Quantcast
Download
(102 Kb)
Download
Updated: 06/16/18 05:24 AM
Pictures
File Info
Compatibility:
Summerset (4.0)
Updated:06/16/18 05:24 AM
Created:05/18/16 06:19 PM
Monthly downloads:757
Total downloads:12,897
Favorites:41
MD5:
Categories:Buff, Debuff, Spell, Combat Mods, Info, Plug-in Bars, Raid Mods
4.0
Auramastery  Popular! (More than 5000 hits)
Version: 1.2
by: Letho [More]
! ! ! Attention ! ! !
With the latest update (Summerset) the addon has received a tracking module that can be used to find and display information on abilities that are relevant to the addon (like ability IDs). Please have a look at the section below named "Usage" for information on how to use it!



What is AuraMastery?

The addon's main purpose is providing players a tool to display important and user defined information in a structured, highly customizable and easy to see way on players' screens (look at the screenshot displaying the state of two important buffs).
This is achieved by using a two step configuration:

1. Display options
This contains all customizable information about what to display: An icon, a statusbar or plain text. Customize the icon's size, position, transparency, border size,etc. You can display every single icon ingame.

2. Condition/trigger settings
This step contains all information about when to display those things specified during the first step based on simple user defined conditions working as display triggers. Currently
Auramastery only supports aura information as conditions (e.g. "display the specified icon once buff/debuff xyz's duration is > 0" => the icon will be displayed as soon as the specified
aura is active on the specified unit, e.g. "player"). It's also possible to combine several conditions related to different buffs/debuffs.

To get an idea of it's current features take a look at the acreenshots attached to this overview.

The addon strictly works on a whitelist base: It will only display things that the user specified to serve it's main purpose! Although it can be used as a buff/debuff tracker I still recommend using an ordinary buff/debuff addon such as Srendarr to get a display of every single effect currently active on your character.

List of configuration fields:

1. Display settings:
Name: A personal identifier for a specific aura
Width/height [pixels]: Here you can specify the icon's size in pixels.
PosX/PosY [screen coordinates in pixels]: The icon's position on your screen (the icon's top left corner will be used as an anchor with 0,0 pointing at the top left position of your screen)
Transparency [0-1]: 0 = invisible, 1 = zero transparency, 0.5 = semi transparent
Font size/Font color: Font size and font color for all text to be displayed on the aura.
Border size/Border color [pixels]: Same as font size/font color.
Critical Time [seconds]: As soon as the duration of the abilities specified in the condition tab exceed this threshold, bring the icon to 100% visibility, display the cooldown with higher precision (using tenths of seconds) and color the cooldown text red.
Enabled: You can unload the aura without having to delete it by setting this to true.
Duration Source: Now this is a bit hard to explain. Imagine you have an aura of type "Icon", that you configured to be displayed as soon as a specific buff on your character with a full duration of 30 seconds has less than 20 seconds AND more than 10 seconds left (no idea why ppl should do that, but its a good example). As soon as the aura gets displayed, it will start a cooldown animation. This setting handles what the cooldown will look like:
* Aura: As soon as the aura gets displayed, a cooldown will start at 0 and run for 10 seconds (remaining aura display time).

* 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.
I sugget you play around with this setting a bit to get an understanding of how it works.
Icon Source:
* Trigger n: Automatically take the ability icon of the ability that has been specified in Trigger n.
* Manual: Select the icon manually.
2. Display conditions:
The display conditions work as follows: Each condition, represented by a so called "trigger" is check individually to be true or false. If all conditions provided are met, the Icon specified is displayed - as soon as one or more conditions are not met anymore, the icon is hidden. The following fields are available for specifying the condition's logic:

Trigger Type: This specifies what the current trigger is checking.
* (De-)Buff checks a buff or debuff on the target specified below.

