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Updated: | 03/17/20 12:37 AM |
Created: | 05/18/16 06:19 PM |
Monthly downloads: | 254 |
Total downloads: | 45,942 |
Favorites: | 72 |
MD5: | |
Categories: | Buff, Debuff, Spell, Combat Mods, Info, Plug-in Bars, Raid Mods |
* Aura: As soon as the aura gets displayed, a cooldown will start at 0 and run for 10 seconds (remaining aura display time).I sugget you play around with this setting a bit to get an understanding of how it works.
* Trigger n: The cooldown animation won't last for the remaining display time, but as soon as the aura gets displayed, it will check for the duration of the ability specified within trigger 1, ignoring all other triggers. In our example this ability has a duration of 30 seconds. The aura will display as soon as the ability has 20s left. The cooldown spiral will not start at 0, but it will already have travelled 1/3 (20 of 30 seconds) and travel for another 1/3 of the icon (10s) before the icon fades.
* Trigger n: Automatically take the ability icon of the ability that has been specified in Trigger n.2. Display conditions:
* Manual: Select the icon manually.
* (De-)Buff checks a buff or debuff on the target specified below.Ability ID: A numeric value that identifies a specific buff, debuff, effect or ability (which one is looked up is contextual to the selected trigger type).
* Ability used is for checking ground effects: Let's take the Inferno Staff's elemental blockade ability as an example - the ground effect has a duration, but it is not treated as a buff or debuff on you or a target. So the game has to check if you just used an ability matching the ability ID specified below. If that ability has a duration, display the aura for that time.
*Combat Event is for checking for buffs and debuffs using the combatlog. There are some effects ingame that can be put on you without being recognized to be a buff/debuff by the game client. An example would be the 2nd boss on Maw of Lorkaj: As u might know, the boss puts an effect on you, that makes you either being on the "light" or on the "shadow" side. Those effects are not displayed as a debuff (and hence not detected by srendarr and other buff/debuff trackers). But you can workaround that by checking the combat events and simulate a buff/debuff. This Setting is for professional users only, as you will have to pick the effect IDs from the combatlog.
* player: Check for the ability specified above on your character.Check all Ability Ids: All abilities consist of one base ability and two potential morphs (using different names) with 4 ranks each. That results in 12 ability IDs for one ability. Let's say you want to track a debuff on you. Due to the fact that you never know an attacker's ability rank you would normally have to create one condition for every ability ID. This can be avoided by simply entering one of the four ability IDs for the desired aura and switching this control to "true". WARNING: Due to Zenimax not having properly localized all ability names, this might sometimes not work.
* target: Check for the ability specified above on your current target.
* font color- 2 new aura types (experimental):
* border color
* automatic icon selection
* COOLDOWN animations (spiral) for Icons!
* actionbar- new trigger functionality: selfcast only
* text
File Name |
Version |
Size |
Uploader |
Date |
1.19 |
88kB |
Letho |
03/07/20 02:07 AM |
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1.18 |
88kB |
Letho |
02/24/20 10:40 AM |
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1.18 |
87kB |
Letho |
11/10/19 10:14 AM |
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1.16 |
87kB |
Letho |
08/14/19 10:56 AM |
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1.15 |
86kB |
Letho |
07/30/19 05:03 PM |
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1.14 |
83kB |
Letho |
07/12/19 01:05 PM |
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1.13 |
86kB |
Letho |
06/20/19 09:42 AM |
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1.12 |
118kB |
Letho |
03/18/19 03:07 PM |
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1.11 |
115kB |
Letho |
02/28/19 05:25 AM |
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1.10 |
115kB |
Letho |
02/26/19 12:46 PM |
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1.9 |
116kB |
Letho |
02/17/19 03:20 PM |
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1.9 |
114kB |
Letho |
02/16/19 11:36 AM |
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1.8 |
109kB |
Letho |
12/26/18 03:43 AM |
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1.7 |
104kB |
Letho |
11/19/18 04:24 AM |
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1.7 |
104kB |
Letho |
11/18/18 03:32 AM |
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1.7 |
104kB |
Letho |
11/17/18 06:19 PM |
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1.6 |
104kB |
Letho |
10/29/18 02:13 AM |
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1.6 |
104kB |
Letho |
08/26/18 07:19 AM |
