ESOUI

ESOUI (https://www.esoui.com/forums/index.php)
-   Alpha/Beta AddOns (https://www.esoui.com/forums/forumdisplay.php?f=171)
-   -   S'rendarr v2 BETA (https://www.esoui.com/forums/showthread.php?t=6119)

Kith 02/21/16 04:52 PM

S'rendarr v2 BETA
 
1 Attachment(s)
Given the changes in the API made over the last few months that now allow for 'perfect knowledge' of the Auras on the player and their target. A rewrite of Srendarr was in order and the opportunity was also used to change a lot of the options and provide much more customizability than it had before - a lot of those new choices based on player feedback. However, given the nature of the change, a lot of testing is needed that really needs to be done by people of multiple levels and classes (doing the testing solely on a mid level Nightblade and sub 20 Sorceror limits your options somewhat).

For those interested, attached is the 2.0.0 BETA AddOn for S'rendarr and those willing to test are welcome to install it. Please note that your existing settings WILL be overwritten by the new ones, there were to many changes in functionality to upgrade old settings to new in any useable way, so make a backup first if you wish to keep the v1 settings. Additionally, for testing purposes, all Aura names are appened with their internal AbilityID for easier reporting of needed changes.

Differences between v1 and v2

The biggest difference is v1 used a manually written database of ability durations as ESO provided no information on Auras with a duration of less than 30 seconds, and so Auras were 'faked' by watching for ActionBar button presses and just guessing that an ability was cast. In v2, we can now get this information directly, no more database of durations, the Auras are passed to S'rendarr exactly how the game gives them and filtered from there.

There are now multiple display windows (6 at present) to which you can filter Auras, each Aura is assigned a category and any/all categories can be assigned to any display window (or none at all). Each window can then be customized individually and there is a global filters option that can block certain Auras showing up at all including the oft-asked-for Blacklist for specific effects.

There is a new category beyond the basic ones called Prominent Buffs. The option to whitelist certain effects (only buffs on the player or ground target effects) allows for certain buffs to be put into a category (and thus display window) of your choice to make them more... well... prominent than others. My personal examples for this would be to put Dark Cloak or the Crystal Fragments proc into a seperate window as they are critical to keep track of.

Lastly, there is now better profile management including the option to set a single Account Wide Profile for settings.

------------------------------

With all that out the way, the main need for testing is to see whether everything is tracked and, whether, things are tracked to well. There are many effects in ESO that are auras that the player never really needs to see. For example, casting Path of Darkness (NB GTAoE) actually casts 4 auras at once, but only one needs to be tracked and thus is filtered from displaying. To acomplish this blocking, S'rendarr automatically ignores and discards auras that:

a) Are less than 2 seconds in duration (this filters the very short "you're being healed" effects from spells like Blessing of Restoration)
b) Are a GTAoE with no description attached (this covers the extra Path of Darkness effects)
c) Are filtered on an ability to ability basis via a list of IDs that must always be ignored

To this end, there may be some abilities that -should- be tracked and are blocked which I need to be told about with a description of what it is, what causes it and any other info you can give to figure out why its not showing and how to make it do so. On the flipside, there may be abilities that slip the filters and display when they shouldn't and I need to know about them as well; this is why abilityID is shown for all Auras, that is what is needed to add a specific filter, though info on where it comes from (which spell, target, etc) helps as well.

Of course, any bugs or settings that don't work as intended should be reported as well!

Known Issues:
- Crystal Fragments shows a proc timer (called Crystal Fragments Passive) but the proc animation and sound are not implemented yet
- Other proc abilities such as Merciless Resolve also lack an animation and sound, and without a character of high enough level, I don't know if they will even display a proc timer
- Taunt abilities may not properly leave an aura on your target; this has been tested to an extent but still needs more work
- The abilityIDs for all the passive provided in/by Cyrodiil are not yet in the AuraData tables, to test this, filter "Cyrodiil" for player and give the IDs of any buffs that still appear

------------------------------

TLDR: New S'rendarr needs testing specifically with regards to Auras being tracked when they shouldn't or not being tracked when they should. If you want to test, please do but be aware your old addon settings WILL be deleted and overwritten by the new versions - back them up if you want to revert to v1 later.

Tonyleila 02/21/16 08:30 PM

That sounds awesome I'll test it and can send you some infos about NB and DK here.

EDIT:

1) Any way to turn off the gray out of the icons when the buff is gone? I'd like it to just go away at 0 sec.

2) Coud you add an option to make spells that only provide major/minor buffs show this buffs even if the option to show them is disabled? (e.g. Drain Power from NBs, Immovable from Heavy Armor, Evasion from Medium Armor)
--> Same problem for potions they don't show up any more when the major/minor buff filter is active (only need one icon from them since they all run out at the same time even if it gives 3 buffs --> maybe you can add an indicator to the spell icon (e.g. a "3" when you got 3 buffs from the potion)

3) Also I guess you know german translation is messed up :)

4) Woud be cool if you coud give us some more customization options to change the look of the bars. I'd like to have it more minimalistic e.g. just square bars with a 1px black border (like my unitframes) ;)

5) Any way to automaticly move buffs from the long buff display to the short buff display when they go below the "short buffs threshold"? I think the AddOn did this before but not seeing this any more?

6) Also woud be smart if you set the "short buffs threshold" to 33sec instead of 30 because thats the duration of "Momentum" (2hand skill)

7) Sort direction "As Casted" woud be nice not shure if this is possible but the effect woud be that it shows the buffs/debuffs show in the order you casted them.


8) Auras being DUBBLE tracked: (i hope its ok to just tell you the spell IDs else I woud tell you the german names)
SHOULD NOT DISPLAY= SND

46605 SND 57480
40215 SND 57481
63352 SND 64946 and 64945
46670 SND 46672 (46670 = Propelling shield 46672 = name of this spell is "V" and it refreshes every 2 sec there is nothing about this in the tooltip)
35924 is missing the 4sec runspeed buff (Double Take)
40642 is missing the 5sec runspeed buff (Quick Cloak)
43287 is missing the 1,5sec cast timer (overflowing altar)
Soul Strike is missing the 3,9sec cast timer
Flurry is missing the cast timer
36300 disappears as soon as I teleport to my shadow (you can't teleport to the shadow again untill recasted but the shadow stays active and attacks mobs)
- green dragon blood only shows its major and minor buffs with the IDs 61890 and 61889(this one has the green icon) --> so shows nothing when the major/minor buffs are off.
- filter for Vamp/WW is on but it shows the Vamp Phase 4 debuff (35792) anyway on myself
- Cleansing ritual: it only display its heal ticks (26286) every 2 sec but the main 12 sec buff is not shown (but its shown in the original UI) (please remove heal ticks display its useless only need the 12 sec buff icon)
- Spear shards Duration 6sec --> not displayed in the original ui so no display in the addon

Kith 02/21/16 10:04 PM

Quote:

Originally Posted by Tonyleila (Post 26110)
That sounds awesome I'll test it and can send you some infos about NB and DK here.

