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Watcher

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  • 9 Likes
  • World of Warcraft
  • 4,247 Monthly Downloads
  • Supports: 6.0.2
  • 316,282 Total Downloads
  • Updated 10/26/2014
  • Created 04/10/2009
  • 572 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: GNU General Public License version 3 (GPLv3)
  • Newest File: 3.0_RC
or

About Watcher

Introduction

Watcher helps you manage your rotation by consolidating and condensing information onto a simple to read display. It allows you to focus on things that are more important like boss mechanics, your situational awareness, or listening to your raid leader; instead of being bogged down in the act of performing your rotation.

With deep and powerful configuration options, Watcher allows you to see exactly the information about your rotation that you want to see. However, it comes with a wide variety of defaults for many classes and specs to get you started. Properly configured and customized, Watcher is a mighty tool for both new players just learning their classes as well as players that have been raiding since classic.

A GIF of Watcher running on a 2H Frost Death Knight:

http://i.imgur.com/BFeCiMg.gif

Watcher also includes:

  • A dynamic event-driven architecture; unlike some other rotation helping addons, Watcher won't tank your framerate
  • Masque support for skinning icons
  • A large number of visibility options to control exactly when Watcher shows up
  • And more!

Description

Through the use of a priority system as well as powerful filters for spells and abilities, Watcher displays your rotation in the familiar context of a timeline, with higher priority spells stacked on top of lower priority ones and upcoming abilities placed on the timeline according to when they will become useful. Abilities on the timeline are waiting for a wide variety of things: coming off of cooldown, waiting for resources, monitoring a DoT, etc.

http://www.curseforge.com/media/images/78/413/displayDuringCombat.PNG

Attacks ready to be performed are displayed using a stack with the most prioritised attack shown on top.

http://www.curseforge.com/media/images/78/414/displayAtRest.PNG

Ability keybinds can be optionally displayed.

http://www.curseforge.com/media/images/78/416/displayDuringCombatWithKeybinds.PNG

Configuration

More to come in this section later.

A slightly old full walkthrough of Watcher configuration is located here

Display settings documentation.

Priorities can be adjusted to where they suit you.

http://www.curseforge.com/media/images/78/421/menuPriorityLists.PNG

Spells can be configured to be cast based on a wide variety of filters whether that be the presence (or lack there of) of an aura on you or your target, your target's health percent, your mana/resource percent, whether a spell can be stolen or interrupted, whether you have a particular talent or glyph, among other options.

http://www.curseforge.com/media/images/78/423/menuFilters.PNG

Contributing

Found a bug? Report it!

Want a feature? Request it!

Defaults

Want to help make the defaults better? Vist the class forum posts for each default:

Death Knight | Druid | Hunter | Mage | Monk | Paladin | Priest | Rogue | Shaman | Warlock | Warrior

Here's a tutorial for creating and exporting defaults.

tag 3.0_RC
e243f27d019b0f145d0b7cb8545f7b92b65dea6e
Michael P. Starkweather <mpstark@gmail.com>
2014-10-26 19:01:14 -0500

