Noticed some weirdness on my lowbie rogue of getting a "This action will make the item soulbound" prompt the first time I put poison on my ranged weapon after logging in each time, but I believe that's a blizzard issue, and shouldn't affect high-level rogues.
Is your rogue using a non-binding weapon? I think the blizz did something funky to keep people from trading poisoned weapons.
Is your rogue using a non-binding weapon? I think the blizz did something funky to keep people from trading poisoned weapons.
Yes, he's super low so it's some white vendor item (balanced throwing dagger, I think).
After applying the poison the tooltip says Soulbound. If I cancel the poison buff it still shows as bound (haven't tried to trade it), but logging out and back in resets it and it doesn't show as bound anymore.
Thanks, I will load this in to debug and test for you.
The way things are working out now with Druids in the raid,Pallies are only really buffing Might. Kings and Mark of the Wild overwrite each other. This is really annoying especially with the "consolidated" buff icons, so I hope you find a way to integrate with MoTW.
Was raid healing in Beta last night, I really have come to rely on the Beacon Tracking icon. And the other buff tracking functions will be helpful. We are going to be going back to" old school" raiding, where Hand of Freedom and Hand of Protection rotations may come back into play.
I really don't think integration with Pallypower is an issue anymore. There aren't improved buffs, or class buffs, so I don't think a raid leader is going to miss setting those buffs at all.
With no more "short" buffs, the entire raid is going to get their buffs refreshed if there is a battle rez, or the rez-ee is just going to go without. Sad loss of function there on Blizzard's part, but I think Paladins won't mind losing the headache!
Go to the main please. Zeksie has merged the changes into the main branch and wants to look at it when time allows and continue working on it there. I'll continue making maintenance fixes and fixing bugs.
I closed the cata branch to commits, but want to keep it around for a little while in case I need to refer to the commit history. May rename it as to not confuse people.
[...]so I hope you find a way to integrate with MoTW.
This should be working in the latest revs. To be clear, here's what should happen:
Druid, solo, or in a party with no paladin:
Status window shows Mark of the Wild icon only.
Paladin, solo, or in a party with no druid:
Status window shows Kings and Might icons.
Paladin can of course only select one to buff at a time, but multiple paladins could cover both.
Paladin and Druid in a raid together: Status windows shows Mark of the Wild and Might icons (no Kings).
HOWEVER, if a Paladin buffs Kings, the Mark of the Wild column in the status window changes to Kings, and the Druid running ZOMG no longer gets prompted to buff Mark. If Kings falls off, then it will prompt the druid for a rebuff of Mark.
Basically, each buff category has a dedicated column in the window, which shows a "default" icon if no buff is present. I threw Druids a bone since they only have one buff while Paladins have two. :) If a buff is present for that category, however, the icon in the list will reflect which buff is actually on someone. It's entirely possible after a few people rez or come in late to show most of the raid with Kings, but several missing Mark of the Wild in the same column. Buffing either will satisfy it.
It works the same with Fortitude. It will show the icon of Commanding Shout or Blood Pact on raid members that have those, and not bother you to try (futilely) buffing them.
Those are the only two implemented right now, but if people run into issues with other conflicting buffs, the system supports adding them (even if ZOMG normally doesn't track them).
Noticed some weirdness on my lowbie rogue of getting a "This action will make the item soulbound" prompt the first time I put poison on my ranged weapon after logging in each time, but I believe that's a blizzard issue, and shouldn't affect high-level rogues.
I didn't have any problem yesterday, the feature works well on my lvl 80 rogue. I'm going to post here if I notice something interesting. Thank you very much!
First of all: I'm glad that someone contious ZOMGBuffs!
I tried a lot of Addons to compensate ZOMGBuffs - but I'm far more happy with the original :D
When I installed this addon again, I wondered why Ace2 was reinstalled. When I tried to delete it, the Curse Client mentioned that Ace2 is used by ZOMGBuffs ... wasn't ZOMGbuffs an Ace3 Addon?
After bringing up the topic with Kaelten about killing Ace2 support for 3.9/4.0's release (whatever Blizz decides patch 40000 will be), we figured making a post to discuss it wouldn't hurt.