EDIT:

1) Any way to turn off the gray out of the icons when the buff is gone? I'd like it to just go away at 0 sec.
2) Also I guess you know german translation is messed up :)
3) Woud be cool if you coud give us some more customization options to change the look of the bars. I'd like to have it more minimalistic e.g. just square bars with a 1px black border (like my unitframes) ;)
4) Woud be smart if you set the "short buffs threshold" to 33sec instead of 30 because thats the duration of "Momentum" (2hand skill)
5) Sort direction "As Casted" woud be nice not shure if this is possible but the effect woud be that it shows the buffs/debuffs show in the order you casted them.
6) Coud you add an option to make spells that only provide major/minor buffs show this buffs even if the option to show them is disabled? (e.g. Drain Power from NBs, Immovable from Heavy Armor, Evasion from Medium Armor)


7) Auras being DUBBLE tracked: (i hope its ok to just tell you the spell IDs else I woud tell you the german names)
Phrases: SHOULD NOT DISPLAY= SND

46605 SND 574080
35924 is missing the 4sec runspeed buff
36300 disappears as soon as I teleport to my shadow (you can't teleport to the shadow again untill recasted but the shadow stays active and attacks mobs)

1) I can make a note to add that as an option, due to the coding it can't be removed entirely, but it could be reduced to ~100ms for the fadeout as a minimum

2) Aye, I don't know German and I don't want to start looking/asking for translations until the mod is fully done and nothing new needs to be added :)

3) The intent for the mod is to match the stock theme so the existing 'minimal' setting is about as simple as it gives the option for

4) The short buff threshold can be adjusted under options, 30s is just the default to match the original version of S'rendarr (back when 30 was required as the split), I may change the default to 33 for the reason of Momentum though, it does make more sense.

5) I'll see about adding this as an option, it'd use the 'start' time to sort out casting order, so if you recast an existing effect (refreshed the timer) it'd re-order to be at the 'bottom', is this the intent?

6) Not easily without a mapping of the Major (Minor) effect abilityID - if I can get that, it can be removed from the Major/Minor effects list so those particular effects still show up even when filtered otherwise. Filtering of Major/Minor would need to be off to make the abilities show up to grab the IDs

7) For the one missing the runspeed buff, that can't be fixed unless that counts as a Major/Minor Expedition effect you have filtered; i've noticed there are some effects that just don't trigger an Aura on the player, thats a ZOS omission. That is the same issue with the shadow (36300), the API is saying the aura is gone and provides no further feedback about the Shadow unfortunately :/

Edit: Just to match onto your edit, for potions and abilities that only provide Major/Minor; this would be the issue there, getting the individual ID for each and every effect that should (or shouldn't) be shown. Do the potion effects have a different name, even though they are just Major X? If so, its easier, if they are named the exact same, ie "Major Sorcery" then its a lot more difficult without getting a (most likely long) list of IDs to seperate out the sources.

Kith 02/21/16 10:20 PM

Quote:

Originally Posted by Tonyleila (Post 26110)
46605 SND 574080
63352 SND 64946 and 64945
46670 SND 46672 (46670 = Propelling shield 46672 = name of this spell is "V" and it refreshes every 2 sec there is nothing about this in the tooltip)
35924 is missing the 4sec runspeed buff (Double Take)
40642 is missing the 5sec runspeed buff (Quick Cloak)
43287 is missing the 1,5sec cast timer (overflowing altar)
36300 disappears as soon as I teleport to my shadow (you can't teleport to the shadow again untill recasted but the shadow stays active and attacks mobs)

Just to check on these, is that first one a type (574080) or is it really that ID - first one i've seen > 100,000?

The short term runspeed buffs are either Major/Minor (can you check please?) or not provided by the API :/

Cast timers aren't shown with this iteration due to the inability to accurately display them (latency mess with that), so the feedback only begins when the aura exists in the game world somewhere.

Tonyleila 02/21/16 10:50 PM

Damn sorry I'm still changing my post above... give me some minutes I'll tell you when I'm done with it :)

And yes sorry first one is a typo shoud be 57480

Major and minor buffs all have the same name but different ID's and icons woud be possible to filter only some out I coud try to write them all down someday if you are willed to fix this problem :)

Code:

I'll see about adding this as an option, it'd use the 'start' time to sort out casting order, so if you recast an existing effect (refreshed the timer) it'd re-order to be at the 'bottom', is this the intent?
comes on what bottom is? Shoud be like when you refresh something it will change it position on the list cause its the last thing you casted.

Code:

For the one missing the runspeed buff, that can't be fixed unless that counts as a Major/Minor Expedition effect you have filtered; That is the same issue with the shadow (36300)
nope but both of this was displayed good with the old version of this addon. Maybe the only way to get this to work is mixing up the old display with the new one (if possible) if not I coud see many ppl still using the old version because it displays more things. Maybe the old display coud be improved by getting the spell timer from the buff that is displayed? e.g. I cast "Quick Coak" but only displays the 15 sec buff now addon comes and sees I have casted this spell and that it also instantly triggers the 3 sec run speed so the addon adds this normaly not displayed buff :)

For the Cast time... maybe you coud add the old way to track it? Realy feels bad when I cast e.g. "Soul Strike" 3,9sec long and I see no icon.

Kith 02/21/16 11:34 PM

Quote:

Originally Posted by Tonyleila (Post 26113)
Damn sorry I'm still changing my post above... give me some minutes I'll tell you when I'm done with it :)

And yes sorry first one is a typo shoud be 57480

Major and minor buffs all have the same name but different ID's and icons woud be possible to filter only some out I coud try to write them all down someday if you are willed to fix this problem :)

Code:

I'll see about adding this as an option, it'd use the 'start' time to sort out casting order, so if you recast an existing effect (refreshed the timer) it'd re-order to be at the 'bottom', is this the intent?
comes on what bottom is? Shoud be like when you refresh something it will change it position on the list cause its the last thing you casted.