--------------------

Michael P. Starkweather:
    - Updated .toc to reflect new release candidate status
    - Lots of defaults added. Thank you Marci-Hellscream!
    - Changed the events when the usability filter is fired.
    - Also throttled events a little harder.
    - Update Hunter defaults again. We'll get them right!
    - Fix issue with removing spells that don't currently have.
    - Fix regression of default export -- it wasn't attaching the api version to the exported default file.
    - Frost DK defaults. Also added a priority list filter for switching priority lists if dual wielding or not. Default contains 2H and Dual Wield separate priority lists.
    - Fix embarrassingly bad regression in aura filter. Will now work if you do not have a timeRemaining on that you are checking to see if exists.
    - Updated Hunter defaults to use "Ignore Usability" where needed (high cost, high reward spells) and updated priorities to better match reality. Thanks Jeslinis!
    - Channels now act the same as casts.
    - Juggle some spell options around in the menu.
    - Changed message slightly. Also, the curse packaged version number should show up on the version string (previous commit).
    - Add Sparbanken to the author list in the .toc file. Also, in a previous commit, I reverted the 3.1 version to 3.0 since we've never shipped a 3.0 version and it makes things easier for me.
    - Another try to get the usability filter to both work for deathknights and work for 'execute' style mechanics.
    - Disable mouse on icons if locked and enable mouse on icons if not locked.
    - Did a pass on filters and options related to them. You may see a API conversion in your chat from API 0 to API 1 -- this is normal.
    - Changed Aura filter to be significantly more powerful. Can now select a Unit and if it is a buff/debuff, as well as expanded options for stack and remaining time.
    - Known issue with new Aura filter -- if it is setup with above a time when the aura exists, then it may not update when the icons should disappear.
    - Changed talent and glyph filters to have an additional option for if you don't have the talent or glyph.
    - Changed health filter to have a unit selector and to clarify setup.
    - Changed power filter to clarify setup.
    - Removed useless spec filter.
    - Added a first time dialog to open the Watcher config.
    - Removed spec filter
    - New option: "Casts Affect Usability". This will cause the current cast to force other abilities to be pushed back until the cast is done.
    - Moved the new Icon Settings up in the Timeline Settings panel.
    - New option, "Orient to GCD" (off by default). This will remove the jitter due to the GCD, making the 'main stack' stay still.
    - Fix regression of stack height calculation.
    - Changed the way that stack position is calculated, should now properly stack further down the timeline.
    - Dramatically reduce jitter by only updating endTime if the change is more than 200ms.
    - Two new options! Desaturate (turn greyscale) icons when unusable and hide icons when recovering resources.
    - Fix for unusable things (like Kill Shot) showing up in the timeline when they shouldn't.
    - Slight fix for icons not being completely built at game start. An inelegant and terrible fix. But it works!
    - Disabled the "Display Type" because there is only a single, unimplemented option.
    - Changed the returned from the GetSpellDropdown function to include the spellName.
    - Increase maximum stack for aura filter.
    - You can now configure the "Ignore Usability" in the default "Usable" filter set.
    - Accidently broke "Ignore Usability", restore it's functionality.
    - Modified Hunter defaults to not use ignore usability and follow Icy-Veins a little more closely.
    - Fix issue with usability filter incorrectly hiding things on cooldown that aren't usable (like death knight abilities that cost runes).
    - Check off the year old todo for time until power percent since last commit fixed that.
    - Power filter now will return the time until power will be reached.
    - Rewrote usability filter and made it take resource regen into account.
    - Added spell charges filter
    - Fixed spelling mistake in message.
    - Removed the incomplete UI message from the priority lists editing.
    - Added confirmation dialogs for deletion of spells, filter sets, and filters.
    - Correctly display the shortest time until cast and then most prioritized icon.
    - Changed the default for the show on target so that the frame is visible most of the time.  This should be less confusing.
    - Made the usability filter check the GCD instead of assuming 1.5, should lead to icons not disappearing at 1.5 sec.
    - Reverted showing more than a single icon at a time.
    - NumIcons is now default to 64 instead of 12, just to rule things out.
    - Clarified a comment.
    - Prot Warrior defaults.
    - Fixed Glyph and Talent detection! Hurrah for undocumented Blizzard APIs!
    - Add option to rename the dropdown name, which will mostly resolve the issue with multiple spell IDs for a single name. Thanks Jeff!
    - Updated message and changelog.
    - Pretty Print will now output with 4 space indents instead of 3 to match the style of Watcher code.
    - Updated the message to be displayed when the defaults have changed.
    - Made defaults check off of non-localized class name and changed the way that the default timestamp is updated.
    - Some whitespace changes. nothing too heavy handed
    - Changed the default class check to no longer run string.upper because it doesn't need to.
    - Changed the export functionality to reflect header changes.
    - Removed "HunterOld" default.
    - Changed gitignore to ignore my project file
    - Added AceSerializer-3.0 to pkgmeta so that the packager will add the library
    - Change default scale to something just a little bit smaller.
    - Remove 5m as a default time segment. Don't worry, you can just add it back!
    - Merged in latest version from CurseForge.
Michael Starkweather:
    - Changed duration string to display 1m instead of 60
    - Embedded AceTimer
    - Major work done on move into an event based system.
    - Changed move up and move down to up and down to support larger fonts
    - Added edit button that pops out spell settings from priority menu. Changed move up and move down to reselect the spell/filter set that you are moving.
    - Changed cooldown filter slightly to allow for the cooldown of unusable spells past the previous 3 second mark.
    - Fixed not being able to add 0 to the time segments after removing it.
    - Fixed icon size being odd without Masque. Fixed tooltip for health. Adjusted aura refresh threshold max to 60sec. Should support monk stagger now.
    - Added option to check player health instead of enemy health
    - Will not show if there are no setup priorities.
    - Now orders specs correctly so that the one that pops up is the spec that you are in.
    - Added two new options -- MaxStackedIcons and StackHeight. Moved Timeline settings into own display settings tab. Fixed not being able to edit Timeline time segments Can now edit the maximum number of icons
    - Switching talents should now properly change the priority list.
    - Fixed show on enemy target. Again.
    - Fix for invulnerable enemy targets not showing using Show Only If Target Exists
    - Fixed turning off keybind labels. Removed MONOCHROME font effect since it crashes the game regularly. Added "Casting a spell that has a cooldown removes it from the list."
    - Fixed totems. Hopefully for the last time.
    - Mistype on 295 of Filters.lua Ooops
    - Fixed totems.
    - Hopefully fixed totem time detection.
    - Added totem filter.
    Changed "None" to "Usable"
    - Actually fixed moving.
    - Fixed moving frame.
    - Renamed a bunch of things.
    - Fixing for packaging
    - Spellcheck.
    - Attempt number 2 on trying to get packager to like it.
    - Fix AceLocale and AceGUI
    - Fix for AceGUI and AceLocale not embedding
    - First attempt at doing a packaging test.
    - Removed buffTypes since using LibDispelable
    - Added CheckSecondaryResource filter.
    Fixed flipped >= and <= in Classification filter.
    - Added LibDispel and wrote CheckTargetAura filter
    - Added target casting interruptible filter
    - Added license to files
    - Target classification filter now working
    - Fixed CheckSpellTalent
    - Changed some minor things for consistency.
    Updated CHANGELOG.txt to be.. better.
    - Added CHANGELOG.txt
    - Added LICENCE.txt
    - Added .pkgmeta file to embed latest versions of libraries.
    - First attempt at showing only one icon.
    - Fixed usability patch to make so cooldowns and aura tracking doesn't go away when not enough resources.
    - Changed tooltip for power filter.
    Keybind display now working.
    - Fixed priority lists retaining deleted values of spells/filter sets
    - Fixed inverted aura detection.
    - Priority list options appear on first load.
    Changed "Default" name to "None" and made so that cannot change the filters attached to it.
    
