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Updated: | 12-02-11 11:45 PM |
Created: | unknown |
Downloads: | 734,423 |
Favorites: | 1,830 |
MD5: |
Mists of Pandaria Notice
The official 5.0 release will be ready in a couple of weeks time for general testing. Until then an unofficial patch is available here.
Credits
Sinsthar (base & original concept) - Garstiger (continued) - Dridtz (continued) - Smacker & Meorawr (continued)
Background
Designed to give visual or audible cues to the user in response to in-game events, such as gaining buffs or debuffs. Types of cues range from simple texture displays to stack counters, timers to timer bars, and are fully user-configurable. Can be animated or have sounds attached as well.
How to Use
Tutorials will be written and linked here soon, stay tuned!
Reporting Issues
Go to the CurseForge site and Submit a Ticket. Please do not suggest features via the ticket system, and instead use our UserVoice forum.
If you do submit a ticket, we will reply if more information is requested. If no additional information is given in response, we will mark the ticket as Invalid. Feature suggestions are immediately marked invalid.
Feature Requests
There is a UserVoice forum for adding and discussing new features. Submit all feature requests here, but please do not duplicate requests. Duplicates will be exterminated. Painfully.
Looking for Help!
We're always looking for a helping hand. You don't need to be an expert coder to help us out, we've plenty of things that need people to oversee. Of course, knowing code has some benefits - ever wanted to get a feature implemented? Maybe fix a pesky bug that we said we'd fix two months ago? Now's your chance!
File Name |
Version |
Size |
Author |
Date |
Type |
4.23.29 |
10MB |
06-09-13 10:26 AM |
Patch |
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v1.2.1 |
782kB |
04-21-13 01:26 PM |
Addon |
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4.2.0a |
35kB |
07-08-11 06:15 AM |
Addon |
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0.4 |
6kB |
01-06-11 03:59 PM |
Addon |
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3.0 |
149kB |
05-20-09 12:14 PM |
Addon |
Comment Options |
Bobrot |
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MUTEant |
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06-21-09, 09:58 AM | |
A Defias Bandit
Forum posts: 2
File comments: 5
Uploads: 0
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Spell Triggers
Hey,
First, great mod, it's become a corner stone of my functional UI. I love all the hard work, and I know it can be hard to accomodate everyone. I've seen posts on Spell Triggers before, and I as a Shaman would love to have player triggered events as well. My specific example is when I drop a Magma Totem. It would be great to have a Power Aura for when the totem drops with the 20 second timer, that also watches for the totem being destroyed. Much how TotemTimers can watch the totem. The problem with TotemTimers itself is the timer itself is quite small. The other issue I am running into is with the new Glyph of Totem of Wrath. This is triggering an Aura that I am trying to watch for the totem itself, using it to make sure that I am in range on my totem. It's obvious that the issue is with the name of the buff itself, however is there anyway to dig deaper into the buff? Maybe like a spell ID or something? |
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tielc |
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06-21-09, 05:13 AM | |
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Scan for spell
I have recently read comments on curse as I have problem setting some auras.
My problem is when I try to set up Action usable. I set up aura to show but whatever i do it doesn't trigger. So i turned debugging on and what i found.... I set up my Judgement od Light to show when it's not on CD. When i use it i fing powa checking but nothing else happens. I made it again and what i found is that powa is chcecking.... action buttons... for spells. Problem is that i use non blizz action bars... So spells does not exist on bar for powa... I turned my action bars off, put spell on blizz bar and guess what?? It works Could it scan Spellbook instead?? Otherwise it makes no use if you got an action bars mod if it cannot be scanned for spells... EDIT: After I turned my bars back on it still works so the action bars mod does not interfere.
__________________
80 Night Elf Druid Ravenholdt EU - <The Unforgiven>
Last edited by MUTEant : 06-21-09 at 05:20 AM.
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MUTEant |
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06-20-09, 10:05 AM | ||
A Kobold Labourer
Forum posts: 0
File comments: 3
Uploads: 0
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flyme |
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06-18-09, 12:10 PM | |
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Is Dridzt around at all? I dont see him replying on the important issues.
Anyone could help me figure out whats auraID? prob. spellID but it doesn't work on my cat form (based on wowhead the id for that spell is #768 http://www.wowhead.com/?spell=768 I would like to show some states on cat form related buffs/debuffs. Thanksin advance! |
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H0PE |
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06-18-09, 02:02 AM | |
A Kobold Labourer
Forum posts: 0
File comments: 2
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Hi, great Addon!
