Skip to content

Releases: NockHUD/Nock

Nock 2.1.4

Choose a tag to compare

@NockHUD NockHUD released this 18 Oct 18:05
2.1.4
7f00554

WoW Forever (beta)

  • Auto Shot wind-up mark: the mark drifted (reported as marks sitting about a third of the way into each half of a converge bar). The band behind it was a running maximum of interrupt reads, and one read taken from a fresh Auto Shot press on a new target set the mark a second and a half early for good. A dummy session settled the model: the wind-up scales with your reload, and the server retries a held shot every half second. Nock now reads the wind-up from your own pulls, as a share of the bar: Auto Shot pressed on an idle bar while standing still, and the time to the first shot. The share is kept per character and per ranged weapon and only moves when your pulls say so, so a new weapon steps it once and nothing creeps. The mark, the inverse auto bar's second phase and the cast-bar wind-up are there from the first frame, with a stand-in until your first pull. Reads saved by 2.1.3 are dropped at login. /nock probe windup script walks a five-leg dummy run for bug reports, and /nock probe windup now reads it back with a haste verdict.
  • Sting tiles: grey until applied: a new Grid option (off by default). Your sting's tile is greyed out while the sting is not on the target and lights in full colour the moment it lands, so the grid tells you what is missing rather than what you have. Its swipe then drains as the sting runs out instead of filling like a cooldown. The timer stays the client's own. By request.
  • Range colours: a new option under Range text on the strip (off by default): Text colours the bracket on the weave strip the way the Range Finder colours its segments (8-20 teal, 20-30 blue, 30-35 indigo, 35-40 purple, out of range red); Bar background puts that colour behind the whole bar instead. The weave words and the sweet spot's green keep their own look. The five colours are pickers under Skin → Range colours (Advanced), and the Range Finder reads the same ones. By request.
  • Melee bar with the weave cue off: with Weave cue takes over the melee bar off, the melee bar no longer shows the stage words in small text; the weave strip is the cue, and the Weave helper switch owns the strip and the leg learning only. The weaving quickstart says NO CUE when both the melee-bar cue and the strip are off.

Nock 2.1.3

Choose a tag to compare

@NockHUD NockHUD released this 16 Oct 10:42
2.1.3
3378002

Both clients

  • Settings: Step aside: a new footer button hides the settings window without closing it, so you can drag the HUD into place and come straight back to the page, tab and search you were on. A pill at the top of the screen brings the window back and carries a Lock / Unlock frames toggle of its own; the lock is otherwise left as you had it. The same cycle (open, step aside, back) is on a keybinding, Settings: open / step aside / back, under Key Bindings → Nock.

WoW Forever (beta)

  • Auto Shot wind-up: the client now has a wind-up before each Auto Shot, and the game reports nothing about it, so Nock measures it from your own shots: a move that begins inside the wind-up interrupts it, and from those interrupts Nock learns where the wind-up starts (the game's 0.5 s plus your latency, so about 0.6 s). The wind-up mark on the Auto Shot bar and the inverse auto bar's second phase move to the measured spot (the spell-queue window stands in until the first measurement), and the React cast bar shows the wind-up the way it does on TBC: standing still it runs up to the shot; after a late stop it runs from the stop. Moving before the mark is free; moving past it holds the shot until about a second after you stand still again. The measurement is kept per character. Auto Shot wind-up on cast bar (Nock HUD → Size & Elements) switches the cast-bar part off, which you will want with the inverse auto bar, since the two would show the same window twice; the switch now sits in Simple mode. /nock probe windup shows what Nock measured, for bug reports.
  • Learned spells only: a new Grid option (off by default) leaves a cooldown tile out of the grid while you have not trained its spell, instead of showing it greyed; the row closes up, and the tile returns the moment you learn the spell. The cooldown board still lists the spell, greyed, so it can be placed ahead of time. By request.

Nock 2.1.2

Choose a tag to compare

@NockHUD NockHUD released this 11 Oct 16:09
2.1.2
2694ce5

Both clients

  • OmniCC GODMODE: Nock's own timer digits now stand down when OmniCC GODMODE is loaded, as they already did for OmniCC, tullaCC and ncCooldown, so you no longer get two countdowns on the same icon.

