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		<title>RIFT Forums - Addon API Development</title>
		<link>http://forums.riftgame.com/</link>
		<description>Discuss the development of the Addons and UI Modifications</description>
		<language>en</language>
		<lastBuildDate>Thu, 23 May 2013 20:32:01 GMT</lastBuildDate>
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			<title>RIFT Forums - Addon API Development</title>
			<link>http://forums.riftgame.com/</link>
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		<item>
			<title>SAPI calls to allow RiftSay to be an internal addon</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/359820-sapi-calls-allow-riftsay-internal-addon-new-post.html</link>
			<pubDate>Thu, 23 May 2013 03:31:58 GMT</pubDate>
			<description>Hi all. 
 
I been looking over the API that are provided for developing addons.  I currently have an external adddon called RfitSay that uses Text to...</description>
			<content:encoded><![CDATA[<div>Hi all.<br />
<br />
I been looking over the API that are provided for developing addons.  I currently have an external adddon called RfitSay that uses Text to Speech to say what chat you are getting.  It is great for dyslexic or people with limited vision.  I would like to bring it into the game as an addon.  I can translate the python code easy enough, but do not see how I can make a call to SAPI to do the Text To Speech.<br />
<br />
Here is the current hook I use in Python:<br />
win32com.client.Dispatch('Sapi.SpVoice')<br />
<br />
Any advice on how to bring this into the game appreciated as folks are leery of external programs.  The key part is how to do the Text To Speech from LUA within the bounds of the RIFT api.<br />
<br />
You can check out the current version of RiftSay here:<br />
<a href="http://www.mspeedie.com/RiftSay.html" target="_blank">http://www.mspeedie.com/RiftSay.html</a><br />
It has all the source code in the zip file as well as an executable to run the program.<br />
<br />
Thanks!<br />
<br />
-Malcolm</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Mals</dc:creator>
			<guid isPermaLink="true">http://forums.riftgame.com/rift-general-discussions/addon-api-development/359820-sapi-calls-allow-riftsay-internal-addon.html</guid>
		</item>
		<item>
			<title>Issue with loading a UI</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/359761-issue-loading-ui-new-post.html</link>
			<pubDate>Wed, 22 May 2013 19:57:47 GMT</pubDate>
			<description>I have been trying to get this ui to work(http://www.riftui.com/downloads/info368-SunstepUI.html). I have followed their instructions renamed the...</description>
			<content:encoded><![CDATA[<div>I have been trying to get this ui to work(<a href="http://www.riftui.com/downloads/info368-SunstepUI.html" target="_blank">http://www.riftui.com/downloads/info368-SunstepUI.html</a>). I have followed their instructions renamed the folders etc and everytime I would try to load the ui trough the /importui the game will crash and ask that i send an error report. <br />
<br />
    I have re-installed rift to try to do it from a base installation and it crashed on the first go but will let me use it now. but as you can see my ui looks nothing like the one from the site. Can any of you tell em what i am doing wrong. I have tried google searches etc and I am having a hard time finding anything.</div>


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			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Palatinus</dc:creator>
			<guid isPermaLink="true">http://forums.riftgame.com/rift-general-discussions/addon-api-development/359761-issue-loading-ui.html</guid>
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			<title>Event API conversion...</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/359461-event-api-conversion-new-post.html</link>
			<pubDate>Mon, 20 May 2013 22:48:33 GMT</pubDate>
			<description>I would just like to state, for the record: 
 
I am super happy in principle about the new API, but I am dreading trying to convert to it. 
 
Does...</description>
			<content:encoded><![CDATA[<div>I would just like to state, for the record:<br />
<br />
I am super happy in principle about the new API, but I am dreading trying to convert to it.<br />
<br />
Does anyone have handy tools for checking whether code has loose ends that need tying up? Or, for that matter, a simple cheat sheet of &quot;if you did X, now you should do Y&quot;? I am feeling lazy...</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>the_real_seebs</dc:creator>
			<guid isPermaLink="true">http://forums.riftgame.com/rift-general-discussions/addon-api-development/359461-event-api-conversion.html</guid>
		</item>
		<item>
			<title>Help with stuff... I guess?</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/359358-help-stuff-i-guess-new-post.html</link>
			<pubDate>Mon, 20 May 2013 04:58:37 GMT</pubDate>
			<description><![CDATA[I've never modded a UI in my life. Just want to toss that one out there right away. 
 
