[2008/05/22 17:37:05-3135-x1]: RBM-2.0.0\ModuleClasses\Plugin.lua:233: attempt to index global 'RBM' (a nil value)
RBM-2.0.0\DeBuffWatch\DeBuffWatch.lua:389: in function `OnEnable'
RBM-2.0.0\ModuleClasses\Base.lua:97: in function `Enable'
RBM-2.0.0\Core.lua:222: in function <Interface\AddOns\RBM\Core.lua:217>
RBM-2.0.0\Core.lua:432: in function <Interface\AddOns\RBM\Core.lua:415>
(tail call): ?:
<in C code>: ?
<string>:"safecall Dispatcher[1]":9: in function <[string "safecall Dispatcher[1]"]:5>
(tail call): ?:
AceAddon-3.0\AceAddon-3.0.lua:365: in function `EnableAddon'
AceAddon-3.0\AceAddon-3.0.lua:435: in function <Interface\AddOns\Ace3\AceAddon-3.0\AceAddon-3.0.lua:421>
<in C code>: in function `LoadAddOn'
Interface\FrameXML\UIParent.lua:908: in function `UIParentLoadAddOn':
Interface\FrameXML\UIParent.lua:234: in function `CombatLog_LoadUI':
Interface\FrameXML\UIParent.lua:327: in function <Interface\FrameXML\UIParent.lua:312>:
<in C code>: in function `UIParent_OnEvent'
<string>:"*:OnEvent":1: in function <[string "*:OnEvent"]:1>
---
1: It does completely that. It takes the bigwigs bossbars and ports them over to be manipulated by the RBM frame system. It in noway will interfere with the way the bossmods work, only how the bars are displayed.
So if I'm using BigWigs and enabled the Bigwigs pass-thru, am I correct in assuming I could safely disable the built-in Boss mods the addon offers? I'm guessing if if I'm in content they both support I'd risk receiving multiple bars for the same timer.
Quote from Apoco »
As far as replacing Chronometer, hourglass, antagonist, RBM should be able to replace them with the current plugins available.
I did a bit more testing tonight and I have to say, I'm pretty impressed. I need to do some PvP and play some of my other toons, but thus far it has matched bar-for-bar pretty evenly, and even added a few niceties, in addition to improved aesthetics and total control over bar layout and filtering. Well done.
Quote from Apoco »
The settings things, I am not completely sure how that works out. I know they get saved in the general account saved variable file, so they should be able to just select the name in the Profile settings in the RBM menu and it work properly. If you encounter any problems though I will be more than willing to assist you in anyway I can, just let me know.
As a compilation author (does that even make me an author, eh, I don't think so), I love mods that let me easily configure for all classes. I *love* how the Ability_Watch plug-in has every class listed and I can go in and choose what I want and it's completely turn-key for all of those classes now. I know some of these plug-ins probably are supported by other authors, but I'd like to say how absolutely fantastic it would be if those authors followed suit. I know it would be supporting a very small subset of folks, but I know quite a few people play more then one toon, and being able to go in and set everything up just one time would probably be nice for those folks too. I don't think I've dabbled in LUA enough to engineer something worth committing, but I'll glance at those plug-in's code myself as well and see what jumps out at me.
Oh, I also noticed last night that RBM was showing my Rapid Fire cooldown as 5 minutes, but due to talents it's only 3 minutes for me. I'm not sure what a clean way would be to handle that.
Oh, I also noticed last night that RBM was showing my Rapid Fire cooldown as 5 minutes, but due to talents it's only 3 minutes for me. I'm not sure what a clean way would be to handle that.
Through AbilityWatch or CooldownWatch? Also, did you change specs between last reload and when you used it?
----
Quote from Arkive »
So if I'm using BigWigs and enabled the Bigwigs pass-thru, am I correct in assuming I could safely disable the built-in Boss mods the addon offers? I'm guessing if if I'm in content they both support I'd risk receiving multiple bars for the same timer.
If you have BigWigs, you do not need to even have the RBM_BlackTemple, RBM_Sunwell, RBM_Hyjal, RBM_Gruuls, RBM_ZulAman installed correct.
Quote from Arkive »
I did a bit more testing tonight and I have to say, I'm pretty impressed. I need to do some PvP and play some of my other toons, but thus far it has matched bar-for-bar pretty evenly, and even added a few niceties, in addition to improved aesthetics and total control over bar layout and filtering. Well done.
Thank you very much. I am very proud with the current state of things in RBM and none if it would have been possible without Kameral allowing me to continue the project and the folks on these boards helping me find bugs.
