I also fixed the problems with all mage abilities. They all work as intended in the next build (atleast all I could try. Test time was limited, it wasn't my toon).
HunterZ I am going to try and test a few different things for your Rapid Fire issue. I can't understand why Beastal Wrath shows up, but Rapid Fire doesn't, unless your time filter settings are weird, but if you are using the default two bars, they shouldn't be. (ie: if you have max time set to <3min)
HunterZ I am going to try and test a few different things for your Rapid Fire issue. I can't understand why Beastal Wrath shows up, but Rapid Fire doesn't, unless your time filter settings are weird, but if you are using the default two bars, they shouldn't be. (ie: if you have max time set to <3min)
I'm still using the default long and short frames with their default time limit settings. I'm attaching my savedvariables files in case it helps; one is the account-wide settings and the other is my Hunter-specific settings.
Ok, I am back after your recent update and came up with ~56 errors showing up in Swatter. Here are a few from the "Core." Here are three, and I seem to have gotten more, up to 71 now. Seems like the mod is trying to load. I see drums, autorespond, spamblock, debuffwatch... etc... almost everything I would think. Hope this helps.
Date: 2008-04-04 09:37:50
ID: 7
Error occured in: Global
Count: 1
Message: ..\AddOns\RBM\FunctionEnviroment.lua line 10:
Bad argument #8 to `NewAddon'. Library "LibFuBarPlugin-3.0" is not found.
Debug:
[C]: ?
[C]: ?
...erface\AddOns\FuBar\libs\LibRock-1.0\LibRock-1.0.lua:1966: NewAddon()
RBM\FunctionEnviroment.lua:10: in main chunk
Date: 2008-04-04 09:37:50
ID: 8
Error occured in: Global
Count: 1
Message: ..\AddOns\RBM\Locales\Locales.lua line 7:
attempt to index global 'RBM' (a nil value)
Debug:
[C]: ?
RBM\Locales\Locales.lua:7: in main chunk
Date: 2008-04-04 20:38:27
ID: 55
Error occured in: Global
Count: 1
Message: ..\AddOns\RBM\Core.lua line 32:
attempt to index global 'RBM' (a nil value)
Debug:
[C]: ?
RBM\Core.lua:32: in main chunk
If you want me to look for aspecific file or whatever, tell me and I will try to find what you are looking for
Brok: It appears that you have not installed RBM properly, as it is complaining in the first error that you are missing required libraries. You should either:
- use an updater such as WAU or jWowUpdater which is configured to automatically download dependencies, or
- download the full version of the addon instead of the no-ext version
Also, make sure that you fully exit the game before (re)installing the addon(s), or else the game won't see that the libraries have been installed.
Brok: It appears that you have not installed RBM properly, as it is complaining in the first error that you are missing required libraries. You should either:
- use an updater such as WAU or jWowUpdater which is configured to automatically download dependencies, or
- download the full version of the addon instead of the no-ext version
Also, make sure that you fully exit the game before (re)installing the addon(s), or else the game won't see that the libraries have been installed.
That would be a mistake of mine. As I did not write this and just took over development, I don't know what all Libraries are being used entirely, and since I use several Ace3 mods, I have 90% of the libs already installed. This has been fixed. Hopefully no more of these errors. I am testing your savedvars right now HunterZ. Sorry for all the troubles :(
** Update **
There is definately an issue with your settings HunterZ, but as of yet I cannot figure out why its not showing Rapid Fire. lol Will hopefully find a cause within the hour. P2
It is somewhat of your settings. Apparently there is a problem that the buff bar you have setup for Rapid Fire is overwriting the bar being created for the cooldown timer. If you turn off the buff check for it, the cooldown shows (hence why I didn't have the problem). I am looking into the cause of it. P3
Fixed it. While I don't like my fix, it works, and will work well. it is just...ghetto. It will now add a <space> after every cooldown name. You won't notice it or anything, but that will differentiate it from the buffs labels. lol. Pushed it live.
I always hit CTRL-F12 to get externals, but i did not have auto download of dependencies enabled (checked now). I also always exit and restart WoW when I install any addon. I also use WoWACEUpdater version 1.9.45.718, which I believe is still the latest build.
For Apoco:
Currently on the latest version (r68110) and still no dice. Exited game, deleted the folders, clean saved variables and still continue to get the same errors after a reinstall of the mod. Even with all of HunterZ's recommendations.
