Download
(1 MB)
Download
Updated: 10-19-11 10:57 PM
Pictures
File Info
Updated:10-19-11 10:57 PM
Created:09-28-11 09:14 AM
Downloads:14,661
Favorites:61
MD5:
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


Post A Reply Comment Options
Unread 10-23-11, 08:49 AM  
mayhem

Forum posts: 0
File comments: 3
Uploads: 0
BuffIconColor

For some reason I cant change the bordercolor on the debufficons.
The only backgroundcolor-line I found is changed from 1,0,0 to 1,1,1 but its still red :/

any idea if theres a static SetBackgroundColor hidden somewhere else? :/
mayhem is offline Report comment to moderator  
Reply With Quote
Unread 10-22-11, 08:37 PM  
p3t3rl1

Forum posts: 0
File comments: 6
Uploads: 0
One major annoying bug I found with the latest version (I had to switch to version 1.3 to fix it) is that when you enable bar view on the buffs instead of icons, the bars do not display correctly.

First of all, bars used to sort themselves out so that the bars with the shortest remaining time goes on the top and the bars with the longest remaining time goes to the bottom. This is no longer the case, now the bars are all over the place and I am not sure how exactly they rearrange themselves now. I find the previous ordering by remaining time extremely useful especially as a warden healer so I know which HoT to reapply.

Secondly, when a buff its about to expire with the bar view, it lingers on the screen for an additional 3 seconds and display time remaining as -1.59 and the bars turns white. This was driving me nuts so I had to revert back to a previous version.
p3t3rl1 is offline Report comment to moderator  
Reply With Quote
Unread 10-22-11, 07:23 PM  
Astug

Forum posts: 0
File comments: 2
Uploads: 0
Quote:
Originally posted by warmage
cant click [player] or [player.target] or [player.target.target] or [focus]
to target !

clicking in any one of them should make u target it
LEARN TO READ. The reason why is explained 1 post below yours, sigh..
Astug is offline Report comment to moderator  
Reply With Quote
Unread 10-22-11, 06:07 PM  
warmage

Forum posts: 0
File comments: 1
Uploads: 0
cant click [player] or [player.target] or [player.target.target] or [focus]
to target !

clicking in any one of them should make u target it
warmage is offline Report comment to moderator  
Reply With Quote
Unread 10-20-11, 07:10 PM  
grantus
 
grantus's Avatar
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 82
Uploads: 1
gUF hehe, I like it.

Quote:
- The frames aren't clickable, which means I can't right-click the player frame to leave party and that stuff.
- The target frame doesn't show raid markers or elite label and whatever.
- The buffs/debuffs doesn't show a tooltip when hovering over them.
Sadly the API doesn't support those things yet

Quote:
One question... Will your work-in-progress be available on your GitHub?
Yup it's in a branch called experimental.
grantus is offline Report comment to moderator  
Reply With Quote
Unread 10-20-11, 03:05 PM  
Critt
Zombie

Forum posts: 2
File comments: 15
Uploads: 0
Quote:
Originally posted by Aalwein
drop the R. just call it gUF!
Bingo!!!!

Still a great addon and I wish you the best of luck with what you will come up with.

One question... Will your work-in-progress be available on your GitHub?
Critt is offline Report comment to moderator  
Reply With Quote
Unread 10-20-11, 02:31 PM  
Scottckr

Forum posts: 0
File comments: 1
Uploads: 0
Great addon, but not going to use it just yet, here's why:
- The frames aren't clickable, which means I can't right-click the player frame to leave party and that stuff.
- The target frame doesn't show raid markers or elite label and whatever.
- The buffs/debuffs doesn't show a tooltip when hovering over them.
- Probably something more that I forgot.
Really hoping these features will be implented soon
Scottckr is offline Report comment to moderator  
Reply With Quote
Unread 10-20-11, 08:47 AM  
Aalwein
Zombie

Forum posts: 2
File comments: 43
Uploads: 0
drop the R. just call it gUF!
Aalwein is offline Report comment to moderator  
Reply With Quote
Unread 10-20-11, 08:09 AM  
weasoug
 
weasoug's Avatar

Forum posts: 0
File comments: 35
Uploads: 0
grUF (Grantus UnitFrames) seems like a great name. should you wish to change it. thanks for the update.
__________________
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
weasoug is offline Report comment to moderator  
Reply With Quote
Unread 10-20-11, 02:32 AM  
Lycander

