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Updated: 07/30/20 03:42 PM
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Compatibility:
Stonethorn (6.1.5)
Greymoor (6.0.5)
Updated:07/30/20 03:42 PM
Created:09/11/16 01:19 PM
Monthly downloads:4,108
Total downloads:317,132
Favorites:231
MD5:
Categories:Tank, Healers, Graphic UI Mods
6.1.5
Untaunted  Popular! (More than 5000 hits)
Version: 1.0.0
by: Solinur [More]
Dependencies

This addon requires the following libraries:

They are no longer included in the release and have to be installed separately.

Description

Untaunted is a small Addon that provides frames of enemies you have taunted and shows the remaining time the taunt still lasts. If you target an enemy who has a taunt running, that enemy is higlighted with a yellow border in the frames.

Aside from taunts Untaunted now also tracks a range of typical debuffs support roles like to apply. It is also possible to add custom buffs via their abilityID

You can set position, width and height (= fontsize) in the options.

Let me know if you like it and if you have features you miss.

Thanks to @sirinsidiator for his Addon tutorial series, which was particularly useful for this Addon.

Solinur (EU)
Version 1.0.0
  • Added option to add custom abilityIDs

Version 0.2.30
  • Added tracking for some sources of Minor Magickasteal

Version 0.2.29
  • Fixed some issues with Off Balance and Off Balance Immunity tracking (thx to Bisnacka for reporting and helping on that issue)
  • Added tracking for Major Vulnerability and its immunity variant

Version 0.2.28
  • API Bump to Greymoor (100031)

Version 0.2.27
  • Added a fix and and an update of japanese localisation provided by Calamath (Thank you very much!)
  • Added option to set size of enemy markers
  • Added keybind to toggle an increase of the size of enemy markers by a factor of 2.5

Version 0.2.26
  • Added tracking for Minor Magickasteal

Version 0.2.25
  • Added tracking for Burning Embers, Touch of Z'en and Martial Knowledge
  • Small fixes

Version 0.2.24
  • Added french translation provided by MU-TH-UR
  • Removed Libstub from dependencies. (Thx to crondira for the report)

Version 0.2.23
  • API Bump to Harrowstorm (100030)

Version 0.2.22
  • Added tracking for Minor Vulnerability when applied via Swarm and its morphs. Thank to mlq88 for the report.
  • Removed bundled Libraries. You will need to install LibAddonMenu separately, if you haven't done so already.
  • Removed unecessary white spaces.

Version 0.2.21
  • API Bump to Dragonhold (100029)
  • Info: The next update will remove bundled libraries.

Version 0.2.20
  • API Bump to Scalebreaker (100028)
  • Updated Libraries

Version 0.2.19
  • Added tracking for Minor Breach and Minor Fracture (It probably makes more sense to track those instead of PotL)

Version 0.2.19
  • Added tracking for Minor Breach and Minor Fracture (It probably makes more sense to track those instead of PotL)

Version 0.2.18
  • Improved internal structure a bit
  • Added tracking for Power of the Light

Version 0.2.17
  • API Bump to Elsweyr (100027)
  • Updated Libs

Version 0.2.16
  • API Bump to Wrathstone (100026)
  • Reorganized bundled libraries (Make sure to activate them in the Addon Panel)

Version 0.2.15
  • API Bump to Murkmire (100025)
  • Reimplemented the enemy markers (red arrows) since ZOS fixed the potential crash related to this function. Visit the addon settings to turn them on.

Version 0.2.14
  • API Bump to Wolfhunter (100024)

Version 0.2.13
  • skipped

Version 0.2.12
  • Fix ""Add Frames Upwards" option.

Version 0.2.11
  • API Bump to Summerset (100023)
  • Update LAM to r26
  • Changed skill ids for Summerset.
  • Settings for tracked skills are reset. This is due ZOS changing the skill ids in this patch.

Version 0.2.10
  • Fixed tracking for Siphon Spirit and added tracking for Quick Siphon
  • Added tracking for Off Balance Immunity

Version 0.2.9
  • Readded siphon spirit tracking
  • Added Off Balance and Weakening to trackable Debuffs

Version 0.2.8
  • API Bump to Clockwork City (100021)
  • Updated LibAddonMenu to version 2.0 r25 to fix an issue

Version 0.2.7
  • Removed enemy markers again. (It can crash the game. It can even cause you crashing when logging back in after a crash. I'll ask ZOS about it.)
  • API Bump to Horns of the Reach (100020)
  • Added support for Crusher debuff

Version 0.2.6
  • API Bump to Morrowind (100019)
  • Activated enemy markers again. (No clue why I disabled it.)