So I'm back to playing Rift (man...I wish I paid more...]]></description>
			<content:encoded><![CDATA[<div>I've never modded a UI in my life. Just want to toss that one out there right away.<br />
<br />
So I'm back to playing Rift (man...I wish I paid more attention to you guys. This game has come a long way and I'm sad to see it go F2P!) but the one thing that's nagging at me....the UI is pretty bulky. It never used to bother me, until I started using a UI in WoW:<br />
<a href="http://www.wowinterface.com/downloads/info16068-RealUI.html" target="_blank">http://www.wowinterface.com/download...68-RealUI.html</a><br />
<br />
This UI...if you've ever played WoW (who hasn't, right?) and didn't use this UI, I'm sorry for your loss. The minimalistic approach, only showing you what you need to know at any given time...it was glorious. I'd dare say it even boosted my DPS just because I could actually see the game and react to it.<br />
<br />
Anyway, I realize I can never do what it does. But I'd like to emulate as much as possible. Specifically, the &quot;texturelessness&quot; of it.Clean cut boxes, tiny borders, almost clinical precision. Can any of this be accomplished in Rift? It seems from my limited research, any in-game UI element is OFF-LIMITS (I can't find anything that lets me remove the texture elements of Action Bar 1, for example). But we can make our own elements, right?<br />
<br />
I see gadgets. I use gadgets. I like the unitframes, and the ability to make other kinds of frames. But I need more! Right now, I'd like to focus on the minimap. How to I make the minimap just a nice small box I can tuck away in the corner, with nary a button on it?<br />
<br />
Please, Trion devs, don't take offense. Your artists make really awesome stuff, and I don't not like the UI. I can't draw for bananas, and all the little trim and little details are really good! I'd just like to tweak it to my tastes :D<br />
<br />
Any and all help is always appreciated! Thanks guys n gals!</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Nightlith</dc:creator>
			<guid isPermaLink="true">http://forums.riftgame.com/rift-general-discussions/addon-api-development/359358-help-stuff-i-guess.html</guid>
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		<item>
			<title>Tooltip on mouse</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/359330-tooltip-mouse-new-post.html</link>
			<pubDate>Sun, 19 May 2013 23:17:49 GMT</pubDate>
			<description><![CDATA[Hi!  Not sure if there is an option somewhere in the game (I can't find it), but I was wondering if there was an addon that would anchor my tooltip...]]></description>
			<content:encoded><![CDATA[<div>Hi!  Not sure if there is an option somewhere in the game (I can't find it), but I was wondering if there was an addon that would anchor my tooltip to my mouse cursor.  I found one called StarTip, but It was really outdated so I couldn't test it.  Thanks!</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Wootcakes</dc:creator>
			<guid isPermaLink="true">http://forums.riftgame.com/rift-general-discussions/addon-api-development/359330-tooltip-mouse.html</guid>
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			<title>Updating for the new event model</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/359275-updating-new-event-model-new-post.html</link>
			<pubDate>Sun, 19 May 2013 09:18:41 GMT</pubDate>
			<description><![CDATA[As I'm going through the process of updating Gadgets for the new event model, I thought I'd post a quick description of how I've gone about doing it,...]]></description>
			<content:encoded><![CDATA[<div>As I'm going through the process of updating Gadgets for the new event model, I thought I'd post a quick description of how I've gone about doing it, in case anyone isn't entirely sure of how to update their own addons.<br />
<br />
<b>Global Event Handlers</b><br />
<br />
These are the easiest ones. I did a search across the entire project looking for the text: table.insert(Event.<br />
<br />