So, what do you all think about the idea. Feel free to add any input/suggestions/criticisms/etc. Thanks :arrow:
I'm a little confused - is this just temporary?I changed from Pally Power to ZOMGBuffs to get rid of Ace2 in the first place :)
I'm one of those lazy bastards that didn't update his addons from Ace2 to Ace3 (EBB, FriendsFu, GuildFu, ...) unless I recoded them.
Still I'm also pro on the suggestion. 4.0 will be a good point in time to stop fixing stuff since many addons will need to have fixes applied anyways. This also allows to cleanup the addon base a bit since those that aren't ported to something else will vanish.
And for the libs the same holds. This will most likely kill Tablet and DewDrop but well....
When I installed this addon again, I wondered why Ace2 was reinstalled. When I tried to delete it, the Curse Client mentioned that Ace2 is used by ZOMGBuffs ... wasn't ZOMGbuffs an Ace3 Addon?
I don't think it ever used Ace3. It does use a couple Ace3-era libraries now that it didn't used to, but the core has always depended on Ace2.
I'm a little confused - is this just temporary?I changed from Pally Power to ZOMGBuffs to get rid of Ace2 in the first place :)
Moving to Ace3 is definitely on the radar. The goal was to get it fixed and working for 4.0.1 so that it doesn't die completely, in order to buy some time to do that.
There's a lot of issues that need to be addressed though, and it will require some significant redesign. The biggest issues that I see from working on it lately:
No more LibDewdrop. The menu will have to be recoded with UIDropDown or something similar, and will likely need to be simplified. Some of this can be moved into Ace3 config dialogs, but the most frequently used options should still be quickly accessible or it negates a lot of the point of the addon.
No more Tablet-2.0. LibQTip can fill in most of the gap (not sure about clickable tooltips though, might have to move some options to the right-click dropdown), but it does mean rewriting a chunk of it.
FuBarPlugin -> recode as LDB plugin. ZOMG practically requires use of the FuBar/minimap icon, so will need to find a library to display this as a minimap icon if there's no LDB host, or write something manually.
Ace2 -> Ace3 transition. Most of the APIs aren't too different, but ZOMG does make use of some of the more esoteric AceDB and AceAddon features for managing its templates. It will take some extra attention here to make sure that it doesn't break in the process.
Any development on this front will most likely be happening in a repo clone or branch as this isn't something that can be resolved to a working state in a few commits. Zeksie has taken renewed interest in the addon so I'm in contact in order to work out the specifics. :)
Once you get everything perfect and run out of stuff to do, shaman totems could use some love:P They have all kinds of new buff stacking issues stacking issues. I'm thinking an extra popout button like the focus magic one, but that automatically selects totems based on your default set, but switching stuff out to avoid buff conflict.
I had actually started an ace3 rewrite of this but then I saw you picked it up so I stopped. Can have the code I have if you want not sure it will help though. Most dewdrop stuff can easily be moved to aceconfig with more frequently needed options accessed through a clickable libqtip tooltip. It already has LDB as well you just need to strip out the fubar stuff. Most of the transition was easy main changes were with acecomm and how zeksie called the modules but should be easy enough for you:)
Scratchpad for some ideas I've had after hacking on this, these are future looking ones and would be part of a revamp branch. Some of these might be doable during the Ace3 conversion since that will entail a lot of changes anyway.
There's a lot of duplication, both in code and in data structures, no doubt from growth and evolution of the code to accommodate new features. Should separate out as much as makes sense into helper functions to put into the main core, while keeping the specialized logic in the individual modules.
A good example of this is the overlapping buff info. Ideally, the core would have a simple list of all buffs that ZOMG knows about, whether it tracks them or not. Basically just spell ID and buff category (%Stats, +Strength, etc.). The individual modules would have a way to register one of these buffs to themselves and take ownership of it, while providing richer information about it to the core.
Efficiency. A buff scan iterates through 40 raid members, checking 40 buff slots on each one. It may repeat this process several times depending on which module is involved and what it's checking for. Every time the status window is painted, it checks all 40 buff slots to find the one it's looking for, for each icon, even though it just did the same thing for the previous icon on the row.
