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Updated: 09/17/14 02:25 AM
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Update 4 (1.4.3)
Updated:09/17/14 02:25 AM
Created:04/10/14 10:01 PM
Monthly downloads:147
Total downloads:69,330
Favorites:237
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Azurah - Interface Enhanced (Outdated)  Popular! (More than 5000 hits)
Version: 2.05
by: Kith [More]
This version of Azurah has been replaced by another that can be found at Azurah - Interface Enhanced, please use that instead.


This version will no longer be supported or updated!


Azurah enhances the interface by providing additional information and customization options while maintaining most of the stock look and feel of the game's standard UI.

Current Features:
  • Unlock the interface windows allowing them to be moved anywhere on the screen and scaled in size.
  • Set a minimum level of transparency for your attributes or have them show always.
  • Lock the size of your attributes so food no longer makes them larger.
  • Display text overlays showing your and your target's attributes.
  • Show an overlay displaying your current level of Ultimate power.
  • Colour the target's health bar, name and level by its reaction to you, or its expected difficulty.
  • Show target player's class icon (and alliance icon) beside their name
  • Set an overlay for your experience bar as well as setting it to always be shown.

All of the above features include several options for personalization accessed froim the Settings menu under Azurah. Additonally the ability to unlock the interface for movement can be accessed via the chat window using the slash commands:

/azurah unlock -- unlock the interface for movement
/azurah lock -- relock the interface
-- 2.05 --
FIX Fixed a potential lua error bug caused by the Alert Text Notification alignment change

-- 2.04 --
API Version Update for 1.4
Internal Libraries updated
Incorporated changes made by Garkin to several components
NEW Center screen announcements can now be moved
NEW Alert Text Notifications while be left-aligned if the window is moved to the left side of the screen (by Garkin)
FIX Overlays will no longer scale with their window, use the Font Size settings (by Garkin)
FIX Magicka and Stamina windows will anchor themselves better for when they "grow" via buffs (by Garkin)
REMOVED Range Finder removed due to API changes by ZeniMax making it no longer useful

-- 2.03 --
API Version Update for 1.1
FIX French translations courtesy of Ykses.

-- 2.02 --
FIX French localization doesn't show up for everybody

-- 2.01 --
FIX French translations for overlays corrected
FIX (Partial) Compass quest overlay should now be scaled properly when pin scale is adjusted (still has inaccurate scale on first login if within a quest area)

-- 2.0 --
Major re-write requiring settings to be redone unfortunately.

NEW Profile system to copy settings between characters
NEW Can hide the compass pin 'label'
NEW Can set attribute overlay settings idividually for each window
NEW Can break up overlays with a 'thousands seperator'
NEW More options for overlay appearance
NEW Can now lock the target health bar size (as with player attributes)
NEw Can display an alliance flag for your target
NEW Can re-position class icon and flag for the target (two choices)
NEW Can hide weapon swap icon
NEW Can configure both Ultimate overlays individually

FIX Core re-write to fix bugs and make future bug fixing and additions easier
FIX Windows should now stay put when moved (hopefully!)
FIX Quest 'glow' on the compass will now be the proper size when scaled
FIX Attribute bars no longer have a broken background when scaled
FIX Attribute bars now scale properly when size locked
FIX Attribute 'sub' bars (like mount stamina) now scale with their parents properly

-- 1.65 --
NEW Can move 'notifications' window (the topright text). Please note that if you put it at the bottom of the screen I cannot stop multiple lines from being beneath the previous and they will 'fall' off screen.
FIX Veteran XP gains should now be properly tracked when using the Exp Bar overlay
FIX Additional French translations added courtesy of Ykses.

-- 1.6 --
NEW Can now set the experience bar to never show.
CHANGE The experience bar setting is now a dropdown with 3 options rather than a toggle.
CHANGE Missing translations will now fallback to the default (EN) rather than not showing at all.

-- 1.5 --
NEW Can set range finder to only show up for attackable targets (ie, not players or NPCs)
NEW Can also hide the action bar key bindings themselves.
NEW Can choose to show the target player's class icon beside their name.
NEW French translations courtesy of Ykses.

