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RuneWatch  Popular! (More than 5000 hits)
Version: v1.2.12 Stable
by: Voorije [More]
Localization
I've recently converted RuneWatch over to a Locale-Based system. I'm currently looking for people willing to help localize (translate) RuneWatch into various languages.

Note: v1.2.12 works with Wow 3.3.5

The following localizations are still in need of help:

- esES - Spanish
- deDE - German (Found)
- frFR - French (Found)
- ruRU - Russian (Found)

If you can help me translate my mod please contact me via PM on WoWInterface.com (Click Here). As I find people willing to help with the above localizations I will cross them off the list.

Bug Reports & Feature Requests
Due to some problems with comments and the fact that they aren't the best venue for reporting, I've asked WoWInterface Admins to disable comments on my mods.

If you would like to report a bug or request a feature please use the appropriate buttons on the right of this page. (Underneath the big download button) This will redirect you to a proper form on my project portal which will help me keep track of problems and flag bugs as fixed.

Bug Reporting - Please use the Portal 'Report Bugs' Feature
Feature Requests - Please use the Portal 'Feature Request' Feature
Comments & Questions - Please post on The Project Thread In the forums.
Mod Graphics
Since I've been getting a number of questions about the graphics, I'd like to point out right away that they're an iterative development. (This means they're a work in progress and will be updated every couple versions)

Planned Graphical Features:
  • Three Major Skins - Full, Compact, Lightweight
  • Variety of Rune Graphics - Default (Blizzard), Custom, Etc...
  • Vertical Flip Mode - Allows you to flip the mod upside-down for placement above your character.
  • >> If you have any suggestions, please use the request feature button for this project.
RuneWatch Description
RuneWatch is a simple RuneBar Replacement Mod which is visually bigger, less cluttered and movable.

RuneWatch also counts down the cooldown on your runes to make them more obvious and easy to monitor.

Note: RuneWatch is an Ace3 Mod and only works in Wrath of the Lich King
Additional Information
I would like to extend a special thankyou to Elderidge for the designing of the graphics for RuneWatch. He's a very talented artist and has contributed greatly not only to the visual component of RuneWatch but aided with ideas and testing.

To access the commands for the mod type either /rune or /runewatch
Known Issues
Please see the "Bug Reporting" Section of my Portal for a list of bug reports and resolved issues.
Upcoming Features

Below is a list of features planned for future versions of RuneWatch
  • Cooldown Watching
  • Various Options to control behavior & appearance.
v1.2.3 Stable
-------------

- Minimap Icon now is hideable.
- Fixed some issues with the main frame not saving it's location.
* Note: This may be the last version until I release the new v2.x.x line that's currently in development.

v1.2.2 Stable
-------------

- Localizations for deDE, frFR, ruRU added
- Support for LibDataBroker based mods (Like Fortress)
- Support for AddonLoader
- Revised Config Structure
- Support for full Config options in Blizzard Interface Options
- Minimap Icon

v1.2.1 Beta
-----------

- Disease Tracker fixed for all locales
- Locale Support Added, Waiting on translations

v1.2.0 Stable
-------------

- Disease Tracker now supports all diseases and only counts your own.
- Various upgrades & Tweaks
- New Art for Diseases.

v1.1.5 Beta
-----------

--[[Skins]]--

- [Modified] Full & Compact
----- [Fixed] Numerical Runic Power Indicator
- [Modified] Rune-Skins
----- [Modified] Death Runes now are purple(magenta).

--[[Frame Widgets]]--

- [Modified] Disease Tracker
----- [Modified] Numerical Counter now only tracks your own diseases.

v1.1.4 Beta
-----------

--[[Skins]]--

- [Modified] Full Skin
----- [Added] Themes ('Generic', 'Blood', 'Unholy', 'Frost')
----- [Modified] Frame Design, Allows for better support of 'Top' Orientation
- [Added] Compact Skin
----- [Added] Orientation Modes ('Top', 'Bottom')
----- [Added] Themes ('Generic', 'Blood', 'Unholy', 'Frost')
----- [Supports] Frame Widget: Disease Tracker
----- [Supports] Frame Widget: Runes
----- [Supports] Frame Widget: Runic Power (Numerical Only)

--[[Frame Widgets]]--

- [Modified] Runes
----- [Added] Spin-Cooldown Display
----- [Modified] Cooldown Timer Text is now cuztomizable with custom colors.

v1.1.3 Beta
-----------

- Disease Tracker This new widget for the rune frame is designed to help Death Knights track their diseases. Center Widget tracks number of diseases on the current target.
- > Frost Fever Tracks your Frost Fever disease on the current target.
- > Blood Plague Tracks your Blood Plague disease on the current target.
- Blizzard Rune Frame Toggle Allows you to select RuneWatch's behavior regarding the official Blizzard Rune Frame. This feature allows you to not hide the Blizzard Rune Frame.

