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Updated:10-19-11 10:57 PM
Created:09-28-11 09:14 AM
Downloads:14,794
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MinUI  Popular! (More than 5000 hits)
Version: 1.3.3
by: grantus [More]



Regarding the future of MinUI/gUF:

You may have spotted a lack of updates being pushed to RiftUI of late. I have spent many hours working on the new version of MinUI, but I will no longer be doing so. Issues in my personal life require that my priorities shift away from hardcore gaming. As such, I will no longer be playing Rift and as a result will no longer be actively developing MinUI (Which I have also realised was the only reason I was playing Rift, as I found myself not really enjoying the game but only the challenges of writing a UI AddOn).

The latest code is on the MinUI GitHub site and I encourage anyone who knows lua to take the code base and finish it off. The base addons for castbars, buffs and unit frames are all complete, as is the basis for writing a GUI Based options configuration. The new code is fairly well commented, object oriented and modular.

I apologise to all of those who have been waiting patiently for the new release, and encourage you to try myUI by jca as a viable (much more tested) alternative to MinUI. Or ... fork here if you wish to continue developing it.


Version 1.3b:
Combo Points should work again :)

Version 1.3a:
Optimisation
Buff and Animation update thresholds
Max buff/debuff options
Bug Fixes
Pet Frame should now function like a champ. Edit: But it does not :( More fixes incoming, soon.

Version 1.3
Buff Icon Layout added
Scale option added
Short health display added
Bar textures options added
Auras on buff bars added
Switched to LibUnitChange for target switching
Castbars added
In combat notification added
Background Color config added
Role icons added
Level text difficulty colour fixed maybe
Fixed player text bar not updating
Fixed health percentage being off by 1%
Fixed player targets castbar being wrong

Version 1.2a
Temporarily disabled the mouseover functionality - secure mode just stuffs everything up!

]Version 1.2
Finally fixed the zoning nil error (again :p)
Removed enter/exit combat spam

Version 1.1e
Fixed the frames not disappearing out of combat. They will still remain in combat (even if you untarget something), due to trion's secure mode restrictions not allowing addons to hide frames during combat.

Version 1.1d
Fixed bugs with percentage text (it being pinned to the wrong spot)
Bars have background colour now

Version 1.1c
Fixed bug with planar charge values not being displayed for users upgrading from older versions.
Added short text values for health/mana over 10k
Added percentage health/mana values back in (on right side of bar)
Started working in functionality for Mouse Interaction. Now you can use "cast @mouseover spellName" and it will work with MinUI (This is all that Trion has allowed so far). However, as a trade off to enable this functionality Trion does not allow addons to hide frames with interaction enabled (to stop automation basically). As a result, the frames are "always there" meaning that if you right click or left click to turn the camera where the frames are (even if they are "hidden") the frame will capture the input. I've left the frames barely showing when disabled to try and help users not click on them by accident.
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Archived Files (19)
File Name
Version
Size
Author
Date
1.3.2
532kB
grantus
10-18-11 12:17 AM
1.3b
531kB
grantus
10-15-11 08:30 AM
1.3a
531kB
grantus
10-14-11 11:57 PM
1.3a
530kB
grantus
10-14-11 11:37 PM
1.3
529kB
grantus
10-13-11 10:58 PM
1.2a
461kB
grantus
10-06-11 11:33 PM
1.2
461kB
grantus
10-06-11 10:55 PM
1.1e
461kB
grantus
10-06-11 09:16 PM
1.1e
461kB
grantus
10-06-11 09:04 PM
1.1d
461kB
grantus
10-06-11 08:29 PM
1.1d
461kB
grantus
10-06-11 08:25 PM
1.1c
461kB
grantus
10-06-11 07:40 PM
1.1b
459kB
grantus
10-06-11 07:27 AM
1.1a
459kB
grantus
10-06-11 12:36 AM
1.0
16kB
grantus
10-04-11 11:19 PM
0.0.5
8kB
grantus
09-29-11 09:54 AM
0.0.5
8kB
grantus
09-29-11 07:27 AM
0.0.2
6kB
grantus
09-28-11 11:14 PM
0.0.1
6kB
grantus
09-28-11 09:14 AM


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Unread 10-06-11, 04:31 PM  
grantus
 
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@Aalwein: Yeah I need to add an option for showing auras - it's on the list.

@weasoug: Pesky pet bar :-/ not sure why that is happening. I stress tested the unit frames in warfronts and dungeons for like 6 hours last night, pet died, I died, everything seem'd to "just work".

Also with the planar charges, try setting:
./mui texts player level,name,planar,vitality

I changed the value that the game looks for to display them to match what I had written in the instructions (and to save people typing planarCharges), but your saved variables might still have planarCharges in it.

@lucrative: Sadly you can't do this with Rift's Addon API yet - although click-to-cast and click-to-do-something functionality has been promised, so when it arrives I'll definitely add it :-) At the moment the best I can do is register the frame for @mouseover macros, and they only work in combat.

@p3t3rl1: 1) I removed them because it was kind of forcing players to have it set up in a particular way, and with the introduction of the /mui commands you can configure them to do anything you like (for instance if you make a macro called Heals and one called DPS you could change the frames as you like, reloadui and they'd be all good). Having said that, a few people have asked about them, so I might reintroduce the command for those that don't want to configure things by themselves.

2) Yeah again you can adjust this through /mui buff/debuffThreshold frame time. It might make more sense for the defaults to be "show everything" and then users can cull it back as they desire. But I didn't want to overload the user.

3) Argh, frustrating, I spent 6 hours in war fronts/parties last night and didn't get this once (and trust me, I die a lot). I've tried porting form the furthest points in the world to the other, and again I can't get the reproduce the bug. I've added lots of nil guards in 1.1b, I'll add a whole bunch more and hopefully this won't come up.

@Draegan: No you're not missing something - I just have removed it from the left-side text, I plan on adding it as another value on the bars ASAP (as well as short health values).

Yeah I'll add a white-list - I shall have a look at the way that the BuffBars addon is doing it.
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Unread 10-06-11, 03:53 PM  
Draegan

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Am I missing something that I can't see target health as a percentage?

Also, will there be a way we can whitelist buff/debuffs soon? I just want to see my Impale counter or my fiery spike counter.
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Last edited by Draegan : 10-06-11 at 03:54 PM.
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Unread 10-06-11, 11:38 AM  
p3t3rl1

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Version 1.0 and above... dislike

Very good addon so far but I really dislike some of the features that were removed with version 1.0 +

1. removed /mui heals and /mui dps, those were great commands to have and have debuffs/buffs adjust by themselves accordingly on my screen. Now I have to spend some time configuring them to get them to display properly

2. The default threshold for showing buffs is too low. It won't even show my crucial buff with a 5 minute duration. I know this can be adjust in the config but ...

3. I get HUGE error logs whenever I die etc in parties/raid. It literally fills all of my chatboxes and I can't even scroll up to the previous text because it basically covers my entire chat window with it. This is hugely annoying. I believe this issue has being brought up before.
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Unread 10-06-11, 10:42 AM  
lucrative

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drop down list

I was wondering is there a way when you right click on youre player frame that it will bring the same drop down box as the default one ingame you know the menu that resets instances marks targets ect.
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Unread 10-06-11, 09:21 AM  
weasoug
 
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seems the pet bar still bugs out. at times. when it dies. and you re summon it. the pets bar don't seem to come back. and also it seemss the planar charges are not showing up. thanks again.
Last edited by weasoug : 10-06-11 at 09:24 AM.
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Unread 10-06-11, 08:06 AM  
Aalwein
Zombie

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As far as buffs go, how can I get it to show auras? Auras have no duration, they are either on or off. This is important in PVP to remove other players' auras but also in PVE - such as on the Gatekeeper in DSM to see what elemental phase she is in.

Also, can we set it so it has a limit to the number of buffs/debuffs it will show?
Last edited by Aalwein : 10-06-11 at 08:07 AM.
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Unread 10-06-11, 07:22 AM  
grantus
 
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Quote:
Originally posted by Inee
wel im having three planar charges
thanks for your fast reply
Yeah - its my mistake, found the bug(s). Will commit the changes and upload shortly (the file can take a while to appear on here though).
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Unread 10-06-11, 07:20 AM  
Inee

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Quote:
Originally posted by grantus
With the first one don't forget the "s", resources EDIT: Noticed I have this spelt wrong in the help text!! no wonder

And planar charges only show when you actually have them (at the moment) - kinda silly I know, I will change it to show <0> if you have none.
wel im having three planar charges
thanks for your fast reply
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Unread 10-06-11, 07:14 AM  
grantus
 
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Quote:
Originally posted by Inee
I got some error with editing the bars and the texts.

i used this command to remove the textbar
/mui bars player health,resource,warriorComboPointsBar,rogueComboPointsBar,charge

result: resource bar is now away and doesnt show up again.

similar problem with this:

/mui texts player vitality,planar

now the planar charge text is hidden and doesnt show up again.
With the first one don't forget the "s", resources EDIT: Noticed I have this spelt wrong in the help text!! no wonder

And planar charges only show when you actually have them (at the moment) - kinda silly I know, I will change it to show <0> if you have none. EDIT 2: Hurp, this one was another brain fart by me (I had it look for "planarCharges" not "planar" - fixed now though.
Last edited by grantus : 10-06-11 at 07:20 AM.
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Unread 10-06-11, 06:39 AM  
Inee

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I got some error with editing the bars and the texts.

i used this command to remove the textbar
/mui bars player health,resource,warriorComboPointsBar,rogueComboPointsBar,charge

result: resource bar is now away and doesnt show up again.

similar problem with this:

/mui texts player vitality,planar

now the planar charge text is hidden and doesnt show up again.
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Unread 10-06-11, 05:31 AM  
Rustycage
Claw of Regulos
 
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I was looking but can't figure out... do you have an option for fade in during combat and fade out when you're out of combat, or anything like that? The default frames have something like that but they don't actually fade, it would also be nice to have the health bar flash when it gets to a really risky low amount, for people that have bad eye site.

If that's not in there, that's really all I would request considering this is awesome. I just wish there was a cast bar for it too, so I don't have to use the default (eventually I'd like to see this become a full on UI replacement, if possible - I love this minimal design)

But I also notice that it's a little buggy on location - when I drag and drop it somewhere, sometimes it'll pop around in a circle. I don't know what is causing that. I also notice I have to manually disable the default frames/buffs to not have both on at the same time, can you add a feature that does that automatically or is that not possible yet?

Thanks for this.
Last edited by Rustycage : 10-06-11 at 05:32 AM.
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Unread 10-06-11, 04:47 AM  
grantus
 
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Quote:
Originally posted by eya123
petbug was in ver 1317791960-MinUI
get now 1317883002-MinUI

All fine no prob#s withs the pet

LG. Eya
sweet

Now time to actually play rift for a bit :P (Will work on new features tomorrow hopefully)
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Unread 10-06-11, 04:44 AM  
eya123
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Quote:
Originally posted by grantus
Hrrm my pet shows up fine. I'll delete my SavedVariables and see what happens.

So I can reproduce the bug, just let me double check what causes it. Is this the order of things you are doing: call pet ( pet frame is visible ), /mui unlock, move frames around, /mui lock, reloadui, can't see pet frame any more?

Update: tried this a few times and can't seem to get the bug to occur. Can you elaborate more?
petbug was in ver 1317791960-MinUI
get now 1317883002-MinUI

All fine no prob#s withs the pet

LG. Eya
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Unread 10-06-11, 04:13 AM  
Aalwein
Zombie

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I like the short values. Also, maybe the % health justified to the right of the bar.
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Unread 10-06-11, 03:34 AM  
Taldren

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Macros are a good idea, thanks.

Have you looked into different health bar characteristics for when damage is taken?

Some of the types I used were:

Type 1: When a health change happens over a set threshold (i did >5%) you lower the health bar to the new level and create a new bar (i called it the damage bar) that exists between the new health point and the old. I made my damage bar color based on how much health was left after the damage ... ranging from yellow to orange to red. Then you decrease the damage bar length until the only thing remaining is the new health bar. I never found a sweet spot for the bar time ... but I was normally in the 0.5s to 1.0s range.

Type 2: After playing around with bar times in Type 1 I changed over to what I called Flash and Fade. When a health change happens I would clone the current health bar and cut the alpha of the clone to about 50%. Then I would reduce the health bar to the new level and "Flash" it via saturation. I did this by creating the new bar at 255 saturation and then reducing it back to normal to "restore" the original color. To finish I would fade out the clone by reducing the alpha to 0 and then destroying the clone. As you take more damage new clones are created that fade out. Wasn't as messy to work with as Type 1 because the lack of shrinking bars ... but it didn't look as "cool"

What these are good for is to let the player know the rate at which they are taking damage. This is very important information, especially in PvP.
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