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Updated: 06/16/19 07:10 AM
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Compatibility:
Elsweyr (5.0.5)
Wrathstone (4.3)
Murkmire (4.2)
Wolfhunter (4.1)
Updated:06/16/19 07:10 AM
Created:11/25/17 01:40 PM
Monthly downloads:44,282
Total downloads:104,512
Favorites:75
MD5:
5.0.5
Code's Combat Alerts  Updated less than 3 days ago!  Popular! (More than 5000 hits)
Version: 1.4.13
by: code65536 [More]
Code's Combat Alerts provides notifications and alerts for a selection of PvE mechanics.



Configuration:

There are not many configuration options for this addon. You can type the /cca command into chat to see a list of available options and commands.
  • /cca move – This will cause the status display—which is used by some features such as timers—to appear for 20 seconds so that it can be repositioned outside of combat. To reposition, simply drag it around with your mouse. The status display can also be repositioned when it appears in actual use.
  • /cca crushing – This will toggle on or off the Crushing Darkness alert aura in Cloudrest (default: on)

What this addon works for:

Taking Aim
  • Although the visual cue for this mechanic is glaringly obvious and difficult to miss, the cue is designed to aid in the interrupt of Taking Aim. If the enemy could not be interrupted, timing a dodge roll is difficult because the ability has an extremely long windup of 9 seconds (5s in Halls), and the secondary visual cue—the enemy lowering their bow to aim and the intensification of the orange glow—still happens far too long before the actual cast, which means that dodge rolls based on that secondary visual cue would still happen too early.
  • This addon will sound an audible alert to signal the need to dodge 1.6s before the actual cast, and players should time their dodge on that cue.
  • If the enemy is interrupted or killed before the 1.6s remaining mark, there will be no alert of any sort; i.e., there is no alert of the start of a Taking Aim cast. Most Taking Aims are interrupted, so there is no point in adding unnecessary noise; the alert is sounded only in those exceptional cases where an interrupt still had not happened with only 1.6s remaining.

Various Dodge Roll Mechanics
  • This addon will sound an audible alert to signal the need to dodge specific mechanics. Most dodgeable attacks will not generate an alert. The goal of this addon is to fill the gaps in specific cases where the game's visual cues are insufficient or difficult to use. Things like Nerien'eth's and Voriak's "skull attacks" in Crypt of Hearts II and Maelstrom or Skoria's fireball in City of Ash II all have good, well-designed visual cues, and I see little reason to have alerts for them.
  • Spindleclutch I: Web Blast and Arachnophobia
  • Spindleclutch II: Enervating Seal
  • Fungal Grotto II: Shadow Bolt
  • Dragonstar Arena: Lethal Arrow (if it is not interrupted quickly enough)
  • Falkreath Hold: Fiery Blast (if not targeting the tank)

Maelstrom Arena
  • Alert for the spawn of Webspinners in stage 6
  • Dodge alert for Ball Lightning in stage 7

Maw of Lorkhaj
  • Status display, visible only to players with the tank role, to show the degree of the Armor Weakened debuff from the Hulks' Thunderous Smash ability during the Rakkhat encounter in Veteran Maw of Lorkhaj
    • You can drag this status display around with your mouse to reposition it.
    • This tracks all players who have the debuff and the degree of each of those player's debuff, so a main tank can see when their tanking partner has been hit with two smashes.

Scalecaller Peak
  • Audible alert for Pestilent Breath cones
  • Alert for Inferno's Hold that identifies who the target will be (although Zaan does look in the direction of her intended victim, it is sometimes impossible to discern who that is when players are stacked closely together)

Fang Lair
  • Dodge alert for Clash of Bones (to help with the slightly unusual timing of dodging these attacks)
  • Timer that counts down to when the Cadaverous Senche-Tiger will do its Death Grip mechanic (if the senche has been put down, the timer will count down to when it will reawaken, because Death Grip is the first thing that it will do immediately upon reawakening)
    • You can drag this timer around with your mouse to reposition it.
    • This timer counts down to when the senche initially fears its victim, which is the point at which the victim loses control of their character. The actual interruptible Death Grip mechanic follows about a second later.
    • Additionally, at the start of the initial fear, an alert will be displayed that identifies the victim.

