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Clockwork City (3.2)
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Updated:12/08/17 06:29 PM
Created:11/27/16 06:57 AM
Monthly downloads:9,299
Total downloads:311,888
Favorites:416
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Categories:Action Bar Mods, Buff, Debuff, Spell, Casting Bars, Cooldowns
Action Duration Reminder  Popular! (More than 5000 hits)
Version: 3.0.22
by: cloudor [More]
Overview

This addon tracks your sloted actions that have duration attributes or over time effects, reminds you to re-invoke your actions, and makes you good at performing rotations.

Features
  • Show current action duration remaining seconds in action bar,
  • Show a shift bar of swapped action hints above their original action bar position,
  • Auto move player resource bars upward when they are conflicted with shift bar,
  • Support actions without duration attribute but have DOT effects such as Desctructive Touch or other timed effect such as Elemental Drain,
  • Keep the ending 0.0 hints blinking for a little longer after duration finished, so they don't get lost easily,
  • Switch correspongding timer hints for current reticle over target,
  • Support actions stackable effect counting such as nightblade's Grim Focus and its morphs,
  • Append shift bar on top of ultimate button to show third ability bar such as overload bar action timer hints,
  • Override action duration with target debuff effect, e.g. change Beast Trap's 60s timeout to 6s timeout after triggered.
v3.0.22
- Fixed a bug that track is lost on repeated actions.

v3.0.21
- Ignored a buggy and redundant effect event emit from Liquid Lightning which is 11 seconds long and fades when it has 1 seconds left.
- Ignored long term effect events that is more than 100 seconds. i.e. Guard has a 21600 seconds effect and will be ignored in this version.

v3.0.20
- Fixed a bug that action failed to use strict policy(introduced in v3.0.13) to match a new effect if this action just lost all effects i.e. Minor Protection timer after Dark Cloak should be ignored after this fix.

v3.0.19a
- Updated german localization translated by Scootworks.

v3.0.19
- Added some localizations that is translated by google. Hope you can help me correct them.
- Ignored buggy event time info from a special Major Expedtion effect(ID:37915) triggered by Crippling Grasp and Refreshing Path that is being updated to 8s every second until any of them finished.

v3.0.18
- Added 2 options to switch and adjust timer to ignore decimal part.

v3.0.17
- Allowed actions just ended by removing all effect to get an opptunity to match another immediatly coming effect event i.e. Haunting Curse has two periods of effect.

v3.0.16
- Fixed the search order for effect fading event which caused new action timer end suddenly.

v3.0.15
- Improved Crystal Fragment slot search that all levels can be found now.

v3.0.14
- Fixed a bug that updating effect event cannot match repeatedly casted actions. i.e. A bug that Maneuver counter is not reset by another cast before the old one fades is fixed.
- Improved ability attribute process to avoid self abilities from being disturbed by reticle target. i.e. A bug that Twisting Path counter is removed when target changed is fixed.

v3.0.13
- Stricted effect action matching if effect didn't started at action begining i.e. Beast Trap effect caused by Beast Trap action will be counted but Off Banlance effect caused by Wall Of Storm will not be counted(known as a bug that Unstable Wall Of Element randomly reset to 4s).
- Matched taunt effect to tank role actions again after v3.x.x.

v3.0.12
- Ignored buff event that follows action main duration end i.e. Dark Cloak has a minor protections effects after it runs out.

v3.0.11
- Impoved the stacking effect process policy introduced in v3.0.10. Then Relentless Focus counter will not be reset again after a spectral bow.

v3.0.10
- Ignored game buggy stacking effect time info to update time counter i.e. Relentless Focus counter was reset every time when stack count updated, but the time info of the event is actually wrong.

v3.0.9
- Fixed a bug that action counters don't show up if "Seconds to keep timer after time out" set to 0.
- Fixed a minor bug that produces error logs.

v3.0.8
- Fixed a bug that slot ability given by quest will match all new effect e.g. Hist Dart in Ruin Of Mazzatun matched all your restored long buffs when you destroyed the real one.

v3.0.7
- Improved effect event matching by expand casted action searching scope, maybe some effect event comes later than player's next action
- Ignored templar Purifying Light Tick's heal over time effect that follows Purifying Light's damage over time effect which is still kept

v3.0.6
- Improved timer hiding for Crystal Fragment which should be wiped after cast.

v3.0.5
- Fixed a bug that new timer didn't show up if weapon swapped immediately.

v3.0.4
- Fixed a bug that some timer disappear when player in a group.
- Fixed Crystal Fragment Proc detection.

