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    posted a message on StatBlocks v1: Official Thread
    Zidomo,

    I haven't received errors on either of my raiding characters, using the latest versions (SB 76658, RaidDPS 76572). I'll keep watching, we have 4 hours on Brutallus tomorrow, and I spent 3-4 hours in TK tonight with my alt druid on a pug run.
    Posted in: General AddOns
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    posted a message on StatBlocks v1: Official Thread
    Raid DPS block is up. Straight forward, only change from DPS block is the option for pet inclusion doesn't exist here. Pets are a part of the raid, and their damage counts, too. I don't plan to add that option back, either.
    Posted in: General AddOns
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    posted a message on We killed parser, let's keep going!
    Quote from Ragnor »

    I'm going to assume you have a modern pc (dual core, 1gb of ram etc) and then I'm going to say removing the rock framework hasn't made a measurable amount of difference to performance. I'm also going to say you didn't do any direct comparison to measure the difference scientifically.

    However in your mind you're running less frameworks so it must be better, am I wrong?


    Wrong on the dual core, but 2GB of RAM, so that helps. As for game performance...yes, it helped. Scientific measurement? Don't need that to know that less addons receiving events means less CPU time spent running addons and drawing stuff on my screen that I don't need. In terms of personal preference (and thus my performance while choosing addons, etc. to run), removing Rock cleaned out a number of entries, which happens to make WoW load a little faster and removes unneeded clutter from my addon list.

    Removing things doesn't have to be done for pure performance reasons. In this case, it was my choice, and that's all that matters. I don't know what all I still have that uses Babble-2.2, but if I could clean all that out and retain the functionality I want in my UI, I would.

    As soon as I can drop Ace2, I will. If I had the time to write my own framework that did not an ounce more than exactly what I need for exactly what I want in my UI, I would. If I had the time to write all my mods myself to be as efficient and minimal as possible, I would. However, I don't, so I stay as minimal as I can with what's available and the time I do have to contribute to mods.

    You may have heard of DRY, the software design principle. I'm aiming for that in my UI as well. Rock simply repeated most of the functionality that Ace2 had, but did some things differently, added some things, and removed some things. At the core, though, much of the functionality is the same. I don't need two copies of something running.

    Continuing the car analogy...I don't need 2 engines in my car. One is enough. (Yeah, I know I still have Ace2 and Ace3...I'm working on that!)
    Posted in: Libraries
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    posted a message on SPELL_AURA_APPLIED: No source args?
    Well, to get the knowledge of when the spell will end, you (currently) have to scan at least once. You could skip that if you wanted to estimate the end time and ignore lag. But then what happens if I refresh my debuff early or something?

    You can also break out of the scan loop once you find the debuff in question.

    The other thing you have to watch for is resists from the cast. I currently schedule a timer to check a full second later. This should be long enough to cover the majority of situations, but not so long to be lacking information. The only issue with waiting this long is verifying the time remaining on the mob, since the player might no longer "have a reference" to it (via "target", "focus", or "mouseover"). If the combat log were more precise, we wouldn't have to scan like that.

    Also, the timer appears to begin ticking when SPELL_AURA_APPLIED is fired, but it isn't always fired (reapplication only fires SAA again if the debuff fell off). If I get the SAA event before my timer fires, I cancel the timer and handle things immediately, which can still have issues if the player aggressively tab-targets (like my affliction warlock).
    Posted in: Lua Code Discussion
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    posted a message on COMBAT_LOG_EVENT_UNFILTERED brokenness
    Quote from durcyn »

    - SPELL_AURA_APPLIED doesn't fire on refreshes. I'd imagine this is legacy holdover from the old log, but by glub I want the information, and there's no compelling reason not to include it.


    Yup, I want this info also...but if I can nitpick for a second, the aura isn't applied, it's refreshed. Whether their reasoning is legacy-related or language nitpick-related, I don't know. I'd be happy with a SPELL_AURA_REFRESHED event, or repeated firing of SAA.

    Also, I think the source unit could be included here. I know there's some potentially tricky issues that we've discussed about auras and paladins, but at the moment of application, I think it has to have a source (aside from zone buffs, etc.). Whether the source of the aura changes at some point (two paladins in group used same aura, one switched), I don't really care if the "source" of the aura changes in the future, but I would like to know who initially applied it.

    Quote from Funkydude »

    Not all casted spells fire a SPELL_CAST_SUCCESS event, just a spell cast start.


    As far as warlocks go, the distinction for combat spells was those with a cast time (UA/Immolate) do not fire it, but those without cast time (curses, corruption, siphon) do. All my combat spells fired the UNIT_SPELLCAST_START, though. It'd be *really* nice to be able to parse just CLEU, and toss out UNIT_SPELLCAST_*, so my code doesn't call two event handlers when one should suffice.

    Also, the SPELL_CAST_SUCCESS message should include the target, as there's no logical reason to exclude it. Any mod reading those events could figure it out by checking "target", "focus", and "mouseover" units.

    I'll dig through my code for MoarDots and figure out exactly what happens, and add it here later.

    Quote from Funkydude »

    Mages creating a portal (not casting teleport) gives 0 combat log events, it should give a cast start and success.


    Same should happen for summons, soulwells, mage tables, etc. I haven't checked to see if those fire the relevant events, but being of similar nature, it would behoove us to check.
    Posted in: Lua Code Discussion
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    posted a message on SPELL_AURA_APPLIED: No source args?
    Quote from Footrot »

    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. :)


    I believe UNIT_SPELLCAST_SUCCEEDED will fire even if the spell is resisted, according to docs on wowwiki (http://www.wowwiki.com/Events/Spell), so you might want to do a little more investigating.

