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Updated: 03/24/24 01:57 PM
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Compatibility:
Scions of Ithelia (9.3.0)
Endless Archive (9.2.5)
base-game patch (9.1.5)
Necrom (9.0.0)
Scribes of Fate (8.3.5)
Firesong (8.2.5)
Lost Depths (8.1.5)
High Isle (8.0.0)
Updated:03/24/24 01:57 PM
Created:11/25/17 01:40 PM
Monthly downloads:126,031
Total downloads:2,836,865
Favorites:577
MD5:
9.3.0
Code's Combat Alerts  Updated this week!  Popular! (More than 5000 hits)
Version: 1.17.2
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.
Graven Deep Hard Mode Guide
Ascending Tide Hard Mode Guide
Kyne's Aegis Mechanics Guide
Scalebreaker Hard Mode Mechanics Guide
Sunspire Mechanics Guide
  • Version 1.17.2 (2024/03/24)
    • Added alert for the secondary Terrorizing Strike in Bedlam Veil

  • Version 1.17.1 (2024/03/13)
    • Added alert for Webspinner spawn in Bedlam Veil

  • Version 1.17.0 (2024/03/11)
    • Added support for Oathsworn Pit and Bedlam Veil

  • Version 1.16.6 (2023/10/30)
    • Added alerts for Splintering Mirror and Threshing Wings in Endless Archive

  • Version 1.16.5 (2023/09/12)
  • Version 1.16.4 (2023/08/03)
    • Reverted the recent change to the Poisoned Mind alert in Sanity's Edge
    • Added alert for Spray in Sanity's Edge

  • Version 1.16.3 (2023/07/28)
    • Added additional warning indicator to the Fire Bomb Toss timer in Sanity's Edge when approaching the timer change threshold

  • Version 1.16.2 (2023/07/25)
    • Removed the targeting information for Wamasu charges outside of the first boss in Sanity's Edge because it was never accurate
    • Added Fire Bomb Toss timer for the first boss in Sanity's Edge
    • Added Manic Phobia timer for the final boss in Sanity's Edge, visible only by players with a taunt slotted
    • Added alert for Wrathstorm in Sanity's Edge

  • Version 1.16.1 (2023/05/08)
    • Added alerts for Charge, Mantle, Sunburst, Poisoned Mind, and Uppercut in Sanity's Edge

  • Version 1.16.0 (2023/05/08)
    • Added preliminary support for Sanity's Edge

  • Version 1.15.2 (2023/04/04)
    • Added alert for Plague of Insects in Bal Sunnar
    • Added border alerts for some ground effects in Halls of Fabrication

  • Version 1.15.1 (2023/03/22)
    • Fixed an issue where Mazandi freezing the meteor in Scrivener's Hall could cause the meteor alert to be improperly cancelled
    • Improved support for Bal Sunnar and Scrivener's Hall

  • Version 1.15.0 (2023/03/11)
    • Added support for Bal Sunnar and Scrivener's Hall
    • The dodge timer for Crashing Wave in Dreadsail Reef will now appear for both of the targeted players in Hard Mode, instead of appearing only for the primary target
    • Added an optional dodge timer for Crashing Wave in Dreadsail Reef for players who are not targeted by the wave; this dodge timer appears in a different color to distinguish itself from targeted dodge timers and can be enabled using the /cca dsrshowwave chat command (disabled by default)
    • The counter indicating the number of players in range of a Deluge Eruption has been removed, as some players confuse this for a timer; it was a relic from the first week of PTS when people tried to spread out for Eruption
    • The chat message listing responsibility for Deluge Eruptions in Dreadsail Reef will now accurately show the full list of responsible players and will appear only if explicitly enabled via /cca dsrdelugeblame

  • Version 1.14.9 (2022/10/03)
    • Added border alert for non-tanks for Frigid Blood, Blazing Bead, and Acid Pool in Dreadsail Reef
    • Added border alert for Whirlpool in Dreadsail Reef

  • Version 1.14.8 (2022/09/30)
    • Added a chat message to let a player know if they personally caused a Deluge Eruption in Dreadsail Reef; optionally, this message can be expanded to list all players who caused Deluge Eruptions with the /cca dsrdelugeblame chat command