v3.0.3
- Fixed bugs that mismatched effects with actions.

v3.0.2
- Stricted stack effect matching to avoid unnecessary countings e.g. Hawk Eye

v3.0.1
- Improved label format for time longer than 10 seconds.

v3.0.0
- Refactored code structure again and got many known bugs fixed automatically.

v2.0.3
- Linked taunt effects with concurrent tank-role actions such as "Inner Fire".

v2.0.2
- Fixed an eso effect change bug that reset Crippling Grasp's duration to end immediately after cast.

v2.0.1
- Added an option to switch account/character settings.

v2.0.0
- Refactored code structure and fixed some bugs.
- Supported "Rendering Slash" for French/German language.
- Supported ultimate action duration such as "War Horn".

v1.31
- Fixed a precedence issue, e.g. the dragonknight volatile armor should show 20s buff time, not 10s DOT time.

v1.30
- Marked new api version.

v1.29
- Readjust default auto reposition margins for "Wykkyds Enhanced HUD".
- Improved effect recognition of bold escape fatigue for its morphs.
- Fixed a weapon pair recognition bug.

v1.28
- Fixed a format bug of alert name.

v1.27
- Fixed a bleeding DOT effect recognition bug.
- Added a 'Multiple Target Tracking' option, default is on.

v1.26
- Added player effect tracking e.g. the 4s 'Bolt Escape' fatigue time. If both player and target effects take place by same action, it will show player effect over target effect, e.g. the 20s Brutality buff from dual wield skill 'Hidden Blade' will override the 6s target movement debuff.

v1.25
- Added an option button to place the alert frame.

v1.24
- Fixed the gender specific screen string for french and german clients.
- Added an alert sound select option.

v1.23
- Added an option to exclude short duration.

v1.22
- Avoided alerts when debuffs fade because target die.

v1.21
- Fixed an issue that action bar flip animation is gone after applying time out lines.

v1.20
- Fixed an issue that resource bars are mis-repositioned when they are below the action bar.

v1.19
- Impoved options of alert including text and sound.

v1.18
- Impoved the DOT effect recognition such as Twin Slashes Bleeding effect.

v1.17
- Added options to play sound before timeout.

v1.16
- Added an option to show timeout announce, off by default.
- Added support for actions with both duration attribute and target debuff effect, e.g. change Beast Trap's 60s timeout to 6s timeout after triggered.

v1.15
- Added support for showing third ability bar such as overload bar action timer hints.

v1.14
- Added support for stackable effect counting such as light/heavy attacks with nightblade's Grim Focus and its morphs.

v1.13
- Added a button in settings menu to show the shift bar that can be moved around.

v1.12
- Added an option to disable shift action bar and an option to adjust cooldown line thickness.

v1.11
- Added support for target and target effect change.

v1.10
- Added conflict detection of all player resource bars and move them upward automatically.

v1.09
- Changed health bar patch that auto move it vertically according to option "Position Gap".

v1.08
- Fixed an issue that action icon stays lit while character is out of mag/stam.

v1.07
- Added some line options and a font name option.

v1.06
- Fixed a bug of starting to count down a ground ability that just canceled by invoking another ability before placement.

v1.05
- Added a position patch for addon "Wykkyds Enhanced HUD" to avoid overlap, options added.

v1.04
- Added option setting "Cooldown Color".
- Removed tracking of "Crystal Fragment Proc“.

v1.03
- Added option settings "Label Font Size" and "Label Vertical Offset".

v1.02
- Added tracking of effects over time as action duration.

v1.01
- Fixed some ui error bugs.

v1.0
- Initial implementation.
Optional Files (0)


