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Updated: 09/18/14 10:04 AM
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Compatibility:
Update 4 (1.4.3)
Update 3 (1.3.3)
Veteran Crypt of Hearts (1.2.3)
Craglorn (1.1)
Live (1.0)
Updated:09/18/14 10:04 AM
Created:05/07/14 02:57 PM
Monthly downloads:39
Total downloads:33,273
Favorites:73
MD5:
Categories:Discontinued & Outdated, Combat Mods
SorcererHelper  Popular! (More than 5000 hits)
Version: 1.1.13
by: stjobe [More]
I'm not playing ESO any more, so I won't be updating this addon. Sorry!

SorcererHelper
An addon for sorcerers that gently reminds you to keep your minions and buffs up, and alerts you when your abilities (like Crystal Fragments) proc.

Features
  • Two types of icons: Reminders and Alerts, in two different windows
  • Alert icons are twice the size of Reminder icons
  • Reminders and Buffs can be individually turned on or off
  • Alerts display a countdown of seconds remaining
  • Option to hide reminders when in menus - New in 1.1.9!
  • Current Reminders:
    • Summons (Familiar/Clannfear and Winged Twilight)
    • Mage's Light
    • Bound Armor
  • Current Alerts:
    • Crystal Fragments
    • Surge
    • Lightning Form
    • Expert Hunter (experimental)
    • Daedric Curse - New in 1.1.9!
  • Does not load on non-sorcerer characters

Controls
  • Left-click and drag to reposition the windows (for Alerts, it's easiest to set "Show repositioning help" to ON in the settings)
  • You can turn off a feature if you do not want or need it in the settings panel

Known Issues
  • Expert Hunter tracking is experimental; it more than likely does nothing.
  • Crystal Fragments countdown does not reset if it re-procs - I can't think of a way to detect that.
  • Daedric Curse timer tracks from when it was cast, not from when it affects the target. As such, it might be off by a second or two depending on the distance to the target.

Possible Future Features
(A.K.A the "I'll do it if I come up with a clever way of doing it" list)
  • Mage's Fury Alert
  • Entropy healing tracking
  • Summoned creature HP display
1.1.13
* Bumped API version to 100009

1.1.12
* Maintenance release to comply with new API version

1.1.11
* Maintenance release to comply with new addon terms of use and new API version

1.1.10
* Attempt at fixing the Spell Symmetry issue
* Added check to not fire off more than one key scanner
* Now turns off key scanning if not needed

1.1.9
* Added option to hide Reminders in menus
* Added Alert for Daedric Curse

1.1.8
* Fixed a bug where the timers would count down 2 seconds instead of 1

1.1.7
* Fixed a bug where the Bound Armor Reminder was showing even when the ability wasn't slotted
* Bumped API version number for Craglorn.

1.1.6
* Trying to fix Surge alerts from proccing on e.g. Molten Weapon buffs by adding that the buff needs to be more than 20 points of weapon power.
* Added timers to Crystal Fragments, Surge, and Lightning Form Alerts.
* Added Reminder for Bound Armor

1.1.5
* Adjustment to when the icons are allowed to fade out (trying to fix the "sticky CF proc" bug).

1.1.4
* Finally fixed the SavedVariables bug.

1.1.3
* Reworked how Surge and Lightning Form are tracked; they should now show properly for their whole duration.
* Another shot at fixing the bug with the OFF setting not being respected.
* Fixed a bug with the repositioning of icons after an icon disappears.
* Added experimental support for Expert Hunter on the off-chance it's a regular buff.

1.1.2
* Fixed a bug where some Alerts were ignoring the OFF setting.

1.1.1
* Fixed a bug where the CF proc icon would stay on-screen if you switched to a bar without CF slotted. It now disappears as it should (and even reappears if you switch back within the procs duration).