  • Version 1.14.7 (2022/09/14)
    • Fixed an issue with the detection of Hard Mode in March of Sacrifices that was causing the Fiery Remnant alert to be improperly suppressed

  • Version 1.14.6 (2022/09/10)
    • The alert for teleport positions in Dreadsail Reef will now be accompanied by a sound for only the first position that is spawned; the previous behavior from 1.14.5 where every position is sounded can be re-enabled using the /cca dsrportsounds chat command

  • Version 1.14.5 (2022/09/05)
    • The alert for teleport positions in Dreadsail Reef will now count the sequence number
    • Added health tracking for the first boss of Dreadsail Reef

  • Version 1.14.4 (2022/08/30)
    • Attempt to work around an intermittent issue with arrow textures not appearing

  • Versions 1.14.2 to 1.14.3 (2022/08/26)
    • The alert for Soul Splitting in Graven Deep should now work in non-HM

  • Version 1.14.1 (2022/08/24)
    • Attempt to work around an issue caused by GuiRoot being incorrectly redefined by some other third-party addon

  • Version 1.14.0 (2022/08/20)
    • Added support for Earthen Root Enclave and Graven Deep

  • Version 1.13.0 (2022/05/11)
    • The alert for Firebrand and Frostbrand will now suggest a stacking partner, determined by alphabetical ordering, in the status display

  • Version 1.12.12 (2022/05/10)
    • Fixed missing atronach spawn alerts in Dreadsail Reef
    • Updated the status display for Reef Guardians in Dreadsail Reef to display additional contextual status

  • Version 1.12.11 (2022/05/08)
    • Added alerts for Incendiary Axe and Calamitous Sword in Dreadsail Reef

  • Versions 1.12.9 to 1.12.10 (2022/05/07)
    • Replaced the status display for Reef Hearts in Dreadsail Reef with a more general status display of the state of the bosses, including which bosses are currently channeling Heartburn on a Reef Heart
    • Added alerts for Crush and Claw in Dreadsail Reef
    • Added border and sound alerts for Targeted in Dreadsail Reef
    • Added sound alert for Cinder Shot in Dreadsail Reef

  • Version 1.12.8 (2022/05/04)
    • The alert for Rapid Deluge in Dreadsail Reef will now work in Hard Mode
    • The timer for Maelstrom in Dreadsail Reef will now count down the duration of the mechanic while it is active

  • Version 1.12.7 (2022/05/01)
    • Added alert for Crackdown in Dreadsail Reef
    • Added border alert for Arcing Slash in Dreadsail Reef
    • Modified the alert for Rapid Deluge in Dreadsail Reef to once again display the number of nearby affected players, while also taking into account those who have taken the appropriate measures to dissipate the effect

  • Version 1.12.6 (2022/04/28)
    • Added alert for Wing Slice in Dreadsail Reef
    • Modified the alert for Rapid Deluge in Dreadsail Reef to better reflect its intended counterplay

  • Version 1.12.5 (2022/04/26)
    • Improved the alerts for Platform Fall and the subsequent effect channels in Dreadsail Reef

  • Version 1.12.4 (2022/04/25)
    • Added alerts for Marksman's Gaze and Crashing Wave in Dreadsail Reef
    • Added status panel display showing the number of seconds remaining for each active Reef Heart in Dreadsail Reef
    • The Winter Storm alert in Dreadsail Reef is now accompanied by a timer for the remaining duration of the storm
    • Added alerts for Platform Fall and the subsequent effect channels in Dreadsail Reef

  • Version 1.12.3 (2022/04/24)
    • Added alerts for gryphon spawns in Coral Aerie, because the in-game dialogue cues for their spawns will occasionally fail to play
    • Added alerts for Summon Siren and Maelstrom in Dreadsail Reef (Maelstrom is additionally accompanied by a timer, similar to that of Shocking Harpoon in Kyne's Aegis)

  • Version 1.12.2 (2022/04/22)
    • Added heavy-attack timers for Monstrous Claw, Whirling Dervish, and Shield Slam in Dreadsail Reef

