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Dragon Bones (3.3)
Clockwork City (3.2)
Updated:01/21/18 02:29 PM
Created:05/18/16 06:19 PM
Monthly downloads:888
Total downloads:7,007
Favorites:27
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Categories:Buff, Debuff, Spell, Combat Mods, Info, Plug-in Bars, Raid Mods
3.2
Auramastery  Updated less than 3 days ago!  Popular! (More than 5000 hits)
Version: 0.8h
by: Letho [More]
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ATTENTION

Attention when using combat events
Combat events are using a part of ESO's API that has been strictly limited by Zenimax. If sth doesn't work as you'd expect it to work, feel free to ask questions in the comment section.


In case you get .lua-errors please do a "factory reset" for aura mastery by deleting the AuraMastery.lua file from your ESO's SavedVariables folder.

FIRST TIME USERS:
Please fully read this description page as Auramastery's flexibility and power comes at the expense of easy usability!

Ability-ID-finder:
With the latest release I decided not to support the ability ID (read further below if you don't know what I am talking about) finder anymore, as this method of finding ability IDs for specific spells, effects or abilities only worked for buffs and debuffs that are generated by a specific ability. And even they had some exceptions (for example the debuff applied to a target by using "poison arrow" on it, uses a different name and ability ID than the ability "poison arrow" itself). There are many unique effects like set procs (e.g. the monster mask "Ilambris"), that could not be adressed by the finder.
The only solution would be semi-manually hardcoding a database - we are talking about ~100.000 spell ids that have to be checked manually. That is simply too much work to do.
So how do I find ability Ids for the buffs/debuffs I want to track?
The method I would suggest is getting and familiarizing yourself with the addon CombatMetrics by decay2, as it logs nearly everything (buffs/debuffs/attacks/etc.) that happens during combat, attaching the ability ID next to the event's name (this functionality has to be activated in the addon's settings menu). You can easily look up ability IDs this way.
Another way is using the buff/debufftracker Srendarr and enabling the display of effect Ids under the addon's debug settings. Each buff/debuff will display it's ability ID this way.

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What is AuraMastery?

The addon's main purpose is providing players a tool to display important and user defined information in a structured and highliy customizable and thereby 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.


Please be aware that Auramastery is currently in alpha state. Many features aren't implemented, yet and there probably will be some errors caused by it! Expect many small bug fixes.

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):
Type "/am menu" to display the configuration menu. Here you can add, edit or delete your current auras.
Type "/am unlock" to make every aura movable and "/am lock" to lock them back to their current position.


Things to come in the future:
- further customizing features for statusbars and text auras
- adding status based conditions (%life, %stamina/magicka, combat state, stealth state, etc.)
- many more configuration options for combat-event-triggers.

Thank you for testing, please report any bugs you encounter using the comment system.
v0.8h
ESO 3.2.11
- fixed a bug with combat events
- preparations for Dragon Bones


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


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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


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


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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)


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


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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 ;)


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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)


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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

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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

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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

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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

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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

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

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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

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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

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v0.1a
ESO 2.3.11
- initital alpha build
Archived Files (17)
File Name
Version
Size
Author
Date
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


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Unread 01/15/18, 11:28 PM  
Liofa

Forum posts: 5
File comments: 11
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Synergy Cooldowns

I used the Srendarr to see the ID of synergies . I put them in the addon and it doesn't show anything :/ I have the same settings I used to do before , back when it worked . Am I doing something wrong or is it bugged ?
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Unread 01/15/18, 07:32 AM  
Letho
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Forum posts: 168
File comments: 53
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Originally Posted by Aussie
Would love a way to add sounds when a condition is met. So much clutter on screen already.
Already in the making

Originally Posted by and
I see and, of course, I agree on having performance as the top priority.

I was asking just because I have an aura in PvP showing me whether my target has a shield up and, of course, I'm only interested in enemy players.
It's just a bit annoying having the icon popping up when I mouse over a friendly player in combat, but it's not game breaking issue.
Thank you so much for sharing this addon with us!
Yes, that is a functionality that i call "status trigger" and i will start developing it, soon.

Originally Posted by Actosh
Originally Posted by Letho
Originally Posted by Actosh
Hey Letho, thanks for the awesome addon.

Is there a way to display an icon permanently? Without any conditions met?
Glad u like it

Why would you want to do that?

You can do it by defining a condition that is always true (some [de]buff that you will never have on you because wrong class with the following conditions: duration > 0, invert logic switched to true).
Doesnt work -.-

I am sure i do something totaly wrong ^^
Nop, u arent doing anything wrong. Looks like my latest release has done unwanted things to the addon's functionality, that I did not foresee. Will need some time to fix the invert functionality Thx for reporting!


Originally Posted by Atavus
Just a heads-up.
I installed this addon through Minion and it did not show up in game.
I just realized the Addon files were scattered in AddOns folder and did not have a folder of their own.
Oh shit, thx for reporting! Fixed it.
Last edited by Letho : 01/15/18 at 09:54 AM.
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Unread 01/14/18, 11:43 AM  
Atavus

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Just a heads-up.
I installed this addon through Minion and it did not show up in game.
I just realized the Addon files were scattered in AddOns folder and did not have a folder of their own.
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Unread 01/14/18, 08:41 AM  
Actosh

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Originally Posted by Letho
Originally Posted by Actosh
Hey Letho, thanks for the awesome addon.

