Huh. Learn something new every day. I'm still scratching my head that the build I was using a few days ago, which wasn't changed all that much with regard to the Resurrection() function, worked for me, and now I'm with you guys -- except that I have to fix it. Seems I will be delaying Beta 1.01 for a short while until the addon behaves again.
I'm sorry for flagging a Beta that isn't working, whether or not it was working a few days ago. I will endeavour to do more testing.
I'm using the latest Beta of SmartRes2 and if I use the Auto-Res-Key to ressurect a groupmember there is only a chat message that everybody is alive and nothing happens. Am I missing something? There is no other error or something like that. I'm playing with the german client as a resto-druid or a holy paladin. The errorr happens on both chars.
Would adding version checking across party/raid be a useful or worthwhile feature? If yes, I would love to limit it to LibResComm-1.0 presence, but I don't think that can be done; it would have to limited to SmartRes2.
Or just trust in users' judgment for appropriate modern addons.
Again i don't think we need it. You shouldnt nail down people to use one specific addon, or even a rescomm compatible thing at all. A lot of Addons are compatible with ctra resmessage , vuhdo, healbot, ora gridresstatus and so on.
Its better to fix your stuff if theres something to fix instead of an unnecessary feature like this ;)
OK, this is based off Morgalm's code. http://pastey.net/133234 For Morgalm, please note my change on lines 1003/1004 because I'm guessing you had the sender and collisionsender backward.
I am not posting this as an Alpha yet, and would like some feedback and testing. The optimizations were mostly regarding the res bars options; I moved a lot of that into the user options section in the OnInit() because they were previously in at least two places. The original code is commented out so if something doesn't work, it can easily be switched back.
Just download the code from the pastey and overwrite SmartRes2.lua and post back results, please.
Several items were fixed in the latest Alpha. Still to do: Rebirth checking, fix colourization of test bars' collision (actual casts should work), and verifying my dry code of adding Whisper to chat output works.
I've run out of game time for the next few weeks, so dry coding is all I can do.
if ResComm:IsUnitBeingRessed(unit) then unitBeingRessed = true return nil end
The idea being that if the unit is being ressed, then don't try to res that unit again. The relevant code for the LibResComm-1.0 API reads
Description: Checks if a unit is being ressurected at that moment.
Input: Name of a friendly player
Output: Boolean. True when unit is being ressed. False when not.
for resser, ressed in pairs(activeRes) do
if unit == ressed then
return true, resser
So it is a true/false return on the API, and you can get the resser associated with the unit. In my code, I'm only checking against the unit, as I don't care about the resser at this time. However, my unitBeingRessed local variable is being told to return nil if a unit is found to be in the process of being ressed. Should I be returning nil, nil since the lib returns two values? Oh the joys of no active game account. /sarcasm
I translated the zhCN form google-translation-machine to correct localization 1 hour ago.
Thank you. I'll propagate an update after work tomorrow, unless someone beats me to it.
General interest feedback question: what are people's opinion of SmartRes2? You can say anything you like, but remember constructive feedback is more useful than "it sux" or "i like it". IE, what sucks, what do you like?