  • Version 1.12.1 (2022/04/22)
    • Added alerts for Firebrand, Frostbrand, and Winter Storm in Dreadsail Reef

  • Version 1.12.0 (2022/04/20)
    • Added preliminary support for Dreadsail Reef

  • Version 1.11.14 (2022/04/08)
    • Fixed a Lua error that can be occasionally encountered in Maarselok HM

  • Versions 1.11.12 to 1.11.13 (2022/03/20)
    • Improved support for Coral Aerie and Shipwright's Regret

  • Version 1.11.11 (2022/03/13)
    • Added support for Coral Aerie and Shipwright's Regret

  • Version 1.11.10 (2022/01/27)
    • Updated the ID for taunt, since it was changed in-game a number of months ago; this fixes the issue where the Crushing Darkness alert in Cloudrest is no longer being suppressed for the main tank

  • Version 1.11.9 (2021/09/09)
    • Added text chat tracking of Flame Dancer stacks in Veteran Dread Cellar

  • Version 1.11.8 (2021/09/05)
    • Improved the visual clarity of the Creeping Eye direction alert in Rockgrove

  • Version 1.11.7 (2021/09/03)
    • Added alert for the rotational direction of Creeping Eye in Rockgrove

  • Version 1.11.6 (2021/09/01)
    • Added alerts for Mending Miasma during the Prior Thierric encounter and for Dire Gaze in Red Petal Bastion
    • Added text chat tracking of Buck Wild stacks in Veteran Red Petal Bastion

  • Version 1.11.5 (2021/08/31)
    • As requested by kaevix, added lindeldt's extensions for Maelstrom Arena; these alerts are disabled by default and can be toggled by the "/cca vma" chat command

  • Version 1.11.4 (2021/08/23)
    • Added support for Red Petal Bastion and The Dread Cellar

  • Version 1.11.3 (2021/06/01)
    • Removed the alerts for Emblazoned Stomp and Hemorrhaging Smack in Rockgrove
    • Extended Rockgrove support can be found in Qcell's Rockgrove Helper addon

  • Version 1.11.2 (2021/05/05)
    • Added alert the second Savage Blitz for Oaxiltso Hard Mode in Rockgrove
    • Added alerts for Hemorrhaging Smack and Power Bash in Rockgrove
    • Reduced the amount of non-critical alert clutter in Sunspire
      • The Chilling Comet alert will now be displayed only if it is sourced from an enemy enraged by Battle Fury or if it is cast within 8s of a Soul Tear
      • The Lava Geyser alert will now be displayed only during the Yolnahkriin encounter, since it does significantly reduced damage during the Nahviintaas encounter

  • Version 1.11.1 (2021/04/29)
    • Fixed an issue where the alert for Chilling Comet displayed the ability ID for Chilling Comet rather than the ability name

  • Version 1.11.0 (2021/04/29)
    • Added preliminary support for Rockgrove
    • Added alert for Chilling Comet in Sunspire, if it is targeted on the player
    • Added aura alerts for Lava Pool, Boiling Oil, and Flame Spit in Sunspire; the player will see a green glow around their screen if they are taking damage from any of these sources, since it is not always visually clear whether or not a player is standing within the boundries of these area effects (this is suppressed for Lava Pool and Flame Spit if the player is marked as a tank)
    • Added tracking for the number of golden spirits remaining for the Spirit Ignition mechanic in Blackrose Prison

  • Version 1.10.8 (2021/03/16)
    • Added alert for Glacial Gash in Black Drake Villa
    • Added alert for Iron Maiden in The Cauldron
    • The alert for initial Hemorrhage in Kyne's Aegis will now fire even if Falgravn is not empowered by Bloodlust

  • Version 1.10.7 (2021/03/08)
    • Added support for Black Drake Villa and The Cauldron

  • Version 1.10.6 (2021/01/12)
    • Added alert for Crushing Roots in Blackrose Prison

  • Version 1.10.5 (2020/09/26)
    • Fixed an issue causing cast timers to sometimes fail to animate
    • Improved support for March of Sacrifices
    • Added alert for Clobber in Vateshran Hollows

