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TotemTimers / Decisions

TotemTimers: Decisions

Totem Timers — decisions register and unresolved tradeoffs

Choices that exist in code

Choice Source evidence Qualification
Compact native-style four-element UI CreateDisplay, original README Designed/implemented; no UX test in this audit
Visible order Earth/Water/Fire/Air DISPLAY_ORDER={2,3,1,4} Different from internal Fire/Earth/Water/Air index
Shaman-only initialized frame InitializeAddon class check Slash handlers exist regardless; unsupported classes need testing
Empty element placeholders by default alwaysShow = true, UpdateDisplay Red ! while in combat, never proof that four totems are necessary
Tooltip duration before defaults ScanSpell, ScanAction, 23-name TOTEMS table Attempt-based estimation, English phrase recognition
Native totem API if present UpdateFromNativeAPI More authoritative, but client API presence/semantics unverified
Shield/weapon auxiliary icons UnitBuff, GetWeaponEnchantInfo Counts/known names; no enchant duration
Global cast/action wrappers EnsureCastingHooks every ~0.1s Interop/performance risk, not demonstrated conflict
Saved position/visibility TotemTimersDB account-wide No per-character separate profile
Rename with migration Sep 18 cdef17e OctoTotemTimersDB → TotemTimersDB, safe-data helper
No additional dependency Manifest loads one Lua script Does not mean every client API used is available

The visible timeline—and its limits

September 10, 2026: f6a0d3c “Initial release” checked in a full nearly 600-line implementation already labeled 1.3.7. Versions 1.0–1.3.6 were not individually recorded in this Git repo. Don't invent earlier milestones or tester disagreements.

September 18: cdef17e generalized the title from Octo Totem Timers to Totem Timers; script, saved-variable root, slash commands and frames followed. A PowerShell helper/test preserved old settings. A public 1.3.7 ZIP/checksum release appeared the same day.

October 26: author attribution and a basic Markdown documentation scaffold were committed. The October 27 review expands the record; it is not a gameplay feature revision.

Engineering problems to resolve with the creator

Attempt versus confirmed totem: Wrapping functions is low-friction but can show failed casts as real countdowns. Native API availability determines whether that estimate is corrected. A server/client-tested repair might reconcile failures and destruction, but the creator has not approved one.

Fast detection versus safe hooks: Polling and wrapping globals every 0.1s can coexist with some addons yet also risks accumulating wrapper chains in an arms race with another hook manager. Test before claiming this is an observed failure.

Missing reminders versus player choice: A combat exclamation for every empty element might support awareness but could create unhelpful pressure; a future opt-out isn't approved yet.

Localization and custom clients: Some shield/enchant names and tooltip duration patterns are English literals; compatibility is not universal by declaration alone.

Account-wide versus personal placement: Keeping one setting across all characters is efficient, but per-character layouts are a possible alternative only if chosen.

Open questions, not user approvals

Should the stop/missing warnings become customizable? Should a confirmed client event replace attempt-based predictions? Are both hand enchants needed? Should hook scan frequency change? Is there a preferred documented code license? Keep answers pending until Babuni.dev explicitly decides and runtime outcomes are observed.

Document information

Decision authority: Babuni.dev. Evidence: September 10 initial source, September 18 rename and October 26 attribution/doc commits. Git does not preserve all early brainstorming.

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