Sorry to be such a nuisance.
Update: UGH. HunterZ... I guess updating with externals doesn't add dependencies? So I was like... what the hell, let's update without Externals and all the damn dependencies came flying down. i bet when I log in it works. ;-( Grrrr. Holy Snap, it worked. LoL...
It is kinda wierd updating without externals. You have to force reinstall all mods to get the exterals added. I had to do it the other day, spent like 1h figuring it out myself. lol. Glad you got it to work.
Now that I got it working, thought I would bring some stuff up:
1. De/Buff Watch - Is there anyway to show lifebloom stacks in a frame. (TargetName, Spell, Stack #)
2. Kick is not present in Cooldown Watch according to a rogue in our guild.
3. Drum Announce is not working with all options under plug-in checked, saw this amongst other errors:
Date: 2008-04-04 23:16:29
ID: 41
Error occured in: Global
Count: 1
Message: ..\AddOns\RBM\Drums\Drums.lua line 1:
attempt to index global 'RBM' (a nil value)
Debug:
[C]: ?
RBM\Drums\Drums.lua:1: in main chunk
4. Even though I have the Library files and the mod is working, I am still getting some errors like the one above.
I think I have some more things to bring up, but I want to test first.
UPDATE: Gouge is not in Cooldown Watch either.
Is there a way to make a timer persist (always show) on a target after you choose another target?
Now that I got it working, thought I would bring some stuff up:
1. De/Buff Watch - Is there anyway to show lifebloom stacks in a frame. (TargetName, Spell, Stack #)
2. Kick is not present in Cooldown Watch according to a rogue in our guild.
3. Drum Announce is not working with all options under plug-in checked, saw this amongst other errors:
UPDATE: Gouge is not in Cooldown Watch either.
Is there a way to make a timer persist (always show) on a target after you choose another target?
1: It's been added in next build.
2: Its not in a list, but it is always tracked as its their interrupt. (Just tested)
3: Drum Announce....hmm. Will look into it, but as of this Wednesday(last time I raided) it worked properly. As for the error, clear your errors and tell me if you still get it. Also Drums of War, while the toggle is there, has not been added in yet.
4: Gouge is tracked properly and shows up in Cooldown Watch and De|Buff Monitor (Just tested)
5: Timer Persistance will be added in a future build. It is definitely something I want. Until now, if you have it tracking all raid/party members for De|Buff Watch, it should stay shown regardless of target.**Update** I have added in an always update thing. Where anytime you change targets it will attempt to update all buffs/debuffs for all selected units. This is sort of a persistance system, but it isn't. It will work until I have a chance to rewrite it into a proper system. It is able to be turned off.
RBM is not working with me.
I first had the "LibFuBarPlugin-3.0" error. So i put this library manually (it is not in the addon package neither with wowaceupdater neither with the direct download).
And now i have this error : Interface\AddOns\RBM\Locales\Locales.lua : 31 : attempt to index upvalue 'TRANSALTE_MESSAGE' (a nil value)
I can't see RBM in the rock menu or in the addon menu of wow. I tried some commands like /RBM but nothing works as if the addon was not loaded :s
RBM is not working with me.
I first had the "LibFuBarPlugin-3.0" error. So i put this library manually (it is not in the addon package neither with wowaceupdater neither with the direct download).
And now i have this error : Interface\AddOns\RBM\Locales\Locales.lua : 31 : attempt to index upvalue 'TRANSALTE_MESSAGE' (a nil value)
I can't see RBM in the rock menu or in the addon menu of wow. I tried some commands like /RBM but nothing works as if the addon was not loaded :s
That is odd. I know I added it into it at one point. lol I added it in. I fixed the error you had. Was a problem with localization for non enUS clients. The next build will be a major push forward in the direction I would like to see the mod go as far as localizations are concerned. I am going to be changing everything over to the Core Mod to localize instead of doing RBM_XXXX_XXX = XXXX **Update**
Decided against that as I would have to include BabbleBoss and BabbleZone, which I do not want to have to do unless absolutely necessary (and it isn't, the current way works fine)
** Update x2 ** (I'm just keeping this list updated)
I have a suggestion for this addon. I'm really loving it so far, but unfortunately I had a couple problems adding a few buffs/debuffs to the list of stuff it tracks. DeBuffWatch.lua shows that you're tracking/categorizing your buffs/debuffs by name. Given 2.4 is here, you should switch this to spell ids, as there are multiple spells with the same name. For example, the warlock buff Paranoia.. there is also a Paranoia spell from the Madness darkmoon card.