IMO, it would be better to have ZOMGBuffs maintain its own internal state table of all raid members and which buffs are on them, along with references to its buff info for quick lookups. That way the scan only needs to happen once, then everything that needs it has easy access to all the info it might require.
This can be made even more efficient by watching for aura events and updating the table incrementally, while only doing a full scan every once in a while or if it suspects that it's out of sync with reality (someone just came into range for example).
Configurability. Once ZOMGBuffs is set up it works wonderfully, but sometimes figuring out where the options are scattered around can be difficult. Need to better organize this.
It would also be nice to have more options, and a generic framework for buffs to register them.
Every single-target buff that ZOMG knows about should have the option to have the tracker icon enabled (or disabled) on a per-buff basis. Try to be smarter about the default positioning, too.
This should be a lot easier to accomplish in a config dialog than with a Dewdrop menu, though the menu still should exist and provide quick ways to turn on/off certain buffs and switch templates.
Better (more configurable) handling of what happens to templates when you switch specs.
A pass should be made on the default options to make sure that a new user on a fresh install just has to click the button and go. Probably a whitelist of certain "major" buffs per class that come pre-learned rather than requiring you to cast them.
ZOMGTotems - Probably needs to be a separate module because it almost seems like it will need a blessings-manager like interface. Maybe not quite that involved, will have to think on it.
No more Tablet-2.0. LibQTip can fill in most of the gap (not sure about clickable tooltips though, might have to move some options to the right-click dropdown), but it does mean rewriting a chunk of it.
FuBarPlugin -> recode as LDB plugin. ZOMG practically requires use of the FuBar/minimap icon, so will need to find a library to display this as a minimap icon if there's no LDB host, or write something manually.
<snip>
LibQTip can, indeed, do this via :SetCellScript() or :SetLineScript() - as for the minimap icon, you can use LibDBIcon.
LibQTip can, indeed, do this via :SetCellScript() or :SetLineScript() - as for the minimap icon, you can use LibDBIcon.
Ah, thanks! I saw some rumblings about LibQTipClick but couldn't find any addons that were using it so I wasn't sure. Guess the functionality got merged into the base.
I was trying to find Inner Will in ZOMGbuffs, and wasn't able to, so I figured I had an out of date version. Updated to r189 but I still don't see it in there. Are there any plans to include this new buff? I was looking through the code trying to figure out if I could add it in myself, but I'm still VERY new to add-ons, and this is a little over my head. OK, I'll be honest...a lot over my head. =p
Thank you for all the great work you do keeping this add-on working.
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Is your rogue using a non-binding weapon? I think the blizz did something funky to keep people from trading poisoned weapons.
Yes, he's super low so it's some white vendor item (balanced throwing dagger, I think).
After applying the poison the tooltip says Soulbound. If I cancel the poison buff it still shows as bound (haven't tried to trade it), but logging out and back in resets it and it doesn't show as bound anymore.
Thanks, I will load this in to debug and test for you.
The way things are working out now with Druids in the raid,Pallies are only really buffing Might. Kings and Mark of the Wild overwrite each other. This is really annoying especially with the "consolidated" buff icons, so I hope you find a way to integrate with MoTW.
Was raid healing in Beta last night, I really have come to rely on the Beacon Tracking icon. And the other buff tracking functions will be helpful. We are going to be going back to" old school" raiding, where Hand of Freedom and Hand of Protection rotations may come back into play.
I really don't think integration with Pallypower is an issue anymore. There aren't improved buffs, or class buffs, so I don't think a raid leader is going to miss setting those buffs at all.
With no more "short" buffs, the entire raid is going to get their buffs refreshed if there is a battle rez, or the rez-ee is just going to go without. Sad loss of function there on Blizzard's part, but I think Paladins won't mind losing the headache!
I closed the cata branch to commits, but want to keep it around for a little while in case I need to refer to the commit history. May rename it as to not confuse people.
Zeksie has been on lately and made Thelibrarian a ZOMGBuffs maintainer. You can go back to using the mainline ZOMGBuffs.
Btw, congratulations on being made a maintainer, Thelibrarian.
This should be working in the latest revs. To be clear, here's what should happen:
Druid, solo, or in a party with no paladin:
Status window shows Mark of the Wild icon only.