Wherever I found this text, I altered it as follows<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">table.insert(Event.System.Update.Begin, { OnSystemUpdateBegin, AddonId, &quot;SystemUpdate&quot; })</code><hr />
</div> Becomes:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">Command.Event.Attach(Event.System.Update.Begin, OnSystemUpdateBegin, &quot;SystemUpdate&quot;)</code><hr />
</div> Then you find the event handler function, and add in a parameter for the event handle. I use hEvent for this.<br />
<br />
For example, if the function looked like:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">function OnSystemUpdateBegin(alpha, beta)</code><hr />
</div> It simply becomes:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">function OnSystemUpdateBegin(hEvent, alpha, beta)</code><hr />
</div> You can totally ignore the hEvent parameter within the function, you just need to add it to keep your parameter list correct.<br />
<br />
<b>Frame Event Handlers</b><br />
<br />
This are harder to find, and harder to update. What I've done is search across my project for the text: .Event.<br />
<br />
I then check each matching line to see if it is actually registering a frame event.<br />
<br />
If you currently have:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">myFrame.Event.LeftDown = function() print(&quot;clicked&quot;) end</code><hr />
</div> It becomes something like:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">myFrame:EventAttach(Event.UI.Input.Mouse.Left.Down, function() print(&quot;clicked&quot;) end, &quot;MouseDown&quot;)</code><hr />
</div> If the event provides parameters to the function, you need to add in the event handler, just like global events. The thing to be aware of here is that the first parameter is still the frame itself, the second parameter is the event handle.<br />
<br />
Therefore, if your event handler currently looks like this:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">function myFrame:OnSomething(alpha, beta)<br />
end</code><hr />
</div> It will become:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">function myFrame:OnSomething(hEvent, alpha, beta)<br />
end</code><hr />
</div> However, if you're not using the Lua colon ( : ) shortcut, and your function looks like this:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">function myFrame.OnSomething(frame, alpha, beta)<br />
end</code><hr />
</div> It will need to look like:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">function myFrame.OnSomething(frame, hEvent, alpha, beta)<br />
end</code><hr />
</div> A list of all of the various UI events is available <a href="http://portal.wildtide.net/RiftAPI/Category/UI" target="_blank">here</a>.<br />
<br />
I hope that makes sense, and may be useful to someone.<br />
<br />
- Wild</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>DoomSprout</dc:creator>
			<guid isPermaLink="true">http://forums.riftgame.com/rift-general-discussions/addon-api-development/359275-updating-new-event-model.html</guid>
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			<title>(Request) Crafting Menu</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/359208-request-crafting-menu-new-post.html</link>
			<pubDate>Sat, 18 May 2013 17:01:31 GMT</pubDate>
			<description>Is it possible to create an addon that will open the crafting menu with all the sub sections collapsed, instead of having to close each section to...</description>
			<content:encoded><![CDATA[<div>Is it possible to create an addon that will open the crafting menu with all the sub sections collapsed, instead of having to close each section to get to the recipe you require ? <br />
<br />
It has been asked for many times in the crafting forums but so far nothing has been done about it and the solution seems to be an addon.</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Shadykadie</dc:creator>
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			<title>How to change Rift font?</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/359035-how-change-rift-font-new-post.html</link>
			<pubDate>Fri, 17 May 2013 03:10:58 GMT</pubDate>
			<description><![CDATA[Hello! 
 