* 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.
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).
Source Unit:
* player: Check for the ability specified above on your character.
* target: Check for the ability specified above on your current target.
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.
Operator, Value:
This is best explained by giving an example:

Ability-ID = 63302 (proximity detonation rank IV)
Operator = ">"
Value = "0"
This translates into
"Display the specified icon as soon as proximity detonation's buff on the player is active (duration > 0)"
As soon as the buff fades (= detonation goes off), the icon will be hidden again. You can add as many
conditions as you like, but watch out that they make sense! Contradicting conditions will cause the icon never to be displayed!
Invert Logic: Inverts the trigger logic (when conditions specified above are true, they will be treated like they were false, if this button is set to "true")
Selfcast only: If this is set to "true", only effects that have been cast by you will be taken into consideration.


Usage (Slash commands list):
The addon is configured via so called slash commands. Those commands are typed directly into the chat with a '/' infront of them.
  • "/am": Display the configuration menu.
  • "/am unlock": Make every aura movable.
  • "/am lock": Make all auras unmovable and lock them to their current position.

Since you need some information on abilities or effects to set the addon properly up, there are some commands to get the information needed in a more or less convenient way: The addon's tracking module. Here are the commands needed in order to make use of it:
  • "/am track": Enables or disables the tracking module (needs to be typed first after every (re)load before using any of the commands provided below:
  • "/am abilities": Enable this to display information on every ability the player uses.
  • "/am effects": Enable this to display information on all effects that are casted on or by the player (Warning: Your chat window will get flooded when using this populated areas!)
  • "/am combat": Enable this to display information on all combat events that are casted by the player, other players or NPCs that are near to the player (Warning: Your chat window will get heavily flooded when using this in populated areas!)

Thank you for testing, please report any bugs you encounter using the comment system.
v1.2
ESO 4.0.5 (Update 18: Summerset)
- fixed some issues with buff/debuff auras that are tracking debuffs on a target (both bars and icons)


-------------------------------------------------------------------------------------------------------------------
v1.1
ESO 4.0.5 (Update 18: Summerset)
- fixed a wrong LAM implementation that could cause errors if no other addon was installed that used and loaded LAM properly.


-------------------------------------------------------------------------------------------------------------------

v1.0
ESO 4.0.5 (Update 18: Summerset)
- version increment
- added a tracking module for finding ability information such as ability IDs


-------------------------------------------------------------------------------------------------------------------


v0.8k
ESO 3.3.5
- ability IDs can now consist of up to 6 digits
- fixed a bug that was causing lua errors when unlocking and locking auras


-------------------------------------------------------------------------------------------------------------------


v0.8k
ESO 3.3.5
- API version increment
- fixed color picker in aura menu for all auras
- implemented color picker functionality for progression bars


-------------------------------------------------------------------------------------------------------------------


v0.8j
ESO 3.2.11
- fixed an issue with 'selfCast' flag


-------------------------------------------------------------------------------------------------------------------


v0.8i
ESO 3.2.11
- improved code for combat event performance


-------------------------------------------------------------------------------------------------------------------


v0.8h
ESO 3.2.11
- fixed a bug with combat events
- preparations for Dragon Bones


-------------------------------------------------------------------------------------------------------------------


v0.8g
ESO 3.2.11
- fixed a nasty bug that could disturb checkAll functionality


-------------------------------------------------------------------------------------------------------------------

v0.8f
ESO 3.2.11
- changed the way combat event triggers work: caster and target can be specified as an additional condition for a combat event (useful for tracking synergy lockouts, as the addon will not display it as soon as anybody activates a synergy); if no names are given, the combat event will react to every use of the ability specified, regardless who casted it at whom


-------------------------------------------------------------------------------------------------------------------

v0.8e
ESO 3.2.11
- fixed a bug in checkAll-functionality that could throw lua errors when using it with combat events


