This project is abandoned and its default file will likely not work with the most recent version of World of Warcraft. Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
Estimated time until current target will die.
/ttd display locked
show display for placement
The display is updated every time the mob's health changes.
There is now libdatabroker support, and the frame is optional.
I think I know why this sometimes gets an overflow error. It's always on daily quest mobs. I think its when the mob dies so fast, it creats such an insanely small number that it creates an overflow error.
It be best to add an option to only have it enabled when in 5man or raid.
9x integer overflow attempting to store 1.#INF <in C code> TimeToDie\TimeToDie-r96.lua:194: in function "?" Libs\CallbackHandler-1.0\CallbackHandler-1.0-6.lua:147: in function <Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147> <string>:"safecall Dispatcher[2]":4: in function <string>:"safecall Dispatcher[2]":4 <in C code> <string>:"safecall Dispatcher[2]":13: in function "?" Libs\CallbackHandler-1.0\CallbackHandler-1.0-6.lua:92: in function "Fire" GalvinUnitBars-124\Libs\AceEvent-3.0\AceEvent-3.0-3.lua:120: in function <GalvinUnitBars\Libs\AceEvent-3.0\AceEvent-3.0.lua:119>
I look forward to this 'time to execute' function!
I've been using http://www.wowace.com/addons/timetoexecute/ for this option, but it seems to be abandoned (?) and also the appearance is a bit ugly (opaque white boxes with numbers; much prefer the clean display of TimeToDie).
Would it be a good idea to include a second timer, which tells you when the target reaches a stated value? It could be used if you want to know when LK "dies" or when the target reaches your execution time or when the next phase begins, something like that. I got that idea by trying to optimize my Soul Reaper ability on my DK, that I exactly know when the target reaches 35%, to be able to precast my SR.
Maybe you could add a kind of database, which includes all important phase switches at a certain amount of HP. This is kinda feature request, it would be nice if you could first add the second timer (maybe that you can define multiple % of the target, when the target is under the first limit, it calculates the time to the second limit, and if it is past that, the timer disappiears or switches to the next lower limit)
If you have any questions about my idea, let me know. I also got some knowledge of programming, so maybe I could help out a bit.
This isn't a bad idea. I'm planning on changing it to allow any number of independant bars that can track target, focus etc separately. I'll see about adding a setting to calculating to a different health than 0%. I probably won't add the database as that's just outside the scope of this addon.
Try resetting the settings for this. It wasn't working for me either - but after I went to menu->interface->addons->timetodie->profiles->reset profile it popped back up.
They are just different methods of calculating the time until the mob dies. I really just put them in for testint but they all appear pretty much the same
Message: ...\AddOns\TimeToDie\Libs\AceAddon-2.0\AceAddon-2.0.lua:18: AceAddon-2.0 requires AceLibrary. Time: Wed Oct 13 23:17:04 2010 Count: 1 Stack: [C]: in function `error' ...\AddOns\TimeToDie\Libs\AceAddon-2.0\AceAddon-2.0.lua:18: in main chunk
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Posted Sep 12, 2021OK... For people who don't want the bar as well there is now https://www.curseforge.com/wow/addons/bills-time-to-die
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Posted Aug 9, 2021Well... for the people who miss this addon, I can offer you mine... https://www.curseforge.com/wow/addons/combat-bar/files
It does time to die on you and the target and show who is going to die first along with the calculated time
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Posted May 5, 2013Invaluable and i miss it... any hopes of an update soon? seems to have stopped working when 5.2 came out.
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Posted Apr 17, 2013any chance we can have an update soon?
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Posted Oct 14, 2012I think I know why this sometimes gets an overflow error. It's always on daily quest mobs. I think its when the mob dies so fast, it creats such an insanely small number that it creates an overflow error.
It be best to add an option to only have it enabled when in 5man or raid.
9x integer overflow attempting to store 1.#INF
<in C code>
TimeToDie\TimeToDie-r96.lua:194: in function "?"
Libs\CallbackHandler-1.0\CallbackHandler-1.0-6.lua:147: in function <Libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147>
<string>:"safecall Dispatcher[2]":4: in function <string>:"safecall Dispatcher[2]":4
<in C code>
<string>:"safecall Dispatcher[2]":13: in function "?"
Libs\CallbackHandler-1.0\CallbackHandler-1.0-6.lua:92: in function "Fire"
GalvinUnitBars-124\Libs\AceEvent-3.0\AceEvent-3.0-3.lua:120: in function <GalvinUnitBars\Libs\AceEvent-3.0\AceEvent-3.0.lua:119>
Locals:
nil
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Posted Jan 6, 2013I look forward to this 'time to execute' function!
I've been using http://www.wowace.com/addons/timetoexecute/ for this option, but it seems to be abandoned (?) and also the appearance is a bit ugly (opaque white boxes with numbers; much prefer the clean display of TimeToDie).
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Posted Oct 1, 2012Would it be a good idea to include a second timer, which tells you when the target reaches a stated value? It could be used if you want to know when LK "dies" or when the target reaches your execution time or when the next phase begins, something like that. I got that idea by trying to optimize my Soul Reaper ability on my DK, that I exactly know when the target reaches 35%, to be able to precast my SR.
Maybe you could add a kind of database, which includes all important phase switches at a certain amount of HP. This is kinda feature request, it would be nice if you could first add the second timer (maybe that you can define multiple % of the target, when the target is under the first limit, it calculates the time to the second limit, and if it is past that, the timer disappiears or switches to the next lower limit)
If you have any questions about my idea, let me know. I also got some knowledge of programming, so maybe I could help out a bit.
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Posted Oct 1, 2012This isn't a bad idea. I'm planning on changing it to allow any number of independant bars that can track target, focus etc separately. I'll see about adding a setting to calculating to a different health than 0%. I probably won't add the database as that's just outside the scope of this addon.
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Posted Oct 3, 2012Very nice! I hope you will finish soon, this feature would be very cool! :)
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Posted Sep 5, 2012It doesn't seem to be functioning at all. Not even any lua errors.
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Posted Sep 8, 2012It looks fine to me soo far, when the new version for 5.0.3 is posted give it a try and let me know if it still isn't working.
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Posted Sep 20, 2012Try resetting the settings for this. It wasn't working for me either - but after I went to menu->interface->addons->timetodie->profiles->reset profile it popped back up.
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Posted Aug 31, 2012Does this need to be updated for 5.0 or can I just use the old one?
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Posted Jan 18, 2012Is there any explanation on what algorithm do what?
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Posted Apr 5, 2012They are just different methods of calculating the time until the mob dies. I really just put them in for testint but they all appear pretty much the same
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Posted Mar 31, 2011-
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Posted Nov 2, 2010-
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Posted Nov 24, 2010-
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Posted Oct 31, 2010-
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Posted Oct 13, 2010Message: ...\AddOns\TimeToDie\Libs\AceAddon-2.0\AceAddon-2.0.lua:18: AceAddon-2.0 requires AceLibrary.
Time: Wed Oct 13 23:17:04 2010
Count: 1
Stack: [C]: in function `error'
...\AddOns\TimeToDie\Libs\AceAddon-2.0\AceAddon-2.0.lua:18: in main chunk
Locals: (*temporary) = "AceAddon-2.0 requires AceLibrary."