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    posted a message on Ghost: Pulse - Official Thread
    There is a known issue with PW:S. I'll be addressing it when I release the 3.0/WotLK compatible version of GP shortly.
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from Pasus Nauran »

    I've been having an odd problem with my Mage.

    Every time I cast a spell, about 5 seconds later my Mana Gem cooldown flashes. This (obviously) only happens if I have "Mana Potions/Gems" enabled within GhostPulse, but I can't understand why it's happening.

    Okay, the reason why it's happening is because you've got the 'Mana Potions/Gems' enabled, as you correctly identify. That particular alert will pulse every few seconds when GP thinks you should use a gem or potion. It's working exactly as designed.

    If you don't want that, switch 'Mana Potions/Gems' off. Instead, just rely on the 'Bag Items Cooldowns' to have GP alert you when the potion/gem cooldown is up. After all, potions and gems live in your bags, and have cooldowns. :)
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from daslog »

    Hi,

    Can you take a look at Power Word:Shield?

    It seems like its set for the Global Cool Down, but not as a player buff.

    PS, I love the addon.

    I'll take a look. I played with GP a little bit on my lowbie priest a while ago, and noticed that PW:S was a bit odd, but also GP was still being written then, and I didn't get back to my priest to test everything. Let me work on it.
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from Bonze »

    I'm getting...

    Blizzard_CombatText\Blizzard_CombatText.lua:332: attempt to compare two nil values
    GhostPulse-2.01\Engine.lua:256: in function `OnWarn'
    GhostPulse-2.01\Watcher-Spell.lua:204: in function `NotifySpells'
    GhostPulse-2.01\Watcher-Spell.lua:120: in function <Interface\AddOns\GhostPulse\Watcher-Spell.lua:108>

    Maybe I'm just missing something obvious, maybe not. It seems to load OK, but when a CD reaches 0, that is the error I get in bug sack.

    I'll look into this after tonight's maintenance and get back to you.
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from Panamah »

    On my rogue the Sap ghostpulse icon gets permanently turned on whenever I sap. I have to go into configure and twiddle the lock/unlock checkbox to make it go away.

    Other than that, I love it!

    Try using the 'CC Expiry' alert type instead. It sounds like you're using the normal Crowd-Control alert, which is actually designed to stay on-screen while the mob is CCed. :)
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from Plague »

    I want a Notification when CD from my drums is over and tried to make a new event. But it don't work. Could you please give me a short help, how to create?

    I'll look into this for you, there *might* be a problem with it. All you should need to do is setup a frame to show "Bag Item Cooldowns' and drums should show up when they're ready.
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from Ayindi »

    Hi,

    many thanks for your help! :)

    Concerning the Psychic Scream thing:

    I did setup psychic scream mainly for test so I personally dont need it added!

    However, as a user I dont understand that you seem to do some kind of preselection of debuffs. (If I understood you correctly) Since it is a debuff I whould expect any debuff that I place on the whitelist to be shown no matter if it makes sense or not... ;)

    I think it may be even simpler for you to maintain. Just check the whitelist (maintained by each user) for certain (de)buff names on the target, and if they are applied, flash the icon when the debuffs expire. No need for a blacklist and most flexibility for the user, I'd say!.

    Dont know if this whould still fit in your concept of this addon, though! :)

    You are correct - if it's on the whitelist, it should show up. However, you have to remember that the lists are case-sensitive - you must type the name of the (de)buff exactly as it appears in-game, letter for letter. I'll re-check the whitelist, but my setup is fine and I'm using the lists all over the place - if it wasn't working, my setup would reveal that.

    As for the blacklists, it's there because it's easier in some cases just to tell GP what you *don't* want to see. They're same concept. If something is on the whitelist, the blacklist is ignored and only the whitelist is used.

    EDIT: Just keep in mind that you do not need to use the lists at all - GP will pulse whatever comes up if you don't. They're only there in case you want to restrict what it's showing you.
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from Ayindi »

    The problem is that it seems to work really unreliable for me. Sometimes I see it flash and sometimes not... Now its the question if theres a bug, or if I didnt do the setup correctly. I'm not sure if I correctly understand the concept. I'll try to explain how I've done my setup.

    Yes, there's something not *quite* right with mob debuffs. A re-write of that section is in the works.