Is there any addon or way (such as replacing the font file in the client--I can't find it) to change the font in Rift? For the chat window,...]]></description>
			<content:encoded><![CDATA[<div>Hello!<br />
<br />
Is there any addon or way (such as replacing the font file in the client--I can't find it) to change the font in Rift? For the chat window, mail, quest text, nameplates, etc.</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Briseis</dc:creator>
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			<title><![CDATA[[Addon] Hermes, for a better PvE Experience!]]></title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/358699-addon-hermes-better-pve-experience-new-post.html</link>
			<pubDate>Wed, 15 May 2013 10:55:23 GMT</pubDate>
			<description>Hi all! 
 
I started this project some times ago when I found that some informations were missing in the Rift interface. 
 
Doing it being better...</description>
			<content:encoded><![CDATA[<div>Hi all!<br />
<br />
I started this project some times ago when I found that some informations were missing in the Rift interface.<br />
<br />
Doing it being better than asking for it, it was quite fun to do! and btw this forum helped me alot!<br />
<br />
The project reached enough maturity to be shared.<br />
<br />
<a href="http://www.riftui.com/downloads/info371-Hermes.html" target="_blank">&gt;&gt; Here it is &lt;&lt;</a><br />
<br />
I hope some will find it as useful as I do^^<br />
<br />
And any feedback is welcome!<br />
<br />
Have fun all!</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>MinDStorm</dc:creator>
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			<title>Show some love for the API!</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/358334-show-some-love-api-new-post.html</link>
			<pubDate>Sun, 12 May 2013 19:07:50 GMT</pubDate>
			<description><![CDATA[First, I want to say that this post isn't directed at Zorba. I'm a developer myself, I know that priorities come from elsewhere. 
 
I've got a lot of...]]></description>
			<content:encoded><![CDATA[<div>First, I want to say that this post isn't directed at Zorba. I'm a developer myself, I know that priorities come from elsewhere.<br />
<br />
I've got a lot of work to do on my addons. They are still using the old event system which is going to be removed at some point in the near future. There is a list of requested features as long as my arm that I really need to get around to implementing.<br />
<br />
However, I'm finding it difficult to build up a lot of enthusiasm for developing things further when Trion don't seem interested in their addon API any more. There is a great list of suggestions in the sticky thread, but we're not seeing any resource devoted to implementing any of them. The only work being done seems to be around damage limitation to stop addons from slowing the game down.<br />
<br />
The API is fantastic, but it's unfinished. It is missing some really basic fundamentals. We can't scan our own soul trees, or tell who is leading a raid. We can't emulate the built in unit and raid frames without some major flaws because of secure mode limitations. We can't do anything at all with the map. We can't play sounds, bind keys, replace native frames, integrate with player chat, customize nameplates, tell which direction the player is facing, use texture coords, blend colours with textures, etc. etc.<br />
<br />
I could happily ignore these holes when new features were dropping into the API on a monthly basis; I assumed they'd be filled at some point. There was a slowdown due to Storm Legion, which made sense - Trion had limited resources and the addon API must have been a low priority. Right now though, it just feels like we've been abandoned :(<br />
<br />
I'm not someone who likes to rant on forums, and I have nothing but respect for Zorba. The stuff he's done single-handedly is astounding. All I'm asking is... can we please see some forward movement on the API? It feels like RIFT is losing addon devs faster than it's getting new ones, which is an unhappy situation. I don't know if this reflects the general RIFT population, but I for one would hate to see the addon dev community fade away due to lack of commitment from Trion.<br />
<br />
That's my (hopefully polite) rant over. This may sound like an &quot;I want&quot; tantrum. If I'm the only one who feels like this, I'll just shut up and get back in my box :)<br />
<br />
- Wild<br />
<br />
PS. In case anyone misunderstands, I'm still developing Gadgets. I'm not threatening to abandon it or anything like that. If the API doesn't change, then I'll continue to work with what we've got. I just feel that the API was heading in exactly the right direction, and then suddenly seemed to stop dead.</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>DoomSprout</dc:creator>
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			<title><![CDATA[[REQUEST] Update bcast]]></title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/357846-request-update-bcast-new-post.html</link>
			<pubDate>Fri, 03 May 2013 20:27:21 GMT</pubDate>
			<description><![CDATA[Anyone capable and willing to update bcast (http://www.riftui.com/downloads/info133-bCast-Castbars.html) enough that it'll run without throwing...]]></description>
			<content:encoded><![CDATA[<div>Anyone capable and willing to update <a href="http://www.riftui.com/downloads/info133-bCast-Castbars.html" target="_blank">bcast</a> enough that it'll run without throwing errors?  Alternatively, if another addon already exists that provides accurate cast times to the 100th of a second and a gcd spark as well let me know and I'll check it out.<br />
<br />
Thanks,<br />
Frailaq</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Frailaq</dc:creator>
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			<title>Action Bars, and click through</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/357822-action-bars-click-through-new-post.html</link>
			<pubDate>Fri, 03 May 2013 12:32:55 GMT</pubDate>
			<description><![CDATA[I didn't know if this was the right place to post this, but I didn't know where else.  
 