Version 0.2.5
  • Added Minor Vulnerability to trackable debuffs.
  • Added Warhorn as a trackable buff.
  • Added an option to only those debuffs that were cast by the player.
  • Prevent showing tracked debuffs on players. (Yes, the Mage can apply Minor Vulnerability too!)
  • Note: An option to show debuffs applied by others in a different style will be added in a later patch.

Version 0.2.4
  • API Bump to Homestead (100018)

Version 0.2.3
  • Uploaded the correct Version

Version 0.2.2
  • Removed annoying debug messages

Version 0.2.1
  • Fixed a bug where the timer would not refresh for Infallible Aether correctly.
  • Fixed a bug where that caused a lua error
  • Fixed a bug that prevented the reticleover effect from showing

Version 0.2.0
  • Added individual settings per character
  • Changed how different debuffs are tracked: Each can now be switched on and off. The debuff icon will now be shown.
  • Added tracking for Infallible Aether and Siphon Spirit
  • Note: More debuffs for tracking could be added per request. If there is a need for it I might add a way to manually add more debuffs to track. However I do not intend to increase the scope of the addon to a point where you have multiple UI areas or customizations per ability. It is supposed to be a simple addon to track a single or at most few selected debuffs)

Version 0.1.10
  • Fixed a bug that could cause an error message.
  • Added an option to track elemental drain instead of taunt (Requested by @Geckox)

Version 0.1.9
  • Fixed a critical bug that would constantly throw error messages for players that used high UIscale Settings. (thanks to jellyalex978 for reporting this)

Version 0.1.8
  • Updated LibAddonMenu to version 2.0 r23

Version 0.1.7
  • Implemented a fix that discards targets when the taunt runs out but no event is sent from the API (thx @manavortex for reporting)

Version 0.1.6_fix
  • Readded texture for the markers on enemies to the zip file. (Sorry I forgot them agian :( )

Version 0.1.6
  • Added Japanese (thanks to h.metaverse) and German translations

Version 0.1.5
  • Included the texture for target markers that I forgot to add before. Sorry! (Note that you will always get a marker on every enemy NPC you are in a fight with, not just the ones you taunted. This is a limitation by the API)

Version 0.1.4
  • Updated LibAddonMenu to 2.0 r22

Version 0.1.3
  • Added an option to invert the timer bars (so they shrinnk to the right)
  • Added an option to invert the growth direction of new frames (so a new frame is added above).
  • Added option to show markers on engaged enemies. (They work like group pins, and the only thing that can be done in the API is to select the Icon that is shown)

Version 0.1.2
  • The settings are now accountwide and no longer overwritten with defaults on reloadui
  • The frames are now resized immediately when the settings are changed, as intended.
Optional Files (0)


Archived Files (42)
File Name
Version
Size
Uploader
Date
0.2.30
19kB
decay2
06/11/20 11:59 AM
0.2.29
17kB
decay2
06/07/20 01:17 PM
0.2.28
17kB
decay2
05/24/20 05:06 PM
0.2.27
17kB
decay2
04/16/20 12:05 PM
0.2.26
16kB
decay2
03/21/20 05:37 AM
0.2.25
16kB
decay2
03/01/20 05:15 AM
0.2.24
16kB
decay2
02/25/20 03:55 PM
0.2.23
15kB
decay2
02/22/20 04:16 PM
0.2.22
15kB
decay2
11/05/19 05:38 PM
0.2.21
65kB
decay2
10/20/19 03:02 PM
0.2.20
65kB
decay2
08/11/19 04:03 PM
0.2.19
65kB
decay2
06/09/19 11:33 AM
0.2.18
64kB
decay2
06/07/19 02:25 PM
0.2.17
62kB
decay2
05/19/19 01:29 PM
0.2.16
60kB
decay2
01/21/19 05:47 PM
0.2.15
55kB
decay2
10/21/18 11:55 AM
0.2.14
53kB
decay2
08/12/18 05:25 PM
0.2.13
53kB
decay2
08/12/18 05:19 PM
0.2.12
53kB
decay2
05/29/18 02:55 PM
0.2.12
53kB
decay2
05/21/18 07:50 AM
0.2.10
52kB
decay2
02/25/18 06:58 PM
0.2.9
52kB
decay2
02/12/18 06:26 PM
0.2.8
48kB
decay2
01/05/18 12:54 PM
0.2.7
46kB
decay2
08/13/17 12:41 PM
0.2.6
48kB
decay2
05/22/17 02:41 PM
0.2.5
48kB
decay2
03/21/17 03:45 PM
0.2.4
47kB
decay2
02/05/17 08:59 AM
0.2.3
47kB
decay2
01/02/17 05:16 PM
0.2.2
47kB
decay2
01/02/17 09:08 AM
0.2.1
47kB
decay2
01/02/17 08:57 AM
0.2.0
47kB
decay2
12/31/16 06:50 AM
0.1.10
47kB
decay2
11/25/16 06:01 PM
0.1.9
46kB
decay2
11/03/16 04:59 PM
0.1.8
46kB
decay2
11/01/16 02:08 PM
0.1.7
43kB
decay2
10/24/16 03:05 PM
0.1.6_fix
43kB
decay2
10/16/16 07:36 AM
0.1.6
42kB
decay2
10/15/16 06:58 AM
0.1.5
42kB
decay2
10/03/16 05:10 PM
0.1.4
40kB
decay2
10/03/16 05:08 AM
0.1.3
37kB
decay2
10/02/16 02:05 PM
0.1.2
37kB
decay2
09/15/16 03:39 PM
0.1.1
37kB
decay2
09/11/16 02:13 PM


