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Clockwork City (3.2)
Updated:01/16/18 05:42 PM
Created:05/18/16 06:19 PM
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Total downloads:6,781
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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: 0.8g
by: Letho [More]
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ATTENTION

Version 0.8d (26. Nov. 2017)
The latest release brings a major overhaul of functionality and menu design. Please be aware, that some auras, that have been created with an earlier version, may break and need to be recreated.

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.
v0.8g
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 (16)
File Name
Version
Size
Author
Date
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 Today, 07:04 PM  
Actosh

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Originally Posted by Actosh
Originally Posted by Letho
Ok, sorry guys, I have identified an issue that could prevent checkAll functionality working properly. You auras should work again. Actosh solution was an accidential workaround. You don't have to specify the duration anymore.

@Actosh: Setting 'invert logic' to true should do the trick for you.
Awesome. Will test it later maybe.
So u r sayin i can copy the same trigger and create a new aura for it with the exact same settings and only have "invert logic" set to true?!
Hey Letho, the invert logic thing works perfect now (wich it did not in older versions).

New problem occured for liofa and me. When someone uses the synergie either (depending on settings) the cd resets back to 20, or the icon disappears.

Hadnt that problem in older versions, however i get stuff printed to chat when i used the synergie.
That occured only when i did use it.

Screenshot is attached



43769 is the id i entered for the synergy. The other numbers......i dunno why the stuff gets printed to chat anyway. Hope this helps to find a solution.
Last edited by Actosh : 01/16/18 at 07:09 PM.
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Unread Today, 06:01 PM  
Actosh

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Originally Posted by Letho
Ok, sorry guys, I have identified an issue that could prevent checkAll functionality working properly. You auras should work again. Actosh solution was an accidential workaround. You don't have to specify the duration anymore.

@Actosh: Setting 'invert logic' to true should do the trick for you.
Awesome. Will test it later maybe.
So u r sayin i can copy the same trigger and create a new aura for it with the exact same settings and only have "invert logic" set to true?!
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Unread Yesterday, 05:43 PM  
Letho
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Ok, sorry guys, I have identified an issue that could prevent checkAll functionality working properly. You auras should work again. Actosh solution was an accidential workaround. You don't have to specify the duration anymore.

@Actosh: Setting 'invert logic' to true should do the trick for you.
Last edited by Letho : 01/16/18 at 05:46 PM.
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Unread Yesterday, 05:19 PM  
Actosh

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Letho/Liofa

I found the error that caused it not to show up. Wouldnt really call it an error.

U have to enter the duration (20Seconds) Manually in the latest version of AuraMastery.

I attached a screenshot.




@Letho: With the above attached screenshot i see the icon ONLY APPEAR IF i used the synergy and the cooldowntimer starts.
How would i need to setup another Icon that shows up ONLY if i have no cooldown on the used synergy?

What i want it for is, i wanna have some synergie icons up all the time, until i press the synergy!
If pressed, the icon that is up all the time, should disapear, and when the cooldown is over, i want the first mentioned icon to be back.

How to do that ^^
Last edited by Actosh : 01/16/18 at 05:59 PM.
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Unread Yesterday, 12:38 PM  
Liofa

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Re: Re: Re: Re: Synergy Cooldowns

Originally Posted by Letho
What exactly do u want AuraMastery to show?
Cooldown for synergies in the game is 20 seconds . I need it to show me a 20 second countdown when I press a synergy , seperately for different synergies . It was working perfectly before then an update came up and never worked again :/

I've made a tutorial for Alkosh using tanks on how to use AuraMastery to get better uptime on Alkosh debuff . You can see how it looked like at the end of this video here : https://www.youtube.com/watch?v=ZzFC75osNrY

Go to 10:23 and you will see how it works in game . As you see , someone else pops the orb after I do but it doesn't reset the countdown . What you see in that part of the video is what I and Actosh are looking for I think he figured it out by using an older version of AuraMastery already ^^
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Unread Yesterday, 11:16 AM  
Letho
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Re: Re: Re: Synergy Cooldowns

What exactly do u want AuraMastery to show?
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Unread Yesterday, 08:59 AM  
Liofa

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Re: Re: Synergy Cooldowns

Originally Posted by Letho
Originally Posted by Liofa
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 ?
The settings this addon provides are just too complicated to give an answer based on the information u gave. Please screenshot your whole settings section. For me they work.
Here is my settings for orbs . According to Srendarr , ID of orbs is 63512 . It just doesn't even show up when I pop an orb :/ Obviously , I am doing something wrong here .

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Unread Yesterday, 08:29 AM  
Letho
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Hey Actosh, some screenshots from your setup would be very useful. I retested it and it works just fine for me :O Be advised, that I added a new functionality to combat events with the latest release, you can now provide optional information on caster and target! If you want to see only synergies, that YOU activated, you must enter your character's name in both appropriate fields. Another thing is the messy way Zenimax handles combat events. For example the 20s cooldown for orbs and spear shards is named like "Necrotic Orb / Spear Shard CD" although it will only be triggered by orb. Spear shard synergy is named "Necrotic Orb/Spear Shards^N" - sense = 0. You might get an impression what I have to mess around with

Originally Posted by Actosh
Hey Letho, i used the previous version to track synergies as liofa set them up in his tutorial.

When my daughter goes to bed i will recheck them (create em new) and look if they work or not, and as well provide another detailed description of what i wanted to do with the other self created auras that wont work.

Keep up the good work.
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Unread Yesterday, 05:09 AM  
Actosh

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Hey Letho, i used the previous version to track synergies as liofa set them up in his tutorial.

When my daughter goes to bed i will recheck them (create em new) and look if they work or not, and as well provide another detailed description of what i wanted to do with the other self created auras that wont work.

Keep up the good work.
Last edited by Actosh : 01/16/18 at 05:11 AM.
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Unread Yesterday, 05:04 AM  
Letho
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Originally Posted by Actosh
bugged. i use the previous version of auramastery and there they still work.
What exactly doesn't work?
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Unread Yesterday, 05:03 AM  
Letho
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Re: Synergy Cooldowns

Originally Posted by Liofa
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 ?
The settings this addon provides are just too complicated to give an answer based on the information u gave. Please screenshot your whole settings section. For me they work.
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Unread Yesterday, 04:35 AM  
Actosh

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bugged. i use the previous version of auramastery and there they still work.
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Unread Yesterday, 11:28 PM  
Liofa

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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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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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