    Priority list GUI doesn't show the filter set "None" in the sidebar.
    - Usability is ignored if ability is on cooldown.
    - More work on getting frame tied into new backend.
    Max refresh rate on frame is now 60fps.
    - Removal (and commenting out) of all old code and starting to integrate newDB into the frame and overall usage.
    Priority list is evaluated at enable time currently. This is working.
    
    Beginning of spell filter evaluation.
    
    New frame draw method. Hopefully it works -- untested as of now
    - Changed priority frame GUI to display position in list.
    - Working GUI for editing priority lists with default values. These priority lists are set up automatically to be all of the available specs of your class.
    - Can now add spells based on name presuming that the character has the spell.
    - Initial commit.

Comments

First Previous Page 10 of 58 Next Last
  • #776

    Steady Focus is working great in the new version now!

    Aimed Shot is a bit funny: when Fire! is up, the addon still doesn't display the shot if Focus is lower than 50, even though the Aimed Shot is free at that point. Not sure if that's easily fixable, and it's less of a concern since the proc is visible.

    Gonna start testing this on some other classes now, too.

  • #774

    I'll take a look, might not be able to get to it until tomorrow. I've noticed a flaw where I've sometimes been unable to add a new aura to track as well which I'll need to fix.... We've been working around it by adding all the spells in manually in the back end with default setups.

  • #772

    after looking at noxxic, it might be that you'd want to change that up a bit, especially with Serpent Sting being refreshed by Cobra Shot.The previous settup basically assumes you'd rather risk having to re-apply Serpent's Sting, rather than reach 100 focus (and those lose out on whatever could have been cast with the focus over 100. 

    But let's assume that's not the case.... that we'd rather NOT risk having to re-apply Serpent's Sting, and that we'd rather refresh it with Cobra Shot even if it puts us over 100 focus. The question is what's a greater DPS loss, having to use a GCD to refresh Serpent's Sting + the loss of ticks of serpent's Sting in the process + the loss of focus used to re-apply serpent's sting, or the loss of focus over 100 that could have been used on arcane shot. A more complete setup might look like this:

