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aura-mastery's Issues

Track 'Only Your' buffs / debuffs

Currently, buff / debuff tracking will show all buffs, including those of others.

Currently there is no way within the Wildstar API to know the owner of a buff / debuff.

Test Mode

Can you add an enhancement that allows a 'test mode' to show all auras so they can be positioned correctly. At the moment one has to set 'shown' to 'always' and then set it back to 'all' afterwards.
Also an x and y coordinates would be useful for positioning

Support for Custom Sprites

I've created a number of new simple icon sprites that I would love to add to AM, but I'm not the best with Houston or lua.

I'd love to be able to add them or learn how!

Problem displaying a Ruin icon when, the debuff is not on my current target.

...g\NCSOFT\WildStar\Addons\AuraMastery\IconTrigger.lua:506: attempt to compare number with nil
stack trace:
...g\NCSOFT\WildStar\Addons\AuraMastery\IconTrigger.lua:506: in function 'IsTimeValid'
...g\NCSOFT\WildStar\Addons\AuraMastery\IconTrigger.lua:533: in function 'ProcessBuff'
...g\NCSOFT\WildStar\Addons\AuraMastery\IconTrigger.lua:375: in function 'watcher'
...g\NCSOFT\WildStar\Addons\AuraMastery\AuraMastery.lua:616: in function 'ProcessBuffs'
...g\NCSOFT\WildStar\Addons\AuraMastery\AuraMastery.lua:514: in function <...g\NCSOFT\WildStar\Addons\AuraMastery\AuraMastery.lua:497>

ive been trying to get ruin to work for the past 30min without any success. i tryed copying the sample ruin and use that and just adjusted it to include my 2nd ability set for the check.

The error above occured and AM crashed completely.

Lua Error

This error pops up randomly.

...ns\TrackMaster_Objectives\TrackMaster_Objectives.lua:180: attempt to call method 'ShouldCollectReward' (a nil value)
stack trace:
...ns\TrackMaster_Objectives\TrackMaster_Objectives.lua:180: in function 'GetUnitRewards'
...ns\TrackMaster_Objectives\TrackMaster_Objectives.lua:234: in function <...ns\TrackMaster_Objectives\TrackMaster_Objectives.lua:218>

Import error

When copying settings to the clipboard and hitting the import button gives this error message:

[Debug] : Failed to import icon, invalid load data in clipboard: [string "return {['playSoundWhen'] = "None",['iconScale'] = 1.5,['iconEn..."]:1: '<eof>' expected near '{'

This happens when using codes from this repo, but also if I create an aura that works, export it and try to reimport it.
After you do a /reloadui the first import works, but then after that it gives the error

Small improvement to engineer CodeCopy

I used the Cooldown Engineer [Bot Ability] Barrage Engineer Code you provided, but I wanted it to only show up when I had out the Artillerybot. Here's the export from the modified aura:

{['playSoundWhen'] = "All",['iconScale'] = 1.4500000476837,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = 222,['iconPosition'] = {['left'] = 70,['top'] = -121,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "[Bot Ability] Barrage",['showWhen'] = "All",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Scriptable",['Name'] = "Artillerybot Present",['TriggerDetails'] = {['Script'] = "foundBot = false\r\
for _,pet in pairs(GameLib.GetPlayerPets()) do\r\
  foundBot = foundBot or pet.GetName(pet) == \"Artillerybot\"\r\
end\r\
return foundBot",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Cooldown",['Name'] = "Cooldown:[Bot Ability] Barrage",['TriggerDetails'] = {['SpellName'] = "[Bot Ability] Barrage",['Charges'] = {['Value'] = 0,['Enabled'] = false,['Operator'] = "==",},},['TriggerEffects'] = {[1] = {['timerLength'] = 0,['Type'] = "Activation Border",['EffectDetails'] = {['BorderSprite'] = "sprAS_Prompt_Resource",},['When'] = "Pass",['isTimed'] = false,},},['Behaviour'] = "Ignore",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Linear",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

I also created one for the Bruiserbot:

{['playSoundWhen'] = "All",['iconScale'] = 1.4500000476837,['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = 222,['iconPosition'] = {['left'] = 70,['top'] = -121,},['SimpleMode'] = false,['onlyInCombat'] = true,['iconName'] = "[Bot Ability]  Blitz",['showWhen'] = "All",['iconText'] = {[1] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "ITL",['textString'] = "{charges}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[2] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "IBR",['textString'] = "{stacks}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},[3] = {['textFont'] = "CRB_FloaterSmall",['textAnchor'] = "OB",['textString'] = "{time}",['textFontColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},},},['iconBackground'] = true,['Triggers'] = {[1] = {['Type'] = "Scriptable",['Name'] = "Bruiserbot Present",['TriggerDetails'] = {['Script'] = "foundBot = false\r\
for _,pet in pairs(GameLib.GetPlayerPets()) do\r\
  foundBot = foundBot or pet.GetName(pet) == \"Bruiserbot\"\r\
end\r\
return foundBot",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Cooldown",['Name'] = "Cooldown:[Bot Ability] Blitz",['TriggerDetails'] = {['Charges'] = {['Enabled'] = false,['Value'] = 0,['Operator'] = "==",},['SpellName'] = "[Bot Ability] Blitz",},['TriggerEffects'] = {[1] = {['timerLength'] = 0,['Type'] = "Activation Border",['EffectDetails'] = {['BorderSprite'] = "sprAS_Prompt_Resource",},['When'] = "Pass",['isTimed'] = false,},},['Behaviour'] = "Ignore",},},['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Linear",['overlayShape'] = "Solid",},['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBorder'] = true,}

I'm only at level 8 so far so I'll keep creating them and posting them wherever you'd like (if you'd like), so let me know in a comment.

doesn't work

I tried the codes for Stalker auras but they don't work.
Hope you can help me.

Spell Surge

Spell Surge for spellslingers doesn't seem to work anymore. Doesn't appear in the search when typing it into the aura name and existing setups to track spell surge don't seem to recognize it as a resource or what level it's at.

Engineer Bio shell not blinking

I'm having an issue where the bio shell aura mastery isn't lighting up or having the rotating border when between 30 and 70 volatility.

Stalker nano skin bar gets broken.

I find that if I click-re-click to activate/finalise the Stalker tank ability "Nano Skin" that the time remaining value gets erroneously large. I get 12/13 seconds a few times, and I have also had numbers above 10000 minutes.

After this happens, the scaling for the overlay starts using the maximum value as the total. E.g.

The usual maximum duration is 5 seconds. Normally the display as per the code copy example is a broken green bar which is overlaid with white which slides down from the top, revealing more and more green until 5 seconds has elapsed when the icon disappears again.

If the duration gets incorrectly calculated as 12 seconds then we get the same but the icon disappears when the white bar is at 7/12ths of the way down, when the abilitiy times out.

Subsequently, the duration is correctly calculated as 5 seconds and the white area starts at 5/12ths of the height of the bar. Basically 12 seconds gets used as the expected duration of the ability while time remaining is calculated as 5.

If the maximum duration gets incorrectly calculated at tens of thousands of minutes, say 600 thousand seconds, then the next time the height of the white bar is 5/600000 which is roughly 0 pixels. You don't see the white area at all.

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