Archived Files (54)
File Name
Version
Size
Author
Date
3.0.21
68kB
cloudor
12/07/17 07:36 AM
3.0.20
67kB
cloudor
09/13/17 04:57 AM
3.0.19a
67kB
cloudor
09/10/17 05:31 AM
3.0.19
67kB
cloudor
09/10/17 02:01 AM
3.0.18
62kB
cloudor
09/08/17 10:10 PM
3.0.17
62kB
cloudor
09/07/17 11:23 PM
3.0.16a
62kB
cloudor
09/06/17 11:27 PM
3.0.15a
62kB
cloudor
09/06/17 09:08 AM
3.0.14
62kB
cloudor
09/06/17 07:56 AM
3.0.13
62kB
cloudor
09/05/17 11:02 AM
3.0.12
61kB
cloudor
09/04/17 08:58 AM
3.0.11
61kB
cloudor
09/03/17 07:07 AM
3.0.10
61kB
cloudor
09/02/17 11:27 AM
3.0.9
61kB
cloudor
09/02/17 09:26 AM
3.0.8
61kB
cloudor
08/31/17 09:17 AM
3.0.7
61kB
cloudor
08/30/17 09:04 AM
3.0.6
61kB
cloudor
08/29/17 09:58 AM
3.0.5
61kB
cloudor
08/29/17 09:26 AM
3.0.4
61kB
cloudor
08/29/17 07:15 AM
3.0.3
61kB
cloudor
08/28/17 09:55 AM
3.0.1a
61kB
cloudor
08/27/17 09:36 AM
3.0.0
61kB
cloudor
08/27/17 08:52 AM
2.0.3
56kB
cloudor
06/11/17 04:48 AM
2.0.2
57kB
cloudor
04/20/17 07:19 AM
2.0.1
57kB
cloudor
04/19/17 08:33 AM
2.0.0
56kB
cloudor
04/04/17 09:03 AM
1.30
48kB
cloudor
02/16/17 06:40 AM
1.30
48kB
cloudor
02/16/17 06:03 AM
1.30
48kB
cloudor
02/07/17 05:08 AM
1.29
48kB
cloudor
01/19/17 07:03 AM
1.28
54kB
cloudor
01/03/17 10:27 PM
1.27
47kB
cloudor
01/03/17 05:44 AM
1.26
47kB
cloudor
12/26/16 08:07 AM
1.25
47kB
cloudor
12/20/16 05:51 AM
1.24
47kB
cloudor
12/19/16 07:06 AM
1.23
46kB
cloudor
12/17/16 06:38 PM
1.22
46kB
cloudor
12/17/16 06:20 AM
1.18
45kB
cloudor
12/12/16 08:41 AM
1.17
45kB
cloudor
12/12/16 08:22 AM
1.15
45kB
cloudor
12/11/16 03:18 AM
1.14
44kB
cloudor
12/08/16 07:49 AM
1.13
44kB
cloudor
12/07/16 09:44 AM
1.12
43kB
cloudor
12/06/16 11:59 AM
1.11
43kB
cloudor
12/06/16 09:10 AM
1.09
42kB
cloudor
12/05/16 08:13 AM
1.08
42kB
cloudor
12/04/16 08:18 AM
1.07
42kB
cloudor
12/01/16 08:32 AM
1.06
42kB
cloudor
11/30/16 08:01 AM
1.05
41kB
cloudor
11/29/16 11:46 AM
1.04
41kB
cloudor
11/29/16 07:45 AM
1.03
40kB
cloudor
11/28/16 11:14 AM
1.02
40kB
cloudor
11/28/16 08:03 AM
1.01
40kB
cloudor
11/27/16 11:30 AM
1.0
40kB
cloudor
11/27/16 07:32 AM


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Unread 08/27/17, 12:01 PM  
zkeme

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File comments: 6
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Originally Posted by Scootworks
thanks for the update.

it would be awesome if you could add the possibility (maybe with a slider) to add a time threshold for number formats:



if time is above value then show us 21 instead 21.6 and when is under the value: 1.0
I like that a lot.

Originally Posted by cloudor
I don't know whether to be happy or ashamed. Happy becuase the new code makes me feel much better. The shame is that the work that should have been done long ago had dragged on for so long. So far, I haven't been able to read all of your comments and messages, and I haven't been able to answer them all.

There is still a lot of work to be done and thank you for your support and understanding.
I dont know why, but in my case things were a bit buggy with this version. Sometimes my non stacking abilities would have a stack counter on the corner, other times the timing on some abilities would show a wrong time left. I reverted to older version Hope you have a chance to test it a bit more, and fix these issues.
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Unread 08/27/17, 09:24 AM  
cloudor
 
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v3.0.0 has been uploaded

I don't know whether to be happy or ashamed. Happy becuase the new code makes me feel much better. The shame is that the work that should have been done long ago had dragged on for so long. So far, I haven't been able to read all of your comments and messages, and I haven't been able to answer them all.

