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Curse
HUDUF 2.28 Changelog
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Existing layouts will automatically convert to 2.28 layouts when you load the game the first time after install HUDUF 2.28. Your layout will not be changed in terms of positioning and size and so on. All new features are disabled by default for existing layouts. If your layout changed or did not update properly after updating to 2.28 please let me know. == New configuration GUI == * The configuration gui was completely redesigned * Each element of a bar has its own sub menu. Settings that affect an element are in that sub menu. ** E.g. the bar background texture is no longer set in the Texture menu it is now in the Bar Background menu * The configuration gui supports a so called compact mode for a more condensed view. ** You can toggle this mode by pressing the “<-“ button in a sub menu. * The old configuration gui can still be accessed using /hudufold, * Please note that some of the new settings introduced in HUDUF 2.28 are not accessible in the old gui == Rules == * The rule based behaviour of certain elements was extended to also allow a dynamic change of the texture and visibility based on rules. * Visibility Rulesets ** Can be used to dynamically change the visibility of elements that support this ** Follows the same logic as the Colour Rules * Texture Rulesets ** Can be used to dynamically change the texture of elements that support this ** Follows the same logic as the Colour Rules * New rules ** isCurrentValueAbove – value of state >= filter parameter ** isCurrentValueBelow – value of state <= filter parameter ** isRelativeValueAbove – some states provide relative values, see below ** isRelativeValueBelow ** isSpellChannel –Castbar state only, true if the player currently channels a spell ** isSpellInteract –Castbar state only, true if the player currently interacts with something ** isInCombat – if the player is in combat ** isGroupLeader – if the unit that the states belongs to is the group leader ** isFriendlyTarget – if the unit that the states belongs to is also the friendly target == Labels == * All labels now support displaying their data in a user defined way. * Every label has a new setting called format ** When redrawing a label all tags in this setting get replaced with their values ** All labels can resolve and display all tags e.g. *** If your label should display the title as “[level]Title” set the format to “[$lvl]$title”. *** If your label should display “(current/max)” use “($value/$max)” *** If you want your label to display “xy%” use “$per%” ** Valid tags: *** $value - the current value of the state *** $valdetail - the current value of the state, format x.y *** $max – the current maximum value of the state *** $per – the current value in percentage of the states *** $title – the title value of the state *** $missing – the difference between $max and $value *** $career – the career name of the state *** $cr – the career abbreviation for the states career, i.e. RP for a state that belongs to a Rune Priest *** $lvl – the level value of the state *** If a value is empty or not set or invalid for the state it is replaced with “” (empty). Unknown tags will not be expanded. ** The data of other states can also be accessed using tags *** Use $tag.statename *** E.g. if your label should display your current level and your renown rank use “$lvl - $lvl.Renown”. **All labels can now use colour rulesets (the setting is called Dynamic Colour”) ***Please note that only complete labels can be coloured. It is not possible to colour only a part of a label. If you want to use different rules for a text you need to use different labels. **All labels now obey to the “max chars” settings. *New label Info **This label is by default deactivated and has a empty format setting. **Use this for whatever you want, my suggestion would be $career. *Default anchors for new labels have changed in 2.28 to allow a more consistent positioning. **Labels created prior 2.28 will use a compatibility mode to maintain the intended layout. **To switch a bar labels to 2.28 mode check “2.28 layout” from the general menu. == Border == *The border no longer consists of 4 textures around the bar. *The border is now one texture behind the bar and can use its own texture and dynamic textures. *The border no longer changes its colour when “highlight if target” is checked. *The border can now use dynamic colours. *The border can now use its own alpha value or follow the bar background alpha value. *The former “size -> width/height” settings are now the border size settings. *The former padding settings remain the same in function. == Highlight (new) == *This element is in front of the border but behind the bar background. *This element is hidden by default. *For existing layouts the highlight settings are copied from the border settings. *The former “highlight if target” setting now affects this texture in visibility and colour. *The visibility of this texture can be controlled with the new visibility rules (setting is called dynamic visibility) *This element can use colour rules for dynamic colouring. *This element can use texture rules for dynamic changing of the elements texture. *This element can use its own alpha settings for follow the bar background alpha value. *The padding settings for this element work opposed to the border padding. **I.e. if your border padding’s are 2 and your highlight padding’s are 2 the highlight is as big as the border. **If you highlight padding are 0 then the highlight is as big as the bar background. **If you border padding are 5 and your highlight padding’s are 10 then the highlight is 5 pixels larger than your border in every direction (yes the highlight can be bigger than the border, no this is by design and totally intended). == Bar Background == *The size setting affects the bar background bar fill the bar decal. The total bar width (set in border menu) includes the background padding. == Bar Fill (renamed was foreground) == *The size setting affects the bar background bar fill the bar decal. The total bar width (set in border menu) includes the background padding. *The Bar Fill can use texture rules for dynamic changing of the elements texture. == Bar Decal (new) == *This element is intended to be used to add decals or fake reflections to the bar. *Unlike the bar fill this element is not resized when the value changes, consider it as another bar background but this time in front . *The size setting affects the bar background bar fill the bar decal. The total bar width (set in border menu) includes the background padding. *This element is hidden by default. *This element is above the Bar Fill. *This element can use texture rules for dynamic changing of the elements textures. *This element can use visibility rules for dynamic changing of the elements visibility. *This element can use colour rules for dynamic colouring of the element. *This element can use its own alpha settings or follow the bar background. *Please keep in mind that this element is over the bar fill. If you set the alpha to high you are no longer able to see the bar fill! == Icons == *All icons can use their own alpha value or follow the backgrounds alpha value. *All icons can now be positioned with an x and y offset to their anchors. == Status Icon (new) == *This icon is hidden by default. *This icon currently displays the group leader crown if appropriate. == States == *HTHP **The state now carries a relative value. This value shows the level difference between you and your hostile target. E.g. If you are level 40 and target an lvl 52 the relative value will be 12. If you are level 40 and target an level 28 then the relative value will be -12. *PlayerCareer **If you are either a shaman or an achmage the state will carry a relative value. This value will show your class mechanic values. Positive values for “makes damage stronger”, negative values for “makes healing stronger”. *MOHP **The state now carries a relative value. This value shows the level difference between you and your hostile target. E.g. If you are level 40 and target an level 52 npc the relative value will be 12. If you are level 40 and target an level 28 then the relative value will be -12. *Castbar **The castbar state now carries information if the skill used is channelling or an interaction. *Renown **This state now carries the renown rank as level information. == Textures == *2.28 includes additional textures. *The textures are shared with other addons with LibSharedAssets. *For texture copyright and licence please see License.txt in HUDUFAssets *Thank you to everybody that granted me the permission to redistribute their textures.
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