-- 1.4 --
FIX The quest timer should now move with the Quest Tracker.
FIX The size of the ultimate percent has been increased so the '%' is no longer chopped off.
FIX The experience bar will now hide while crafting if set to Always Shown
FIX The range finder will now appear when stealthed.
NEW Can now lock the attribute bars so they will not change size when buffed.
NEW Can now hide the background behind the action bar key bindings.

-- 1.31 --
CHANGE Compass pins now retain their default scale when the compass is changed.
NEW Compass pins can now be scaled independently of the main compass in the Settings.
NEW Can set the Ultimate Percent overlay to show percent relative to the slotted ultimate's cost.

-- 1.3 --
FIX Compass pins now re-scale when the compass is changed.
FIX The action bar will no longer reset to its default position after changing skills.
NEW Added ability to move the 'player interact' window
NEW The experience bar can now be set to be always visible.
NEW A range finder can now be shown near the reticle.

-- 1.2 --
NEW Added options to configure the style of the text overlays for player and target.
NEW Added the Focused Quest Tracker to movable frames list. You must have a quest being tracked for this window to show.

-- 1.1 --
FIX Bug fixes for now, proper update coming next week.
Archived Files (14)
File Name
Version
Size
Uploader
Date
2.04
34kB
Kith
09/16/14 07:29 PM
2.03
35kB
Kith
05/23/14 12:25 AM
2.02
33kB
Kith
05/21/14 02:33 AM
2.01
33kB
Kith
05/20/14 11:45 PM
2.0
33kB
Kith
05/19/14 10:22 PM
1.65
27kB
Kith
05/04/14 04:56 PM
1.6
27kB
Kith
04/20/14 06:28 PM
1.5
27kB
Kith
04/17/14 12:11 AM
1.4
23kB
Kith
04/15/14 02:02 AM
1.31
23kB
Kith
04/13/14 09:59 PM
1.3
23kB
Kith
04/13/14 05:29 AM
1.2
21kB
Kith
04/12/14 06:47 AM
1.1
20kB
Kith
04/11/14 07:54 PM
1.0
20kB
Kith
04/10/14 11:27 PM


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Unread 05/01/14, 08:22 PM  
SektaNZ

Forum posts: 10
File comments: 118
Uploads: 0
Any way to move the notifications such as Achievement Unlocked? And the compass text?
Last edited by SektaNZ : 05/01/14 at 08:23 PM.
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Unread 04/30/14, 08:25 AM  
SwiftHunter

Forum posts: 6
File comments: 37
Uploads: 0
Originally Posted by Saftsuse
I would like to move the Range reticle thing a bit, how can I do that?

When I move the Interaction thing, it only moves for the players, to interact with NPCs, it displays at the defaultplace. Any way to make the NPCs interaction choice to move too?
There should be reticle mods that would move this.
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Unread 04/28/14, 06:00 AM  
Saftsuse
 
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Forum posts: 13
File comments: 149
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I would like to move the Range reticle thing a bit, how can I do that?

When I move the Interaction thing, it only moves for the players, to interact with NPCs, it displays at the defaultplace. Any way to make the NPCs interaction choice to move too?
Last edited by Saftsuse : 04/28/14 at 06:09 AM.
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Unread 04/25/14, 06:09 PM  
Neulwen

Forum posts: 0
File comments: 3
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Really nice addon! Adds great functions while retaining the game's look.

Something I would like to see added is the possibility to change the "Overlay Style: Player" individually for HP, MP and SP, so that f.ex. I could set HP to Percentage and Magicka to Value.

Also, I don't know if this is possible, but it would be cool if it could show HP text overlays for party members.

Another thing is that the Range Finder seems to show a different range than the abilities calculate, and it varies. For example, abilities that are 28 m range, sometimes grey out when the range finder shows 35 m, sometimes 22 m etc.
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Unread 04/25/14, 04:01 PM  
Kith
AddOn Author - Click to view AddOns

Forum posts: 49
File comments: 131
Uploads: 3
Originally Posted by AstroCat
Really like this add on, one thing: Player Interaction Prompt is not saving it's position after a log off. Any way to fix this?