There is still a lot of work to be done and thank you for your support and understanding.
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Unread 08/27/17, 09:21 AM  
Scootworks
 
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thanks for the update.

it would be awesome if you could add the possibility (maybe with a slider) to add a time threshold for number formats:



if time is above value then show us 21 instead 21.6 and when is under the value: 1.0
__________________
EU Server - SŁĄuGhTerHØuSe
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Unread 08/24/17, 05:30 PM  
Baranthus
 
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Originally Posted by cloudor
Originally Posted by Baranthus
Hi guys. Will this be getting updated for HotR soon? I'm using Minion and it looks like its trying to aurtoupload a new version everyday but it stays stuck on Morrowind as the latest update.
Yes, it will. This week.
\you just made me a very happy Bara, cloudor! Thanks mate!
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Unread 08/24/17, 09:37 AM  
Xzundra

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Re: Re: Re: Re: Re: Re: ADR bug with merciless resolve fix

Originally Posted by MonarchChief
Originally Posted by Xzundra
Made this new adjustment to the code, relogged. Same thing. Will cycle through first proc then no counter for the remainder of the duration sadly
Hmmm.. All I can think of is for you to download something like Srendarr that allows you to see ability IDs. Cast the skill and see what number it has. I think certain skills like Beast Trap can have multiple. Anyways, take the number and plug it in. See if that works?

Good news! My friend helped me adjust the core code with the proper ID's and now it works. I told him to come on this forum and post the changes he made to the code, so everyone knows. So it is successfully working now and has improved my pars now by like 1-2k lol.
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Unread 08/24/17, 06:13 AM  
MonarchChief

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Re: Re: Re: Re: Re: ADR bug with merciless resolve fix

Originally Posted by Xzundra
Made this new adjustment to the code, relogged. Same thing. Will cycle through first proc then no counter for the remainder of the duration sadly
Hmmm.. All I can think of is for you to download something like Srendarr that allows you to see ability IDs. Cast the skill and see what number it has. I think certain skills like Beast Trap can have multiple. Anyways, take the number and plug it in. See if that works?
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Unread 08/23/17, 09:34 PM  
Xzundra

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Re: Re: Re: Re: ADR bug with merciless resolve fix

Originally Posted by MonarchChief
Originally Posted by Xzundra
I made the code changes and it did nothing. Still won't count after the first cast
Try this. Not sure if this will work for Grim Focus but it should work for both morphs.

Code:
    
-- 1.1 stackable
        if  stackCount > 0 then -- e.g. relentless focus
            for key,action in pairs(core.actions) do
                if action.abilityName == effectName then
                    if changeType == EFFECT_RESULT_FADED then
                        if stackCount == action.stackCount then -- check to avoid removing a new action 
                            if abilityId == 62108 or abilityId == 62118 then --and avoid removing Relentless Focus or Merciless Resolve, since buff stays on
                                action.stackCount = 0
                            else 
                                core.actions[key] = nil
                            end
                        end
                    else
                        action.stackCount = stackCount
                    end
                end
        end
        end
        -- 1.2 player buff
Made this new adjustment to the code, relogged. Same thing. Will cycle through first proc then no counter for the remainder of the duration sadly
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Unread 08/23/17, 05:18 PM  
MonarchChief

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Re: Re: Re: ADR bug with merciless resolve fix

Originally Posted by Xzundra
I made the code changes and it did nothing. Still won't count after the first cast
Try this. Not sure if this will work for Grim Focus but it should work for both morphs.

Code:
    
-- 1.1 stackable
        if  stackCount > 0 then -- e.g. relentless focus
            for key,action in pairs(core.actions) do
                if action.abilityName == effectName then
                    if changeType == EFFECT_RESULT_FADED then
                        if stackCount == action.stackCount then -- check to avoid removing a new action 
                            if abilityId == 62108 or abilityId == 62118 then --and avoid removing Relentless Focus or Merciless Resolve, since buff stays on
                                action.stackCount = 0
                            else 
                                core.actions[key] = nil
                            end
                        end
                    else
                        action.stackCount = stackCount
                    end
                end
        end
        end
        -- 1.2 player buff
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Unread 08/22/17, 07:06 AM  
Xzundra

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Re: Re: ADR bug with merciless resolve fix

Originally Posted by PlagueSD
Originally Posted by zkeme
Originally Posted by bungus
Originally Posted by imsg
Merciless resolve CD disappear after first arrow. Would be awesome if it kept on going over the full duration of the Minor Berserk buff so you know how much time there is for another arrow. Keep up the good work!
Yeah, this is still broken. Using ADR for keeping track of how many weaves until my next arrow is really useful, but less useful after the first arrow because it goes away
This was annoying me a bit, so I lost 30min and found the solution

1 - Open the Core.lua that is inside the ActionDurationReminder/src folder with any text editor
2- Select all the code from line 160 until line 174 (the comment lines that start with "--"), so this block:
Code:
    