    1. Hunter's Mark (as an aura to track on enemy)

    2. Serpent Sting (As an aura to track on an enemy, modified by checking "Aura Has No Expiration")

    3. Cobra Shot for Serpent Sting (i.e. the Spell to use is Cobra Shot, the spell to track on enemy is serpent's sting)

    4. Cobra Shot (With a requirement that focus be below 47 to display/use)

    5. Explosive Shot (which doesn't need lock and load... according to noxxic.com at least, they say use on CD)

    6. Kill Shot w/ health less than 20%

    7. Black Arrow (as aura to track on enemy player)

    8. Murder of Crows

    9. Arcane Shot

    This should display to cast Cobra Shot whenever Serpent Sting is low (regardless of if it will put you over 100 focus or not).  Also, by checking "Aura Has No Expiration" on serpent's sting, this will cause the icon to vanish whenever you have serpent's sting on your target... which is good, because we have "Cobra Shot for Serpent Sting" set up to be displayed in its place. Without this, Serpent Sting would alwys show on top of Cobra Shot. If you allow serpent sting to fall off without refreshing it, the icon will re-appear telling you to cast serpent sting instead of cobra shot to re-apply it. 

    That setup should pretty well keep you in line with the Noxxic priority guide... if elitist jerks has different recommendations, then further modifications might be needed.

    Ultimatly, there's more than one way to skin a cat when it comes to setting this up. Instead of going through all these hoops to track Focus, you can just do as Hallowman100 first suggested... watch as Murder of Crows nears CD, and start casting Cobra Shot if it's gray to get enough focus... that works too, and the difference is a matter of preference and what you're used to. You might also prefer to watch the icon for Serpent's Sting, instead of having the addon tell you to use Cobra Shot to refresh serpent's sting.... the addon can do both, it's a matter of  preference.

    Last edited by nothingsknower on 9/3/2012 1:33:08 AM
  • #771

    First of all, I DON'T play a hunter, but  if I were to try to set it up, here's how I'd go about it.

    Wherever you put Black Arrow in priority, Cobra Shot should be just above it. Modify Cobra Shot so that it is only suggested to be cast when you have something like 45 or 50 focus or less. Below both Cobra Shot and Black Arrow should be Arcane Shot. 

    A Murder of Crows (and any other cooldowns/DoT's) should be placed above Arcane Shot in priority as well, unless it's an instant cast that's off of the GCD. 

    So your priority list would look like this:

    1. Instant-casts that are off of the GCD/raid buffs/stuff you should just always use the moment's it's needed or available.

    2. Cooldowns/Procs that are more important than even the upkeep of Black Arrow and other DoT's

    3. Cobra Shot (With a requirement that it only show when you have under 47 focus)

    4. Black Arrow

    5. Cooldowns/Procs that are less important than Black Arrow, but more important than Long Cooldowns like A Murder of Crows

    6. A Murder of Crows

    7. Other procs/cooldownds less important than A murder of Crows but more important than Arcane Shot

    8. Arcane Shot.

    Murder of Crows might be an important cooldown to use, but my guess is it's low on the priority list because of the long cooldown.... whether you use it now, or you wait 2 seconds to use it so that you could squeeze in another tick of Black Arrow, the dps from Murder of Crows will likely still be the same. Having Cobra Shot so high on the priority list means that you'll always maintain your focus over the required focus (which I put at 47), which should be enough to cast Murder of Crows and Black Arrow as needed.

    What you should see is Arcane Shot and Cobra Shot dance back and forth as you go above and beyond the Cobra Shot's minimum focus requirement. You only really need to pay attention to this as the high-focus requiring cooldowns/DoT's approach cast time... otherwise you can just go arcane shot crazy and cast Cobra Shot when you're low on focus.

    If that works, awesome, otherwise if you think there's still issues that need to be addressed, please say so.

    Last edited by nothingsknower on 9/2/2012 11:34:46 PM
  • #770

    howdy! glad you like the work we've done!

    Arcane Shot (as i understand it) is most times a filler spell. As such, what i do with ALL my filler spells is set it as the very last priority. Even if the spell shows up, it shouldnt matter, because you will sell a higher priority spell on top of AS.

    the resource stuff is always going to be more of an "intuitive" function. That means you will be responsible for pushing what ever you need to gain the resources you want, instead of having the addon tell you. the game as is has too many variables per encounter to configure this addon to those purposes. 

    the good news is, theres a number of ways that you can customise this addon in game to work exactly (or close to it) as your playstyle demands. much like your self fix for AS, you can also create a new AS with thrill of the hunt if you like. you can also set cobra shot to be the number 1 priority IF your focus dips below a certain amount. personally what i do (for a murder of crows situation) is when i see a CD coming down the bar that i know needs a resource, but its greyed out, thats when i start trying to build the resource by using whatever spell will do that for me.

    also, looks like i missed putting thrill of the hunt into the hunter lua. that will be a part of the next patch.

    in time, it is my hope to have the addon work 100% out of the box, and per spec, with possible modules, but that is a long way down the road.

    hope that helps.