Cloudrest
  • Timer for the Shade of Z'Maja's Baneful Burst mechanic
    • The first Baneful Burst comes approximately 10s after the arrival of the Shade
    • Subsequent Baneful Bursts typically happen every 22-24s
    • Occasionally, a Baneful Burst can happen as late as 30s after the previous one, if it is preempted by a Roaring Flare
    • The timer is color-coded:
      • The timer is normally white
      • The timer turns blue approximately 4s before the start of the Baneful Burst cast animation
      • The timer turns purple approximately 2s before the start of the Baneful Burst cast animation
      • The timer turns pink and will say "Incoming" once the cast animation for Baneful Burst starts
      • The timer will turn back to white once the cast is completed
      • If the Baneful Burst is preempted by a Roaring Flare, the timer will indicate that the mechanic is awaiting the completion of the Flare; Z'Maja will start to cast Baneful Burst within 1s or less after the Flare completes.
  • Color-coded display of the current distance between two Roaring Flares during execute phase
    • Video demonstrating this feature (the video's description also contains commentary about the usage of this feature)
    • Roaring Flares have a radius of 3.5m
    • The display will be color-coded red if there is substantial overlap of the two flares (less than 6m apart)
    • The display will be color-coded orange if there is minor overlap of the two flares (6-7m apart)
    • The display will be color-coded yellow if there is no overlap of the two flares, but they are uncomfortably close (7-7.5m apart)
    • The display will be color-coded green if the two flares are a comfortably safe distance apart (more than 7.5m apart)
    • This will allow groups to quickly determine at a glance, up to 2.5s before the circular flare telegraphs even appear, whether or not movement is necessary
  • Status display, visible only to players with the tank or healer role, to show the degree of the Preyed Upon effect from the gryphon when engaging the side bosses individually
    • This effect determines the severity of the bleed; it if reaches a high level, a tank will require extra attention from the healers
  • Alert, visible only to the player who has taunt on Z'Maja, for the Shade of Relequen's Shocking Smash (this eliminates the need for the off tank to call out "Sparkles" for the main tank)
  • The player who is not the main tank and who has Crushing Darkness will be reminded of this for the duration of the effect in the form of a faint green aura around the edges of their screen
    • This feature is intended for cases where Crushing Darkness spawns in group, and the initial spawn message is missed or otherwise overlooked
    • This feature can be disabled with the /cca crushing chat command

March of Sacrifices
  • Dodge alert for a number of trash mob heavy attacks that are capable of 1-shotting players through block
  • Block alert for Shield Charge
  • Dodge alert for Trapping Bolt (if it is not interrupted quickly enough)
  • Dodge alert for Fiery Remnant
  • Dodge alert for Slaughtering Strike
  • Dodge alert for Fetid Globule (its long animation complicates the timing of this dodge)
  • Status alert for the start of the Electric Water and Venomous Spores mechanics

Moon Hunter Keep
  • Dodge alert for a number of trash mob heavy attacks that are capable of 1-shotting players through block
  • Dodge alert for Root Stomp (for the Root of the Problem achievement)
  • Alert for when it's time to switch taunt on Ary and Zel; this switch shortly precedes their AoE Pounce ability, which will be alerted as well

