1. #1

    Nature's Grace cooldown

    Hey, i've been looking a bit around trying a few addons etc. What i'm interested in, is if it's possible to track the 1 minute cooldown from the Nature's Grace talent in the druid balance tree. As a resto druid the 15% haste from it, can come in real handy in alot of situations, so of course knowing whether it's available or not, can make a difference in alot of situations.

    Was wondering if it's possible with either a regular macro or a script macro to add either numbers or something similar that will start a timer once I use Regrowth. Or even better if there is an addon out there capable of tracking it.

    Thanks in advance for any help.

  2. #2
    Hmm... I guess it may not be possible to track a talent procced cooldown then?.. Or well...

    Still looking for some help on this

  3. #3
    Deleted
    We could just do a timer from when you get the buff. That lasts 1 min.

    Pretty sure you can do it with some existing addon too, and I'm tired. Maybe I'll do it tomorrow.
    Maybe.

  4. #4
    That would be awesome and cover all that I need

  5. #5
    yes you can track this , download power aura classic, but you have to configure it! just use google pretty self explanatory, pretty use full addon for raiding! every 1 should have it

  6. #6
    Mechagnome plastkaze's Avatar
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    ForteX cooldowntimer have it.
    Thundercunts and stuff

  7. #7
    Code:
    local f = CreateFrame("Frame")
    local myNG = UnitBuff("player", "Nature's Grace");
     
    function onUpdate(self,elapsed)
     	if myNG == 0 then 
    			DEFAULT_CHAT_FRAME:AddMessage("Your Nature's Grace has elpased!");
    		else
    	end
     end
    Just keep in mind that I use onUpdate instead of other handlers, this will refresh with every frame rate. I am sure there are better ways to initiate this, perhaps adding a timer wich would count the duration of the buff and once it expires to the set time it warns you.

    I will look at this later, right now I am too drunk to think straight.

  8. #8
    Isn't the major issue with the Nature's Grace cooldown & addons that eclipse resets it? I had an addon made that tracked it every 60 seconds but couldn't figure out a way to work that eclipse = reset bit into it.

    e: Obviously if you're resto, you don't care.

  9. #9
    It's just for resto use Obviously for balance spec, you'd just re-cast Moon/Sunfire everytime you hit Lunar/Solar Eclipse...

    Also trying to fiddle with Power Auras. So far no luck making it work

  10. #10
    Deleted
    Quote Originally Posted by Calabera View Post
    I will look at this later, right now I am too drunk to think straight.
    Indeed.

    Code:
    -- config
    local r, g, b = 1,1,1 -- rgb colors in a 0-1 range
    local x, y = 0, 0 -- horizontal/vertical offset from the bottom left corner
    -- code
    local statusbar = CreateFrame("Frame", nil, UIParent)
    statusbar:SetPoint("BOTTOMLEFT", x, (y+2.5))
    statusbar:SetSize(70, 10)
    statusbar.foreground = statusbar:CreateTexture(nil, "ARTWORK")
    statusbar.foreground:SetPoint("TOPLEFT",15,0)
    statusbar.foreground:SetPoint("BOTTOMLEFT",15,0)
    statusbar.foreground:SetTexture(r,g,b)
    statusbar.background = statusbar:CreateTexture(nil, "BACKGROUND")
    statusbar.background:SetPoint("TOPLEFT", 15, 0)
    statusbar.background:SetPoint("BOTTOMRIGHT")
    statusbar.background:SetTexture(r*0.6,g*0.6,b*0.6)
    statusbar.icon = statusbar:CreateTexture(nil, "OVERLAY")
    statusbar.icon:SetSize(15,15)
    statusbar.icon:SetTexture("Interface\\Icons\\spell_nature_naturesblessing")
    statusbar.icon:SetPoint("LEFT")
    function statusbar:SetValues(cur, max)
    	if cur == 0 then
    		self.foreground:Hide()
    	else
    		self.foreground:Show()
    		self.foreground:SetWidth(55*(cur/max))
    	end
    end
    statusbar:Hide()
    local updateframe = CreateFrame("Frame")
    updateframe:SetScript("OnEvent", function(self, event, ...)
        local arg={...}
        self.pguid = self.pguid or UnitGUID("player")
        if (arg[2] == "SPELL_AURA_APPLIED") and (arg[6] == self.pguid) and (arg[10] == "Nature's Grace") then
            self.lastApplied = GetTime()
        end
    end)
    updateframe:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
    updateframe:SetScript("OnUpdate", function(self)
        if not self.lastApplied then
            statusbar:Hide()
            return
        end
        local timeSince = GetTime()-self.lastApplied
        if timeSince > 60 then
            statusbar:Hide()
        else
            statusbar:Show()
            statusbar:SetValues(60-timeSince, 60)
        end
    end)
    How to use. Untested. Report back with issues.

  11. #11
    Changed original reply:

    Tested it out and all, and it gives a very tiny bar in the lower left corner. Appears that it hid behind my actionbars. Saw it as I just got Bartender to set up UI etc, and now that they weren't covering for it anymore.

    ---------- Post added 2011-01-31 at 05:31 AM ----------

    So took some time looking into it, and figured out what to edit to change size, and move it around the screen, except for one thing. When I edit the
    Code:
    Statusbar:SetSize(70, 10)
    The timer itself stay the same horizontally. For example if I edit 10 to 25 it follows in height, but if I edit 70 to 150 it doesn't follow in width ie it doesn't fill out the bar when it's just been cast. What would I need to edit to make that work?
    Last edited by Tempro; 2011-01-31 at 04:41 AM. Reason: Discovered o.O

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