Thread: SpellWatch
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Old 03/31/07, 2:20 PM   #4 (permalink)
 Apate
I’m just a puppet who can see the strings.
 
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Apate
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Originally Posted by Slake View Post
I've noticed a lot of people use mods to time dot durations, or are searching for cooldown timers, or want to know when a proc is capable of coming up again. After being dissatisfied with several of the existing mods' lack of customizability, I decided to write SpellWatch. It's been around for a while, but with the latest version I also put it into the Ace SVN, so now seems as good a time as any to point it out to people.

In comparison to other timer mods it has a few important differences; first, you have complete control over the timer bars - what spawns them, where they appear, what color they are, what icon they use, and how long they run. You can set up as many timers as you like for whatever you like, but this leads to the second difference: no presets. SpellWatch comes with no preconfiguration, so anything you want a timer for, you'll have to make a bar for. There's so many ways to use the mod that it's impractical to try to cover every timer configuration someone would want - and that's against the spirit of the mod anyway.

Essentially, every timer is configured with a number of attributes:
  • Name - This is just that, a name for the timer. Only affects where it shows up in the timer list.
  • Spell - The name of the spell or ability that triggers the timer; either when it's used, or when it's gained as a buff or debuff.
  • Label - The text that will appear on the timer when it is displayed. You can use $n and $t as wildcards for the spell name and spell target respectively.
  • Duration - Timer duration in seconds. Use the syntax "x+y" for an ability that has a base duration of x and gains y seconds per extra combo point spent. Timers with 0 or less seconds won't actually be displayed.
  • Type - Either Spell/Ability (timer triggers on use) or self/target buff/debuff (timer triggers on aura gain)
  • Group - Spells which should cancel each other when used either globally or on the same target should share the same group; i.e. All a warlock's curses, all a hunter's stings, all a shaman's same-element totems should be in the same group.
  • Anchor - What anchor the timer should attach to; currently there are three independently positionable anchors.
  • Color - Simply, what color the bar should be. You can type the hex code into the text box or click on the color swatch to get the Blizzard color picker.
  • Icon - Allows you to choose any of the icons listed in the macro frame, or type in a texture path to choose an arbitrary texture.
  • Targeted - Whether the spell is targeted
  • Unique - Only one instance of this timer may exist (Banish, Polymorph, Hunter's Mark, etc)
  • Announce - Announces the timer's label in the UI error frame when the timer spawns (useful for proc alerts)
  • No Autocancel - Protect the timer from being auto-canceled by the death/fade/resist options.

Most of the commands are pretty intuitive and can be accessed through /spellwatch or /sw. The ultimate goal was to create "one timer mod to rule them all" so to speak. Let me know of any feedback or bugs you run across.
You should cut and paste that onto the wowace wiki for SpellWatch. I can never figure out why so few authors use it.

See you, auntie.
"You don't need a machine to make a rainbow. For rainbows are made of happy thoughts, and dreams, and chocolate unicorns, and gumdrops, and licorice sunsets, and fuzzy gumdrop bears, and sugar-coated chocolate gumdrop land."
Originally Posted by DeeNogger View Post
I am coming for you Apate.
 
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