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Post Info TOPIC: Combat Addons


Admin

Status: Offline
Posts: 60
Date:
Combat Addons


Combat Addons:

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http://www.curse-gaming.com/mod.php?downid=358 -
AbilityMod
Description:
Generates an audible and visial alert when Overpower ability is ready.

Can easily be modified for any ability which has been assigned a ability button.

To modify which ability the alert is for change the value of "Abilityname" in the lua to the name of the skill or spell you want an alert for.
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http://www.curse-gaming.com/mod.php?downid=335 -
AssistHelper
Description:
Corak put together a very simple add on to help with assigning and assisting a puller. He was tired of modify assist macros and wanted an easy way to set the puller for any random group.

Basic usage:
/ah set - set the targeted player to be the puller
/ah assist - assist the puller
/ah show - display the puller's name
/ah (blank) - display usage

/ah set and /ah assist are both bindable to keys. I use SHIFT-F for /ah set and F for /as assist.
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http://www.curse-gaming.com/mod.php?downid=69 -
AssistPartyMember
Description:
Adds Bindings to allow you to assist your team members.
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http://www.curse-gaming.com/mod.php?downid=434 -
AutoPotion
Description:
When health or mana drop below a defined threshold, AutoPotion will automatically do one of the following:
1. Drink a Rejuvenation Potion
2. Use a Healthstone
3. Drink a Healing Potion
4. Use a Bandage (Only if you're not in combat.)
5. Use a Manastone
6. Drink a Mana Potion

Each of these actions are optional and fully configurable.

Installation:
Unzip to your WoW/Interface/Addons directory.

Usage:
# Bind a key to it in your key-bindings to open the config window.
# Optionally, type "/autopotion" or "/ap" to open the config window.
# Use "/ap on" or "/ap off" to enable/disable autopotion without using the config dialog.
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http://www.curse-gaming.com/mod.php?downid=71 -
BerserKerplosion
Description:
INTRODUCTION

A common request on the UI costumization boards is for a mod that
will automatically activate Trolls' racial Berserking ability when
they fall below 20% health. This, of course, is not possible since
Blizzard requires spell casting be accompanied by a hardware event.

This mod tries to do the next best thing; making it obvious when
the ability is available and convenient to activate.

This is done by popping up a full screen button (with text) in the
background such that clicking on any open space on your screen will
activate it.

CAVEATS

BerserKerplosion was done as a test of a concept. I don't play a
Troll, and can't attest to it's overall usefulness.

USAGE

Once installed, I suggest testing it in a controlled situation such
as a nearby fire source. When your health falls below 20% you should
see the word 'BerserKerplosion!' in the middle of your screen. This
means the ability can be activated.

While this word is visible, a mouse click into the game world will
activate the clear button that now occupies your entire screen.

You should now be Berserk.
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http://www.curse-gaming.com/mod.php?downid=299 -
BodyCount
Description:
This World of Warcraft UI Mod will keep track of your PvP, PvE, and Duel kills. This mod was going to be integrated into the WoWStats.net framework which is parent of WoWCensus.com. This is no longer the case.

This program is about 95% working. Currently, it saves every PvP PvE and Duel you win. Also, it saves every PvP PvE and Duel that Owns Jo0!

It keeps track of how many things you kill, and how many things kill you.
PvP Wins/Losses
PvE Wins/Losses
Duel Wins/Losses
You can also add people to a Kill on Sight list.
The next time you target them, it will flash a skull icon above their target frame.
Eventually there will be an expanded interface to allow you to view your kill data,and modify your KoS list.

It will also provide you with a way to add targets to a KoS list which will display a flashing skull: (check Kill on Sight screenshot) each time you select that target in the future.
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http://www.curse-gaming.com/mod.php?downid=73 -
CastAway
Description:
http://www.geocities.com/danboo/

Allows you to map a series of spells (or skills) to a single button.
A press of the button triggers the current spell/skill and advances
the pointer to the next, eventually wrapping back around to the first.
If you don't use a particular series for a user-defined timeout, it
automatically resets to the first in the series.

Once installed, you can setup macros such as:

/script CastAway('ESCAPE', 10, 'Earthbind Totem', 'War Stomp(Racial)', 'Ghost Wolf')

As a Tauren Shaman this might make a nice escape sequence. So once
you have the macro setup, and bound to a key, you only need hit that
single key 3 times to execute your escape sequence (note that you
still have to allow for spell casting time and refractory periods).
If you stop this series on step 2 and then let 10 seconds pass before
activating the macro again, it would automatically reset to step 1.