Code:

For the one missing the runspeed buff, that can't be fixed unless that counts as a Major/Minor Expedition effect you have filtered; That is the same issue with the shadow (36300)
nope but both of this was displayed good with the old version of this addon. Maybe the only way to get this to work is mixing up the old display with the new one (if possible) if not I coud see many ppl still using the old version because it displays more things. Maybe the old display coud be improved by getting the spell timer from the buff that is displayed? e.g. I cast "Quick Coak" but only displays the 15 sec buff now addon comes and sees I have casted this spell and that it also instantly triggers the 3 sec run speed so the addon adds this normaly not displayed buff :)

For the Cast time... maybe you coud add the old way to track it? Realy feels bad when I cast e.g. "Soul Strike" 3,9sec long and I see no icon.

For the Major/Minor, i'll see if filtering by icon would help alleviate the problem, but if given a list of what IDs are are in each of the categories of Major/Minor I can add that to the data tables.

For the missing buffs like the runspeed, it can be made so 'fake' auras are fired when you get a parent aura that needs them, but i'd need a list of which abilities have additional effects, as well as the effect they should have, ie the name of it and duration so I can delve through the auras list and find a matching abilityID and icon to fake a timer.

For cast time, the old way used the button hooking option but it was never fully accurate, especially as latency for players increased and if the cast was cancelled the 'cast bar' would still show up, even though the effect won't fire anymore. I'm not really sure of a way around this that would be properly accurate and there is no cast event triggered that would provide for proper tracking.

Edit: Missed one, for 'bottom', I mean the tail of the auras on a given frame. The head is closest to the anchor, so a new spell would be added at the end of the list. Or I could make it the other way so spells are added at the top of the list. I'd assume the former is more the intended request?

With regards to moving buffs from long -> short thats not something that can be easily added. The short/long division mainly being a holdover from when that actually meant something. An aura is categorized based on its initial duration and once attached to a window its configured to the point it can't easily be moved without a rewrite of the mechanism.

Tonyleila 02/21/16 11:36 PM

OK I'm done with my first post now if I find more I'll make a new post. (please reread the post because I added some more things you did not answer yet :))

Tonyleila 02/22/16 12:04 AM

Code:

For the Major/Minor, i'll see if filtering by icon would help alleviate the problem, but if given a list of what IDs are are in each of the categories of Major/Minor I can add that to the data tables.
Yep I coud make a list for that.
Additional how about a group to only display the major/minor buffs with a global icon for each? since they always have the icon of the spell they come from its a bid hard to tell what buff it is without displaying the name of it. If we can't find matching icons I coud create some.
I found this list with all buffs and where they come from but its not very accurate: http://esoacademy.com/buffs-debuffs/

Quote:

For the missing buffs like the runspeed, it can be made so 'fake' auras are fired when you get a parent aura that needs them, but i'd need a list of which abilities have additional effects, as well as the effect they should have, ie the name of it and duration so I can delve through the auras list and find a matching abilityID and icon to fake a timer.
Like this website has up to date tooltips and you can change the language I already dragged you in the 2 spells I found:
http://www.eso-skillfactory.com/en/b...0;0,0,0;;0,0,0

Quote:

For cast time, the old way used the button hooking option but it was never fully accurate, especially as latency for players increased and if the cast was cancelled the 'cast bar' would still show up, even though the effect won't fire anymore. I'm not really sure of a way around this that would be properly accurate and there is no cast event triggered that would provide for proper tracking.
That woud be ok for me even if its not fully accurate better then nothing. just for the notes - I have never seen a cast was cancelled they just all row up if you lagg even if you cast something while swimming the cast comes out as soon as you go out if water (I hate this xD)

Code:

With regards to moving buffs from long -> short thats not something that can be easily added. The short/long division mainly being a holdover from when that actually meant something. An aura is categorized based on its initial duration and once attached to a window its configured to the point it can't easily be moved without a rewrite of the mechanism.
Example the Sturdy Horn lasts 39 sec and potions last almost 50 sec. But there are also other buffs I'd like to be noted about if they run below the 33 sec e.g. the food buffs or soul summons...

Code:

Edit: Missed one, for 'bottom', I mean the tail of the auras on a given frame. The head is closest to the anchor, so a new spell would be added at the end of the list. Or I could make it the other way so spells are added at the top of the list. I'd assume the former is more the intended request?
Dosen't that change with the grow direction like with the other sorting options?

Kith 02/22/16 01:42 AM

I could set it up that Major and Minor effects are their own category that can be sorted to windows (or hidden outright) rather than just filters; at least for the player; will have to think of the best way to handle that for the target (probably just leave the filters 'as is')

For the icon, it should be possible to set a special case and then an icon for each type of buff; and assuming the game itself only allows one instance of each Major and Minor effect (which I believe it does) that shold handle them.

Just as an aside, the runspeed buff from Quick Cloak is Major Expedition which is why it gets filtered and, as Quick Cloak does other effects as well its in somewhat of a grey area as to what should and shouldn't be filtered so I think the best option to not have a multitude of checks would be to leave the Expedition part under the new Major/Minor categories.

I'm thinking the following should handle the situation as well as possible:

Add two new categories (so they can be sorted to any frame or hidden outright)
Major Effects on Player, Minor Effects on Player

Give each unique effect an icon, not the icon its 'meant' to have, for consistency; for potion effects, I guess they should be treated the same - I mean you either care about a Major Effect being on you or you don't, its source shouldn't really matter much and this would accomplish that.

Tonyleila 02/22/16 12:24 PM

Quote:

I could set it up that Major and Minor effects are their own category that can be sorted to windows (or hidden outright) rather than just filters; at least for the player; will have to think of the best way to handle that for the target (probably just leave the filters 'as is')
Shure that woud be good to have the option to display them in any of the windows but I'd prefere to have them in a window seperated from others so I'd need a Display Window [7] since all other groups are already used.

Summon Storm Atronach: Duration 18 secs
This effect is displayed on the pets target display as spell [23636] instead of myself so very usless. Its not shown in my own buffs of the original UI :(

Some new dubble spells:
46492 SND 57476
57472 SND 38566
42194 SND 42198 and 42197

Kith 02/23/16 12:16 AM

New Version Uploaded (2.0.1)
 
A new version has been uploaded with a host of changes and additions (and a couple of fixes).