    Last edited by Hallowman100 on 9/2/2012 3:38:30 PM
  • #768

    Very nice addon! Just discovered it! Thanks for supporting it.

    One question. I'm new to the hunter class and I set up my rotation according to the one suggested at Elitist jerks, but I come to a situation very often where I am suggested to use Arcane Shots even if I, for example, don't have active Black Arrow DoT ticking and the spell is off cooldown. A Murder of Crows never even being suggested, it just drowns in priority list with its high focus cost. Would be nice to have an option to ignore resource requirement of spells so I know that I need to do a couple of cobra shots to gain focus, because I need to renew my Black Arror for example and I don't want to care about Arcane Shots in this interval even though I can shoot one or two. 

    I know that I should manage my focus myself, but I think it would be easier if it prioritised abilities regardess of focus requirement. It seems to me that I need to use Arcane shot only when I have all other attack abilities on cooldown. Currently it shows Arcane Shot to me just when I have enough focus for it.

    I used to have CLCRet on my Ret Paladin and that addon ignored mana reqs by default. I know that focus is a little bit different because it is constantly spent and regained rapidly, but still.

    One another thing that would be potentially cool is to have a special tick for abilities like Cobra Shot that regenerate the main resource so it would show it when I have no focus for the ability that I need to use.

    Please feel free to correct me on my points as I'm not very experienced in endgame hunter play. I just wrote my general observations when I compared what addon suggests me and what I'm used to. And I actually saw DPS drop when I followed the addon suggestions mainly because of frequent lower cost spell cost suggestions like Arcane shot.

    Looking forward to hearing from you! Thank you for your hard work!

  • #769

    Ok, I guess I know how to solve Arcane Shot problem - I will just make it require at least 50 focus to be shown on the list. But now I'm having problems with configuring differen case for Arcane Shot with active Thrill of the Hunt. I configured it the same way Explosive Shot with Lock'n'Load is done but it still doesn't work. It never shows for me.

  • #767

    all hail to nothingsknower. i went to the wow forums looking for help on getting this addon back up and running. looks like one of the last updates we'll see in a while is now up, with all the class' taken care of. a lot of the spells already have their settings pre set up, so pretty much all one need do is set the priority list and rock n roll.

    dump yer saved variables for this addon before starting up the new one, it should run smoothe as silk after that.

  • #764

    First I have to say thanks so much for updating this add-on, its really become a must have on all my chars.

    I noticed that I kept getting a message saying that my add-ons were causing a bunch of errors, so after looking into it I found the following: 

    Message: Interface\AddOns\Watcher\gcds.lua:116: attempt to compare number with nil
    Time 08/29/12 21:31;50
    Count: 17180
    Stack: [C]: ?
    Interface\AddOns\Watcher\gcds.lua:116 in function 'gcd'
    Interface\AddOns\Watcher\Core.lua:805: in function
    <Interface\AddOns\Watcher\Core.lua:802>

    Locals: 

     

    Any Ideas?

  • #765

    I think I got it. I was on a low level priest that doesn't have fortitude yet. Seems to work well with my other toons.

  • #766
    Quote from alpinebreeze »

    I think I got it. I was on a low level priest that doesn't have fortitude yet. Seems to work well with my other toons.

    ya that would do it... the addon uses a certain few generic spells who are on the GCD to determine the length of the GCD. This is an example (among many others) where the addon wasn't particularly well designed to handle situations that are outside the norm... like when spells get removed from the game. The author was in the middle of a lot of work on the addon when he suddenly abandoned it, so it will be some time before I can interprete his half-way completed work and close up all the little holes. 

  • #758

    Hey there, I was using FaceShooter till today. Since it's not supported anymore, for now at least, I started to look for a replacement. What a nice surprise this find was! Nicely done mate, after switching off what I don't need, works like a charm!

    Thanks!

  • #757

    Thank you so much for working on this addon again.  I can't tell you how relieved I am to be able to continue to use this addon.  It's by far my favorite!

