

Version 0.4.10
When loading the config ui tell the watchdog to be quiet.

Version 0.4.9
I've actually loaded up the ui and game to take a look at if it seems to work on the latest 1.11. It does appear to.
Note that this version also includes some async loading items I was working on to reduce the time spent loading frames etc. Most of this is to avoid the watchdog complaining.

Version 0.4.8
Various tweaks for 1.9 around future compatibility.
Main "fix" is for performance at logon, hopefully, this will remove the warnings fed back via the daily error report for CheckForStrays burning too much CPU.
Also adds support for unit radius changes, so that range will allow for any changes in radius (not sure players ever can, but it at least covers that possibility)

Version 0.4.7 (the "I'm not dead yet" release)
Update supporting libraries for 1.9
Update needed env to 1.9
More changes to come once I've caught up on where things are with rift.

Version 0.4.6
Add options to configure fill of panels (under Filtering and misc)
Also update a few libraries

Version 0.4.5
Add ability to enter multiple spells into a cast button. The code accepts a list of comma seperated abilities, if splits the list into a /cast line for each spell.
If something stops working, please use /mhf tooltips and examine the generated macros.

Version 0.4.4
Bug fix: Healer's Covenant causes buff tracking issues. Any buff that can also be a debuff would cause issues if tracked in seperate trackers. I didn't see this in my testing, as I was using "Latent Blaze", but on the same tracker.

Version 0.4.3
Bug fix: when players are moved in the raid UI, we lost track of them
Bug fix: icon settings weren't being saved and loaded, so icon->buff slot mappings were lost
Bug fix: suppressmacrofailures should be used to create the macros, to avoid some casting spam.

Version 0.4.2
Bug fix an issue with buff lists that causes them to be nil, and so produce errors:
Error: MereHealingFrames/BuffManager.lua:309: attempt to index field 'BuffNameToDetails' (a nil value)
In MereHealingFrames / MereHealingFrames.Events.BuffAdd, event Event.Buff.Add
stack traceback:
MereHealingFrames/BuffManager.lua:309: in function 'BuffAdd'
MereHealingFrames/BuffManager.lua:122: in function 'BuffAdd'
MereHealingFrames/Events.lua:55: in function <MereHealingFrames/Events.lua:51>

Version 0.4.1
Add UI to configure the icons.
Currently allow 3 rows of icons, and all any mapping of icons to buff slots.
Updated LibSimpleWidgets to 1.9.4

Version 0.4.0
Fix some issues with 1.8 and sample units.
Fix range check inverted check.
Update panel status update code to handle all the different player statuses. This should make panel borders, blocked and out of range units clearer and function as expected.

Version 0.3.7
Add sample units tab to /mhf config. This adds sample units to the frames to pad them out. Units are chosen randomly from the callings, roles are based on those selected from the bars or a pre-made button. This should allow for configuration of the different filtering and other settings without needing a real raid or party.

Version 0.3.6
A few new features:
* Cleansable counter buff tracker, add a new tracker, change type to cleansable counter, and then pick a buff slot.
* Ready check monitoring (role icons becomes a tick or cross)
* Optional shadowed text for health, mana, energy and name
* More sort options for layouts:
* compact group id sorting (looks like the default rift ui)
* role then name ordering

A number of bug fixes have also been made, the one that stands out is:
* de/buff tracking sometimes had the wrong times
* group filtering was broken, it's now fixed (everything was treated as group 1)
* the rest of the bug fixes were in new features

Version 0.3.5
Add command line to lock and unlock moving or layouts:
/mhf layout --lock
/mhf layout --unlock

Add command lines to add fake raid members:
Add a five man team (1 tank, 1 heal, 1 support):
/mhf debug -f
or
/mhf debug --fiveman
Add a ten man team (2 tanks, 2 heals, 1 support):
/mhf debug -t
or
/mhf debug --tenman
Add a 20 man team (3 tanks, 6 healers, 2 support)
/mhf debug -w
or
/mhf debug --twentyman
Remove fakes:
/mhf debug -n
or
/mhf debug --nofakes
or
enter combat :)
Version 0.3.4
Refactor some code to be shared between buffs and debuffs. Fixes a bug with debuff handling not working correctly.