1.1.0
* Rewrote large parts of the code to enable easier adding of more Reminders and Alerts
* Added border textures and animations to all icons
* Added tracking of Mage's Light, Surge, and Lightning Form
* Fixed a bug that would stop the CF proc from showing when normal cost was an odd number.

1.0.4
* Actually uses the vars set up by the new method in 1.0.3... Hopefully this will get rid of the nil index in GetSlotted.
* Fixed an erroneous local function

1.0.3
* Added method to set default values if SavedVars are missing.

1.0.2
* Fixed a bug that could stop the CFProc window from being created.

1.0.1
* Changed the way the addon works to lessen the processing
* Added fade-in/fade-out animation for buffs

1.0.0
* Initial release
Optional Files (0)


Archived Files (18)
File Name
Version
Size
Uploader
Date
1.1.12
10kB
stjobe
08/08/14 09:48 AM
1.1.11
10kB
stjobe
06/29/14 05:11 AM
1.1.10
10kB
stjobe
06/04/14 11:47 AM
1.1.9
10kB
stjobe
05/30/14 12:45 PM
1.1.8
10kB
stjobe
05/27/14 12:00 AM
1.1.7
10kB
stjobe
05/23/14 12:02 AM
1.1.6
10kB
stjobe
05/22/14 12:00 PM
1.1.5
9kB
stjobe
05/14/14 04:00 PM
1.1.4
9kB
stjobe
05/13/14 05:18 PM
1.1.3
9kB
stjobe
05/13/14 03:03 PM
1.1.2
9kB
stjobe
05/12/14 02:35 PM
1.1.1
9kB
stjobe
05/12/14 10:43 AM
1.1.0
9kB
stjobe
05/11/14 02:55 PM
1.0.4
8kB
stjobe
05/09/14 11:52 AM
1.0.3
8kB
stjobe
05/09/14 05:37 AM
1.0.2
8kB
stjobe
05/08/14 05:20 PM
1.0.1
8kB
stjobe
05/08/14 02:16 PM
1.0.0
7kB
stjobe
05/07/14 02:57 PM


Post A Reply Comment Options
Unread 08/19/14, 09:03 PM  
Wykdwolffie

Forum posts: 1
File comments: 57
Uploads: 0
Re: Hello Everyone

Originally Posted by Wykdwolffie
I know this is probably a SUPER LONG shot in the dark, but... is anyone else lagging using this addon?

Out of 5+ characters, the ONLY one lagging with fps issues is my Sorcerer, so I'm trying to narrow it down.

Thanks In Advance!
Is the addon-on author still playing/reading this forum?
If anyone else reads this, could you KINDLY take a moment to let me know if this addon affects your FPS in a negative way?

Thanks.
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Unread 08/06/14, 03:12 PM  
Wykdwolffie

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Hello Everyone

I know this is probably a SUPER LONG shot in the dark, but... is anyone else lagging using this addon?

Out of 5+ characters, the ONLY one lagging with fps issues is my Sorcerer, so I'm trying to narrow it down.

Thanks In Advance!
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Unread 07/03/14, 05:26 AM  
Wykdwolffie

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Hang in there!

Hey, I just saw the post about you being super-busy... wanted to take the time to thank you for this add-on, it's a great help to me.. and I look forward to seeing it updated.
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Unread 06/28/14, 07:18 AM  
dalberon

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Originally Posted by stjobe
Originally Posted by Wack
Hi,

It would be great if you can also include other temp buffs like Force Siphon (health staff buff // 20 sec ((and its morphs) and Evasion (17 sec) and its morphs (20 sec // Medium armor mastery). You thinking about adding them in further updates?
Not as such... I never intended for this to be a general buff tracker; it's really difficult tracking buffs with the API calls we have available, one has to jump through all kinds of hoops to do it properly (see some of the previous comments here for examples).

That said, I'll have a look at them and see what can be done.