    As far as my solution, I'll continue to work on it once I get internet at home again (moved this past weekend...stupid company can't send a tech til Friday :(), and I'll post my results/mod for people to see.
    Posted in: Lua Code Discussion
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    posted a message on We killed parser, let's keep going!
    Quote from bloodstrike »

    again, was going to post something to try and explain some things, but Rangor's post enforces the fact that people don't read it anyway, and trying to explain it would just further the argument, which isn't what i want.


    I see what you're going for, and that's a cleaner slate of libraries. I'd like that, too. A few weeks back, I just decided to kick Fubar out of my UI because it was the only thing running the Rock framework, and I didn't need 3 frameworks (Ace2, Ace3, and Rock) running, when 2 would do that job. So I stopped using the mods that involved Rock. You might try doing the same for Babble-2.2 if you don't want it anymore. Or learn how Babble-3.0 works, and send the author a patch.
    Posted in: Libraries
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    posted a message on StatBlocks v1: Official Thread
    Quote from Funkydude »

    Silverstorm, can you please commit what you have so far of the mail block so I can chip at it too? :)


    As soon as I get internet at home running (just moved this weekend), I'll commit it.
    Posted in: General AddOns
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    posted a message on MagicMarker - Raid Icon Marking made simple
    Quote from PeterPater »

    one last question for now...my tankicon is the blue square, how can i tell magicmarker to set my focus to this except of the skull? the skull tank is meanwhile a bit irritated that i am marking my mobs automaticly with his target...;)


    You should be able to set the order for tank icons in one of the tabs in the options window. There's also an option to honor existing markings, though I haven't used it.
    Posted in: Raid AddOns
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    posted a message on StatBlocks v1: Official Thread
    Quote from Kazie »

    I'm sorry to hear that since that's probably what will keep me from switching from SLDT to Statblocks.

    Not a problem at all. If SLDT fits you better, by all means, use it.

    Quote from Kazie »

    but.. this could be fixed by allowing the user to decide what he wants to have shown in the tooltip for him self.. some poeple might not want the class column as the name text is colored by raid colors. some might not want to see the lvl column etc.

    The biggest problem with all this, is that it means options. Once I add some options, someone will request more options, or different options...it will just snowball. paradigmle is correct with the "minimal" assessment. I'll stick with it just opening the relevant tab of the Social pane.

    Quote from Kazie »

    There are several ways to make a well working out come of this which will suit everyone :)

    "Suit everyone"? Impossible. I've watched people try; it doesn't ever work.
    Posted in: General AddOns
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    posted a message on PassLoot - Official thread
    I've been using this for about 2 weeks now in Black Temple, Mount Hyjal, and Sunwell Plateau. It is incredibly nice to not have to think about passing on gems/hearts/marks/sunmotes, greeding boe greens/blues, and actually seeing everything else (like trash drops or boss loot).

    Very nice job! I definitely vote for keeping this slim and extremely minimal, or else I have to write my own!

    Once I get time, I can upload my settings to this thread for those particular items, since I suspect quite a few people would like to use those settings, if you have a guild looter for those items.
    Posted in: General AddOns
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    posted a message on SPELL_AURA_APPLIED: No source args?
    Quote from Footrot »

    Hi Silverstorm,

    Correct me if I'm wrong, but this wouldn't work properly. How can you tell it was your own Corruption that faded from the mob, and not mine? Without scanning the mob using UnitDebuff() or something along those lines, you'd be removing bars erroneously, wouldn't you? What am I missing?


    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.
    Posted in: Lua Code Discussion
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    posted a message on StatBlocks v1: Official Thread
    Quote from paradigmlie »

    you know you could jsut send mail from one toon to another (aka bank toon to main or vice versa) to test the mail addon. :D


    Yep, that's how I've been testing, and it's working reasonably well. What I'm not able to test is receiving mail if I'm already logged in. I believe there's also some AH mail handling that doesn't fall into the regular mail handling.
    Posted in: General AddOns
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    posted a message on StatBlocks v1: Official Thread
    Just wanted to toss out an update for some of the blocks that have been requested. I've gotten a bit side-tracked by a couple other projects (new dot timer, and a guild-specific addon for Kalecgos portals).

    Mail - I don't get much mail on my toons, and I don't have two accounts, so I can't test this very well. I may just toss it up there, and wait for the feedback about what does (or doesn't) work.

    Tracker - Getting closer on this one. I managed to lose my nifty menu code that lets you pick a new tracking type, so I have to figure it all out again (but I really like it). Also need to make sure I'm catching updates from other sources (spell casts, minimap tracking button, etc.)

    Friends/Guild - I'm not a fan of the FriendsFu/GuildFu giganto popup, so if I write these, it will likely just provide a count of online friends/guild and the ability to click to open the Friends/Guild panes. All these issues would be solved if the Blizz UI would show location and note at the same time!

    Also another one I'm planning:

    RaidDPS - Yeah, we're getting closer to starting on Brutallus, and the name of that game is DPS. This would provide a simple view of the raid's DPS. It'll basically be a clone of the current DPS block, but show for the raid.

    Existing block updates:

    MeleeStats - I do plan to put in the delimiter option like I did for RangedStats, just haven't gotten to that yet.
    Posted in: General AddOns
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    posted a message on Hunter speed display
    Here's another: StatBlocks_RangedStats available at files.wowace.com or through WAU. All relevant ranged stats are there, and can be shown or hidden at the user's discretion.
    Posted in: Addon Ideas
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