And yes very much look forward to the player buff part. I tried FTC (well done) but doesn't totally fit my play style, Azurah is working better for me.
I've got a long term fix in the works for all the of the 'moving UI' problems, but it is a longterm fix which is why I haven't done so yet. Once in place though it should fix any more problems with elements moving when undesired by having a piece of code 'smack them back to where they came from' when anything (ie, the stock game UI) tries to move them.
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Unread 04/25/14, 04:00 PM  
Kith
AddOn Author - Click to view AddOns

Forum posts: 49
File comments: 131
Uploads: 3
Re: Fix for veteran levels

Originally Posted by Equardo
Hi,

first I want so say i really love your addon. I recently reached Veteran Rank 1 and the XP-Bar stopped working as intended. It always displays the maximum XP as value 1, so I started experimenting how to fix this. I'm no coder so maybe there might be better ways to implement this but here is what works for me:


if (IsUnitVeteran('player')) then
current, max = GetUnitVeteranPoints('player'), GetUnitVeteranPointsMax('player')

to:

if (IsUnitVeteran('player')) then
current, max = GetUnitVeteranPoints('player') or GetUnitXP('player'), GetUnitVeteranPointsMax('player')or GetUnitXPMax -- fixes the values for veteran xp bar when loading the game


update: seems this only fixes it until you receive the next xp

update 2: I also changed the OnExpGain function so it works when receiving xp. Seems to be fixed. I will keep you updated if I encounter further problems.

function Azurah.OnExpGain(code, unit, current, max)
if (unit == 'player') then
if (IsUnitVeteran(unit)) then
current, max = GetUnitVeteranPoints('player') or GetUnitXP('player'), GetUnitVeteranPointsMax('player')or GetUnitXPMax -- forces the correct values for current and max when updating veteran xp bar
Azurah.overlays.exp:SetText(Format_All(current, nil, max))
else

Azurah.overlays.exp:SetText(Format_All(current, nil, max))
end
end
end

Update 3: sometimes the "current XP" wasn't displayed correctly (values too high) so I did the same "trick" with this value. everything seems to update correctly, now. I edited my first 2 updates to include this.
Thanks for posting this. The veteran calculation was one of the things I simply couldn't test because well... I haven't actually really played yet, spent all my time modding instead :P Will implement a fix in the next version at the end of the weekend (my weekend, Saturday here already).
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Unread 04/25/14, 12:46 PM  
Equardo

Forum posts: 0
File comments: 1
Uploads: 0
Fix for veteran levels

Hi,

first I want so say i really love your addon. I recently reached Veteran Rank 1 and the XP-Bar stopped working as intended. It always displays the maximum XP as value 1, so I started experimenting how to fix this. I'm no coder so maybe there might be better ways to implement this but here is what works for me:


if (IsUnitVeteran('player')) then
current, max = GetUnitVeteranPoints('player'), GetUnitVeteranPointsMax('player')

to:

if (IsUnitVeteran('player')) then
current, max = GetUnitVeteranPoints('player') or GetUnitXP('player'), GetUnitVeteranPointsMax('player')or GetUnitXPMax -- fixes the values for veteran xp bar when loading the game

Voila now it works, see here:


update: seems this only fixes it until you receive the next xp

update 2: I also changed the OnExpGain function so it works when receiving xp. Seems to be fixed. I will keep you updated if I encounter further problems.

function Azurah.OnExpGain(code, unit, current, max)
if (unit == 'player') then
if (IsUnitVeteran(unit)) then
current, max = GetUnitVeteranPoints('player') or GetUnitXP('player'), GetUnitVeteranPointsMax('player')or GetUnitXPMax -- forces the correct values for current and max when updating veteran xp bar
Azurah.overlays.exp:SetText(Format_All(current, nil, max))
else

Azurah.overlays.exp:SetText(Format_All(current, nil, max))
end
end
end

Update 3: sometimes the "current XP" wasn't displayed correctly (values too high) so I did the same "trick" with this value. everything seems to update correctly, now. I edited my first 2 updates to include this.
Last edited by Equardo : 04/25/14 at 02:35 PM.
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Unread 04/24/14, 08:52 PM  
slammy

Forum posts: 2
File comments: 5
Uploads: 0
Change alpha of target bar?

So I can move the taget bar to center but still see through it.

