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RaidMaster - ANADOLU Raid Tools

RaidMaster - LIVE Raid Assignments board everyone watches as the lead edits, your own floating assignments, Interrupt HUD, one-click Innervate buttons, Auto-Marking, 3D boss Guides, Compositions, buff/gear/attunement/version checks.
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raidmaster-1.3.0b.zip

File nameraidmaster-1.3.0b.zip
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w1ngm4nw1ngm4n
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Sep 7, 2026
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47.1 MB
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Classic TBC
File ID
8826763
Type
R
Release
Supported game versions
  • 2.5.6

What's new

v1.3.0-b

New

Raid Checker - the pre-pull board Every raider a row, every buff and consumable a column, and the ready check running across the top. Reading DOWN a column tells you what the raid is missing; reading ACROSS a row tells you everything one person is missing.

  • It shows what people HAVE, not a checklist: the actual flask they are on, all three of their scrolls side by side, both elixirs when they are running the pair. A cell holds as many as they are carrying and the column widens to fit - the icons never shrink.
  • A gap is empty, not red. Twelve columns of red on an unbuffed raid is a wall of alarm you learn to ignore.
  • Blessings are one column each, so "missing a blessing" names which one. Somebody already carrying as many as there are paladins is not failing the others - those go quiet.
  • Ready check built in: a tick, cross or question mark per raider, a countdown bar, and a 10/40 count. A ready check opens the board by itself.
  • Durability and item level, reported by each client over the same lane the gear travels on - durability cannot be inspected at all.
  • A small view: just the ready ticks, in columns of five, from the minimise button.
  • Report names everyone who is short of something, shortened to five letters, and Whisper tells the individuals instead.
  • An Issues filter hides everyone who is fine.
  • Answer the ready check from the board. It opens on a check and covers the game's own popup, so the one check it exists to help with was the one you could not answer. Green Ready and red Not Ready in the corner; once you press one they are replaced by what you answered, with the same tick or cross the rows use. The game's popup is taken off the screen while these are up - and left completely alone whenever the board is shut or has nothing to answer, so it is never hidden without a replacement. Your own check needs no answer: you are marked ready, as the game does. A Close on answer tick beside them shuts the board once you have replied.

A raid that is not there Twenty-five made-up players whose buffs can be given to everybody, taken from everybody, or scattered the way a real raid's are - so a new check can be proved to work without twenty-five people holding still. Settings -> Raid Checker -> General, with or without a ready check running. A column that is green because everyone has the buff looks identical to one that is green because the check always says yes; this is the only way to tell them apart.

Buffs the checker was missing Battle Shout, Inner Fire and Trueshot Aura, plus scrolls - all of which MRT's own raid check carries and ours did not. Inner Fire is asked only of priests rather than painting twenty-four red cells for a spell twenty-four people cannot have.

Draw shapes on a boss room with the mouse Triangle, rectangle, circle and square, in the draw palette next to the arrow and the line. Picking one puts nothing on the map: it puts the tool in your hand, and the next drag on the room IS the shape - the same gesture the selection box already uses, with the same look, a thin edge and a hint of colour inside. Let go and the whole raid has it.

A rectangle and a square ARE the selection box - same painter, same 1px hairline edge, same faint wash inside - rather than a second thing built to look like one. Arrows and lines keep their heavier stroke: an arrow is read across the room, not a boundary.

The shape is drawn UNDER the icons and the names, never over them: it marks the room, it does not cover the people standing in it.

And it behaves like everything else on the map. Grab it anywhere inside and drag - it follows the cursor and redraws as it goes, so you can see where it is going before you let go. Click it to select and the usual transform gizmo appears: corner handles to resize, the stalk above to rotate. Rubber-band over the room and shapes come with the icons; right-click one to delete it. Every one of those changes goes out to the raid, once, on release.

Closed shapes have no corner squares of their own any more - the gizmo's handles resize them and its stalk turns them, so two extra dots at opposite corners said nothing. Arrows and lines keep theirs: aiming one end of an arrow is per-END, which is the one thing a gizmo cannot do.

Drag the room to pan it. Right-drag anywhere, or plain left-drag while Edit is off - zooming into a room is only useful if you can then get to the part you zoomed in for. It writes the same framing the mouse wheel does, so the raid sees the view the lead chose, and it stops at the room's edge rather than sliding it off into empty frame.

Rotation is why a shape now stores an angle of its own. Turning a box by moving its two opposite corners is not a turned box - it is an axis-aligned box of a different size - so the corners carry where it is, the angle carries which way it faces, and the two are put back together when drawn.

Misdirection says what it is pulled off A third field: Coolshoot → Fhe → Boss. Who casts it and who receives it were never the whole assignment - a hunter told "Coolshoot → Fhe" still has to ask what they are pulling. Type a name or pick a raid mark, and a mark is drawn as the mark, on the map and in the announce.

Assigning one walks all three in a single flow. Shift-click the line to correct just the last part.

Changed

A plan copied from somebody is named after them - on every screen. Copy Xplosiva's plan and it is called Xplosiva's Copy Plan, and that is what the whole raid reads, not the character name of whoever happens to be holding it. The name now travels with the Raid Lead beacon, which is the only way everyone could ever have seen the same words.