Post A Reply Comment Options
Unread 11/27/16, 05:41 AM  
Solinur
AddOn Author - Click to view AddOns

Forum posts: 77
File comments: 532
Uploads: 7
Originally Posted by championshehe123
Originally Posted by MagiczneTornado
This started appearing to me. When it happens it will keep appearing every few ticks and bars wont show up.


Might or might not be releated to bosses that cannot be taunted?


Code:
: attempt to index a nil value
stack traceback:
	: in function 'Untaunted.onTauntEnd'
	: in function 'Untaunted.onUnitDeath'
I am experiencing the same issue. I can confirm it only happens on bosses that can't be taunted.
Did this happen with the version I released yesterday, or an older one? I already put in a check to prevent issues there.
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Unread 12/03/16, 02:53 PM  
MagiczneTornado
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Thats with 0.1.10 (updated via Minion)


Originally Posted by decay2
Originally Posted by championshehe123
Originally Posted by MagiczneTornado
This started appearing to me. When it happens it will keep appearing every few ticks and bars wont show up.


Might or might not be releated to bosses that cannot be taunted?


Code:
: attempt to index a nil value
stack traceback:
	: in function 'Untaunted.onTauntEnd'
	: in function 'Untaunted.onUnitDeath'
I am experiencing the same issue. I can confirm it only happens on bosses that can't be taunted.
Did this happen with the version I released yesterday, or an older one? I already put in a check to prevent issues there.
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Unread 12/04/16, 03:59 PM  
MagiczneTornado
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The error changed tho its now:


Code:
user:/AddOns/Untaunted/Untaunted.lua:192: attempt to index a nil value
stack traceback:
	user:/AddOns/Untaunted/Untaunted.lua:192: in function 'Untaunted.onTargetChange'

and


Code:
user:/AddOns/Untaunted/Untaunted.lua:119: table index is nil
stack traceback:
	user:/AddOns/Untaunted/Untaunted.lua:119: in function 'TimerUpdate'

Originally Posted by decay2
Originally Posted by championshehe123
Originally Posted by MagiczneTornado
This started appearing to me. When it happens it will keep appearing every few ticks and bars wont show up.


Might or might not be releated to bosses that cannot be taunted?


Code:
: attempt to index a nil value
stack traceback:
	: in function 'Untaunted.onTauntEnd'
	: in function 'Untaunted.onUnitDeath'
I am experiencing the same issue. I can confirm it only happens on bosses that can't be taunted.
Did this happen with the version I released yesterday, or an older one? I already put in a check to prevent issues there.
Last edited by : 12/04/16 at 04:00 PM.
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Unread 12/05/16, 04:17 AM  
Solinur
AddOn Author - Click to view AddOns

Forum posts: 77
File comments: 532
Uploads: 7
Originally Posted by MagiczneTornado
The error changed tho its now:


Code:
user:/AddOns/Untaunted/Untaunted.lua:192: attempt to index a nil value
stack traceback:
	user:/AddOns/Untaunted/Untaunted.lua:192: in function 'Untaunted.onTargetChange'

and


Code:
user:/AddOns/Untaunted/Untaunted.lua:119: table index is nil
stack traceback:
	user:/AddOns/Untaunted/Untaunted.lua:119: in function 'TimerUpdate'

Originally Posted by decay2
Originally Posted by championshehe123
Originally Posted by MagiczneTornado
This started appearing to me. When it happens it will keep appearing every few ticks and bars wont show up.


Might or might not be releated to bosses that cannot be taunted?


