Graphical clock widget for classic or minimalist UI. See your speeds at a glance, so you can quickly tell whether cooldowns will expire after an action. Compare your speeds to a moused over mob or projectile to see if you'll get a "free" action on it. Widget behaves properly, so you can move it and scale it and such in Minimalist, or mouseover the clock to get detailed energy info.This is now at version 2.3.2, which has an altered interface from the first implementation. Here's how the display works:
Noon (ie, game turn "rollover") is at north, and the clock goes clockwise.
Arcs are drawn for each kind of action you can take (unless they're working at global speed) that show how many ticks that kind of action will take.
If you mouseover your clock, it will give you detailed energy information, in colors that correspond to the arc colors (in case you couldn't tell what was what).
If you mouseover a mob or projectile, a black dot or bar will be placed on your clock, indicating when that entity is next going to act (if its actions are actually going to occur before you get to act again, at least! If you're guaranteed a free action on the mob, no matter what kind of action you take, a white circle appears around your clock to make that perfectly clear.)
If your actions are going to take longer than a turn, you'll see that your arcs make a full circle and then continue on in a straight line. They continue on proportional to how much longer your action is going to take! If both you and your moused over target are working really slow, you might just see some bars across these extensions, way off from the circle.
That makes it sound more complicated than it is. Just try it out, it should be pretty intuitive! Or scroll down a bit for a screenshot.
addon link:
http://te4.org/games/addons/tome/chronometerVery special thanks to lukep for his recent clock addon and for the original idea! Thanks also to jotwebe, for the idea for the graphical style, and darkgod and aardvark for coding help. Extra thanks to darkgod both for making ToME, and for making the code so accessible.
Changes in v2.3.2:
--Offhand weapons will no longer affect your displayed speeds when wielding a ranged weapon in the mainhand.
To do:
-- Nothing besides fix bugs as they are reported.
EDIT: I am no longer bothering to preserve outdated information. I'll try to keep this top post updated with most recent version info.