Quote from Arkive »
I *love* how the Ability_Watch plug-in has every class listed and I can go in and choose what I want and it's completely turn-key for all of those classes now. I know some of these plug-ins probably are supported by other authors, but I'd like to say how absolutely fantastic it would be if those authors followed suit.
Honestly, as of right now, I believe I am the only author of plugins for RBM. I have not seen others out yet. What do you mean by the other plugins followed suit of AbilityWatch? I try to make the configs as simple as possible, which gets very difficult sometimes because of the number of options available and the inability to create a multi-select dropdown menu (hence every spell has its own checkbox instead of one dropdown menu and you can select multiple ones)
Is there any way to track the cooldown of a pet's ability?
Also, I somehow managed to add Master Soulstone to the Item Cooldown list, but I can't seem to get Master Healthstone or Healing Potion Injector to show up.
Is there any way to track the cooldown of a pet's ability?
Also, I somehow managed to add Master Soulstone to the Item Cooldown list, but I can't seem to get Master Healthstone or Healing Potion Injector to show up.
I plan on adding healthstone and potion cooldowns soon, just havent had the chance to add them yet. As far as pet abilities....what abilities can pets have that have a cooldown > 10 seconds?
Getting an error at startup with AbilityWatch r74863:
[2008/05/22 21:43:22-3141-x1]: RBM-2.0.0\ModuleClasses\Base.lua:324: attempt to call global 'debug' (a nil value)
RBM_AbilityWatch-0.1 Beta\RBM_AbilityWatch.lua:718: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:146: in function <...Ons\Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[1]":13: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
AceEvent-3.0\AceEvent-3.0.lua:70: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:69>
---
Felguard has Intercept (30 seconds)
Felhunter has Devour Magic (8 seconds, would be nice to track) and Spell Lock (24 seconds)
Voidwalker has Suffering (2 minute cooldown)
Also, in addition to adding Healthstones and Injectors, it seems that my Master Soulstone disappeared from my Track Items list when I logged out so that may have to be worked on as well.
Thanks in advance!
All I was looking for was a Cooldown Timer mod, and I found a good mod to replace Chronometer too, it seems.
Out of curiosity (I haven't installed this on my Wife's computer yet), do you account for the Shadowpriest T6 bonus of adding 3 seconds to Shadow Word: Pain?
I have not seen others out yet. What do you mean by the other plugins followed suit of AbilityWatch? I try to make the configs as simple as possible, which gets very difficult sometimes because of the number of options available and the inability to create a multi-select dropdown menu (hence every spell has its own checkbox instead of one dropdown menu and you can select multiple ones)
In setup, if you go under Ability_Watch, every class is listed and I can pick and choose what I want for each class. If I go under Cooldown_Watch and De|Buff_Watch, I only show my own abilities/cooldowns (which honestly makes perfect sense). But if each of the classes were listed under those like Ability_Watch, you could configure all of your classes at the same time, or change something on the fly that you thought of (or didn't want tracked) on another one of your toons without having to log in as them. From my perspective, it would let me produce or change a config for all classes without having to log in over and over. In all fairness though, you have a lot better things to be working on then that, and I don't even know if having those options available would add extra overhead to the mod or if it would just be saving variables.
[2008/05/23 06:47:01-82-x1]: RBM-2.0.0\ModuleClasses\Base.lua:324: attempt to call global 'debug' (a nil value)
RBM_AbilityWatch-0.1 Beta\RBM_AbilityWatch.lua:718: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:146: in function <...edia-3.0\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[1]":13: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
AceEvent-3.0\AceEvent-3.0.lua:70: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:69>
In setup, if you go under Ability_Watch, every class is listed and I can pick and choose what I want for each class. If I go under Cooldown_Watch and De|Buff_Watch, I only show my own abilities/cooldowns (which honestly makes perfect sense). But if each of the classes were listed under those like Ability_Watch, you could configure all of your classes at the same time, or change something on the fly that you thought of (or didn't want tracked) on another one of your toons without having to log in as them. From my perspective, it would let me produce or change a config for all classes without having to log in over and over. In all fairness though, you have a lot better things to be working on then that, and I don't even know if having those options available would add extra overhead to the mod or if it would just be saving variables.
I haven't really used ability watch at all yet but for debuff watch, I want to track different abilities with all my characters. On warrior I want to see timers for sunder, thunder clap and so on. If I'm playing priest, I don't really care if a mob has sunder on or not. So I doubt you could properly configure it to work for all classes.