Frostvault
  • Dodge alert for Crushing Blow
  • Dodge alert for Reverberating Smash (Tzogvin's reckless charge)
  • Dodge alert for Bola Ball (Tzogvin's tether, which can be avoided entirely if dodged)
  • Dodge alert for Hammer
  • Dodge alert for Targeted Salvo (if it is not interrupted quickly enough)
  • Dodge alert for Whipping Bolts (intended for groups that choose to kill the fire arm first in hard mode)
  • Status alert for the ignition of the Whirring Blade Trap
  • Timer for Enfeebling Effluvium
    • When Enfeebling Effluvium is active, the timer will be white and will count down to when the effect will end
    • After Enfeebling Effluvium ends, the timer will be green and will count up to when the effect will restart (in 15s), turning orange after 12s
  • Timer for the Skeevaton phase in Hard Mode

Depths of Malatar
  • Warning for incoming Decrepify (so players can top off their health before the defile sets in)

Sunspire
  • Sunspire Mechanics Guide
  • Alert for dragon breaths
  • Alert for Frozen Tomb
  • Alert for Focused Fire
  • Alert for Thrash
  • Alert for Sweeping Breath
  • Alert for Negate Field
  • Alert for Soul Tear
  • Alert for Molten Meteor

What this addon doesn't work for:

Mechanics found in trials are generally covered by Raid Notifier and other trial-specific addons.



Note: This addon is a continuation of and replaces the Perfect Roll addon. It is recommended that you uninstall the old Perfect Roll addon if you still have it installed.
Sunspire Mechanics Guide
  • Version 1.4.13 (2019/06/16)
    • Added timer for Frost Breath in Sunspire

  • Version 1.4.12 (2019/06/12)
    • Increased the number of alert banners that can be active at any given time to two
    • Increased the range for the alert for Lava Geyser in Sunspire from 2.5m to 2.8m; Lava Geysers have a 2.5m effect radius
    • The alert for Scattered Embers in Frostvault will now correctly appear in non-HM pulls

  • Version 1.4.11 (2019/05/26)
    • Added alert for Lava Geyser in Sunspire, if it targets you or another player within 2.5m of you; this alert is visible only to players who do not have the tank role
    • The alert for Molten Meteor in Sunspire will now remain on screen until the meteor has been dropped on the ground so that the disappearance of the alert can act as a secondary signal to the player that they can return, if they have difficulty seeing the meteor drop animation

  • Version 1.4.10 (2019/05/21)
    • Addressed an edge case with the Frozen Tomb counter in Sunspire where under rare conditions the resetting of the counter to one after Lokkestiiz takes flight could result in group one being announced when a group one player still has a few seconds remaining on their Frozen Prison debuff
    • Tweaked the alert color for the conal dragon breaths in Sunspire

  • Version 1.4.9 (2019/05/20)
    • Fixed a bug that caused the Molten Meteor alert in Sunspire to go out to everyone instead of only to those affected

  • Version 1.4.8 (2019/05/19)
    • Added alert for Frost Breath, Fire Breath, and Searing Breath in Sunspire, visible only by the targeted player and the healers
    • Added alert for Focused Fire in Sunspire
    • Added alert for Soul Tear in Sunspire
    • Added alert for Molten Meteor in Sunspire
    • Changed the alert colors for Frozen Tomb, Thrash, and Negate Field in Sunspire

  • Version 1.4.7 (2019/05/10)
    • Since Sweeping Breath damage in Sunspire varies based on the player position relative to the starting point of the sweep, this information will now be conveyed in the alert

  • Version 1.4.6 (2019/05/09)
    • Frozen Tomb alert in Sunspire will remain on screen longer
    • Negate Field alert in Sunspire will identify the target of the field

  • Version 1.4.5 (2019/05/07)
    • Added wave counter for Frozen Tomb in Sunspire

  • Version 1.4.4 (2019/04/26)
    • Preliminary support for Sunspire

  • Version 1.4.3 (2019/03/12)
    • Added a chat command ("/cca crushing") to toggle on or off the Crushing Darkness alert aura in Cloudrest

  • Version 1.4.2 (2019/03/11)
    • Added visual alert, in the form of a faint green aura around the edges of the screen, that appears for the duration of a player's Crushing Darkness in Cloudrest (this will not appear for the player who has taunt on Z'Maja)
    • Added a chat command ("/cca move") that will cause the status display to appear for 20 seconds so that it can be repositioned outside of combat
    • Fixed the Effluvium timer bug introduced in version 1.4.0