-------------------------------------------------------------------------------------------------------------------

v0.8d
ESO 3.2.9
- new configuration features for auras:
* font color
* border color
* automatic icon selection
* COOLDOWN animations (spiral) for Icons!
- 2 new aura types (experimental):
* actionbar
* text
- new trigger functionality: selfcast only
- bug fix for combat effects: only combat effects targeted at the player character will be used (triggering an aura by using a synergy for example will not have the aura triggered if ANYBODY around the player uses it, but only the player himself => tracking the synergy lockout for spear shards / orbs is possible now)


-------------------------------------------------------------------------------------------------------------------

v0.8c
ESO 3.0.5
- API version update
- new functionality added: custom ability durations for "ability used" and "combat event" triggers


-------------------------------------------------------------------------------------------------------------------

v0.8b
ESO 2.7.13
- fixed the icon selection button in the aura menu (it will now always update and preSelect the aura's icon properly)
- the addon will not display it's table in the chat on player login or /realoadui anymore... sorry for my blindness ;)


-------------------------------------------------------------------------------------------------------------------

v0.8a
ESO 2.7.12
- two new trigger types:
* combat event: same as buff/debuff but getting it's information from another source (can trigger based on effects that are not displayed as buffs/debuffs, such as trial boss's effects, etc.)
* ability used: checking for the duration of ground effects placed by the player
- complete aura menu design overhaul
* layering issues with controls overlapping each other are a thing of the past
* design is much cleaner now and mostly inherits from Zenimax original controls
* a better icon selector that allows displaying all ingame icons without having to categorize them
- the ability Id finder has been removed (see addon front page for further details)


-------------------------------------------------------------------------------------------------------------------

v0.7b
ESO 2.7.8
- temporarily moved the export aura button to make display icon selection functional again. The whole UI will be totally reworked as soon as I find time for it

-------------------------------------------------------------------------------------------------------------------

v0.7a
ESO 2.7.8
- auras will now fade during appropriate scenes (dialogues, inventory, map, etc.)
- importing auras should now work properly
- got some serious issues with menu element layering, priority are currently shifted towards other things, sadly

-------------------------------------------------------------------------------------------------------------------

v0.7
ESO 2.7.8
- added new functionality: Auras can now be exported and imported as a serialized string (the string can be saved to a .txt-file)
- update to current API version

-------------------------------------------------------------------------------------------------------------------

v0.6
ESO 2.6
- added new functionality: the user can now deactivate/activate created auras
- fixed: target buffs/debuffs have not been updated if another target was targeted or the target specified died
- update to current API version

-------------------------------------------------------------------------------------------------------------------

v0.5a
ESO 2.4.5
- the user can now specify on which target he wants a buff/debuff to be tracked for each custom aura (in other words: tracking your debuffs on your current target is now possbible)
- updated to current API version

-------------------------------------------------------------------------------------------------------------------

v0.4a
ESO 2.3.11
- the ability-ID search tool now supports major and minor buffs, too

-------------------------------------------------------------------------------------------------------------------

v0.3a
ESO 2.3.11
- added some informative hoverbuttons to the addon menu (questionmark symbol next to each settings parameter)
- fixed a problem that could cause EVENT_EFFECT_CHANGED not to update correctly for unitTags that stoped sending

-------------------------------------------------------------------------------------------------------------------

v0.2a
ESO 2.3.11
- implemented an ability-ID search tool (currently only 'real' abilities can be searched for, no major or minor buffs. The addon will nevertheless take every valid ability id for tracking!)
- implemented a 'check all' functionality to save users from having to enter all ability IDs for every rank of a spell in order to track auras that have no rank or that are triggered by an unknown rank