I'm busy as hell at work right now though (every single project manager wants their pet project completed and pushed to the production servers before the summer vacation code freeze), so it'll be at least another week before I can even start looking at addon development again.
This is a really nice addon. Look forward to your work freeing you up to advance it again.
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Unread 06/24/14, 06:03 PM  
Lerotic

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When you get back into it.. The settings are global, and it would be great to customize per Sorcerer. Or because this mod has use beyond sorcerers, per character if you will.

Originally Posted by stjobe
I'm busy as hell at work right now though (every single project manager wants their pet project completed and pushed to the production servers before the summer vacation code freeze), so it'll be at least another week before I can even start looking at addon development again.
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Unread 06/24/14, 12:54 PM  
stjobe
 
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Originally Posted by Wack
Hi,

It would be great if you can also include other temp buffs like Force Siphon (health staff buff // 20 sec ((and its morphs) and Evasion (17 sec) and its morphs (20 sec // Medium armor mastery). You thinking about adding them in further updates?
Not as such... I never intended for this to be a general buff tracker; it's really difficult tracking buffs with the API calls we have available, one has to jump through all kinds of hoops to do it properly (see some of the previous comments here for examples).

That said, I'll have a look at them and see what can be done.

I'm busy as hell at work right now though (every single project manager wants their pet project completed and pushed to the production servers before the summer vacation code freeze), so it'll be at least another week before I can even start looking at addon development again.
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Unread 06/24/14, 12:15 AM  
Wack

Forum posts: 0
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Hi,

It would be great if you can also include other temp buffs like Force Siphon (health staff buff // 20 sec ((and its morphs) and Evasion (17 sec) and its morphs (20 sec // Medium armor mastery). You thinking about adding them in further updates?

Good work

Thanks, gr Wack
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Unread 06/20/14, 05:11 PM  
Sinful Soul

Forum posts: 1
File comments: 176
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I just tried the add-on yesterday and I'm constantly getting this while in Cyrodiil:



Only way to fix it is by doing /reloadui but doing /reloadui in a middle of a big pvp fight isn't really ideal. And even after doing a /reloadui it'll bug again soon after.

This hasn't happened outside Cyrodiil yet tho.
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Unread 06/13/14, 11:07 AM  
smbody

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Originally Posted by stjobe
Originally Posted by smbody
Hey, very nice addon indeed.
Started using it today. And noted that the curse timer doesn't work. After a bit of digging in your code(good structure!), found out that you don't start key scanner if curse is found on the bar (~line 369)
Also as a side note, it seems that on line 305 you are using incorrect first parameter for GetAbilityProgressionAbilityInfo method - at least for me GetSkillAbilityInfo for the curse gave 16.
Hope it helps.
Regards.
Thanks, I'll look into that for the next release.

As I said when I first implemented it, Daedric Curse is tricky to track; the in-game timer starts when the slow-moving effect hits the target but there's no way to detect that. Therefore I start the timer (or at least I thought I did; I'll be looking at your bug report) when you cast it; it's the best I can do but it might be off by a second or two.
well it works quite accurately - if the distance to the target doesn't change, then it's fine to cast curse again when it is 0, since the "lag" of the timer = "lag" of the cast.

BTW, since the curse is 3.5 sec actually, not 3, tried to change it to 3.5, and was stuck with the method you use to determine the current time, which has only seconds. Switched to milliseconds, and resorted to do a bit of rounding for graphical labels to be pretty.
That's what I have eventually:
function SH.roundtomult(num, mult)
return math.floor((num*mult)+0.5)/mult;
end
SH.CurseTimer = SH.roundtomult(GetGameTimeMilliseconds()/1000,2) + 3.5
also changed key scanner to 100ms and main loop to 500ms. Works like a charm
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Unread 06/13/14, 11:01 AM  
stjobe
 
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Forum posts: 60
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Originally Posted by smbody
Hey, very nice addon indeed.
Started using it today. And noted that the curse timer doesn't work. After a bit of digging in your code(good structure!), found out that you don't start key scanner if curse is found on the bar (~line 369)
Also as a side note, it seems that on line 305 you are using incorrect first parameter for GetAbilityProgressionAbilityInfo method - at least for me GetSkillAbilityInfo for the curse gave 16.
Hope it helps.
Regards.
Thanks, I'll look into that for the next release.