Code:

- NEW Added ability to change the fadeout timers for Auras (can be set to instantly disappear on expiration)
- NEW Major & Minor Buffs on the player are now treated as Aura Groups and can be directed to Display Windows as with any other grouping
- As part of this, Major & Minor DEbuffs on the player are still part of the Player Debuff aura grouping
- No change has been made to targets Major & Minor Effects, they are still displayed and filtered as before
- NEW Increased Display Window count from 6 to 8 to provide more choice with the increased group options
- NEW Added a new Aura sorting option to sort by casting order (new casts added to the tail of a window)

- Default short buff threshold has been altered to 35s so Momentum IV is considered short (was an outlier)
- Added multiple auras to the 'never track' list based on user feedback (thank you Tonyleila)
- Added missing vampire passive to VampLycan filter
- Corrected a bug in Aura sorting that was sorting in reverse alphabetical order
- Added new sample auras to aid with the new Major & Minor aura groups


Tonyleila 02/23/16 08:22 AM

Thanks for the fast update!
I got this lua error when login and I can't find the addon under the options.
Quote:

bad argument #1 to 'pairs' (table/struct expected, got nil)
stack traceback:
[C]: in function 'pairs'
user:/AddOns/Srendarr/AuraData.lua:232: in function 'Srendarr:PopulateFilteredAuras'
user:/AddOns/Srendarr/Core.lua:78: in function 'Srendarr.OnInitialize'
SO i removed my saved vars now it works :S but have to setup everything again :o

Tonyleila 02/23/16 10:27 AM

Everything you added is perfect! Having the Major & Minor Buffs in an extra window is just awesome and makes it more easy to differ this effects from the normal spells with the same icon.

NEW filterAlwaysIgnored:
[62587] = true, -- Focused Aim (2sec refreshing Extra Aura)
[42589] = true, -- Flawless Dawnbreaker (2sec Aura when weaponswap)
[61959] = true, -- Flame of Oblivion: Major Prophecy Passive
[61960] = true, -- Flame of Oblivion: Major Savagery Passive
[57474] = true, -- Rapid Maneuver (Extra Aura)


Not shure about hiding the major buffs of Flame of Oblivion but they are always active so I see no reason to display 3 passive buffs. What do you think?

Quote:

Give each unique effect an icon, not the icon its 'meant' to have, for consistency; for potion effects, I guess they should be treated the same - I mean you either care about a Major Effect being on you or you don't, its source shouldn't really matter much and this would accomplish that.
Now I'm just waiting for this and some more tracking of not displayed effects and cast timers. I hope you find a way to combin the old and new method of tracking this. As I said I don't care if its inaccurate its still better then counting in my head :)

silentgecko 02/23/16 11:21 AM

hey everyone,

i just sent kith the list of abilities to match up major and minor buffs from the current pts version. so i think he will be able to get things done :D

i also comitted a fix for the ui error on the git repo, it should be in the next update from kith ;)

and furthermore: i will translate everything to german, when kith has finished his changes to srendarr ;)

Tonyleila 02/23/16 11:24 AM

Quote:

Originally Posted by silentgecko (Post 26152)
and furthermore: i will translate everything to german, when kith has finished his changes to srendarr ;)

Sorry but I'm already 70% done with this :S

silentgecko 02/23/16 11:42 AM

Quote:

Originally Posted by Tonyleila (Post 26153)
Sorry but I'm already 70% done with this :S

then you could just send me a pm with the changes, then i will push it to our git repo ;)

Tonyleila 02/23/16 12:24 PM

Quote:

Originally Posted by silentgecko (Post 26156)
then you could just send me a pm with the changes, then i will push it to our git repo ;)

Send it to you. Just the Tooltips translations are missing. I won't do that but maybe you want :)

Kith 02/23/16 10:39 PM

Quote:

Originally Posted by Tonyleila (Post 26149)
Everything you added is perfect! Having the Major & Minor Buffs in an extra window is just awesome and makes it more easy to differ this effects from the normal spells with the same icon.

NEW filterAlwaysIgnored:
[62587] = true, -- Focused Aim (2sec refreshing Extra Aura)
[42589] = true, -- Flawless Dawnbreaker (2sec Aura when weaponswap)
[61959] = true, -- Flame of Oblivion: Major Prophecy Passive
[61960] = true, -- Flame of Oblivion: Major Savagery Passive
[57474] = true, -- Rapid Maneuver (Extra Aura)


Not shure about hiding the major buffs of Flame of Oblivion but they are always active so I see no reason to display 3 passive buffs. What do you think?


Now I'm just waiting for this and some more tracking of not displayed effects and cast timers. I hope you find a way to combin the old and new method of tracking this. As I said I don't care if its inaccurate its still better then counting in my head :)

I'm not sure on the Flames issue. On one hand having 3 auras is superfluous, but on the other, if you want to track Major Effects, they should "all" be tracked and, to use an example, say you cast Flames and get Major Prophecy (hidden) and then get Major Prophecy from another source - which would overwrite flames, you'd have a bit of a disconnect as one of the 2 passives is displayed now but not the other.

I think i'll leave it as not filtered for now and see if anybody else wants to weigh in on the matter.

Other than that, i've added the others to the alwaysIgnored list, updated the new Major|Minor IDs from PTS via silentgecko, and corrected the LUA error. Going to put up a new version for now as figuring out the other parts is a more involved task. Update coming shortly!

Edit: So there goes the best laid plans... in an attempt to make a more accurate casting bar I accidently stumbled upon the potential to make an actual cast bar that would include a timer for Heavy Attacks as well. This took most the rest of the evening and I completely forgot about doing an update to S'rendarr. I'll try and get one out today and go back to working on the cast bar idea - i'm going to spin it off into a seperate mod as its quite weighty and i'd prefer to keep S'rendarr to a specific purpose rather than trying to be an all-in-one.

Kith 02/24/16 05:29 PM

New Version Uploaded (2.0.2)
 
Minor update while I work on the larger changes.

Still on the TODO list:
- Fixing the Whitelist / Blacklist to work with non-english clients (handling of control characters)
- Adding the ability to spawn 'fake' auras for when the API provides inaccurate information (or none at all)
- Adding a form of 'proc notification' for the few spells that have one (difficult due to the lack of a personal character to test such interactions)
- Adding a cast bar -- this maybe spun off into a seperate mod if i'm able to make the changes I want, if not, it'll be a 'smaller' part of S'rendarr

Code:

2.02 Changelog

added a few more abilityIDs to alwaysIgnored filter
added Sanies Lupinus to VampLycan filter
fixed LUA error caused by settings vs filter list mismatch
updated Major|Minor effects listed to Thieves Guild PTS


Kith 02/24/16 11:10 PM

Register Trigger Test
 
If anybody has some time, I need some assistance checking for the existence of a certain event firing. I can't test this myself due to the lack of a character with the appropriate abilities.