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1.5 |
104kB |
Letho |
08/24/18 06:42 AM |
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1.4 |
103kB |
Letho |
07/22/18 03:41 AM |
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1.3 |
103kB |
Letho |
07/18/18 10:06 AM |
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1.2 |
102kB |
Letho |
06/16/18 05:24 AM |
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1.1 |
102kB |
Letho |
06/03/18 03:58 PM |
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1.0 |
102kB |
Letho |
05/21/18 05:04 PM |
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0.8l |
93kB |
Letho |
03/01/18 05:17 PM |
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0.8k |
93kB |
Letho |
02/18/18 09:44 AM |
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0.8j |
93kB |
Letho |
01/30/18 10:01 AM |
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0.8i |
93kB |
Letho |
01/24/18 06:03 PM |
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0.8i |
93kB |
Letho |
01/24/18 09:25 AM |
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0.8h |
92kB |
Letho |
01/21/18 02:29 PM |
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0.8g |
92kB |
Letho |
01/16/18 05:42 PM |
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0.8f |
120kB |
Letho |
01/15/18 07:31 AM |
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0.8f |
91kB |
Letho |
01/11/18 01:29 PM |
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0.8e |
92kB |
Letho |
01/09/18 05:44 AM |
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0.8d |
92kB |
Letho |
11/26/17 08:10 AM |
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0.8c |
84kB |
Letho |
05/24/17 04:09 PM |
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0.8b |
109kB |
Letho |
05/08/17 09:25 AM |
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0.8a |
109kB |
Letho |
04/25/17 07:24 AM |
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0.07b |
61kB |
Letho |
03/05/17 03:23 PM |
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0.07a |
61kB |
Letho |
03/05/17 08:53 AM |
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0.07 |
60kB |
Letho |
03/02/17 09:09 AM |
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0.06 |
480kB |
Letho |
10/25/16 01:33 PM |
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0.06 |
480kB |
Letho |
10/25/16 01:18 PM |
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0.05a |
52kB |
Letho |
06/01/16 01:31 AM |
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0.04a |
50kB |
Letho |
05/20/16 08:27 AM |
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0.03a |
47kB |
Letho |
05/19/16 07:31 AM |
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0.03a |
47kB |
Letho |
05/19/16 01:59 AM |
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![]() Edit: Fixed it by adding Code:
ZO_ComboBox_OpenDropdown(self:GetParent()) ![]()
Last edited by barny : 04/12/24 at 05:58 PM.
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Forum posts: 0
File comments: 10
Uploads: 0
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moriak |
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I've updated AuraMastery to work with the changes to the API with the most recent patch. The addon was completely non-functional after the update. I added a changelog to document what I had to change for anyone interested.
https://github.com/markrosos/AuraMasteryReborn - Link is here, just copy the files here into your AuraMastery directory (Click the green Code button and select "Download as Zip"), and as always, please back everything up (including your SavedVariables) before copying files over. |
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ecru |
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I know I am probably the only person who still uses this addon but I have updated it for the current patch to fix the broken feature that allows auras to only show when the corresponding ability is slotted. I've started a repo here, just copy the files into your original AuraMastery directory, but please back up your AuraMastery directory and SavedVariables (AuraMastery.lua in live/SavedVariables) before you do so, I am still a very inexperienced programmer and I may not be able to fix every issue that crops up.
The url is here: https://github.com/markrosos/AuraMasteryReborn Alternative functionality that I have added is a new slash command which will output the ability IDs of the abilities on your bar, so you can easily find the IDs to add for your auras. The command is "/printabilities", just type it in any of the chat boxes and it will show the output. If I make any updates to it in the future, I will post them here. Once I'm satisfied with how everything is working and I have a better handle on how the addon works and the API, I may publish a new version here on esoui. In my opinion this is the best/most complete/most powerful buff addon that has ever been made for ESO and I did not want to see it break even further as patches go on.
