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Nock

All in one HUD for your TBC Hunter experience
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1.0.27

File nameNock-1.0.27.zip
Uploader
YaxalYaxal
Uploaded
Aug 22, 2026
Downloads
204
Size
617.4 KB
Flavors
Classic TBC
File ID
8707035
Type
R
Release
Supported game versions
  • 2.5.5

What's new

1.0.27

  • Every classic bar's background is now colourable. The track behind each bar -- the part that shows through wherever the fill hasn't reached -- was hardcoded to black with a black 1px edge, which is why the classic HUD read as a stack of black boxes. The Auto Shot, Melee and GCD bars (Classic HUD -> Swing Bars), the mana bar, the range finder, the Shot Bars timeline (Classic HUD -> Shot Bars) and the cast bar each gained their own Bar background block: fill colour + opacity and border colour + opacity. Per bar, not global, so you can leave the ones you like alone. Defaults reproduce the old look exactly, so nothing changes until you touch one. Note the cast bar now has two blocks -- Background skins the panel around the icon and bar, Bar background skins the bar itself.

  • Bar mark widths are now real screen pixels, and the marks are pixel-snapped. A "pixel" in SetWidth is a logical unit the UI scale multiplies into actual screen pixels, and the two diverge hard: at a UI scale of 0.5333 (1440p on the 768-line default) a 2-logical-pixel tick is only 1.07 real pixels. That is why every mark on the Auto Shot bar rendered as the same dim hairline no matter what width it was given, and why they appeared to change width once you started shooting -- the measured swing duration and wind-up replace the seeded ones, moving every mark to a different fractional offset, where a solid quad straddles two pixel columns at half brightness each. Widths are now specified in device pixels and converted through the bar's effective scale, and mark positions are snapped so the quad's edges land on device pixel boundaries. Applies to both the React and classic Auto Shot bars, and re-applies automatically when the effective scale changes.

  • Every mark on the React Auto Shot bar is now styleable. The Steady clip tick, the Multi clip tick, the wind-up commit landmark and the eWS brackets each gained a width and a colour under React HUD -> Skin, joining the GCD divider and the gold fill. Defaults reproduce the reference constants exactly, so nothing changes until you touch one, and all of them are in "Reset skin to reference look". These are React-scoped keys: the classic HUD keeps its own clip tick colours, so the two HUDs can be styled apart.

  • The classic Auto Shot bar's clip ticks gained widths too. It already had colour control for its three ticks but no width; clipTickSteadyWidth / clipTickMultiWidth / clipTickWindupWidth sit beside those colours, each defaulting to the hardcoded 2px.

  • The React bar legend now shows your colours, not the reference ones. Three of its swatches were hardcoded because the tick colours used to be fixed constants; they follow the profile now, and the miniature's ticks follow your configured widths as well.

  • GCD divider on the React Auto Shot bar (off by default). The reference WeakAura draws the global cooldown onto the swing bar as a moving divider; Nock can now do the same. It is not a threshold like the red/orange clip ticks — it runs the GCD's own progress across the bar the way the gold fill runs the swing, and it follows the Auto Shot bar's fill direction: Converge puts one purple line in from each edge, left/right a single line from the fill's origin edge. Nothing is drawn while you're off the GCD. Switch it on under React HUD → Bars; width and colour live under Skin.

  • The auto bar's marks now share one projection. The "fraction of the cycle → point on the bar" arithmetic existed twice in Frame_ReactCluster.lua (the clip/wind-up pair and the eWS brackets) and the GCD divider would have made three. It is now Nock.UI.ReactAxisPoint, used by all of them and covered by Tests/react_gcd_divider_test.lua — the same lesson the clip threshold taught.

  • The React buff row can be moved. It was welded above the cluster with no way to shift it; it is now freely placeable, dragged by its edit border while unlocked or nudged a pixel at a time from the pad. Resetting the pad re-welds it to the default position above the cluster, where it still lifts itself around the cast bar.

  • Helpers panel overhaul — buffs are now matched by spell ID. The old matcher compared aura names, which quietly never worked for several helpers: a scroll's aura is named just "Agility" / "Strength" (not "Scroll of Agility"), so both scroll reminders were stuck on "missing" forever no matter what you drank. Elixir auras have the same problem — they use short names like "Major Agility" and "Greater Armor", not the item names. Every ID now lives in a new Core/ConsumeData.lua and is matched by ID across all ranks.

  • Three more ID bugs fell out of verifying that list against Wowhead. The Undead reminder checked your bags for item 12404 believing it was the Consecrated Sharpening Stone — that's the plain Dense stone; the consecrated one is 23122, which was sitting in the regular stone list. Gift of Arthas was tracked by 11374, which is the disease it procs onto whoever hits you, not the buff you wear (11371). And four of the seven tracked "hunter foods" were the wrong items — three of them plain vendor food that grants no Well Fed buff at all, and one (31672) Mok'Nathal Shortribs rather than the Spicy Hot Talbuk it was labelled as.

  • Food and pet food both got wider and more accurate. The food list now leads with Ravager Dog (+40 attack power — the actual hunter food, which wasn't tracked at all) and includes Spicy Hot Talbuk, Grilled Mudfish, Spicy Crawdad and Fisherman's Feast. Pet food now also recognises Sporeling Snack alongside Kibler's Bits, so the badge is labelled "Pet food". Your pet's food aura is named "Well Fed" exactly like your own, which is one more thing name matching could never have separated.

  • New "expiring soon" state. A buff that's still up but under a configurable threshold (default 5 minutes) now surfaces in colour with a countdown, instead of staying invisible until it falls off mid-pull. Set the threshold to 0 for the old missing-only behavior.

  • The panel is a proper floating panel now. Drag it while unlocked, nudge it a pixel at a time, and it keeps its position per profile. It carries the standard Background block (fill + LSM border) and icon size / gap / scale sliders. Since it's hidden outside instances and in combat, unlocking shows a preview row so there's actually something to grab.

  • New /nock helpers diagnostic. Dumps every gate verdict, each helper's status, which tracked buff IDs are on you, and which tracked items are in your bags — so a helper that disagrees with reality names its own bug.