1. I've recently set a custom icon group up to display cds for trinkets along with a "ready" bar, in this case an icon. The ready bit is done when the show is usable and ready checkboxes are ticked. When I first log in to the game the icon doesn't show for the trinket, it does however show once it's completed a cd cycle. Is this intended behaviour, ie Raven doesn't know about the cd until it actually has happened once or something that can be worked around?
2. I've noticed that Raven has started getting a bit flaky about showing the auras associated with tabard championing. Sometimes it's there, sometimes it's not. This has only just started happening, though I couldn't tell you since which revision, but it certainly occurs with the latest alpha. Other non duration auras are displaying ok, so it's not down to anything in the bar group settings as a whole.
3. Should really chuck it in a ticket, but the clearcasting buff for resto druids isn't in the default buff list anymore. I'm guessing it used to be as I had it in a long used bar group, but I recently rejigged my setup and it's no longer there. Easily fixed using a custom spell selection, but would be nice to have it back in the defaults.
Craxziz, does the ready icon appear right away when usable is disabled? I may have noticed something like this myself when setting up ready icons recently. Tabards: I will have to look into this further when I get back from weekend trip. Clearcasting along with Replenishment and other spells got moved into general presets a while back so that is working as intended.
Ok the ready icon appears when usable is disabled, however you can't see the icon, I just know it's there because another icon changes position.
With regards clearcasting, I'm slightly confused. I want to be able to create a bar/icon in a custom group for it, however I can't see how to select it to show without using a custom spell. Have I missed something blindingly obvious in the options where you choose the buff to show?
I will do more testing of ready icons when I get home. Seems like something must not be right there.
Clearcasting would be more obvious if I actually provided a way to select the general presets. Maybe I will move it back to the relevant classes since, unlike Replenishment, it is specific to the class that procs it.
The ready icon issue for trinkets happens because trinkets are items instead of spells. I have added code to recognize and fix this case for cooldown ready bars.
I have made the Clearcasting change so it will appear as a class buff for druid, mage and shaman.
Not sure yet about the tabard issue but I am adding some test code so I can tell what is going on when I am able to reproduce it.
I'm having some trouble getting the Torment debuff to show up during the Baleroc fight. I use the default setup of the debuffs and can't find any setting that would seem to prevent the stacks from showing up. Any suggestions? Thanks.
I'm having some trouble getting the Torment debuff to show up during the Baleroc fight. I use the default setup of the debuffs and can't find any setting that would seem to prevent the stacks from showing up. Any suggestions? Thanks.
From wowhead.com, the Torment debuff is applied by Shards of Torment and has a duration of 2 seconds. Please check under Timer Options to make sure that you don't have a minimum duration set (you should not but this is the default setting in Cooldowns bar group to avoid global cooldowns showing up). Another possibility is that Torment got added to the black list on the Debuffs tab for that bar group, for some reason. Also, make sure you don't have Cast By on the Debuffs tab set to something other than Anyone. And another idea is that Torment is showing up as a buff instead of a debuff, which is something I can't test easily myself since my raid group has not attempted Baleroc yet.
In any case, you can try disabling Raven for one attempt on Baleroc and see where the default UI shows the Torment aura. Or, if you use a unit frame mod that supports auras, enable the auras on player unit frame and see how Torment shows up (this is the technique I use most often to make sure Raven shows the same auras as Pitbull4).
I checked my settings and the Cast By had no boxes checked (which I thought was odd). I went ahead and checked anyone. I'll see how it sorts out tonight. Thanks.
I'm having problem with the Spellsteal feature. I have a Bar Group and using a condition the icon shows. But, it doesn't display the actual spell i can spellsteal, it shows a generic icon (looks like Arcane Explosion icon). The tooltip describes the Notification (Condition Name: Spell Steal, Target Status: Exists, Is Enemy,Not Dead, Spellsteal).
Unless I'm wrong but for player status. There is no 'or' option. So for PvP I want to detect if I'm flagged for PvP or in an arena or a battle ground. Problem is it tries to test all 3.
This may take a bit of work. But each test option has an 'or' and 'and' check box.
So I check off In Arena, PvP, and Battle Ground. On each of these I check off 'or'. So all tests that have 'or' checked means just one of the tests needs to be true.
