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Updated:10-19-11 10:57 PM
Created:09-28-11 09:14 AM
Downloads:14,842
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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 10-15-11, 10:47 AM  
weasoug
 
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Quote:
Originally posted by Eryl
Any way to show if it is an Elite target or such?
this has been said a few times on posts if you read down. but no rift have not added the code to let us code that yet. so all you can do is put the target behind minui and take the alpha down to 15.

ps it seems you did not change debug quotes. as on the ghub one there on. ie "refreshing code" when you change target. been looking tough to code to see where is has come from.

also i see in UnitFrame.lua needs -- for anyone with the prob.

Code:
if(barType == "comboPointsBar" and (barToUpdate == "combo" or barToUpdate == "all")) then
					print( "refreshing ", barType, " on ", self.unitName )
					self:updateComboPointsBar(  )
				end
Last edited by weasoug : 10-15-11 at 12:07 PM.
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Unread 10-15-11, 12:03 PM  
kenze
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can this be down for part frames too?
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Unread 10-15-11, 12:10 PM  
BuGi
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Quote:
• Split buffs between icons and bars by a time threshold. I'd imagine all the long term stuff shown as icons and the short, critical effects as bars. Very helpful by my experience.
Adding to that, would be also nice to see the separation by player / all buffs. So only the debuffs/buffs done by player as bars, and in addition other (or all) buffs/debuffs as icons.

Really nice stuff so far, also updating to the latest version took the cpu usage down here from around 10% to 3% on average.
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Unread 10-15-11, 12:25 PM  
Farius Kaupus
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Quote:
Originally posted by weasoug
this has been said a few times on posts if you read down. but no rift have not added the code to let us code that yet. so all you can do is put the target behind minui and take the alpha down to 15.

ps it seems you did not change debug quotes. as on the ghub one there on. ie "refreshing code" when you change target. been looking tough to code to see where is has come from.

also i see in UnitFrame.lua needs -- for anyone with the prob.

Code:
if(barType == "comboPointsBar" and (barToUpdate == "combo" or barToUpdate == "all")) then
					print( "refreshing ", barType, " on ", self.unitName )
					self:updateComboPointsBar(  )
				end
where should this be added in the .lua ?

also one bug i've noticed when resizing width. Castbars are now wider than the bar itself (off to the right) its not really a problem as such as you can still see the cast go off just that it has resized past the unit frame.
Last edited by Farius Kaupus : 10-15-11 at 12:28 PM.
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Unread 10-15-11, 12:29 PM  
weasoug
 
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Quote:
Originally posted by Farius Kaupus
where should this be added in the .lua ?

also one bug i've noticed when resizing width. Castbars are now wider than the bar itself (off to the right) its not really a problem as such as you can still see the cast go off just that it has resized past the unit frame.
it should be like

Code:
if(barType == "comboPointsBar" and (barToUpdate == "combo" or barToUpdate == "all")) then
					--print( "refreshing ", barType, " on ", self.unitName )
					self:updateComboPointsBar(  )
				end
open UnitFrame.lua and find this code and just add the -- to the print. as i put above.

i can see he forgot to do the -- on the print when he was trying to get the combo ponts working again.

and with the resize like what was said down a bit. he is going to look into it. at this time i just put none on MinUIConfig
castbar = "none", -- above below or none
on
player.target.target
focus
Last edited by weasoug : 10-15-11 at 12:38 PM.
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Unread 10-15-11, 12:49 PM  
Liamdrien

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Only problem after putting the -- in to the code is for some reason I'm not able to see my aura buffs even with it enabled. Is anyone else having this problem? Great addon by the way.
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Unread 10-15-11, 01:01 PM  
weasoug
 
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Quote:
Originally posted by Liamdrien
Only problem after putting the -- in to the code is for some reason I'm not able to see my aura buffs even with it enabled. Is anyone else having this problem? Great addon by the way.
doing what i said is just for one thing to stop when your target somthing it dont say refreshing code.
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Unread 10-15-11, 01:03 PM  
Liamdrien

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I know that was just wondering if anyone else is having issues with the aura buffs. Sorry wasn't clear in that post.

Edit: It was working before todays update.
Last edited by Liamdrien : 10-15-11 at 01:04 PM.
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Unread 10-15-11, 01:10 PM  
weasoug
 
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Quote:
Originally posted by Liamdrien
I know that was just wondering if anyone else is having issues with the aura buffs. Sorry wasn't clear in that post.

Edit: It was working before todays update.
ok try by open MinUIConfig

and change
Code:
			buffsMax = 5, -- max number of buffs/debuffs
			debuffsMax = 5,
to maybe
Code:
			buffsMax = 10, -- max number of buffs/debuffs
			debuffsMax = 10,
or 20 sup to you.


ps would love to be able to set buff's to right of the bar. hehe
Last edited by weasoug : 10-15-11 at 01:17 PM.
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Unread 10-15-11, 01:24 PM  
Liamdrien

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Tried that and still no luck. Not sure why it's doing it. I compared code from the previous version to this one and I don't see really a reason for it to not show. It tries to show up it looks like but then disappears like it flashes the icon and then goes away really quickly.
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Unread 10-15-11, 04:00 PM  
flyingman

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Bad Lag

Do few Zone events now. the mod goes crazy start using ton of resources.
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Unread 10-15-11, 04:02 PM  
weasoug
 
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Thumbs up Re: Bad Lag

Quote:
Originally posted by flyingman
Do few Zone events now. the mod goes crazy start using ton of resources.
yes i have seen that,.. but im sure he has other things to work on then that for now.
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Unread 10-15-11, 04:09 PM  
Eryl

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Combo points aren't working for me, anything I could have done wrong? Did enable it in the player.target under bars
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Unread 10-15-11, 04:13 PM  
weasoug
 
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Quote:
Originally posted by Eryl
Combo points aren't working for me, anything I could have done wrong? Did enable it in the player.target under bars
Combo points are working as i am playing on my rog. did you update to the new files all you will get is. a print that can be changed if you look at my early post. but Combo points are working fine.
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Unread 10-15-11, 04:16 PM  
Eryl

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I modified based on below as well. Do I need to delete the entire folder not over write?
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