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Updated:12-02-11 10:32 AM
Created:11-18-08 09:33 PM
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Rune Pack  Popular! (More than 5000 hits)

Version: 2.0.2
by: Lane [More]

This mod has been taken over by Magus424 and is now hosted on Curse.
http://www.curse.com/addons/wow/runepack


4.3 TOC update Dec 2

Runes are reordered to better support Post 4.0 usage.

NEW VIDEO:
http://www.youtube.com/watch?v=sUTE7gjbD8I
Lots of people have wanted to see a video of how this works.

This is a simple rune tracking mod heavily based on Rune Hero.
When you use a rune it moves out to the left or right and fades then slowly moves back to the center when it is ready to use. The idea is to always have one place to check for your runes. If the box is empty dump some runic power. You should have close to one GCD left before your rune is ready when it crosses the border of the box. In a future release I may change the color of the box border when there is one GCD left before a rune is ready.

This mod uses custom rune art based on the runes on the Ebon Blade that you receive at the end of the death Knight start area. In a future release I may include options to change the rune art.

Thanks to the Elitist Jerks forums for inspiration and ideas.

Enjoy!


NOTE: This project is a work in progress, please leave feedback.

Version 2.0.1 - added hide default runes checkbox as requested.

Version 2.0 - wired for wow 4.0

Version 1.5.2 - updated version number to work with 3.1

Version 1.5.1 - I finally added slash command support. /RunePack or /Runepack or /runepack will open the RunePack configuration page.

Version 1.5 - Fixed a reported bug about saving Runic Power state and changed the way I save/load variables. Also, changed the background texture to fix an alignment problem that was probably only bothering me.

Version 1.4 - Big changes on the configuration. If you don't delete your saved variables you may get an error when you run it for the first time. adjust the location and scale and it should run fine after that. Now includes OOC opacity and background opacity sliders.

Version 1.3.2 - 2 small changes. I made my own frame background art. I think it looks a lot better and it might make the overlaps easier to see. I also let the scale be infinitely adjustable instead of size increments.

Version 1.3 - Big release! Finally have a working control panel UI. All options are controlled on the Interface > Addons menu now. You can unlock the frame and drag it anywhere you want. You can Hide the Runic Power number as requested :) and you can adjust the scale via a slider. Enjoy!

Version 1.2.2 - Whoops introduced a bug in 1.2.1 that kept you from moving the addon. fixed in 1.2.2

Version 1.2 - New rune art! I cleaned up my original art a lot and stylized the runes a little more. I also hide the default rune bar now.

Version 1.1 - Added outlining to the runic power number to make it more readable on certain game surfaces. Also, added commented code to trigger additional runic power color changes for IBF and UB.
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Unread 11-20-08, 01:00 PM  
Lane
An Aku'mai Servant
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Forum posts: 36
File comments: 63
Uploads: 2
Originally posted by lodewijk
it is your mod so yourre absolutely right on this, BUT ... i would like to make a plea for giving us, the users, some options on how the runes should be displayed. i like mine better horizontal too.
That's not really the only reason. It is non-trivial to change the layout and direction of the runes the way I have it coded right now. I hardcoded a lot of things because I wanted to keep the addon very small. I'm not ruling it out but changing the basic design of the rune layout is my lowest priority.

If you really prefer the runes coming all from one side you may want to look at Magicrunes. It is a very configurable bar based rune tracker.

Another thing that is hard for me to express on a message board is that I think the layout is a lot of what makes this addon unique. Changing the direction of the runes is more than just a configuration option to me. It is really a redesign of the UI. This UI is designed to be used like a HUD, I in fact use it with ICEHud in my own install. The idea is not to track the runes as they move or to change your focus away form the game field. My hope is that people can see the bright rune colors and the intersection of the bounding box with their peripheral vision. Using 2 rows of three makes your target area easier to acquire so that you don't scan down a line you just absorb the placement of the available runes and have enough information to make your decision on RP Dump or Strike ability.

I'm a very frustrated UI Designer by profession. Forgive the rant.
Last edited by Lane : 11-20-08 at 01:00 PM.
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Unread 11-20-08, 12:41 PM  
lodewijk
A Deviate Faerie Dragon

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Originally posted by Lane
I designed this mod for myself and after a lot of testing I prefer the 2 rows of 3 so it is unlikely that I would include other geometries for the rune movement
it is your mod so yourre absolutely right on this, BUT ... i would like to make a plea for giving us, the users, some options on how the runes should be displayed. i like mine better horizontal too.
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Unread 11-20-08, 07:12 AM  
Lane
An Aku'mai Servant
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Re:

Originally posted by ken kao
It is a very nice addon, but it can be clicked-through now. It will be wonderful if it becomes a "hud" form and lies at the left side near my character (near the middle of the screen).
I'm working on that. This is very much a work in progress. Currently the frame itself can be clicked through no problem. I'm working on the runes themselves now.

