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OmniBuff

 

Project Updated:
Files Updated: Mon, Oct 19 2009
Supports Game Version: 2.0.11.1872
Category: Miscellaneous
Tags:

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Project Manager: drooniq
Additional Authors: No additional authors
Current Version: omnibuff v1.02
License: All Rights Reserved
Development Site: CurseForge.com
Avg Daily DL (last 30 days): 15
Downloads Total: 1,191
Favorites: 9
Comments: 10
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  • About OmniBuff
  •  

Have you ever forgotten to Pot and run out of mana? or run out of HP?
Have you ever gone to the toilet and come back and you are dead because u left your character in an unsafe place?
Do you forget to activate some of your buffs, which helps you kill faster? survive longer?

Well, if you answered yes to any of those questions, this addon is for you. This addon auto pots, auto heals and auto buffs your character(s).

Features in detail:

  • ====== Potting ======
    Auto pots based upon %'s. For instance, use pot at slot number 21 when HP reaches 80% of max.
    It does not check if you have a pot activated, however it does wait for your cool down. Only hp/mana at this time.
  • ====== Healing ======
    Auto heals based upon %'s. Same as with pots, it checks hp and throws heal at a certain slot number.
    It checks if you have a heal "hot" activated, if so it will not cast it until it runs out. Only hp at this time.
  • ====== Buffing ======
    Auto buffs. If buff is already activated, it will not cast.
  • ====== General ======
    Addon will pot, heal and buff as long as you are in combat, and it will continue to do so for 60 seconds after you leave combat.
    Will not throw you off your mount, as long as the mount exists in the mount list. Hide should work too.
    On/Off/Toggle commands to control the addon.
    Addon is however Character based!, so you will have one type of settings for your (m/p) mage and one for your priest.
    All settings gets saved into local SaveVariables.lua files, to not clog up the main file.

Slot numbers is ordered as following,
Main Action bar , nr 1 - 20
Upper Action bar, nr 21-40
Right Action bar, nr 41-60
Left Action bar, nr 61-80

More to come later.

  • Note* At this time there is no gui, so you will have to manually setup the addon the first time you use it.

Features to add:

  • Potting to work with rage, focus etc...
  • Healing to work with other spells, for instance mana regen spells?..
  • GUI ( to easier setup "rules" ).

Installation:

To make the addon work for you, you need to do a few minor edits to the main lua file. OmniBuff.lua

local mounts = { "lion", "horse","ostrich","berhu","wartiger","hide","ferret",
				  "dragonfang","boar","rhino","unicorn","rent" }

local default = {
	pots = {
		{ 24, 80, "mana" }              -- this line can be removed.
	},
	heals = {
		{ 22, 90, "hp" },				-- this line can be removed.
		{ 23, 50, "hp" }				-- this line can be removed.
	},
	buffs = {
		42, 43, 44, 45, 46, 47, 48, 49, 50 -- this line can be removed.
	}
}

Those are the default settings for the addon, based upon my mage/priest. So what you need to do is edit the pots section,
heals section and buffs section.

  • Pots section: Each pot "rule" is built of 3 parameters... { slotnumber, %, type }. So when "type" is at % of max of that type
    it will auto use pot. For instance as default says,

{ 24, 80, "mana" } this line can be removed.

Means use slot# 24 when mana reaches 80% of max Mana.
Separate each "rule" with a comma. {}, {}, {} last one does not need comma.

  • Heals section: Each heal also have a rule built on 3 parameters.. Exactly the same as with pots.
    Separate each "rule" with a comma. {}, {}, {} last one does not need comma.
  • Buffs section: Just add each slot you wish to use for buffing. Separated by commas.
  • Mounts section: If you have a mount that is not in the default list, you can add it here. Use a keyword from it,
    for instance lion.

Once these settings has been edited, you should be able to start your game up with your character and it will save settings to your
character only.

Commands:

Certain command is available to manage the addon,

/ob ON or /ob ENABLE - enable the addon
/ob OFF or /ob DISABLE - disable the addon
/ob TOGGLE - turn the addon ON if its off, and vice versa. Easily added to a macro and a slot to turn addon on/off easily.

To help with issues, either use ticket system, or go to http://forum.us.runesofmagic.com, and go to addon section where I will have a thread
for OmniBuff.