Fix a UI bug, if a reloaded list no longer contains the previously selected list, pick the first entry. Fixes an issue when changing buffsets, trackers weren't selected, so you could enter data into a previous tracker.

Still a bug to fix there if the list is empty, need to actually clear out the tracker data, and disable the tracker entry.

Version 0.3.3
Some bug fixes to buff handling.
Optimize the buff handling some more, particularly around the handling of timer updates, I've tried to streamline the code.
Also PTS feature, range checking has been implemented, and should work once 1.8 is released. (maybe some work to optimize the tracking)

Version 0.3.2
Add support for configuring the buffs.
Currently one buff type is support, priority lists. The first found buff in the list is displayed.
I may expand the support so that it can display over multiple slots. IE you can see the first, 2nd and 3rd buff active in the list.
Other types will be created, but I wanted to put buff configuration in.

Version 0.3.1
Fix some issues with relogging in and finding you've frames from when you logged off. In theory I've hooked a location that I think should be after we enter combat in a combat DC, so we'll keep the data, or if out of combat is safe to throw the data, and rebuild from incoming events.

Complete buff engine rework. The code for the core buff routing is complete. There's some UI present, but it doesn't save or configure anything. This breaks the buff handling code from the UI layer. However, it should have no impact on anyone.

Next I need to add config UI, and code up the buff tracking code, currently there's a priority list one coded (nothing that can be configured), IE it displays the icon of any of the listed buff/debuffs, with the icon displayed being that of the first on the list that's active.

Version 0.3.0
Added support for filtering each layout, you can filter based on:
* calling (warrior, rogue, mage, cleric)
* role (dps, tank, support, healer)
* grouping (group 1-4)
Layouts now have labels (which you can turn off, or adjust the height of)

In combat reconnects and reloads should put up frames. Not that it may not be 100% bug free right now, and needs more testing.

Version number is now shown in the config dialog, and also at startup.

Options for text formats are now available for each bar, you can round the health/mana numbers, and also change the amount of detail shown by the numbers.

You can hide mana and energy/power bars if you don't want them, or reduce the size of them.

Version 0.2.7
Rework some of the internals, this should help redisplaying of frames when relogging after a dc, as I believe I should get some basic frames up before the player is put into combat, and then the rest of the details will appear as the server sends the details over.

Also fix some group membership change issues.

Version 0.2.6 (not released due to internet outage at home last night)
Add support for renaming layouts

Version 0.2.5
Link up the command line spell interface so that it refreshes the config UI.
Make some of the command lines show success/failure messages
Support mouseover macros.

Version 0.2.4
Add support to add, rename and delete spell sets.
Add ability to pick role/soul specs for each spell set.
A spec/role can only be assigned to one spell set, but a spell set can be active for multiple specs.

Version 0.2.3
Default to layout borders allowing layouts to be moved (locks on combat)
Allow the creation of new layouts
Allow the deletion of layouts
(Note you can't rename the layouts yet)

Version 0.2.2
First implementation of spellset configuration. Rather basic right now, but should be a little easier than the macro method.

Version 0.2.1
New version to include Safe's Raid Manager 1.1.3. This includes the fix for the group issues I was seeing, without me having a private version.

Version 0.2
Fix some issues with group membership when people leave the group (note that I've a patched SafesRaidManager in this build, however, it shouldn't cause any issues with KBM)

Add initial config UI accessible with:
/mhf config

It allows configuration of the default layout, sizing changes should take instant effect, filter changes may not take effect and need a reloadui. Changing sort order should be instant.

Spells tab is work in progress, I expect to complete the spells tab in the next couple of days.

Version 0.1.3
Fix group membership issues, by handling SRM.GroupChange event
Fix Warrior power bar not changing (I thought it was energy, it's not it's power, oddly there's no powerMax like other resources)
Update default buff/debuffs so that Latent Blaze also shows the debuff

Version 0.1.2
Add ability to reset spell list
Fix nil de-ref when showing tooltips and nothing is configured for a button.

