WeakAuras

WeakAuras Icon

WeakAuras

WeakAuras is a powerful and flexible framework that allows you to display highly customizable graphics on your screen to indicate buffs, debuffs, and a whole host of similar types of information. It was originally meant to be a lightweight replacement for Power Auras, but it now incorporates many features that Power Auras does not, while still remaining more efficient and easy to use.

Features include:

  • An intuitive and powerful configuration interface
  • Custom textures including all textures from Power Auras and the new Cataclysm spell alerts
  • Progress bars and textures that show the exact duration of auras
  • Displays based on auras, health, power (mana, rage, soul shards, holy power, etc.), cooldowns, combat events, runes, totems, items, and many other triggers
  • Preset and user-defined animations
  • Custom side-effects such as chat announcements or sounds
  • Grouping, which allows multiple displays to be positioned and configured at the same time
  • CPU optimizations such as conditional loading/unloading of displays, modularity, and prevention of full aura scanning
  • Powerful customization options, such as animation paths, on-show/on-hide code, and custom triggers, for Lua-savvy users

To open the options window, type "/wa" or "/weakauras"

Note: WeakAuras works better with more media!

For in-depth documentation, see the Usage page.

For some examples of what WeakAuras can do, see the Examples page!


News

  • 1.4.0 is released! Many new features were added, including:
    • Auto-cloning: a feature available for multi-target, group, and full-scan Auras that will automatically duplicate your display to show multiple sources of information
    • Dynamic Text options for Progress Bar and Icon displays
    • A Circular growth option for Dynamic Group displays
    • Specific Unit options for all triggers that use a Unit option - this allows you to watch only a specific group member, or use the boss1, boss2, etc. unit IDs to watch bosses
    • A new display type, Model, which allows you to display any 3D model from the game files on your screen
    • Third-party addons can now define pre-made displays that can be quickly and seamlessly integrated into your configuration
    • Localization for German, Russian, and Chinese, and partial localization for French
    • WeakAurasTutorials, a framework for displaying in-game step-by-step assistance, along with two pre-made tutorials:
      • Beginners Guide: A guide through WeakAuras' basic configuration options
      • New in 1.4: See the new features of WeakAuras 1.4
  • Examples!

Upcoming

Upcoming:

  • More Tutorials, for more advanced features
  • Documentation updated for 1.4

Problem?

  • Please see the Usage page.
  • If you need help with your set-up, post in the Forum.
  • If you've discovered something that's clearly wrong, or if you get an error, Post a Ticket.
  • If you have a general comment or concern, feel free to comment on the main page!

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  • Avatar of Mirrormn Mirrormn Mar 27, 2011 at 02:23 UTC - 0 likes

    @ CommanderSirow

    Wow, that's awesome. If only the addon was localized for German =/

    @ Tinolyn

    What trigger type are you using? If you use an Action Usable trigger, your display should only be visible when the spell is actually usable (i.e., your target is under 20% health). If you're using a Cooldown Progress (Spell) trigger with the Inverse option set, your display should be visible whenever the spell is not on cooldown, regardless of the health of your target.

    If you're using an Action Usable trigger, and it's still displaying when your target has more than 20% health, there is a simple solution; on the Trigger tab, press the Add Trigger button. Set this secondary trigger to Status -> Health, Unit: Target, Health %: < 20. Your display will only be visible when both of its triggers are satisfied, so this will prevent it from being visible when your target is not below 20% health (and when you have no target).

    Last edited Mar 27, 2011 by Mirrormn
  • Avatar of Tinolyn Tinolyn Mar 26, 2011 at 18:25 UTC - 0 likes

    I need help on making something work.

    The spell is Shadowburn, for warlocks. The spell itself doesn't become active until under 20 percent mob life, and has a cooldown. I cannot make this work as a flat texture, or cooldown. The only thing that does work is the "Icon" setting. However, it shows it as always available (until it's used) but it actually isn't able to be used until the mob's health is under 20 percent.

    Is it possible to make this spell work so that the icon/texture/whatever only shows up when it's available?

  • Avatar of CommanderSirow CommanderSirow Mar 26, 2011 at 11:30 UTC - 0 likes

    Btw congrats, your addon is featured on one of germanys biggest wow/mmo sites ;)
    http://www.buffed.de/WoW-Addon-der-Woche-Thema-236298/Downloads/WoW-Addon-Tipp-WeakAuras-817504/

  • Avatar of Mirrormn Mirrormn Mar 08, 2011 at 20:15 UTC - 0 likes

    Just a note for anyone who actively follows the development of WeakAuras:

    I started work again this week, and that, along with leisure activities (i.e., Pokemon Black and raids), leaves little time for WeakAuras coding. Work on 1.4 is going to be slow for a while.

  • Avatar of Mirrormn Mirrormn Mar 05, 2011 at 12:00 UTC - 0 likes

    To be fair, that picture only really conveys one word; speechlessness. It is cute, though.

  • Avatar of CommanderSirow CommanderSirow Mar 05, 2011 at 11:00 UTC - 0 likes

    "A picture is worth a thousand words"
    http://img822.imageshack.us/img822/5764/speechlesscat.th.jpg
    (Nice work! :>)

    Last edited Mar 05, 2011 by CommanderSirow
  • Avatar of Mirrormn Mirrormn Mar 05, 2011 at 05:52 UTC - 0 likes

    Notice to 1.4b1 users!