  • Version 1.10.4 (2020/08/30)
    • Added chat alerts to help track the status of the Memory Game during the Vaduroth encounter in Veteran Castle Thorn

  • Version 1.10.3 (2020/08/27)
    • Added alert for Reap in Stone Garden
    • Adjusted the timing for Clobber in Castle Thorn

  • Version 1.10.2 (2020/08/26)
    • Added aura alert for the Chaurus Venom effect in Stone Garden
    • Adjusted the distance filter for Incursion in Castle Thorn so that it is visible to players within 15m of the target, up from 9m

  • Version 1.10.1 (2020/08/24)
    • The alert for Sister Maefyn's Heavy Attack in Icereach will now fire only for the second portion of the ability
    • Removed the aura alert for Scalding Solution in Stone Garden, as it is no longer purgeable
    • Attempted to fix the alert for the spawn of Hollowfang Dire-Maws during the Grundwulf encounter in Moongrave Fane
    • Added aura alert for the Toxic Tide damage-over-time effect in Kyne's Aegis
    • Slightly increased the intensity of the green-colored aura alerts

  • Version 1.10.0 (2020/07/31)
    • Added support for Stone Garden and Castle Thorn
    • Added alert for Sudden Gust in Kyne's Aegis
    • Added alert for Blood Frenzy in Kyne's Aegis (suppressed for players who are marked as tanks)
    • Added alert for initial Hemorrhage in Kyne's Aegis, if Falgravn is empowered by Bloodlust (suppressed for players who are marked as tanks)
    • The alert for Instability in Kyne's Aegis will now use orange-colored text if the Instability damage will coincide with either an Ichor Eruption or an initial Hemorrhage
    • The alert for Crashing Wave in Kyne's Aegis will now be cancelled if the casting Tidebreaker dies

  • Version 1.9.13 (2020/07/19)
    • Increased the sensitivity of the proximity detection for Meteor and Instability in Kyne's Aegis from 5.1 to 5.5 meters

  • Version 1.9.12 (2020/07/18)
    • Fixed an issue where the alert for Instability in Kyne's Aegis could enter an invalid internal state if a player momentarily leaves combat

  • Version 1.9.11 (2020/07/11)
    • Revamped the alerts for Meteor and Instability in Kyne's Aegis; they will now indicate the number of Meteors or Instabilities, including their own, that the player is currently within the radius of
    • The alert for Instability in Kyne's Aegis will now be suppressed for players who are marked as tanks, if they are not targeted by it

  • Version 1.9.10 (2020/06/25)
    • Added text chat tracking of Lightning Bolt damage in Veteran Kyne's Aegis, for characters who have not yet unlocked the Lightning Leaper achievement (note that this achievement may be buggy, as there have been reports of players unlocking the achievement despite taking Lightning Bolt damage)

  • Version 1.9.9 (2020/06/19)
    • Improved the filtering of transferred guard damage for the Pool of Ichor and Corrupted Ichor aura alerts in Kyne's Aegis

  • Version 1.9.8 (2020/06/19)
    • Added aura alerts for Pool of Ichor and Corrupted Ichor in Kyne's Aegis; the player will see a green glow around their screen if they are taking damage from either Pool of Ichor or Corrupted Ichor (this is suppressed for Pool of Ichor if the player is marked as a tank)
    • The status display for Ichor Eruption in Kyne's Aegis will now turn yellow if the Blood Orb gains any stacks of Blood Counter

  • Version 1.9.7 (2020/06/07)
    • The status display for Ichor Eruption in Kyne's Aegis will now turn red 3s before the eruption if there are 2 or more stacks of Blood Counter

  • Version 1.9.6 (2020/06/06)
    • Added status display for Ichor Eruption in Kyne's Aegis

  • Version 1.9.5 (2020/05/24)
    • Changed the color of the Sanguine Prison alert in Kyne's Aegis to better match the Bitter Knight's thematic color
    • Added alert for Incorporeal Spawn-In in Kyne's Aegis (Bloodlust will be visible only to players marked as tank)