Version 0.1.1
Add basic support for configuring spells and colours
Archived Files (55)
File Name
Version
Size
Author
Date
0.4.37
169kB
Mere
10-13-13 11:57 AM
0.4.36
169kB
Mere
10-12-13 10:42 AM
0.4.35
169kB
Mere
08-26-13 05:06 AM
0.4.34
169kB
Mere
08-03-13 08:26 AM
0.4.33
168kB
Mere
07-30-13 03:29 PM
0.4.32
169kB
Mere
07-27-13 07:44 AM
0.4.31
162kB
Mere
06-30-13 05:22 AM
0.4.30
161kB
Mere
06-27-13 07:09 PM
0.4.29
161kB
Mere
06-26-13 01:08 PM
0.4.28
160kB
Mere
06-26-13 10:51 AM
0.4.27
155kB
Mere
06-24-13 01:15 PM
0.4.26
155kB
Mere
06-22-13 07:37 AM
0.4.25
158kB
Mere
05-06-13 08:13 AM
0.4.23
158kB
Mere
03-25-13 06:03 PM
0.4.22
157kB
Mere
03-20-13 07:18 AM
0.4.21
157kB
Mere
03-13-13 06:25 PM
0.4.20
157kB
Mere
03-11-13 06:01 PM
0.4.19
157kB
Mere
03-02-13 06:01 AM
0.4.18
156kB
Mere
02-10-13 07:31 AM
0.4.17
156kB
Mere
01-30-13 04:02 AM
0.4.16
156kB
Mere
01-26-13 06:19 AM
0.4.15
136kB
Mere
12-02-12 10:53 AM
0.4.14
136kB
Mere
11-11-12 01:41 PM
0.4.13
136kB
Mere
11-11-12 09:23 AM
0.4.12
136kB
Mere
11-10-12 03:00 PM
0.4.11
132kB
Mere
11-10-12 08:15 AM
0.4.10
132kB
Mere
11-09-12 05:50 PM
0.4.9
131kB
Mere
10-26-12 08:25 AM
0.4.8
124kB
Mere
07-01-12 01:17 PM
0.4.7
124kB
Mere
07-01-12 04:41 AM
0.4.6
122kB
Mere
05-09-12 01:49 PM
0.4.5
110kB
Mere
04-26-12 01:48 AM
0.4.4
110kB
Mere
04-25-12 04:05 PM
0.4.3
110kB
Mere
04-25-12 12:26 PM
0.4.2
109kB
Mere
04-25-12 02:23 AM
0.4.1
109kB
Mere
04-21-12 12:46 PM
0.4.0
107kB
Mere
04-20-12 05:57 PM
0.3.7
107kB
Mere
04-16-12 04:14 PM
0.3.6
105kB
Mere
04-15-12 01:59 PM
0.3.5
98kB
Mere
04-12-12 04:58 PM
0.3.4
97kB
Mere
04-10-12 12:55 PM
0.3.3
97kB
Mere
04-09-12 10:24 AM
0.3.2
96kB
Mere
04-08-12 02:59 PM
0.3.1
91kB
Mere
04-07-12 01:27 PM
0.3.0
79kB
Mere
04-06-12 01:25 PM
0.2.7
75kB
Mere
04-05-12 06:12 PM
0.2.5
74kB
Mere
04-04-12 02:14 PM
0.2.4
74kB
Mere
04-03-12 04:25 PM
0.2.3
71kB
Mere
04-02-12 05:02 PM
0.2.2
70kB
Mere
04-02-12 03:12 PM
0.2.1
69kB
Mere
04-01-12 04:30 PM
0.2
69kB
Mere
04-01-12 04:21 PM
0.1.3
30kB
Mere
03-25-12 07:35 AM
0.1.2
29kB
Mere
03-23-12 08:42 PM
0.1
27kB
Mere
03-23-12 05:43 AM


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Unread 04-01-12, 01:31 AM  
UnknownUser

Forum posts: 0
File comments: 30
Uploads: 0
Allways self

Hello,
First of all, Thanks for this addon, the only one with Up and Down.

The problem is:
all cast are self healing on every player in the default ui, am i wrong with the command line ?

/cast spell -b left -s "Flamme de soins"

or, is it a translation problem ?

i have ŕ G700 mouse (13 buttons) is there a possibilité to add any buttons before 4 and 5, or is it a limitation due to rift API ?

If needed i can help for translation in french language.
Sorry for my bad english, i'm french.
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Unread 04-01-12, 07:25 AM  
Rustycage
Claw of Regulos
 
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Forum posts: 20
File comments: 150
Uploads: 0
I'm confused... I don't know where it is. Could you update the screenshot with a more clear vision of what it does, and where it is? Without fiddling with this first, I wouldn't understand... it's not clear to me for some reason. There are other unit frame mods like this, but they make it pretty clear what the difference is from the others that are similar... with this I don't get it.
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Unread 04-01-12, 08:51 AM  
Mere
Zombie
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Forum posts: 4
File comments: 84
Uploads: 0
Re: Allways self

Quote:
Originally Posted by UnknownUser
Hello,
The problem is:
all cast are self healing on every player in the default ui, am i wrong with the command line ?

/cast spell -b left -s "Flamme de soins"

or, is it a translation problem ?
that should assign the left button to cast that spell. (I assume you meant /mhf instead of /cast

if you run:
/mhf tooltips
and hover over the unit frame you should see a tooltip frame that shows:
Left Click:
/cast @uUnitId "Flamme de soins"

Quote:
Originally Posted by UnknownUser
i have ŕ G700 mouse (13 buttons) is there a possibilité to add any buttons before 4 and 5, or is it a limitation due to rift API ?
You're correct, the Rift API is limited to 5 buttons + scroll wheel. I suspect you can map the extra buttons to keystrokes though the logitech UI, and then assign those buttons to action bars. And then the action bars could use mouseover macros.

Quote:
Originally Posted by UnknownUser
If needed i can help for translation in french language.
Sorry for my bad english, i'm french.
I suspect this is something for me to look at more closely as I work on a config UI. The command line being english only probably won't matter in the longer term.

I've not thought about translations, I'll have to take a look around to see what others have done.
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Unread 04-01-12, 08:54 AM  
Mere
Zombie
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Forum posts: 4
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Quote:
Originally Posted by Rustycage
I'm confused... I don't know where it is. Could you update the screenshot with a more clear vision of what it does, and where it is? Without fiddling with this first, I wouldn't understand... it's not clear to me for some reason. There are other unit frame mods like this, but they make it pretty clear what the difference is from the others that are similar... with this I don't get it.
I need to do a bit more work on this. Yes it's similar, but it's main difference is the flexibility it'll provide. I found that the rift healer UI was quite limited, and the code wasn't the easiest to get my head around.

It supports multiple frames, rather than the standard single frame of 20 people. It also supports multiple buffs/debuffs/hots.

I plan to upload more screenshots shortly.

This is an alpha addon right now, as the command line UI isn't the easiest to work with.
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Unread 04-01-12, 01:33 PM  
UnknownUser

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Re: Re: Allways self

Quote:
Originally Posted by Mere
that should assign the left button to cast that spell. (I assume you meant /mhf instead of /cast

if you run:
/mhf tooltips
and hover over the unit frame you should see a tooltip frame that shows:
Left Click:
/cast @uUnitId "Flamme de soins"
Yes, that was an error, (/mhf instead of /cast)
Right, /mhf tooltip helped me, and, with 1.2 all is allright.
Gonna test 1.3.

Quote:
Originally Posted by Mere
You're correct, the Rift API is limited to 5 buttons + scroll wheel. I suspect you can map the extra buttons to keystrokes though the logitech UI, and then assign those buttons to action bars. And then the action bars could use mouseover macros.
G700 have the possibility to record en create some macros, i'll test that
in game i use xmbars nice and we can assign bars to role, macro, classe...