The only global function has a signature of:

CastAway(id, timeout, ...)

id - a unique id among your CastAway() macros used in
tracking timeout activity

timeout - number of seconds of inactiviy for the given id
before it resets to the first spell/skill in the list.
if the timeout is nil, then there is not inactivity timeout

... - a list of quoted spell names as determined by using
shift+click on the spell icon in the spell book while
editing a macro
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http://www.curse-gaming.com/mod.php?downid=31 -
CombatStats
Description:
It displays a bunch of info on how much damage you do.

/cs enable on <- turns the dps monitor on
/cs enable off <- turns it off
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http://www.curse-gaming.com/mod.php?downid=447 -
Combo Cast
Description:
If you have selected a target, this script enables you to setup a spell order for the attack.

Go to the key binding dialog from WoW and bind two new keys:
"Cast spell" - cast current spell (if possible) and move on to the next
"Force move to the next spell" - ignore current spell and move on the next.

Usage:
/combo slotid slotid slotid ..

Where slotid is a number which refers to one of your spells in the actionbar:

Actionbar 1 Buttons -> ID 1 - 12 (from left to right)
Actionbar 2 Buttons -> ID 13 - 24 (from left to right)
Actionbar 3 Buttons -> ID 25 - 36 (from left to right)
Actionbar 4 Buttons -> ID 37 - 48 (from left to right)
Actionbar 5 Buttons -> ID 49 - 60 (from left to right)
Actionbar 6 Buttons -> ID 61 - 72 (from left to right)

Pet Actionbar Buttons -> ID 1 - 10 (from left to right)
(you have to append a "p", see below)

By default, the script will enable your new "Cast spell" key only if the the target is in range for the current spell and if you have enough mana. The script will not check whether you are not moving to successfully cast the spell.

You can fine tune this behaviour, if you append some special characters to a slotid (you can append more than one character, e.g. 2fn, 3pn, 2fp, 8pnf):
"f" -> stay at this spell forever, use your "force move" key to go to the next spell
"n" -> do not check range and mana requirements
"p" -> the given slotid refers to your pet action bar

Melee weapons seems to be always in range. You have to experiment with your spell set. The script aborts if the last spell is cast or when you deselect your target.

Example:

/combo 1 13 1n 2f

This casts the left most spell on the actionbar 1, then the left most spell on the actionbar 2, and again spell 1 from actionbar 1 without checking range or mana requirements. After that, it cast spell 2 from actionbar 1 until the target is dead.

Warrior class (except darf and gnom warrior) is not working with this script. [GetActionTexture returns no texture string and IsActionUsable always returns false. I already investigated but atm I don't have any clue.
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http://www.curse-gaming.com/mod.php?downid=388 -
CooldownCount
Description:
Introduction

CooldownCount gives a visual number that counts down as your spell/ability cools down.

The number will flash as the cooldown reaches a certain number.

Note that only cooldowns that exceed a certain number of seconds will be presented (to prevent mass spamming of cooldowns when the global cooldown is activated).

Slash Commands

/cct
Toggle the Cooldown count



Dependencies

Optionally dependent on Cosmos.

Will work with SecondBar, PopBar and SideBar.
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http://www.curse-gaming.com/mod.php?downid=310 -
CooldownHud
Description:
During combat will show icons above character - by default, they are movable with "/cooldownhud setup" showing the icons for spells currently awaiting cooldown. Disappears entirely when combat ends. Less watching the actionbar, and is closer to the action on the screen.
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http://www.curse-gaming.com/mod.php?downid=79 -
CtrlGroupCast
Description:
Allows you to cast spells on group members using the Ctrl key and a designated target.
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http://www.curse-gaming.com/mod.php?downid=80 -
DamageWatch
Description:
DamageWatch - Bare bones fight duration, total damage and DPS reporter. Now tracks fight duration from when you gain aggro until you lose aggro.

Useage:

/damagewatch
by itself will give the options
/damagewatch enable
to turn damagewatch on
/healthwatch disable
to turn damagewatch off
/healthwatch last
re-displays stats for last battle
/healthwatch location chat
to display the combat summary in the
chat box.
/healthwatch location overhead
to display the combat summary over the
player's head
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http://www.curse-gaming.com/mod.php?downid=493 -
DefendYourself
Description:
Defend Yourself is a really complex addon for a really simple thing: engaging in melee combat. It's intended for any path(Rogue support is coming along good, still might need some more tweaks though). It does 3 main things:

1) Makes sure you enter combat when you use an offensive spell or ability on a target.
2) When you are attacked, you will enter melee combat with the aggressor(usually...)
3) If you are attacked by multiple opponents, on the death of one you will immediately target and attack the new one. No forgetting between spells!

