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Updated: 10-19-14 06:34 PM
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Warlords of Draenor Pre-Patch (6.0.2)
Siege of Orgrimmar (5.4)
Escalation (5.3)
Updated:10-19-14 06:34 PM
Created:04-25-09 05:40 PM
Downloads:9,893
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oUF AuraWatch  Popular! (More than 5000 hits)

Version: 1.6.8-8
by: Astromech [More]

This is an optional addon for oUF by haste. The latest version was verified to work with oUF 1.6.8.

oUF AuraWatch adds the ability to watch specific auras on any unit of your choice. All you need to know is the spell ID!

Some uses include:

  • Grid style HoT indicators.
  • Crowd control warnings.
  • DoT timers.
All integrated within your unit frames.

By default, when an aura is applied to a unit, oUF_AW will display an icon letting you know it has been applied. When the aura expires, oUF_AW will display a faded icon, letting you know to reapply that aura. These affects can be customized in your layout. All icons are cleared when combat ends, so you can start each fight fresh. oUF_AuraWatch used the GUID of players and targets, making sure correct information is shown.

oUF_AW does not display numerical timers on its own. However, it does create a cooldown frame which, when paired with OmniCC by Tuller (or a similar addon), will create a countdown for you.

Additional options as well as an example on how to set up oUF_AW are located in oUF_AuraWatch.lua.

1.6.8-8
-Removed some legacy code from spell ranks. Be sure you use the correct spell ID!

1.5.2-7
-Replaced the numerous frame options with a customIcons option, which gives control of frame creation to the user. This is not backwards compatible! If you previously used hideCount, hideCooldown, or custom textures, slight alterations to your layout will be needed.
-Added Override- and Post- ResetIcon and ExpireIcon fields, which allow the user to better control how frames look when these events occur.
-Updated to oUF version 1.5.2 element standard.

1.3.28-6
Added hideCount and hideCooldown options.
Added a strictMatching option, which will watch auras based on spell ids instead of spell names if true.
Improved documentation in oUF_AuraWatch.lua.
Use new embedding technique.
Slight code improvements.

1.3.14-5:
Added an anyUnit option, which, if true, will display an aura no matter what unit it is from.
Fixed an error in the icon creating code.

1.3.14-4:
Fixed some typos so that the addon works like the documentation says!

1.3.14-3:
Allowed the layout to specify showOnlyPresent and showOnlyMissing on a per aura basis if wanted.
Added a new fromUnits field which specifies which units an aura can originate from.

1.3.11-2:
Fixed global oUF referencing and embedding errors.

1.3.11-1:
Initial upload.
Archived Files (7)
File Name
Version
Size
Author
Date
1.5.2-7
4kB
Astromech
10-16-10 06:46 PM
1.3.28-6
4kB
Astromech
05-09-10 09:02 PM
1.3.14-5
3kB
Astromech
05-05-09 11:27 AM
1.3.14-4
3kB
Astromech
04-30-09 04:11 PM
1.3.14-3
3kB
Astromech
04-29-09 10:34 PM
1.3.11-2
3kB
Astromech
04-26-09 02:00 AM
1.3.11-1
3kB
Astromech
04-25-09 05:40 PM


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Unread 05-24-09, 04:21 PM  
Dawn
A Molten Giant
 
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What would be the best way to set up AuraWatch for multiple classes. Let's
say druid and priest?

I tried:
Code:
		if playerClass=="DRUID" then
		local spellIDs = { 2345, }
		elseif playerClass=="PRIEST" then
		local spellIDs = { 1234, }
		end
... which doesn't work because it starts spitting out an error.
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Unread 05-23-09, 06:54 PM  
Dawn
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It seems like AuraWatch doesn't like:

Code:
	icons.showDebuffType = true
It spits out an error, that it failed to assign a number to "icon" or something like that.

I'm using this on my aura reskin function to color debuff borders by type. However, I worked around this by creating an identical function, just without that line and a slightly different function name.
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Unread 05-14-09, 12:04 PM  
Astromech
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Outside the Scope

I like the idea, but it is outside the scope of oUF_AuraWatch. oUF_AW is meant primarily to serve as a "DoT timer" for specific auras, not a general buff sorting display. Sorry
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Last edited by Astromech : 05-14-09 at 12:04 PM.
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Unread 05-12-09, 11:40 AM  
Dawn
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Is there any chance this could be developed into something that can also filter buffs/debuffs on duration?

