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  Click here to go to the first Rift Team post in this thread.   Thread: Post Your Small Addon API Suggestions Here

  1. #16
    Soulwalker
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    Inspect.Unit.Detail() - it would be great if it will also return the distance between the player and the unit (or at least if it's outside healing range) and also if it's in line of sight or not. The default raid ui already knows that (the units are faded out if they are out of range or out of line of sight).

  2. #17
    Soulwalker
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    Default Local time / Server Time?

    How about Inspect.Time.Server() and Inspect.Time.Local(), to get the server time and local time?

  3. #18
    Shield of Telara Semele's Avatar
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    Been trying to hunt it down in the docs. Any chance of the following?

    Event.Combat.Enter(units)
    Event.Combat.Leave(units)

    And perhaps adding .combat = bool to Inspect.Unit.Detail()

    Trying to mess around with the best way to judge when a boss encounter starts. At the moment I think I'll go with when the boss takes damage. But if a boss is pulled with a non-damaging ability.. le sigh.
    Rank 72 Guardian Mage
    RotP 4/4 - DH 4/4 - GP 4/4 - GSB 5/5 - RoS 5/5 - HK 11/11 - ID 8/8

  4. #19
    Plane Touched Levva's Avatar
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    I'd suggested similar but in another thread - really should be here so it doesn't get lost.

    If we had an Event.Unit.Combat.Begin fire when a unit enters combat and Event.Unit.Combat.End fire when that unit exits combat that would be ideal.

    Also if we are getting Event.Group as suggested elsewhere in this forum then it would be useful if Zorba could give us Event.Group.Combat.Begin firing when first unit in group entered combat and Event.Group.Combat.End firing when the last unit in group left combat.

    With perhaps as Lorandii suggests a transitional state event when ALL units in group were in combat? Event.Unit.Combat.something (Started? Engaged? something to indicate all in combat).

  5. #20
    Plane Touched Levva's Avatar
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    Also suggesting that

    Inspect.Unit.Detail() returns .planar, .planarMax and .vitality for all units in the party/raid ie: group01-group20. At present all 3 are nil for units other than the player.

  6. #21
    RIFT Fan Site Operator Aieny's Avatar
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    Is this what you are looking for for combat status?

    Code:
           Event.System.Secure.Enter
                    Event documentation:
                            Signals that the system is entering Secure mode. Usually this is equivalent to entering combat. Functions that may not be called in Secure mode will be locked after this event is complete.
                                    Event.System.Secure.Enter()
            Event.System.Secure.Leave
                    Event documentation:
                            Signals that the system is leaving Secure mode. Usually this is equivalent to leaving combat. Functions that may not be called in Secure mode are unlocked just before this event fires.
                                    Event.System.Secure.Leave()
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  7. #22
    Shield of Telara Semele's Avatar
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    Quote Originally Posted by Aieny View Post
    Is this what you are looking for for combat status?
    Nope, that tells you if .player enters/leave combat state. I'm looking for any unit currently available.. such as the boss in boss fights, other group members etc. As it stands there's no reliable way to monitor Boss encounters (Starting, Resetting).

    There is obviously a clear way to know when the boss dies with Unit.Combat.Death().. I think at least, not sure if you miss this event if the boss falls off your Unit availability list. *shrug
    Last edited by Semele; 09-27-2011 at 09:11 AM.
    Rank 72 Guardian Mage
    RotP 4/4 - DH 4/4 - GP 4/4 - GSB 5/5 - RoS 5/5 - HK 11/11 - ID 8/8

  8. #23
    Plane Touched
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    Would be great to have something that could modify the node displays on the map to differentiate between plant, wood, and metal. A visual notification of which tier it was in as well would be truly awesome.

    Asking only as my guild has several triple harvesters aside from my low level mule

  9. #24
    RIFT Fan Site Operator Aieny's Avatar
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    Inspect.Unit.Detail().race
    Inspect.Unit.Detail().faction
    Last edited by Aieny; 09-28-2011 at 08:41 AM.
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  10. #25
    Soulwalker
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    Something like ...

    Texture:SetTexCoord(left,right,top,bottom)

    ... to draw only a specific part of the texture.

  11. #26
    Soulwalker SkinGeo's Avatar
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    I would like an addon for a new action bar. I'm not "in-love" with that one... Or maybe a whole UI mod. It would be great. New ideas etc. Anyway. It's my opinion only
    Impossible is nothing.

  12. #27
    Shadowlander
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    I'd like a context that could be considered a 'layout element' by the UI - so the user could rearrange where the add-on display goes, without having to include custom layout-moving code in every add-on.

    For example, right now, I can move the existing buff bar (and every other UI element) by going into 'Edit Layout'. Zorba's buff bars, though, are stuck in place. Even with configuration (through slashcommands, config files, or custom movement code), I have to go to a different place to move every single add-on - and add-ons that don't support movement are immovable.

    Or am I just missing something obvious?

  13.   Click here to go to the next Rift Team post in this thread.   #28
    RIFT Moderator
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    Quote Originally Posted by YenTheFirst View Post
    Or am I just missing something obvious?
    You're not missing anything obvious Right now, the addon UI and the Rift UI don't interact terribly well. This is something we'll be working on.

  14. #29
    Soulwalker Butterfly Kisses's Avatar
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    Deleted cause I realized I posted the wrong thing in the wrong place. Sorry guys!
    Last edited by Butterfly Kisses; 10-01-2011 at 06:39 AM.

  15. #30
    Soulwalker
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    Quote Originally Posted by Butterfly Kisses View Post
    Oh and maybe something for the quest people like an addon that lets you track more then just 5 quests maybe? I dunno lol...
    You can turn the number of quests shown up to 10, which should be sufficient to cover your entire screen ..
    It's available under options.

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