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    posted a message on SPELL_AURA_APPLIED: No source args?
    Quote from Ganders »

    Does SPELL_CAST_SUCCESS fire for other people besides the player? If so, I wasn't aware of that.


    I believe it does. It's part of COMBAT_LOG_EVENT_UNFILTERED, so you would have to filter on the source to prevent it from firing for units other than "player".
    Posted in: Lua Code Discussion
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    posted a message on PerfectTargets / SmartAssist type addon?
    Quote from durcyn »

    targeting will never be possible, period. the 2.0 secure unit frame changes do not permit secure frames to be created, changed, or removed in combat.


    As long as they could be shown, moved, and hidden, you can emulate this behavior quite easily, but the mod would have to determine the GUIDs of the raidXtarget and align them appropriately.
    Posted in: Addon Ideas
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    posted a message on Bartender4 - Official Topic
    Quote from Funkydude »

    I made StatBlocks_Bartender which isn't on the svn yet since the dns servers are acting up, preventing me from uploading. Left-click toggles bar lock and right-click toggles config, is that ok with you nevcairiel?


    Just a suggestion, unless this is compatible with both BT3 and BT4, add a number on the end to be clear.
    Posted in: General AddOns
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    posted a message on string.find oddity?
    I don't know the specifics of str.find, but my guess is that's because the example has two capture groups. So the return values are:

    - Position
    - Length
    - Capture group 1
    - Capture group 2
    - ...
    - Capture group N

    Unfortunately, that particular API page says nothing specific about return values, only parameters.
    Posted in: Lua Code Discussion
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    posted a message on SPELL_AURA_APPLIED: No source args?
    Quote from Xinhuan »

    Hmm, if the above works, this information should go up on wowwiki.


    If it continues to work, and works in a "crowded" environment, I will gladly post it up on wowwiki on the COMBAT_LOG_EVENT Details page, and just add another section explaining it. It would be nice to have some corroboration of the event sequence and its success, which I hope to get once my dot timer is in a releasable state.

    Quote from Seerah »

    I didn't forget it, I just don't have that spell ( :( ) and have lost my list of turtle messages. Currently taking suggestions, though. ;) (Not here, can PM me.)


    The only thing that bugs me about my code (and that I wonder if there's an easy way to do it) is to catch PoM polys... Since they're instant cast, they don't fire the SPELL_CAST_START event.


    Re: spell, you can look it up on wowhead (http://www.wowhead.com/?spell=28271). Looks like 28271 = Pig, 28272 = Turtle.

    For insta-cast Poly, you might check out SPELL_CAST_SUCCESS (only if you catch a PoM cast), it should have both source and target parameters filled in. On my warlock, it fires for insta-cast, but not regular cast. I haven't checked what happens with a nightfall proc on a warlock, though.
    Posted in: Lua Code Discussion
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    posted a message on SPELL_AURA_APPLIED: No source args?
    Ganders,

    I'm doing something similar (new dot timer), and I've found that I need a combination of several events to accurately determine what's happening. I've yet to test my code in a group/raid, but individually, it's working quite well. Here's the events I use and why:

    For the generic CLEU event, I filter based on sourceName (player or pet), destFlags (don't need events with friendly units as the destination), and the target unit is not the player.

    UNIT_SPELLCAST_SENT - grabs the target name, spell name, and analyzes your current target, focus, and mouseover unit to determine the distinct GUIDs present.

    CLEU: SPELL_CAST_START - grabs spellID, spell name, sets isCasting flag (this is not fired for insta-cast spells)

    UNIT_SPELLCAST_SUCCEEDED - checks if you are casting (because spells with cast time don't fire CLEU:SPELL_CAST_SUCCESS). If so, use AceTimer to schedule a bar creation. Also flips the isCasting flag so it's nil if you were casting, true if you weren't.

    CLEU:SPELL_CAST_FAILED and CLEU:SPELL_MISSED - cancel any timers for the given spell, we had a resist

    CLEU:SPELL_CAST_SUCCESS - this only fires for insta-casts. Checks isCasting flag, if so, use AceTimer to schedule a bar creation. If the target isn't in a defined list of GUIDs to watch, then exit. Clears the isCasting flag.

