So when I read this suggestion I was initially thinking “never”, but I think this might actually be a really awesome feature.
I’ll think about this, but the odds are it won’t be an aura class; my current idea for this would be an import type for importing a SimC priority list, the script would be parsed and a set of auras would be created and linked together automatically from that. That implementation is actually doable within a reasonable timeframe, as opposed to making a single aura class track over a thousand different things.
I’ll mark this as under review, since it’s an interesting idea nonetheless.AdminMeorawr (Admin, Power Auras) supported this idea ·
I don't know why it says pet either, I got two e-mail notifications for this (and the original one seems to be a dead link). I've renamed it.
You could probably (I've not checked) create a Spell Alert aura for tracking Growl, set the animation duration to around the same cooldown as Growl and in the custom unit field enter "pet", so that it tracks Growl when cast by your pet.
E-mail notifications on new ideas <3
I'd personally want to implement both of those, but it's a matter of priority. Though I am redoing the browser a bit tonight, so I'll see what I can manage. I probably need to put in multiple selection for something else anyhow.
The root of the problem is there's (currently) no way to position auras relative to each other. If we put that in then it'll be easy to do this, but then there's the logical problem of aura x being relative to aura y, what happens if x shows but y is hidden? Does x show where it would normally be, or does it not show at all? (The easy way would result in the latter).
Another way is putting in multiple selection on the browser interface and letting you drag one aura to move all the selected ones with it. But multiple selection code on the browser is something I tried before and was a complete pain to deal with, so I'll need to think about it.
Decent uses, incoming :)
Decent enough uses, I'd probably integrate this into Named Item in the form of keywords (so "two-hand-*" could represent any type of two handed item equipped - I'm almost 100% certain Blizzard won't use that as an item name).
Umm, can you give us a good usage example of this? I wouldn't mind implementing it if I could really see a use for these types of checks; pretty much all weapon-type restrictions/perks on abilities/talents (think Mace Specialization for Rogues) are gone nowadays.
Only areas where weapon types are meaningful is with racial perks.
If the import fails (I'm not sure if it'll accept import strings from a future version), change the "Version:5.0" bits to "Version:4.17" (assuming you're using 4.17).
You can already do that, import this...
Aura=Version:5.0; thresholdinvert:true; icon:inv_alchemy_elixir_05; bufftype:8; isResting:0; inVehicle:0; threshold:25; customtex:true; texmode:2; ismounted:0@
Aura=Version:5.0; icon:inv_alchemy_elixir_05; bufftype:8; isResting:0; multiids:1; inVehicle:0; threshold:60; ismounted:0@
Coming in 5.0 for sure.
Actually, I'll promise to implement this if this jumps up to 10th place in the ranking list.
Maybe? Maybe sounds good.
I made some changes recently to how Stacks work, I could copy the code over to the Timers and possibly make it so that you can create your own display format. I'll think about it.
We've got some changes to Spell Alert in the pipeline (likely will be in 4.16), but I certainly think we could include this as well.
API changes made this a trivial change, it’ll be supported in 5.0 officially but I’m considering patching it into 4.23 as well.
I've been working on making the necessary changes for this to happen, it should be finished soon.