[!IMPORTANT] $${\color{red}* \color{orange}* \color{yellow}*}$$ Installation Methods $${\color{yellow}* \color{orange}* \color{red}*}$$
Use
/Quiver
or
Never lose track of your current aspect
None | Pack | Cheetah |
Inspired by:
CastNoClip – Cast spell by name if it won't clip a shot. Requires the Auto Shot module.
/script Quiver.CastNoClip("Trueshot")
CastPetAction – Find and cast pet action if possible.
/script Quiver.CastPetAction("Furious Howl"); CastSpellByName("Multi-Shot")
PredMidShot – Low level predicate for no-clip behavior. Used internally to implement CastNoClip.
/script if not Quiver.PredMidShot() then DEFAULT_CHAT_FRAME:AddMessage("Reloading") end
Requires corresponding spellbook abilities on your action bars. Hidden action bars work fine, but macros are ignored.
Shows the Tranquilizing Shot cooldown of every hunter. Announces when casting Tranq, and again if the shot misses.
None | Expiring |
This checks if you have Trueshot Aura talented. If so, Quiver tracks the buff and duration, and warns you to recast it.
Simplest installation, but doesn't automate version updates.
Quiver
<WoW install>/Interface/AddOns/
Requires Git. Easy to update with addon managers or git pull --rebase
git clone https://github.com/SabineWren/Quiver --branch latest-release
[!Tip] If you download Quiver through an addon manager, it may default to source code. Change the branch to
latest-release
.Addon managers do not warn you about breaking changes. See the changelog or release notes after updating.
Do you live on the bleeding edge?
git clone https://github.com/SabineWren/Quiver
npm install
npm run bundle-once
Quiver is fully localized. If you want to contribute a new locale, see zhCN for reference in /Locale/
:
<locale>.client.lua
for values that exactly correspond to the client, ex. "Multi-Shot". Should be identical values to what other addons use.<locale>.translations.lua
for Quiver-specific text that requires translation.Type definitions are gitignored, so clone them separately.
See package.json
for everything else.
Files in /Events
hook into game functions. Use these events if possible instead of declaring your own hooks.
Feature are packaged and enabled as 'modules' that implement lifecycle hooks. See the type definitions for details.