-------------------------------------------------------------------------------------------------------------------

v0.1a
ESO 2.3.11
- initital alpha build
Archived Files (25)
File Name
Version
Size
Author
Date
1.1
102kB
Letho
06/03/18 03:58 PM
1.0
102kB
Letho
05/21/18 05:04 PM
0.8l
93kB
Letho
03/01/18 05:17 PM
0.8k
93kB
Letho
02/18/18 09:44 AM
0.8j
93kB
Letho
01/30/18 10:01 AM
0.8i
93kB
Letho
01/24/18 06:03 PM
0.8i
93kB
Letho
01/24/18 09:25 AM
0.8h
92kB
Letho
01/21/18 02:29 PM
0.8g
92kB
Letho
01/16/18 05:42 PM
0.8f
120kB
Letho
01/15/18 07:31 AM
0.8f
91kB
Letho
01/11/18 01:29 PM
0.8e
92kB
Letho
01/09/18 05:44 AM
0.8d
92kB
Letho
11/26/17 08:10 AM
0.8c
84kB
Letho
05/24/17 04:09 PM
0.8b
109kB
Letho
05/08/17 09:25 AM
0.8a
109kB
Letho
04/25/17 07:24 AM
0.07b
61kB
Letho
03/05/17 03:23 PM
0.07a
61kB
Letho
03/05/17 08:53 AM
0.07
60kB
Letho
03/02/17 09:09 AM
0.06
480kB
Letho
10/25/16 01:33 PM
0.06
480kB
Letho
10/25/16 01:18 PM
0.05a
52kB
Letho
06/01/16 01:31 AM
0.04a
50kB
Letho
05/20/16 08:27 AM
0.03a
47kB
Letho
05/19/16 07:31 AM
0.03a
47kB
Letho
05/19/16 01:59 AM


Post A Reply Comment Options
Unread 03/07/18, 12:30 AM  
Letho
AddOn Author - Click to view AddOns

Forum posts: 195
File comments: 78
Uploads: 1
Originally Posted by Ownl3alls
Originally Posted by Letho
Originally Posted by Ownl3alls
The new abilityID's, such as Zaan (102136), have too many digits to put into the buff maker.
I have just updated the addon, it should take up to 6 digits now!
Thanks man! you a bad mofo!

FYI I use your add-on heavily. I could give feedback/suggestions.

One thing I did want to ask. Can you make an option to always show a buff tracking component even after it expires or before it begins? There are certain minor, short cooldown (5 second) events that I want to track. I'd prefer to be able to watch it at all times, insteadit pop up and dissapear for such for amounts of time!

Thanks!
Yo! Feedback and criticism is always much appriciated! Regarding the 'show always' functionality: It's already included. This is the way I do it:

1. Create an aura for the ability you want to track - set it's trigger conditions to '> 0' and it's transparency to a lower setting (I use 40%).

2. Create the same aura again and make the following changes:
- check the 'invert logic' button, so the button will display whenever the buff is NOT up
- increase it's transparency (I use 100%)

You will get two icons that look like one that is always visible and gets less transparent if your ability needs to be recast!
Last edited by Letho : 03/07/18 at 12:31 AM.
Report comment to moderator  
Reply With Quote
Unread 03/06/18, 07:00 AM  
Ownl3alls

Forum posts: 1
File comments: 8
Uploads: 0
Originally Posted by Letho
Originally Posted by Ownl3alls
The new abilityID's, such as Zaan (102136), have too many digits to put into the buff maker.
I have just updated the addon, it should take up to 6 digits now!
Thanks man! you a bad mofo!

FYI I use your add-on heavily. I could give feedback/suggestions.

One thing I did want to ask. Can you make an option to always show a buff tracking component even after it expires or before it begins? There are certain minor, short cooldown (5 second) events that I want to track. I'd prefer to be able to watch it at all times, insteadit pop up and dissapear for such for amounts of time!