  • Version 1.9.4 (2020/05/16)
    • Added status display during the lightning chain mechanic that will show a player's distance from the center of the room as well as the number of completed chains

  • Version 1.9.3 (2020/05/10)
    • The distance calculations used for area-of-effect mechanics and for the Nearby Players panel will now ignore vertical position so that distance measurements are not skewed by jumping players or bumpy terrain

  • Version 1.9.2 (2020/05/10)
    • The Shocking Harpoon timer in Kyne's Aegis will now be visible while using a ballista

  • Version 1.9.1 (2020/05/08)
    • Fixed an issue causing the Shocking Harpoon timer in Kyne's Aegis to reactivate after defeating Captain Vrol

  • Version 1.9.0 (2020/05/07)
    • New feature: Nearby Players panel
      • This panel will show the distance between you and the two closest group members within support range
      • This panel is activated via the /cca nearby chat command
      • Once activated, this panel will persist indefinitely until it is deactivated via the same chat command
      • This panel can be repositioned by dragging it around with your mouse
    • Added timer for Shocking Harpoon in Kyne's Aegis

  • Version 1.8.5 (2020/04/30)
    • Added alert for Instability in Kyne's Aegis

  • Version 1.8.4 (2020/04/29)
    • Added alerts for Hailstone Shield, Sea Adder's Slam, Heavy Strike, and Blood Fountains in Kyne's Aegis
    • Added alert for Exploding Spear in Kyne's Aegis, if you are within 4m of its target
    • Added alert for Proximity Lightning (the successful completion of a lightning chain) in Kyne's Aegis; the alert will take the form of an unobtrusive 1-second flash of a blue border around the player's screen
    • The alert for Frigid Fog in Kyne's Aegis will now be seen by players that are within 5m of its target
    • The alert for incoming Meteor in Kyne's Aegis will now be seen by all players instead of only those who are targeted

  • Version 1.8.3 (2020/04/24)
    • Added alerts for Conjure Totem, Bile Spray, Javelin, Frigid Fog, and Shocking Harpoon (Sharpened Conduit) in Kyne's Aegis

  • Version 1.8.2 (2020/04/23)
    • Fixed an issue introduced in 1.8.1 causing Sanguine Grasp in Kyne's Aegis to continue to be alerted twice while also breaking the alert for Sanguine Prison in Kyne's Aegis

  • Version 1.8.1 (2020/04/22)
    • Added alert for incoming Meteor in Kyne's Aegis, if it is targeted on you
    • Fixed an issue causing Sanguine Grasp in Kyne's Aegis to be alerted twice

  • Version 1.8.0 (2020/04/22)
    • Added preliminary support for Kyne's Aegis

  • Version 1.7.6 (2020/03/15)
    • Alerts related to Malicious Spheres in Cloudrest will be suppressed if the player is currently in the Shadow Realm

  • Version 1.7.5 (2020/03/12)
    • The alert for Relequen's Shockwave in Cloudrest (the "sparkles" resulting from his heavy attack, not to be confused with "Shock Wave", which is his conal attack), which is shown only to the player holding Z'Maja, will now be shown upon the completion of the heavy attack instead of at the start, and the alert text has been changed to "Sparkles"
    • Added alert for Z'Maja causing a Malicious Sphere to charge in Cloudrest
    • Added alert for the spawn of Sinister Beads resulting from the collision of a Malicious Sphere in Cloudrest
    • Added alert for Freezing Bash in Icereach

  • Version 1.7.4 (2020/03/10)
    • The dodge timer for Shifting Shadows in Cloudrest will now stop if it is interrupted by Dark Detonation
    • Tightened the dodge window for Shifting Shadows in Cloudrest

  • Version 1.7.3 (2020/03/08)
    • Reduced the intensity of the blue aura for Voltaic Overload in Cloudrest from 75% to 50%
    • The distance indicator for Roaring Flare in Cloudrest will now suggest which player should switch sides, if a switch is needed; nobody will be suggested if the two targets of the flares are at least 7 meters apart at the start of the mechanic, and it will avoid suggesting a side switch for players with the healer role

