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WheelTimers

Abandoned
WheelTimers

Description

This is an extremely old mod that I haven't had time to work on and finish, but is in a good enough usable state that I figured I'd post it here.

The warlocks in my guild were sick of warlock timers that were inaccurate, had a huge glowing intrusive UI, and wanted some extra features. There are a lot of features that are not implemented, but the features that ARE implemented are often worth using this mod over a different mod.

Noteable features:
* Timers on debuff icons
* The spell detection has been diced and sliced and is of near-perfect quality -- barring some insane lag, the spell detection should be flawless
* Multimob vs single mob modes
* Actually many others that I don't care to spend the time to mention

Usage:
/wt - displays help and current settings (the in-game slashcommands are very self-explanatory and have shortcuts as well, type /wt for better info)
EXCEPT FOR THE FOLLOWING COMMANDS:
/wt unlock - unlock the bar ui so you can move it
/wt lock - lock the bar ui so it does not move and becomes transparent

The following slashcommands are shown in-game and intuitive:
/wt multimob on|off - turn multimob mode on|off
/wt name on|off - display name(level) along with the timer
/wt target time|ticks|off - show time remaining or number of ticks left on the mob debuff icons themselves
/wt update ## - set the update rate (default is 10 times a sec)
/wt prec ## - set the number of decimal places on the timer

The targetframe timer debuffs have been tested and at least used to properly display (although I think they started blinking on defaultui) with the following targetframes (unitframes) : defaultui, DUF (discord), Perl Classic, Nymbia's Perl. Some others may also work, but probably don't, since their specific frame names need to be added in.

Spell detection is more or less flawless. Sometimes on excessive lag (10+ sec) it seems that the blizzard event handler begins dropping events(??). I do the best to work around this anyway, and you should never see this. This is a rare bug (QQ) where a detected debuff may disappear (CoD usually), but this is extremely extremely rare so it's kind of hard to track it down. It's unrelated to the spell detection, though.

Multimob mode is a mode where WheelTimers attempts to identify multiple mobs with the same name and level. It's not completely finished, but it works OK. If this mode is off (single mob mode), then dotting a second mob of the same name/level will overwrite existing dots. When a mob dies in single mob mode, the debuffs for that mob are removed. In multimob mode, if we can determine that the mob that died was the one that had tracked dots on it, then the dots are removed. However, this is often not the case if you are mass dotting several mobs that have the same name (i.e. aq40 bug trash). Players in PvP, boss mobs, and a small collection of non-boss unique mobs are automatically identified as unique and will not cause multimob mode to behave in this way.