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Markarth (6.2.5)
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:11/02/20 10:39 PM
Created:06/16/19 10:54 AM
Monthly downloads:196
Total downloads:23,610
Favorites:30
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Combat Auras (Ability Timers)  Popular! (More than 5000 hits)
Version: v1.5.2
by: Darianopolis [More]
IMPORTANT: I no longer play ESO and can't actively maintain this addon.
I have enabled "Allow Updates & AddOns" if someone wants to keep this release working with new ESO API and library changes.
Anyone is absolutely free to use this addon and adapt, modify or build it into any project you're working on.
I would love to see some version of this addon continue, but I don't have the time or available classes to re-install ESO and properly maintain and bug-fix for all of the different classes and abilities on new builds and changes.
This is my personal implementation of ability tracking in ESO. It is mostly inspired from my UI setup in World of Warcraft.
I couldn't get any other addons (that I tried) working in the way I wanted. So I just built this one.

This Addon is designed to work with my "Combat Metronome" addon - But it is not required.

To access the addon settings quickly, enter the command /ca

IMPORTANT - This addon and "Combat Metronome" SHOULD always be updated at the same time. They share a common library to improve perforamnce, and there is a good chance on any update that I've made changes to this central library.

Dependencies:
  • LibAddonMenu-2.0

Future Features
  • Per character customizable abilty tracking overrides? (Only if requested)
  • 2nd layout, sort by buff/debuff and time remaining?

IMPORTANT - If any abilities are not tracked correctly follow the instructions below. I don't have many characters or spells to test with, so I'd rather add/fix ability tracking as necesssary, rather than manually look through and test EVERY abilitiy in the game.
  1. Go to your eso AddOns folder
  2. Open CombatAuras/auraoverrides.lua
  3. Change or add an override for the ability in question (The comments at the top of the file explain how the overrides work)
  4. Post the change so I can add it to the official release
  5. If you can't get the ability working yourself using the available override functionality, just comment with the abilty and I'll work out the correct overrides (or add algorithm functionality if it's lacking something)
2020-11-03 v1.5.2
! Deprecated old debug Constants file, 'cause it keeps breaking on new updates

2020-05-22 v1.5.0
! No Longer uses DariansAddonLoader
! No longer uses LibStub // Wambo change suggestion

2019-10-14 v1.4.2
+ Added override for Consuming Trap // iJonno
+ Added override for Blastbones // a532

2019-08-15 v1.4.1
+ Fixed error message on resize/move
+ Moved DariansAddonLoader into DariansUtilies
+ Added auraoverride for Strife

2019-08-14 v1.4.0
+ Create new cooldown shape, square edge sweep
+ Option for iconless, high vis cooldown layout

v1.3.0
! Updated for latest build of DariansUtilities
+ Piggybacks CombatMetronome force display keybind

2019-06-19 v1.1.0
! Now looks for base abilty (non-morphed) override - More space efficient overrides
! Standardized capitalization on function names
+ Added override for Accelerate (Channeled Acceleration / Race Against Time)
+ Added override for Assassin's Will (Grim Focus -> Merciless Resolve swap ability)

2019-06-16 v1.0.0
? Initial release
Optional Files (0)


Archived Files (7)
File Name
Version
Size
Uploader
Date
v1.5.1
23kB
Darianopolis
05/28/20 09:21 PM
v1.5.0
23kB
Darianopolis
05/22/20 08:59 AM
v1.4.2
24kB
Darianopolis
10/14/19 05:15 PM
v1.4.1
24kB
Darianopolis
08/15/19 12:07 PM
v1.4.0
25kB
Darianopolis
08/14/19 04:51 PM
v1.1.0
26kB
Darianopolis
06/19/19 07:25 AM
v1.0.0
25kB
Darianopolis
06/16/19 10:54 AM


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Unread 09/19/20, 01:00 PM  
gamer4eg

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Poison Injection

Poison Injection not work.
I added on ru locale

Code:
	["Poison Injection"] = {
        duration = 10000,
    },
but it not work.

I fix it. This spell not in locale-lib.

Code:
		["Впрыскивание яда"] = {
        duration = 10000,
    },
Last edited by gamer4eg : 09/19/20 at 01:03 PM.
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Unread 07/10/20, 05:22 PM  
Darianopolis
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Originally Posted by reym
There's a weird bug that happens when I'm just going through my rotation. I see summon shade is about to drop I flip to the back bar and LA then summon shade. While the shade appears in game and the buff is on my character, the aura is not triggered. I can't get this to happen by just summoning shade alone it has something to do with switching and LA and then summon shade quickly that causes it not to pick it up. I don't know if it's latency or something but it's like if you go to fast it doesn't pick up that it was cast.


PS: It only occurs when there are a lot of abilities up, I have just switched bars and the duration of the shade has not completely run out.

I also wonder if this could be a performance thing I am using a lot of addons
Hey sorry for late reply, I just occasionally check in to see if the addon is broken nowadays.

