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Its' Death Knight Timer  Popular! (More than 5000 hits)

Version: 2.9.0.2
by: Itsnoteasy [More]

Updated Sep 1.

Note: if there's something wrong, or you don't like it, please leave a comment.

Death Knight Timer is an experiment in a different way of representing a Death Knight's runes and runic power.

The basic idea is that you have a runeblade, with your runes carved into it. As you spend each rune, it pops out of its socket and slowly crawls back to the blade; when the rune returns to its original position, it's ready to use again.

Additionally, runic power is represented by a bar filling up the inside of the blade.

This addon is currently in the proof of concept stage; it's got a few known bugs and lots of features are missing. That said, if you want to download it, give it a try, and let me know what you think, I'd appreciate it.

Features implemented:

  • Rune display with crawl-back animation.
  • Runic power display.
  • Dragging to reposition. :P
  • First revision of new animation library is in place. Currently only used to do the "bounce" effect when runes refresh. :P

Features planned:
  • Disease display: something similar to the rune display that lets you know not only how many diseases you have on the target, but how long until they disappear.
  • Global Cooldown display; currently, I'm thinking some kind of pulsing light or something. I dunno.
  • More elaborate animation; Its needs the bam-bam!

Known bugs/deficiencies:
  • It sometimes gets stuck at just over 0 runic power. I'm not sure why yet, but I suspect the events aren't being processed for some reason...
  • The entry in the interface options panel is stuck "open" and can't be collapsed. Still trying to work out why.

2.0.9.2
  • Got dragging to reposition the blade working. Note that only the area with the rune sockets in it is actually draggable (making the whole thing draggable would be horrible atm.)
  • New animation library is in-place and about 60% finished. It's doing the fancy bounce animation. You can play with the Candy.lua file to change the animation; the only docs for EyeCandy at the moment are the source itself, sadly.
  • Compressed the rune graphics to BLP; cut down on the size a little. Not going to compress the blade graphics, since doing so actually makes them larger.
  • Removed the About pane for now.
  • Disabled debugging output. :P
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Unread 06-11-10, 05:41 PM  
kasca
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I hope it going to be updated. Becase as of now i turned it off. The timer crashing the game.
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Unread 01-12-10, 01:09 PM  
winarski80
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Update

Is this going to b updated?And is so could u make the runes go right to left?
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Unread 10-12-09, 11:37 PM  
Itsnoteasy
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Originally posted by kasca
I love this mod. My only problem is i cant see the band. Is there a way to make it brighter or darker?
Probably too late a reply to be useful, but if anyone wants to change the power bar, just edit or replace Blades\default_power.tga. That, or make a new blade that uses a different image.
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Unread 10-12-09, 11:35 PM  
Itsnoteasy
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Originally posted by kaattakilla
Looks good, couple things id like

A non blade background, something simple that i can fit in w/ the rest of my mods.

Being able to set it verticle

In and Out of combat alpha settings
You may not have noticed, but I haven't touched this AddOn in a LONG time. I don't even actively play WoW anymore. Anything you want, you'll have to add yourself.

Originally posted by kaattakilla
can u give more info on what software etc i might use to do this?
Everything for custom blades is in the Blades directory. You'd need to make a new .lua file for the blade (copy either default.lua or dummy.lua), add that to blades.xml, and an image editor to modify the blade image.
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Unread 10-12-09, 07:30 AM  
kaattakilla
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Originally posted by Itsnoteasy
I just haven't had time to do that. Adding a "blade-free" version would basically entail just making the bar graphics and dropping them in. If you're feeling artistic, you can give it a crack yourself; you check in the "Blades" folder for the two current examples.
can u give more info on what software etc i might use to do this?
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Unread 10-12-09, 06:56 AM  
kaattakilla
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Looks good, couple things id like

A non blade background, something simple that i can fit in w/ the rest of my mods.

Being able to set it verticle

In and Out of combat alpha settings
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Unread 11-18-08, 12:48 PM  
kasca
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I love this mod. My only problem is i cant see the band. Is there a way to make it brighter or darker?
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Unread 09-16-08, 12:19 AM  
Itsnoteasy
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Originally posted by Spinhalf
I like this mod. The rune display idea is excellent. The best I think.

I could do without the sword graphic, but that's just me. A horizontal or vertical bar with the same layout would work fine too.

I hope you keep this in development.

Thanks
I just haven't had time to do that. Adding a "blade-free" version would basically entail just making the bar graphics and dropping them in. If you're feeling artistic, you can give it a crack yourself; you check in the "Blades" folder for the two current examples.
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Unread 09-15-08, 10:31 AM  
Spinhalf
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I like this mod. The rune display idea is excellent. The best I think.

I could do without the sword graphic, but that's just me. A horizontal or vertical bar with the same layout would work fine too.

I hope you keep this in development.

Thanks
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Unread 09-09-08, 04:19 AM  
Itsnoteasy
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Originally posted by Nagousta
You mention that runic power gets stuck at a little over 0. There is a known issue on the beta where whatever your secondary bar is (energy, mana, ect) no longer goes up. A relog fixed it.

It's a gameplay bug rather than a UI bug.
I don't mean the one where you stop regenerating resources; I mean the runic power display in DK Timer gets stuck just above zero when you're losing RP because you're out of combat, whilst the Blizzard display ]does drop to zero.

As tempting as it is to just blame it on the non-regenerating bug... :P
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Unread 09-08-08, 11:36 AM  
Nagousta
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You mention that runic power gets stuck at a little over 0. There is a known issue on the beta where whatever your secondary bar is (energy, mana, ect) no longer goes up. A relog fixed it.

It's a gameplay bug rather than a UI bug.
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Unread 09-06-08, 02:20 AM  
Itsnoteasy
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Originally posted by GOKUSSJ5
hard to move the whole sword i meant sorry not the runes
Aye; eventually, I'll fix that. It's just that for the moment, it was really quick and easy to get working. :P

The problem is that the frames have been designed so that if you switch to another blade design, the on-screen area covered by the runes stays approximately the same size, shape and in the same position.

I suspect the solution will be to have a temporary "drag me" frame that the blade itself follows around, and then re-anchors itself when you're done.
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Unread 09-04-08, 03:20 PM  
GOKUSSJ5
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hard to move the whole sword i meant sorry not the runes
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Unread 09-03-08, 08:37 AM  
Itsnoteasy
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Originally posted by GOKUSSJ5
love it but its kind of hard to move the timer
What in particular? Do you mean the area that can actually be dragged is hard to find?

At the moment, only the area containing the runes can be moved; this is due to the way the frames are stacked and arranged at the moment.
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Unread 09-02-08, 06:41 PM  
GOKUSSJ5
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love it but its kind of hard to move the timer
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