SexyAuras

This project is experimental.

This project is only experimental and may change drastically between now and when it comes out of experimental status. It may even be disapproved once that happens, worst-case.

Be forewarned before downloading anything from this project.

Replacement for PowerAuras with less evil and more focus on efficiency.

Animation groups refers to the actual animation settings, so showing an animation when Demo Roar or Demo Shout are on an enemy target is one animation group.

Animation styles: Pulse every X seconds for Y seconds, Fading in/out for X seconds, Scaling in/out for X seconds


  • Start animation style, used when the animation is first triggered
  • Active animation style, used immediately after start animation finishes
  • End animation style, used immediately after active animation finishes
  • Texture or use the icon that triggered the animation (Icon of the ability that triggered the animation)
  • Texture size
  • If a specific texture is used, a color for it
  • Text to show when the animation is visible, along with a color/font/font size options and x/y offsets relative to the animation itself

Animation groups can be flagged as stack based which instead of setting a single texture to show you can set a texture that is repeated for each stack that is on the target with a specific X/Y offset, they would all use the same animation that is set for the group though.

It will use an advanced/basic options flag like in SUF, most likely the basic options will be a simple "Show X animation on Y event" for those who want to quickly set it up, advanced would let you build rules for when to show animations and could be setup to override the texture color or the text used, an example is like the below:

Animation group, AP debuff on target:

1) If Demo Shout is active on enemy target, show animation
2) If Demo Roar is active on enemy target, show animation

A more complicated rule involving stacks of Sunder Armor:

1) If Sunder Armor, duration <= 5 on enemy target, show animation with red texture color
2) If Sunder Armor, stacks <= 4 on enemy target, show animation with yellow texture color
3) If Sunder Armor, stacks == 5 on enemy target, show animation with green texture color

After it matches one filter it would stop, so if the duration is less than or equal to 5 seconds it will always show the red color over the yellow or green.

Events to show on
Still playing around with this, right now a system that can be plugged into would be nice since it means I can focus on a simple set of options and let people build more if they want something complex or obscure like showing a graphic on battleground queues being ready.

Aura: Aura existent, duration, stacks, filters based on unit type (Party/Raid/Player/Pet/Target/Enemy/Friendly/etc)
Power: Quantity with filters based on unit type
Health: Quantity with filters based on unit type
Abilities: Based an ability going onto cooldown or coming off of it

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  • 3 comments
  • Avatar of Tebasile Tebasile Sat, 26 Dec 2009 20:56:39

    Really excited about this - looking forward to it :)

  • Avatar of Kuosi Kuosi Sun, 25 Oct 2009 23:06:57

    really looking forward to this!

  • Avatar of Bricklethumb Bricklethumb Thu, 22 Oct 2009 05:38:44

    Looking forward to this project. Sexycooldowns is teh bomb and I know this will be wonderful as well.

  • 3 comments

Facts

Date created
20 Oct 2009
Category
Last update
25 Oct 2009
Development stage
Alpha
Language
  • enUS
License
All Rights Reserved
Recent files

Authors