If I click 'and' then all of the tests that have 'and' checked off need to be true.
For now it can get really messy creating many tests conditions then using them in dependencies.
I want to make a condition to test that i'm in combat, pvp (in arena, or battle ground, or flagged pvp), arms spec. This be real easy if the tests had that option. But instead I have to make up some complicated series of conditions and tie them together in dependencies. I think this is one area where this help out a lot.
Not sure if this is a bug. But under dependencies. I have two conditions with (and).
so test1 = true (and), test2 = true(and). The first condition is always false, and the second is true. Yet the final test result is true. I even tested test1 and test2 directly. Test1 would always be false, test2 would be true. Yet when I use them in a final result its always true, which seems impossible.
I attached my settings for raven. Check out 'Shouts!', then "Bloodthirst BS SHTS!" under Dependencies. This condition will return false if in arms and true in fury. So for some reason while arms the final condition is true. Not sure how though.
So false and true can't be true. Yet it is in this case. Stuff like this made me take hours or even more than a day to set up some of this stuff.
I'm having problem with the Spellsteal feature. I have a Bar Group and using a condition the icon shows. But, it doesn't display the actual spell i can spellsteal, it shows a generic icon (looks like Arcane Explosion icon). The tooltip describes the Notification (Condition Name: Spell Steal, Target Status: Exists, Is Enemy,Not Dead, Spellsteal).
Using r192.
/Poffpoff
You can create a bar group that shows the actual buff you can steal. Create an auto bar group and on the Buffs tab set it up to show buffs on the target, cast by anyone, enable Filter by Type and select Stealable.
I want to make a condition to test that i'm in combat, pvp (in arena, or battle ground, or flagged pvp), arms spec. This be real easy if the tests had that option. But instead I have to make up some complicated series of conditions and tie them together in dependencies. I think this is one area where this help out a lot.
I will look at this one soon. It does seem that a simpler pvp test that includes arenas and battlegrounds would be helpful. I'll also check out the specific dependency issue you report in second message. I'm just back from week long trip so may take a day or two, though.
Not sure if this is a bug. But under dependencies. I have two conditions with (and).
so test1 = true (and), test2 = true(and). The first condition is always false, and the second is true. Yet the final test result is true. I even tested test1 and test2 directly. Test1 would always be false, test2 would be true. Yet when I use them in a final result its always true, which seems impossible.
I attached my settings for raven. Check out 'Shouts!', then "Bloodthirst BS SHTS!" under Dependencies. This condition will return false if in arms and true in fury. So for some reason while arms the final condition is true. Not sure how though.
So false and true can't be true. Yet it is in this case. Stuff like this made me take hours or even more than a day to set up some of this stuff.
I have been testing this afternoon and I have three observations. First, there is a bug in the Set Result False code so that it is not always processed correctly with dependencies (this should only have affected your test condition). Second, Test Spell Usable didn't correctly return false for unknown spells when testing for cooldowns longer than a specified time (this means that the Bloodthirst BS SHTS! All Cooldowns test may have returned the wrong result when in Arms spec). Third, the use of dependencies in your condition definitions is not correct since they only affect conditions that directly include them (a dependency in Mortal Strike SHTS! does not affect the result of a test that includes Mortal Strike SHTS! as a dependency). In particular, I would recommend including the appropriate talent check directly in both Mortal Strike SHTS! and Bloodthirst BS SHTS! to avoid this problem.
I am attaching a zip file containing my combat rotation for Survival Hunters. It is a small addon that can be included in the Addons folder. It uses a Raven API to install a set of conditions that then get automatically included in the Notifications standard bar group when it is recreated. I find this approach to be easier to develop and maintain that editing the conditions within Raven itself, although it requires familiarity with Lua programming. I offer this as an example so you can see how I use dependencies to prioritize spells but if you are interested in using a similar approach then I will be happy to answer any questions you have.
I should have an alpha with fixes for Set Result False and All Cooldowns>Test Spell Usable later tonight or first thing in the morning. It will also include a new option under the Results section for conditions that lets you specify that tests should be evaluated with a logical "or" instead of "and", meaning that you will be able to detect PvP, arena and battleground all in one condition.