    CLEU:SPELL_AURA_APPLIED - Check the casting flag, if true, we're casting something right now, so this can't be our aura. If target isn't in defined list of GUID, return. Otherwise, call the bar creation function.

    CLEU:SPELL_AURA_REMOVED/DISPELLED/STOLEN - remove bars if our target lost the aura we applied

    CLEU:UNIT_DIED - clear bars, stop watching this unit.

    Basically, I find I have to use the UNIT_* messages to filter the spells I want, and then respond to CLEU events based on flags I've set.


    PS: Seerah, don't forget the turtle!
    Posted in: Lua Code Discussion
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    posted a message on MagicMarker - Raid Icon Marking made simple
    Quote from Aiiane »

    Haven't tried it yet but I do use FuBar, so I'll take a look at it. I'd sort of prefer a separate frame though since it's more annoying to click menus in combat than regular buttons.


    Quite a few of the FuBar plugins allow you to detach the menu, which would make it a "separate frame," provided you don't have to navigate any menus on that frame as well.

    That said, I'd prefer a separate frame as well, since I ditched FuBar recently. Perhaps I'll add StatBlocks_MagicMarker to my list of things to make? It would work like StatBlocks_Omen, click to do something, right-click to do something else, possibly shift clicks or something as well for lesser used (i.e., non-combat) functionality.
    Posted in: Raid AddOns
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    posted a message on Unstable Affliction (lack of CLEU: SPELL_CAST_SUCCESS)
    Quote from Silverstorm »
    As far as I can tell, here's the sequence in the combat log:

    UNIT_SPELLCAST_SENT (contains targetName, but no GUID)


    First event I mentioned. However, when that event is sent, I have no way of knowing exactly which unit is being targeted by the particular spellcast that's sent. There are a number of places where multiple mobs exist with the same name (though different GUIDs), and the player could have one targeted, one focused, and another in the "mouseover" UnitID. How do I know which one of those the player is actually casting the spell on? I can store all three GUIDs and check when I get a AURA_AFFLICTED message, but there's still no guarantee that I know which one it is without scanning the debuffs on all three mobs, which I'd prefer not to do.

    I know it's one of the three...is there any way to narrow it down further? I can check if there's a focus, or if the target name matches the mouseovered unit's name. Is there anything else I can do to avoid having to scan three unit's worth of debuffs, which I might not even be able to do (if the caster switches targets and doesn't have the newly afflicted target in "target", "focus" or "mouseover" UnitIds)?
    Posted in: Lua Code Discussion
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    posted a message on Unstable Affliction (lack of CLEU: SPELL_CAST_SUCCESS)
    So I'm working on a new dot timer, and I'm having issues finding the target for casts of Unstable Affliction. As far as I can tell, here's the sequence in the combat log:

    UNIT_SPELLCAST_SENT (contains targetName, but no GUID)
    CLEU: SPELL_CAST_START (target parameters are nil)
    UNIT_SPELLCAST_START (no target info)
    UNIT_SPELLCAST_SUCCEEDED (no target info)
    UNIT_SPELLCAST_STOP (no target info)
    CLEU: SPELL_AURA_APPLIED (no source info, but does have full target info)

    I'm trying to avoid large amounts of scanning all possible targets ("target", "focus", "mouseover") when figuring out where UA lands, but I'm having trouble determining where it lands. In my testing (far away from other people), it's easy to combine the CLEU events and get a source and a target. In a raid environment, however, it would be much trickier because multiple warlocks can be casting this.

    I've considered checking cast time remaining using an AceTimer, and when I expect the cast done, reset the timer to the new time if it hasn't finished. However, that's not a bulletproof solution.

    I could store the GUIDs of potential targets ("target", "focus", "mouseover"), but often the DPS is focused on one target, so there's still conflicting UAs being cast.

    I could track the cast/delay/success of all UAs, but I'm not sure the best way to allocate the time that's potentially added due to pushback.

