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Updated:11-04-10 07:53 AM
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SimpleHUD  Popular! (More than 5000 hits)

Version: 1.6.1
by: Dagma [More]

v1.6.1 -- Some bug fixes. Maybe fixed the library problem people were having? Also fixed a weird OnUpdate "elapsed" bug.

-- SimpleHUD

/shud for options window.

-- Basic heads-up-display, but with lots of options.
-- There are FIVE simple segmented arc gauges that display data.
-- Each can display: player/target/pet health, player mana, player energy, player rage, player combo points, or player time in 5 second rule, ability/item cooldown, debuff duration.
-- Each can be hidden and configured separately. Type /shud at prompt for configuration dialog.

PURPOSE: Other heads-up-displays are complicated things. I wanted something simple. Others requested various features that have made it less simple. All such features are optional.

LAYOUT OPTIONS: Top, bottom, left, right positions; grow to middle and change growth direction.

QUICK START: Load the add-on and type one of the following preset commands.

/shud preset caster (if you are a caster)
/shud preset rogue (if you are a rogue)
/shud preset warrior (if warrior)
/shud preset druid (if druid)

Type "/shud" by itself for configuration window. "/shud help" gives the full list of text commands.

v1.6.1 -- Some bug fixes. Maybe fixed the library problem people were having? Also fixed a weird OnUpdate "elapsed" bug.

v1.6.0 -- updated to game version 4.0.1. Probably still some bugs, but core functions are fine.

v1.5.0 -- Combo point bugfix (I hope), and some tweaks for power updating. Power auto-coloring also colors Death Knight health bar by presence, in addition to the old druid power color changes, by shapeshift form.

-- v1.4.1 -- updated TOC for latest patch. (20400)

-- v1.4.0 -- Updated for game patch 2.2. Added: (1) data type "cooldown", which displays cooldown of an actionslot. spell or item must be on an actionslot someplace, not just in a bag or spellbook. this may mean you need to make a macro for it. (2) data type "debuff", which times player-cast debuff on unit. both use new pref field "action".

-- v1.3.1 31 July 2007 -- Added (1) if gauge is for energy or combo points, alert color applies ABOVE threshold. this allows alerts to signal sufficient energy or combo for an ability. (2) bugfix for alert threshold activation. wasn't activating at exactly the right point, because of some kind of internal rounding error (floats are NEVER equal!). (3) bugfix for minor issue with druid form color changes. (4) ensured that gauges update immediately after entering combat. (4) bugfix for applying presets to gauges 4 and 5 --- was applying them to gauge 1 instead. (5) streamlined the gauge settings in Waterfall. Now uses a popup to choose which gauge to edit.

-- v1.3.0 25 July 2007 -- added (1) grow to middle option, (2) growth direction option, (3) FOURTH and FIFTH gauges, so can now support two gauges growing to middle in top layer, two to middle in middle layer, one in small layer, (4) 11 segment energy arc, for rogues with Vitality talent

-- v1.2.0 25 July 2007 -- added (1) individual gauge sizes, (2) smart rotation locations

-- v1.1.0 25 July 2007 -- added (1) unit selection, (2) HUD rotation, (3) xoffset and individual HUD x and y offsets, (4) Waterfall options dialog

-- v1.0.0 24 July 2007 -- first publish
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Unread 07-24-07, 03:12 PM  
Game&Watch
A Murloc Raider