Is there somewhere an option that checks if the target is an enemy player or just a mob? I want my Icon for the spell "Exorcism" only to show up if i´m in combat and only if my target is a MOB and not a player (because Exorcism is not usable on players but it still shows as action usable) thanks |
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Doylez |
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06-17-09, 12:05 PM | |||
A Murloc Raider
Forum posts: 6
File comments: 34
Uploads: 0
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Seems a bit bugged though. I have an aura that shows up when Aspect of the Viper is on; this aura has ID 25. I have 3 Mana-amount auras that show up when mana is >30%, >50% and >90% and are always visible (as long as mana was that amount). In the box to the right of "Exact Name" I typed 25 for all of the 3 Mana auras. Now, they won't show up at all, even though the aura with ID 25 is showing up. Do I have to do something else besides typing the Aura ID in the box? EDIT: Strange! All of a sudden the 3 sub-auras started working when I entered *combat*. They showed up ONLY together with Aura25 and hid themselves when Aura25 was not true, I tested several times and it was working correctly. About 30 seconds later they stopped working again and stayed visible forever even though Aura25 was false. This is really broken, any idea what is causing it? Programming error? EDIT2: I found the bug. The "if mana >/< X%" events only update when mana count changes, so even if the "master aura" is false, they will stay visible until mana count changes. Can you please find a different event to hook into? Something that fires very often, and use that to set currentmana/currenthp variables, for use with hp/mana events? Something like that to fix the bug. I understand why it's happening (player_mana_changed event triggering rarely) but there should be some solution. Also, this bug probably affects a LOT of other events whenever you set "only show this aura if aura X is true" but where the AURA ITSELF has some event that fires rarely, making it update rarely, and therefore screw up like this, since it only checks the "master aura" true/false state every time THIS aura updates. Hmm :/ Any idea how to solve this a better way? Maybe run timer every 500 milliseconds that looks at all the auras that have master auras, checks if the master aura is true/false, and hides/shows the sub-auras accordingly. Or solve it ALL the way, by looping through all auras checking if their state is true or false, all the time, first looping through auras that lack master auras, then looping through the rest, to update properly. EDIT3: Here's a solution that I think makes a lot of sense: -------------- Each Aura object contains a table {} with a list of all Auras that depend on it; such as { 26, 27, 28 }. Whenever ANY Aura's condition is FALSE, loop through its "child auras" table and HIDE those auras that depend on it. Whenever ANY Aura's condition is TRUE, loop through its "child auras" table and CHECK the conditions of those auras and SHOW THEM if their condition is true too. This means instant reaction to changes in master auras, and a very stable setup. Another solution would be what I say in EDIT2 above, which is to update currenthp and currentmana using a timer every 100 milliseconds (instead of relying on PLAYER_HEALTH_CHANGED/PLAYER_MANA_CHANGED), and registering any auras that rely on health/mana into a table of this update timer, for it to loop through and check the state of, but that would be a LOT MORE WORK and slower too, and unlike the above solution, this WON'T make EVERY type of condition react quickly to changes. -------------- It makes a lot of sense and will fit in well with the current code.
Last edited by Yewbacca : 06-18-09 at 04:08 AM.
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Yewbacca |
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06-14-09, 02:24 PM | |
A Kobold Labourer
Forum posts: 0
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Power Auras works exactly as intended on my mage, warlock, and death knight, but will not work properly on my dual-spec balance/feral druid. I can configure it but the texture appears and never goes away regardless of a buff's state. I have to reload the UI to make the texture disappear.
I desperately want it to work. But for me, it's broken. |
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Ugru |
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06-13-09, 03:57 PM | |
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Is there anyway to check a pet buff/debuff?
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slickwalker |
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06-12-09, 09:15 AM | |
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Packages
Is there any extensible way to save multiple auras in a separate mod? I have some Death Knight effects that work very well with my Rune Pack mod and I'd like to package them as optional files.
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Lane |
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06-11-09, 08:29 AM | |
A Kobold Labourer
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I'm using powa and i'm very happy with it.
I just have a litlle problem and I don't know how to set it correctly. I have set a trigger for Aura Mastery ability. It's works perfectly when I targetted the pally who use it, but if I don't have the pally in target but in focus it does'nt work. I have checked the "Focus Only" and "Target Only" but doesn't work. Also is it possible to have it work even if paladin is not my focus or target ? As it's readable in the combat log ? Thanks for your help and sorry for my poor english
Last edited by petoulachi : 06-11-09 at 08:30 AM.
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petoulachi |
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06-10-09, 11:42 PM | |
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ALSO, if I make more than a few changes per session, when I restart WoW I often find that effects and timers have moved. And I'm careful to click a few times on the correct Aura before I edit it, and to click back and forth between tabs, or the window won't refresh and you'll end up editing a setting for a different Aura than you intended. But even still, things get scrambled. -- I just re-arranged about 10 Auras earlier and set up new timers for them, etc. Now I log back in and EVERY SINGLE Aura I have with a timer is screwed up; all of the timers are re-arranged. This issue is the SUPER time-killer that trumps the other BIG and lesser time-killers, because now I have to re-do all of the tedious work I already did. OMG, is it because I moved 2 Auras from my first char page to a global one, and the others on that page got shifted?? Either way, I have seen this happen a bunch of times. It's going to literally take me HOURS to fix the timers. THAT is this mods biggest issue actually, by far.
