Interesting, if you could combine this with MagicMarker addon into 1 supreme Marking+Assigning addon it would be great @:D
Maybe make it so you can assign Target->Player by holding down a keybind and just clicking on the mob-> player, mob->player... so its quicker
Adds some smart thinking for default ... ie if u select a warrior the mob will be set to "tank" and a mage "sheep" by default
then just add in some standard raid markers for each "job" and ur away :)
so yeh basically MagicMarker + this addon combined :)
Yeah thats the plan. Raid icon assignment now work manually. If you have a target then cick left of it (i know it is not that clear) and you can assign a symbol to the target. If the target had a symbol alrdy it should come up automatically.
Made a 0.12 release, with more intelligence for adding jobs and targets automatically:
- if you set a icon index on a new target, the job and target will be created automatically.
- icon changes on raid targets will change the job targets also
- icon changes on job targets will change the raid target only when it is selected
- started to work on a readonly version, for raid members with no rights (40% done)
- some bugs
I'm glad someone is taking up the effort to write and maintain a generic assignment like this, there is a definite need. One suggestion I would like to make is to look at FuriousTask, which is what I've been using for a while. It's not being maintained but there's a fair amount of ground work laid there which could potentially be used here. I was actually hoping someone would pick up the project, but having a new project with the same goals is great too.
As it stands it looks like AssignAssist does not have the functionality to support multiple raid bosses. We tend to use the same set of assignments every week for each individual encounter, changing only to account for any roster differences. Each configuration is saved with a name of our choosing, i.e. "Archimonde". This saves a massive amount of time, as each encounter is essentially built once and then modified from that point forward. Then, the saved encounters are updated/shared with all others running the mod in "slave" mode.
I definitely like the direction you're going with the GUI. Hopefully the features we rely on with FuriousTask will be available in AA soon so we can switch. :)
Thx for your response m8, i didnt know about FuriousTask, but i will definitly have a look.
Regarding to saving Bossevents, its not that hard to implement, because all information is alrdy send across the channel via a serialized string, it can be saved easily, with the exception of guid's and maybe some other stuff, i need to look that up.
GUI programming is the hard bit here. A lot of things need to be done, very time consuming. There are not many examples around, like how to implent a table, and if you look at other projects gui code how they did it, for example recount, i am totally lost.