Other features include:
You will =ONLY= aquire a target if you're in combat. You won't attack everything in sight, only what you choose, or what chooses you.

Will not interfere with targeting friendly players, for healing or other reasons. Target a friendly and you stop attacking. Deselect them and you'll immediately aquire another target.

Will not(or should not) interfere with Hunter's Bow attacks. I know this is a problem for hunters switching between bows and melee, but the addon transfers beautifully between the two.

If you're stealthed or are feigning death, the addon will default to off. You won't ruin your attempt to lose aggro!

(v2.3 on) You physically CAN NOT enter melee combat with creatures that are inflicted with certain statuses, such as Sheep, Sap, Sleep, Gouge, Charm, Taming, and so on. This way you can save your best spells or abilities for the target, or leave them alone and move on to something else.

Whenever you deselect an enemy, it will default to the closest target that has the lowest Hit Points. Use this with a party to always attack what they're working on!

Only (auto)attack a person when both of you are in PVP. If someone is in PVP and you are not, you won't attack them. No more getting ganked accidentally.

Lastly, you have full control of any situation, regardless of what the addon wants to do. At any time you can use one of the many ways to enter a "Panic" status, disabling the addon and letting you do whatever you may need to do (read:Choose your targets carefully, Lose Aggro, Heal yourself or someone else, or most importantly...Run!!)

How to use: /dy or /defendyourself [command] [param]
Commands for v2.2:
Toggle : Turns Defend Yourself On or Off
Tlhp : Always Targets the mob w/lowest health. Toggle On/Off.
Hostile : Will attack non-hostile(yellow) creatures. Toggle On/Off.
debuff : Will not attack creatures with specific Debuffs cast on them,
like Hibernate, Sheep, Sap, and so on. All the ones you can hit off!
Toggle on/off. Still working on it! Read how you can help!
Panic : Goes into Panic state, disengages DY for [set] seconds.
Set : Changes the default Panic State Time. Default is 30.
Remove : Shows or Removes the Panic Status Frame. Toggles On/Off.
Assist : Assists the target with the lowest hp, or permanantly assists one person. use: /dy assist [on/off/(name)]
Turn : turn towards your target if you're facing the wrong way. Default off.
DBV : -For Scripting Use- Returns the Debuff value of the first debuff on the creature.
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http://www.curse-gaming.com/mod.php?downid=81 -
Everpvp
Description:
Automatic /pvp
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http://www.curse-gaming.com/mod.php?downid=82 -
HealthWatch
Description:
HealthWatch - Monitor's your, and your party mate's health. Sounds a warning when you/they drop below a warning level and a critical level. Includes configureale warn/critical levels (per character), warning sounds can be any .wav file and more.

Useage:

/healthwatch
by itself will give the options
/healthwatch enable
to turn healthwatch on
/healthwatch disable
to turn healthwatch off
/healthwatch reset
to restore the defaults
/healthwatch status
to see the current settings
in the breakdown - hw_default is the
setting for you, and any group members
you haven't specified an override for.
/healhtwatch useemote <enable | disable>
disabling use emote causes HW to warn
you with warnsound/critsound on your low/crit
health warnings instead of the Heal and Help
emotes (to reduce spam on your groupmates)
/healthwatch warnlevel <name> value
Where value is a number from 0-100
will set the level for the first warning
(/v heal), warnsound for other members
of your party. <name> is optional and will
specify a different level for the named
individual.
/healthwatch critlevel <name> value
Where value is a number from 0-100
will set the level for the second warning
(/v help) for you, critsound for other members
of your party. <name> is optional and will
specify a different level for the named
individual.
/healthwatch warnsound <name> soundfile
Will change the warning sound for the named
individual. <name> is optional, leaving it out will
change hw_default, which changes the sound for
all players without a specific sound associated with
them. Soundfile is the name of the .wav file you want
to use for that person. This file must be in your
WoW/Data directory, the name can have letters, numbers
and underscores, but no spaces or punctuation. Leave
off the .wav extension - it will be added.
/healthwatch critsound <name> soundfile
Will change the warning sound for the named
individual. <name> is optional, leaving it out will
change hw_default, which changes the sound for
all players without a specific sound associated with
them. Soundfile is the name of the .wav file you want
to use for that person. This file must be in your
WoW/Data directory, the name can have letters, numbers
and underscores, but no spaces or punctuation. Leave
off the .wav extension, it will be added.
/healthwatch chatplea enable
Turns on party chat warning on warning/critical
levels
/healthwatch chatplea disable
Turns off party chat warning on warning/critical
levels
/healthwatch warnmsg message
Where message is any text you want to send to the
party when your health hits warnlevel
/healthwatch critmsg message
Where message is any text you want to send to the
party when your health hits critlevel
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http://www.curse-gaming.com/mod.php?downid=83 -
HoTT
Description:
What It Is
Health of a Target's Target - Party Only Edition
As long as you have an enemy targetted this mod will show you which part member that mob is attacking, if any. It will also show you all applicable health and mana/rage bars of the target's target

What It Won't Do
Quite a bit unfortunately. AFAIK WoW's base UI API does not allow for tracking two or more independent targets. The game API obviously does (as you see multiple health bars on screen when you hit ctrl-v) but you have no way of referencing more than one target in the UI API. IF this ever changes it will be incorporated immediately into HoTT.