    Quote from Ayindi »

    1. I added an additional Frame at another position to show icon flashes for fading debuffs on my targets. Now I go to the "Frames" Section in the config and select this new frame. Then I check "Debuffs on target" (not sure about the english name since I use the localized german version). Now its my understanding that I have to go to "Warnings" section and add the debuff names I want to see flashing to the whitelist. Is this correct?

    Well, yes and no. If you don't care *which* debuffs you are shown, then make sure the whitelist and the blacklist are empty. If you only want to see certain debuffs, put them in the whitelist. If you want to see all debuffs except a few, put the ones you don't want to see in the blacklist.

    Quote from Ayindi »

    2. But now I wonder why is there a whitelist in the Frame config section. What is supposed to be entered there? After my understanding I should do the "detailed" config in the "Warnings" section and just enable certain warnings in the Frames section.

    Alerts and frames have filtering on them. The way it works is this...

    - Something happens (like a spell cooldown).
    - GP checks the alert's whitelist and blacklist (in this case, 'Player Spell Cooldowns') and checks to see if GP should show the alert.
    - If the alert passes the check above, then the alert is 'sent' to all frames that are configured to show 'Player Spell Cooldowns'.
    - Each frame then has a chance to check whether it wants to actually show the alert, by using it's own whitelist and blacklist.

    The reason behind this is simple: I have a frame that shows me all buffs and debuffs I get, completely unfiltered. So therefore my whitelist and blacklist for 'Player Buff Gains', 'Player Buff Fades', 'Player Debuff Gains' and 'Player Debuff Fades' are all empty, as is the whitelist and blacklist for my frame. I have a different frame that is also configured to 'Player Debuff Gains' and 'Player Debuff Fades', however, this one is a special one - I use for things like 'Wrath of the Astromancer' - you know - really important things - more important than a lot of other debuffs. Therefore, I use the whitelist on this frame (not the 'Player Debuff Gains' alert, but this one, special frame) so it will only show me these important debuffs. If I were to put anything in the 'Player Debuff Gains' lists, then *all* frames showing that alert would be restricted.

    Quote from Ayindi »

    3. I was never able to see a flashing fading "psychic scream" icon. Is this considered CC or a normal debuff?

    The Mob Debuffs won't ever show you Psychic Scream. Why? Because the Mob Debuff alerts will only show debuffs that fade from the mob, that you can reapply at the time the debuff fades. There's no real point (and correct me if I'm wrong here) in showing you that Psychic Scream is fading from the mob, when you cannot put it back up straight away because it's on cooldown. Mob Debuffs alert is more designed as a reminder for DoT classes to reapply their DoTs.

    Having said this, I can put Psychic Scream into the crowd-control alerts so that you can tell when the mob is about to run back to you, if you think that would be useful?

    I hope this helps.
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from Shroomism »

    I updated all my mods through WAU the other day, and my DeuceCommander stopped working. I thought it was a problem with Deuce but apparently Ghost: Pulse 2 was causing the problem.. afer I disabled it Deuce works fine again.

    Any ideas? I love this mod :(

    Thanks for including the error report - I have dry coded the fix and on the next Ace build pass, you should have what you need. :)
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from Shinchan »

    Thanks a lot for the good work on this wonderful addon :)

    Just one question: Is there a way to suppress the text (and the dark background) on the icon ?

    Thanks

    Moo

    Yes there is. Each alert has an option to 'Show Text'. Switch this off for the alert types you don't want the text for. When switched off, neither the text nor the dark background behind the text appears, leaving you only with the image associated with the alert (and any texture you may have applied to make it look pretty).
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from skaterboy1 »

    Mana Emeralds and Super Mana Pots seem to be malfunctioning. They appear part of the time and when they do they repeatedly pop for about a minute before fading. Dunno why.

    Don't confuse the 'Mana Potions' alert feature with the cooldown for the gems and the potions.

    The Mana Potions alert is designed to repeatedly pulse the appropriate mana item (gem, pot etc) every 5 seconds until you use it. It starts pulsing when you've lost enough mana so that using the gem/pot won't over-mana you and waste anything. It is probably going away after a minute because your mana has climbed back up to the point where using the item would now be a waste.

    If you don't want this sort of alert, switch Mana Potions off on all frames that you have configured. Be sure that 'Bag Item Cooldowns' is switched on for at least one frame though, so when you decide to use a gem/pot, you will get one alert and one alert only when the cooldown is up.

