Addon: TTracker

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Addon: tTracker
 Asura.Broguypal
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Server: Asura
Game: FFXI
user: Broguypal
Posts: 7
By Asura.Broguypal 2025-07-27 17:46:36
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Hi friends,

tTracker is a Windower addon for Final Fantasy XI that displays recent spell casts and TP moves used by your current target in a small, draggable text box. It helps track enemy actions in real time.

This addon displays:
  • Spells cast by your target (color-coded by element)

  • Monster abilities being readied by your target (with optional manual element coloring)

  • Weapon skills being used by your player/trust target (color-coded by element)

  • Spells and TP moves interrupted





Commands

  • //track mode [always|combat|action] -- When you want tTracker to be showing (default: always)

  • //track lines <1–50> -- Max lines displayed (default: 5)

  • //track timeout <1–120> -- Line duration in seconds (default: 20)

  • //track status -- View current settings



tTracker also has the capability of manually adding elements to specific monster abilities if needed. I've found this particularly helpful for Sortie D and H bosses as a RDM.

See below:

  • //track add "Ability Name" <element> -- Assign a monster TP move to an element

  • //track remove "Ability Name" -- Remove a tracked monster TP move


(Valid elements are: `fire`, `water`, `wind`, `ice`, `earth`, `thunder`, `light`, `dark`)



Changes:


Note:
  • You **cannot assign the same ability to more than one element**.

  • Abilities are saved to `Monster_Ability_Elements.lua` and persist between sessions. These can be manually added here as well.




Additional Comments:
  • Spells and player weaponskills are colored based on their element as defined by Windower’s `resources`.

  • Some spells (specifically Blue Magic spells such as *Cocoon*) or physical weaponskills may appear with unexpected colors. Example: *Cocoon* is an Earth spell, but may appear as element ID `15` (None) due to how Windower classifies it. Similarly, physical weaponskills are classified by default as light. (This is a limitation of Windower’s internal spell database and not a bug in the addon.)Addressed fully now. In large part to comments from u/Lili

  • Windower does not natively recognize monster ability elements, so they will need to be manually added if required

  • I recognize there is some overlap with OhShi. However, I've found this more user friendly as: a) it tracks everything your target is casting/readying, not simply what you manually specify; b) it automatically assigns colors based on elements of spells/weaponskills; and c) it looks nicer.




Cheers!
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VIP
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By Lili 2025-07-27 18:27:03
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This might help you, it's a little snippet of code I wrote to fix the Light element thing you said. Basically that flag is not really the element, it refers to what color to display - and both Light element and Physical weaponskills use the same white icon.
This sorts through that. Turns out there's exactly 10 light elemental weaponskills in the game, and no more.

Code
    local res = require('resources')
    local light_ws = S{ "Shining Blade", "Seraph Blade", "Primal Rend", "Tachi: Koki", "Uriel Blade",
            "Shining Strike", "Seraph Strike", "Flash nova", "Trueflight",  "Garland of Bliss" }

            for i in pairs(res.weapon_skills) do
                local rline = res.weapon_skills[i]
                local skill = rline.skill and res.skills[rline.skill].english or 'None'

                if rline.element == 6 and not light_ws:contains(rline.english) then
                    rline.element = -1
                end
            end


You can do the same for blue magic, but as you can see from here you need to categorize stuff manually.
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 Asura.Broguypal
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Server: Asura
Game: FFXI
user: Broguypal
Posts: 7
By Asura.Broguypal 2025-07-27 18:35:24
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Lili said: »
This might help you, it's a little snippet of code I wrote to fix the Light element thing you said. Basically that flag is not really the element, it refers to what color to display - and both Light element and Physical weaponskills use the same white icon.
This sorts through that. Turns out there's exactly 10 light elemental weaponskills in the game, and no more.

Code
    local res = require('resources')
    local light_ws = S{ "Shining Blade", "Seraph Blade", "Primal Rend", "Tachi: Koki", "Uriel Blade",
            "Shining Strike", "Seraph Strike", "Flash nova", "Trueflight",  "Garland of Bliss" }

            for i in pairs(res.weapon_skills) do
                local rline = res.weapon_skills[i]
                local skill = rline.skill and res.skills[rline.skill].english or 'None'

                if rline.element == 6 and not light_ws:contains(rline.english) then
                    rline.element = -1
                end
            end


You can do the same for blue magic, but as you can see from here you need to categorize stuff manually.

Hey Lili, I appreciate the assistance. I didn't know that the element in resources corresponed to the color, which makes a lot of sense. For the weaponskill issue, I made a separate table (light_weaponskills) and simply added the following in my p.Category == 7 logic:
Code
				if element_id == 6 and not light_weaponskills[ws_name] then
					element_id = nil -- override false "Light" classification
				end


It's gonna take me some time to manually do Blue magic spells, however. Thankfully, the vast majority do seem to correspond correctly. Appreciate the input!

Update: Now working properly.
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