Code:
: attempt to index a nil value
stack traceback:
	: in function 'Untaunted.onTauntEnd'
	: in function 'Untaunted.onUnitDeath'
I am experiencing the same issue. I can confirm it only happens on bosses that can't be taunted.
Did this happen with the version I released yesterday, or an older one? I already put in a check to prevent issues there.
Thanks. Do you know some easy to reach untauntable boss ? (I came up with the engine guardian ... )
I'm going to look into it again. Somehow I still don't understand how these error messages appear.
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Unread 12/09/16, 05:59 AM  
Locutus
 
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Hello!

First of all, thanks a lot and thumbs up for this very useful plugin! Made my tanking life much easier.

A feature suggestion: Could we get (optional) separate settings per character? I have both a tank and a healer, and I'd like to track taunts with my tank and ele drain with my healer. Right now I have to change the plugin settings each time I switch chars.

Thanks again and kind regards
Frank aka. Locutus
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Unread 12/09/16, 06:02 AM  
Locutus
 
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Originally Posted by decay2
Do you know some easy to reach untauntable boss ? (I came up with the engine guardian ... )
There's the guy in Volenfell that summons the gargoyle when he's (about to be) killed. In his first phase he's untauntable. He becomes tauntable when he reaches around 50% health and goes to the wall close to the place where the gargoyle appears.

I'm not getting an error with that boss by the way, just nothing happens in terms of this plugin when I try to taunt him (message "Target is immune" appears in the top right).

Oh also, I'm not 100% sure, but I think the Engine Guardian actually IS tauntable (as in the plugin shows the timer for him), he just chooses to ignore the taunt due to his walking mechanic. The guy in Volenfell though is really immune to the taunt.
Last edited by Locutus : 12/09/16 at 06:11 AM.
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Unread 12/09/16, 06:04 AM  
Locutus
 
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I found a little issue with Selene, the end boss of Selene's Web. She goes through three phases, and apparently each phase counts as a different character. So the taunt list ends up with three Selenes, two of them "orphans".
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Unread 12/09/16, 10:12 AM  
Solinur
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Forum posts: 77
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Originally Posted by Locutus
Hello!

First of all, thanks a lot and thumbs up for this very useful plugin! Made my tanking life much easier.

A feature suggestion: Could we get (optional) separate settings per character? I have both a tank and a healer, and I'd like to track taunts with my tank and ele drain with my healer. Right now I have to change the plugin settings each time I switch chars.

Thanks again and kind regards
Frank aka. Locutus
Right now I'm favouring to have separate Tick boxes, so you can have both at the same time, if you wanted.
I'll probably also add an option to allow settings per character.

Originally Posted by Locutus
Originally Posted by decay2
Do you know some easy to reach untauntable boss ? (I came up with the engine guardian ... )
There's the guy in Volenfell that summons the gargoyle when he's (about to be) killed. In his first phase he's untauntable. He becomes tauntable when he reaches around 50% health and goes to the wall close to the place where the gargoyle appears.

I'm not getting an error with that boss by the way, just nothing happens in terms of this plugin when I try to taunt him (message "Target is immune" appears in the top right).

Oh also, I'm not 100% sure, but I think the Engine Guardian actually IS tauntable (as in the plugin shows the timer for him), he just chooses to ignore the taunt due to his walking mechanic. The guy in Volenfell though is really immune to the taunt.
Thanks for the info, I guess I have to investigate this a bit more.

Originally Posted by Locutus
I found a little issue with Selene, the end boss of Selene's Web. She goes through three phases, and apparently each phase counts as a different character. So the taunt list ends up with three Selenes, two of them "orphans".
This would be something I have to look into as well. Since both "orphans" don't die, the trigger for the removal of the bar is not hit. I'll see if I can find a way to handle this better, although since the negative impact is small it's not top priority.
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Unread 12/09/16, 03:14 PM  
Locutus
 
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Originally Posted by decay2
Right now I'm favouring to have separate Tick boxes, so you can have both at the same time, if you wanted.
Yes, turning on both trigger types globally would certainly help in my case. Since my healer does not use taunts, and my tank does not use ele drain, the two would not get mixed up.

Oh, while you're at it: Could you also add "Siphon Spirit" to the trigger list?

Coming to think of it, this feature might also be useful for DPS to track DoTs on their targets, especially bosses. Maybe you could add things like "Poison Injection"?

Maybe even make it configurable, so users can add their own triggers? Like "BuffTimers" or "S'rendarr" do it with the player buffs.