Thanks!
Report comment to moderator  
Reply With Quote
Unread 03/02/18, 02:37 PM  
Letho
AddOn Author - Click to view AddOns

Forum posts: 195
File comments: 78
Uploads: 1
Originally Posted by Ownl3alls
The new abilityID's, such as Zaan (102136), have too many digits to put into the buff maker.
I have just updated the addon, it should take up to 6 digits now!
Report comment to moderator  
Reply With Quote
Unread 03/01/18, 11:51 PM  
Ownl3alls

Forum posts: 1
File comments: 8
Uploads: 0
The new abilityID's, such as Zaan (102136), have too many digits to put into the buff maker.
Report comment to moderator  
Reply With Quote
Unread 02/28/18, 09:15 PM  
GaelicCat

Forum posts: 0
File comments: 15
Uploads: 0
Hello. I was setting up this addon today following Liofa's video. Afterwards, I started getting a lot of errors with HarvestMap. I'm not a coding expert, but I'm familiar enough to be able to read through code to figure out what's going on. HarvestMap uses a reference to Harvest, and I realised that setting up an Aura to track the Harvest synergy was causing the conflict if you also name it Harvest. Renaming it fixed the conflict. I'm just posting this here so that if anyone else gets the same problem, they can fix it.

Thankyou very much for the addon.
Report comment to moderator  
Reply With Quote
Unread 02/24/18, 08:32 AM  
Letho
AddOn Author - Click to view AddOns

Forum posts: 195
File comments: 78
Uploads: 1
Originally Posted by Liofa
Originally Posted by Aleteh
It seems some abilities have six digit IDs but the addon only allows five digit IDs.
Yep , Off Balance cooldown ID is 102771 (if I remember correctly) and can't be tracked due to AuraMastery allowing up to only 5 digits .
Oh, that is an interesting find! I will increase the amount of digits with the next update.
Report comment to moderator  
Reply With Quote
Unread 02/23/18, 08:49 AM  
Aleteh

Forum posts: 3
File comments: 28
Uploads: 0
Another thing i would like to see is the ability to chose a starting location of buffs/debuffs and have them grow left right up or down. Having to manually place every buff doesn't seem logical to me


Originally Posted by Liofa
Originally Posted by Aleteh
It seems some abilities have six digit IDs but the addon only allows five digit IDs.
Yep , Off Balance cooldown ID is 102771 (if I remember correctly) and can't be tracked due to AuraMastery allowing up to only 5 digits .
I fixed my issue by using the base ability id, in my case i was trying to display Retreating Maneuver, but its ID was 101177, but putting in Rapid Maneuvers ID 57480 worked as well.
Report comment to moderator  
Reply With Quote
Unread 02/23/18, 08:32 AM  
Liofa

Forum posts: 5
File comments: 19
Uploads: 0
Originally Posted by Aleteh
It seems some abilities have six digit IDs but the addon only allows five digit IDs.
Yep , Off Balance cooldown ID is 102771 (if I remember correctly) and can't be tracked due to AuraMastery allowing up to only 5 digits .
Report comment to moderator  
Reply With Quote
Unread 02/23/18, 08:18 AM  
Aleteh

Forum posts: 3
File comments: 28
Uploads: 0
It seems some abilities have six digit IDs but the addon only allows five digit IDs.
Report comment to moderator  
Reply With Quote
Unread 02/19/18, 10:32 AM  
Letho
AddOn Author - Click to view AddOns

Forum posts: 195
File comments: 78
Uploads: 1
@Tabatta: I had to delete your post as the long text broke the page and made all 'reply' buttons unaccessable!
Report comment to moderator  
Reply With Quote
Unread 02/05/18, 02:08 PM  
and

Forum posts: 0
File comments: 177
Uploads: 0
Originally Posted by Letho
Originally Posted by and
One more question

Multiple triggers for the same aura are currenty working with an "AND" operator, aren't they?

Is it possible to have them working with an "OR" operator?

I apologise if this option is already present, I would have missed it!