Does It Work
Fairly well. The off the top of my head known bug is that autoattack disengages. You can still use attack to attack but it won't stay up. You will have to use it like a wand or spell. All errors shoudl be gone, weridness is at a minimum, and response should be decent in large groups with lots of mobs, an instance for example.
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__________________


Admin

Status: Offline
Posts: 60
Date:

Some more Combat Addons:

http://www.curse-gaming.com/mod.php?downid=505 -
Kill Log
Description:
I am ready to announce the release of a KillLog AddOn. There are already DPS AddOns out there, so this is no longer addressing that aspect.

This release includes:
* a GUI for browsing your Kill Log history.
* your tooltip will be updated to show the number of times you have killed that creep, your experience gained, and the number of times that creep has killed you.

I have more ideas of my own for expanding this, but I am open to any comments/requests. I am not saying that I will do all of them mind you, just that I'll listen and consider them.

For those of you that have been around a while, this is the return of the Kill Log that was a part of Cosmos six months ago but has been missing in action since!

Note: It is NOT possible to store the portraits of the creeps you have killed between sessions. My assumption for this is that the portraits are actually created by merging various textures and for this reason you cannot find a string to use to load the same texture later. (human face 2 with hat 5 and shirt 23 or something) I store up to 100 for the current session only.
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http://www.curse-gaming.com/mod.php?downid=243 -
KillTracker
Description:
Tracks PvP history. And flags players as fag, cool, neutral, or unkown or whatever. Allows arbitrary flags with /rate.

Installation:
Unzip to World of WarcraftInterfaceAddOnsKillTracker

Instuctions:
1.Play WoW with this installed
2.Ooogle at your stats
3.Use /fag,/cool, /neutral and /rate to mark the players you encounter.
4.Use /ktl to lookup information on your target, or /ktl <name> to lookup history on <name>
5.Email Noyes with suggestions/bug reports.

Planned for Future Versions:
--Output parser
--Separate entries for diffrent levels of the same player
--Record stats of player at the time of fight
--Ingame viewing of Data/searching/whatever.
--refine outputs
--Record Pet Damage
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http://www.curse-gaming.com/mod.php?downid=84 -
LowHPAlert
Description:
Jibsy's Low HP Alert will display a large warning message and play a sound whenver your HP drops below 50% and 25%. Helps prevent your accidental death by negligence.
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http://www.curse-gaming.com/mod.php?downid=455 -
MiniGroup
Description:
A set of movable, dockable, minimalistic DAoC-esque mini-windows including Mini-Group, Mini-Target, and Mini-Buff windows that are completely configurable.

Slash Commands:
/minigroup or /mg : List commands in chat box
show/hide : Toggles minigroup display.
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http://www.curse-gaming.com/mod.php?downid=86 -
MobHealth
Description:
MobHealth: This mod estimates the actual current and maximum health of your target and persists this as a rolling average that becomes more accurate over time. The current and maximum estimated health values are displayed over the target frame for any creatures that you fight. New: Added a little more feedback to the health numbers so that you can get a better idea of what's happening behind the scenes. An S after the numbers means that the current state is suspect, which is one step away from tainted, which is indicated by a T. When tainted, no more updates are done to the average while this particular creature is targeted.
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http://www.curse-gaming.com/mod.php?downid=87 -
OnScreenAlert
Description:
Introduction

OnScreenAlert gives you on screen alert when certain conditions are met.

Currently, the only condition that is configurable is whether it should alert you when a party members health is low, and if so, at what % level it should alert.

It will alert you to activate Berserk if you are a Troll and your health drops below 20%.

It will alert you to use Execute if you are a Warrior and your targets health drops below 20%.

It will recommend you to use Divine Protection if you are a Paladin and your health drops below 20%.

An alert will be made if Nightfall occurs (Warlock Talent) or if Clearcasting is gained (Mage). Still trying to get hold of chat message for Shamens clearcasting...

Slash Commands

/onscreenalert (or /osa) <state/show/toggle>

Toggles whether OnScreenAlert is active or not.

