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Updated: 12-10-20 09:34 AM
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Shadowlands patch (9.0.2)
Classic (1.13.2)
Updated:12-10-20 09:34 AM
Created:12-20-10 09:28 PM
Downloads:5,040
Favorites:7
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Categories:Graphic UI Mods, PvP, Arena, BattleGrounds, Unit Mods, Miscellaneous, Utility Mods

CircleHUD  Popular! (More than 5000 hits)

Version: 1.902
by: Chrome67 [More]

Extremely small and efficient circular HUD saving both screen space and memory.

Left side display of Player Health (inner circle) and Mana/Power/Focus (outer circle)
Right side display of Target's Health (inner circle) and Mana/Power/Focus (outer circle) and Target's Name (above).

Currently no configuration (there are a couple of LUA variables you can change for placement and size of circles), just install and go!

There are a couple of slash commands that might enhance your gaming experience -

"/chud" or "/circlehud" - toggles "show out of combat"
"/rl" - reload's the UI (got tired of constantly typing /console reloadui)

Based on and a continuation of the original AlarmHUDpie (available at wowinterface.com) by lab1702.

==Change Log==
- v1.0 - Initial release
- v1.1 - minor visual enhancement
- v1.2 - Additions:
- Slash Commands: '/chud' or '/circlehud' will toggle between 'show only during combat/targeting' mode and 'always on' mode
- Slash Command: '/rl' will Reload UI (got tired of typing '/console reloadui' all the time...)
- Class-based Target Low Health indicator: The target health circle shows where casting certain spells is applicable given
the current target's health. The following are the class based indicators:
Mage - 35%
Rogue - 35% for Murderous Intent
Shadow Priest - 25% for Shadow Word:Death
Paladin - 20% for Hammer of Wrath
Warrior - 20% for Execute
All others - 25%
- v1.3 - TOC update for compatibility
- v1.4 - TOC update for compatibility
- Additions:
- User configurable variables in CircleHUD.lua
- pieRadius: Sets how large the Circles are (Values > 0 only)
- XScale: Relative offset left and right from center screen.
** Negative numbers will cause circles to switch sides **
(e.g., player on right, target on left)
(Values from 0.01 to ??, large values may send the circles off your screen. Default: "1")
- YScale: Relative offset up and down from center screen.
(Values from -5.00 (bottom of screen?) to 5.00 (top of screen?). Default: "-1")
- v1.5 - TOC updated for compatability
- v1.6 - fixed compute by 0 error for MoP (MoP PTR servers only)
- v1.61 - changed default pie background color to black, updated TOC
- v1.62 - TOC update
- v1.63 - TOC update
- v1.7 - TOC update, added mouse-over/click capability on frames for targeting and right-click menus on both player and target circles
- v1.8 - TOC Update, minor fixes
- v1.9 - TOC update
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Unread 06-30-13, 12:06 AM  
Zathan666
A Murloc Raider
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Forum posts: 6
File comments: 64
Uploads: 4
Thanks for a great add-on. Just a quick question though. If I want to customize the "empty" life color from white to something else, what part of the code should I modify?
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Unread 10-30-11, 04:58 PM  
themadmonk
A Kobold Labourer
 
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Great hud!

Very nice work, I've modified this version to give me the colors I wanted and I've changed the font. I'm getting into mod development and I'm thinking of trying to set up a font picker and color chooser for this. If I do i'll certainly send you my version if you feel like integrating any of it.

I like this one!!
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Unread 05-04-11, 11:05 AM  
Isoliat
A Kobold Labourer
 
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File comments: 7
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Beautiful little HUD. Since they can't seem to get a Metahud descendant updated without bloating it with a load of useless crap, something like this could really start to gain popularity with people (like me), who prefer to build their own UI out of a number of small elements, thus making the UI footprint smaller. Along with AuraFrames, RangeDisplay, and Quartz, Circlehud could obviate the need for there to be an all-in-one HUD package and allow your UI to be stylish and customized without robbing you of FPS.

Good work, I'll be watching this one for an update. ~Iso
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Unread 02-08-11, 01:57 AM  
Chrome67
A Murloc Raider
 
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Forum posts: 9
File comments: 52
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Re: In combat

Originally posted by ColdOfWinter
Is there anyway you could add a 'hide out-of-combat' function to this? Thanks.
Done!

Hope you like, let me know if you think of any other fun ideas to add into the script. Many thanks...

Chrome67
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Unread 01-04-11, 10:36 PM  
ColdOfWinter
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In combat

Is there anyway you could add a 'hide out-of-combat' function to this? Thanks.
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