You can create a bar group that shows the actual buff you can steal. Create an auto bar group and on the Buffs tab set it up to show buffs on the target, cast by anyone, enable Filter by Type and select Stealable.
Thank you. I'm not a addon-newbie, but this one i would never have figured out by myself.
I checked out the latest alpha. Lot nicer, was able to trim some of my tests, and delete some.
But I think there is another bug, Talent checks return true even if you don't have it. Think the mod is not properly checking which spec you are first before it checks for talents. So for example talent deathwish returns true even if i'm arms.
Was going to use the talent check to see if i'm arms or fury.
I checked out the latest alpha. Lot nicer, was able to trim some of my tests, and delete some.
But I think there is another bug, Talent checks return true even if you don't have it. Think the mod is not properly checking which spec you are first before it checks for talents. So for example talent deathwish returns true even if i'm arms.
Was going to use the talent check to see if i'm arms or fury.
I just tested this on both druid (resto/balance specs) and warrior (arms/protection specs) and the talent test seems to be working fine. Be sure to make sure that you have Enable Test checked at the top of the Player Status section and that the condition summary includes Player Status: Talent = "Death Wish". Also verify that the Result section doesn't include "Set Result True". If you think it is set up properly and its still not working then sending me your current Raven.lua file again will help me diagnose further.
Is there a user guide for Raven? I have been using Satrina Buff Frames for Years and it is finally broken and unsupported. I am attempting to recreate my Satrina Settings in Raven and I having a hard time. The Buffs/Debuffs frames are good. However, I need to setup icon sets to notify me when specific things happen (Bloodlust, Trinket Proc, MD etc) I have no idea how to do this in Raven, but I understand it is possible.
Anyone have documentation or examples on how to use this?
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1. I've recently set a custom icon group up to display cds for trinkets along with a "ready" bar, in this case an icon. The ready bit is done when the show is usable and ready checkboxes are ticked. When I first log in to the game the icon doesn't show for the trinket, it does however show once it's completed a cd cycle. Is this intended behaviour, ie Raven doesn't know about the cd until it actually has happened once or something that can be worked around?
2. I've noticed that Raven has started getting a bit flaky about showing the auras associated with tabard championing. Sometimes it's there, sometimes it's not. This has only just started happening, though I couldn't tell you since which revision, but it certainly occurs with the latest alpha. Other non duration auras are displaying ok, so it's not down to anything in the bar group settings as a whole.
3. Should really chuck it in a ticket, but the clearcasting buff for resto druids isn't in the default buff list anymore. I'm guessing it used to be as I had it in a long used bar group, but I recently rejigged my setup and it's no longer there. Easily fixed using a custom spell selection, but would be nice to have it back in the defaults.
With regards clearcasting, I'm slightly confused. I want to be able to create a bar/icon in a custom group for it, however I can't see how to select it to show without using a custom spell. Have I missed something blindingly obvious in the options where you choose the buff to show?
Clearcasting would be more obvious if I actually provided a way to select the general presets. Maybe I will move it back to the relevant classes since, unlike Replenishment, it is specific to the class that procs it.
I have made the Clearcasting change so it will appear as a class buff for druid, mage and shaman.
Not sure yet about the tabard issue but I am adding some test code so I can tell what is going on when I am able to reproduce it.
From wowhead.com, the Torment debuff is applied by Shards of Torment and has a duration of 2 seconds. Please check under Timer Options to make sure that you don't have a minimum duration set (you should not but this is the default setting in Cooldowns bar group to avoid global cooldowns showing up). Another possibility is that Torment got added to the black list on the Debuffs tab for that bar group, for some reason. Also, make sure you don't have Cast By on the Debuffs tab set to something other than Anyone. And another idea is that Torment is showing up as a buff instead of a debuff, which is something I can't test easily myself since my raid group has not attempted Baleroc yet.
In any case, you can try disabling Raven for one attempt on Baleroc and see where the default UI shows the Torment aura. Or, if you use a unit frame mod that supports auras, enable the auras on player unit frame and see how Torment shows up (this is the technique I use most often to make sure Raven shows the same auras as Pitbull4).
Thanks for the help. Maybe this will help anyone else out there who might run into it.