That is probably just an issue with the addon skipping a combat log event for some reason. Maybe try disabling your other addons to see if that helps out. But either way I don't think there would be an obvious solution short of a significant redesign to how combat events are handled so it's not something that I can find the time to fix nowadays.
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Unread 06/13/20, 04:59 PM  
reym

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There's a weird bug that happens when I'm just going through my rotation. I see summon shade is about to drop I flip to the back bar and LA then summon shade. While the shade appears in game and the buff is on my character, the aura is not triggered. I can't get this to happen by just summoning shade alone it has something to do with switching and LA and then summon shade quickly that causes it not to pick it up. I don't know if it's latency or something but it's like if you go to fast it doesn't pick up that it was cast.


PS: It only occurs when there are a lot of abilities up, I have just switched bars and the duration of the shade has not completely run out.

I also wonder if this could be a performance thing I am using a lot of addons
Last edited by reym : 06/13/20 at 05:12 PM.
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Unread 05/22/20, 05:37 PM  
Darianopolis
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Originally Posted by Baertram
Just a question abut that info from your addon description:



Why don't you release the library as standalone version so one can install it via Minion?
You'd be able to even update the lib then without having to update any of your addons (as long as no new features from the lib need to be implemented).
...
Hey, I know this is super old, but I hate to leave questions unanswered.

Firstly, as to why DariansUtilies is packaged within the addon.
I agree with you, the developer in me would rather have the library separate.
But I didn't want to give people hassle when installing a random addon by making them download a super niche library that literally only exists to support some shared features between my two addons
If I ever start developing ESO addons again and release more stuff, I'd definitely move it out. But until then, I think it's more hassle than it's worth to make people install another library for what is functionally a super lightweight addon.

Also, DariansUtilites was intended for personal use by me with my addons. I didn't want people thinking that they could expect enough stability or consistency from that library to expect to be able to use it themselves and even get support for it xD

Regarding LibStub, I quit developing addons before LibStub was officially deprecated and I never had the motivation to go back and change it whilst the addon still functioned perfectly normally. I've now fixed up the addon since a few people complained about warnings because of LibStub's end of life. I also deprecated my completely unnecessary custom Addon Loader that I built cause I was bored. (Most of the stuff I write in addons is because I have a tendency to feature creep)

Finally, I just forgot to add LibAddonMenu as a dependency xD You can see that I've used dependencies in CombatMetronome and with my internal library. I just missed that one and never noticed 'cause I've never tried to load CombatAuras without the library or CombatMetronome.
That's my bad, and I've fixed it locally, so it'll get uploaded in a future update either on its own or with a new override.
Last edited by Darianopolis : 05/22/20 at 05:41 PM.
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Unread 05/22/20, 05:19 PM  
Darianopolis
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Originally Posted by Apox
scalding rune is not functioning properly.

scalding rune functions similarly to trap beast in fighters guild. it puts a rune on the ground for 30 some odd seconds that arms and triggers after 2 seconds for damage over time. currently combat auras is tracking the rune duration, not the dot when it triggers.

it is worth noting that trap beast in fighters guild line works properly
Hey, the reason is because by default the addon tries to guess what to track for a specific ability. For traps it defaults to just checking for the actual trap, rather than the effect.

Trap Beast works correctly because I put an override in the auraoverride.lua file:
Code:
["Trap Beast"] = {
    buff = "Minor Force",
    target = "player",
},
So the override for scalding rune is probably something like
Code:
["Scalding Rune"] = {
    buff = "NAME_OF_DEBUFF_APPLIED",
    target = "reticleover"
},
If you could put the correct debuff name into the 'buff' value and add the code to auraoverride.lua so that it looks like:
Code:
CombatAuras.auraoverrides = {
    ["Trap Beast"] = {
        buff = "Minor Force",
        target = "player",
    },

    ["Summon Shade"] = CombatAuras.DEFAULT_ICD,

    ["Vigor"] = { 
        duration = 5000,
    },

    ["Assassin's Scourge"] = CombatAuras.NO_AURA,
    ["Assassin's Will"]    = CombatAuras.NO_AURA,

    ["Accelerate"] = {
    	buff = "Minor Force",
    	target = "player",
    },

    ["Strife"] = {
        target = "player",
    },

    ["Consuming Trap"] = CombatAuras.DEFAULT_ICD,

    ["Blastbones"] = {
        target = "player",
    },

    ["Scalding Rune"] = {
        buff = "NAME_OF_DEBUFF_APPLIED",
        target = "reticleover"
    },
}
Then if that solves the problem, I can just push it as a minor update to the addon for everyone.
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Unread 05/13/20, 06:49 PM  
Apox
 
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scalding rune is not functioning properly.

scalding rune functions similarly to trap beast in fighters guild. it puts a rune on the ground for 30 some odd seconds that arms and triggers after 2 seconds for damage over time. currently combat auras is tracking the rune duration, not the dot when it triggers.

it is worth noting that trap beast in fighters guild line works properly
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Unread 10/15/19, 08:36 AM  
Baertram
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Just a question abut that info from your addon description:

IMPORTANT - This addon and "Combat Metronome" SHOULD always be updated at the same time. They share a common library to improve perforamnce, and there is a good chance on any update that I've made changes to this central library.
Why don't you release the library as standalone version so one can install it via Minion?
You'd be able to even update the lib then without having to update any of your addons (as long as no new features from the lib need to be implemented).