/onscreenalert (or /osa) <party> [on/off/toggle] [party health level]

Will set up the party health alert.

Dependencies

Optionally dependent on Cosmos.
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http://www.curse-gaming.com/mod.php?downid=88 -
QueueCast
Description:
Usage:
/CCAdd (spell)
This will add a spell to the queue, add more to make the queue bigger.
I generally set up a macro with just /ccadd's to add all the spells I want to the queue when I log on.
/CCAdd Pet Attack
This will command your pet to attack target.

/CC
this casts the next spell in the queue, and will cycle to the beginning once it reaches the end. The queue will reset if the target changes.

/CCReset
Works now. Empties queue.

/CCList
Lists all spells currently in queue.
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http://www.curse-gaming.com/mod.php?downid=504 -
QuickMountEquip
Description:
QuickMountEquip - Automatically switch gear when you Mount / Dismount.

Requires Cosmos currently. This was mainly coded for my own use, and I love Cosmos, so probably won't change that prereq. People are more than welcome to take it and remove that prereq. themselves. Shouldn't be too hard.

Features:
Whenever you Mount or Dismount it will automatically switch to the gear you specify.

Full GUI to configure which gear to switch to.

Automatically detects Griffins and switches then also. (Spurs reportedly work on griffins.)

If you get automatically dismounted due to water, or running into buildings, etc... it will switch gear correctly.

If you get dismounted while aggroed by a foe, WoW won't let you switch equipment. But as soon as combat or aggro is clear, it will automatically switch gear correctly
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http://www.curse-gaming.com/mod.php?downid=446 -
Range Check
Description:
You can setup one action slot to be checked whether it is in range to attack your target. If it is, a message appears in the middle of the screen.

Setup the action slot via the chat command /rc <action slot id> or /rc 0 to disable the script. Use /rc help for more info.

The action slot id's are:
Actionbar 1 Buttons -> ID 1 - 12 (from left to right)
Actionbar 2 Buttons -> ID 13 - 24 (from left to right)
Actionbar 3 Buttons -> ID 25 - 36 (from left to right)
Actionbar 4 Buttons -> ID 37 - 48 (from left to right)
Actionbar 5 Buttons -> ID 49 - 60 (from left to right)
Actionbar 6 Buttons -> ID 61 - 72 (from left to right)

Melee weapons seems to be always in range.
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http://www.curse-gaming.com/mod.php?downid=356 -
ScrollingCombatText
Description:
What is it? - A fairly simple but very configurable mod that adds damage, heals, and events (dodge, parry, windfury, etc...) as scrolling text above you character model, much like what already happens above your target. This makes it so you do not have to watch (or use) your regular combat chat window and gives it a "Final Fantasy" feel.

Where did it come from? - The idea and base code came from the healthbar mod: http://forums.worldofwarcraft.com/thread.aspx?FN=wow-interface-customization&T=3913&P=1
I liked that mod a lot, but it really didn't do all that I wanted. So I decided to use it as a base to create my own mod purely as a learning experience. I've continued to work on it and think its now at a point to be released on its own merits.

What can it do?

- Damage messages in red
- Heals in green
- Spell Damage/Resists is purple
- Dodges, Blocks, Parries, and Misses in blue
- Shaman Windfury buff in yellow
- Ability to flag all text with * to more easily seperate it from target damage
- Ability to show events as text messages at the top of the screen
- Sliders for text size and text scroll speed

How do I use it? - First unzip it into your interfaceaddons directory. It should be in its own folder called SCT. Now just run WoW and once logged in, type /sctmenu to get the options screen.
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http://www.curse-gaming.com/mod.php?downid=442 -
SelfCast
Description:
Supports a pair of self targeting options. The first option is that, if you hold Alt while clicking a button or using a bound key, you will be the target of the spell, if possible. This won't affect your current target. The second option is smart self targeting. When this is turned on, spells that can target both you and allies will automatically target you unless you have an allied (friendly) target, in which case they will be cast on that target. If you are soloing, this is extremely useful, as you can simply hit your heal or buff or seal or whatever hotkey without having to do anything else to cast on yourself. It's also useable in groups, but you have to be a little more aware and make sure that you've selected your target before you cast the spell. Of course, it can be toggled off at any time. Use /selfcast help or /sc help for a list of commands.
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http://www.curse-gaming.com/mod.php?downid=90 -
ShowDown
Description:
The Showdown! UI mod is a quick combat status visual, that allows you to skip the use of the combat log, and rely on a graphical version of the battle. It keeps track of the following information durring the course of the battle for both the Player and the Target:

• Total Damage Done.
• DPS over the course of the combat round.
• Total Hits, Misses, Parries, Dodges, Blocks and Resists.
• Total Percents for each of 4)
• Total Estimated Hitpoints Remaining.
• Combat Damage Ticker

Other information that is displayed:
• Total 'In-Combat' Time
• Battle Balance Indicator.
• Damage reduction of the target. (Melee attack only)
• Players current Armor.