WoW Forever (beta)

  • Eyes of the Beast pulse, out of combat: a new option, Also out of combat (Alerts → Eyes of the Beast pulse, off by default), shows the pulse bar while you channel Eyes of the Beast outside combat too.
  • Eyes of the Beast pulse follows the pet's beat: the countdown now starts when you begin the channel and keeps running through the pull and after combat ends, which is what in-game measurements showed. If your bar falls out of step right after a pull, the new Restart at the pull option brings back the old behaviour. A /reload mid-fight no longer leaves the bar empty until a resync, and /nock pulse log shows what the timer saw for bug reports.
  • Fix: Lua error after leaving Eyes of the Beast: with a sting timer on the cooldown grid, exiting Eyes of the Beast after a kill could throw "calling 'SetFont' on bad self". The sting countdown is now left alone once the game has taken it over.

Nock 2.1.1

Choose a tag to compare

@NockHUD NockHUD released this 09 Oct 21:40
2.1.1
62e491a

WoW Forever (beta)

  • Pet abilities in the cooldown grid: a new Pet tab on the cooldown board lists the abilities of all your pets, active and stabled: Bite, Claw, Dash, Prowl, Growl, Swipe and the rest, one chip per ability whatever its rank, with its cooldown and which of your pets have it. Abilities the pet you have out has not learned yet are greyed and marked "not learned", but can still be placed. A placed pet tile shows on the HUD only while your summoned pet knows that ability: swap to a pet without it, or dismiss your pet, and the tile hides and the row closes up; call it back and the tile returns. Timers work in combat, in the open world and in dungeons. /nock petcd shows what Nock reads from your pet, for bug reports.
  • Range text on the weave strip: a new option, Range text on the strip (Nock HUD → Size & Elements, and the Weaving quickstart), hides the Range Finder and puts its text on the weave strip's bar instead. Out of range it reads OUT OF RANGE, in range it names your bracket (8-20, 20-25, ...), and the weave words (dead zone, melee, sweet spot, the stages) take over as soon as a weave starts. Off by default.

Nock 2.1.0

Choose a tag to compare

@NockHUD NockHUD released this 08 Oct 23:03
2.1.0
6cd1691

Both clients

  • Cooldown grid tile size: the Icons card on the Grid tab (Advanced) now sets the size of the tiles. Top row height, whether the top row fills the HUD width or keeps a tile width of your choice (centred), and the height and tile width of the rows under it; FluffyHUD's row gets its own height. Unset, the grid looks as before. A width the HUD cannot fit fills it instead, icon zoom crops the art to any shape, and the HUD below moves to make room. By request.
  • Cast bar, pixel-exact: the React cast bar is laid out in whole screen pixels, like the rest of the HUD, so its fill now meets the right border at any UI scale and its seams stay one pixel.

WoW Forever (beta)

  • Eyes of the Beast pulse timer: while you control your pet with Eyes of the Beast, it pulls nearby mobs on a fixed beat counted from the pull. A new row stacked on the React cast bar counts that beat down in combat while Eyes of the Beast is channelled, so you can time your moves between pulses. Right-click it, or type /nock pulse, to resync when the pet's pulse drifts. The interval is 5.6 s by default and adjustable. Off by default: Alerts → Eyes of the Beast pulse. After the "EotB Pet Combat Pulse" WeakAura by Rubot; by request.
  • Trueshot Aura warning: an amber TSA square when Trueshot Aura is talented but not on you, or has under a minute left on its 30 minutes (the square then counts it down; the lead is a slider, 0 turns it off). In and out of combat, so it shows before the pull; a Where setting limits it to dungeons and raids, or raids only. The game hides your auras in combat, so there Nock goes by your own casts and the buff's 30 minutes: casting it clears the square, /cancelaura Trueshot Aura brings it back, and a right-click on the buff is seen when combat ends. Alerts → Warnings → Combat. By request.
  • Active timers on Rapid Fire, Bestial Wrath and Deterrence: like the racials, these cooldown tiles now light up with their buff's countdown before the cooldown takes over. Bestial Wrath's is read from your pet.
  • Aspect after /cancelaura: cancelling your aspect with /cancelaura in combat now clears it from the HUD at once, instead of when combat ends.