Last edited by ecru : 10/15/23 at 06:05 PM.
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Re: Re: slashHandler error
1. The addon fails to load correctly. It fails on the initialization phase during load, when it tries to iterate over the svars auraData and replace incorrect/missing values with the default ones - AuraMastery:ValidateAuraData -> self:SetDefaultValueForAuraSVar(auraName, fieldName, defaultValue) :376. The error: the auraName value cannot be found in the AuraMastery.svars.auraData, therefore the lookup in the table fails, it's a nil value. This is weird, because previous actions that required auraName were succesfull, otherwise the code wouldn't even reach so far. Also the svars file seems to list these auras correctly. 2. This is the error happening in the link. After the addon failed to load, trying to load the settings with /am fails. Most likely because addon stuff didn't load correctly, but I'm a Python programmer with 0 Lua experience, so I don't really know for certain. Lua is weird, man... I've checked the svars file to see if it was truly broken. This seems possible, since oriaxaurusrex said it failed on him only on a single character, so only for a given group of auras. I've compared different fields in my custom group and found the issue: Basically, it's a discrepancy between the auraNames in different fields. The first lookups for the auraName are most likely in either ["groupsData"][1]["elements"], where the auraNames reside, or in the auraData itself. AuraData contains, well, data of created auras. All these auras consist of a key being the auraName and a value being a bigger dict of various vars and addon settings. These auraNames are the same as the ones in groupsData. The issue starts when you look at the data inside these auras. There's a "name" key inside and it's... different than the auraName, but it shouldn't be. This is the issue. The first lookups in the code take the auraName from either groupsData or auraData, but the code that breaks the addon takes the auraName from this "name" key inside the aura dict. This discrepancy means that the code trying to replace values inside the aura dict try to look it up with the wrong auraName. That's it. It happened most likely when I've exported my aura group, imported it right away (the addon added a (1) to their names automatically, which is exactly the difference between all those auraNames in the svars), deleted the old one and renamed the imported ones to remove the (1). The addon got confused when generating the svars file and this resulted in mixed auraNames. If this happens to you, go inside the AuraMastery.lua inside SavedVariables directory and check if all these names match. If not, make them match and restart the game (to force it to reload the file atfer your changes). It should work after that. The names to check: ["groupsData"][<group number, Idk>]["elements"] ["auraData"] ["auraData"][<name of aura>]["name"] |
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Shushuda |
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wambo |
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Forum posts: 1
File comments: 56
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@letho Since uordered greymoor, yep alert was popping up on my screen, will u keep the addon useable/updated?
Last edited by Actosh : 06/22/20 at 04:35 AM.
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Actosh |
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Does anyone know how the "replacer legend" function works? I'm trying to track Sload's Call stacks (136123) and am using the text "Stacks = {s}" but the {s} isn't replaced with the number of stacks
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QuantumPie |
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This addon is too good to let fade away.
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detrimental2 |
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Re: Weapon Swap icon
So I guess you could make 2 seperate icons that each spawn / despawn on that event fired. This could be buggy though when the server decides you didnt really barswap yet, also you might start with a icon 2 on bar 1. You could also check for class specific passives, or things like inner light, that you only run on one bar. But that would need adjustment for each character. |
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wambo |
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Weapon Swap icon
There is some way to show an icon when you swap weapons, like, if yiu swap to weapon 1 icon X appear and when you swap to weapon 2 icon X disapear and icon y appear?
Thanks in advance
Last edited by KruegerVox : 05/10/20 at 09:09 PM.
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KruegerVox |
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Just a heads-up because it might cause issues in the future. AceSerializer is a bit bugged when encoding space characters. Many years ago HarvestMap used AceSerializer where I encountered the following issue:
Line 137 performs a string comparison. This comparison is alphabetic and depends on the locale settings of the operating system. On some (iirc russian) macOS systems the space character is >"~\122" which results in the error of line 148 to be thrown and deserialization to fail.
Last edited by Shinni : 05/10/20 at 02:32 PM.
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