As I said when I first implemented it, Daedric Curse is tricky to track; the in-game timer starts when the slow-moving effect hits the target but there's no way to detect that. Therefore I start the timer (or at least I thought I did; I'll be looking at your bug report) when you cast it; it's the best I can do but it might be off by a second or two.
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Unread 06/13/14, 10:23 AM  
smbody

Forum posts: 0
File comments: 5
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Hey, very nice addon indeed.
Started using it today. And noted that the curse timer doesn't work. After a bit of digging in your code(good structure!), found out that you don't start key scanner if curse is found on the bar (~line 369)
Also as a side note, it seems that on line 305 you are using incorrect first parameter for GetAbilityProgressionAbilityInfo method - at least for me GetSkillAbilityInfo for the curse gave 16.
Hope it helps.
Regards.
Last edited by smbody : 06/13/14 at 10:24 AM.
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Unread 06/13/14, 09:42 AM  
stjobe
 
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Forum posts: 60
File comments: 101
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Originally Posted by choekstr
Does this only work for Sorcerers?
Yes. From the Addon Info page:
"Does not load on non-sorcerer characters"

Originally Posted by choekstr
I have loved this add-on for my Sorc but I rolled a Templar and want to get notified when my Mage Light/Inner Light isn't on but noticed that while the add-on is enabled, there are no settings and no notifications.

Looking at the code it seems there is a check for GetUnitClassId which I think checks for the class Sorcerer.
Code:
if GetUnitClassId("player") ~= 2 then
Is this why it isn't working or is something misbehaving on my add-on?
That is correct. When the addon loads, it checks if you're a Sorcerer (ClassId == 2). If you're not, in unregisters from all events and exits.

Originally Posted by choekstr
Would it be possible to allow for other classes since all classes *should* be using Mage Light if they are spell users and this would benefit them.
Anything is possible

This addon started out as a reminder to summon your daedra and to alert you when Crystal Fragments proc, everything else has been added from user requests - and that's why Mage's Light is in there; someone asked if it could be included.

Apart from Mage's Light (and the non-functioning Expert Hunter alert), everything else is Sorcerer-specific. That's why that check is there; when I added it there was nothing for non-Sorcerer in the addon so it didn't make any sense to have it run on non-Sorcerer characters.

I guess I can make the ClassId check optional, but in the meantime you can always modify your copy to not have the check.
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Unread 06/13/14, 08:17 AM  
choekstr
 
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Does this only work for Sorcerers? I have loved this add-on for my Sorc but I rolled a Templar and want to get notified when my Mage Light/Inner Light isn't on but noticed that while the add-on is enabled, there are no settings and no notifications.

Looking at the code it seems there is a check for GetUnitClassId which I think checks for the class Sorcerer.
Code:
if GetUnitClassId("player") ~= 2 then
Is this why it isn't working or is something misbehaving on my add-on?
Would it be possible to allow for other classes since all classes *should* be using Mage Light if they are spell users and this would benefit them.
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Unread 06/10/14, 02:15 PM  
stjobe
 
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Originally Posted by drewdenman
Ahh ok, well I find a minor bug to go with it then. Critical Surge starts the countdown at 16, which causes it to end at -3 (it's a 20 second duration)
Ah, I had missed that it has different durations for the different morphs (I only use the un-morphed one myself):
Surge: 17s
Critical Surge: 20s
Power Surge: 34s

I'll fix that for the next update, thanks for the heads-up
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Unread 06/10/14, 12:55 PM  
drewdenman

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Ahh ok, well I find a minor bug to go with it then. Critical Surge starts the countdown at 16, which causes it to end at -3 (it's a 20 second duration)
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