Nock 2.0.12

Choose a tag to compare

@NockHUD NockHUD released this 05 Oct 17:55
2.0.12
57278f2

Both clients

  • Redtuzk corner icons: a second look for the React HUD's corner icons (Size & Elements → Corners → Corner icon style). "Nock" keeps the corner squares; "Redtuzk" draws wide rectangles centred above the cluster: your aspect in the middle, joined by Hunter's Mark only while it is on your target, the pair growing out from the centre. Each style keeps its own dragged positions, and the mark previews while the HUD is unlocked. Idea and look by redtuzk.
  • Latency zone on the cast bar: an optional red zone at the right end of the React cast bar, as wide as your latency, the way Quartz shows it. Once the fill reaches it, a move or your next press arrives at the server after the cast has already landed. Channels and the Auto Shot wind-up get none. Off by default: Size & Elements → Cast bar → Latency zone; colour under Skin.
  • Crisper borders: bars and tiles that share a border now always draw exactly one pixel of it, at any UI scale. Before, some scales hid the line entirely (and cut a pixel off the tile, so a grid row looked clipped by the one above) or drew it doubled. Fixed across the React grid, the React and Fluffy bar stacks, the Fluffy cooldown row, the buff row and the pet lamps.

Nock 2.0.11

Choose a tag to compare

@NockHUD NockHUD released this 03 Oct 13:25
2.0.11
f9e183e

Both clients

  • Mana bar text without the % sign: the mana bar text dropdown (Classic, React and Fluffy HUD) has a new choice, "Percent, no % sign", which shows 73 instead of 73%. The default is unchanged. By request.
  • Smaller count on the tiles: the number in a tile's bottom-right corner (stack counts, item counts, the new hawk count) is drawn a little smaller than the tile's timer, so the two no longer crowd each other.

WoW Forever (beta)

  • Summon Hawk count on the cooldown grid: the Hawk tile and the combined Arcane + Hawk tile show how many hawks you have out, 1 or 2, in the tile's corner. The game reports no count for them, so Nock keeps its own from your casts: each hawk counts for its 18 seconds, two at most. A hawk that dies early stays counted until its time is up.

Nock 2.0.10

Choose a tag to compare

@NockHUD NockHUD released this 03 Oct 01:20
2.0.10
9be0c4a

WoW Forever (beta)

  • Auto Shot delay readout: the +0.00 late-shot readout now works on Forever. After every Auto Shot it shows how much later than the bar's due moment the shot fired, green on time, yellow from 0.10 s, orange from 0.25 s, red from 0.50 s; it rests at 0 out of combat and the first shot of a fight only sets the baseline. A melee hit that restarts your reload is measured from the restart, not counted as a clip. Off by default: Bars → Delay readout, which also holds its own font, size, thick outline, anchor (left, centre or right of the Auto Shot bar) with pixel offsets, and the four colours. After AppelSwingsForever's clip timer (thanks Appel!).

  • Wrong-tracking warning inside instances: the amber TRACK square now fires in dungeons and raids too. The game hides creature types from addons there, so the client itself draws the square from the hidden name through a set of picture fonts; Nock only decides when the warning is allowed to show (Improved Tracking, a live hostile target, the gate, the Track spell learned and not on). English clients only.

  • Tracking auto-switch: Utilities → Tracking wheel → Automatic. With the switch on, targeting something hostile out of combat casts the Track spell its creature type wants. One switch per target, so a tracking you pick by hand afterwards stays; a new target must hold a moment first, so tabbing through a pack never fires a cast per mob. Never in combat (every switch is a cast); the end of combat arms one switch for the target you are left with. Not while casting, stealthed or Shadowmelded, and not inside instances, where the warning above shows what to pick and the wheel does the rest. Off by default.