Opening Raid Assignments lands where the lead is. From the minimap or the middle-click, the window opens on the room the Raid Lead is looking at - their boss, their phase, their page. Nobody driving? It opens on the Raid Assignments board, never a boss room the raid never agreed on. Nothing is requested to do it: the lead's beacon and their pushes already say where they are.

The Raid Controller's window is gone; the Raid Checker replaced it. Its engine is untouched and still does all the scanning. Two windows reading the same scan and disagreeing about it was one window too many. Its three reporting settings went with it - all of them fed a function that only that window ever called, so they had stopped doing anything.

Which columns show is a setting, not a consequence of who turned up. They used to vanish when nobody in the raid could cast the buff, so the board changed shape as people joined - and the night your only priest disconnects is the night you want to SEE that column empty.

A fresh install now opens at the sizes the addon is actually run at. The windows, the map tokens, the assignment cards and the text were all defaulted to round numbers nobody had chosen - so the first thing anyone did was make the same half-dozen adjustments. The Raid Assistant opens at 112%, its text at 14pt and its map tokens at 28px; assignment rows are 19 high with cards at 120%, zoomed 1.1, their text nudged up two points and set in the addon's own Fira; the Interrupt HUD, its "INTERRUPT NOW!" alert, the Raid Group Tools window and the RM Settings window all open where they are actually used rather than dead centre.

Every one of them is still a setting, and "Reset to defaults" now lands back on these rather than on the old numbers. The RM Settings window is the one place the shipped value is capped: it opens 899 wide and up to 769 tall, but never taller than your screen, because a window whose footer is off the bottom edge cannot be reached.

The minimap menu has a Close on it. Every entry opened a window, so the only way to put the menu away without opening something was Escape or a click into the world, and it said neither.

Fixed

  • Import and Export: the description ran off the side of the window, and the box below it could only be clicked on its first line. Two faults in the shared dialog every feature opens - Compositions, plan packs, the auto-marker, profile parts.

    The description was pinned by its left edge only, which gives it no width to wrap at: it drew one line, for as long as the text was, straight out through the side of the panel - and where that text ran to two lines, the second was drawn over the top of the box underneath. It wraps inside the window now, and the box starts below wherever it ends instead of at a fixed height that assumed one line.

    The box itself was as tall as its text and no taller - and an import box opens empty, so everything below that first line belonged to the panel, not the box, and took no click. Clicking anywhere in it now types in it. On an export box the click selects the lot, which is what that box is for; on an import box it puts the cursor down and leaves what you pasted alone. The same two fixes went to the other three windows built this way: Export Assignments, the announce preview, and the older composition text window.

  • An option's validate was being ignored. These settings pages are drawn by RaidMaster's own renderer, not AceConfig's, and it never called it - so a box asking for seconds accepted letters and quietly stored 0. Every input in the addon now refuses what it is told to refuse.

  • Locale keys appended past the AceLocale hand-off were invisible in game - present in the file, found by a search, never registered. The key sweep now catches that too.

  • The plan selector follows the Raid Lead role when it is given or taken, instead of leaving everyone on whatever they last picked. It now follows the lead's ANNOUNCEMENT too - a lead reclaiming the role after a reload, or answering the question a client asks the moment it logs in, used to move the role without moving anybody's plan.

  • Raid Check: Durability and Item Level were blank for most of the raid. Two separate causes, both fixed.

    Item level: a scan only ASKED - one message every RaidMaster answers at once - and stopped there, so anyone not running this addon never answered. It now asks first and inspects whoever did not, which is what fills the same column elsewhere.

    Durability genuinely cannot be inspected; every client only knows its own, so it has to be reported. The mistake was reporting it over OUR prefix and listening to nothing else, which filled the column for the handful of people running this addon and nobody else. RaidMaster now speaks LibDurability, the shared protocol the rest of them already use - it broadcasts on every ready check whatever addon pulled it in, and DBM carries it - so the column fills for effectively the whole raid, and this client now answers everyone else's boards too. Raid Check: Show buffs in minutes A tick under "Report with Ready Check". Prints the minutes left in the corner of each buff icon, so a flask with three minutes on it does not read the same as one with fifty; amber under five. Off by default - on a full board that is a number on every cell, and most of the time the question is whether they have it at all. The timings come from one aura walk per raider that the scan was already making, not a fresh one per column.

Auto-promote: pick as many guild ranks as you like It was one rank meaning "this rank and everyone above it", which cannot say the thing guilds actually want - officers and class leads but not the GM's alt, raiders but not trials. Ranks are ticked individually now, in RM Settings and in the Raid Group Tools window alike. An existing setting keeps promoting exactly the same people until you change it: the old threshold is read as the set it used to mean, and the first tick you change freezes it so turning one rank off does not quietly bring "and everyone above" back for the others.