Is there a way to display an icon permanently? Without any conditions met?
Glad u like it

Why would you want to do that?

You can do it by defining a condition that is always true (some [de]buff that you will never have on you because wrong class with the following conditions: duration > 0, invert logic switched to true).
Doesnt work -.-

I am sure i do something totaly wrong ^^
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Unread 01/14/18, 04:09 AM  
and

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Originally Posted by Letho
Originally Posted by and
Originally Posted by Letho
It is implemented, what exactly do u want to do?
Let me check once more... I', quite new to this addon, I might have overlooked something

EDIT:

Let me try to explain better.
I'm trying to create a filter which shows a buff only when my target is an enemy player. Is this currently possible?
I haven't be able to find a way so far

Thanks!
No, that is not possible, yet. You can show a buff on player or target. Hostility filter is not implemented. Why would u want to do that, anyway? Why not just show the buff on every target? Every filter will increase the performance cost, so i'd keep it as slim as possible.
I see and, of course, I agree on having performance as the top priority.

I was asking just because I have an aura in PvP showing me whether my target has a shield up and, of course, I'm only interested in enemy players.
It's just a bit annoying having the icon popping up when I mouse over a friendly player in combat, but it's not game breaking issue.
Thank you so much for sharing this addon with us!
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Unread 01/14/18, 04:02 AM  
Atyesz

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Rearming Trap

Guys, I need some help with tracking Rearming Trap.

If I try to track the debuff, I can't set track own abilites only, cause the 2nd trap after rearming is not cast by me.

Should I make a timer based on ability cast? What duration should I set it? The arming is 1,5 seconds, the debuff is 6 seconds, then the rearming comes, then 6 seconds again. So 15? Or is there a more elegant way?

Edit: NVM, solved it by tracking the debuff and setting track all abiliy IDs to true. Should have tried it sooner.
Last edited by Atyesz : 01/14/18 at 04:04 AM.
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Unread 01/14/18, 12:48 AM  
Aussie

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Would love a way to add sounds when a condition is met. So much clutter on screen already.
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Unread 01/13/18, 05:23 PM  
Letho
AddOn Author - Click to view AddOns

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Originally Posted by Actosh
Hey Letho, thanks for the awesome addon.

Is there a way to display an icon permanently? Without any conditions met?
Glad u like it

Why would you want to do that?

You can do it by defining a condition that is always true (some [de]buff that you will never have on you because wrong class with the following conditions: duration > 0, invert logic switched to true).
Last edited by Letho : 01/13/18 at 05:24 PM.
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Unread 01/13/18, 08:51 AM  
Actosh

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Hey Letho, thanks for the awesome addon.

Is there a way to display an icon permanently? Without any conditions met?
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Unread 01/10/18, 06:28 PM  
Letho
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Originally Posted by and
Originally Posted by Letho
It is implemented, what exactly do u want to do?
Let me check once more... I', quite new to this addon, I might have overlooked something

EDIT:

Let me try to explain better.
I'm trying to create a filter which shows a buff only when my target is an enemy player. Is this currently possible?
I haven't be able to find a way so far

Thanks!
No, that is not possible, yet. You can show a buff on player or target. Hostility filter is not implemented. Why would u want to do that, anyway? Why not just show the buff on every target? Every filter will increase the performance cost, so i'd keep it as slim as possible.
Last edited by Letho : 01/10/18 at 06:28 PM.
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Unread 01/10/18, 12:28 PM  
and

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Originally Posted by Letho
It is implemented, what exactly do u want to do?
Let me check once more... I', quite new to this addon, I might have overlooked something

EDIT:

Let me try to explain better.
I'm trying to create a filter which shows a buff only when my target is an enemy player. Is this currently possible?
I haven't be able to find a way so far

Thanks!
Last edited by and : 01/10/18 at 03:35 PM.
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Unread 01/10/18, 03:13 AM  
Letho
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BTW, is it possible to differentiate between a friendly and an enemy target or is this feature currently not implemented?
It is implemented, what exactly do u want to do?
Last edited by Letho : 01/10/18 at 03:13 AM.
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Unread 01/09/18, 04:42 PM  
Letho
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@and, @Liofa: Oh man, goddamit I'll look into what happened tomorrow. It's not easy to handle those things as Zenimax's handling of combat events is ...... rather crappy... For example many events that work in a pve environment are not sent in pvp (to keep addon functionality low). You have to filter all that shit out and to be honest, I lost the overview what is possible in what environment. ZOS changed the API with the recent PTR release to break an unfair pvp addon, so everything changes again....

I fixed the checkAll functionality today, that wasnt working until now.
Last edited by Letho : 01/09/18 at 04:58 PM.
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Unread 01/09/18, 03:22 PM  
and

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Originally Posted by Letho
@ESOJosie: Coloring text works perfectly fine for me :O I cannot import the aura, the addon tells me it contains faulty data. Can u screenshot the settings?

@and: Already fixed
So far, so good! Thank you so much for fixing it so quickly

BTW, is it possible to differentiate between a friendly and an enemy target or is this feature currently not implemented?

Cheers!
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Unread 01/09/18, 01:05 PM  
Liofa

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Synergy Cooldowns

Hey I was using this addon for tracking my synergy cooldowns . It was all good , wasn't showing cooldowns when other people used synergies . Now it doesn't work for some reason . I have the same settings but I now see the cooldown when other people use synergies . Can you help me fix it ?

Thanks
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