Paladin, solo, or in a party with no druid:
Status window shows Kings and Might icons.
Paladin can of course only select one to buff at a time, but multiple paladins could cover both.
Paladin and Druid in a raid together:
Status windows shows Mark of the Wild and Might icons (no Kings).
HOWEVER, if a Paladin buffs Kings, the Mark of the Wild column in the status window changes to Kings, and the Druid running ZOMG no longer gets prompted to buff Mark. If Kings falls off, then it will prompt the druid for a rebuff of Mark.
Basically, each buff category has a dedicated column in the window, which shows a "default" icon if no buff is present. I threw Druids a bone since they only have one buff while Paladins have two. :) If a buff is present for that category, however, the icon in the list will reflect which buff is actually on someone. It's entirely possible after a few people rez or come in late to show most of the raid with Kings, but several missing Mark of the Wild in the same column. Buffing either will satisfy it.
It works the same with Fortitude. It will show the icon of Commanding Shout or Blood Pact on raid members that have those, and not bother you to try (futilely) buffing them.
Those are the only two implemented right now, but if people run into issues with other conflicting buffs, the system supports adding them (even if ZOMG normally doesn't track them).
I didn't have any problem yesterday, the feature works well on my lvl 80 rogue. I'm going to post here if I notice something interesting. Thank you very much!
I tried a lot of Addons to compensate ZOMGBuffs - but I'm far more happy with the original :D
When I installed this addon again, I wondered why Ace2 was reinstalled. When I tried to delete it, the Curse Client mentioned that Ace2 is used by ZOMGBuffs ... wasn't ZOMGbuffs an Ace3 Addon?
When I think of the Framework discussion
I'm a little confused - is this just temporary?I changed from Pally Power to ZOMGBuffs to get rid of Ace2 in the first place :)
And Elkano mentions:
2 more Libraries that would affect ZOMGBuffs ...
I don't think it ever used Ace3. It does use a couple Ace3-era libraries now that it didn't used to, but the core has always depended on Ace2.
Moving to Ace3 is definitely on the radar. The goal was to get it fixed and working for 4.0.1 so that it doesn't die completely, in order to buy some time to do that.
There's a lot of issues that need to be addressed though, and it will require some significant redesign. The biggest issues that I see from working on it lately:
AceComm won't be a problem since I already ripped it out. :) Only the blessings module used it, and it's gone now anyway.
This can be made even more efficient by watching for aura events and updating the table incrementally, while only doing a full scan every once in a while or if it suspects that it's out of sync with reality (someone just came into range for example).
Every single-target buff that ZOMG knows about should have the option to have the tracker icon enabled (or disabled) on a per-buff basis. Try to be smarter about the default positioning, too.
This should be a lot easier to accomplish in a config dialog than with a Dewdrop menu, though the menu still should exist and provide quick ways to turn on/off certain buffs and switch templates.
Better (more configurable) handling of what happens to templates when you switch specs.
A pass should be made on the default options to make sure that a new user on a fresh install just has to click the button and go. Probably a whitelist of certain "major" buffs per class that come pre-learned rather than requiring you to cast them.
LibQTip can, indeed, do this via :SetCellScript() or :SetLineScript() - as for the minimap icon, you can use LibDBIcon.
Ah, thanks! I saw some rumblings about LibQTipClick but couldn't find any addons that were using it so I wasn't sure. Guess the functionality got merged into the base.
I think you already have the instructions about UIDropDownMenu in case not: Link
Edit:
Today i was in a group (consisting of Blood-DK, Dis-Priest, Ret-Pala, Hunter, and myself - Arcane Mage)
I got this message:
I used ZOMGBuffs r183
I had no lagging problems or stuff like this.
ZOMGBuffs used 450kb ram and ACE3 2,72 mb Ram
I was trying to find Inner Will in ZOMGbuffs, and wasn't able to, so I figured I had an out of date version. Updated to r189 but I still don't see it in there. Are there any plans to include this new buff? I was looking through the code trying to figure out if I could add it in myself, but I'm still VERY new to add-ons, and this is a little over my head. OK, I'll be honest...a lot over my head. =p
Thank you for all the great work you do keeping this add-on working.