Say when you interrupt A tick in the Interrupt HUD settings, off by default. When your interrupt lands, it tells the raid - and what it says depends on which kind of interrupt job you were given, because the two are not the same thing. On an ordered rotation it hands over: Interrupted - next Jamavytal, naming whoever is actually up now, which is not always the next name on the list - somebody dead, or whose kick is still six seconds out, is skipped exactly as the HUD skips them. On a marked mob there is no next, so it names what was shut up: Interrupted Illidan Stormrage.

Only your own interrupt, never anybody else's, and only one that genuinely landed - a resist or a miss is a different combat-log line and never reaches it. Your felhunter's Spell Lock counts as yours. It goes to raid chat, or party when you are not in a raid, and never to say or yell. The combat log is only read while it can tell us something: in a group, in a fight, and only for a class that has an interrupt at all.

Special Buttons settings, re-grouped The tab was one flat column in which "how big is the button", "when may it appear" and "put it somewhere" sat between each other. Three titled sections now: The button, When it appears and Set up and test. Nothing was added or taken away.

Interrupt HUD: Show always to the Raid Leader A tick under "Show the HUD". Normally the HUD waits for the fight it was planned on, which is right for a raider - it is a thing you act on, and one that appears during trash is one more thing on screen. A lead is not reading it to act; they are checking the rotation is what they wrote and following who has kicked, and for that "wait until the encounter" is the wrong moment. With this on, whoever holds the game's Raid Leader role sees it whenever a rotation is armed. Off by default, and the leader only - not assistants, or a raid with six of them would switch it on for half the room.

  • The Interrupt HUD follows the fight, not the window. A fight can have several rotations - Reliquary of Souls has one per essence, the Illidari Council one per member - and arming took whichever phase the Raid Assignments window happened to be showing, else the first one. So on the second essence the armed rotation was still the first's, its mob was not the mob being fought, and the HUD correctly refused to appear. Everyone assigned to the later mobs got nothing, which read as the phase or the spelling being at fault.

    The mob in front of you now decides which rotation is live, matched case-insensitively so "Essence Of Desire" and "Essence of Desire" are the same mob. It re-picks whenever the game says the mobs have changed, so the next essence takes over by itself. And if the encounter has no rotation under its own name at all, every planned rotation is searched for one that names a mob you are actually fighting - so which fight it was filed under stops mattering.

  • Raid Assignments: the font picker now says what "Default" is. The chain already ended on the addon's own Fira Sans Medium, but the list would not name it, so the one face the window was actually wearing read as no choice at all. Named rather than stored, so changing the addon-wide font still reaches this window.

  • Gear is volunteered at the pull, not waited for. The gear lane only ever ANSWERED - nothing was known until someone opened a board and that board asked, so the first look always cost a round trip plus an inspect sweep for whoever was missing. Every client now tells the raid about ITSELF once at the start of a fight, and again on a ready check. After one pull the addon-running half of the raid is already in hand, with nothing requested and nobody inspected. Throttled, so a wipe and an instant re-pull sends it once. It only ever reports its own gear - forwarding what we think we know about somebody else would put one client's stale guess on twenty-five screens.

  • Raid Check closes itself after a ready check, with a fade - but only a board the CHECK put on screen. One you opened yourself is one you are reading, and it stays. The setting is now Close ready check after (seconds), a small number box: it says how long to wait before the board fades, so 0 fades it out straight away rather than leaving it open.

  • Raid Check: a ready check rebuilt the whole board on every answer. Twenty-five people answering rebuilt it twenty-five times in a few seconds, on top of the once-a-second rebuild the countdown was doing by itself. An answer changes one tick and one count, so that is all it redraws now.

  • Raid Check: changing the scale moved the window. Scaling a frame changes its own coordinate space, so dragging the slider walked the board away from where it had been put. It stays put.

  • Raid Check: Durability and Item Level overlapped, or vanished, once a column was switched off. The numbers are held per column INDEX, and the indices move when a column goes: Durability slides from the twelfth slot to the eighth, a new number is drawn there, and the one still sitting at twelve was never told to go. Two numbers at two different places for one column - and where the survivor landed under a wider neighbour, it disappeared behind it.

  • Raid Check: the column tooltip named the wrong column. It worked out what you were pointing at by dividing by one fixed width, while the numeric columns are wider and icon columns are resized to fit their contents. It walks the real widths now.

  • Raid Cooldowns: "Only when something is on cooldown" showed everyone. It gated whether the window appeared and nothing more, so one Innervate going out put every druid, every paladin and every ready bar on screen - the opposite of what the setting says, and useless mid-pull when the question is what is DOWN. It now lists only the people whose cooldown is actually running. The "2/3" count still reads against the real total, so it means two of the three are ready rather than counting the bars drawn.

  • The transform gizmo's rotate handle did nothing. It called math.atan2, which this client does not have - the same file already carries a fallback written for that exact reason - so pressing it failed before it did anything. Addon errors are off by default, so it read as a dead control rather than a fault. This affected rotating anything, tokens included.

  • The duty board drew under the quest tracker.

  • Escape closes every window in RaidMaster and in LootMaster, including anonymous ones.

  • Two LootMaster windows shared one global name, so anything looking one up by name found only the other; one frame was literally named "nil".