  • Version 1.4.1 (2019/03/09)
    • Added alert, visible only to the player who has taunt on Z'Maja, for the Shade of Relequen's Shocking Smash in Cloudrest

  • Version 1.4.0 (2019/03/09)
    • Added timer for the Shade of Z'Maja's Baneful Burst in Cloudrest
    • Added tracking of the distance between the two Roaring Flares during the Shade of Z'Maja's phase in Cloudrest
    • Added tracking of the severity of the gryphon's bleed (Preyed Upon) when engaging the side bosses in Cloudrest
    • Added timer for the Skeevaton phase in Frostvault Hard Mode
    • Apparently, Warlord Tzogvin's Bola Ball (tether) in Frostvault is dodgeable
    • Fixed issue with the Scattered Embers alert sometimes not appearing
    • Increased the font size of panel elements (e.g., timers) from 24 to 28

  • Version 1.3.2 (2019/03/02)
    • Added alert for incoming Decrepify in Depths of Malatar (so players can top off their health before the defile sets in)

  • Version 1.3.1 (2019/02/23)
    • Added alert for Root Stomp in Moon Hunter Keep

  • Version 1.3.0 (2019/02/19)
    • Added alerts for Frostvault
    • Added alert for Shield Charge in March of Sacrifices

  • Version 1.2.2 (2018/10/22)
    • Added alert for Taking Aim in Blackrose Prison

  • Version 1.2.1 (2018/09/08)
    • Added alerts for Dire Lunge, Ravaging Blow, and Fetid Globule in March of Sacrifices

  • Version 1.2.0 (2018/08/23)
    • Added a number of alerts for Moon Hunter Keep
    • Added alert for Fiery Blast in Falkreath Hold
    • Added alert for Slaughtering Strike in March of Sacrifices
    • A number of alerts are now suppressed for players with the tank role who are blocking at the time
    • Fixed issue with the display of ability names on non-English clients

  • Version 1.1.1 (2018/08/13)
    • Added alert for the spawn of Webspinners in Maelstrom Arena

  • Version 1.1.0 (2018/08/08)
    • Added status display, visible only to players with the tank role, to show the number of Rakkhat's Hulk smashes in Veteran Maw of Lorkhaj

  • Version 1.0.4 (2018/08/08)
    • Added alert for Death Grip that identifies the victim; this alert is sent when the victim is initially feared, giving players an extra second to react

  • Version 1.0.3 (2018/08/07)
    • The Death Grip timer will now be color-highlighted at the 5-second mark

  • Version 1.0.2 (2018/08/07)
    • Minor internal changes

  • Version 1.0.1 (2018/08/06)
    • Suppressed the Fiery Remnant alert if hard mode is not active in March of Sacrifices

  • Version 1.0.0 (2018/08/06)
    • Public release
    • Added alert for Trapping Bolt in March of Sacrifices
    • Fixed issue where alerts for Balorgh's ambient mechanics were not working during the hunt

  • Version 0.5.1 (2018/08/03) (Limited-Release Preview)
    • Adjusted the formatting of the alert banner

  • Version 0.5.0 (2018/08/02) (Limited-Release Preview)
    • Removed block alerts due to lackluster playtest results
    • Suppressed the Lethal Arrow alert if the player is blocking at the time

  • Version 0.4.0 (2018/08/01) (Limited-Release Preview)
    • Added alerts for Balorgh's Thunder Stomp and Venomous Slam in March of Sacrifices

  • Version 0.3.2 (2018/08/01) (Limited-Release Preview)
    • Added timer for the Cadaverous Senche-Tiger's Death Grip in Fang Lair