However, I would still like to see abilities of every class in debuff watch but for a different reason. There are some things that I'm interested in that I can't cast myself. One thing that immediately comes to mind is curse of weakness. If it's on a mob I know that I don't need to do demo shout, otherwise I do.
if GetItemCount(34679, true) > 0 then -- Shattered Sun Pendant of Might (Aldor)
hiddenCooldowns["45480"] = {
["item"] = 34679,
["cooldown"] = 45,
["buffdur"] = 10,
}
end
if GetItemCount(34678, true) > 0 then -- Shattered Sun Pendant of Acumen (Aldor)
hiddenCooldowns["45479"] = {
["item"] = 34678,
["cooldown"] = 45,
["buffdur"] = 10,
}
end
if GetItemCount(34680, true) > 0 then -- Shattered Sun Pendant of Resolve (Scryer)
hiddenCooldowns["45431"] = {
["item"] = 34680,
["cooldown"] = 45,
["buffdur"] = 10,
}
end
if GetItemCount(34680, true) > 0 then -- Shattered Sun Pendant of Resolve (Aldor)
hiddenCooldowns["45432"] = {
["item"] = 34680,
["cooldown"] = 45,
["buffdur"] = 10,
}
end
if GetItemCount(34677, true) > 0 then -- Shattered Sun Pendant of Restoration (Aldor)
hiddenCooldowns["45478"] = {
["item"] = 34677,
["cooldown"] = 45,
["buffdur"] = 10,
}
end
if GetItemCount(34473, true) > 0 then -- Commendation of Kael'thas
hiddenCooldowns["45057"] = {
["item"] = 34473,
["cooldown"] = 30,
["buffdur"] = 10,
}
end
if GetItemCount(34472, true) > 0 then -- Shard of Contempt
hiddenCooldowns["45053"] = {
["item"] = 34472,
["cooldown"] = 30,
["buffdur"] = 10,
}
end
what abilities can pets have that have a cooldown > 10 seconds?
Intimidation is one minute, Bestial Wrath is 2 minutes, many of the species-unique abilities (prowl for cats, for example) have a ten second cooldown. Granted the first two aren't technically pet abilities, but spells cast by the hunter, but does RBM already cover them?
Intimidation is one minute, Bestial Wrath is 2 minutes, many of the species-unique abilities (prowl for cats, for example) have a ten second cooldown. Granted the first two aren't technically pet abilities, but spells cast by the hunter, but does RBM already cover them?
CooldownWatch, and no I've been my current spec for months - long before I started using RBM.
Thats very odd then. It gets the cooldown from the spells tooltips on loading. Try it again and make sure that it is infact doing that please. I just tested it with mine and it works fine. Also do you have any mods altering your spell tooltips like DrDamage
Also, as far as item cooldowns, I did add them in previously (forgot sorry), just select Item Cooldowns in the CooldownWatch options menu, scroll all the way down and select the cooldowns you wish to track.
For SW:P t6 bonus, yes that is taken into account for DeBuffWatch. AbilityWatch will be unable to do that for hostile players as we cannot inspect them while they are hostile.
I do use DrDamage, although it doesn't add anything to the Rapid Fire tooltip. I also use CowTip, Skinner, Whats, MobInfo2, WhoHas and some other addons that have to do with tooltips but I don't think any of them affect skill tooltips.
I'll try to test with and without DrDamage enabled.
Edit: Doh, it works fine now. It must have been temporarily broken and already resolved.
Started tinkering with it again this morning, ran into something.. 'odd'
I found a dead space that ate mouse clicks near the middle of my screen, /print GetMouseFocus():GetName()) gave nil, but if I ran a :Show() it turns out it's one of the options for RBM, from the transffering tab, the checkbox 'Transfer by absolute'
It appears to be just a fluke, haven't seen it since.
Now on to my actual question, is it supposed to announce when a cooldown/etc ends? I tinkered with the Output options but could get nothing to display.
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So if I'm using BigWigs and enabled the Bigwigs pass-thru, am I correct in assuming I could safely disable the built-in Boss mods the addon offers? I'm guessing if if I'm in content they both support I'd risk receiving multiple bars for the same timer.
I did a bit more testing tonight and I have to say, I'm pretty impressed. I need to do some PvP and play some of my other toons, but thus far it has matched bar-for-bar pretty evenly, and even added a few niceties, in addition to improved aesthetics and total control over bar layout and filtering. Well done.
As a compilation author (does that even make me an author, eh, I don't think so), I love mods that let me easily configure for all classes. I *love* how the Ability_Watch plug-in has every class listed and I can go in and choose what I want and it's completely turn-key for all of those classes now. I know some of these plug-ins probably are supported by other authors, but I'd like to say how absolutely fantastic it would be if those authors followed suit. I know it would be supporting a very small subset of folks, but I know quite a few people play more then one toon, and being able to go in and set everything up just one time would probably be nice for those folks too. I don't think I've dabbled in LUA enough to engineer something worth committing, but I'll glance at those plug-in's code myself as well and see what jumps out at me.
