To get up and running ASAP, follow one of our Quick Start guides or just copy in a code from our CodeCopy page.
Aura Mastery
Aura Mastery is a Buff / Debuff / Cooldown / Resource / Health & General Proc tracker useful for tracking those important abilities!
To open Aura Mastery configuration, use the command: /am
For information on how to setup Aura Mastery, visit the Wiki.
Comments and feedback are greatly appreciated! Please drop me a line on what you want to see next.
Features
There are currently the following trigger types:
- Buffs
- Debuffs
- Cooldowns
- On Critical
- On Deflect
- Resources (Primary & Secondary)
- Health
- Moment of Opportunity Tracking
- Scriptable (Custom triggers)
- Limited Action Set Checker
Icons can be shown only when in combat.
Icons can be shown only when a specific Action Set is activated.
Icons can be shown either Always, or when All, Any or No triggers pass.
Sounds can be played when All, Any or No triggers pass.
Icons can have timed effects.
Text Customization
The text string currently understands the following tags:
- {time} - Time remaining on the buff / cooldown
- {stacks} - Number of stacks of the buff (empty if zero)
- {charges} - Number of charges remaining of the cooldown (empty if zero)
Current Limitations
- You cannot track 'Only Your' spells, currently we do not have support in the API for this
Known Bugs
- Charged Shot & Vitality Burst cooldowns do not track correctly when used under spellsurge
Backlog / Future Features
Visit the todo list for the full list.
Hello, I dunno if this is an issue or not but I copied your codes from the guide for Quick Burst aura for engineer and it doesn't seem to work.
Hey Jamez, what I'm greatly missing in any Buff/Debuff tracking tool that are availabe is timers. Just a simple added timer x sec after buff y ran out (or x sec till buff y runs out) as an example - would be very usefull for most of the classes I guess. Should also be addable rather easy, or am I wrong?
Thank you!
I am having an issue where buffs tracked on player is not saving the "stack" check value and constantly throwing an error.
"attempt to call global 'SendVarToRover' (a nil value)"
from AuraMasteryConfig.lua line 1624
This should be fixed in the latest version along with the API version bump.
since last update, my aura images aren't showing up.
I haven't made any changes other than the download. I checked aura's and they say show when in combat, but they aren't.
Please advise.
Thanks for the report, I will look into it ASAP
Edit: I've just uploaded a new version, please let me know if you are still having issues after upgrading to this.
Sweet, Thx Fixed......
so, i'd like to use this on my engineer for the feedback skill. feedback triggers off of a glance, but there's only situational options for "on critical" or "on deflect". i assume that in the past feedback must have triggered via deflect because on the wiki page there was a code to copy which used deflect rather than glance. is there any way i can fix this? or just wait for an update to the add-on that will include glance?
There used to be an issue tracking the buffs on many classes which made custom crit / deflect triggers necessary.
You can now just track the buff which is granted while the spell is cast (Set the buff name to that of the buff gained when you deflect an attack)
With the latest download if I unselect "when in combat" the aura's do not show at all.
Just uploaded a new version which should fix this issue, sorry some code seems to have been left in I mean't to remove!
The version I just downloaded says it supports API 16 instead of 11. :)
I hoped noone would notice that... It will be correct again in the next version.. I assume itisnt actually causing you any issues?
I've been away a while but saved all my old settings for my Engineer.
It seems Quick Burst is only usable on Multi-Hit rather than the old On Critical.
Unfortunately, you don't have Multi-Hit as a trigger - is this not possible, and if not, how can I change my aura to make this work?
You can track the buff you get when the spell is usable. So use a buff trigger instead of the old On Critical trigger.
I've found the buff and set it to show when in combat, cooldown fail, and on the buff "Dealt Multi-Hit Damage" = pass, but it's still not working - any suggestions?
Try This:
{['playSoundWhen'] = "None",['description'] = "",['active'] = {['notInCombat'] = true,['solo'] = true,['inGroup'] = true,['pvpFlagged'] = true,['notPvpFlagged'] = true,['inRaid'] = true,['inCombat'] = true,},['group'] = "00000000-0000-0000-0000-000000000000",['iconEnabled'] = true,['iconSprite'] = "",['iconSound'] = -1,['iconPosition'] = {['left'] = -23,['top'] = -23,},['SimpleMode'] = false,['Triggers'] = {[1] = {['Type'] = "Buff",['Name'] = "",['TriggerDetails'] = {['Target'] = {['Tank'] = false,['NamedUnit'] = "",['Friendly'] = false,['Named'] = false,['DPS'] = false,['Player'] = true,['Hostile'] = false,['Healer'] = false,['Target'] = false,['FocusTargetTarget'] = false,['FocusTarget'] = false,['TargetOfTarget'] = false,},['Stacks'] = {['Enabled'] = false,['Operator'] = "",},['BuffName'] = "Dealt Multi-Hit Damage",},['TriggerEffects'] = {},['Behaviour'] = "Pass",},[2] = {['Type'] = "Cooldown",['Name'] = "",['TriggerDetails'] = {['Charges'] = {['Enabled'] = false,['Value'] = 1,['Operator'] = "==",},['SpellName'] = "",},['TriggerEffects'] = {},['Behaviour'] = "Fail",},},['iconName'] = "Quick Burst",['trackLine'] = {['Enabled'] = false,['showDistanceMarker'] = true,['numberOfTrackLines'] = 0,['trackMode'] = 1,['distance'] = 10,['Sprite'] = "Icons:Arrow",['bgColor'] = {[1] = 0,[2] = 1,[3] = 0,[4] = 1,},},['inWorldIcon'] = {['Enabled'] = false,},['showWhen'] = "All",['iconOverlay'] = {['overlayColor'] = {[1] = 1,[2] = 0,[3] = 0,[4] = 0.75,},['overlayStyle'] = "Radial",['overlayShape'] = "Solid",},['actionSets'] = {[1] = true,[2] = true,[3] = true,[4] = true,},['iconBackground'] = true,['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,},},},['customSound'] = false,['iconColor'] = {[1] = 1,[2] = 1,[3] = 1,[4] = 1,},['iconScale'] = 1,['iconBorder'] = true,}
Hi I 'm trying to make assasinate aura for spelllinger but the health trigger (<30%) fails consistently. Can anyone confirm that its ok or else im making a mistake.
Thanks.
Just to make sure, you definately have the 'Shown' dropdown under the general tab set to 'All' right?
Hello.
I have a question, if u'll allow me.
I want to setup a sort of icon (one of those with 2 rounded bars) that display the cast of my medic's quantum cascade... But i want the colors to change / fade as the cast progresses.
So far, all my attempts to make that only work in the icon beeing one color when its beeing cast and when im not casting changes back to the other color.
However, i would like for the color to transition along with the time. Example: Quantum Cascade is a 2 second cast. I would like for, when i press my button, for the icon to turn full red and then, slowly and for 2 seconds, to slide up to down, red to green. When its full green, it means my cast is complete and i can recast it.
Basicaly, a visual timer instead of a actual text timer.
Pretty much similar to what this dude has on this video around his character (i think its a charged shot cooldown timer bar):
Thanks in advance.