  • Version 1.7.2 (2020/02/27)
    • The dodge timer for Shifting Shadows in Cloudrest can now be disabled with the following chat command: /cca crshift

  • Version 1.7.1 (2020/02/26)
    • Added support for Icereach and Unhallowed Grave
    • Added dodge timer for Shifting Shadows (portal cone) in Cloudrest

  • Version 1.7.0 (2020/01/20)
    • Added timer to track the plugging of geysers for the Cubed achievement in Moongrave Fane
    • Added alert for Fire Whirl in Halls of Fabrication, if the Reducer is Overcharged
    • Fixed an edge case with the cast alert system that could cause a timer bar to become stuck on the screen

  • Version 1.6.18 (2020/01/06)
    • Added alert for Ignite in Sunspire (Yolnahkriin Hard Mode: Flame Atronachs)

  • Version 1.6.17 (2019/12/30)
    • Added aura alert for Voltaic Overload in Cloudrest

  • Version 1.6.16 (2019/12/18)
    • Added alert for the summoning of a Devouring Megabat in Moongrave Fane
    • Added alert for Lightning Lunge in Halls of Fabrication
    • Added aura alert for Gaping Wound (Charged Gore) in Halls of Fabrication
    • Added color-coding for the Translation Apocalypse timers in Sunspire

  • Version 1.6.15 (2019/11/02)
    • Added alert for incoming Grip of Lorkhaj in Maw of Lorkhaj; there is an additional audible ping if there is another player within 3 meters of you
    • Improved player distance calculations
    • The alert for Feedback in Halls of Fabrication will now be accompanied by an audible ping if the incoming damage is at least 12K

  • Version 1.6.14 (2019/10/27)
    • Fixed Pestilent Breath alerts in Scalecaller Peak for Update 24

  • Version 1.6.13 (2019/10/21)
    • Added alert for Feedback in Halls of Fabrication, if the incoming damage is at least 7.5K

  • Version 1.6.12 (2019/10/02)
    • Added chat message indicating when the Shagrath's Shield achievement has been failed in Veteran Lair of Maarselok
    • Recalibrated the timing of the Translation Apocalypse pin mechanic in Sunspire

  • Version 1.6.11 (2019/08/15)
    • Added alert, visible only to players with the tank role, for the spawn of Hollowfang Dire-Maws during the Grundwulf encounter in Moongrave Fane

  • Version 1.6.10 (2019/08/14)
    • Added alert for Chomp in Lair of Maarselok (for players who choose not to range-tank)

  • Version 1.6.9 (2019/08/14)
    • Added tracking of Wicked Bonds in Lair of Maarselok Hard Mode
    • Added alert for Unrelenting Force for Maarselok Perched to accommodate for the desynced in-game alert
    • Added alert for Unrelenting Force for Maarselok Grounded to help with dodge timing
    • Added alerts for Venomous Fangs and Blight Burst in Lair of Maarselok
    • Added aura alert for Dark Talons in Lair of Maarselok
    • Fixed an issue preventing the Sweeping Breath alert from showing in Lair of Maarselok
    • Adjusted the timing for Azureblight Spume in Lair of Maarselok
    • Reduced the trigger range for Glacial Fist in Sunspire from 5 to 4 meters

  • Version 1.6.8 (2019/08/10)
    • The Frozen Tomb countdown timer in Sunspire will now appear for players who are ported in "late" via Joining Encounter in Progress (this change affects only the timer; the tomb numbers seen by those players may still be offset)
    • Improved support for Depths of Malatar
    • Recalibrated the alert for Whipping Bolts in Frostvault Hard Mode
    • The alert for the activation of "spinner" centurions during the Pinnacle Factotum encounter in Halls of Fabrication will now be shown for all players
    • Added alert for Necrotic Blast in Maelstrom Arena by popular request

  • Version 1.6.7 (2019/08/06)
    • Added alert for Glacial Fist in Sunspire, if it is targeted on a player within 5 meters of you at the start of the cast (this detection range is doubled to 10 meters if your game is on the Elsweyr patch, to account for position desyncs)
    • Added timer for the spawn of atronachs while Lokkestiiz is grounded in Sunspire
    • Removed the Frost Breath cooldown timer in Sunspire