Through AbilityWatch or CooldownWatch? Also, did you change specs between last reload and when you used it?
----
If you have BigWigs, you do not need to even have the RBM_BlackTemple, RBM_Sunwell, RBM_Hyjal, RBM_Gruuls, RBM_ZulAman installed correct.
Thank you very much. I am very proud with the current state of things in RBM and none if it would have been possible without Kameral allowing me to continue the project and the folks on these boards helping me find bugs.
Honestly, as of right now, I believe I am the only author of plugins for RBM. I have not seen others out yet. What do you mean by the other plugins followed suit of AbilityWatch? I try to make the configs as simple as possible, which gets very difficult sometimes because of the number of options available and the inability to create a multi-select dropdown menu (hence every spell has its own checkbox instead of one dropdown menu and you can select multiple ones)
Also, I somehow managed to add Master Soulstone to the Item Cooldown list, but I can't seem to get Master Healthstone or Healing Potion Injector to show up.
I plan on adding healthstone and potion cooldowns soon, just havent had the chance to add them yet. As far as pet abilities....what abilities can pets have that have a cooldown > 10 seconds?
Felguard has Intercept (30 seconds)
Felhunter has Devour Magic (8 seconds, would be nice to track) and Spell Lock (24 seconds)
Voidwalker has Suffering (2 minute cooldown)
Also, in addition to adding Healthstones and Injectors, it seems that my Master Soulstone disappeared from my Track Items list when I logged out so that may have to be worked on as well.
Thanks in advance!
All I was looking for was a Cooldown Timer mod, and I found a good mod to replace Chronometer too, it seems.
Out of curiosity (I haven't installed this on my Wife's computer yet), do you account for the Shadowpriest T6 bonus of adding 3 seconds to Shadow Word: Pain?
In setup, if you go under Ability_Watch, every class is listed and I can pick and choose what I want for each class. If I go under Cooldown_Watch and De|Buff_Watch, I only show my own abilities/cooldowns (which honestly makes perfect sense). But if each of the classes were listed under those like Ability_Watch, you could configure all of your classes at the same time, or change something on the fly that you thought of (or didn't want tracked) on another one of your toons without having to log in as them. From my perspective, it would let me produce or change a config for all classes without having to log in over and over. In all fairness though, you have a lot better things to be working on then that, and I don't even know if having those options available would add extra overhead to the mod or if it would just be saving variables.
that would help a lot to reduce the spam in bg?s
Getting this periodically now:
Also, I second JOS654's request :)
I haven't really used ability watch at all yet but for debuff watch, I want to track different abilities with all my characters. On warrior I want to see timers for sunder, thunder clap and so on. If I'm playing priest, I don't really care if a mob has sunder on or not. So I doubt you could properly configure it to work for all classes.
However, I would still like to see abilities of every class in debuff watch but for a different reason. There are some things that I'm interested in that I can't cast myself. One thing that immediately comes to mind is curse of weakness. If it's on a mob I know that I don't need to do demo shout, otherwise I do.
CooldownWatch, and no I've been my current spec for months - long before I started using RBM.
Intimidation is one minute, Bestial Wrath is 2 minutes, many of the species-unique abilities (prowl for cats, for example) have a ten second cooldown. Granted the first two aren't technically pet abilities, but spells cast by the hunter, but does RBM already cover them?
Yes, RBM covers those already.
Thats very odd then. It gets the cooldown from the spells tooltips on loading. Try it again and make sure that it is infact doing that please. I just tested it with mine and it works fine. Also do you have any mods altering your spell tooltips like DrDamage
Also, as far as item cooldowns, I did add them in previously (forgot sorry), just select Item Cooldowns in the CooldownWatch options menu, scroll all the way down and select the cooldowns you wish to track.
For SW:P t6 bonus, yes that is taken into account for DeBuffWatch. AbilityWatch will be unable to do that for hostile players as we cannot inspect them while they are hostile.
I'll try to test with and without DrDamage enabled.
Edit: Doh, it works fine now. It must have been temporarily broken and already resolved.
I found a dead space that ate mouse clicks near the middle of my screen, /print GetMouseFocus():GetName()) gave nil, but if I ran a :Show() it turns out it's one of the options for RBM, from the transffering tab, the checkbox 'Transfer by absolute'
It appears to be just a fluke, haven't seen it since.
Now on to my actual question, is it supposed to announce when a cooldown/etc ends? I tinkered with the Output options but could get nothing to display.