The request is to install the mod linked to this post and I need the following abilities cast and then used until they trigger their "proc" effect. Hopefully when the proc occurs a message will appear in your chat log, and when the proc is used another one should. I need to know the details of those 2 messages (or that they don't appear which will make me sad).

The abilities in question:
- Deadly Cloak (Blade Cloak Morph, Dual Wield Level 20)
- Flame Lash (Lava Lash Morph, Ardent Flame (DK) Level 30)
- Grim Focus & It's Morphs (Assassination (NB) Level 42) -- any of the morphs will work, though all 3 would help even more

If my theory is correct, in all the above cases a message in the format 'RegisterTrigger GAIN <Name> [<ID>]' will appear (and FADE on expiry).

Tonyleila 02/25/16 07:14 AM

Where shoud I see this massage? I have tested it with Grim Focus morph Relentless Focus untill I coud throw the bow but saw now massage.

sirinsidiator 02/25/16 07:50 AM

I changed your addon a bit because it gave no output.

Here is what I got for Deadly Cloak:

Casting it once:
Code:

[14:35:17] Deadly Cloak [40651] gained - type: BONUS - duration: 15
[14:35:32] Deadly Cloak [40651] faded - type: BONUS - duration: 0

Casting it multiple times:
Code:

[14:35:35] Deadly Cloak [40651] gained - type: BONUS - duration: 15
[14:35:40] Deadly Cloak [40651] update - type: BONUS - duration: 15
[14:35:52] Deadly Cloak [40651] update - type: BONUS - duration: 15
[14:36:07] Deadly Cloak [40651] faded - type: BONUS - duration: 0

Throwing the dagger does not trigger any effect.


Grim Focus shows the following output:

Casting it once:
Code:

[14:39:02] Grim Focus [62096] gained - type: NONE - duration: 20
[14:39:02] Minor Berserk [64050] gained - type: BONUS - duration: 20
[14:39:22] Grim Focus [62096] faded - type: NONE - duration: 0
[14:39:22] Minor Berserk [64050] faded - type: BONUS - duration: 0

Casting it twice:
Code:

[14:40:00] Grim Focus [62096] gained - type: NONE - duration: 20
[14:40:00] Minor Berserk [64050] gained - type: BONUS - duration: 20
[14:40:04] Grim Focus [62096] faded - type: NONE - duration: 0
[14:40:04] Grim Focus [62096] gained - type: NONE - duration: 20
[14:40:04] Minor Berserk [64050] faded - type: BONUS - duration: 0
[14:40:04] Minor Berserk [64050] gained - type: BONUS - duration: 20
[14:40:24] Grim Focus [62096] faded - type: NONE - duration: 0
[14:40:24] Minor Berserk [64050] faded - type: BONUS - duration: 0

Attacking an enemy and using the special attack:
Code:

[14:42:40] Grim Focus [62096] gained - type: NONE - duration: 20
[14:42:40] Minor Berserk [64050] gained - type: BONUS - duration: 20
[14:42:41] Grim Focus [62097] gained - type: NONE - duration: 0 -- light attack
[14:42:42] Grim Focus [62097] update - type: NONE - duration: 0 -- light attack
[14:42:42] Grim Focus [62097] update - type: NONE - duration: 0 -- light attack
[14:42:43] Grim Focus [62097] update - type: NONE - duration: 0 -- light attack
[14:42:43] Grim Focus [63970] gained - type: NONE - duration: 20
[14:42:45] Grim Focus [62097] faded - type: NONE - duration: 0 -- special attack
[14:43:00] Minor Berserk [64050] faded - type: BONUS - duration: 0
[14:43:00] Grim Focus [62096] faded - type: NONE - duration: 0
[14:43:00] Grim Focus [63970] faded - type: NONE - duration: 0

The morphs are basically the same:
Code:

[14:46:15] Relentless Focus [62107] gained - type: NONE - duration: 20
[14:46:15] Minor Endurance [62110] gained - type: BONUS - duration: 20
[14:46:15] Minor Berserk [64054] gained - type: BONUS - duration: 20
[14:46:16] Relentless Focus [62108] gained - type: NONE - duration: 0
[14:46:17] Relentless Focus [62108] update - type: NONE - duration: 0
[14:46:18] Relentless Focus [62108] update - type: NONE - duration: 0
[14:46:19] Relentless Focus [62108] update - type: NONE - duration: 0
[14:46:19] Grim Focus [63974] gained - type: NONE - duration: 20
[14:46:20] Relentless Focus [62108] faded - type: NONE - duration: 0
[14:46:35] Minor Berserk [64054] faded - type: BONUS - duration: 0
[14:46:35] Relentless Focus [62107] faded - type: NONE - duration: 0
[14:46:35] Grim Focus [63974] faded - type: NONE - duration: 0
[14:46:35] Minor Endurance [62110] faded - type: BONUS - duration: 0

Code:

[14:48:42] Merciless Resolve [62117] gained - type: NONE - duration: 20
[14:48:42] Minor Berserk [64058] gained - type: BONUS - duration: 20
[14:48:46] Merciless Resolve [62118] gained - type: NONE - duration: 0
[14:48:47] Merciless Resolve [62118] update - type: NONE - duration: 0
[14:48:48] Merciless Resolve [62118] update - type: NONE - duration: 0
[14:48:49] Merciless Resolve [62118] update - type: NONE - duration: 0
[14:48:49] Grim Focus [63978] gained - type: NONE - duration: 20
[14:48:50] Merciless Resolve [62118] faded - type: NONE - duration: 0
[14:49:02] Merciless Resolve [62117] faded - type: NONE - duration: 0
[14:49:02] Grim Focus [63978] faded - type: NONE - duration: 0
[14:49:02] Minor Berserk [64058] faded - type: BONUS - duration: 0

I'll try the Flame Lash in a bit. Need to make a new template char first.

sirinsidiator 02/25/16 08:02 AM

And here it is. Flame Lash against an off balance target:

Code:

[14:59:37] Flame Lash Heal [23930] gained - type: HEAL - duration: 2
[14:59:39] Flame Lash Heal [23930] faded - type: HEAL - duration: 0
[14:59:40] Flame Lash Heal [23930] gained - type: HEAL - duration: 2
[14:59:42] Flame Lash Heal [23930] faded - type: HEAL - duration: 0

Power Lash doesn't seem to have any effects when it becomes available.

coolmodi 02/25/16 09:59 AM

If you need it here are the IDs for the Grim Focus attack proc (non morphed ranks), I use them in BuffTimers because they refresh the duration on every LA to 20s.