Showdown Screenshots :

Before you do anything.
The open beta patch brought with it a change in how the UI is scaled. All resolutions now default to what looked like the 800x600 UI. Showdown was designed under the older system, where the higher the resolution, the smaller your UI was. So, you must do this step below inorder for Showdown to fit correctly on the screen (video-options screenshoot).


Owned. (check both screenshoot for this part)
Showdown was mainly desinged for solo play. It does not yet work for PvP encounters, so it functions only under PvE encounters. While in a party, Showdown does not record other characters hits/misses (etc) on the target. It will show only what your player has done to the target. The below image is a snapshot from the game, and the larger image under it will describe what each number represents on the screen. The latter is a large image, and will most likely need to be set to full size in WinXP, as it will shrink it down to fit the window, obscuring the description text.


How this all works In Game :

In Combat Situation
The UI mod tries its best to stay out of the way when its not needed. Once your character is in combat, Showdown slides down from the top of the screen, resting at the target frame level. It remains there until you are out of combat, at which time, it waits a few seconds after the battle for you to analyze the combat data, and then slides back up out of sight.
Chatline Commands
There are a few commands that are built into Showdown that will allow you to get the UI back on the screen, if you want to look at the last combat data longer.

/sddown
Brings down the Showdown UI, so you can view the information.

/sdup
Sends the Showdown UI back up, out of sight.

Switching Targets
In the event that you switch targets while the Showdown UI mod is down, the information about the target could be obscured, because the event from the client is no longer from your previous target. If you inflict damage on your new target, the combat stats from your old target with be cleared, and the UI will start over with stats from your new target. The stats on your player will remain until the player is out of combat.

Target Death
Upon the death of the target, the estimated HP that the target had shows up in red over its portrait, along with the base experience gained from that particular target. Also, in the event that you are soloing two mobs, the information from the last dead mob will remain while you inflict damage on the second mob for about 2 seconds, so you can quickly get some combat analysis out of it.

Some misc fixs here:
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-interface-customization&t=25250&p=1&tmp=1#post25250
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http://www.curse-gaming.com/mod.php?downid=91 -
Target
Description:
Window with target statistics, health/power bar and such.

NOTE: Currently aligns with PlayerStatusFrame
Movable... (drag point is lower left corner of title frame)
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http://www.curse-gaming.com/mod.php?downid=497 -
TargetLog+GrudgeList
Description:
It keeps track of targets which you have mouseovered, displayed in a hideable window. Also adds a grudge list (KoS, run-from, do-not-party-with, whatever you want to use it for) and will pop up a warning if you happen to mouseover someone in your grudge list.

The target log is good for quickly scouting a group of enemies out, and you can quickly determine their levels, races, classes, etc. without having to rely on the quickly disappearing tooltip. Note that mobs with the same name and level will appear as a single entry, since the game gives no method of discerning between them.

The grudge list is handled somewhat differently from the Blacklist mod; it's more of a warning system that's triggered by a mouseover. I'm probably going to add further early warning by listening to emote and combat messages for names as well.

You'll have to go into the key bindings options and set two keys up to toggle the windows.
---------------------------
http://www.curse-gaming.com/mod.php?downid=93 -
TargetRememberRestore
Description:
Gives you bindings to remember your current target and restore it.
---------------------------
http://www.curse-gaming.com/mod.php?downid=470 -
WarComm
Description:
What is WarComm?
A stand-alone AddOn the allows players to communicate effectively during
combat as well as develop unique character dialogs, save them, and execute
them on the fly (with installed macros or slash commands). Also enable the
player to report enemy positions and strengths, quickly and accurately.
Finally, display players own location zones and coordinates momentarily.


What are some of these communication features?
In-game macros, and slash commands, that handle the most common
(and important!) combat communications:
Inc – warn party of incoming mob name, class, lvl.
Assist – warn party that you are assisting targeted player then attack players target.
Help – call out for someone to assist you.
Run – call out a retreat
Grats – say a complimentary or positive dialog.


What would be an example of using ‘Assist’?
1. Open /macro menu and position ‘wcA’ (installed at run time).
2. Select a player in combat and click macro.
Your char will do the voice emote /aid, say “Assisting!”, and then attack
the other player’s target.