  • Version 0.2.0 (2018/08/01) (Limited-Release Preview)
    • Added block alerts

  • Version 0.1.0 (2018/08/01) (Limited-Release Preview)
    • Initial version

  • Version 1.1.1 (2018/07/14) (Perfect Roll)
    • Added tracking for Lethal Arrow, Ball Lightning, and Clash of Bones

  • Version 1.0.0 (2017/11/25) (Perfect Roll)
    • Initial version
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1.4.11
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1.4.10
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1.4.9
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1.4.8
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1.4.5
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1.2.2
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1.1.1
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1.0.4
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1.1.1
3kB
code65536
07/14/18 04:49 PM
1.0.0
2kB
code65536
11/25/17 01:40 PM


Post A Reply Comment Options
Unread 06/11/19, 03:21 AM  
xMovingTarget

Forum posts: 3
File comments: 10
Uploads: 0
Originally Posted by code65536
Originally Posted by xMovingTarget
On Lokkestiiz in vSS, the #1 #2 #3 on frozen tomb bugs out after he flies.
It shows the wrong number. Dont know if it happens in just veteran. Can only speak for HM.

Dont exactly know if its combat alerts or raid notifier doing this alert. So I posted it here and over there.
If this is happening after the first flight phase, that's the correct behavior.

The reason is that the first flight phase is shorter than the second and third flight phases. If Group 1 was called shortly before he flies (which is a common occurrence in HM if the group is playing it safe and killing atros as they spawn instead of saving them for flight phase), then by the time he lands and starts casts tomb again, the people in Group 1 will still have some time remaining on their 60s debuff, particularly since tomb usage in HM is typically staggered.

In this specific scenario, the counter does not reset and will call Group 2 instead of calling Group 1.

Raid Notifier and versions of CCA prior to 1.4.10 (which was the version where CCA started to account for this scenario) will always reset after a flight. CCA 1.4.10 and later will almost always reset after a flight, but will make an exception if necessary to avoid the scenario described here.
Actually you are right. Had to rewatch a fight multiple times. It gets very tight with the debuff. So your alert is actually good.

https://gyazo.com/8b4ac2d2c3df025074f66612f84df2af here as an example. group 1 went, when combat alerts said 2. And the first guy to go in insta ripped. because there was 2 seconds left on Frozen prison debuff.
Last edited by xMovingTarget : 06/11/19 at 04:48 AM.
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Unread 06/09/19, 04:26 PM  
code65536
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Forum posts: 17
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Uploads: 18
Originally Posted by xMovingTarget
On Lokkestiiz in vSS, the #1 #2 #3 on frozen tomb bugs out after he flies.
It shows the wrong number. Dont know if it happens in just veteran. Can only speak for HM.

Dont exactly know if its combat alerts or raid notifier doing this alert. So I posted it here and over there.
If this is happening after the first flight phase, that's the correct behavior.

The reason is that the first flight phase is shorter than the second and third flight phases. If Group 1 was called shortly before he flies (which is a common occurrence in HM if the group is playing it safe and killing atros as they spawn instead of saving them for flight phase), then by the time he lands and starts casts tomb again, the people in Group 1 will still have some time remaining on their 60s debuff, particularly since tomb usage in HM is typically staggered.

In this specific scenario, the counter does not reset and will call Group 2 instead of calling Group 1.

Raid Notifier and versions of CCA prior to 1.4.10 (which was the version where CCA started to account for this scenario) will always reset after a flight. CCA 1.4.10 and later will almost always reset after a flight, but will make an exception if necessary to avoid the scenario described here.
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Unread 06/08/19, 04:23 PM  
xMovingTarget

Forum posts: 3
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On Lokkestiiz in vSS, the #1 #2 #3 on frozen tomb bugs out after he flies.
It shows the wrong number. Dont know if it happens in just veteran. Can only speak for HM.

Dont exactly know if its combat alerts or raid notifier doing this alert. So I posted it here and over there.
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Unread 05/27/19, 05:19 PM  
code65536
AddOn Author - Click to view AddOns

Forum posts: 17
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Originally Posted by Thor199389
Is there a way to implement the shatter from MoL adds?

