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Updated:12-27-06 09:26 PM
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SpellWatch  Popular! (More than 5000 hits)

Version: 3.0.1
by: Slake [More]

SpellWatch is intended to be a fairly lightweight, simple mod which is extremely configurable; and does the same thing as the previous two addons mentioned, namely setting up a series of progress bars to visually show countdowns for your spells. It can be used to time pretty much whatever you want it to, based on your spellcasts, buff / debuff gains, etc.

To begin, type /spellwatch or /sw to open the configuration menu.

You can right-click on a timer bar to cancel it, should you have no further use for it.

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Unread 04-13-08, 09:58 PM  
Descartes
A Defias Bandit

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Update (2.4)?

Anyone know if this is going to be updated for 2.4 or know of a similar mod that is already updated?
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Unread 12-09-07, 01:14 AM  
thecrazy
A Kobold Labourer
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enemy

I wish an addon customizable like this one was available to watch what the enemy is casting, especialy usefull for pvp...

And maybe allow to click the bar to target its caster
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Unread 06-22-07, 07:31 AM  
Kalh
A Deviate Faerie Dragon

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I seem to be unable to set up timers for crowd control spells like polymorph, shackle, fear, etc. First off is SpellWatch able to pick up casts from my party members ?
For instance I am a warrior and in my party a mage sheeps an enemy target. Will spellwatch pick this polymorph cast up and display it ?

Could someone make me an example on how to exactly make a timer for lets say polymorph.
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Unread 06-03-07, 01:57 PM  
Lenestrae
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First of all, thanks for this nice and usefull addon.

I've noticed that something doesn't works well with the "group" option.

First is that, even you write a group name for a timer, when you open again the propierties' window for that timer the group name has gone; something that makes difficult to track in what group was every timer when you have a lot defined.

But even if the group name doesn't appear, it's still there. I've make a timer for sunder armor, put it into the "sunders" group and now it only appears one sunder timer for every target even if they have the 5 sunders aplied. It's a proof that it works.

The problem appears when I tried to use the same group name for diffeerent habilities. For example, the group "shouts" for commanding and challenging shout; when i use one buff i loose the other but the two timers remain unless I mark them as "self buff" and activate the option to remove timers when buffs fade. Option that i can't aply with the three tipes of taunts, for example, because the aplication of one doesn't eliminate the other's debuff.

Is maybe that the "group" label must follow some rules i've missed? Or it's that a bug?

Thanks for your atention.
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Unread 01-07-07, 09:48 PM  
davidcollantes
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Question Template

Does anyone has a full template file, premade with all spells, etc? I am currently using CCWatch and I have everything on it prefilled.

TIA.
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Unread 12-29-06, 03:56 AM  
Gorgoroth
A Defias Bandit

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Thanks for the detailed insight!

I have read the tooltips, but a few things were still unclear to me, which you clarified now

After a good nights sleep I even figured out the droptdown menu items, but thanks anyway - I will play around with that a bit more now and create some timers for my various chars.

I hated not to be able to see my renews ticking on the various targets anymore, this should nicely fix it!

Noticing other chars / NPCs buffs/debuffs is within 30 metres, I guess?
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Unread 12-28-06, 07:54 PM  
Slake
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The dropdown in the configuration menu controls what triggers the timer; to use your example, if you set up the cheap shot timer as a spell/ability, the timer would trigger when you used the ability 'cheap shot'. If you set it up as a target debuff, it'll trigger whenever your target is afflicted by a debuff called 'cheap shot'. Thus you can set up timers for other people's debuffs as well. Self buff/debuff work the same way, except for yourself (for example, a timer for clearcast would be a 'self buff' timer).

A timer's "group" is for a category of spells that are exclusive in some manner. For example, only one warlock curse may exist on a target per warlock, so all curses should be in the same group; similarly a hunter's stings or a paladin's blessings. A more complex way to use this would be to put things in the same group when one thing cancels something else; for example rejuv could be in the same group as swiftmend, so when you swiftmend it removes the rejuv timer.

"Targeted" means exactly that, the spell is a target spell and not an aoe or cooldown timer.

"Unique" means only one instance of the spell may be active at any one time, no matter what target it's applied to. Examples include Banish, Polymorph, Hunter's Mark, Fear, etc.

"Announce" is still somewhat in development, for now it just prints the timer's label in the UIErrorsFrame whenever the timer is activated. This is useful for things like clearcast, where you want the timer to catch your attention.

Edit:
Most of these descriptions are in tooltips when you mouseover the various options in the menu.
Last edited by Slake : 12-28-06 at 07:54 PM.
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Unread 12-28-06, 01:53 PM  
Gorgoroth
A Defias Bandit

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Cheers Slake!

I really like Spellwatch, as I was missing a good timer addon for my various chars.

Could you fill me in a bit on the options in the menu? In how far do they differ?

- spell/ability
- self buff
- self debuff
- target buff
- target debuff

I am wondering as how to actually set up the timer bars... lets say I am playing a rogue and I want a cheap shot timer... it is at once a "spell/ability" and a "target debuff".

Which one to choose?

And then: what to enter in the "Group" field? In how far do I know which spells belong to the same group?
And then: what exactly do the options "targeted", "unique" and "announce" do?

Thanks a lot for this beautiful addon!
Last edited by Gorgoroth : 12-28-06 at 01:55 PM.
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