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Updated:10-19-11 10:57 PM
Created:09-28-11 09:14 AM
Downloads:14,670
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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 09-28-11, 12:30 PM  
Draegan

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Can't wait for something like this. Any idea of when combo points will be added?
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Unread 09-28-11, 02:26 PM  
Eloora
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Clicking on the player frame does not target yourself. This is a promising mod but usability seems low for now. Would like some other color and display options for the target window as well, like reaction, faction, race etc.
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Unread 09-28-11, 06:52 PM  
grantus
 
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Quote:
Originally posted by Eloora
Clicking on the player frame does not target yourself. This is a promising mod but usability seems low for now. Would like some other color and display options for the target window as well, like reaction, faction, race etc.
Yeah some of the targeting event's are really crazy. I just through I'd put this initial code up to see how interested people were. Wont be able to work on it for the rest of this week sadly (Gotta finish my thesis :P) but definitely be working on it a lot more next week. Thanks for the suggestions - I plan to add configuration options once I can figure out a nice way to handle it (without using slash commands).
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Unread 09-28-11, 06:55 PM  
grantus
 
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Quote:
Originally posted by Draegan
Can't wait for something like this. Any idea of when combo points will be added?
Hey Draegan (Love Rift Junkies been reading it since beta ) - It won't be too hard to add them, I've stubbed out some code for it already. I'm just not sure of the best way to show it yet - would a number be best... or perhaps 5 smaller bars along the bottom of the frame? (Same goes for Mage charge btw :P)
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Unread 09-28-11, 10:11 PM  
Taldren

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Quote:
Originally posted by Draegan
Can't wait for something like this. Any idea of when combo points will be added?
Until he has a chance to do more ...

If you edit MinUI.lua line 460 to say:
-- Show the bar and set the data.
if (unitName=="player.target") then
bar:SetVisible(true)
else
bar:SetVisible(false)
end
bar:SetBuff(buff, time)

it will remove the buffbars from the otherwise clean summary windows of yourself and your target of target.

I would suggest "BuffBar --Modification of Zorba's buff bars" as a decent buffbar replacement.
Last edited by Taldren : 09-28-11 at 10:21 PM.
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Unread 09-28-11, 10:22 PM  
grantus
 
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Quote:
Originally posted by Taldren

I just wish I could remove it from only the self and targetoftarget frames and leave it active on the enemy frame, but I don't see it yet.
Eventually I'll add options to enable/disable the buff bars for the specific unit frames, I personally like to see my buffs right where my eyes are focused so that's why I've anchored them to the player's frame.
Last edited by grantus : 09-28-11 at 10:33 PM.
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Unread 09-28-11, 10:42 PM  
Taldren

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Quote:
Originally posted by grantus
Eventually I'll add options to enable/disable the buff bars for the specific unit frames, I personally like to see my buffs right where my eyes are focused so that's why I've anchored them to the player's frame.
I found away and explained it below. When you are a rogue with a lot of self buffs and procs you end up with a huge amount of crap in the middle of your screen. Especially when you target yourself and get 3 of you with all your buffs. It looks like the screen exploded

I would suggest only putting debuffs over the player frame, your debuffs over the target frame, and removable debuffs (if a cleaning class) over the target of target. That is all you really need to know about at the time, especially in PvP.

There are seperate UI mods already for rebuff display and buffbar replacement that can complement what you have already in place. When I created UI mods for DAoC, WoW, and WAR I learned early that you don't want to make one large ui mod when you can break it down into smaller UI mods. Makes it easier to update, diagnose, manage, and gives players much more control of what is loaded in memory.

Btw, you need to save possition of frames to saved variables or they always reset position to default.

Overall, a very good first step.
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Unread 09-28-11, 11:05 PM  
grantus
 
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Quote:
Originally posted by Taldren
I would suggest only putting debuffs over the player frame, your debuffs over the target frame, and removable debuffs (if a cleaning class) over the target of target. That is all you really need to know about at the time, especially in PvP.

Btw, you need to save possition of frames to saved variables or they always reset position to default.

Overall, a very good first step
Cheers mate. What you've described is exactly what I was planning (Perhaps with procs / cooldowns shown attached to the player frame if desired). I'll probably add a coloured border to the target / tot frame showing there is a debuff that you can cleanse.

And yeah - the click and drag code was just something I chucked in there at the last minute hehe
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Unread 09-29-11, 07:26 AM  
Codeine

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Still no combo points for me on my rogue, are they working on the live update?

Many Thanks.
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Unread 09-29-11, 07:30 AM  
grantus
 
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Quote:
Originally posted by Codeine
Still no combo points for me on my rogue, are they working on the live update?