Quote:
Originally Posted by Mere
I suspect this is something for me to look at more closely as I work on a config UI. The command line being english only probably won't matter in the longer term.

I've not thought about translations, I'll have to take a look around to see what others have done.
No problem, if / when needed, tell me
i'm gonna make an help in french (Guild Site and Text file)
Thanks for your reply.
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Unread 04-01-12, 02:36 PM  
Mere
Zombie
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Re: Re: Re: Allways self

Quote:
Originally Posted by UnknownUser
No problem, if / when needed, tell me
i'm gonna make an help in french (Guild Site and Text file)
Thanks for your reply.
Just a heads up, I'm actually likely to have a 0.2 at some point soon (possibly even tonight) with a config UI. The basics appear to function, which might be easier to doc.

I'm currently working on spell configuration which might make things a little easier.

Also I'd recommend waiting till then, there's a number of bugs in handling of group members that I've fixed. So the next version should be better when group members leave.

Of course /reloadui tends to fix any display issues
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Unread 04-02-12, 05:53 AM  
Rustycage
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Which frames in the screenshot are the ones related to this addon? I see 2 sets of unit frames there, but I know 1 of them is one of the other healing unit frames available on the site, in the screenshot, but there is more complex frames next to them, that are the most visible, and I like those, but I don't know if they're from this addon or not, because they look similar to the raidframes from myUI.

Also I was wondering, do you know how to make skins? I would like to have them look similar to the default raid frames, instead of looking so different that they don't aesthetically fit with the UI design. That's the thing that bothers me about unit frames, as there is never any that go with the UI, and you can't change enough of the UI components to make it match, that's why for castbars (totally different) I use fcastbars from Curse. They look just like the default castbars, but they are better by all accounts.

If that makes any sense...
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Unread 04-02-12, 08:53 AM  
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Yes, they're the ones in the middle, not the rift healer ones on the right

I need to put together some better screen shots, I actually want to show more of what you can actually do, eg the multiple frame support etc.

In terms of UI fit, you're right they don't fit that well with the default game UI. I sadly lack any gfx ability If I could work out the internal names of the assets then it might be possible to use them. I might have to do some tweaking of the UI elements, so that the UI builds in such a way that it layers the art together correctly.

At some point I'd probably look at adding the ability to change background textures, but I'm not going to use someone elses art assets without permissions, I might be able to find some with an unrestrictive license though.
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Unread 04-02-12, 11:06 AM  
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Re: Re: Re: Re: Allways self

Quote:
Originally Posted by Mere
Just a heads up, I'm actually likely to have a 0.2 at some point soon (possibly even tonight) with a config UI. The basics appear to function, which might be easier to doc.

I'm currently working on spell configuration which might make things a little easier.

Also I'd recommend waiting till then, there's a number of bugs in handling of group members that I've fixed. So the next version should be better when group members leave.

Of course /reloadui tends to fix any display issues
Hello,
The config UI works perfectly (0.2.1), and... is really easy to use and understand ( for people who understand english language ;-) ).

I've take a look at the spell interface... for sure, writing a doc file will be easyer now...
At the moment i dont give the link for downloading until a RC is out, but i continue using it instead of RifthBot, actually more advanced in spells config, but... not for a long time as i see ;-)

Wonderfull job !

PS: Please keep the Macro option, and, i submit the idea: Export current config to macro, or in a text window that can be Copyed
Last edited by UnknownUser : 04-02-12 at 11:10 AM.
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Unread 04-02-12, 03:15 PM  
Mere
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I've now added the spell UI support.

I don't plan to remove the commandline. I like the idea of being able to export from it, although I'm not sure if you can copy text out of the game, I'd have to research that a bit more.

It also could also allow custom configs to be posted for others to use.
Last edited by Mere : 04-02-12 at 05:19 PM.
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Unread 04-02-12, 07:58 PM  
Rustycage
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It looks much better now, much easier to see what is what. Thanks for this.
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Unread 04-03-12, 06:21 AM  
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Lightbulb [Request]

Can I offer to create some skins for this?