How can I develop char dialogs? Like a unique ‘Assist’?
1. Type /wcAssist add [draws his blades with a grin.] Have at THEE!!!
2. Click same macro or type /wc assist (or even shorter /wc a).
Your char will /assist the target, do an emote, and then send message:
<player name> draws his blades with a grin.
<player name> says “Have at THEE!!!”


What are some of the other features?
No longer have to spell out the other player’s names
(/tell <player name here>) with targeted tells
(WarComm Whisper) to other selected players.
1. Select player to whisper to.
2. Type /ww <message here>

Report (in the zone’s LocalDefense channel) enemy positions and
strengths. Can report general strengths and/or specifically selected
targets (name, lvl, and class).
1. Type /wc report 3
<LocalDefense - Zone> <player name> says “'(3)+ Enemy <faction> In
<location> (x,y)”
(adds enemy <name> <lvl class>, if targeted, to gauge enemy group levels)

Display your position zones and coordinates, momentarily in the HUD.
1. Type /wc loc
<location> (x, y)
(fades slowly)


What else should I know before trying it?
1. Not all voice emotes are supported at this time.
2. Languages are supported but only through slash commands
(macros always use the races default language).
3. Help on all features can be found in-game by typing /wc
---------------------------
http://www.curse-gaming.com/mod.php?downid=508 -
WatchTower
Description:
The WatchTower was developed to help with local defense. It allows you to automatically announce to the area all pertinant information about the any sighted invaders. Simply click on the invader and use a designated hot key to Report the enemy. Information included in your message will be Faction, Race, Level, Current Subzone they are in and which way they are headed (N, NE, E, SE, S, SW, W, NW).

Message will appear as so: "WatchTower: Horde Undead Mage (lvl: 55) last seen heading South East through Sentinal Hill"

The italicized text in the above message is dynamic and will change according to the targets information.

This addon will allow you to set up hot keys to Toggle it on and off, Toggle your enemy from Horde to Alliance, and a hot key to send your report. In the main WatchTower.lua file you can also configure what channel to braodcast your message on...It can be Guild, Say, Party or Yell.
---------------------------
http://www.curse-gaming.com/mod.php?downid=94 -
WeaponButtons
Description:
Gives you a little window that contains your main hand weapon and your off hand weapon for easy weapon switching.
---------------------------
http://www.curse-gaming.com/mod.php?downid=95 -
WeaponQuickSwap
Description:
- UI Addon to allow you to switch weapons quickly with a single keystroke


How do I find out what's in a slot / inventory item?
There are two ways to do this that I can see:

* Use a tooltip - If you use GameToolTip:GetBagItem(#,#) the tooltip will fill with the information about the item. You can then read the name of the item from GameToolTipTextLeft1. Of course, this makes the tooltip appear on the user's screen and could interfere with other controls which expect that they have control of the tooltip. You could subclass the tooltip frame and use this copy for your purpose (which I think is how Cosmos does it), but that seems like a bit of a hack. However, you can get the full item information in this way.
* Use the item's linktext - This is the way that I like to do it. There is GetInventoryItemLink("player", slot) for items on your person, and GetContainerItemLink(bag, slot) for items in bags. The text you get back contains a slew of control codes for changing the color and providing an item ID used for the actual link, so you'll want to strip that off. I use a regex capture

local _,_,name = string.find(linktext, "^.*%[(.*)%].*$");


The final function I use handles both bags and inventory:

function GetItemName(bag, slot)
local linktext = nil;

if (bag == -1) then
linktext = GetInventoryItemLink("player", slot);
else
linktext = GetContainerItemLink(bag, slot);
end

if linktext then
local _,_,name = string.find(linktext, "^.*%[(.*)%].*$");
return name;
else
return "";
end;
end;




WeaponQuickSwap - v10

===========
Quick Start
===========
Unzip the contents of the zip archive into your WoW game directory. Make sure you "Use folder names" so the files end up in the right place. You should end up with:
<wowdir>InterfaceAddOnsWeaponQuickSwapreadme.txt
<wowdir>InterfaceAddOnsWeaponQuickSwapWeaponQuickSwap.toc
<wowdir>InterfaceAddOnsWeaponQuickSwapWeaponQuickSwap.xml
<wowdir>InterfaceAddOnsWeaponQuickSwapWeaponQuickSwap.lua

Now log into your character and go to the Main Menu in-game. Select macros and add a New macro. Give it a name and an icon and make the macro text:
/script WeaponSwap("main1", "off1", "main2", "off2");

Parameters are CASE-SENSITIVE:
main1 - What weapon you want in your main hand for set 1.
off1 - What weapon you want in your off hand for set 1.

The following 2 parameters are optional:
main2 - What weapon you want in your main hand for set 2.
off2 - What weapon you want in your off hand for set 2.