  • Downloads (2)
  •  
File Name Release Type Game Version Downloads Date
Addon Curse.com Beta 2.3.3 0 9/29/2008
  File Name Release Type Game Version Downloads Date  
  OmniBuff omnibuff v1.02 Beta 2.0.11.1872 680 10/19/2009
  OmniBuff omnibuff v1.0 Beta 2.0.11.1872 511 10/15/2009
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  • ElDani said

    This is a clever addon and I thank you for trying to get an nbuff-successor to work, after the onupdate-stuff has been disabled in addons. OmniBuff is already very useable and it mostly does what it promises on my German client.

    There are a couple of issues though that I hope you can resolve at some point.

    No matter how exactly I've set up OB, as long as it's active, my character receives buffs after transporting between zones. I really like the feature of the "in fights only buffs" mode and any time I leave my house or I travel between zones, OB buffs me. It doesn't matter if the current setup is PVP, PVE or ALWAYS.

    Renewing buffs during fights works different to nbuff as well. A buff that has run its course and disappeared, is not being recast immediately - instead it happens only after I start the next fight. I suspect that OB cannot yet re-buff those which ended after the most recent fight ended but still within the advertised 60 seconds. That's very annoying because my attack macro keeps getting disturbed by the addon, since the re-buffing starts immediately after I start the next fight. It's not much of an issue with a 30 minute buff, but re-casting every two minutes makes this difficult to play with, since the attack behavior becomes rather unpredictable. The game seems to choke on attack animations if your addon is buffing immediately afterwards and if that happens, my char does not take any commands for about a second.

    Maybe there's a workaround to those things, but here's my suggestion: what I'm asking for is simply another option to wait with re-buffing until the current battle has ended and to interrupt buffing once I've gone into battle. Add another option to allow buffing during boss fights and this will be a fine addon.

    If it is technically possible, can you check if skills like Thunderstorm are in the process of being cast? Once you activate the skill, a circle appears and you start casting with a left-click. If OB does a rebuff in between, you still see the thunderstorm-circle while buff-animations are swallowed and instead of starting the cast, you run into danger.

    Reply Report Permalink
  • drooniq said

    Hi ElDani, and thanks for the message =).

    Let me explain alittle how OnUpdate vs OnEvent effects the outcome of the addon.
    With OnUpdate, you get a constant check, regardless of status of whatever in the game. It is always on, so therefor the best place to have pots, heals, buffs checks is within that portion, right?. Well, since that doesnt work anymore, we have to "fake" it... and do a work around, and what OnEvent is, is a function that gets called when an Event occurs. For instance, your hp or mana changes, boom an event occurs. If you change zone, event occurs, etc etc..

    So what I have done is basically move ALL pot based code into events that is triggered when your health or mana is affected (regardless of class or subclass). The same with heals.

    Now with Buffs, there is one event that gets triggered and that is when you either get a buff, or loose a buff.. regardless if its a buff/debuff, etc..
    So what i did in my addon is I keep a list of active buffs, and that list is updated when the buff change event is triggered. Then at the bottom of the OnEvent function I have a check for buffs (regardless of events), since we wish to check buffing alot. And I made the buffing so that it checks one by one of the buffs in the buff list, and if it can cast it, it will cast it and then wait for next "OnEvent".

    Drawback with OnEvent is that it isnt called periodically, SO theoretically there might be times when no events is triggered for several minutes. Then buffs will go off, combat timers end causing no combat status, etc etc..
    Theoretically, I could add even more and more listeners for events, and therefor keep buffs even more active. But where do I stop? ;) ya know?.

    Anyways... in regards to your buffing when teleporting between zones, I will have to check that out. Doesnt do it for me. I do get a tiny error msg sometimes when I teleport or use recall, yes.. I am aware of that and will be fixed until next release. PVE is meant to be IN COMBAT only mode, PVP = ALWAYS is OUT of COMBAT mode. Or that is the thought anyways =).

    This is basically what the buffing sequence look like... for PVE mode.
    ( combat flag = false, we are not in combat )
    ( once we go into combat, set the flag ) Do Pots,Heals,Buffs
    ( once we are out of combat, start the 60 sec timer ) Do Pots,Heals,Buffs
    ( when timer reach zero, set combat flag to false again ) stop pots,heals,etc

    Feels like im blabbering, for that I apologize. Getting everything to work for all classes/subclasses, and with all various flags/settings/modes... it can be alot at times. And finding small issues can be a pain in the bum ;) hehe..

    But yeah what you are suggesting for buffing sequence is possible. Would mean i would have to add another flag indicator or two, but yeah very possible =).
    How you suggest Boss mode would work? PVE mode keeps all ur buffs on at all time while ur fighting, so?.. =)

    As with the animation etc... Maybe increase times between casting buffs? so they dont spamm so much etc? Give animations to "breath" at times. i dunno?

