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Morrowind (3.0)
Updated:05/24/17 04:09 PM
Created:05/18/16 06:19 PM
Monthly downloads:183
Total downloads:5,288
Favorites:19
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Categories:Buff, Debuff, Spell, Combat Mods, Info, Plug-in Bars, Raid Mods
Auramastery  Popular! (More than 5000 hits)
Version: 0.8c
by: Letho [More]
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ATTENTION

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

2. (CONCERNING LATEST RELEASE):
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 (currently only icons are supported). 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:
Auraname: A personal identifier for a displayed element
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 size of the ability's duration that is related to the display.
Border size [pixels]: Draw a border around the icon? If yes, how thick shall it be?
Critical [seconds]: As soon as the duration of the abilities specified in the condition tab exceed this threshold, bring the icon to 100% visibility and display the cooldown with higher precision (using tenths of seconds)

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. An example would be the 2nd boss on Maw of Lorkaj: As u might know they put an effect on you, that makes you either being "golden" or "dark". 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).
Check all: 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 attackers 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".
Invert: Inverts the conditions logic.
Example:
Ability-ID = 63302 (proximity detonation rank IV)
Check all = true (check for rank I to III, too)
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!

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:
- tracking auras on targets (this functionality is already implemented and undergoing some testing)
- adding statusbars and text as displayable elements
- adding status based conditions (%life, %stamina, combat state, stealth state, etc.)
- adding combat log based conditions (dont know if it's possible, yet)

Thank you for testing, please report any bugs you encounter using the comment system.
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 (11)
File Name
Version
Size
Author
Date
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 08/07/17, 11:22 AM  
Letho
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Forum posts: 139
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Hey guys, I am currently drowning in RL work and have no time for playing/coding.

@Bierdeife: Adding a border style is not implemented, yet, sorry. I have no idea when the next release will be.

@moken7: As long as the game communicates it, it is doable. Sadly I cannot login currently to find out the appropriate spell id, sorry.
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Unread 08/05/17, 12:24 PM  
moken7

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Merciless Resolve Proc

Is there a way to proc the assasin's will ability from the merciless resolve skill? I haven't been able to figure one out.
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Unread 08/02/17, 01:07 PM  
Bierdeife

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Can you add a border style like the default UI? Or can I change it myself (How?)?
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Unread 07/17/17, 10:44 AM  
Bierdeife

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Originally Posted by Letho
Originally Posted by Bierdeife
Originally Posted by Letho
Originally Posted by Bierdeife
What does that mean?

1.


2.
@Bierdeife: Those two abilities are the fade events from a dragon knight's armor and jump and ther shouldn't be a missing event. Can you describe your auras, that use those abilities?
I don't use this abilities, thats the weird thing!
I will deactivate the debug information in the next version, it's just a nesting issue: Actually it should only track player actions, but I put it in the wrong nesting level and now it fires for every combat event :S
Thank you, when do you release the next Version?
Last edited by Bierdeife : 08/02/17 at 01:07 PM.
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Unread 06/21/17, 04:24 PM  
Letho
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Originally Posted by Bierdeife
Originally Posted by Letho
Originally Posted by Bierdeife
What does that mean?

1.


2.
@Bierdeife: Those two abilities are the fade events from a dragon knight's armor and jump and ther shouldn't be a missing event. Can you describe your auras, that use those abilities?
I don't use this abilities, thats the weird thing!
I will deactivate the debug information in the next version, it's just a nesting issue: Actually it should only track player actions, but I put it in the wrong nesting level and now it fires for every combat event :S
Last edited by Letho : 06/21/17 at 04:25 PM.
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Unread 06/20/17, 06:18 AM  
Kenza

Forum posts: 21
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Originally Posted by Letho
@Kenza: If this addon can detect a summoned pet after reloading the UI, there must be a way to track it, thx for the hint, I'll look into it.
Oh, I don't think there is, I'm still manually dismissing and resummoning, sorry for confusing!
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Unread 06/20/17, 05:06 AM  
Bierdeife

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Originally Posted by Letho
Originally Posted by Bierdeife
What does that mean?

1.


2.
@Bierdeife: Those two abilities are the fade events from a dragon knight's armor and jump and ther shouldn't be a missing event. Can you describe your auras, that use those abilities?
I don't use this abilities, thats the weird thing!
Last edited by Bierdeife : 06/20/17 at 07:57 AM.
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Unread 06/20/17, 03:04 AM  
Letho
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@Kenza: If this addon can detect a summoned pet after reloading the UI, there must be a way to track it, thx for the hint, I'll look into it.