I'm a graphic designer and I just had an idea while looking at the frames, on how to improve the look of them, and I'd really like to be able to use it. But I don't know anything about code, so I couldn't provide a fully working code with the images together for you to just plug into your files, but I can make the images.

I don't know what size the images have to be or anything like that, that's for you to decide when you go to code it. But I could give you a preview image, and the .PSD file if you have Photoshop, and you can use it to your hearts content, or you could tell me the dimensions it needs to be and we can go from there.

I wrote an essay, sorry about that lol
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Unread 04-03-12, 07:43 AM  
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I'm open to having the option of skinning the frames.

In terms of sizes it doesn't actually matter that much, although aiming for a sensible width/height should help avoid scaling artifacts. The game will scale the texture to fit the size needed.

From what I've seen in general textures are often grey-scale, and then the colour is created by overlaying the texture with a transparent colour.

I'd suggest doing a mock up, from that I can work out how to build up the layers needed, and how to slice the images up.

The main thing (and I believe photoshop can do it) is that the UI is built in layers. So a bar would probably be:
* background texture
* transparent bar colour (width adjusted based on health/mana etc)
* text (IE 9k/10k (90%))
* bar frame texture - if you wanted to frame the bar.

you'd then have the panels:
* panel background
* bars
* names/text
* Hot/buff icons
* panel frame

A full skin would also need vertical and horizontal borders (and possibly spacers between the panels depending on how the panels are bordered)

It also might want a filler panel texture when there is no unit in a frame, or when using a size where the players don't fill every box, eg, see the 2x3 layout screenshot, the bottom right panel is empty.
Last edited by Mere : 04-03-12 at 07:46 AM.
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Unread 04-03-12, 10:09 AM  
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Quote:
Originally Posted by Mere
I'm open to having the option of skinning the frames.

.../...

The main thing (and I believe photoshop can do it) is that the UI is built in layers. So a bar would probably be:
* background texture
* transparent bar colour (width adjusted based on health/mana etc)
* text (IE 9k/10k (90%))
* bar frame texture - if you wanted to frame the bar.

you'd then have the panels:
* panel background
* bars
* names/text
* Hot/buff icons
* panel frame
Hi,
Thank's for 0.2.3 and spell support !
I really think, MereHealingFrames is the best Healer addon !

Is it possible to add any options in the Layouts section ?

- Dividing With and/or Height in % between Health and mana/power...
Exemple:
Health size 85%, the rest for Mana/power, configurable with a slider or in text.

- Limiting the number of letters for the player name can be usefull, and configurable too with a number (0 can be by default the full name).

- Preferences:
  1. Use PV / Ressources Points + % (default)
  2. Use PV / Ressources Points only
  3. Use PV / Ressources % only (
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Unread 04-03-12, 11:32 AM  
Mere
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Quote:
Originally Posted by UnknownUser
Is it possible to add any options in the Layouts section ?

- Dividing With and/or Height in % between Health and mana/power...
Exemple:
Health size 85%, the rest for Mana/power, configurable with a slider or in text.
Yep, that's on the list to do. Although it might not be a %age, but actually the height for mana bars, and height for other bars in px. As I've not yet found a reason to know about player's energy/power bars, so could imagine that people might want it smaller/not displayed at all.

Quote:
Originally Posted by UnknownUser
- Limiting the number of letters for the player name can be usefull, and configurable too with a number (0 can be by default the full name).
Again that should be doable, currently the code does attempt to restrict the player name to their panel, but it doesn't seem to always work.

Quote:
Originally Posted by UnknownUser
- Preferences:
  1. Use PV / Ressources Points + % (default)
  2. Use PV / Ressources Points only
  3. Use PV / Ressources % only (
Again that's on the list, with seperate settings for mana and energy/power bars, as energy/power tend to be 0-100, so not much need for val/max (%)

Someone also asked on IRC about allowing the numbers to be rounded up, eg 9876/12345 would be 9.8k/12.3k, so probably something I'd do at the same time.
Last edited by Mere : 04-03-12 at 11:33 AM.
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