        -- 1.1 stackable
        if  stackCount > 0 then -- e.g. relentless focus
            for key,action in pairs(core.actions) do
                if action.abilityName == effectName then
                    if changeType == EFFECT_RESULT_FADED then
                        if stackCount == action.stackCount then -- check to avoid removing a new action
                            core.actions[key] = nil
                        end
                    else
                        action.stackCount = stackCount
                    end
                end
        end
        end
        -- 1.2 player buff
3- Replace with following block of code:
Code:
        -- 1.1 stackable
        if  stackCount > 0 then -- e.g. relentless focus
            for key,action in pairs(core.actions) do
                if action.abilityName == effectName then
                    if changeType == EFFECT_RESULT_FADED then
                        if stackCount == action.stackCount then -- check to avoid removing a new action 
                            if abilityId == 62118 then --and avoid removing Merciless Resolve, since buff stays on
                                action.stackCount = 0
                            else 
                                core.actions[key] = nil
                            end
                        end
                    else
                        action.stackCount = stackCount
                    end
                end
        end
        end
        -- 1.2 player buff
4- Save file and reopen the game, you should be good to go

Unfortunately, adding this change makes my FPS drop to less than 5 fps on my nightblade. This is at a target dummy when I have Poison Injection, Endless Hail, Relentless Focus, and Leeching Strikes active. I don't even want to see what it's like in an actual trial.

On the other hand, it works flawlessly for my Warden since I don't have nearly as many dots up.

I made the code changes and it did nothing. Still won't count after the first cast
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Unread 08/22/17, 06:39 AM  
Xzundra

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Update on the add on

Hello,
Is there anyway you can update ADR to reflect the changes to merciless resolve for magicka nightblades?
Right now it will only show the counter to proc from the initial cast. Zos changed the ability to where you dont have to immediately recast after the bow proc. I can now cast 2 bow procs before having to recast the ability, but ADR only counts for the first cast.

I made the code changes as you requested below and it still does the same thing. Not sure why its still not counting

Thanks for all you do

-XZ
Last edited by Xzundra : 08/22/17 at 07:05 AM.
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Unread 08/21/17, 09:53 AM  
Gamer1986PAN
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Originally Posted by cloudor
Originally Posted by Baranthus
Hi guys. Will this be getting updated for HotR soon? I'm using Minion and it looks like its trying to aurtoupload a new version everyday but it stays stuck on Morrowind as the latest update.
Yes, it will. This week.
Can you think about implementing the Global Cooldown as well? Like red colored cooldowns while the global cooldown is ticking...
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Unread 08/21/17, 04:05 AM  
leviz

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Originally Posted by cloudor
Originally Posted by Baranthus
Hi guys. Will this be getting updated for HotR soon? I'm using Minion and it looks like its trying to aurtoupload a new version everyday but it stays stuck on Morrowind as the latest update.
Yes, it will. This week.
awesome!
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Unread 08/20/17, 07:24 PM  
cloudor
 
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Originally Posted by Baranthus
Hi guys. Will this be getting updated for HotR soon? I'm using Minion and it looks like its trying to aurtoupload a new version everyday but it stays stuck on Morrowind as the latest update.
Yes, it will. This week.
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Unread 08/19/17, 07:40 AM  
Baranthus
 
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Hi guys. Will this be getting updated for HotR soon? I'm using Minion and it looks like its trying to aurtoupload a new version everyday but it stays stuck on Morrowind as the latest update.
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Unread 08/18/17, 12:08 PM  
zkeme

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Re: Re: ADR bug with merciless resolve fix

Unfortunately, adding this change makes my FPS drop to less than 5 fps on my nightblade. This is at a target dummy when I have Poison Injection, Endless Hail, Relentless Focus, and Leeching Strikes active. I don't even want to see what it's like in an actual trial.

On the other hand, it works flawlessly for my Warden since I don't have nearly as many dots up.
Sorry to read that, but I really and I mean REALLY dont see how this change will affect FPS. All it does is saying "hey is the ability Merciless Resolve (or the stamina morph), if so dont reset my visual timer" which btw is similar to what the addon was already doing on some other skills. So really dude, recheck it. I am sure it has nothing to do with this change at all. I am a professional programmer for mobile phones, I am used to have to respect resources of the devices and I am telling you, there is no way this change impacts fps.

Maybe you did not change the file correctly and you ended up somehow in an infinite loop? that would explain things somehow.. Recheck that you edited the file correctly.
Last edited by zkeme : 08/18/17 at 12:15 PM.
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