  • Inverse Auto Shot bar: a fourth fill direction for the Auto Shot bar on the React and Fluffy HUDs (Bars → Fill direction → Inverse). The two halves are full at the shot, drain to the centre over the reload, then grow back out in a wind-up colour and are full again at the release. The wind-up colour is a swatch under Skin (red by default). The wind-up mark is not drawn in this mode since it would sit on the centre; the Steady and Multi-Shot ticks keep their places on the drain.

Nock 2.0.9

Choose a tag to compare

@NockHUD NockHUD released this 30 Sep 14:44
2.0.9
7cbd8f2

WoW Forever (beta)

  • No HUD: General → Visibility → HUD switches off the cluster and everything glued to it (bars, Range Finder, cooldown grid, cast bar, pet row, corner icons and buff row). Nock then runs for its alerts and tools alone: warnings, the aggro flash, range cues, the eating pill, the aspect ring, the tracking wheel, the weave key and the camera flip keep working. The setup wizard offers it as a "No HUD" choice.

  • Sweet spot on the weave strip (thanks sldo23!): the strip turns green and reads SWEET SPOT while you stand in the rest band, the narrow stretch just outside the dead zone where Auto Shot already reaches (about 8 to 10 yd). It lights the moment you are there and gives way to the glide while you run toward the target.

  • Aspect ring: no-mana tint. A learned aspect you lack the mana for is painted in the cooldown grid's no-mana blue, so you see it before you flick. Always on.

  • Tracking wheel: tiles no longer overlap. The eight tiles sit on a wider ring of their own, so the hovered tile no longer covers its neighbours. The pick is by angle, so the flick is no longer than before.

  • Setup wizard: Restock ammo. The wizard now offers the ammo restock switch next to the other vendor helpers.

  • Sting timers on the cooldown grid: a new Sting tile counts down your sting on the current target, whichever sting it is. The tile is lit while the target has no sting of yours, and shows the sting’s icon with the time left once it lands; it follows the target you have selected, so two stung mobs each show their own time, and a miss leaves the tile lit. The Sting tile joins the default grid and the Leveling pack; Serpent Sting, Scorpid Sting and Viper Sting also have a tile each on the cooldown board. If you arranged your own grid, add the tile from the board ("Sting (any)").

  • Quickstarts → Weaving: one page for everything a weave needs. Pick how you weave (turret, your own macros, or one key), then five cards (HUD, camera, weave key, macros, sounds) show what is ready and what still needs you, each with the switch or button that fixes it. The switches are the same ones as on their own pages.

  • Weave helper: the glide follows your movement keys. The bar used to run on the client's "moving" flag, which is also true while you hold W and S together or strafe, so it marched while your range did not. It now reads the bound movement keys (and both mouse buttons): W+S and a strafe freeze it, S in the middle of a run-in walks it back, and a turned character running W reads as running out. Forward and backward are projected onto the target's bearing (a strafe is left to the range ladder); a backpedal out learns its own leg time beside the run-out, a white swing landing on the way out no longer resets the bar, and any hit inside reach starts the way out. GO is offered from the rest band inside 10 yd, the bar draws from your first step, and backing out past that band tints the strip's border amber.

  • Weave key: an optional way to weave beside your macros. One held key runs you toward the target through the Movement Pad, letting go in melee strikes with Raptor Strike (a white hit when Raptor is on cooldown) and arms the camera flip, the next hold runs you back out on the turned character, and letting go in range turns the shot back on. Both bodies the key runs are yours to edit, with a reset to stock and a Movement pad switch; a stuck pad toggle after a lost release gets a one-line fix in chat; /nock weavekey for the report. Off by default: the wizard's new Weave key step (for weavers) or Utilities → Weave key, where the key is bound; also under Nock in the game's Key Bindings.

  • Camera flip: arms on the Raptor hit. The turn away now waits for your Raptor Strike landing (or the next melee hit) for one melee swing plus half a second instead of a fixed 1.5 s, so a white swing that lands on arrival no longer strands the turn.