[63958] = true, --grim focus I refresh on LA
[63968] = true, --grim focus II refresh on LA
[64179] = true, --grim focus III refresh on LA
[63970] = true, --grim focus IV refresh on LA

Sadly forgot to collect them for the morphs as I switched to tracking the berserk buff :(

sirinsidiator posted them for the max rank morphs at least, don't know if lower rank morphs have different IDs too like the basic skill.

sirinsidiator 02/25/16 10:04 AM

Quote:

Originally Posted by coolmodi (Post 26217)
the morph(s) seem to use the same IDs.

Doesn't seem to be the case on PTS.
When you look at my comment you can see that they use 63970, 63974 and 63978 respectively.

coolmodi 02/25/16 10:21 AM

Yes, edited my post, forgot that I switched to tracking berserk buff instead :D

Kith 02/25/16 03:56 PM

Thank you all for the details. Unfortunatly the idea I was hoping to test for, that of them being all of the ABILITY_TYPE_REGISTERTRIGGER doesn't seem to be the case. Was hoping to not need two paths to follow for Crystal Fragments (which does) vs these which don't. Will still be able to add the proc details, but it'll be a little more complicated now.

Just for reference, i've noticed the IDs for every ability in ESO, there is one for each different rank on top of 'extras' that are usually hidden from the player. Theres 19 seperate entries for just Funnel Health for example.

---------------

Just on the casting bar part side of things. I've managed to make a very accurate casting bar that works for spells, and it does technically work for Heavy Attack timing as well except that if you release the mousebutton right at the end of a cast, there are no events, apis or other feedback i've found to track to stop a "now inaccurate" bar reappearing as if you were about to swing again. Going to take a little more look at it and if there truely is nothing i'll have to roll back the plan to just a castbar for actual casted abilities and drop the attack timing.

Jeckll 02/26/16 01:49 AM

Hi there, awesome work.
I have an issue with Caltrops. It only shows the 3s snare duration instead of the full 30/35s duration. Is there something I can do to fix that?

Thanks so much for this addon!

Tonyleila 02/26/16 07:57 AM

Quote:

I've managed to make a very accurate casting bar that works for spells, and it does technically work for Heavy Attack timing
Cool, will we be able to turn of the attack swing timers?^^

Quote:

Originally Posted by Jeckll (Post 26236)
Hi there, awesome work.
I have an issue with Caltrops. It only shows the 3s snare duration instead of the full 30/35s duration. Is there something I can do to fix that?

Thanks so much for this addon!

Have you checked if its displayed on your target debuffs? Its not like before anymore cause Caltrops dosen't give you a buff that the addon can display. Thats why I asked Kith to combine the old and new method of tracking things like this :)

Kith 02/26/16 03:13 PM

Quote:

Originally Posted by Tonyleila (Post 26238)
Cool, will we be able to turn of the attack swing timers?^^



Have you checked if its displayed on your target debuffs? Its not like before anymore cause Caltrops dosen't give you a buff that the addon can display. Thats why I asked Kith to combine the old and new method of tracking things like this :)

Castbar: I've decided not to go ahead with heavy attack swing timers. While I can get close to proper accuracy, I can't quite get it to work 100% and i'd rather not add them than have them only work some of the time. The cast bar will be there for spells / channels and will have a couple of configuration options for display. It does take into account Latency as well so the 'time remaining' will be higher than the spell claims if you have high ping but (with my ~300ms) every cast I tried accurately tracked the cast.

For special buffs like Caltrops, Storm Elemental that aren't providing proper auras. I intend to put together a database of those and fire 'fake' auras to accomodate (debating whether a fake aura should be highlighted or noted in some way to denote its not 100% accurate, thoughts?) and put them in the usual categories you'd expect.

I will need a list of problematic Auras to test with (the english names unless you personally know the IDs for all versions of the effect). Only one I can reasonably test myself would be the (unmorphed) Storm Elemental.

-- Current Work
Handling procs (nearly done, but will need testing for everything but Crystal Fragments)
Cast bar (as above, mostly done)
Fix for blacklisting & whitelisting auras on non-english clients (will need testing by others)

* Just a bit more no the heavy attack. There are events that fire when you start a cast or heavy attack, as well as cooldown updates that give clues to the completion. The problem I ran into for heavy was if you chain a few attacks via holding the mouse down OR you let go [i]right[i] as a heavy attak goes off, the events all give the exact information so its impossible to know (before a new castbar shows up!) whether it should or not. There were also some problematic interactions with anim cancelling so I figured it best just to drop it unless more events are added in future API changes.

Kith 02/27/16 05:06 AM

New Version Uploaded (2.1.0)
 
1 Attachment(s)
New version has been uploaded which adds the proc tracking system and a configurable cast bar. Heavy Attack swing timer tracking was not added due to complications (see earlier posts), but the cast tracking should be fully accurate. If you get instances of the cast bar appearing at the wrong time, please let me know - there is another event I can track that should catch those but I was unable to trigger an instance i'd need it in with personal testing.

Also added a fix for adding auras to the whitelist/blacklist on non-english clients, testing of this would be appreciated!

Code:

2.1.0 Changelog
added proc animations (and sound) and the tracking to trigger them
added full castbar implementation including options
fixed white|blacklist to work in non-english clients
added new aura data for proc abilities

The only thing left on my TODO list now is the missing procs due to what the API provides or due to it not being useful (like Storm Elemental). For those instances I need details such as ability names and IDs and what does and doesn't go wrong so I can see what sort of implementation is needed to handle them

Scootworks 02/27/16 09:58 AM

Quote:

Originally Posted by Kith (Post 26204)
If anybody has some time, I need some assistance checking for the existence of a certain event firing. I can't test this myself due to the lack of a character with the appropriate abilities.

The request is to install the mod linked to this post and I need the following abilities cast and then used until they trigger their "proc" effect. Hopefully when the proc occurs a message will appear in your chat log, and when the proc is used another one should. I need to know the details of those 2 messages (or that they don't appear which will make me sad).

The abilities in question:
- Deadly Cloak (Blade Cloak Morph, Dual Wield Level 20)
- Flame Lash (Lava Lash Morph, Ardent Flame (DK) Level 30)
- Grim Focus & It's Morphs (Assassination (NB) Level 42) -- any of the morphs will work, though all 3 would help even more

If my theory is correct, in all the above cases a message in the format 'RegisterTrigger GAIN <Name> [<ID>]' will appear (and FADE on expiry).

how i need to use it? do i just notice the id's and the skill?

Kith 02/27/16 03:54 PM

Quote:

Originally Posted by Scootworks (Post 26249)
how i need to use it? do i just notice die id's and the skill?