- - - - - Edit: Yeah, I tested it by fixing a timer, then moved an Aura that was before that Aura on that same page. That completely FUBARed the timer for that Aura. Just GREAT. I knew I should've backed up my .lua after making all of those changes earlier, since this mod is a bit unstable. But I hadn't had issues in awhile, and hadn't seen it to this extent. Probably because I hadn't made so many changes to so many timers, and moved so many Auras, all in one day. I had to disable and re-enable and set up every timer again, for all of my Auras. So. . . the moral is, never ever move your Auras from one page to another. . . got it. Even if you just copy an Aura and put it on the same page as the original, the timer settings don't copy - so you have to set up the timer on the copy to match the original.
Last edited by Raging_Sage : 06-11-09 at 11:18 PM.
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Raging_Sage |
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06-10-09, 11:15 PM | |
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Power Auras has become my favorite mod, and I really appreciate the work that's gone into it so far. I have Auras for like 50+ procs that as a raiding Mage I want to see. But there are some things I'd love to see added, which would improve the mod and make it easier to configure. For me at least it can take a HUGE amount of time to set up sometimes.
1. I'd love to see an option to set the glow status separately for textures and timers. Sometimes I want a texture to use the glow effect, but its timer not to. Sometimes it's the other way around. 2. As many others have asked about, I'd love to see an option to show the number of stacks on Auras, in addition to or in place of the timers. -- I don't know if there's an easier way to do this already. But I had to create 3 separate Auras to show how many stacks of Arcane Blast I had up, and place them next to each other in a row. (Stacks >0 to see the 1st one, stacks >1 for the 2nd to appear next to the 1st, and stacks >2 for the 3rd one to trigger and show me all 3.) But that takes up more space than I would ideally like, and there are some stack sizes I'd like to track that go way higher than 3. . . 3. Please make the timers moveable in 1-pixel increments like the Auras are. Sometimes I have to completely adjust the positions of dozens of different Auras because of this. I'll make an Aura and squeeze it into where I want it to go, but then the associated timer overlaps another timer or Aura because 5 pixels is too far one way or another. (I have a lot of auras on-screen at once, and there's a practical limit to how small a timer can be to be easily seen, especially in a raid with tons of screen effects going off non-stop.) 4. If possible, please add an option to enable locking of a timer's position relative to its Aura. When I DO have to rearrange/move Auras to fit in a new one, it is a huge pain to have to move each Aura AND separately move each timer. 5. Unless I'm missing something basic, sorting Auras inside the mod is very very difficult. The PAGE can be named, but not the effect itself? I'd like to be able to give the Aura a name of my choosing, that I could see on the page, or at least upon mouse-over. Then I'd like to be able to sort Auras based on name. And/or I'd like to be able to easily move related Auras into groups on the pages. Right now, you can move an Aura from one page to another, but it always goes at the end of the page you copy it to. -- If I get a new trinket, and I want its new Aura to be really similar to a trinket I already have, I copy it - but the copy goes ONLY to the END of the page I put it on, and other Auras are shifted up to fill blank spaces if any. So if I want all trinket procs together, I have to move EVERY existing trinket proc to that page, all at once. The same for other types of Auras. Then if I get another new trinket at some point, I have to do that tedious manual copy/shuffle process again if I want like Auras near each other. That's a BIG time-killer. 6. Character effects vs. Global. Not that mine are full in the mod, but IMO just like Blizzard's macro pages, the logic here is backwards. I have maybe 10-12 macros that I use on all characters (sell grey items, self-bandage, etc.), but just for my Mage alone I have like 40 macros, so my character ones spill into the global macro space. In this mod, there should be at least as many character-specific Aura pages as there are Global pages, if not more. 7. Mounted vs. Not. There are some effects I want to always see, whether I'm mounted or not. With the checkbox set up the way it is now, I have to create 2 identical Auras to do this, one with the Mounted Toggle box checked, and one with it unchecked. There should be 2 separate checkboxes for this, "Only when mounted" and "Only when not mounted". That way if you leave both blank, you will see your Aura regardless. 8. (Added due to post I made after this) Fix unstable tab and timer behaviors. If you edit one aura, and then go to edit another another, whether you close the current edit window or not, you have to click back and forth on the tabs at the bottom, or the window won't refresh and you can't tell which Aura's settings you are actually changing. If you MOVE or Copy an Aura, the associated timer info gets scrambled up and has to be set up all over again for the moved or copied Aura.
Last edited by Raging_Sage : 06-11-09 at 11:25 PM.
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Raging_Sage |
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06-10-09, 11:02 PM | ||
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Raging_Sage |
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