Copy/paste description from Curse:
RBM2 provides a powerful base for status bars. What does this actually mean? It can track your cooldowns, buffs, debuffs, and just about everything else you can think of. RBM2 currently has modules that provide similar information as NECB, DoTimer and other cooldown/spell tracks, but gives the power of customization to you.
RBM2 is extremely customizable, allowing you to change textures, locations, anchors, or you can just leave it at the defaults and it's ready to go. You have the ability to make any number of frames that you want, have bars travel from one frame to another depending on time remaining or percentage of time remaining, all with different styles. You can also setup sound events that will alert you when certain bars are almost over.
Additionally RBM2 has support for BossModules, and by default comes with a plugin that optionally converts BigWigs bars into the RBM2 system.
------------------------
I completely reworked the custom bars system. It's much much more powerful, and allowed me to pull most of the confusing configuration sections. These and many other behind-the-scene changes made it impossible to bring old saved variables over, you'll have to start over, sorry!
Because I merged several versions of RBM and rewrote significant sections I may have introduced old or new bugs, please use the curse ticket tracker for that. Some old features haven't been finished yet or the new version, bar transferring currently has no animations and configuration options for bar/frame clicking aren't finished. Added support for LDB, removed support for FuBar. Plugins can no longer announce bars (Boss Modules still can), this should provide more flexibility in renaming bars locally, I'll add some API to make the transition smoother soon.
DeBuffWatch still needs to be converted to the spell id system, if anyone wants to help.
This version is very much beta, and many sections have not been tested in the real world at all!
I'm looking forward to testing this on my hunter tonight.
- edit -
Just noticed that there is no TrapWatch module in RBM2 (yet). The one in RBM was actually one of the fully functional parts of RBM in 3.0 and I hope the functionality gets included in RBM2. If I recall correctly, the traps differ from just cooldowns and debuffs in that you also have a duration of the trap (pre trapping) and the debuff (someone being trapped) might be tracked in a different way, I'm not sure.
Is there away to turn off the bar transferring option? Also will you be implementing back in the frienly/hostile filters? I usually filter the hostile CDs on the shortbars on the right and the friendly CDs on the longbars on the left
I'm looking forward to testing this on my hunter tonight.
- edit -
Just noticed that there is no TrapWatch module in RBM2 (yet). The one in RBM was actually one of the fully functional parts of RBM in 3.0 and I hope the functionality gets included in RBM2. If I recall correctly, the traps differ from just cooldowns and debuffs in that you also have a duration of the trap (pre trapping) and the debuff (someone being trapped) might be tracked in a different way, I'm not sure.
The plugins are able to be ported very easily. If it was working for RBM in 3.0 then it's about two lines to change it over to RBM2, I'll look into it tonight. I don't have a hunter to test it on, so it'll be up to you guys to let me know.
@G00DFe77a
The hostile/friendly is in DebuffWatch? I didn't change any filtering options in it from RBM. I'm not at a place where I can get on WoW and look, but they should show up under frame options > filtering, then selecting DeBuffwatch from the dropdown.
The bar transferring, sounds, blinking, pulsing, have all been moved to custom actions. Once I get some time I'll add in some descriptions in the ingame GUI to help configure them. The way is you assign actions based off events.
The current possible events are:
Time - When a bar goes over or under a certain time value then an action is triggered.
Percent - Similar to time, except it uses a percentage of the bars total duration. So 5% of a 2 minute bar is 6 seconds, and 15 seconds on a 5 minute bar.
Count - Exclusive to count bars, when a count bar goes over/under the value the action is triggered.
Label - When a bar's label matches the label entered.
These events can trigger any of these current actions:
Sound - Plays a customizable sound.
Color - Changes the bar color
Blink - Fades the bar in and out
Pulses - Increases and decreases the size of the bar
Transfer - Transfers the bars to selectable frames (animations aren't finished yet)
Script - A lua script that allows for full customization (not yet implemented in the GUI)
When the welcome frame is used it automatically adds the transfer actions (new frames have no actions by default) under the time event. To customize or remove the action go to the frame options and custom actions section, then select Time from the dropdown. The actions should show up, to remove simply click Remove.
True, but "checking them on" is grammatically incorrect :-)
In terms of a list on paper maybe, but in terms of a UI on a computer you can define the grammar however you like. I usually say something like "checking" and "unchecking" for clarity.
Nice to see this updated. I wonder if you'll be adding the normalized bar length option the old version had. I really liked that feature. It makes it much easier to see how much time left bars have relative to each other.