  • Version 1.6.6 (2019/08/05)
    • Added alert, visible only to players with the tank role, for the activation of Refabricated Centurions during the Pinnacle Factotum fight in Halls of Fabrication
    • Added alert for standing in the Shock Field in Halls of Fabrication
    • Fixed an issue where some status text would improperly reset due to the game triggering EVENT_BOSSES_CHANGED spuriously

  • Version 1.6.5 (2019/08/03)
    • Improved support for the new Scalebreaker dungeons

  • Version 1.6.4 (2019/08/02)
    • Adjusted the color of the next-tomb status text in Sunspire
    • Cast alert sounds can now be disabled by the "/cca castsounds" chat command
    • Cast alerts can now be disabled by the "/cca casts" chat command (not recommended)

  • Version 1.6.3 (2019/08/02)
    • Adjusted colors for cast timers for better contrast

  • Version 1.6.2 (2019/08/01)
    • Added cast timers for Maw of Lorkhaj, Halls of Fabrication, and Cloudrest

  • Version 1.6.1 (2019/08/01)
    • Added cast timers for Bite, Thrash, and Anvil Cracker in Sunspire
    • Removed alerts for Pyroclasm and Frostbolt in Sunspire
    • Improved the color constrast of the next-tomb status text in Sunspire

  • Version 1.6.0 (2019/07/28)
    • Revamped all dodge notifications

  • Version 1.5.1 (2019/07/19)
    • Fixed an issue related to a race condition that caused the Frozen Tomb timer in Sunspire to sometimes display the incorrect tomb number when Hard Mode is active (the announcement text was unaffected)

  • Version 1.5.0 (2019/07/19)
    • Added preliminary support for the Scalebreaker dungeons
    • Added timer for Frozen Tomb in Sunspire
    • Added timer for Translation Apocalypse in Sunspire

  • 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
Optional Files (1)
File Name
Version
Size
Author
Date
Type
1.0.5
18kB
06/16/23 01:27 PM
Addon


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Version
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Uploader
Date
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Post A Reply Comment Options
Unread 07/25/18, 05:38 PM  
MK32

Forum posts: 0
File comments: 120
Uploads: 0
vMA final boss skulls not registering

Thanks for the addon. The VMA final boss skulls are not registering. However, Quick shot, and the lightning ball from the wamasu work fine.
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Reply With Quote
Unread 07/31/18, 08:30 AM  
code65536
AddOn Author - Click to view AddOns

Forum posts: 21
File comments: 371
Uploads: 40
Re: vMA final boss skulls not registering

Originally Posted by MK32
Thanks for the addon. The VMA final boss skulls are not registering. However, Quick shot, and the lightning ball from the wamasu work fine.
This is intended. I did not include the final boss's skull attack because it's already well-telegraphed and easy to dodge. When you see the blue swirls around your body, he's about to fire it off and you can dodge it; you don't even need to have your eyes on the boss.

In contrast, the Wamasu's attack is notified because the tell on it is more ambiguous and sometimes not visible (particularly when it initially spawns and is rendered halfway below the ground), and the Taking Aim is notified because the timing is difficult to judge visually and is very easy to dodge too early.
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Unread 08/01/18, 04:15 PM  
MK32

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Re: Re: vMA final boss skulls not registering

Originally Posted by code65536
Originally Posted by MK32
Thanks for the addon. The VMA final boss skulls are not registering. However, Quick shot, and the lightning ball from the wamasu work fine.
This is intended. I did not include the final boss's skull attack because it's already well-telegraphed and easy to dodge. When you see the blue swirls around your body, he's about to fire it off and you can dodge it; you don't even need to have your eyes on the boss.