    And for those that desires a GUI... Yes so do I ;) However I prioritize main functionality before getting the gui up. Otherwise I will 2 half working things which I will have to try to patch and make it work etc... ya know?.
    Gui will be made! be sure of that.

    Did I miss anything?.

    Thanks ElDani for the feedback!.

    Reply Report Permalink
  • Tigsman said

    perhaps u can make things easier by simply separating permanent and combat only buffs. Those that u want on all the time, and those u want only in combat. Let the user choose which they are. something like:

    },
    permbuffs = {
    42, 43, 44, 45, 46, 47 -- this line can be removed.
    }
    },
    combatbuffs = {
    48, 49, 50 -- this line can be removed.
    }

    with the combat buffs and potions u need only check if in combat mode. With the permanent buffs u need only check for cooldown of buffs. And if u look in the RoM forums Apoc (uberflex dude) posted about a possible fix to speed things up with a single event registered to fire everything that someone else suggested to him. Something to look at, at least.


    T

    Reply Report Permalink
  • did we ever get an interface to use to change when pots and buffs go off and make changes or is that still not existant typing is a bother and detracts from usefullness

    Reply Report Permalink
  • sicu said

    If you read the description, GUI is still listed over features to be added

    Reply Report Permalink
  • lazymomma said

    How do I change the mana and hp%'s on when to use .. Thanks

    Reply Report Permalink
  • SHJordan said

    Also I would like to request a graphical interface for changing the default keybindns for pots and skill.. by the way... I tried using auto-buffs and... got a bad result on my Warden/Druid.

    it become casting infinitely the briar shield skill and the accurary buff of the druid part.

    Reply Report Permalink
  • drooniq said

    Thanks for reporting,

    Keybinding? you can do those thru the interface. The addon does not cover that.
    About the graphics interface, I am going to make one. Its just taking a tiny bit of time. My apologiez. Process has already started, but i found bug and features to add quickly that took priority over gui. Keep checking back, will update with a new release within the day.

    Reply Report Permalink
  • SHJordan said

    I got this error:
    "call OmniBuff_Frame's OnEvent, line: [string \"?\"]:155: attempt to concatenate field 'name' (a nil value)", don't know if it is already reported.

    Reply Report Permalink
  • Apokalio said

    Error Amount
    call OmniBuff_Frame´s OnUpdate, line: [string "?"]:2: attempt to call global ´OmniBuff_OnUpdate´(a nil value)

    pls can anybody help me with this error message?

    Reply Report Permalink
  • Hertzman said

    I can't use it (like it is right now). I need my buffs up all the time. Not spend 50% of my mana (+ lost time I could cast instead of waitng to get buffed), when I'm in combat. I wanna be prepared and have my buffs up _before_ fights. Not during, or when I'm dying. Sorry

    It looks promising tho. I'll try your next builds. Keep up the good work.

    Reply Report Permalink
  • drooniq said

    Hi Hertzman,

    You are not the only one that wants that feature, and its already implemented into next version of the addon. So just give me another day or so and I will release a new version of the addon.

    Other new features:

    * Debugging tools - to help get information where errors occur.
    * Potting - Full features for Rage, Concentration and Energy based manas etc.
    * more mounts
    * PVP mode - I just call it that, but its the feature that keeps your buffs
    on before, during and after combats =)

    Reply Report Permalink
  • drooniq said

    As i stated in comments, this is a beta and does not have a graphical setup screen yet etc. So you have to edit the file manually before it works. Sry.

    Reply Report Permalink
  • when i loaded it and went to try it out the interface to set things up was blank

    Reply Report Permalink
  • yaggysoz said

    This will be a great replacement for nBuff once it gets a GUI, any timeframe for that ?

    Also will we be able to set it up per character, most people have Buffs, heals etc on different slots for each character.

    Reply Report Permalink
  • drooniq said

    Hi,

    I have no time frame for the gui, sry.. I am in the process of moving (new appartment) etc, so dont expect it in the next cpl of days ;) hehe.

    About per character settings, its already enabled.

    Reply Report Permalink
  • thx for the info, I'm tracking this project, as soon as it gets a gui I'm going to use it.
    When you get around doing a gui, you can handle buffs the same way nbuff did, have a checkbox for each buff if it should be cast in combat or not.

    Reply Report Permalink
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