Many Thanks.
RiftUI hasn't pushed up the latest code yet.
In the mean time https://github.com/grantus/MinUI has it. You should be able to download it from there - but you'll need to rename the folder it creates to MinUI.
Last edited by grantus : 09-29-11 at 07:31 AM.
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Unread 09-29-11, 11:00 AM  
Taldren

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Good evolution ... nice work.
Have you looked into flash and fade bar movement for health?

When you take a hit your bar instantly drops to the new health point and does a flash pulse, but there is a low alpha bar of your original health value below your current health that fades out. At low health they usually loop the red flash pulse.

It really helps in PvP ... especially when you start to see flashes of Orange/Red.

I would also like to suggest that you segment the rogue mechanic bar into 5 pieces (-----) rather then (_____) to more clearly see how many points you have.

Another suggestion is to add to the player frame short duration self buffs (t<15 or 30 seconds) and have them either go below the player frame or above the debuffs.
Last edited by Taldren : 09-29-11 at 11:56 AM.
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Unread 09-29-11, 12:56 PM  
Draegan

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Quote:
Originally posted by grantus
Hey Draegan (Love Rift Junkies been reading it since beta ) - It won't be too hard to add them, I've stubbed out some code for it already. I'm just not sure of the best way to show it yet - would a number be best... or perhaps 5 smaller bars along the bottom of the frame? (Same goes for Mage charge btw :P)
Typically I'm looking at my target's UI frame for combo points. UI is a matter of personal taste, so what I may want, other will hate.

That being said I'd love to just see a large solid font number to the left of the UI frame.



Rough mock up here. I'd love to see the option of that "combo box" be moveable on it's own and scalable as well. Not sure if that's possible though.

Edit:
Just noticed the buff/debuff portion of the display (I originally thought it was part of another mod). I love it, especially for us rogues needing to keep Impale up etc.

It's exactly how I had set up my buff/debuffs for my DK in WOTLK. The debuffs look good, though I would like to see those buffs be customizable. Like being able to only see the 60s buffs like Annihilate and Head Shot. The rest of the buffs/debuffs can be tossed into a seperate buff bar mod. I don't need to see poisons on my player frame.

Editx2:
I want a mod essentially to track 60s or less buffs above my target frame or at least moveable to where I want them.

Then I want a mod to track my current debuffs on the target like impale and fiery spike. and then have that be moveable and scalable.

Good start.
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Last edited by Draegan : 09-29-11 at 01:05 PM.
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Unread 09-29-11, 05:19 PM  
Taldren

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Ok, since we are allowed PICTURES!! I have a better way to show my suggestions ...



Basically, to make this a true minimal ui, you really don't need to know your own name, class, and level. You should already know this stuff. So I removed that from the player frame.
I showed the short duration buffs below the player frame, but they could also reside above the debuffs. I would personally prefer below as I usually have these frames in the middle of my screen near my character.

The target frame should show your debuffs if it is an enemy target ... if it is a friendly target it should show your buffs on the target. This means you could get rid of /muidps and /muihealing and instead do a /muitargetbuffs if you want to show removable debuffs on a friendly target or purgable buffs on an enemy target.

The target of target doesn't need to be that large or detailed as the target frame. Just a health bar, name, and buffs (same setup as target frame).
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Unread 09-29-11, 06:19 PM  
grantus
 
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Thanks for the great suggestions guys!
I really like the idea of short term buffs / debuffs so I'll add them as an option soon.

@Taldren: Yeah I agree 100% regarding the pet / tot frame size, my plan was that eventually they'd default to a smaller health only display. And.. removing the name from the bottom of the UnitFrames is something I've been meaning to do for the exact reason you have posted - so users can have buffs below debuffs above.

@Draegan: Me too RE: the DK and I like the combo box idea - it shouldn't be very hard to implement, so I'll make it an option.

In the mean time, I hope it's functional enough to last a weekend! I finished my thesis last night (at some ungodly hour) and will be celebrating heavily this weekend - so I probably won't be pushing up many updates until Monday/Tuesday next week.
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Unread 09-29-11, 06:52 PM  
Draegan

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Quote:
Originally posted by grantus


In the mean time, I hope it's functional enough to last a weekend! I finished my thesis last night (at some ungodly hour) and will be celebrating heavily this weekend - so I probably won't be pushing up many updates until Monday/Tuesday next week. [/b]
Good luck.

Few things I need before I can use it in a raid and have perfect viability:
  • Can't join or see public groups via people.
  • Can't right click on portrait for trading and loot options.
  • The debuffs needs to be achored or have the ability to be filtered. For example, testing the mod on a dummy, Fiery Spike is very hard to keep an eye on easily and see what the stacks are since it keeps getting moved in order of the stack.

Thats all I can think of now outside being able to resize some of the windows.
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