Edit: I got the click through working but now you can't move it at all. I'll need to add a hide-able drag handle for repositioning.
Last edited by Lane : 11-20-08 at 11:12 AM.
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Unread 11-20-08, 03:50 AM  
ken kao
A Kobold Labourer

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"click-through" will make it more perfect

It is a very nice addon, but it can be clicked-through now. It will be wonderful if it becomes a "hud" form and lies at the left side near my character (near the middle of the screen).
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Unread 11-19-08, 03:38 PM  
level12wizard
A Defias Bandit
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Is it possible to make the rune icons click-through? There's really no need to click them unless you're moving the frame and it can get in the way.

I don't really know how the system works, so it might not be possible.
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Unread 11-19-08, 11:50 AM  
Lane
An Aku'mai Servant
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Originally posted by bruteMax
Nice little mod. I prefer it to all the other rune mods out there.

One thing it does not do that all others do though is remove the default blizzard rune frame. I wish this one did that too. Other options I'd like to see:

- removing the frame outline
- change opacity of the frame
- change direction/layout of timers:
ie: a 1x6 row with the runes travelling up/down instead of left/right
a 6x1 column with the runes travelling left/right as they do now
- remove the RP #. Unitframes have this in the power bar already.

Overall nice mod. Thanks for your efforts.
Sorry about the default runes frame! I thought I had hidden it. I must have another mod doing it on my own install. That is just an oversight that will be in the next release.

I designed this mod for myself and after a lot of testing I prefer the 2 rows of 3 so it is unlikely that I would include other geometries for the rune movement. All the other options are on the table and will probably be included in the first release that has a control panel.

I'll be updating new rune art tonight so check back!
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Unread 11-19-08, 11:34 AM  
bruteMax
A Kobold Labourer

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Nice little mod. I prefer it to all the other rune mods out there.

One thing it does not do that all others do though is remove the default blizzard rune frame. I wish this one did that too. Other options I'd like to see:

- removing the frame outline
- change opacity of the frame
- change direction/layout of timers:
ie: a 1x6 row with the runes travelling up/down instead of left/right
a 6x1 column with the runes travelling left/right as they do now
- remove the RP #. Unitframes have this in the power bar already.

Overall nice mod. Thanks for your efforts.
Last edited by bruteMax : 11-19-08 at 11:36 AM.
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Unread 11-18-08, 11:56 PM  
Lane
An Aku'mai Servant
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Forum posts: 36
File comments: 63
Uploads: 2
Originally posted by level12wizard
Thanks for releasing this. I reorganized my UI and crammed it right into the middle, seems to be working nicely, along with the other tweaks I've made to my other stuff.

A small suggestion on the RP monitor - it blends into the game too well sometimes, making it hard to see when I need to. I think it needs some kind of backdrop or something.

I looked at the code and it's pretty simple. I might add a few extra lines to the RP chunk to make it change colors at 20 and 60 RP for abilites like IBF and UB. Maybe sizes too, I'll have to see how it works out.

Seems to have a small footprint in-game as well.
Yeah I focused on keeping it really tiny. I agonized over doing custom runes at all but I really don't like the ones Blizz settled on. I forgot to mention it in the description but I will eventually be adding a gui control panel that will let you choose rune design and specify when you want the runic power number to change color. I did 40 because all I ever use is DC.

As far as teh background goes I considered it but I like how clean it is when there is no RP. I almost never read the number anyway I just glance at it to see if it is green or red. I may see if I can add some outlining to the text instead of creating a background frame.
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Unread 11-18-08, 11:33 PM  
level12wizard
A Defias Bandit
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Thanks for releasing this. I reorganized my UI and crammed it right into the middle, seems to be working nicely, along with the other tweaks I've made to my other stuff.

A small suggestion on the RP monitor - it blends into the game too well sometimes, making it hard to see when I need to. I think it needs some kind of backdrop or something.

I looked at the code and it's pretty simple. I might add a few extra lines to the RP chunk to make it change colors at 20 and 60 RP for abilites like IBF and UB. Maybe sizes too, I'll have to see how it works out.

Seems to have a small footprint in-game as well.
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