Is it possible to make an action bar click through? In WoW,...]]></description>
			<content:encoded><![CDATA[<div>I didn't know if this was the right place to post this, but I didn't know where else. <br />
<br />
Is it possible to make an action bar click through? In WoW, I used to have a several bars near the center of the screen, which were ONLY shown in combat, and were click through. These allowed me to watch several ability cooldowns and track my skills better.<br />
<br />
I specifically want this in Rift, because of the way the ability queue works with macros. I want to use macros; however, I am unwilling to use macros if their ability queue (visible green glow when next to be cast) is invisible. A work around for this is having the macro'd skill in another  action bar. When using the macro, the non macro skill will display the ability queue. <br />
<br />
Is this possible?</div>

 ]]></content:encoded>
			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Bloodsail</dc:creator>
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			<title><![CDATA[[Addon] Gadgets: Range Helper]]></title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/357710-addon-gadgets-range-helper-new-post.html</link>
			<pubDate>Wed, 01 May 2013 17:02:27 GMT</pubDate>
			<description>Not to be confused with or considered a replacement for the *Range Finder* gadget, this gadget offers enhanced visibility on your ability to execute...</description>
			<content:encoded><![CDATA[<div>Not to be confused with or considered a replacement for the <b>Range Finder</b> gadget, this gadget offers enhanced visibility on your ability to execute attacks based on your position and orientation relative to your current target.<br />
<br />
It offers 4 indicators:<br />
<br />
- Able to execute a rear positional ability<br />
- Able to execute a melee range ability<br />
- Able to execute an ability with a 20m range<br />
- Able to execute an ability with a maximum range<br />
<br />
<br />
Published to RiftUI and Curse.</div>

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			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Zazen</dc:creator>
			<guid isPermaLink="true">http://forums.riftgame.com/rift-general-discussions/addon-api-development/357710-addon-gadgets-range-helper.html</guid>
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			<title><![CDATA[[REQUEST] KBM Mark It]]></title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/357562-request-kbm-mark-new-post.html</link>
			<pubDate>Sun, 28 Apr 2013 23:51:54 GMT</pubDate>
			<description>Hello, could the author of KBM or anybody else make that particular addon separate from KBM? Reason i ask this because this is a very helpful...</description>
			<content:encoded><![CDATA[<div>Hello, could the author of KBM or anybody else make that particular addon separate from KBM? Reason i ask this because this is a very helpful addition and makes marking system easier, however downloading entire KBM addon as prerequisite for people that only want the 'Mark It' feature causes a lot of CPU waste. <br />
<br />
Here is a picture of the addon in use: <a href="http://i.imgur.com/w0ASCGD.jpg" target="_blank">http://i.imgur.com/w0ASCGD.jpg</a><br />
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It is quite helpful for PvP to see whenever enemy healers are nearby, also useful in PvE to see multiple bosses HP and easy to switch target for bosses such as Proginator HM.<br />
<br />
<div align="center">-------------<br />
Byona</div></div>

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			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Raffter90</dc:creator>
			<guid isPermaLink="true">http://forums.riftgame.com/rift-general-discussions/addon-api-development/357562-request-kbm-mark.html</guid>
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			<title>Cooldown tracking mod?</title>
			<link>http://forums.riftgame.com/rift-general-discussions/addon-api-development/357472-cooldown-tracking-mod-new-post.html</link>
			<pubDate>Sat, 27 Apr 2013 13:48:32 GMT</pubDate>
			<description><![CDATA[Anyone have some suggestions for cooldown tracking mods? I'd love to have a slider based one like ForteXorcist in WoW, but the ones I've found so far...]]></description>
			<content:encoded><![CDATA[<div>Anyone have some suggestions for cooldown tracking mods? I'd love to have a slider based one like ForteXorcist in WoW, but the ones I've found so far for Rift (nkRCooldown, Foresight) haven't been updated in a year or two.<br />
<br />
I'd be open to suggestions for another type of cooldown tracking mod, and I do have Karuul's Alerting System. I just feel that wouldn't be ideal for my needs, but I'll make do if that's all there is.</div>

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			<category domain="http://forums.riftgame.com/rift-general-discussions/addon-api-development/">Addon API Development</category>
			<dc:creator>Einzbern</dc:creator>
			<guid isPermaLink="true">http://forums.riftgame.com/rift-general-discussions/addon-api-development/357472-cooldown-tracking-mod.html</guid>
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