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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
Downloads:18,773
Favorites:91
MD5:
Categories:Sorcerer, Combat Mods
SorcererHelper  Popular! (More than 5000 hits)
Version: 1.1.13
by: stjobe [More]
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
Author
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


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Unread 11/08/14, 09:49 PM  
Matth3w

Forum posts: 11
File comments: 3
Uploads: 0
Is this going to be updated? It's throwing an error when I first log in under 1.5
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Unread 09/15/14, 10:07 PM  
choekstr
 
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I thought I had posted this in the past but I went back and checked and realized I had forgotten. To get this add-on to work on non-sorc's, just change the 2nd to last (penultimate) function from this:
Code:
local function OnAddOnLoaded(eventCode, addOnName)
    if (addOnName == "SorcererHelper") then
        if GetUnitClassId("player") ~= 2 then
            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_ADD_ON_LOADED)
            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_PLAYER_ACTIVATED)
            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_ACTION_SLOT_ABILITY_SLOTTED)
            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_ACTIVE_WEAPON_PAIR_CHANGED)
            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_UNIT_ATTRIBUTE_VISUAL_ADDED)
            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_UNIT_ATTRIBUTE_VISUAL_REMOVED)
            do return end
        else
            SH.SV = ZO_SavedVars:NewAccountWide("SorcererHelper_SavedVariables", 1, nil, SH.Defaults)
            SH.CreateSettings()
        end
    end
end
to:

Code:
local function OnAddOnLoaded(eventCode, addOnName)
    if (addOnName == "SorcererHelper") then
--        if GetUnitClassId("player") ~= 2 then
--            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_ADD_ON_LOADED)
--            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_PLAYER_ACTIVATED)
--            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_ACTION_SLOT_ABILITY_SLOTTED)
--            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_ACTIVE_WEAPON_PAIR_CHANGED)
--            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_UNIT_ATTRIBUTE_VISUAL_ADDED)
--            EVENT_MANAGER:UnregisterForEvent("SorcererHelper", EVENT_UNIT_ATTRIBUTE_VISUAL_REMOVED)
--            do return end
--        else
            SH.SV = ZO_SavedVars:NewAccountWide("SorcererHelper_SavedVariables", 1, nil, SH.Defaults)
            SH.CreateSettings()
--        end
    end
end
Copy and replace paste might be the easiest.

Hope this helps,
Choekstr
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Unread 08/26/14, 03:33 PM  
stjobe
 
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Forum posts: 58
File comments: 96
Uploads: 3
Re: Change Size

Originally Posted by Bizous
is it possible to change size icon ?

I tested to change :

if not SH.AlertBarWindow then
SH.AlertBarWindow = WINDOW_MANAGER:CreateTopLevelWindow("SorcererHelperAlertBarWindow")
SorcererHelperAlertBarWindow:SetDimensions(32, 32) <---- 64 by default


but didn't work

Can you help me ?
The AlertBarWindow is just there to have some place to put the BuffWindows (which in turn contain the icons).

The hierarchy looks like this:

AlertBarWindow
- BuffWindow1
- - BuffIcon1
- BuffWindow2
- - BuffIcon2

...and so on, and the same for the BuffBarWindow (with its own BuffWindows containing BuffIcons).

The BuffWindows and icons are created (or not, depending on which should be drawn) in lines 124 - 167 by calls to the helper method CreateBuffWindow(BuffWindowName, SizeInPixels).

So what you want to do is change the last number on the lines that contain the CreateBuffWindow call for all the icons you want to change size on (you should probably also remember to make that number 10 pixels smaller than the size you want to display - can't remember why at the moment, but that's how I did them):

Lua Code:
  1. if not SH.CFProcWindow then
  2.         SH.CFProcWindow, SH.CFProcBD, SH.CFProcIcon, SH.CFProcWindowText
  3.             = SH.CreateBuffWindow("CFProcWindow", 54) --Change this to 22 if you want 32x32 icons
  4.         SH.CFProcIcon:SetTexture(SH.Icons[3])
  5.     end
You might also want to adjust the size of the top level windows (which I only now notice I'm not doing ).
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Unread 08/26/14, 02:53 PM  
Bizous

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File comments: 1
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Change Size

is it possible to change size icon ?