  • Weave cue sounds: Alerts → Sounds → Weaving has a clip for STRIKE and one for RELEASE, the melee bar's "let go" moments, so your eyes can stay on the fight. Off by default. Two short clips ship with it: Nock Pop (the stock STRIKE sound) and Nock Click, both in every sound dropdown.

  • Camera flip: turn back when in range. On the way out the character now turns back on its own once Auto Shot reaches the target again and you let go of the movement key, so the shot key finds you already facing. Never while you are still running (a turn under a held key would run you straight back in, and addons cannot stop movement); the macro's face line stays as the fallback. On by default while the camera flip is on; Utilities → Camera flip → Turn back when in range.

  • Weave helper: turning round reverses the glide. The glide bar only knew that you were moving, so running back out mid-crossing kept it marching toward the melee end until you were back in range. Now a turn of more than 100° while moving (the camera flip, a mouse turn) flips the leg: the bar slides back the way you came at your measured pace, the melee bar says BACK OUT (or GO IN when you turn back toward the target), and a reversed crossing is never learned as a pace.

Nock 2.0.8

Choose a tag to compare

@NockHUD NockHUD released this 28 Sep 19:37
2.0.8
0fef8c4

Both clients

  • Restock ammo: a third switch under Utilities ? General ? At a vendor. At any vendor that sells the ammo you have loaded, Nock fills your quiver or ammo pouch with it: empty slots and partial stacks, until the bag is full or the money runs out. Other ammo in the bag keeps its slot and your regular bags are never touched; one chat line with the count and the cost. Off by default.

WoW Forever (beta)

  • Tracking wheel: the aspect ring's mechanism for your Track spells. Hold a key and a wheel of the eight trackings opens at the cursor (Beasts up, then clockwise: Humanoids, Undead, Demons, Dragonkin, Elementals, Giants, Hidden); flick toward one and let go to switch, in or out of combat. Unlearned ones are greyed and the one that is on glows. Utilities ? Tracking wheel for the key and the size; also bindable under Nock in the game's Key Bindings.
  • Wrong tracking warning: with points in Improved Tracking, an amber TRACK square shows the Track spell your target's creature type wants whenever that tracking is learned and not the one on (or none is on). Quiet without the talent, for creature types no tracking covers, and until the wrong tracking has sat for a second. Alerts ? Warnings ? Combat, with a gate: Always (the default), Dungeons and raids, Raids only. /nock probe tracking for the diagnostic.
  • Weave camera flip: the SoD "smart camera" weave on Forever. With one line at the end of each macro (/run NockCamFlip() after Raptor Strike, /run NockCamFace() after Auto Shot) the character turns away on the melee hit and back for the shot while the camera stays fixed on the target. Off by default and raids only until you say otherwise (Utilities ? Camera flip, or the wizard's weave step); /nock camera setup opens a three-step window that saves the reversed camera view with a live bullseye track, tests it, and hands you both macros.
  • Your sounds: Alerts ? Sounds ? Your sounds takes your own sound files (a file in Interface\AddOns\NockSounds\, any Interface\AddOns path, or a FileDataID) and lists them as "Custom: " in every sound dropdown, kept per account. Along the way a settings-window fix: clicking a button now commits the text box you were still typing in.
  • Weave helper: coaching for a Raptor Strike weave through the wide dead zone. After each Auto Shot the melee bar says GO IN (or WAIT with a countdown when the white swing would not be ready on arrival), the leg countdown runs while you cross, STRIKE in melee, BACK OUT after the hit, RELEASE as you re-enter range with the shot ready. Under the melee bar a new weave strip: the Auto Shot icon with the swing as a swipe, a glide bar that crosses the dead zone at your measured pace, the Raptor Strike icon with its cooldown. Nock measures how long your crossings take from the range ladder's edges (no speed, no distance) and remembers them per character. Off by default: the setup wizard's new How do you play? step turns it on (I weave / I stand and shoot), or Nock HUD ? Size & Elements ? Weave helper, where the start window and the leg seed live too; /nock probe weave for the diagnostic.