I like to differentiate between severa group of buffs.

1. one group of short buffs/debuffs with a duration <120sec for player
2. one group of short buffs/debuffs with a duration <120sec for target
3. one group of long buffs/debuffs with a duration >120sec for target

The idea behind this is simple. It allows to keep track of important self/hostile buffs AND debuffs, in a consistent place.

Or would this blow up the basic idea of this addon ? I hope not, since it's an nice and efficient way to filter a lot of things!
Last edited by Dawn : 05-12-09 at 11:42 AM.
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Unread 05-08-09, 10:50 AM  
Astromech
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Thanks, that looks great! Glad it's working out for you
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Unread 05-08-09, 07:11 AM  
zork
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Tested it yesterday in a 25man with AddonManager to check the CPU and memory load. Everything was fine, no problems.

http://s.wowinterface.com/preview/pvw26394.jpg

Only problem I had were the Kel'Thuzad iceblock debuff icons. Since the cooldown spiral starts at full and by healthbar is kinda dark when full the icon was hard to spot. I am using my own icon.cd now with Reversed cooldown spiral so the icon is blank at start...maybe I am going to add a glow to it aswell.

Props. <3
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Last edited by zork : 05-08-09 at 07:17 AM.
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Unread 05-06-09, 12:24 PM  
zork
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Re: Customizing

Thanks alot! Got it working, its perfect! The strange aura outside Shattrath is a good stationary debuff to do some tests .

http://zorktdmog.zo.funpic.de/rothui...609_202209.jpg
http://zorktdmog.zo.funpic.de/rothui...609_204009.jpg
http://zorktdmog.zo.funpic.de/rothui...609_204945.jpg

Here is my function:
Code:
  local function d3o2_createAuraWatch(self,unit)
    local auras = CreateFrame("Frame", nil, self)
    auras:SetAllPoints(self.Health)
    local spellIDs = { 
      48440, --reju
      48443, --regrowth
      48450, --lifebloom
      53249, --wildgrowth
      27808, --kel iceblock
      32407, --strange aura
    }
    
    auras.presentAlpha = 1
    auras.missingAlpha = 0
    --auras.hideCooldown = true
    --auras.PostCreateIcon = d3o2_createAuraIcon
    auras.icons = {}
    
    for i, sid in pairs(spellIDs) do
      local icon = CreateFrame("Frame", nil, auras)
      icon.spellID = sid
      if i > 4 then
        icon.anyUnit = true
        icon:SetWidth(20)
        icon:SetHeight(20)
        icon:SetPoint("CENTER",0,0)
      else
        icon:SetWidth(10)
        icon:SetHeight(10)
        local tex = icon:CreateTexture(nil, "BACKGROUND")
        tex:SetAllPoints(icon)
        tex:SetTexture("Interface\\AddOns\\oUF_D3OrbsRaid\\indicator")
        if i == 1 then
          icon:SetPoint("BOTTOMLEFT",0,0)
          tex:SetVertexColor(200/255,100/255,200/255)
        elseif i == 2 then
          icon:SetPoint("TOPLEFT",0,0)
          tex:SetVertexColor(50/255,200/255,50/255)
        elseif i == 3 then          
          icon:SetPoint("TOPRIGHT",0,0)
          tex:SetVertexColor(100/255,200/255,50/255)
          local count = icon:CreateFontString(nil, "OVERLAY")
          count:SetFont(NAMEPLATE_FONT,10,"THINOUTLINE")
          count:SetPoint("CENTER", 4, 0)
          --count:SetAlpha(0)
          icon.count = count
        elseif i == 4 then
          icon:SetPoint("BOTTOMRIGHT",0,0)
          tex:SetVertexColor(200/255,100/255,0/255)
        end
        icon.icon = tex
      end  
      auras.icons[sid] = icon
    end
    self.AuraWatch = auras
  end
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Last edited by zork : 05-06-09 at 12:51 PM.
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Unread 05-05-09, 07:36 PM  
Astromech
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Customizing

Yes, you could use fontstrings to achieve that effect, but you can also customize the AuraWatch icons.

oUF_AW will create the following things automatically for every icon, unless they are already present:
  • icon: A texture to show. Normally the buff's texture.
  • count: A fontstring to show the aura stack count.
  • cd: A cooldown frame.
  • overlay: An overlay texture which shows when the aura has expired.

So for your indicators, just create a texture with the desired color when you first create the frames to position them.

There was a bug in the last version, but in the latest version it will work correctly.
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Unread 05-05-09, 05:26 PM  
jadakren
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Originally posted by zork
Thats what I want it to look when done. Recoloring indicators may be a problem tho. Its just Photoshop yet.



Need a ignoreCaster = true/false variable per icon.
Your indicator dots can be done with fontstrings and the already present tagstring system.

here is how i do it.

ouf_indicators/ouf_indicators.lua
> http://pastey.net/113658

ouf_indicators/tags.lua
> http://pastey.net/113659

in my layout :
Code:
func(self)
--blah blah

 self.AuraIndicator = true --yes we want to process the aura indicator areas for this frame.
--blah blah 
end
the table oUF.indicators.fontObjects holds an entry for each area you want to have indicator dots. the contents of those entries are the ouftags.

it's worht noting that i don't use the character '.' (period) but rather ''(centered period) for most of the indicators.

You can see for the priest i use '+' for power infusion, guardian spirit & pain suppression...which goes in the top middle.
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Unread 05-03-09, 11:42 PM  
Astromech
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Sorry for my late reply. I've been very busy this weekend.

The ignoreCaster option should be easy to implement! I will try to upload a new version tomorrow if I have time. It will be ready by Tuesday at the lastest.
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Unread 05-03-09, 06:25 AM  
zork
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Thats what I want it to look when done. Recoloring indicators may be a problem tho. Its just Photoshop yet.



Need a ignoreCaster = true/false variable per icon.
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Last edited by zork : 05-03-09 at 08:57 AM.
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Unread 05-01-09, 05:07 PM  
zork
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Originally posted by Astromech
Guardix,

Oh sorry about that. I changed it so it matches the documentation. I'll release a new version later today.

zork,

Yeah that looks good! Glad you like it.
Hmm is it possible to track boss debuff spellids aswell? For example Kel'Thuzad iceblock.

http://www.wowhead.com/?spell=27808

I am just asking myself...what string will the "caster" variable return if I have no unit set to show Kel'Thuzad and a raidunit receives a debuff from him. Will it return the mob_name or mob_unique_id or what? If its a dynamic id we have no chance to track that. But setting the focus to Kel'Thuzad first may help. Just surfed around wowwiki.
Patch 3.1 changed "isMine" to "unitCaster". It is now possible for addons to retrieve the unitId that casted the buff/debuff.
http://www.wowwiki.com/UnitId
Maybe it does return "npc", I don't know.

Well it would be better if we could set a varialble for each spellid if the unit who casted is important or if we do not need to track it. A global setting doesn't help much, I want it for hots, for example but not for specific raid debuffs.
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Last edited by zork : 05-02-09 at 06:07 AM.
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Unread 04-30-09, 03:47 PM  
Astromech
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Guardix,

Oh sorry about that. I changed it so it matches the documentation. I'll release a new version later today.

zork,

Yeah that looks good! Glad you like it.
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Last edited by Astromech : 04-30-09 at 03:49 PM.
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Unread 04-30-09, 01:55 PM  
zork
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Just added it. Works perfectly.

If you want to know how I implemented it check:
http://code.google.com/p/rothui/sour...bs.lua&old=410
and look out for aurawatch. Its active for class = druid only.

Dev shots
http://zorktdmog.zo.funpic.de/rothui...009_213753.jpg
http://zorktdmog.zo.funpic.de/rothui...009_214257.jpg
http://zorktdmog.zo.funpic.de/rothui...009_230106.jpg

I added it to focus, pet, party, focustarget. First I had it horizontal, but I like the vertical version better.

Awesome, I love it.
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Last edited by zork : 04-30-09 at 03:32 PM.
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Unread 04-30-09, 11:40 AM  
Guardix
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I see typos *oh noes*
line 109 it says 'showOnlyMissing' while it says 'onlyShowMissing' in the documentation. The same goes for present.
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