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This is a great HUD indeed, but have you considered that as a rogue with 110 (or 120 with full season 2), you wouldn't be able to tell how much energy you have without a number to tell you?
I know it's the same when you've used some energy and missed some skills so you might get some odd numbers anyway, but I just thought it might be nice to have 11 blocks when 110 energy and 12 blocks when 120
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Unread 07-25-07, 12:02 AM  
Nakoruru
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Hm looks really simple and nice , gonna give it a try ^^
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Unread 07-25-07, 01:34 AM  
Dagma
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Originally posted by Game&Watch
This is a great HUD indeed, but have you considered that as a rogue with 110 (or 120 with full season 2), you wouldn't be able to tell how much energy you have without a number to tell you?
I know it's the same when you've used some energy and missed some skills so you might get some odd numbers anyway, but I just thought it might be nice to have 11 blocks when 110 energy and 12 blocks when 120
Good observation. I'd need to make new 11 and 12 segment textures, but otherwise not hard to add this. I will put this on the wish-list.
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Unread 07-25-07, 07:15 PM  
lightcaster
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Is there any possibility to add a menu stuff like that? I'm playing the Chinese version so i got some problems with the commands. Prob cuz the language doesn't support but other En mods works fine.................... Is that asking to much?
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Unread 07-26-07, 12:53 AM  
Dagma
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Originally posted by lightcaster
Is there any possibility to add a menu stuff like that? I'm playing the Chinese version so i got some problems with the commands. Prob cuz the language doesn't support but other En mods works fine.................... Is that asking to much?
The options window you get form "/shud" doesn't work? Make sure you have version 1.3.0.
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Unread 07-26-07, 06:46 PM  
Toran
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I assume by "hud rotation" you mean it can be setup like MetaHud? I like having me on left and target on right - that possible with this?
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Unread 07-27-07, 12:58 AM  
Dagma
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Originally posted by Toran
I assume by "hud rotation" you mean it can be setup like MetaHud? I like having me on left and target on right - that possible with this?
Yes.
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Unread 07-27-07, 10:11 AM  
Toran
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Looks like a name conflict with another HUD: http://wowui.incgamers.com/ui.php?id=2102
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Unread 07-27-07, 10:54 AM  
Toran
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Looks great - nice and clean. A few things:

I'm having trouble with the presets. I went to Gauge 5 to set the preset to target's Mana and it resets my Gauge 1 for some reason - to power. Then I have to go back switch Gauge 1. I cannot seem to set Gauge 5 as target's Mana (does selecting Power do the same thing?). Tried selecting Power, but nothing.

Also, target mana doesn't seem to show up (I have that as Gauge 4).

Feature request: If you can find a way to smooth the graphical effect of losing health/mana/power it would work better. Right now the "block" visual is nice to look at, but during combat when sometimes a sliver of heath can make a difference, this addon can't show that. So, if there's a way to have it animate each block to get smaller as health is lost (or power). That way there's a more gradual visual representation.
Last edited by Toran : 07-27-07 at 11:30 AM.
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Unread 07-27-07, 11:33 AM  
Dagma
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Originally posted by Toran
I'm having trouble with the presets. I went to Gauge 5 to set the preset to target's Mana and it resets my Gauge 1 for some reason - to power.
This is a bug I've fixed. It affects both gauge 4 and 5. Sorry for that. It'll be fixed in the next upload.

Originally posted by Toran
I cannot seem to set Gauge 5 as target's Mana (does selecting Power do the same thing?). Tried selecting Power, but nothing.

Also, target mana doesn't seem to show up (I have that as Gauge 4).
Power as the data type is the same as mana, yes. Target's mana doesn't work for all targets. I think the game provides that data for group and raid members, the way I've implemented it. So I'll hunt around and see if there is a broader, better way to do it.
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Unread 07-27-07, 02:19 PM  
Toran
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Thanks for the update. Any comment on the feature request?
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Unread 07-28-07, 12:52 PM  
Dagma
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Originally posted by Toran
Feature request: If you can find a way to smooth the graphical effect of losing health/mana/power it would work better. Right now the "block" visual is nice to look at, but during combat when sometimes a sliver of heath can make a difference, this addon can't show that. So, if there's a way to have it animate each block to get smaller as health is lost (or power). That way there's a more gradual visual representation.
ArcHUD does that, so yes, it's possible. I'm not likely to do it, though. I specifically didn't want such an effect, so I didn't write the texture engine to support it.

But I never say never. I might decide to write it as an option at some point. But again, not likely to happen soon.

Sorry.
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Unread 07-28-07, 01:00 PM  
Toran
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Thanks for the answer. I'll keep my eyes on this in the future.
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Unread 07-31-07, 07:58 AM  
Nesquick
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in my eyes... it looks wicked.
It's like having rainbows my screen.
i find it disturbing.
But indeed very unique
GJ
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Unread 07-31-07, 09:52 AM  
Fleetfoot
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Just a thx for this cool mod, ive never been a big fan of huds before, but this one i actually find myself using alot.
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