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Updated: | 10-19-11 10:57 PM |
Created: | 09-28-11 09:14 AM |
Downloads: | 17,109 |
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 |
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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10-26-11, 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, 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, 11:24 PM | ||
Re: Elite/Rare/etc badge?
Quote:
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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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10-27-11, 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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10-28-11, 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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10-28-11, 08:57 PM | ||
Re: Re: Re: Crude workaround!
Quote:
This is probably a while away though because I am trying to take more time in the new version to ensure the code base is more thoroughly tested and robust than previous MinUI releases. |
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grantus |
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10-29-11, 06:47 PM | |
Forum posts: 0
File comments: 2
Uploads: 0
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rogue combo points
please how do i get them to show and thanks for the hard work. this mod looks damn good. its what i have been missing since i got back to rift from wow.
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mcdead |
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10-30-11, 02:22 PM | |
Zombie
Forum posts: 1
File comments: 8
Uploads: 0
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I love the unit frames. is there something in particular I have to do to stop the default frames from showing, because whether I lock or unlock the frames, the standard frames still show.
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astrocanis |
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10-30-11, 09:36 PM | |
Forum posts: 0
File comments: 5
Uploads: 0
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An apple a day...
Regarding the "default apple" icon, would it be possible to just not show any icon on those spells that do not have one? I think it would be better that way. Looking forward to gUF, hoping the missing menus, missing tooltip, missing elite warning is fixed, then it would be a SWEET addon. Ofcourse I am looking forward to the other stuff too!
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Gwyddion |
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10-30-11, 10:12 PM | |
@mcdead in 1.3.3 they should just show up on the player target frame, in gUF (2.0) on GitHub they are now implemented and should be working.
@astrocanis with the default frames you can just click the "enabled" check box as part of the default rift ui customisation options. I'd recommend you just fade them out for the moment though, because you'll still need the right click menus and such from them. @Gwyddion yeah in gUF (MinUI 2.0) I have a banana icon instead But seriously I plan to just not to display icons on for spells with no icon in a future 2.0 patch. It's kinda annoying because all debuffs have an icon, but not all "casting spells", I was thinkiing of writing a hack that looked for a debuff icon with a similar name as the ability being cast, but it's a lot of checking to do on cast (which may have a performance hit). |
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grantus |
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11-01-11, 01:05 AM | |
Forum posts: 0
File comments: 5
Uploads: 0
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have a small problem
just started using this today and at first it was going well
sure its annoying to always have to do reloadui but wth right?! then when i started with the "/mui barHeight [frame] [number] sets the frame bar width." i started to have some problems. the height was fine but the problem is my bars have completely shut down them selves. i keep trying with /mui unlock and lock, reloadui.. i even tried with closing and re opening the game.. but nothing makes it possible to move them again. could this be fixed or looked over so others don't get this them selves.. edit: now i have tried with EVERYTHING to make this work. i have tried with resetting it, deleting it and re install it.. nothing what so ever makes me able to move them again and it starts to piss me off... as i said earlier please fix this and please fix it soon cues right now they don't even work!
Last edited by cursed : 11-01-11 at 01:16 AM.
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cursed |
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11-01-11, 01:17 AM | ||
Forum posts: 0
File comments: 5
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Quote:
Last edited by cursed : 11-01-11 at 01:18 AM.
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cursed |
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