Mages wishing to wield a 2h in their main and a wand in the ranged slot should use MageWeaponSwap() instead of WeaponSwap().

===========
Description
===========
This Add-on adds two functions to the scripting namespace called:
WeaponSwap(...);
MageWeaponSwap(...);

The arguments are pairs of weapons to be held in the main hand and off hand respectively. For example, if you want to put a "Sword of the
Black Knight" in your main, and a "Johnsonville Brat" in the off-hand, that is:
/script WeaponSwap("Sword of the Black Knight",
"Johnsonville Brat");

But you're thinking. "Bry, I could already do that pretty easily." The fun is that you can specify a second set of equipment to be swapped in if the first is already in place. This macro would switch between just holding a "Sharpened Letter Opener" in the main hand (nothing off-hand) and two "Mace of Ultimate Whompitude" in each hand.
/script WeaponSwap("Sharpened Letter Opener", "",
"Mace of Ultimate Whompitude", "Mace of Ultimate Whompitude");

Note: As as design decision, the names are CASE SENSITIVE. "Misspelled Swoard" and "misspelled swoard" are not the same. Type it exactly as it appears in your inventory. I did it this way to avoid lowercasing a bunch of immutable strings every time you want to switch.

Interesting facts about this script:
-- Slot lock events are used to detect when it is safe to move a weapon. Prevents hang ups found in other scripts and Add-ons.
-- Uses LinkText to detect item names rather that creating a GameToolTip descendant. More efficient? Could be.

If you get an error using this, make sure you report it with your macro line *as well as* the position of where the items where before you ran the macro.

More examples
---- --------
2h to 1h/shield:
/script WeaponSwap("2h", "", "1h", "shield");

To swap dual wield hands:
/script WeaponSwap("Hammer", "Dagger", "Dagger", "Hammer");

2h to DW:
/script WeaponSwap("2h", "", "Weap1", "Weap2");

DW to Backstab/Ambush
/script WeaponSwap("Weap1", "Weap2", "Dagger", "fish");

Staff and Wand to Staff and another Wand:
/script MageWeaponSwap("Smackem Staff", "Wand of the Fleeting",
"Smackem Staff", "Tinkerbell's Fairy Wand");

Drunk to Billigerent:
/script WeaponSwap("Tankard of Ale", "Tankard of Ale",
"Mace of Antioch", "Sword of Barroom Brawl");
---------------------------
http://www.curse-gaming.com/mod.php?downid=209 -
WeaponSets
Description:
How to use it:
There will be a binding in your key binding options page called "Open Weapon Set Menu". If you bind that to a key, hitting that key will bring up a smallgraphical interface where you can put sets of primary and secondary weapons.

Just drag your weapon into the primary or secondary slot.

The checkmark shows which one is currently equipped, and clicking an empty checkbox will equip that weapon set.

There's another binding called "Next Weapon Set" that will let you map a key to toggle through your listed weapon sets.

There are, however, a couple problems that probably will never be fixed, because they can be avoided by using the interface correctly. :)

#1: It doesn't do any sort of error checking on the items you drag into the buttons, to make sure that you can use them in that slot, or even that they're weapons at all. If you want to try to equip a murloc eye as your primary weapon, WeaponSets will let you try!

#2: The guts are all based purely on weapon names, so you can't duplicate a weapon set. Although it would be convenient to be able to do so (2h axe to 1h swd+shield to 2h swd to 1h swd+shield), trying to do that will mess up the toggling order, and you'll never make it past the second instance of the set. I may fix this one at a later date, but chances are pretty slim, sorry.
---------------------------
http://www.curse-gaming.com/mod.php?downid=464 -
WeaponSwitch
Description:
This AddOn provides a simple and intuitive way (i.e. no macro programming required) to quickly switch between two weapon sets by pressing a button. It also provides a graphical display of the currently equipped weapon(s) and the next set that will be swapped to.

-The weapon switch display box will, by default, appear at the center of the screen. You can drag the borders to move the box to somewhere more convenient.
-Press escape, select key bindings, and setup the binding for Switch Weapons (I normally use the Z key).
-Setup is complete. You can now easily switch between two weapon sets by hitting the key binding you have configured. When you hit the key, you will be swapped from weapon set 1 to weapon set 2 and vice versa. Enjoy!

Known issues

* Trying to switch weapons too quickly after starting the game could result in errors.

Screenshot

The screenshot illustrates what the AddOn provides (circled in green).

* An additional key binding for weapon switching
* A draggable display showing the currently equipped weapons (top two boxes) and the weapons that will be switched in (bottom two boxes).

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