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4 dynamic buttons that help you manage and track pets and resources. Has on-screen alerts for pet status, a pop-up summon pet menu and a dynamnic pet action bar

Description

4 buttons that help you manage and track your buffs and resources

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First button: Soulstone and armor tracker.

Reminds you toi apply demon armor or demon skin. But If you're in combat and your target is on low health, it reminds you to cast Drain Soul in order to bank some soulstones

It tracks your soulstones

 

Second Button: Health Stone manager

It remins you to create a healthstone if you don't have any

Consumes a Healthstone if you have one and your health is not 100%

Glows to remind you to use healthstone if you're on low health and in combat

Glows if you are out of combat and have enough soulstones, so it remins you to  create a healthstone

 

Third button: Soulstone Reminder

Glows to remind you to create a soulstone or apply it

Tracks the currently applied buff timer

Goes gray if you don't have a soulstone active

Same deal as the Healthstone. If you don't have a soulstone and clicks it, it creates one. If you already have one and clicks it, it tries to apply it.

 

Fourth Button: Pet Manager

Tracks your current pet's health and mana

If you don't have an active pet it will go grey

If you hover over it, a pop-up menu appears, showing other pets you can summon, saving a ton of action bar space

 

Other functions:

Tracks your 'nightfall' proc so you can cast shadow bolt

You can click on the edge of the frame to freely move it around

a pop-up pet bar when you hover over the pet management button

on-screen alerts for low pet health, pet missing 

On-screen alerts for when you spend or earn a soulstone

 

 

Limitations

So far, it's mostly useful to affliction warlocks, but it can be used by any other spec. I don't plan to add other functions for other specs in the future, though

 

Future plans:

I will work on improving the pet action bar, because as it is, is a bit clunky sometimes

Also, some pop-up bars may freeze during combat. I'm working on fixing that