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Mythic Raider Tools

Your cooldown plan on screen during the pull, drawn over the boss's own timings. Plus the death recap the second you wipe, and a raid roster export. Three raid-night jobs, one addon.
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MythicRaiderTools-2.7.0

File nameMythicRaiderTools-2.7.0.zip
Uploader
hltghltg
Uploaded
Sep 6, 2026
Downloads
97
Size
289.7 KB
Flavors
Retail
File ID
8826244
Type
R
Release
Supported game versions
  • 12.1.0
  • 12.0.7

What's new

2.7.0

Fixed: BigWigs corrections were dead, and said nothing about it.

Live.lua retimes a note against what the boss is actually doing, using BigWigs' stage changes and bar timers. It hooked BigWigs once at load and then never again, because the function that does the hooking was written below the handler that calls it. Lua reads that as a missing global, so the call threw an error every login and every loading screen, and BigWigs was only ever hooked if it happened to load before this addon did.

If BigWigs loaded after Mythic Raider Tools, or was a load-on-demand profile, every stage anchor and every bar correction was silently off for the whole session. There was nothing on screen to say so.

Fixed: what the next pull runs is now one answer instead of four.

Four separate things decided which note a pull would use, and four different pieces of code resolved them, and no two agreed. The note on the page, the note Preview played, the note the pull timer announced and the note the pull actually ran could be four different plans. The last one won, and you found out at pull.

They are one record now, with one resolver behind them. What follows are the symptoms that went with it, each of which was its own report:

  • The saved list could show two rows both reading "in use" for different bosses, with neither marked as the one coming next, because both were legitimately armed and nothing tracked which you meant.
  • The Raid note row could read "in use · 0 cues" for a boss whose raid note holds no row of yours. A pull skips an empty lane, so that boss ran nothing while the row claimed otherwise. It now says "armed on <boss> · nothing of yours on it", which is a different problem with a different fix.
  • Clicking a note to read it changed what the pull timer would show. Browsing your own notes before a pull could change what the raid was about to run.
  • Pasting a note armed it, replacing whatever you had deliberately chosen for that boss, announced only by a line in chat.
  • Renaming a note left its arming pointing at a row that no longer existed, so the next pull armed nothing.

One click opens a note. Double-click arms it. Save just saves.

Saving, renaming, pasting and reading no longer decide anything about the next pull. The only two things that arm a note are a double-click on its row and the new Use button beside Send, which were previously the same gesture with nothing on screen saying so.

Two exceptions, both bookkeeping rather than a choice: the first note filed against a boss nothing has been chosen for arms it, so a first paste is not saved-but-idle, and a rename carries the arming to the note's new name rather than losing it.

New: a "next pull" line, and a Use button.

The Saved notes header now carries one always-correct sentence: which boss, which difficulty, which note, how many cooldowns. When nothing is chosen it says that, rather than leaving you to work it out from the rows.

Each row has a Use button. The one in use reads "In use" and is not pressable: pressing it again would disarm, and the way off is arming something else.

Saved notes are grouped by boss.

The list was ordered by its own storage key, which sorted by character, then by internal spec number, then by internal encounter number. Two plans for tonight's boss could sit at opposite ends of the list with last tier's between them.

Bosses now head their own group, in the order the tier runs, Mythic first inside a boss. A note named after its boss leads with its difficulty instead of repeating the heading above it. Notes for your other specs stay listed and greyed, so switching spec reads as a filter rather than as losing them.

Fixed: the guild note stopped after eight lines, and long lines drew over each other.

The Guild Anchor drew at most eight rows. Rows stay up for the whole fight by default, so they accumulate: a ten line kill order lost its last two, for everyone in the raid, all night, with nothing anywhere saying so. It draws sixteen now, and counts the rest on a line of its own rather than dropping them.

Rows were also laid out on a fixed step while their height grew with the text, so any line long enough to wrap, which is most kill orders, drew on top of the row below it. Rows now start where the one above them ended.

Pasting a note is a press now.

The paste box used to file the note on the keystroke that completed it. It saved, renamed whatever was already under that name, armed it, and printed two lines, all without anything being pressed.

  • Pasting the same note three times left three notes behind.
  • One stray character typed into the box dropped whatever was open in the editor and emptied its undo stack, because a failed parse was read as "the note you were working on is gone".

The box now only reads what is in it and says what it found. A Load note button files it.

Fixed: pressing Save emptied the page.

Saving a note cleared the editor and printed "Nothing staged. Paste a note above." while the status line beside it said the note had been saved. The note was fine; the page looked like it had lost it.

Fixed: deleting the note you were editing left it on screen.

The timeline kept drawing the deleted note and let you keep editing it, and every one of those edits was silently discarded, because the row they were being written to no longer existed.

Deaths: hover an unused defensive to see what it is.

The buttons a raider never spent, drawn in front of their name since 2.4.0, now answer a hover the way the boss abilities and the killing blow already do: the game's own spell or item tooltip, plus a line saying they still had it when they died. Potions and healthstones included.

Fixed: consumable icons could vanish for a whole session.

The icon for a potion or a healthstone is looked up once and remembered. A miss was remembered too, and the game answers "no icon" for an item it has not loaded yet, which is ordinary on a fresh login. One unlucky lookup meant no potion or healthstone icon on any death row until the next reload.

Misses are no longer remembered, and now ask the game to load the item so the next draw has it. /mrtools deaths items reports what resolved, so a missing icon can be told apart from nobody having one.

Fixed: the Deaths sub-commands were unreachable.

/mrtools deaths <anything> fell through to simply opening the window, so test, scan, clear, chat, debug, font, scale, reset, button and options only worked through /mrd — which the addon only claims when the standalone Deaths addon is not installed. Every one of them works from /mrtools deaths now.

Smaller things

  • A new profile starts with the Timeline on and the Queue off. Every anchor used to ship enabled, so a first pull carried both of them drawing the same cooldowns, plus an empty Guild Anchor and an empty text anchor. Layouts you already have are untouched.
  • The row an officer wrote for you, kept when your own note replaces it, is now named <Boss> (from <Officer>) rather than Raid lane, which sat in the same list as Raid note and read as another live thing. It is also only kept when somebody else wrote it: sending the same note twice used to leave Raid lane and Raid lane 2 behind, copies of a note already in the list.
  • Buttons that cannot do anything are now actually disabled rather than having a grey label and firing anyway. Export no longer answers "Nothing on the timeline to export" with a timeline on screen.
  • Double-clicking a note belonging to another spec says which spec it is for, instead of doing nothing.
  • Every box that takes a time now says it accepts 2:30 or a plain number of seconds. It always did; only the hints said otherwise, so 230 quietly meant 3:50.
  • An empty note no longer wins the lookup at pull time and hides the guild note behind it, so a raid running the lead's kill order no longer gets an empty screen.
  • The small x on cooldown icons is a larger target on both timelines.

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