Thanks for the offer but I no longer need help testing for this issue, its been resolved (was for the proc system in last night's update). I'll remove the mod from the post to avoid further confusion :)

Scootworks 02/27/16 05:07 PM

graphic
 
it will be awsome if you can add other layouts like:

QuadroTony 02/27/16 10:15 PM

two buffs for one skill on PTS, looks like Srendarr must fix it
will test
this is bug

Kith 02/27/16 11:43 PM

Quote:

Originally Posted by Scootworks (Post 26252)
it will be awsome if you can add other layouts like:

Is it just the encircling line that denotes remaining time you are after? Everything else from that image can already be done with the right settings.

Quote:

Originally Posted by QuadroTony (Post 26256)
two buffs for one skill on PTS, looks like Srendarr must fix it
will test
this is bug

Did S'rendarr itself show two different auras when you used Rapid, or just the ones visible in the character sheet? If the latter, thats nothing to do with the mod :) If the former, then it means I didn't catch all the potential 'extra' IDs to block them - I would need the IDs for both auras that spawn in the mod if thats the case and i'll make sure to filter the extra one.

This is all part of the mod tracking all auras you now get rather than a select few, so there will probably be quite a few that pop up as extras that need to be blocked.

Scootworks 02/28/16 05:32 AM

Quote:

Originally Posted by Kith (Post 26257)
Is it just the encircling line that denotes remaining time you are after? Everything else from that image can already be done with the right settings.

yes i like the encircling line a lot. and is there a possibility to display the remaining time below the icon, instead "in" the icon?

Scootworks 02/28/16 07:18 AM

Sort
 
can you add a reverse sorting order für the aura displays? for example if aura growth direction right and sorting by remaining time: the buff with the longest remaining time is left. but i wanna the skill with the shortest duration left

and it need to be possible to make a bigger aura growth padding, because if the timer text is under the button, and growth direction down, you don't have enough space between when you have big icons

Scootworks 02/28/16 12:48 PM

Quote:

Originally Posted by QuadroTony (Post 26256)
two buffs for one skill on PTS, looks like Srendarr must fix it
will test
this is bug

it's not just the pts, it's on live server too

Kith 02/29/16 12:00 AM

New Version Uploaded (2.1.1)
 
1 Attachment(s)
New version posted. Adds the ability to simulate auras for abilities that don't get the proper information from the API (mainly gtaoe abilities) though, while the code path has been added only 2 abilities (and their morphs) are currently simulated. These are Storm Atronach and Caltrops and I will need assistance from others to add more abilities to the simulation list (if any are needed of course).

Code:

Version 2.1.1 Changelog
added descending aura sort options for all 3 current choices
added simulated (fake) aura creation for abilities that provide inaccurate information to the API
increased the maximum amount of padding for auras (25 > 75 pixels)


Scootworks 02/29/16 09:34 AM

degeneration/strucured entropy doesn't show it in my buff bar, it's just in the target bar. how can i add this into my buff bar?

Kith 03/01/16 07:22 PM

Quote:

Originally Posted by Scootworks (Post 26272)
degeneration/strucured entropy doesn't show it in my buff bar, it's just in the target bar. how can i add this into my buff bar?

That is the intended functionality for that spell. It never puts a buff on you, its a debuff on your target. The buff provided to the player is Major Sorcery which is categorised as part of the Major Effects group.

benawaw 03/02/16 06:05 AM

hey, i just wanna thank you first for the great addons. one thing if u could explain to me, idk if its a bug or not, but for ground aoe buff. if someone near me (even not in my group) use trap beast or volcanic rune, it also appear on my buff, even thou im not the one who casting that. could you please explain, if this is intended like that or not, and if not could you fix it. thank you very much. keep on the good work ^^

Scootworks 03/02/16 09:10 AM

Quote:

Originally Posted by benawaw (Post 26292)
hey, i just wanna thank you first for the great addons. one thing if u could explain to me, idk if its a bug or not, but for ground aoe buff. if someone near me (even not in my group) use trap beast or volcanic rune, it also appear on my buff, even thou im not the one who casting that. could you please explain, if this is intended like that or not, and if not could you fix it. thank you very much. keep on the good work ^^

oh yes, i have the same "issue".

and i can't see "burning" debuffs from sieg weapons :S

Kith 03/02/16 04:30 PM

Quote:

Originally Posted by benawaw (Post 26292)
hey, i just wanna thank you first for the great addons. one thing if u could explain to me, idk if its a bug or not, but for ground aoe buff. if someone near me (even not in my group) use trap beast or volcanic rune, it also appear on my buff, even thou im not the one who casting that. could you please explain, if this is intended like that or not, and if not could you fix it. thank you very much. keep on the good work ^^

Unfortunatly this seems to be a problem with the API provided by ZOS. There isn't really anything in the 'event' that distinguishes it being your ability vs somebody elses without doing a whole host of checking, and even then, it may not be clear cut as i'm pretty sure its not fully intended as it doesn't pop up on all GTAoEs by others (nor everytime with the same one, had somebody drop several near me and not all triggered). So, for the time being at least, there isn't a fix for it sorry :/

Quote:

Originally Posted by Scootworks (Post 26296)
oh yes, i have the same "issue".

and i can't see "burning" debuffs from sieg weapons :S

This would be another case of not being provided the data by the API I believe. I'm not able to test in person though to see if it may be accidental getting caught by the built-in filters to prevent "junk" auras appearing, though, unless its <2s in duration that is unlikely.

Tonyleila 03/02/16 08:19 PM

Quote:

Originally Posted by Kith (Post 26313)
Unfortunatly this seems to be a problem with the API provided by ZOS. There isn't really anything in the 'event' that distinguishes it being your ability vs somebody elses without doing a whole host of checking, and even then, it may not be clear cut as i'm pretty sure its not fully intended as it doesn't pop up on all GTAoEs by others (nor everytime with the same one, had somebody drop several near me and not all triggered). So, for the time being at least, there isn't a fix for it sorry :/

As far as I have noticed the spells have different ID's if they are from someone else. Or am I wrong?

Kith 03/02/16 10:16 PM

Quote:

Originally Posted by Tonyleila (Post 26317)
As far as I have noticed the spells have different ID's if they are from someone else. Or am I wrong?

Not that I recall, but I was primarily trying to find a difference in the source|target parts of the event. If you have somebody you could run tests with it'd be appreciated - I had to go hunting for a random person when doing it myself.

