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Updated: 05/21/15 10:49 AM
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Update 6 (1.6.5)
Updated:05/21/15 10:49 AM
Created:05/10/15 06:49 PM
Monthly downloads:15
Total downloads:12,375
Favorites:15
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Taunt Check  Popular! (More than 5000 hits)
Version: 1.2
by: Tagaris [More]
What is this? This addon recognizes successful taunt skill usage and displays a small 15 seconds timer in the center of the screen.


How does it work? It does this by monitoring all combat done that actually made damage and searches it for the ability name of the two taunt skills that are currently in the game (inner rage and puncture, including all morphes). It's not elegant but should be functional. As of version 1.2 it should work in German, English and French (I hope). If you find any bugs please report them to me and tell me the skills and the language you're using.

Why did I write it? Current addons that show player buffs or debuffs have the problem that they register user input. If a skill fails to execute for one reason or another it is still registered by those addons. This was very frustrating for me because you cannot get reliable data for your taunting abilities as a tank. However, reliable data is important, because you must not use taunting abilities too often if you don't want the boss to become immune and/or eat your healer. Some tanks circumvent this problem by staring at a damage cloud addon and ensuring that the taunt skill did fire, but I'd prefer a more subtle approach.



This is a very simple plugin I created mainly for personal use and the first plugin I created for ESO. If you want to include, adapt or redistribute any part or all of this addon you are free to do so without asking me or crediting me and are free to do with it whatever you like.
1.2
- Added support for the French language

1.1
- Color of timer changes to red if 5 seconds or less are left
- Changed font to a font with outline to increase visibility
- Timer now resets when you leave combat instead of just going invisible

1.0
- initial release
Optional Files (0)


Archived Files (3)
File Name
Version
Size
Uploader
Date
1.2
2kB
Tagaris
05/20/15 03:26 PM
1.1
2kB
Tagaris
05/20/15 02:03 PM
1.0
2kB
Tagaris
05/10/15 06:49 PM


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Unread 07/01/20, 11:20 AM  
Temsol

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Unfortunatoly , its not warking any more ( after many years of use
- it now always show only "0" ((
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Unread 05/20/15, 04:57 PM  
Luffy

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Thx again

Ok thank you very much for your help !

The add on works with the appropriate names you sent me

Best regards
Luffy
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Unread 05/20/15, 03:29 PM  
Tagaris
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French should be supported in the next version (1.2). It's already uploaded and awaiting approval.

I have also responded to your personal message, so you don't have to wait if you want to do the changes yourself.
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Unread 05/20/15, 02:40 PM  
Luffy

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Smile Thanks !

First of all thanks for the addon !

I'm french and my game is in french language so it's doesn't work (everything normal so far because as you said it does only recognize English and German ability names).

Here is the problem it doesn't work when I add the french names in the lua.file (I replace the German names for the french ones) : Perforation (Puncture in English), Mise à sac (Ransack in English), Perce-armure (Pierce Armor in English).

The one I use with my character is Mise à sac (Ransack) and I was thinking maybe it's doesn't work because of the "à", that I have to do something special because of the accent on the "a" ?

I switched to English language to check, it worked fine but I try to make it work for french language

I really don't have any experience with code and stuff, excuse my english as well !
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Unread 05/12/15, 05:13 AM  
Tagaris
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I don't think that blocking/resisting part of the damage stops the taunt from taunting. If the enemy evaded (if that's even possible) you did not do damage.

The API also allows to recognize different ability types, of which one is named ABILITY_TYPE_THREAT. But I was unable to reliably check for this when testing and settled for the easier approach by searching the ability names instead. It might be possible, though, for someone more experienced with lua and the zo api.
Last edited by Tagaris : 05/12/15 at 05:21 AM.
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Unread 05/11/15, 06:22 AM  
Baertram
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Ok, got it. Thanks for the explanation.

Without having checked the source code I already thought you were using EVENT_COMBAT_EVENT to see what was done, as your description told us you are checking the skill names etc.
But I understodd, from the description, that you were able to see if the taunts "really worked".
So I guessed there is a new way to see if enemy buffs are really active.

Imo checking only if the damage is done is way better than just "emulating" the buff after a skill button was pressed + showing a timer of the cooldown.
But enemy still could block/resist/evade it :-(

Too bad but thanks for the description and the addon! I'll definately try it with my little tank

Originally Posted by Tagaris
Originally Posted by Baertram
Thx for the little addon but as far as I know it is not possible to check from enemies if the skills we apply to them really "did apply".
You are writing "sucessfull" taunt so I wonder how you could check this without data from the enemy?

Are you checking your "used" skills and show the timer if the skill was used / key was pressed?
Hello there Baertram, as already written on the description page, I am not checking the "used" skills and I don't check any button presses nor any other user input, since that is very error prone. This addon monitors the combat events that made damage and checks if something that actually made damage (as both taunt abilities do a little damage, too) also has the name "puncture" or "inner rage" (plus morphs).

There is an event called EVENT_COMBAT_EVENT that the API allows you to listen to. Combat events are everything combat related, like evading, stunning, interrupting, blocking, dodging, applying buffs, healing, sprinting, doing damage. I check each event if it is a event that conveyed damage. If it did do damage I check if it's name is on a list of abilities I'm monitoring for. After that I also check if the player was the one who used the taunt ability... but this is rather unlikely anyway.

Have a look at the lua file. I didn't comment it, but it's still really overseeable I think because it's a very small addon.
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Unread 05/11/15, 05:35 AM  
Tagaris
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Originally Posted by Baertram
Thx for the little addon but as far as I know it is not possible to check from enemies if the skills we apply to them really "did apply".
You are writing "sucessfull" taunt so I wonder how you could check this without data from the enemy?

Are you checking your "used" skills and show the timer if the skill was used / key was pressed?
Hello there Baertram, as already written on the description page, I am not checking the "used" skills and I don't check any button presses nor any other user input, since that is very error prone. This addon monitors the combat events that made damage and checks if something that actually made damage (as both taunt abilities do a little damage, too) also has the name "puncture" or "inner rage" (plus morphs).

There is an event called EVENT_COMBAT_EVENT that the API allows you to listen to. Combat events are everything combat related, like evading, stunning, interrupting, blocking, dodging, applying buffs, healing, sprinting, doing damage. I check each event if it is a event that conveyed damage. If it did do damage I check if it's name is on a list of abilities I'm monitoring for. After that I also check if the player was the one who used the taunt ability... but this is rather unlikely anyway.

Have a look at the lua file. I didn't comment it, but it's still really overseeable I think because it's a very small addon.
Last edited by Tagaris : 05/11/15 at 05:43 AM.
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Unread 05/11/15, 03:59 AM  
Baertram
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Thx for the little addon but as far as I know it is not possible to check from enemies if the skills we apply to them really "did apply".
You are writing "sucessfull" taunt so I wonder how you could check this without data from the enemy?

Are you checking your "used" skills and show the timer if the skill was used / key was pressed?
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