<<Notes>>
If you use X-Perl it is recommended you HIDE the blizzard rune frame.

v1.1.0 Beta
-----------
- Refactored entire project to make room for upcoming features
- Added Vertical Flip
- Reorganized Configuration Panel

v1.0.2 Stable
-------------
- Added Rune Order Configuration & Options
- Added Runic Power Bar Configuration Options

v1.0 Build 24
------------
- Bug Fixes

v1.0 Build 22
------------
- Reorganized Configuration
- Added Out-Of Combat Fade-Out option & Config
- New Graphics
- New RP Color
- New RP Border
- Graphics fixed to align better

v1.0 Build 15
------------
- Smoothed RP Changes
- Fixed a bug that caused RP to get stuck at 1 or 2.

v1.0 Build 14
------------
- Fix for improved runic power

v1.0 Build 13
------------
- Added Graphics for RuneWatch
- Added Runic Power (Numerical) Display
- Added Runic Power (Bar) Display

v1.0 Build 9
-----------
- Added UI-Scale Option (Allowing you to resize everything)
- Fixed a bug where rune cooldowns would continue below 0.

v1.0 Build 8
-----------
- Small Fixes
- Updated with new Rune Icons

v1.0 Build 6
-----------
- Mod is now hidden when not playing a Death Knight

v1.0 Build 6
-----------
- Fixed Display Bug on First Load

v1.0 Build 5
-----------
- Initial Release
Optional Files (1)
File Name
Version
Size
Author
Date
Type
1.2.14
792kB
11-20-11 03:47 PM
Addon


Archived Files (8)
File Name
Version
Size
Author
Date
v1.2.10 Stable
771kB
Voorije
08-04-09 11:47 PM
v1.2.9 Stable
771kB
Voorije
06-18-09 04:42 AM
v1.2.8 Stable
770kB
Voorije
04-23-09 04:51 AM
v1.2.6 Stable
770kB
Voorije
04-17-09 11:19 PM
v1.2.3 Stable
763kB
Voorije
01-13-09 12:20 AM
v1.2.2 Stable
761kB
Voorije
12-03-08 03:33 AM
v1.2.1 Beta
721kB
Voorije
11-28-08 03:53 PM
v1.2.0 Stable
716kB
Voorije
11-18-08 05:53 AM


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Unread 09-03-08, 02:18 AM  
Voorije
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Re: Re: Re: Graphics

Originally posted by Aurorablade
would you consider allowing for diffrent rune styles, like instead of the defualt graphics? (yes i like pretty things)
It's one of my planned features actually.

*NOTE, Comments from this point onward have been disabled.*
Last edited by Voorije : 09-03-08 at 03:13 AM.
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Unread 09-02-08, 03:44 PM  
Aurorablade
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Re: Re: Graphics

would you consider allowing for diffrent rune styles, like instead of the defualt graphics? (yes i like pretty things)
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Unread 08-30-08, 09:59 PM  
Voorije
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Re: Graphics

Originally posted by skwidspawn
One of the things I loved about this mod was how simple it was visually, that and it did absolutely everything I needed it to, except show RP (which it now does). Personally not a big fan of the new graphics, and would prefer the addon without the art.

Nice work on the RP counter!
Thanks, I'm glad you like it!

The graphics are temp, newer cleaner ones coming and Elderidge is working on Compact and Lightweight Versions for maximum customization.

Additionally some new features are coming which will make the visuals a lot less distracting if you don't like them. (i.e. fade outs / opacity / etc...)