Additionally if you goto Line 47 of AuraControl.lua there is a commented out line there that shows details about auras before any filtering occurs. That may be useful for debugging any other abilities im not able to test myself (guess I should have got to Vet levels instead of making mods :P)

Scootworks 03/03/16 09:23 AM

Quote:

Originally Posted by Kith (Post 26313)
This would be another case of not being provided the data by the API I believe. I'm not able to test in person though to see if it may be accidental getting caught by the built-in filters to prevent "junk" auras appearing, though, unless its <2s in duration that is unlikely.

maybe we can help you? do you need id's or smtg to check it?

Kith 03/03/16 03:06 PM

Quote:

Originally Posted by Scootworks (Post 26329)
maybe we can help you? do you need id's or smtg to check it?

Yes please, the ID (in the aura name in the beta version between the square brackets) and, if in english, the spell name just to give me more idea. Those bits of info along with details as to whether its showing when it shouldn't be, or not showing when it should be, are what I need.

As mentioned in the above post, there is a line in AuraControl.lua (line 47) you can remove the comment (the -- at the start) from to make the mod display a line everytime it sees an aura before it filters it out for whatever reason - only rare cases for certain effects are filtered out before this point.

Tonyleila 03/03/16 05:48 PM

The WW bite cooldown is shown with the filter for it on: 40525

Kith 03/05/16 04:20 AM

Quote:

Originally Posted by Tonyleila (Post 26348)
The WW bite cooldown is shown with the filter for it on: 40525

I had actually left that off the filter (along with vamp bite) as I figured those may be two 'cooldowns' people would be interested in. I'm interested in your thoughts on that (and others!) as to whether that should be the case or it should be rolled in with the others?

This keeping in mind it can be blacklisted seperately from the Vamp/Lycan filter list if desired.

Scootworks 03/05/16 05:18 AM

Quote:

Originally Posted by Kith (Post 26313)
Unfortunatly this seems to be a problem with the API provided by ZOS. There isn't really anything in the 'event' that distinguishes it being your ability vs somebody elses without doing a whole host of checking, and even then, it may not be clear cut as i'm pretty sure its not fully intended as it doesn't pop up on all GTAoEs by others (nor everytime with the same one, had somebody drop several near me and not all triggered). So, for the time being at least, there isn't a fix for it sorry :/



This would be another case of not being provided the data by the API I believe. I'm not able to test in person though to see if it may be accidental getting caught by the built-in filters to prevent "junk" auras appearing, though, unless its <2s in duration that is unlikely.

Quote:

Originally Posted by Kith (Post 26341)
Yes please, the ID (in the aura name in the beta version between the square brackets) and, if in english, the spell name just to give me more idea. Those bits of info along with details as to whether its showing when it shouldn't be, or not showing when it should be, are what I need.

As mentioned in the above post, there is a line in AuraControl.lua (line 47) you can remove the comment (the -- at the start) from to make the mod display a line everytime it sees an aura before it filters it out for whatever reason - only rare cases for certain effects are filtered out before this point.


I don't know, which of the Buffs is the healing debuff of the meatbag.

I didn't test the flamming oil.

btw: thanks to @votan for testing with me

Scootworks 03/05/16 05:22 AM

Quote:

Originally Posted by Kith (Post 26358)
I had actually left that off the filter (along with vamp bite) as I figured those may be two 'cooldowns' people would be interested in. I'm interested in your thoughts on that (and others!) as to whether that should be the case or it should be rolled in with the others?

This keeping in mind it can be blacklisted seperately from the Vamp/Lycan filter list if desired.

i don't like to see the vamp/lycan timer. and i think most of the people don't wanna see that. even RP player wouldn't see that :D

Tonyleila 03/05/16 08:36 AM

Quote:

Originally Posted by Kith (Post 26358)
I had actually left that off the filter (along with vamp bite) as I figured those may be two 'cooldowns' people would be interested in. I'm interested in your thoughts on that (and others!) as to whether that should be the case or it should be rolled in with the others?

This keeping in mind it can be blacklisted seperately from the Vamp/Lycan filter list if desired.

Maybe you coud adding it to your list so that the display that says "hides ALL vamp/ww buffs" is true. When give us an option to whitelist buffs we want to see. I can imagine some want to see only the cooldown of WW/Vamp or they want to see only the stage of vampirism. Or it just needs more options for this 3 special buffs.

QuadroTony 03/05/16 09:13 AM

like an example i do not want to see Soul Summons cooldown(Soul Magic line)

but some1 maby will want to see it

Kith 03/05/16 02:37 PM

Quote:

Originally Posted by Scootworks (Post 26359)

I don't know, which of the Buffs is the healing debuff of the meatbag.

I didn't test the flamming oil.

btw: thanks to @votan for testing with me

Thanks for this! In the ones you listed, is the only 'issue' the double display for Meatbag? Or are the first ones not showing as actual auras even though the mod is 'seeing' them? Just need to check what needs fixing - though in the case of the Meatbag one, can either of the debuffs be cleansed/purged? If so it may be best to leave both visible so you know which has been.

In regards to the Bite timers. I think the best solution would be an extra filter for it seperate from the others - possibly with a 'global' setting to not show timers with a (starting) duration in excess of ... say... 8hrs ... that way even if enabled the bite timer would only show up when its got <8hrs remaining.

Scootworks 03/06/16 11:48 AM

Quote:

Originally Posted by Kith (Post 26368)
Thanks for this! In the ones you listed, is the only 'issue' the double display for Meatbag? Or are the first ones not showing as actual auras even though the mod is 'seeing' them? Just need to check what needs fixing - though in the case of the Meatbag one, can either of the debuffs be cleansed/purged? If so it may be best to leave both visible so you know which has been.

i can't test it the next week, because i'm not at home. i'm pretty sure, that the two debuffs are correct. but i just know, that meatbag makes a healing debuff, but i really can't explane the second debuff. maybe a long time pvp player can do that? can you recognize de healing debuff with the effect- /ability type no?

Kith 03/09/16 12:28 AM

S'rendarr has now been pushed out for the new rewrite to coincide as much as possible with Thieves Guild. Thank you for the assistance provided in testing so far, and feel free to let me know about any other auras that are displayed (or not displayed) in error.

Translations are still missing for French & Russian translations, and German translations are partially complete at this time. Any assitance with these is also highly appreciated.

Thank you

Ayantir 03/09/16 01:43 AM

fr incoming in 1 /2 hours

Tonyleila 03/11/16 11:19 PM

German Translation
 
1 Attachment(s)
Updated German Translation


All times are GMT -6. The time now is 03:04 PM.

vBulletin © 2024, Jelsoft Enterprises Ltd
© 2014 - 2022 MMOUI