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!
- SharedMedia for more bar textures.
- SharedMediaAdditionalFonts for more fonts.
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?
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
- 956,896
- Recent files
- Reply
- #93
Mirrormn Jan 21, 2011 at 21:33 UTC - 0 likesI'm glad you're enjoying the addon! A few things:
- Reply
- #92
xxavx Jan 21, 2011 at 13:23 UTC - 0 likesHeya Mirror,
First off, a huge thanks for developing this addon. Undoubtedly, together with Bartender and Pitbull an aura addon is a must-have for anyone seeking a clean UI. Overall, I always tend to use Ace based addons.
I just wanted to share a cup of tea with my experience. Yesterday in the timespan of 3 hours WeakAuras already found three new features PowA lacks:
I am totally loving WA. Looking forward to the Examples page to see the real limits of your creation!
PS - Volunteer for Spanish translation, if it ever happens.
- Reply
- #91
Mirrormn Jan 18, 2011 at 13:32 UTC - 0 likesDisplay links are very cool :3
(You can try one out in r58 by typing something like "[WeakAuras: Mirrored - Hot Streak]" - obviously with your own character name and a display you've defined. Keep in mind they are far from fully implemented, though.)
- Reply
- #90
Mirrormn Jan 18, 2011 at 01:22 UTC - 0 likesFor anyone who happens to be following WeakAuras' development, I have finally started working on version 1.3.
- Reply
- #89
Mirrormn Jan 17, 2011 at 17:36 UTC - 0 likesEssentially, there would be a 5th option under the Animations tab, in addition to Alpha, Translate, Scale, and Rotate. You would be able to specify a "destination" color, and an animation path. For example, there could be a "Straight" path which would change the display's color in a simple gradient from its defined color to the "destination" color given by the animation, or there could be a "Pulse" path which would cause the color to change to the destination color and then back to the display's normal color.
Textures, Progress Bars, Progress Textures, Text and Timer displays would support color animations. Icons would not. Progress Bars would probably only support color animation over the bar color; the text color and background color would not be able to animate. Similarly, Progress Textures would not support color animations on their backgrounds.
- Reply
- #88
starlon Jan 17, 2011 at 08:37 UTC - 0 likesI'm curious. What's in mind as far as color-based animations go for 1.3?
- Reply
- #87
Mirrormn Jan 16, 2011 at 14:14 UTC - 0 likesThere's a very in-depth article on SetTexCoord transformations on this WoWpedia page. Now that I think about it, combining a mask and rotation transformation wouldn't be extremely difficult, but it's still more than I'm willing to commit to with so much else on the list for 1.3, so if you want to work on this feature, I would be most appreciative.
- Reply
- #86
CommanderSirow Jan 16, 2011 at 13:21 UTC - 0 likesI've once had a course about 3D Coordinate Systems and their transformation on university, if I get some free time I might try and give you some help with those transformations.
Animation code for Progress-Textures seems to be in RegionTypes/progresstexture.lua in between lines 85-250. :)
I'll open a forum thread once I start working. (Free time, find my old notes, ect... )
- Reply
- #85
Mirrormn Jan 15, 2011 at 23:37 UTC - 0 likesWell, the problem with rotating Progress Textures is that texture rotation uses the same API function as the texture masking that gives Progress Textures their progress. Thus, there is no way to rotate and then mask, or vice-versa; instead, the rotation and mask operations would need to be combined mathematically beforehand into a single set of coordinates, and honestly, I don't know enough linear algebra to get that done without spending far more time on it than I would ever want to.
And that would just be to get the texture images to rotate without the orientation of the masking effect rotating as well. Rotating the masking effect is actually just not possible.
It would be possible and within my ability to give Progress Textures a 90 degree discrete rotation feature, and that is something I've been considering for the next version.
- Reply
- #84
CommanderSirow Jan 15, 2011 at 14:56 UTC - 0 likesOne minor thing I just noticed, is it intended that Progress Textures can't be rotated?
(Not in the sense that grow direction can be changed but rather just the texture orientation (like normal Texture rotation)
There is an option to mirror texture (along Y-Axis), but no option for rotation?