Last edited by Voorije : 08-30-08 at 10:04 PM.
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Unread 08-30-08, 03:24 PM  
skwidspawn
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Graphics

One of the things I loved about this mod was how simple it was visually, that and it did absolutely everything I needed it to, except show RP (which it now does). Personally not a big fan of the new graphics, and would prefer the addon without the art.

Nice work on the RP counter!
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Unread 08-29-08, 10:23 AM  
Voorije
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Originally posted by Sentient
Whatever frames I used to test this (in case it was a graphical bug) Death Rune mastery did not give me death runes. I sent a bug report myself.
Yea I was fairly certain it was a client bug and not one in my mod. I had death runes working before the aug 21st patch which is when it seems the death runes became broken.

Thankyou for the confirmation.
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Unread 08-29-08, 10:20 AM  
Sentient
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Originally posted by Voorije
When I noticed this myself, I inquired, apparantly Death Rune Mastery is broken.

The code I use for updating the rune graphics is prettymuch a straight adaptation of the blizzard code.

Until I get confirmation that Death Knight Mastery isn't broken anymore you wont be able to see them.
Whatever frames I used to test this (in case it was a graphical bug) Death Rune mastery did not give me death runes. I sent a bug report myself.
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Unread 08-29-08, 06:41 AM  
Voorije
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Originally posted by boobox
Bug: Not sure if this is a beta bug or your addon but my blood specced DK has death rune mastery and when i use death strike it does not seem to change the runes into death runes.
When I noticed this myself, I inquired, apparantly Death Rune Mastery is broken.

The code I use for updating the rune graphics is prettymuch a straight adaptation of the blizzard code.

Until I get confirmation that Death Knight Mastery isn't broken anymore you wont be able to see them.
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Unread 08-28-08, 02:25 PM  
boobox
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Bug: Not sure if this is a beta bug or your addon but my blood specced DK has death rune mastery and when i use death strike it does not seem to change the runes into death runes.
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Unread 08-14-08, 07:08 PM  
Voorije
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Originally posted by Jzar
There appear to be several bugs with this. I'm not sure on exactly what the bahavior is, since I can't see the original runes, though. But it appears that if I die while in combat, there's a good chance for my runes to continue past 0 and start counting negative numbers. There's also a pretty good chance whenever my rune abilities don't land (so they only get a 2 sec cd) to go negative. Any rune icons with a negative cooldown timer appears to be cleared when used, instead of getting a new 10 sec cd timer applied to it.
That is odd, most of the code in the timers are adaptations of the actual blizzard timers (same methodology for calculating & displaying).

I tested it as thourougly as I could, I will look into this.

=== Update ===

I've identified the problem with dieing. It appears when the player dies, the UI Functions never list the rune as "ready" until you come back to life, this causes the timer to go negative. I've applied a patch for this.

If you could provide additional information about the missed rune abilies and such and I will look into it and fix it ASAP.
Last edited by Voorije : 08-14-08 at 07:48 PM.
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Unread 08-12-08, 08:47 AM  
Jzar
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There appear to be several bugs with this. I'm not sure on exactly what the bahavior is, since I can't see the original runes, though. But it appears that if I die while in combat, there's a good chance for my runes to continue past 0 and start counting negative numbers. There's also a pretty good chance whenever my rune abilities don't land (so they only get a 2 sec cd) to go negative. Any rune icons with a negative cooldown timer appears to be cleared when used, instead of getting a new 10 sec cd timer applied to it.
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Unread 08-10-08, 02:12 AM  
Voorije
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Re: Suggestion...

Originally posted by CurtisTheGreat
Allow the runes to be moved individually, instead of just as a group. Would allow for more flexibility.


Also, I'm not sure if there is supposed to be any kind of config with the mod, but doing /runewatch config just brings up a window with one option: "locked".

If that's how it is supposed to be, then great! If not... then it's not working right. haha
Yea, im planning to make them all movable individually in the upcoming versions.

As for config, if you just type /rune you'll realize there's not much to configure (yet!)

The Beta is still young, please check back frequently for updates!
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Unread 08-09-08, 04:38 PM  
CurtisTheGreat
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Suggestion...

Allow the runes to be moved individually, instead of just as a group. Would allow for more flexibility.


Also, I'm not sure if there is supposed to be any kind of config with the mod, but doing /runewatch config just brings up a window with one option: "locked".

If that's how it is supposed to be, then great! If not... then it's not working right. haha
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