This would be something I have to look into as well. Since both "orphans" don't die, the trigger for the removal of the bar is not hit. I'll see if I can find a way to handle this better, although since the negative impact is small it's not top priority.
Yes, I very much agree that it's not top priority and rather cosmetic. It would help making the tank's life a bit easier. If he tends to taunt Selene's adds, and he basically has half an eye on the list to check for expired timers, removing the orphaned entries would no longer trigger the "I need to re-taunt" reaction.

It might help, or maybe even be necessary depending on how the API works, to code in a special case here, like "forcefully remove expired timers with title 'Selene', if there is at least one non-expired 'Selene' timer present". Can't remember off the top of my head, but there might be other multi-phase bosses that behave like that.
Last edited by Locutus : 12/09/16 at 03:18 PM.
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Unread 12/10/16, 12:38 PM  
Solinur
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Forum posts: 77
File comments: 532
Uploads: 7
Originally Posted by Locutus
Originally Posted by decay2
Right now I'm favouring to have separate Tick boxes, so you can have both at the same time, if you wanted.
Yes, turning on both trigger types globally would certainly help in my case. Since my healer does not use taunts, and my tank does not use ele drain, the two would not get mixed up.

Oh, while you're at it: Could you also add "Siphon Spirit" to the trigger list?

Coming to think of it, this feature might also be useful for DPS to track DoTs on their targets, especially bosses. Maybe you could add things like "Poison Injection"?

Maybe even make it configurable, so users can add their own triggers? Like "BuffTimers" or "S'rendarr" do it with the player buffs.



Yes, I very much agree that it's not top priority and rather cosmetic. It would help making the tank's life a bit easier. If he tends to taunt Selene's adds, and he basically has half an eye on the list to check for expired timers, removing the orphaned entries would no longer trigger the "I need to re-taunt" reaction.

It might help, or maybe even be necessary depending on how the API works, to code in a special case here, like "forcefully remove expired timers with title 'Selene', if there is at least one non-expired 'Selene' timer present". Can't remember off the top of my head, but there might be other multi-phase bosses that behave like that.
Ragarding Selene: I don't really like to program individual solutions for individual situations. I prefer to have something that works for all situations including possible future ones. Otherwise I have to do a lot of checks for each mob (Is it Selene? Is it Engine Guardian? ... ) which will eventualy impact performance.

Regarding other buffs. This was meant as a lightweight tank addon. I will think about this, but I don't want another Srendarr or Bufftimers. That aside I don't mind to add Siphon Spirit and the Infallible Aether Debuff to it. Thats exactly the reason for the tickbox approach. It only requires some UI adjustments I didn't have time for yet.
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Unread 12/11/16, 04:30 AM  
Locutus
 
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Originally Posted by decay2
I don't really like to program individual solutions for individual situations. I prefer to have something that works for all situations including possible future ones. Otherwise I have to do a lot of checks for each mob (Is it Selene? Is it Engine Guardian? ... ) which will eventualy impact performance.
Yeah, being a coder myself I quite agree. I also like to generalize as much as possible.

Though maybe in this case there's no other way but to code a special case. I don't suppose there's a lot of bosses that behave this way, so I don't think querying for one or two specific mob names would impact performance too much.
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Unread 12/19/16, 06:19 AM  
Locutus
 
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Since I really wanted to use this for both my tank and healer without having to switch the tracked ability each time, I went and took a quick look at the source code.

For other players wanting this, until the addon is officially updated, it's very easy to modify it so it saves per-character settings.

Open the file "Elder Scrolls Online\live\AddOns\Untaunted\Untaunted.lua" in your Documents folder, go to line 363 and replace the text "NewAccountWide" with "New".

Next time you reload the UI the addon will start with fresh settings for each character separately.
__________________
Kind regards,
Frank aka. Locutus
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Unread 01/01/17, 05:25 AM  
AgnarUrthadar

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Latest update

Hello, in latest update I saw that there's feature that is missing from untaunted, it no longer shows mouse over enemy in untaunted UI. Is there a fix for it?
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Unread 01/01/17, 08:14 PM  
Solinur
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Forum posts: 77
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Re: Latest update

Originally Posted by AgnarUrthadar
Hello, in latest update I saw that there's feature that is missing from untaunted, it no longer shows mouse over enemy in untaunted UI. Is there a fix for it?
Oh, I didn't notice that. I'll fix it asap.
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Unread 01/02/17, 04:18 PM  
Travial

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Ironically, after the latest update to this addon that says "Removed Annoying debug messages" whenever I log in I get this error message in a dialog box.

user:/AddOns/Untaunted/Untaunted.lua:295: } expected (to close { at line 289) near 'getFunc'

This never used to happen, so it's probably just a small error in the update.
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