And some errors:
You do not have included LibAddonMenu into your addon (what is good as standalone libs are way better than including them) and you haven't added it to the DepensdOn or OptionalDependsOn tags in your CombatAuras.txt file.
But you reference this and LibStub in your addon code.
It works as any other addon got LibAddonMenu-2.0 installey but if a new player tries to use your addon it will fail to load and will throw an error message most likely.

You should add ## OptionalDepensdOn: LibAddonMenu-2.0 to your txt file therefor so the addon knows it needs this lib at least optionally. If your addon DEPENDS on it add it to DependsOn.

And please do not use LibStub for libraries any more as LibStub will be removed in the future. Libraries can use the AddOnVersion: tag now to assure only the newest version get's loaded, that's why most lis now got a global variable (e.g. LibAddonMenu2) to load them and to get rid of LibStub in the end.

So please change calls to libraries like this:
Code:
local LAM = LibStub("LibAddonMenu-2.0")
To this:
Code:
local LAM = LibAddonMenu2
You can even build a hybrid solution to support both as long as LibStub is still active:
Code:
local LAM = LibAddonMenu2
if not LAM and LibStub then LAM =LibStub("LibAddonMenu-2.0") end
So baiscally each librray which got a global variable should be directly referenced by it and LibStub shouldn't be used anymore.
Even new librries should NOT be build with LibStub but only use a global library variable like
LibMyStuff = {}
Last edited by Baertram : 10/15/19 at 08:43 AM.
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Unread 08/19/19, 02:24 PM  
a532

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I added Blastbones to the override, although it doesn't (I assume can't) detect when it explodes, but I like that it still shows the timer for when Blastbones is ready again for sure.

Code:
    ["Blastbones"] = {
        target = "player",
    }
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Unread 08/17/19, 05:35 PM  
iiJonno
 
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Consuming Trap not tracking

added this to line 44 in auraoverrides.lua fixed the issue
Code:
	["Consuming Trap"] = CombatAuras.DEFAULT_ICD,
Last edited by iiJonno : 08/17/19 at 05:37 PM.
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Unread 08/15/19, 12:15 PM  
Darianopolis
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Originally Posted by a532
This addon and the metronome addon are FANTASTIC! (You might want to mention the required libs for the metronome though.)

Strife wasn't tracking so I added it to the override, not sure if I did it right but it works

Code:
	["Strife"] = {
		duration = 11500,
		target = "player",
	},
The duration isn't required since it's already included in the ability.
I've fixed this and added Strife to the auraoverrides.lua file
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Unread 08/14/19, 11:19 PM  
a532

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This addon and the metronome addon are FANTASTIC! (You might want to mention the required libs for the metronome though.)

Strife wasn't tracking so I added it to the override, not sure if I did it right but it works

Code:
	["Strife"] = {
		duration = 11500,
		target = "player",
	},
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Unread 08/13/19, 07:16 PM  
Darianopolis
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Re: Lib - future work

Originally Posted by Panaa
Heya man,

i'm actually happy someone finnaly decided to create something wow like (actually AuraMastery does a ok job but the tracking is pretty bad).
Have you planned on releasing your custom lib or not ? Because i wanted to start a ESOWeakAuras but i'm pretty lazy when it comes to tracking (i've got all the triggers working properly tho).

Anyways nice job !
Hey sorry I've been way out of touch with ESO for a bit

The core library is not exactly designed for external use in its current state. It was really only designed to be the shared components of any addons I created

You can grab the library files out of the addon directly (Ability.lua is the class that deals with ability tracking) to work with initially.
When you're ready to publish what you've got working just email me any changes you made and I can hopefully just publish a generic version of the library.

I most likely won't be able to offer massive amounts of help with using the library and I can't promise I won't make any changes but it's something to work with
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Unread 08/02/19, 06:04 AM  
Panaa

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Lib - future work

Heya man,

i'm actually happy someone finnaly decided to create something wow like (actually AuraMastery does a ok job but the tracking is pretty bad).
Have you planned on releasing your custom lib or not ? Because i wanted to start a ESOWeakAuras but i'm pretty lazy when it comes to tracking (i've got all the triggers working properly tho).

Anyways nice job !
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Unread 07/02/19, 08:04 PM  
bluepitbull13
 
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Request

Would it be possible to add under settings the ability to change the font size?
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Unread 06/30/19, 03:45 PM  
Darianopolis
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Re: can I know poison injection runtime when I target enemy?

Originally Posted by yhe306
I have a question
can I know 'poison injection' runtime when I target enemy?
and thank you for great addon
I love this addon!
Hi, sorry I haven't been actively checking esoui for last few days.
Poison Injection should already be tracked on your current / last target
If you're still having troubles, PM me and I'll see if I can figure out why Poison Injection isn't working for you
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