I have a suggestion for this addon. I'm really loving it so far, but unfortunately I had a couple problems adding a few buffs/debuffs to the list of stuff it tracks. DeBuffWatch.lua shows that you're tracking/categorizing your buffs/debuffs by name. Given 2.4 is here, you should switch this to spell ids, as there are multiple spells with the same name. For example, the warlock buff Paranoia.. there is also a Paranoia spell from the Madness darkmoon card.
-Kergoth
I've already started doing it, though its not completely working yet, but yes I agree with you completely, it is much harder than it sounds because of the way it was originally written. I am probably going to have to rewrite the core of De|Buff Watch/Cooldown Watch. All of the new modules however do use ID's (Drums, Boss Mods, etc). Along with the ability to get a proper spellID from the UnitBuff and UnitDebuff API. i forsee the same problems using spell id's as I we currently have because of this. The only way to detect a spell id via
--local id = GetSpellLink(name):match("spell:(%d+)") -- Thanks Arrowmaster -- initial rank spell id
--local testid = GetSpellLink(i, BOOKTYPE_SPELL):match("spell:(%d+)") -- true spell ID for ranks
which you can see in the CooldownWatch.lua now. Problem with this is, how it tracks Buffs/Debuffs, it actively scans all active buffs and debuffs on the unit. If there are two buffs with the name of "Paranoia" then GetSpellLink("Paranoia") would return the same value, regardless of what buff it actually is. I guess I could compare icons, but even at that it has major flaws and holes and will cause a lot of garbage, but it still would not get around the current issue at hand since both Felhunter and Madness proc have the same buff icon. lol. I will find a way around it; it will just take time. I am planning on rewritting CooldownWatch first, then De|BuffWatch. CooldownWatch has already been started to be rewritten (as you can probably tell from the code), but it will take me time as I said because I am still trying to keep all of the Boss Mods updated (of the ones I have released), along with fixing other bugs in the system that people are reporting.
I've already started doing it, though its not completely working yet, but yes I agree with you completely, it is much harder than it sounds because of the way it was originally written. I am probably going to have to rewrite the core of De|Buff Watch/Cooldown Watch. All of the new modules however do use ID's (Drums, Boss Mods, etc). Along with the ability to get a proper spellID from the UnitBuff and UnitDebuff API. i forsee the same problems using spell id's as I we currently have because of this. The only way to detect a spell id via
--local id = GetSpellLink(name):match("spell:(%d+)") -- Thanks Arrowmaster -- initial rank spell id
--local testid = GetSpellLink(i, BOOKTYPE_SPELL):match("spell:(%d+)") -- true spell ID for ranks
which you can see in the CooldownWatch.lua now. Problem with this is, how it tracks Buffs/Debuffs, it actively scans all active buffs and debuffs on the unit. If there are two buffs with the name of "Paranoia" then GetSpellLink("Paranoia") would return the same value, regardless of what buff it actually is.
Hmm, I wonder if you could use the combat log to monitor the gain/loss of the buff/debuff rather than using UnitBuff/UnitDebuff, or use it to supplement it.
Hmm, I wonder if you could use the combat log to monitor the gain/loss of the buff/debuff rather than using UnitBuff/UnitDebuff, or use it to supplement it.
-Chris
Thought of that. Downside:
You gain Ferocious Inspiration
5 seconds later, it reprocs, and buff refreshes duration.
The combat log does not (to my knowledge), show the reapplication of it, so it would assume it dropped after the 10 seconds when infact it still had 5 seconds left. This is one of the problems that NECB had with Hunter's Mark that annoyed me to no end, I could refresh it and it would still say it had the original duration left when infact it had 2minutes. I will double test this tonight, but I am 99% sure it does not show a re-application of it.
Still the same results. Unless there is something I am missing, the combat log nor any events, are triggered when a buff is reapplied while it is still active.
You gain Ferocious Inspiration
5 seconds later, it reprocs, and buff refreshes duration.
The combat log does not (to my knowledge), show the reapplication of it, so it would assume it dropped after the 10 seconds when infact it still had 5 seconds left. This is one of the problems that NECB had with Hunter's Mark that annoyed me to no end, I could refresh it and it would still say it had the original duration left when infact it had 2minutes. I will double test this tonight, but I am 99% sure it does not show a re-application of it.