I realize all the spells in debuff watch are probably still a work in progress. It seems to be missing several new spells introduced in 3.0.0 patch. One thing I always wanted for the old version was more flexibility with buff and debuff options. Now I can only see stuff my own class can do. However I would often like to see many other things too. Especially now with homogenized buffs, I'd like to know if the mob has thunderclap or whatever else does the same thing. With the old version I also manually added some potion buffs in the lua file. And who knows, maybe some obscure buffs used only in a specific boss fight might also be useful if boss mods don't cover them. I never really got my head around abilitywatch, maybe it did some of these things?
Thanks a lot for updating this addon, I have been missing it.
Is there any chance of the AbilityWatch module being updated also?
I never used it, and don't really have a character to test it on atm (starting all over). Similar to TrapWatch it should only take a couple changes to port it over assuming it was working correctly.
@lindalas, I'll look into FD and RF.
@olog, I'll see about re-adding normalized bars, shouldn't be too hard. I'm looking into finding a better way to build spell lists so that it doesn't require so much manual maintenance for new/changed spells. I just focused on fixing up the core, I want to take a sweep at all the modules bring them up to par.
I can see a use for the shared debuffs/buffs in raids, but it probably belongs in a separate module.
@Everyone, When Wotlk hits I'm gonna be taking a break from working on RBM2 for a week or two, I actually want to play the game! :p
It seems that debuff watch resets all timers to original full duration whenever you change targets and possibly at other times too.
Oh, and would you like bug reports rather in curseforge than here?
The best place for bugs and straightforward feature requests is on curseforge. If you'd like to ask a question (is x a bug, or how do I use x feature), or discuss improvement ideas this is the best place. I'm not going to be overly strict either way right now though.
@G00DFe77a
The hostile/friendly is in DebuffWatch? I didn't change any filtering options in it from RBM. I'm not at a place where I can get on WoW and look, but they should show up under frame options > filtering, then selecting DeBuffwatch from the dropdown.
The bar transferring, sounds, blinking, pulsing, have all been moved to custom actions. Once I get some time I'll add in some descriptions in the ingame GUI to help configure them. The way is you assign actions based off events.
The current possible events are:
Time - When a bar goes over or under a certain time value then an action is triggered.
Percent - Similar to time, except it uses a percentage of the bars total duration. So 5% of a 2 minute bar is 6 seconds, and 15 seconds on a 5 minute bar.
Count - Exclusive to count bars, when a count bar goes over/under the value the action is triggered.
Label - When a bar's label matches the label entered.
These events can trigger any of these current actions:
Sound - Plays a customizable sound.
Color - Changes the bar color
Blink - Fades the bar in and out
Pulses - Increases and decreases the size of the bar
Transfer - Transfers the bars to selectable frames (animations aren't finished yet)
Script - A lua script that allows for full customization (not yet implemented in the GUI)
When the welcome frame is used it automatically adds the transfer actions (new frames have no actions by default) under the time event. To customize or remove the action go to the frame options and custom actions section, then select Time from the dropdown. The actions should show up, to remove simply click Remove.
@Kameril
Thanks for the tip about the removing transferring action, that helped. I used to filter all friendly cooldowns/debuffs only in the long bars and all the hostile cooldowns/debuffs in the short bars. Would that be possible in the new version? I looked and could not find the options that I used to see in the original version.
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RBM2 provides a powerful base for status bars. What does this actually mean? It can track your cooldowns, buffs, debuffs, and just about everything else you can think of. RBM2 currently has modules that provide similar information as NECB, DoTimer and other cooldown/spell tracks, but gives the power of customization to you.
RBM2 is extremely customizable, allowing you to change textures, locations, anchors, or you can just leave it at the defaults and it's ready to go. You have the ability to make any number of frames that you want, have bars travel from one frame to another depending on time remaining or percentage of time remaining, all with different styles. You can also setup sound events that will alert you when certain bars are almost over.
Additionally RBM2 has support for BossModules, and by default comes with a plugin that optionally converts BigWigs bars into the RBM2 system.
------------------------
I completely reworked the custom bars system. It's much much more powerful, and allowed me to pull most of the confusing configuration sections. These and many other behind-the-scene changes made it impossible to bring old saved variables over, you'll have to start over, sorry!
Because I merged several versions of RBM and rewrote significant sections I may have introduced old or new bugs, please use the curse ticket tracker for that. Some old features haven't been finished yet or the new version, bar transferring currently has no animations and configuration options for bar/frame clicking aren't finished. Added support for LDB, removed support for FuBar. Plugins can no longer announce bars (Boss Modules still can), this should provide more flexibility in renaming bars locally, I'll add some API to make the transition smoother soon.
DeBuffWatch still needs to be converted to the spell id system, if anyone wants to help.
This version is very much beta, and many sections have not been tested in the real world at all!
http://wow.curse.com/downloads/wow-addons/details/rbm2.aspx
I'll be testing this heavily on my Druid and Warrior, over the next few days.