Thanks for writing this!
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Unread 04/24/14, 07:24 PM  
AstroCat
 
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Forum posts: 18
File comments: 117
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There is a text section that appears near the middle bottom of the screen that is not the player interaction window, is there a way to move this as well? Thanks.
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Unread 04/24/14, 12:46 PM  
AstroCat
 
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Forum posts: 18
File comments: 117
Uploads: 0
Really like this add on, one thing: Player Interaction Prompt is not saving it's position after a log off. Any way to fix this?

And yes very much look forward to the player buff part. I tried FTC (well done) but doesn't totally fit my play style, Azurah is working better for me.
Last edited by AstroCat : 04/24/14 at 12:47 PM.
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Unread 04/23/14, 07:45 PM  
Treadpool
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Forum posts: 17
File comments: 49
Uploads: 0
Loving this addon. It's nice and simple, yet very functional. Looking forward to buffs! Thank you!
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Unread 04/22/14, 03:52 PM  
Kith
AddOn Author - Click to view AddOns

Forum posts: 49
File comments: 131
Uploads: 3
Originally Posted by Tierney11290
Originally Posted by Tierney11290
Originally Posted by Kith
Originally Posted by Tierney11290
Would it be possible to move the individual action buttons themselves? I see that the window is labeled as ZO_ActionBar1, but I would think there would be a way to make the window = nil somehow and allow those buttons to be moved by themselves. Let me know if this is possible!
Theoretically it is possible to allow them to be moved individually. The reason I haven't done so yet is, because the UI code is unknown to most of us still, most of my code to move elements is somewhat... hackey... at best to get around the way the UI works by default. I'm concerned that if I allow those buttons to be moved on their own it could break some of the other setup of the action buttons which would be bad to say the least.

When I get some good amount of free time though I will take a look at it and see if anything fishy happens.
Thanks for the response! The reason I ask is because I am also creating an addon, but it is much simpler than yours (Stratejacket360UI). I have just about all of the code completed, but I haven't been able to find a way to move the buttons themselves either. Breaking the hooks that are attached to the action buttons would definitely be bad idea (especially if it renders them useless). Hopefully somebody will be able to figure out a way to do it because I have quite a few people wanting the UI portion of my addon done

Thanks for your work on this addon!
Oh and to kind of piggy-back on the action button movement issue, I have some code that I can send to you if it might give you an idea on how to move the buttons individually. Just send me a message if you'd like to take a look at it!
I'll take a look if you don't mind. Though for just moving the buttons in general, you can just re-anchor ActionButton3 (to 9) somewhere. I haven't done that yet as the few times I messed with it, some of the stock code put them back where they should be and it wasn't as obvious as going into the Skills panel like the whole window (ZO_ActionBar1) was so I left it for now.
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Unread 04/22/14, 05:02 AM  
vvarderen
 
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Forum posts: 20
File comments: 113
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good interface

Very good interface.

Too bad we can not see buffs / debuffs of our character other than pressing the "C" key.

For red calipers, there's add-on of GetBackYouPansy who does, nammed "Combat indicaor".

Besides, would it be possible (unless it already exists) can enlarge or reduce the interface elements one by one?
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Unread 04/21/14, 04:36 PM  
Kith
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Forum posts: 49
File comments: 131
Uploads: 3
Originally Posted by Eleventeen
Since your playing with the xp bar:

Personally not a fan of any of the options, not for VR anyways.

I'd like a "Continue to show XP at veteran rank" option. As that the main reason I use the bar. (And the slightly improved experience author implemented that one - first by mistake, and 2nd as a feature =) )

That way bar length = leveling progress. Top number = Am I getting xp tester (for skill advanacement).
I'll take a look at this. I don't intentionally stop showing XP at Veteran rank so much as i've been modding rather than playing and don't know how the UI works at the veteran levels so it was an oversight not to have it keep working then.
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Unread 04/21/14, 04:35 PM  
Kith
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Forum posts: 49
File comments: 131
Uploads: 3
Originally Posted by DonKiller
When we can try this?
This is more of a longterm goal sorry. As there is no 'easy' way to track buffs on yourself since the API change i've got to hack around in things to get it to work well and i've got to much on my plate right now to settle down and tinker.

It will happen though if for no other reason than I want it for own purposes :P
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