I'm having problem with the Spellsteal feature. I have a Bar Group and using a condition the icon shows. But, it doesn't display the actual spell i can spellsteal, it shows a generic icon (looks like Arcane Explosion icon). The tooltip describes the Notification (Condition Name: Spell Steal, Target Status: Exists, Is Enemy,Not Dead, Spellsteal).
Using r192.
/Poffpoff
This may take a bit of work. But each test option has an 'or' and 'and' check box.
So I check off In Arena, PvP, and Battle Ground. On each of these I check off 'or'. So all tests that have 'or' checked means just one of the tests needs to be true.
If I click 'and' then all of the tests that have 'and' checked off need to be true.
For now it can get really messy creating many tests conditions then using them in dependencies.
I want to make a condition to test that i'm in combat, pvp (in arena, or battle ground, or flagged pvp), arms spec. This be real easy if the tests had that option. But instead I have to make up some complicated series of conditions and tie them together in dependencies. I think this is one area where this help out a lot.
so test1 = true (and), test2 = true(and). The first condition is always false, and the second is true. Yet the final test result is true. I even tested test1 and test2 directly. Test1 would always be false, test2 would be true. Yet when I use them in a final result its always true, which seems impossible.
I attached my settings for raven. Check out 'Shouts!', then "Bloodthirst BS SHTS!" under Dependencies. This condition will return false if in arms and true in fury. So for some reason while arms the final condition is true. Not sure how though.
So false and true can't be true. Yet it is in this case. Stuff like this made me take hours or even more than a day to set up some of this stuff.
You can create a bar group that shows the actual buff you can steal. Create an auto bar group and on the Buffs tab set it up to show buffs on the target, cast by anyone, enable Filter by Type and select Stealable.
I will look at this one soon. It does seem that a simpler pvp test that includes arenas and battlegrounds would be helpful. I'll also check out the specific dependency issue you report in second message. I'm just back from week long trip so may take a day or two, though.
I have been testing this afternoon and I have three observations. First, there is a bug in the Set Result False code so that it is not always processed correctly with dependencies (this should only have affected your test condition). Second, Test Spell Usable didn't correctly return false for unknown spells when testing for cooldowns longer than a specified time (this means that the Bloodthirst BS SHTS! All Cooldowns test may have returned the wrong result when in Arms spec). Third, the use of dependencies in your condition definitions is not correct since they only affect conditions that directly include them (a dependency in Mortal Strike SHTS! does not affect the result of a test that includes Mortal Strike SHTS! as a dependency). In particular, I would recommend including the appropriate talent check directly in both Mortal Strike SHTS! and Bloodthirst BS SHTS! to avoid this problem.
I am attaching a zip file containing my combat rotation for Survival Hunters. It is a small addon that can be included in the Addons folder. It uses a Raven API to install a set of conditions that then get automatically included in the Notifications standard bar group when it is recreated. I find this approach to be easier to develop and maintain that editing the conditions within Raven itself, although it requires familiarity with Lua programming. I offer this as an example so you can see how I use dependencies to prioritize spells but if you are interested in using a similar approach then I will be happy to answer any questions you have.
I should have an alpha with fixes for Set Result False and All Cooldowns>Test Spell Usable later tonight or first thing in the morning. It will also include a new option under the Results section for conditions that lets you specify that tests should be evaluated with a logical "or" instead of "and", meaning that you will be able to detect PvP, arena and battleground all in one condition.
Thank you. I'm not a addon-newbie, but this one i would never have figured out by myself.
But I think there is another bug, Talent checks return true even if you don't have it. Think the mod is not properly checking which spec you are first before it checks for talents. So for example talent deathwish returns true even if i'm arms.
Was going to use the talent check to see if i'm arms or fury.
I just tested this on both druid (resto/balance specs) and warrior (arms/protection specs) and the talent test seems to be working fine. Be sure to make sure that you have Enable Test checked at the top of the Player Status section and that the condition summary includes Player Status: Talent = "Death Wish". Also verify that the Result section doesn't include "Set Result True". If you think it is set up properly and its still not working then sending me your current Raven.lua file again will help me diagnose further.
Anyone have documentation or examples on how to use this?