Perhaps you could watch for buff gains in the combat log, and if the gain matches a table of spell ids we care about, then set the value of that entry in the table to true instead of false, as an indication that we need to pay attention to that spell now.
Then in your handler for auras changed, you scan via UnitBuff/UnitDebuff, and for every one whose name matches a spellid whose value is true in the aforementioned table, grab the time remaining and such and fire off / update the timer.
The only thing that strikes me as problematic in such a setup is what I brought up before, the case of multiple spells with the same name, since, afaik, the unitbuff/unitdebuff functions dont return spell ids, so the comparison against the buffs we know we've gained would be true for multiple buff/debuff entries. Unless you could somehow retain an association of buff/debuff id to spell id, but I don't see how that's possible if one can have multiple ids change in a single aura changed event. But at least you'd get away from needing localized spell names, and that's something.
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etc x10 (different modules)
HunterZ I am going to try and test a few different things for your Rapid Fire issue. I can't understand why Beastal Wrath shows up, but Rapid Fire doesn't, unless your time filter settings are weird, but if you are using the default two bars, they shouldn't be. (ie: if you have max time set to <3min)
I'm still using the default long and short frames with their default time limit settings. I'm attaching my savedvariables files in case it helps; one is the account-wide settings and the other is my Hunter-specific settings.
If you want me to look for aspecific file or whatever, tell me and I will try to find what you are looking for
- use an updater such as WAU or jWowUpdater which is configured to automatically download dependencies, or
- download the full version of the addon instead of the no-ext version
Also, make sure that you fully exit the game before (re)installing the addon(s), or else the game won't see that the libraries have been installed.
That would be a mistake of mine. As I did not write this and just took over development, I don't know what all Libraries are being used entirely, and since I use several Ace3 mods, I have 90% of the libs already installed. This has been fixed. Hopefully no more of these errors. I am testing your savedvars right now HunterZ. Sorry for all the troubles :(
** Update **
There is definately an issue with your settings HunterZ, but as of yet I cannot figure out why its not showing Rapid Fire. lol Will hopefully find a cause within the hour.
P2
It is somewhat of your settings. Apparently there is a problem that the buff bar you have setup for Rapid Fire is overwriting the bar being created for the cooldown timer. If you turn off the buff check for it, the cooldown shows (hence why I didn't have the problem). I am looking into the cause of it.
P3
Fixed it. While I don't like my fix, it works, and will work well. it is just...ghetto. It will now add a <space> after every cooldown name. You won't notice it or anything, but that will differentiate it from the buffs labels. lol. Pushed it live.
I always hit CTRL-F12 to get externals, but i did not have auto download of dependencies enabled (checked now). I also always exit and restart WoW when I install any addon. I also use WoWACEUpdater version 1.9.45.718, which I believe is still the latest build.
For Apoco:
Currently on the latest version (r68110) and still no dice. Exited game, deleted the folders, clean saved variables and still continue to get the same errors after a reinstall of the mod. Even with all of HunterZ's recommendations.
Sorry to be such a nuisance.
Update: UGH. HunterZ... I guess updating with externals doesn't add dependencies? So I was like... what the hell, let's update without Externals and all the damn dependencies came flying down. i bet when I log in it works. ;-( Grrrr. Holy Snap, it worked. LoL...
1. De/Buff Watch - Is there anyway to show lifebloom stacks in a frame. (TargetName, Spell, Stack #)
2. Kick is not present in Cooldown Watch according to a rogue in our guild.
3. Drum Announce is not working with all options under plug-in checked, saw this amongst other errors:
4. Even though I have the Library files and the mod is working, I am still getting some errors like the one above.
I think I have some more things to bring up, but I want to test first.
UPDATE: Gouge is not in Cooldown Watch either.
Is there a way to make a timer persist (always show) on a target after you choose another target?
1: It's been added in next build.
2: Its not in a list, but it is always tracked as its their interrupt. (Just tested)
3: Drum Announce....hmm. Will look into it, but as of this Wednesday(last time I raided) it worked properly. As for the error, clear your errors and tell me if you still get it. Also Drums of War, while the toggle is there, has not been added in yet.