    I have committed an initial beta build of WeakAuras version 1.4; 1.4b1. This release is somewhat less polished than the 1.3 beta releases were. Because of this, I'd like to inform you who choose to use it - beta testers, essentially - of what is new, and how it is intended to work.

    1.4b1 introduces one of the main new features of 1.4; auto-cloning. Auto-cloning is available in 3 different circumstances:

    • Full scan auras - Available by enabling "Show all matches (Auto-clone)" directly below the "Use Full Scan" option. The display will be auto-cloned to show every aura that is matched by the full scan options. Leaving the options at default will essentially display all auras on the given unit.
    • Group auras - Available by setting Unit to "Group" and enabling "Show all matches (Auto-clone)" directly below the Group Count option. The display will be auto-cloned to show the specified aura on every unit in the group. Using this option overrides the Name Info and Stack Info options that the Group Aura trigger options provide; instead, Stack Info will be applied like a normal aura, and Name Info will be set to the name of the player.
    • Multi-target auras - Available by setting Unit to "Multi-target". The display will be auto-cloned to show the specified aura on every mob or player that is affected by it. This is accomplished by using a combination of Combat Log messages, UID<->GUID tracking, and UnitAura calls. The intended use for this functionality is to allow for multi-mob DoT tracking. Since Combat Log messages do not provide duration info, the cloned displays might not always have correct info, especially if they are applied without targeting. For example, if you have a Multi-target aura that tracks Living Bomb, and you use Impact to spread Living Bomb to mobs that you are not targeting, the duration info for the spread Living Bombs will not update until you, or somebody in your group, targets those mobs. This is expected behavior.

    The recommended way to use a display with auto-cloning enabled is inside a Dynamic Group. If you do not use a Dynamic Group, the intended behavior is for the display to clone itself in the same place (although this does not currently occur properly for multi-target auto-cloning), which will obviously just create a big overlapping mess. This may seem unintuitive at first, but it's the only way the auto-cloning feature works within the paradigms of functionality that are already established in WeakAuras. Also, there are potential ways these big overlapping messes could be made into useful visuals (especially using relative-duration animations).

    As mentioned before, auto-cloning is not currently a polished feature. Among the known issues are:

    • Auto-cloning is not at all tested with multiple triggers.
    • Auto-cloning is not at all tested with animations.
    • Auto-cloning does not work properly with animated Dynamic Groups.
    • Multi-target auras do not clone properly when not in a Dynamic Group.
    • Multi-target auras are not always as accurate as they should be.
    • The configuration UI does not recognize auto-cloning at all when creating demonstration displays. This means that you will never see auto-cloned displays in the configuration UI, which can make it difficult to configure them visually. In the future, I am planning to make it so that the configuration UI will create some predetermined number of clones (probably 3) for any display which has auto-cloning enabled.
    • Auto-cloning is not intuitive. There either needs to be some visual or verbal clues in the UI to indicate how to properly use auto-cloning (for example, suggest to use a Dynamic Group), or a specific Tutorial for the feature.

    If you have any questions or comments regarding auto-cloning, make a post on the forums, and if you find a specific bug with their functionality, please post a ticket. And thanks for helping me test WeakAuras!

  • Avatar of Mirrormn Mirrormn Mar 01, 2011 at 12:17 UTC - 0 likes

    I started working on a Tutorial page. It focuses on user-friendliness (I tried to tone down my usual technical and verbose writing style) and visual examples (almost every step has an explicit screenshot).

    Unfortunately, WoW went down for maintenance once I was approximately halfway through. I've been somewhat unmotivated to work on WeakAuras lately (not doing anything at all is just so much easier), so let's hope it gets finished in a timely manner ^_^

  • Avatar of Mirrormn Mirrormn Feb 23, 2011 at 21:28 UTC - 0 likes

    That's definitely something you can do, although it requires you to create a separate display for each stack. Set the Stack Count option on the first display to ">= 1", the second to ">= 2", etc.

  • Avatar of Egads Egads Feb 23, 2011 at 21:05 UTC - 0 likes

    Using this mod, is one able to create a mock graphical "combo point" effect for something that requires say 5 stacks of an ability before they get to use a special attack?

    IE: Marks hunters get the Master Marksman effect, after it stacks 5 times you can instant cast Aimed Shot. Or even something like Archangel for a priest. Being able to have each stack show up as a small graphical icon under your character, so that when you see 5, you know you can activate your ability. Maelstrom weapon for enh shammies is another example.

Facts

Date created
Oct 03, 2010
Categories
Last update
Apr 30, 2013
Development stage
Release
Language
  • enUS
License
GNU General Public License version 2 (GPLv2)
Curse link
WeakAuras
Downloads
959,428
Recent files
  • A: r302 for 5.2.0 Apr 30, 2013
  • A: r301 for 5.2.0 Mar 24, 2013
  • A: r300 for 5.2.0 Mar 08, 2013
  • R: 1.4.7.9 for 5.2.0 Mar 05, 2013
  • A: r298 for 5.2.0 Mar 05, 2013

Authors