Forum posts: 0
File comments: 5
Uploads: 0
Quote:
Originally posted by grantus
@Lycander: Sure, just '/mui maxBuffs player 20' then /reloadui and you should be sweet.
Sry, don't work. It displays only 9 icons, after I set /mui buffsMax player 20.
Last edited by Lycander : 10-20-11 at 02:33 AM.
Lycander is offline Report comment to moderator  
Reply With Quote
Unread 10-19-11, 07:44 PM  
grantus
 
grantus's Avatar
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 82
Uploads: 1
@Rustycage: That's odd - I'm rewriting the buff/debuff system at the moment, so hopefully this fixes the issue.

@Lycander: Sure, just '/mui maxBuffs player 20' then /reloadui and you should be sweet.

@Wolle0rism: Yeah sadly the API doesn't have an elite or tapped mob indicator yet, very frustrating I know And nice catch, ill add scale into those unit's soon. Regarding class mechanics, I'm not 100% sure how to deal with them yet. Most of them are just a debuff on the target anyways (or player buff) - so I might just enabled players to make them a high priority buff that is always first in a list or something similar.

@lordfafoin: Eventually I'll have color cusomisation options in for class, reaction or health. At the moment the buffs/debuffs are anchored to the frames (through /mui (de)buffLocation above/below). Soon I plan to detach everything (including combo points bars and castbars) and have users define where they want them to be anchored.

@Rounded: How very odd. I have redone the way buffs/debffs are monitored so hopefully when I release this it will fix the issues.

@Gwyddion: Yeah the apple was my default icon for when a spell doesn't actually have an icon. It seems to be that (probably to save development time) 99% of enemy spells don't actually have an icon associated with them. I've noticed too that with enemy player's spell casts, the game is pretty random in giving the icon for the spell. Sometimes it does and I can render it, sometimes the exact code on the exact spell returns a "no icon" and I have to use the apple. Odd.
grantus is offline Report comment to moderator  
Reply With Quote
Unread 10-19-11, 01:54 PM  
Gwyddion

Forum posts: 0
File comments: 5
Uploads: 0
An apple a day...

I keep getting the "default apple" icon on most of my own and almost all of enemy spells on the castbars. How do I make it show all spell icon? I understand the apple when calling a mount, but when enemy throw lightning bolt on me?
Gwyddion is offline Report comment to moderator  
Reply With Quote
Unread 10-19-11, 11:35 AM  
Rounded

Forum posts: 0
File comments: 4
Uploads: 0
Update on the Warden healing and spiking CPU:

it's location-dependent for some reason, I only get spikes in the following places and areas:

CC T2: the uphill before 2nd to last boss
DD T2/MM: going down the spiral, there's a river which does 20 damage, anyone stands in it, I get up to 50% spikes
DSM T2: the hallways with lasers even if no one gets hit

And I'll add again, no problems when I'm going around with my rogue.

Also, I seem to be missing the gauge for conviction when I tank, have to spy if from my buffs (51p justicar). Here's the funny part: if I go shaman, I get the little hexagon of conviction above my name on top left corner of the frame (5p in justicar)...
Rounded is offline Report comment to moderator  
Reply With Quote
Unread 10-19-11, 10:59 AM  
lordfafoin

Forum posts: 0
File comments: 4
Uploads: 0
Another question / request : is it possible to have detachable/independant target buff/debuff bars?


Thanks!
lordfafoin is offline Report comment to moderator  
Reply With Quote
Unread 10-19-11, 06:48 AM  
Wolle0rism
 
Wolle0rism's Avatar

Forum posts: 0
File comments: 7
Uploads: 0
first of all: Thats amazing! I Love that addon, waited so long for a unitframe replacement to hide that crappy oversized portraits and i liked the Shadowed unitframes in WoW. used it for years in Wow

So i dont even ready every post in here, so im sorry if that question is always done:

I have 2 important things to ask for:
1. There is no indicator or even a hint if the target is a normal or a elite mob nor a rare mob (standard the spikes around the portrait or the little crystal ontop)


2. If i scale the frames, the energy/combo points etc. and the castbars dont scale within the frames


And will be the class mechanics later in the UF integrated? Its not that important things cuz i still can use the originals, but would be cool
Wolle0rism is offline Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: