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Return to Karazhan (7.1.5)
Legion (7.0.3)
Updated:10-28-16 09:39 AM
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CooldownButtons  Popular! (More than 5000 hits)

Version: 3.4.3
by: Netrox [More]

Features:
*Monitor Spell and Item Cooldowns as Buttons (see screenshots)

* Hide cooldowns longer than X seconds

* Supports Masque button skinning

* easy to use configuration UI (use /cdb or /cooldownbuttons to open)



Projekt page

3.4.3 - 28. Okt. 2016
- toc bump

3.4.2 - 23. Okt. 2016
- Detect spells with recharge as spells with cooldown

3.4.1 - 08. Aug. 2016
- Fix display of spells that get a cooldown after learning a talent. e.g "Mind Control" after learning "Dominate Mind"

3.4.0 - 31. Jul. 2016
- update item group for non-health potion (add legion potions)
- update item group for health potion (add legion potions)
- remove cooldown set for shaman shocks
- remove cooldown set for hunter traps

3.3.1 - 30. Jul. 2016
- Bump Toc for Options Addon/Module...

3.3.0 - 29. Jul. 2016
- Bump Toc for Legion
- Fix a bug with Chat Post notifications
-> If you find issues with CDB in Legion feel free to open a ticket: http://www.wowace.com/addons/cooldownbuttons/tickets/
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Unread 01-27-09, 12:28 AM  
shobu
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This addon is great, but one thing that niggles me is that the cooldown actually ends one second after CooldownButtons reports "zero".

In other words, it goes like this:

Three... Two... One... Zero... Cooldown Ready.

When it should go:

Three... Two... One... Cooldown Ready.

It may sound finnicky, but this is the best cooldown addon I can find and it just feels odd waiting an extra second for every cooldown.
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Unread 01-23-09, 05:55 AM  
sun
A Defias Bandit
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3.0.8

i tried this addon again with 3.0.8 hoping that the DK rune cooldown would be fixed but it's not...

on a side note the omnicc display cooldown is fixed (without the addon getting updated) AND MSBT cooldown works fine for DK, so i think someone should look at how MSBT did it and implement the same logic for this addon.
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Unread 01-18-09, 08:05 AM  
Kvothe
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That would cerntainly be possible

At the beginning of Spell_Cooldowns.lua add the following line (where all the lines start with local just insert this one somewhere)

Code:
local _, playerclass = UnitClass("player")
And replace the duration check with

Code:
        -- Some dirty fixes for deathknight cooldowns
        local mintime = 3        
        if(playerclass == "DEATHKNIGHT") then            
            mintime = 10
            -- to show mindfreeze cd set mintime to 9 since mindfreeze has a cooldown of 10 seconds
            if (GetSpellName(spellIndex, BOOKTYPE_SPELL) == "Mind Freeze") then
                mintime = 9
            end
        end
        
        if enable == 1 and start > 0 and duration > mintime then
I haven't tested this but it should work perfectly.
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Unread 01-17-09, 02:32 PM  
dakota182
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Originally posted by Kvothe
Yeah whell the option to hide cooldowns longer than X seconds is to prevent longrunning cooldowns (like pala bubble) to show the full 40? minutes (whatever). So you can hide cooldowns longer than e.g. 5 minutes and make the cooldown show up if it is under that threshold (so you see the last 5 minutes of bubble cd).

The minimum time a cooldown has to last to show up is hardcoded to 3 seconds (as far as i could see by briefly scanning the code) so either an option to make that configurable or set it to 10 seconds if the playing class is a DK would be nice.

In the meantime you could change the code if you want to do just that:

In the file
Code:
 CooldownButtons\Modules\Spell_Cooldowns.lua:60
Change
Code:
 if enable == 1 and start > 0 and duration >= 3 then
to
Code:
 if enable == 1 and start > 0 and duration > 10 then
along these same lines, would it be possible to add a condition to the if statement to check the player's class?

ie,

Code:
 if PlayerClass == "Death Knight" then
      minimumTime = 10;
else
      minumumTime =3;

 if enable == 1 and start > 0 and duration >= minimumTime then
edit: I did some research and found blizzard's UnitClass function. I'm gonna throw a few lines into the code and see if it works.
Last edited by dakota182 : 01-17-09 at 02:53 PM.
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Unread 01-10-09, 09:03 PM  
nukesistah
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hunter trap CD's still not showing.. :(

imma sad panda
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Unread 01-03-09, 07:28 PM  
abzinthe
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It would be lovely to have a feature to populate all available nodes (fitting in with the multi-row, spacing, max buttons options etc) so we don't need to blow a lot of CDs to test the appearance.
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Unread 12-28-08, 01:15 PM  
dakota182
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perfect
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Unread 12-27-08, 06:04 AM  
Kvothe
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Yeah whell the option to hide cooldowns longer than X seconds is to prevent longrunning cooldowns (like pala bubble) to show the full 40? minutes (whatever). So you can hide cooldowns longer than e.g. 5 minutes and make the cooldown show up if it is under that threshold (so you see the last 5 minutes of bubble cd).

The minimum time a cooldown has to last to show up is hardcoded to 3 seconds (as far as i could see by briefly scanning the code) so either an option to make that configurable or set it to 10 seconds if the playing class is a DK would be nice.

In the meantime you could change the code if you want to do just that:

In the file
Code:
 CooldownButtons\Modules\Spell_Cooldowns.lua:60
Change
Code:
 if enable == 1 and start > 0 and duration >= 3 then
to
Code:
 if enable == 1 and start > 0 and duration > 10 then
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Unread 12-26-08, 11:35 AM  
dakota182
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Originally posted by Kvothe


EDIT: Eventually it would be nice to add an option for a minimum cooldown treshold (or set it to >10 secs for DK).
Well, on the features section for this addon, it states:

* Hide cooldowns longer than X seconds
If you figure out how to do it, let me know. I'm gonna go play around with the settings, myself.
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Unread 12-26-08, 06:19 AM  
Kvothe
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Well the fix certainly did remove skills which have no dedicated cooldown.
The problem is that the API does not return the cooldown of a skill but the cooldown + the rune cd (which hopefully is subject to change as there is a bug report on the official forums).

It may be possible to write a workaround for this but not reliably since there is another bug where the rune cd does not always return correct values.
Maybe Netrox has an idea for a workaround (which would be awesome ) but I think that it's not worth the effort and hopefully fixed by blizzard in the next patch.

Until then I'm using the previous version where I can turn of mostly unwanted cds.

EDIT: Eventually it would be nice to add an option for a minimum cooldown treshold (or set it to >10 secs for DK).
Last edited by Kvothe : 12-26-08 at 06:27 AM.
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Unread 12-25-08, 10:06 PM  
dakota182
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The fix did nothing. Any comments?
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Unread 12-20-08, 12:37 PM  
dakota182
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Originally posted by Netrox
done
installing now! can't wait... will edit with results.

edit: looked cleaner for a bit... with some questionable cooldown alerts, then i got this:
Code:
Date: 2008-12-20 11:46:42
ID: 4
Error occured in: Global
Count: 1
Message: ...\AddOns\CooldownButtons\Modules\Cooldown_Manager.lua line 150:
   ?(): Invalid spell slot
Debug:
   (tail call): ?
   (tail call): ?
   [C]: ?()
   ...\AddOns\CooldownButtons\Modules\Cooldown_Manager.lua:150: CheckExpiring()
   ...\AddOns\CooldownButtons\Modules\Cooldown_Manager.lua:75: Add()
   ...e\AddOns\CooldownButtons\Modules\Spell_Cooldowns.lua:82: ?()
   ...oft\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:146:
      ...oft\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:146
   [string "safecall Dispatcher[1]"]:4:
      [string "safecall Dispatcher[1]"]:4
   [C]: ?
   [string "safecall Dispatcher[1]"]:13: ?()
   ...oft\Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:91: Fire()
   ...ace\AddOns\Bagnon\libs\AceEvent-3.0\AceEvent-3.0.lua:73:
      ...ace\AddOns\Bagnon\libs\AceEvent-3.0\AceEvent-3.0.lua:72
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Last edited by dakota182 : 12-20-08 at 12:48 PM.
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Unread 12-20-08, 02:48 AM  
Netrox
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done
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Unread 12-15-08, 11:30 AM  
dakota182
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Re: Deathknight

Originally posted by Kvothe
As my login with WoWAce is somehow no longer valid (was absent for over a year) and registering a new one doesn't work for me I will post some ideas of how to "fix" the DK cds here.

I think that runes should be treated as a resource like mana.
So basically just ignore every cooldown that is purely rune related and show only skills with dedicated cooldowns completely ignoring the rune cd part.
It is not really applicable to track rune cds on a per skill base (at least for me) and in my opinion there are more specialized addons out there for tracking runes (e.g. Runica which is my favourite atm since it beautifully integrates with CDB).

This would mean that if i use a skill which has a cd of let's say 15 sec I get an announcement 15 sec later even though the spell may not be useabe due to required runes being on cd.

For the other classes their resource is not included in the cooldown of their skills so why for DKs?
If a mages blink is ready but not useable due to low mana he would still want to know it is ready.

I don't know if it's possible to implement DK cooldowns in such a way as the API returns the skills current cd (the rune cd overrides the actual cd of a skill as far as I know even if the actual cd is much longer) and therefore there's no reliable way to determine the skills cooldown and not the rune cd (which may be considered a bug and hopefully fixed).

I don't know if this is the best way for every DK out there (it certainly would be for me ) but maybe you could consider such an approach.

For what it's worth, I would also be happy with this system for my DK. I'm checking this page daily for the DK update. This mod is fantastic and I can't wait for it to work properly with my new main.
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Unread 12-13-08, 01:38 PM  
Kvothe
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Deathknight

As my login with WoWAce is somehow no longer valid (was absent for over a year) and registering a new one doesn't work for me I will post some ideas of how to "fix" the DK cds here.

I think that runes should be treated as a resource like mana.
So basically just ignore every cooldown that is purely rune related and show only skills with dedicated cooldowns completely ignoring the rune cd part.
It is not really applicable to track rune cds on a per skill base (at least for me) and in my opinion there are more specialized addons out there for tracking runes (e.g. Runica which is my favourite atm since it beautifully integrates with CDB).

This would mean that if i use a skill which has a cd of let's say 15 sec I get an announcement 15 sec later even though the spell may not be useabe due to required runes being on cd.

For the other classes their resource is not included in the cooldown of their skills so why for DKs?
If a mages blink is ready but not useable due to low mana he would still want to know it is ready.

I don't know if it's possible to implement DK cooldowns in such a way as the API returns the skills current cd (the rune cd overrides the actual cd of a skill as far as I know even if the actual cd is much longer) and therefore there's no reliable way to determine the skills cooldown and not the rune cd (which may be considered a bug and hopefully fixed).

I don't know if this is the best way for every DK out there (it certainly would be for me ) but maybe you could consider such an approach.
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