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 Jan 21, 2011 at 21:33 UTC - 0 likes

    I'm glad you're enjoying the addon! A few things:

    • Try out Groups and Dynamic Groups - they are a powerful feature that I think is one of the most profound advantages of using WeakAuras over PowerAuras.
    • CPU efficiency and responsiveness are definitely two of the main goals of WeakAuras. I actually started writing it to have a pared-down, feature-sparse, CPU-efficienct replacement for Power Auras so my computer would run better in heavy raid combat (hence the name "WeakAuras"). Since then, it has evolved to be a feature-rich addon, but I still try to keep it as efficient as possible. By the way, 1.3 is bringing some major efficiency improvements; rewritten cooldown handling, loading/unloading of triggers based on combat (so high-CPU-usage displays that do not need to be running during combat will not be even be checked), and a major UI code rewrite to make the configuration window snappier.
    • Tracking battleground objectives might require a foray into the land of Custom Triggers.
    • The Examples page has been waiting for my love for a long time... however, with the new Import, Export, and Linking capabilities that will be added in 1.3, I will be able to actually use the Examples page to provide cool displays I have made, instead of simply describing them. This may motivate me to actually populate it.
    • You could do Spanish translations right now, if you wanted; the addon is localization-compatible, I just haven't uploaded the phrases to WoWAce's localization handler. If you were to open Localization-enUS.lua and change everything on the right hand side of an "=" to a Spanish translation, and then send that file to me... Spanish localization would basically be done! However, be warned: the reason I haven't uploaded all the phrases to the WoWAce site is because there are so very many of them.
  • Avatar of xxavx xxavx Jan 21, 2011 at 13:23 UTC - 0 likes

    Heya 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 found more possilities to display auras. I am specially loving vertical progress bars, and good-old resizable timers. I am a born tweaker, and I am always playing with colors, shapes and positions. WA has been the very first addon that allows me to track vertical progress bars (maybe IceHUD can) and I am already going bongos redesigning my interface & timers! :)
    • Snappier auras, time-wise. PowA has a noticeable delay, and sometimes it even missed ability cooldowns (at least in previous releases). For a period of time, I replaced all my action bars with arrays of PowA icons due to the animation capabilities. It was overall a bad idea, but nevertheless PowA would often miss ability resets, and react slowly to my cooldowns.
    • WA offers a direct interface to combat log parsing, allowing full control of events. This feature allowed me to track the Internal Cooldown of an ability that neither PowA, TellMeWhen nor NeedToKnow were able to track. My future plans include tracking Battleground objectives to display icons in my screen, I hope it's possible!!

    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.

    Last edited Jan 21, 2011 by xxavx
  • Avatar of Mirrormn Mirrormn Jan 18, 2011 at 13:32 UTC - 0 likes

    Display 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.)

  • Avatar of Mirrormn Mirrormn Jan 18, 2011 at 01:22 UTC - 0 likes

    For anyone who happens to be following WeakAuras' development, I have finally started working on version 1.3.

  • Avatar of Mirrormn Mirrormn Jan 17, 2011 at 17:36 UTC - 0 likes

    Essentially, 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.

  • Avatar of starlon starlon Jan 17, 2011 at 08:37 UTC - 0 likes

    I'm curious. What's in mind as far as color-based animations go for 1.3?

  • Avatar of Mirrormn Mirrormn Jan 16, 2011 at 14:14 UTC - 0 likes

    There'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.

    Last edited Jan 16, 2011 by Mirrormn
  • Avatar of CommanderSirow CommanderSirow Jan 16, 2011 at 13:21 UTC - 0 likes

    I'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... )

  • Avatar of Mirrormn Mirrormn Jan 15, 2011 at 23:37 UTC - 0 likes

    Well, 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.

  • Avatar of CommanderSirow CommanderSirow Jan 15, 2011 at 14:56 UTC - 0 likes

    One 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?

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
  • 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