  • #753

    Heyas,  looks like altho this (or at least my edited version) were working on beta just fine, but with live Im getting the following error:

     

    Message: Interface\AddOns\Watcher\Core.lua:931: attempt to call field '?' (a nil value)
    Time: 08/28/12 15:51:11
    Count: 1
    Stack: Interface\AddOns\Watcher\Core.lua:931: in function `SetPriorityFrame'
    Interface\AddOns\Watcher\Core.lua:585: in function `CreatePriorityFrame'
    Interface\AddOns\Watcher\Core.lua:349: in function `?'
    ...non\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147: in function <...non\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147>
    [string "safecall Dispatcher[1]"]:4: in function <[string "safecall Dispatcher[1]"]:4>
    [C]: ?
    [string "safecall Dispatcher[1]"]:13: in function `?'
    ...non\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:92: in function `Fire'
    ...ace\AddOns\Bagnon\libs\AceEvent-3.0\AceEvent-3.0.lua:52: in function <...ace\AddOns\Bagnon\libs\AceEvent-3.0\AceEvent-3.0.lua:51>

    Locals: self = <table> {
    defaults = <table> {
    }
    powertypemin = <table> {
    }
    sounds = <table> {
    }
    CancelTimer = <function> defined @Interface\AddOns\Broker_TolBarad\Libs\AceTimer-3.0\AceTimer-3.0.lua:311
    ShowHideFrame = <function> defined @Interface\AddOns\Watcher\Options.lua:1472
    dir = <table> {
    }
    GetSeventhshowraidboss2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2602
    SetFont = <function> defined @Interface\AddOns\Watcher\Options.lua:2667
    SetLabelCol = <function> defined @Interface\AddOns\Watcher\Options.lua:1787
    GetShowCombat = <function> defined @Interface\AddOns\Watcher\Options.lua:1498
    SetDefaults = <function> defined @Interface\AddOns\Watcher\Core.lua:59
    Get2Keybind2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2207
    ScheduleTimer = <function> defined @Interface\AddOns\Broker_TolBarad\Libs\AceTimer-3.0\AceTimer-3.0.lua:276
    SetFifthPriority = <function> defined @Interface\AddOns\Watcher\Options.lua:2428
    GetFont = <function> defined @Interface\AddOns\Watcher\Options.lua:2679
    SetSeventhPriority2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2567
    SetThirdshowraidboss2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2634
    SetSeventhshowraidboss2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2606
    ShowBarText = <function> defined @Interface\AddOns\Watcher\Options.lua:1321
    SetRipCombo = <function> defined @Interface\AddOns\Watcher\Options.lua:1744
    db = <table> {
    }
    GetFifthPriority2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2543
    SetSegmentSize = <function> defined @Interface\AddOns\Watcher\Options.lua:2014
    SetLabel21 = <function> defined @Interface\AddOns\Watcher\Options.lua:1917
    GetSeventhPriority2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2563
    swingtype = 0
    GetThirdshowraidboss2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2630
    GetFifthPriority = <function> defined @Interface\AddOns\Watcher\Options.lua:2424
    SetLabel6 = <function> defined @Interface\AddOns\Watcher\Options.lua:1899
    Activateaxis = <function> defined @Interface\AddOns\Watcher\Options.lua:1964
    scan = <function> defined @Interface\AddOns\Watcher\Core.lua:399
    SetFifthPriority2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2547
    GetSegmentSize = <function> defined @Interface\AddOns\Watcher\Options.lua:1547
    GetLabel21 = <function> defined @Interface\AddOns\Watcher\Options.lua:1595
    unbindkeys2 = <function> defined @Interface\AddOns\Watcher\Options.lua:2321
    GetLabel23 = <function> defined @Interface\AddOns\Watcher\Options.lua:1603
    SetBar2Col = <function> defined @Interface\AddOns\Watcher\Options.lua:1811
    SetLabel24 = <function> defined @Interface\AddOns\Watcher\Options.lua:1935
    UNIT_ENTERED_VEHICLE = <function> defined @Interface\AddOns\Watcher\Core.lua:436
    AddPriorityTable = <function> defined @Interface\AddOns\Watcher\Options.lua:1287
    ActivateShowRaid = <function> defined @Interface\AddOns\Watcher\Options.lua:1447
    RAID_ROSTER_UPDATE = <function> defined @Interface\AddOns\Watcher\Core.lua:456
    GetBar8Col = <function> defined @Interface\AddOns\Watcher\Options.lua:1689
    GetSecondshowraidboss = <funct

  • #754

    That error seems to happen when you have/had something set in your priority list, but that something no longer exists. I need to build something that detects that problem and clears out the priorities automatically, but I don't have that set up yet. You'lll have to delete your saved variables for that addon to get it to work right.

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