@Bierdeife: Those two abilities are the fade events from a dragon knight's armor and jump and ther shouldn't be a missing event. Can you describe your auras, that use those abilities?
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Unread 06/19/17, 04:24 PM  
Kenza

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Originally Posted by Letho
The "load only when sloted"-thing ...
No worries~ I'm currently just having it check for passives from other abilities to determine which skill set I have equipped, so if I'm not on the pet skillset it hides. Works fine for now!

Originally Posted by Letho
As far as I know there is no way to determine wether a player has a companion summoned or not.
Ah well. I got the addon for dismiss pet keybind, so now I just dismiss and resummon to make it register again anytime I need to /reload~

Thanks for the response and good luck with school!
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Unread 06/19/17, 04:01 PM  
Letho
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Is there any way to set up an aura to only show if a certain ability is slotted? I'm trying to make it give me a warning when one of my pets have died, and that's working, but it has a side effect of telling me they're dead when they're not even slotted :s

It also shows up anytime I reload, even when pets are still out, is that a bug?
Using: Buff ID 24639 (Twilight) on Player == 0 invert false

Is there a better way to do this?

And thank you for the addon!
The "load only when sloted"-thing is the feature I was recently developing. Thing is I am currently very much involved at the university and rarely find time for coding, so it will take some time. Also I must think over it very precicely as it affects the very core of how the addon is working. Until I find some time there is no other way than disabling the aura when you change your ability lineup.


As far as I know there is no way to determine wether a player has a companion summoned or not, what would be neccessary for tracking an active pet after /reloadui. The addons simply checks the spell's id when you hit a key and if the spell id is appropriate, it shows the aura.



@Bierdeife:
I'll have to check on those spell ids tomorrow. Actually this is some debug information that should not be visible to the user^^
Last edited by Letho : 06/19/17 at 04:02 PM.
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Unread 06/18/17, 07:14 AM  
Bierdeife

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What does that mean?

1.


2.
Last edited by Bierdeife : 06/18/17 at 10:38 AM.
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Unread 06/15/17, 09:11 PM  
Kenza

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Is there any way to set up an aura to only show if a certain ability is slotted? I'm trying to make it give me a warning when one of my pets have died, and that's working, but it has a side effect of telling me they're dead when they're not even slotted :s

It also shows up anytime I reload, even when pets are still out, is that a bug?
Using: Buff ID 24639 (Twilight) on Player == 0 invert false

Is there a better way to do this?

And thank you for the addon!
Last edited by Kenza : 06/18/17 at 03:15 PM.
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Unread 05/08/17, 09:36 AM  
Baertram
 
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Another way to search for skills like "Ilambris" etc. is to use this online database of UESP:ESO

http://esoitem.uesp.net/viewlog.php?...pe=minedSkills
-> <SearchTermHere> must be replaced with a string like "Ilambris".

Just enter the search term in the search box at the top right corner, choose "skills" from the dropdown below the search box.
Last edited by Baertram : 05/08/17 at 09:36 AM.
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Unread 03/06/17, 12:49 AM  
Martan

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Originally Posted by Letho
Originally Posted by Martan
(...)

Welcome back!

Can you pack the addon files inside a folder instead of straight in to the .zip file? When updating and downloading in Minion the files gets extracted to the AddOns folder so the addon gets broken.

Edit: You also can't click Armor Skills in Choose Aura Icon because the Export Aura button is behind and gets pressed instead.
Thanks! The UI element layering works quite funny and really drives me mad. I will take a totally different approach towards making the UI for the aura menu (that means more dialogue boxes and less dropdown menus), as soon as some core functions are implemented (that means more trigger types ). Temporarily moved the export button to prevent it from blocking icon selection.
Nice! And now also packed in a folder Appreciate it!
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Unread 03/05/17, 03:26 PM  
Letho
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Originally Posted by Martan
(...)

Welcome back!

Can you pack the addon files inside a folder instead of straight in to the .zip file? When updating and downloading in Minion the files gets extracted to the AddOns folder so the addon gets broken.

Edit: You also can't click Armor Skills in Choose Aura Icon because the Export Aura button is behind and gets pressed instead.
Thanks! The UI element layering works quite funny and really drives me mad. I will take a totally different approach towards making the UI for the aura menu (that means more dialogue boxes and less dropdown menus), as soon as some core functions are implemented (that means more trigger types ). Temporarily moved the export button to prevent it from blocking icon selection.
Last edited by Letho : 03/05/17 at 03:27 PM.
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