    Hope this helps.
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Quote from Robstar »

    Hello Footrot,

    I'd just like to say, keep up the good work! This is a very convenient mod for a Warrior like myself; and I will continue to use for a long time to come. :)

    I appreciate the kind words. Gives me motivation to keep working on it! :)
    Posted in: General AddOns
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    posted a message on SPELL_AURA_APPLIED: No source args?
    Quote from Kagaro »

    ! scan the debuffs every time my dot ticks, to check time remaining.

    I'm assuming you are looking for damage events from the DoTs in the combat log? Why would you need to scan each time a DoT ticked, since once applied, I can only think of two ways it could end prior to it's pre-destined end time...

    1) Forcibly dispelled
    2) It's 'pushed off' due to the debuff limit

    What else could cause it to be removed early? I mean to ask, you say you'd scan each tick to check it's end time, but once applied, what can shorten the duration (and thus change the end time)? I can't think of anything that can shorten the duration of a debuff once successfully applied, except of course a removal (which I've already accounted for).

    I'm thinking that once you detect the player spellcast using UNIT_SPELLCAST_SUCCEEDED, you then schedule a scan for, say, half a second later. You now know which debuffs are on the mob that the player himself cast, since you get projected end-time data from UnitDebuff(). If the spell was resisted or the mob is immune, we won't find anything from UnitDebuff(). This could be optimized to record the spell cast and use SPELL_AURA_APPLIED to ensure it landed and then initiate a UnitDebuff() scan.

    You then set up a timer to expire at the correct time (as reported by UnitDebuff()). You can leave it alone now, until a SPELL_AURA_REMOVED/DISPELLED event comes along, at which point you scan again to see if the player's version of the debuff that just disappeared is still there (to guard against the case where someone elses 'Corruption' expired). If the player's copy is still there, no action needed. If it's not, then it has been removed/dispelled/pushed-off if the timer hasn't yet expired.

    This tracking obviously needs to occur each time a spell cast succeeds and you can optimize by recording the unit debuffs in a hash table which can be searched quicker, so you can search for many debuffs at once quickly.

    I'm obviously missing something important here, but I don't know what that is. I'd rather not waste CPU scanning all debuffs on the mob each time a DoT ticks unless it's needed, and I'm not convinced I would need to scan each tick.

    What am I not taking into account? Is there a better way of doing this, that is less CPU hogging?
    Posted in: Lua Code Discussion
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    posted a message on SPELL_AURA_APPLIED: No source args?
    Quote from Silverstorm »

    You're missing the part where I have that as a TODO in my code. :-p Right now, the timers just tick down until the unit dies. Plus, if you no longer have "access" to that target through "target", "focus", or "mouseover"...you can't get to it, unless a party/raid member is also targeting it, and I'm not sure I want to add that logic yet.

    Fair enough then! :) I'd be keen to hear how you end up solving the problem, since my mod is grossly inefficient at the moment when it comes to debuffs on mobs, since I'm basically scanning the entire debuff entry list thingy on a timer once I know I've put a debuff on the mob (using UNIT_SPELLCAST_SUCCEEDED I think) and then stopping the timer when I no longer have a debuff of my own up.

    We all know this would be sooo easily handled if this combat log event had the data we needed, so please, keep us all informed as to your progression with this. :)

    My current thinking (thanks to this discussion and some common sense) is to look for a successful spell cast, then record the time at that point (and maybe start a timer if I care about such things). Using the combat log, capture all SPELL_AURA_REMOVED/SPELL_AURA_DISPELLED events referring to the debuff of the same spellID/name. At each such point that one of these is found, do a scan using UnitDebuff() at that point to see if it's still there. If it's not, cancel the timer, issue a warning, raise hell, whatever. If it's still there, go back to sleep.

    The problem with this model is that I *need* to scan at least once if I'm to correctly issue some form of 'early warning' prior to the intended expiry of the debuff, which I like to do.
    Posted in: Lua Code Discussion
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    posted a message on Ghost: Pulse - Official Thread
    Quote from lightleaves »

    I also have a request for the Addon. I use both the target and focus crowd control, but I want it to show only when the crowd control expires and not when the target or focus is initially affected by the crowd control. I've looked through the Alerts section and there doesn't seem to be a way to do this. As there are other addons that show timer bars for the crowd control, I'm not sure if the initial flash for crowd control is necessary. The target and focus debuffs work fine though. They only flash when they're about to expire and don't flash when the enemy is initially affected by the debuff.

    Done! Get the latest build and you have your feature. :)
    Posted in: General AddOns
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