I tested to change :

if not SH.AlertBarWindow then
SH.AlertBarWindow = WINDOW_MANAGER:CreateTopLevelWindow("SorcererHelperAlertBarWindow")
SorcererHelperAlertBarWindow:SetDimensions(32, 32) <---- 64 by default


but didn't work

Can you help me ?
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Unread 08/22/14, 05:39 AM  
Haborym

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Re: Re: Re: Re: Surge Buff

Originally Posted by stjobe
Originally Posted by Haborym
Or

give us the possibility to move the big Icon where we want on the screen
This is already possible, there's even a "Show repositioning help" checkbox in the options so you can position the Reminders and Alerts anywhere you want without any of them being active.
Ok thank you for your answer and your reactivity

i'll play like that

Keep in mind the options in the menu

Nice job
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Unread 08/22/14, 05:28 AM  
stjobe
 
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Re: Re: Re: Surge Buff

Originally Posted by Haborym
Or

give us the possibility to move the big Icon where we want on the screen
This is already possible, there's even a "Show repositioning help" checkbox in the options so you can position the Reminders and Alerts anywhere you want without any of them being active.
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Unread 08/22/14, 05:19 AM  
Haborym

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Re: Re: Surge Buff

Originally Posted by stjobe
Originally Posted by Haborym
Hi,

First of all, congratulations for this add-on very usefull

New idea : Show "surge" buff

Sometimes i forget to relaunch "surge" buff

Could you show this buff above the character close to the "mage light" buff, for example, to remember that this buff is active or not

If the buff is active we don't see it above the character
If the buff is not active we see it above the character like "mage light" or "summon"
Same mechanics like "mage light"

Maybe you can do an option to decide if we want to show or not this buff above the character

I hope i'm clear about this explanation

Thanks in advance
Thank you for your kind words.

If I understand you correctly, you want to have Surge as a Reminder and not as an Alert as it's currently implemented, is that correct?

I don't think that short-duration effects like Surge lend themselves very well for Reminders, that's why I have them as Alerts - you get a big honking icon with a timer on it when you cast it, if that's not there you've forgotten something

That said, I have toyed with the idea of making the choice between Reminder and Alert an option for everything, but so far I've decided against it, since e.g. a Crystal Fragments Reminder doesn't make much sense.
yes you have perfectly understood

But, for example, if ten seconds after the beginning of the fight, the pet died then the reminder "Summon Pet" comes back above the character (correct me if i'm wrong)

For "surge" if the alert is finished, our eyes are sticked on the reticle or on the boss during the fight and not on the big Icon below.

Maybe the way of improve this add-on is

Only for the alerts
In the menu
Don't change "show it" yes/no
Make an new option for each alert
Show it in reminder : Yes/No

Or

give us the possibility to move the big Icon where we want on the screen

Thank for your attention
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Unread 08/22/14, 04:24 AM  
stjobe
 
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Re: Surge Buff

Originally Posted by Haborym
Hi,

First of all, congratulations for this add-on very usefull

New idea : Show "surge" buff

Sometimes i forget to relaunch "surge" buff

Could you show this buff above the character close to the "mage light" buff, for example, to remember that this buff is active or not

If the buff is active we don't see it above the character
If the buff is not active we see it above the character like "mage light" or "summon"
Same mechanics like "mage light"

Maybe you can do an option to decide if we want to show or not this buff above the character

I hope i'm clear about this explanation

Thanks in advance
Thank you for your kind words.

If I understand you correctly, you want to have Surge as a Reminder and not as an Alert as it's currently implemented, is that correct?

I don't think that short-duration effects like Surge lend themselves very well for Reminders, that's why I have them as Alerts - you get a big honking icon with a timer on it when you cast it, if that's not there you've forgotten something

That said, I have toyed with the idea of making the choice between Reminder and Alert an option for everything, but so far I've decided against it, since e.g. a Crystal Fragments Reminder doesn't make much sense.
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Unread 08/22/14, 04:04 AM  
Haborym

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Surge Buff

Hi,

First of all, congratulations for this add-on very usefull

New idea : Show "surge" buff

Sometimes i forget to relaunch "surge" buff

Could you show this buff above the character close to the "mage light" buff, for example, to remember that this buff is active or not

If the buff is active we don't see it above the character
If the buff is not active we see it above the character like "mage light" or "summon"
Same mechanics like "mage light"

Maybe you can do an option to decide if we want to show or not this buff above the character

I hope i'm clear about this explanation

Thanks in advance
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Unread 08/20/14, 12:03 PM  
Wykdwolffie

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Re: Re: Re: Hello Everyone

Thank you very much for your reply. I love this add-on.

Originally Posted by stjobe
Originally Posted by Wykdwolffie
Is the addon-on author still playing/reading this forum?
Yes, he is, on both counts

Originally Posted by Wykdwolffie
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?
It's certainly not impossible; I've had one or two reports of lag before, and at least on one occasion fixed some bad code that introduced serious lag spikes.

Before summer got all crazy on me I started on an update; I'll have another check through the code for performance issues before I finish up and release that update.
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Unread 08/20/14, 09:44 AM  
stjobe
 
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Re: Re: Hello Everyone

Originally Posted by Wykdwolffie
Is the addon-on author still playing/reading this forum?
Yes, he is, on both counts

Originally Posted by Wykdwolffie
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?
It's certainly not impossible; I've had one or two reports of lag before, and at least on one occasion fixed some bad code that introduced serious lag spikes.

Before summer got all crazy on me I started on an update; I'll have another check through the code for performance issues before I finish up and release that update.
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Unread 08/19/14, 09:03 PM  
Wykdwolffie

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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

Forum posts: 1
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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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