I dont want to activate bandit's ui when Im in MoL
Raid Notifier handles that.
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Unread 05/27/19, 09:23 AM  
Thor199389

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Is there a way to implement the shatter from MoL adds?

I dont want to activate bandit's ui when Im in MoL
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Unread 04/26/19, 01:32 PM  
Apox

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Originally Posted by code65536
That sounds like a lag issue.

i have a typical ping, actually on the low end for most eso players, 100-130 on average. rarely ever see anyone below that
Last edited by Apox : 04/26/19 at 01:34 PM.
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Unread 04/22/19, 07:43 AM  
code65536
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Originally Posted by Apox
coming across some issues here. died many times because when the addon dings to notify me of taking aim, the arrow is already in the air halfway to my character simply no time to dodge.
That sounds like a lag issue.

Originally Posted by Apox
also, plain and simply not notifying me of the poison in the vault of umbrage in vma. granted that hasnt caused me any deaths yet, its disorienting when, 30 seconds later, the addon finally gets around to notifying me of the poison. after ive already cleansed it. leading to a very confused me.
CCA does not alert poison. That's Raid Notifier.
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Unread 04/16/19, 07:05 PM  
Apox

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coming across some issues here. died many times because when the addon dings to notify me of taking aim, the arrow is already in the air halfway to my character simply no time to dodge.

also, plain and simply not notifying me of the poison in the vault of umbrage in vma. granted that hasnt caused me any deaths yet, its disorienting when, 30 seconds later, the addon finally gets around to notifying me of the poison. after ive already cleansed it. leading to a very confused me.
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Unread 03/15/19, 11:58 AM  
code65536
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Re: Savages and First Boss (Maw of Lorkhaj)

Originally Posted by Calypso589
I was just looking to inquire that your addon will also notify the tanks of shattered armor when applied by Dromathra savages as well as the first boss & not just the hulk?

Thanks for all the work you do!
Raid Notifier already handles those mechanics.
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Unread 03/15/19, 11:28 AM  
Calypso589

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Savages and First Boss (Maw of Lorkhaj)

I was just looking to inquire that your addon will also notify the tanks of shattered armor when applied by Dromathra savages as well as the first boss & not just the hulk?

Thanks for all the work you do!
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Unread 08/23/18, 06:27 AM  
hydroseven

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Re: Re: Extra dodges notice

Originally Posted by code65536
Originally Posted by hydroseven
Any chance you could had a audio cue for Fang Lair's last boss beetles ? ( I understand the game gives a visual cue but adding audio would be very useful when there's a lot going on in HM last phase)
I personally think that the visual cues are quite ample. The boss has the heavy attack telegraph, and there is a very hard to miss circle at your feet that specifically helps you time the dodge roll. Even when the boss unexpectedly targets me with that ability (like when the tank goes down), I've never found it difficult to notice and react. Because I feel that the existing cues are sufficient (and the timing is quite generous), I have no plans to add this.

Originally Posted by hydroseven
Also would you consider adding Falkreath Hold Last Boss heavy attack audio Q aswell ?
I'll add that at to some future version. The heavy attack animation is more subtle and hard to see when there are a lot of adds obstructing your view. I'll make sure the notification is suppressed if the victim is already blocking.
Thank you very much !!!

Also if it's in any way possible , I think the heavy attack of the boss shadow during hunt phase in MoS would be great to have. I have been caught many times because when I am walking toward the traps they attack me from behind and it's a one shot...Having a sound to dodge these would be quite useful.

In any way thanks a lot for your work
Last edited by hydroseven : 08/23/18 at 06:33 AM.
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Unread 08/22/18, 08:13 AM  
code65536
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Originally Posted by Tonyleila
Another request can you fix the Alerts showing ^f ^m ^ns etc behind the text?