Cheers!
Well, the option is already implemented, but probably quite well hidden. OR can be realized by creating multiple auras, one for each OR-statement, that is. The reason why I did not implement OR as an explicit dropdown option is quite simple: Users might want to realize something like this: a AND (b OR c).
This would require many brackets and a lot of nesting, so this case can be realized using the following setup:

More complicated case:
a AND (b OR c)
Aura 1: a and b
Aura 2: a and c with Aura 1 and 2 being exactly the same, just with different triggers

So as this is the only good approach for realizing more complex conditions, I thought why not use this method for all OR-cases:

Simple case:
a OR b
Aura 1: a
Aura 2: b with Aura 1 and 2 being exactly the same, just with different triggers
Oh, I see, I would say it makes sense, thanks!

I might have one more question regarding multiple trigger but I have to test my ura a bit more thoroughly, maybe I am still missing something
Report comment to moderator  
Reply With Quote
Unread 02/01/18, 04:25 PM  
Letho
AddOn Author - Click to view AddOns

Forum posts: 195
File comments: 78
Uploads: 1
Originally Posted by and
One more question

Multiple triggers for the same aura are currenty working with an "AND" operator, aren't they?

Is it possible to have them working with an "OR" operator?

I apologise if this option is already present, I would have missed it!

Cheers!
Well, the option is already implemented, but probably quite well hidden. OR can be realized by creating multiple auras, one for each OR-statement, that is. The reason why I did not implement OR as an explicit dropdown option is quite simple: Users might want to realize something like this: a AND (b OR c).
This would require many brackets and a lot of nesting, so this case can be realized using the following setup:

More complicated case:
a AND (b OR c)
Aura 1: a and b
Aura 2: a and c with Aura 1 and 2 being exactly the same, just with different triggers

So as this is the only good approach for realizing more complex conditions, I thought why not use this method for all OR-cases:

Simple case:
a OR b
Aura 1: a
Aura 2: b with Aura 1 and 2 being exactly the same, just with different triggers
Last edited by Letho : 02/02/18 at 10:43 AM.
Report comment to moderator  
Reply With Quote
Unread 01/31/18, 05:21 PM  
and

Forum posts: 0
File comments: 177
Uploads: 0
One more question

Multiple triggers for the same aura are currenty working with an "AND" operator, aren't they?

Is it possible to have them working with an "OR" operator?

I apologise if this option is already present, I would have missed it!

Cheers!
Report comment to moderator  
Reply With Quote
Unread 01/31/18, 05:17 PM  
and

Forum posts: 0
File comments: 177
Uploads: 0
Originally Posted by Letho
Originally Posted by and
Originally Posted by Letho
@and:

It's because ZOS doesn't allow it. In Cyrodiil addons can only track debuffs that are

a) cast BY you or
b) cast ON you.

Sadly all/most of the other info is blanked. That applies to other areas than cyrodiil as well in most cases (only few exceptions that cannot be explained here). I must admit i am wondering why you can see it on friendly players, though.
Uhm... I can see lots of buffs on friendly players (I use Srendarr as the main aura addon).

Based on today's playing time, I would say that everything is visible for friendly players and any debuff is visible on enemy players
Yes, but enemies' buffs should not be visible to you.
Absolutely, they are not
Last edited by and : 01/31/18 at 05:17 PM.
Report comment to moderator  
Reply With Quote
Unread 01/31/18, 04:57 PM  
Letho
AddOn Author - Click to view AddOns

Forum posts: 195
File comments: 78
Uploads: 1
Originally Posted by and
Originally Posted by Letho
@and:

It's because ZOS doesn't allow it. In Cyrodiil addons can only track debuffs that are

a) cast BY you or
b) cast ON you.

Sadly all/most of the other info is blanked. That applies to other areas than cyrodiil as well in most cases (only few exceptions that cannot be explained here). I must admit i am wondering why you can see it on friendly players, though.
Uhm... I can see lots of buffs on friendly players (I use Srendarr as the main aura addon).

Based on today's playing time, I would say that everything is visible for friendly players and any debuff is visible on enemy players
Yes, but enemies' buffs should not be visible to you.
Last edited by Letho : 01/31/18 at 04:58 PM.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: