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Updated:10-19-11 10:57 PM
Created:09-28-11 09:14 AM
Downloads:13,186
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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.
Optional Files (0)


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 10-29-11, 06:47 PM  
mcdead

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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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Unread 10-28-11, 08:57 PM  
grantus
 
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Re: Re: Re: Crude workaround!

Quote:
Originally posted by Extell
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 --- ]
Yeah in gUF (MinUI 2.0) I plan on having whitelist/blacklist and priority for buffs. So you could have my buffs first, etc, and then then perhaps add weight to a particular buff.

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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Unread 10-28-11, 11:56 AM  
Extell

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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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Unread 10-27-11, 04:56 PM  
grantus
 
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Re: Crude workaround!

Quote:
Originally posted by thebacklash
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.
Yup - this is what I've been doing
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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Unread 10-27-11, 02:35 PM  
thebacklash
 
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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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Unread 10-26-11, 11:24 PM  
grantus
 
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Re: Elite/Rare/etc badge?

Quote:
Originally posted by thebacklash
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?
At this stage there is no way to get "elite" status of a mob. I've noticed in 1.6 they've added a NPC Type flag on the unit details - so this might be what I am looking for!
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Unread 10-26-11, 11:23 PM  
thebacklash
 
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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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Unread 10-26-11, 06:52 PM  
grantus
 
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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:
Originally posted by mayhem
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
Last edited by grantus : 10-26-11 at 06:54 PM.
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Unread 10-26-11, 09:54 AM  
mayhem

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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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Unread 10-24-11, 06:12 PM  
grantus
 
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Re: In/Out of Combat Detection

Quote:
Originally posted by nalerian
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*
Yeah it could do
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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Unread 10-24-11, 12:12 PM  
nalerian
 
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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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Unread 10-24-11, 05:17 AM  
grantus
 
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Quote:
Originally posted by mayhem
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
Yeah I am currently in the middle of a rewrite of the code base for MinUI which is turning out to be much more complex and take longer than I thought it would!

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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Unread 10-24-11, 03:33 AM  
mayhem

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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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Unread 10-23-11, 11:24 PM  
grantus
 
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@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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Unread 10-23-11, 05:22 PM  
kenze
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any way to copy a layout from one character to another? like a profile?
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