Hmm, thanks for that report. Almost all of the text used in the alerts come from the game itself. E.g., the addon doesn't say "Electric Water", it instead asks the game what the name of the electric water ability is, and then displays that name. This is so that the names are localized, if there are localized versions of those names for other languages. Apparently, according to your screenshot, ZOS added gender-identification tags to these names ("^f" means female and "^n" means neutral, for example) in the non-English versions of the game. This is a bit surprising since these tags aren't found in the English version (and I didn't know that we cared about the gender of electric water).

I'll make sure these tags are filtered out in a future version.
Last edited by code65536 : 08/22/18 at 08:15 AM.
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Unread 08/22/18, 07:48 AM  
Tonyleila
 
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Another request can you fix the Alerts showing ^f ^m ^ns etc behind the text?



Originally Posted by code65536
I want to limit the scope of this addon and avoid unnecessary noise. Thus, my criteria to adding dodge notifications are that (1) the in-game tell for that ability is difficult to see/hear and that (2) the ability is one of consequence (e.g., something that can 1-shot you). Both criteria must be met before I consider adding it to the addon. Glancing over the list from Bandits, the vast majority are things that do not meet this criteria. If there are specific abilities that you think meet this criteria, I'll consider them on a case-by-case basis.
Yah there are lots of them in the list that meet your criteria, hard to filter them out now... For the ones that don't maybe you coud create its own category and add ingame options that are disable by default so that you can choose what things you want to see. Or maybe you coud make ingame options where I can create and save my own timers to hide/add specific alerts with a white/blacklist.
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Unread 08/21/18, 09:58 PM  
code65536
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Re: Extra dodges notice

Originally Posted by hydroseven
Any chance you could had a audio cue for Fang Lair's last boss beetles ? ( I understand the game gives a visual cue but adding audio would be very useful when there's a lot going on in HM last phase)
I personally think that the visual cues are quite ample. The boss has the heavy attack telegraph, and there is a very hard to miss circle at your feet that specifically helps you time the dodge roll. Even when the boss unexpectedly targets me with that ability (like when the tank goes down), I've never found it difficult to notice and react. Because I feel that the existing cues are sufficient (and the timing is quite generous), I have no plans to add this.

Originally Posted by hydroseven
Also would you consider adding Falkreath Hold Last Boss heavy attack audio Q aswell ?
I'll add that at to some future version. The heavy attack animation is more subtle and hard to see when there are a lot of adds obstructing your view. I'll make sure the notification is suppressed if the victim is already blocking.
Last edited by code65536 : 08/21/18 at 09:58 PM.
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Unread 08/21/18, 09:52 PM  
code65536
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Originally Posted by Tonyleila
Love this addon but I use Bandits UI and it has a lot more alerts, I want to tell ppl to get this addon so they don't have to use a whole UI for alerts, so maybe coud you add the IDs I edited over from Bandits?

Note that this are all spell that are not in raid notifier and most of them have a more specific timer then "long" and "short" so maybe you have to adjust this in your addon.

https://pastebin.com/wG2cNe2L
I want to limit the scope of this addon and avoid unnecessary noise. Thus, my criteria to adding dodge notifications are that (1) the in-game tell for that ability is difficult to see/hear and that (2) the ability is one of consequence (e.g., something that can 1-shot you). Both criteria must be met before I consider adding it to the addon. Glancing over the list from Bandits, the vast majority are things that do not meet this criteria. If there are specific abilities that you think meet this criteria, I'll consider them on a case-by-case basis.

[Also, the "long" and "short" designation in my addon's data file refer to how the addon behaves when it detects that an ability is being cast. Abilities marked as "short" are notified immediately when detected. Abilities marked as "long" are abilities are notified later, closer to when the ability actually fires, so that players don't dodge too early, and there is additional logic to cancel the notification if the attacker is interrupted, stunned, or killed. Timing for notifications are calculated from in-game data and are not hard-coded in (the numbers in my list are option flags, not timings).]
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