In contrast, the Wamasu's attack is notified because the tell on it is more ambiguous and sometimes not visible (particularly when it initially spawns and is rendered halfway below the ground), and the Taking Aim is notified because the timing is difficult to judge visually and is very easy to dodge too early.
Thanks. Would be nice to have an option for the final boss skulls both upstairs and down because often you are not facing the boss.
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Unread 08/03/18, 12:23 AM  
code65536
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Re: Re: Re: vMA final boss skulls not registering

Originally Posted by MK32
Originally Posted by code65536
Originally Posted by MK32
Thanks for the addon. The VMA final boss skulls are not registering. However, Quick shot, and the lightning ball from the wamasu work fine.
This is intended. I did not include the final boss's skull attack because it's already well-telegraphed and easy to dodge. When you see the blue swirls around your body, he's about to fire it off and you can dodge it; you don't even need to have your eyes on the boss.

In contrast, the Wamasu's attack is notified because the tell on it is more ambiguous and sometimes not visible (particularly when it initially spawns and is rendered halfway below the ground), and the Taking Aim is notified because the timing is difficult to judge visually and is very easy to dodge too early.
Thanks. Would be nice to have an option for the final boss skulls both upstairs and down because often you are not facing the boss.
As I just noted, you don't need to even look at the boss. There is already an in-game notification that the projectile is coming, in the form of the blue swirls around your body that grow in intensity.
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Unread 08/04/18, 08:10 PM  
MK32

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Re: Re: Re: Re: vMA final boss skulls not registering

Originally Posted by code65536
Originally Posted by MK32
Originally Posted by code65536
Originally Posted by MK32
Thanks for the addon. The VMA final boss skulls are not registering. However, Quick shot, and the lightning ball from the wamasu work fine.
This is intended. I did not include the final boss's skull attack because it's already well-telegraphed and easy to dodge. When you see the blue swirls around your body, he's about to fire it off and you can dodge it; you don't even need to have your eyes on the boss.

In contrast, the Wamasu's attack is notified because the tell on it is more ambiguous and sometimes not visible (particularly when it initially spawns and is rendered halfway below the ground), and the Taking Aim is notified because the timing is difficult to judge visually and is very easy to dodge too early.
Thanks. Would be nice to have an option for the final boss skulls both upstairs and down because often you are not facing the boss.

As I just noted, you don't need to even look at the boss. There is already an in-game notification that the projectile is coming, in the form of the blue swirls around your body that grow in intensity.
How hard is it to add? I might try to add the notify to the LUA code myself. It would make it a lot easier for vma. Most of the time with the lag the effects don't even show up anyway.
Last edited by MK32 : 08/04/18 at 08:31 PM.
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Unread 08/07/18, 05:54 PM  
emotep

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A countdown might work better for Clash of Bones.

"Dodge Roll in 3... 2... 1..."
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Unread 08/07/18, 06:02 PM  
code65536
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Originally Posted by emotep
A countdown might work better for Clash of Bones.

"Dodge Roll in 3... 2... 1..."
The addon's dodge roll alerts will sound the dodge notification 1.6 seconds before the attack lands, which is early enough for the player to react, but not so early that the attack lands after the player's dodge immunity has worn off.

Clash of Bones has a windup time of 2.25 seconds. The addon is basically waiting 0.65s before alerting you. A countdown makes no sense here.
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Unread 08/07/18, 09:36 PM  
emotep

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Originally Posted by code65536
Originally Posted by emotep
A countdown might work better for Clash of Bones.

"Dodge Roll in 3... 2... 1..."
The addon's dodge roll alerts will sound the dodge notification 1.6 seconds before the attack lands, which is early enough for the player to react, but not so early that the attack lands after the player's dodge immunity has worn off.

Clash of Bones has a windup time of 2.25 seconds. The addon is basically waiting 0.65s before alerting you. A countdown makes no sense here.
Ok. I had two hit me within a about a 2 second window at the end, and I was just thinking of possible ways the addon could have helped me to survive it.

Nice addon btw, thanks for making it.
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Unread 08/21/18, 10:03 AM  
Tonyleila
 
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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
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Unread 08/21/18, 11:03 AM  
hydroseven

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Extra dodges notice

Hi ,

Great addon , Very useful in Fang Lair !!

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)

Also would you consider adding Falkreath Hold Last Boss heavy attack audio Q aswell ?


Thanks again for the great work
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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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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 08/22/18, 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 08/22/18, 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 08/23/18, 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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