    The one thing I haven't tried looking for is SPELL_PERIODIC_CAST_SUCCESS. Does that CLEU event ever happen?

    The issue ultimately arises from lack of CLEU: SPELL_CAST_SUCCESS for spells that have a cast timer, so how do we get around that?
    Posted in: Lua Code Discussion
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    posted a message on StatBlocks v1: Official Thread
    Quote from Lindalas »

    @ whoever is doing the ranged/melee stats
    I know I can change it in myself, but it would be nice to get speed with two decimals.


    That would be me...and it should have two decimals now. It's not an option, it's standard. :D

    Quote from Terak »

    3. I remember before you could change the layout of the casterstats block ive noticed that its not possible with the ranged block
    e.g layout i would like not all on one line
    AP:
    HIT:
    CRIT:
    Haste:
    Speed:


    This is also available. Type "\n" as the delimiter. That's the only special case delimiter available right now, but others can be added easily if people tell me what they want.
    Posted in: General AddOns
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    posted a message on StatBlocks v1: Official Thread
    Quote from TekNoir »

    It may be just me, but is anyone else having issues with StatBlocks_DPS?

    All of my other StatBlocks are working just fine, however DPS won't properly update and keep its on-screen coordinates. When you drag it over the screen, sometimes it doesn't update whatsoever, sometimes it seemingly randomly comes up with lower numbers (whether you move up/down/left/right), and sometimes larger numbers (sometimes ridiculously large as in outside my screen). Whenever I log back in (or onto a different character), DPS is never where I left it and the coordinates are yet again different. I've tried it with DPS both locked and unlocked.

    Since I haven't seen it mentioned, I wanted to know if it was an isolated incident.

    Thank you all in advance for your time.

    (And thank you to the creator/maintainer of StatBlocks. It is, for me, a very viable and lower memory replacement for FuBar and TitanPanel.)


    I have noticed that the DPS block sometimes stops the regular updating, but I haven't looked into why. It does continue updating every time I actually damage something, which is really often enough. As far as really low or high numbers, that may be happening as you drag because it registers the click and resets the damage dealt and time elapsed. I think Funky patched it to only reset when the mouse button is released, so that should fix the weird reset bugs.

    As far as positioning, I've noticed the same issue with the Ammo block, and I think it has something to do with the stickiness logic, but I haven't figured out what it is, yet.
    Posted in: General AddOns
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    posted a message on StatBlocks v1: Official Thread
    Alright, I have a working Mail block now. Not committed just yet, still doing some testing and I need to add a couple options.
    Posted in: General AddOns
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    posted a message on StatBlocks v1: Official Thread
    Quote from paradigmlie »


    Uhm, if it helps, i know that sldt has said modules.... if you wanna look at those for help

    And would there be a way to get the money display in ##.##.## (G S C) and colored as well? its just kindof an aesthetic thing for me!


    Yes, I can look at other mods, but yanking ideas and such from them doesn't help me learn as much as doing it myself would. Once I get a half working prototype, I might compare them, but I won't just go yank code.
    Posted in: General AddOns
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    posted a message on StatBlocks v1: Official Thread
    Quote from Funkydude »

    As of r70274 StatBlocks now has sticky frames!

    Silver, could you make the 0 optional? Someone said they like the extra 0 on IRC /shrug ;p


    Yeah, I'll fix it tomorrow.

    Quote from paradigmlie »

    Is there any word on the tracking and mail blocks? :D

    (ps you guys are awesome. if i can help somehow, lemme kno)


    Still haven't really had time to dig into all the tracking stuff, it's not as simple as the others I've done :p

    I'll look at Mail tomorrow, too.
    Posted in: General AddOns
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    posted a message on StatBlocks v1: Official Thread
    Quote from paradigmlie »

    Coordinate block isnt keeping at 0 decimals, whenever i load into the game it has 1 decimal.

    And is there word on getting the extra 0 cut off of the clock block?

    Quote from Funkydude »

    Silver feel free to edit the clock if you find a way.


    Coordinates fixed.

    Clock updated to nuke the leading 0, and also add profile support.
    Posted in: General AddOns
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