- edit -
Just noticed that there is no TrapWatch module in RBM2 (yet). The one in RBM was actually one of the fully functional parts of RBM in 3.0 and I hope the functionality gets included in RBM2. If I recall correctly, the traps differ from just cooldowns and debuffs in that you also have a duration of the trap (pre trapping) and the debuff (someone being trapped) might be tracked in a different way, I'm not sure.
The plugins are able to be ported very easily. If it was working for RBM in 3.0 then it's about two lines to change it over to RBM2, I'll look into it tonight. I don't have a hunter to test it on, so it'll be up to you guys to let me know.
@G00DFe77a
The hostile/friendly is in DebuffWatch? I didn't change any filtering options in it from RBM. I'm not at a place where I can get on WoW and look, but they should show up under frame options > filtering, then selecting DeBuffwatch from the dropdown.
The bar transferring, sounds, blinking, pulsing, have all been moved to custom actions. Once I get some time I'll add in some descriptions in the ingame GUI to help configure them. The way is you assign actions based off events.
The current possible events are:
Time - When a bar goes over or under a certain time value then an action is triggered.
Percent - Similar to time, except it uses a percentage of the bars total duration. So 5% of a 2 minute bar is 6 seconds, and 15 seconds on a 5 minute bar.
Count - Exclusive to count bars, when a count bar goes over/under the value the action is triggered.
Label - When a bar's label matches the label entered.
These events can trigger any of these current actions:
Sound - Plays a customizable sound.
Color - Changes the bar color
Blink - Fades the bar in and out
Pulses - Increases and decreases the size of the bar
Transfer - Transfers the bars to selectable frames (animations aren't finished yet)
Script - A lua script that allows for full customization (not yet implemented in the GUI)
When the welcome frame is used it automatically adds the transfer actions (new frames have no actions by default) under the time event. To customize or remove the action go to the frame options and custom actions section, then select Time from the dropdown. The actions should show up, to remove simply click Remove.
Feign Death cooldown didn't show. It could be because the c/d doesn't start at cast, but when you break out of FD.
Further my item buffs (trinkets) neither showed up on c/d nor buffs despite me checking them off.
-- edit:
Also realized that the duration bar on rapid fire is wrong (the bar is longer than the actual duration of the buff).
Is there any chance of the AbilityWatch module being updated also?
True, but "checking them on" is grammatically incorrect :-)
In terms of a list on paper maybe, but in terms of a UI on a computer you can define the grammar however you like. I usually say something like "checking" and "unchecking" for clarity.
I realize all the spells in debuff watch are probably still a work in progress. It seems to be missing several new spells introduced in 3.0.0 patch. One thing I always wanted for the old version was more flexibility with buff and debuff options. Now I can only see stuff my own class can do. However I would often like to see many other things too. Especially now with homogenized buffs, I'd like to know if the mob has thunderclap or whatever else does the same thing. With the old version I also manually added some potion buffs in the lua file. And who knows, maybe some obscure buffs used only in a specific boss fight might also be useful if boss mods don't cover them. I never really got my head around abilitywatch, maybe it did some of these things?
I never used it, and don't really have a character to test it on atm (starting all over). Similar to TrapWatch it should only take a couple changes to port it over assuming it was working correctly.
@lindalas, I'll look into FD and RF.
@olog, I'll see about re-adding normalized bars, shouldn't be too hard. I'm looking into finding a better way to build spell lists so that it doesn't require so much manual maintenance for new/changed spells. I just focused on fixing up the core, I want to take a sweep at all the modules bring them up to par.
I can see a use for the shared debuffs/buffs in raids, but it probably belongs in a separate module.
@Everyone, When Wotlk hits I'm gonna be taking a break from working on RBM2 for a week or two, I actually want to play the game! :p
That's understandable ;).
It seems that debuff watch resets all timers to original full duration whenever you change targets and possibly at other times too.
Oh, and would you like bug reports rather in curseforge than here?
The best place for bugs and straightforward feature requests is on curseforge. If you'd like to ask a question (is x a bug, or how do I use x feature), or discuss improvement ideas this is the best place. I'm not going to be overly strict either way right now though.
Then you have a lot of work to do between now and Thursday night so that we can go out an level with a working RBM :p:p:p
P.S. Thanks for picking this up!!
Yeah, my off-topic alarm did go off when I posted. Apologies to Kameril for hijacking the thread :p
@Kameril
Thanks for the tip about the removing transferring action, that helped. I used to filter all friendly cooldowns/debuffs only in the long bars and all the hostile cooldowns/debuffs in the short bars. Would that be possible in the new version? I looked and could not find the options that I used to see in the original version.