4: Gouge is tracked properly and shows up in Cooldown Watch and De|Buff Monitor (Just tested)
5: Timer Persistance will be added in a future build. It is definitely something I want. Until now, if you have it tracking all raid/party members for De|Buff Watch, it should stay shown regardless of target.**Update** I have added in an always update thing. Where anytime you change targets it will attempt to update all buffs/debuffs for all selected units. This is sort of a persistance system, but it isn't. It will work until I have a chance to rewrite it into a proper system. It is able to be turned off.
RBM is not working with me.
I first had the "LibFuBarPlugin-3.0" error. So i put this library manually (it is not in the addon package neither with wowaceupdater neither with the direct download).
And now i have this error : Interface\AddOns\RBM\Locales\Locales.lua : 31 : attempt to index upvalue 'TRANSALTE_MESSAGE' (a nil value)
I can't see RBM in the rock menu or in the addon menu of wow. I tried some commands like /RBM but nothing works as if the addon was not loaded :s
That is odd. I know I added it into it at one point. lol I added it in. I fixed the error you had. Was a problem with localization for non enUS clients. The next build will be a major push forward in the direction I would like to see the mod go as far as localizations are concerned. I am going to be changing everything over to the Core Mod to localize instead of doing RBM_XXXX_XXX = XXXX
**Update**
Decided against that as I would have to include BabbleBoss and BabbleZone, which I do not want to have to do unless absolutely necessary (and it isn't, the current way works fine)
** Update x2 ** (I'm just keeping this list updated)
Refer to main page.
-Kergoth
I've already started doing it, though its not completely working yet, but yes I agree with you completely, it is much harder than it sounds because of the way it was originally written. I am probably going to have to rewrite the core of De|Buff Watch/Cooldown Watch. All of the new modules however do use ID's (Drums, Boss Mods, etc). Along with the ability to get a proper spellID from the UnitBuff and UnitDebuff API. i forsee the same problems using spell id's as I we currently have because of this. The only way to detect a spell id via
which you can see in the CooldownWatch.lua now. Problem with this is, how it tracks Buffs/Debuffs, it actively scans all active buffs and debuffs on the unit. If there are two buffs with the name of "Paranoia" then GetSpellLink("Paranoia") would return the same value, regardless of what buff it actually is. I guess I could compare icons, but even at that it has major flaws and holes and will cause a lot of garbage, but it still would not get around the current issue at hand since both Felhunter and Madness proc have the same buff icon. lol. I will find a way around it; it will just take time. I am planning on rewritting CooldownWatch first, then De|BuffWatch. CooldownWatch has already been started to be rewritten (as you can probably tell from the code), but it will take me time as I said because I am still trying to keep all of the Boss Mods updated (of the ones I have released), along with fixing other bugs in the system that people are reporting.
Hmm, I wonder if you could use the combat log to monitor the gain/loss of the buff/debuff rather than using UnitBuff/UnitDebuff, or use it to supplement it.
-Chris
Thought of that. Downside:
The combat log does not (to my knowledge), show the reapplication of it, so it would assume it dropped after the 10 seconds when infact it still had 5 seconds left. This is one of the problems that NECB had with Hunter's Mark that annoyed me to no end, I could refresh it and it would still say it had the original duration left when infact it had 2minutes. I will double test this tonight, but I am 99% sure it does not show a re-application of it.
Every bookmark is when the buff got reapplied. Buff = Ferocious Inspiration. Will be testing PLAYER_AURAS_CHANGED in a sec.
PLAYER_AURAS_CHANGED(no args, all nil)
Still the same results. Unless there is something I am missing, the combat log nor any events, are triggered when a buff is reapplied while it is still active.
Perhaps you could watch for buff gains in the combat log, and if the gain matches a table of spell ids we care about, then set the value of that entry in the table to true instead of false, as an indication that we need to pay attention to that spell now.
Then in your handler for auras changed, you scan via UnitBuff/UnitDebuff, and for every one whose name matches a spellid whose value is true in the aforementioned table, grab the time remaining and such and fire off / update the timer.
The only thing that strikes me as problematic in such a setup is what I brought up before, the case of multiple spells with the same name, since, afaik, the unitbuff/unitdebuff functions dont return spell ids, so the comparison against the buffs we know we've gained would be true for multiple buff/debuff entries. Unless you could somehow retain an association of buff/debuff id to spell id, but I don't see how that's possible if one can have multiple ids change in a single aura changed event. But at least you'd get away from needing localized spell names, and that's something.