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    posted a message on Numen (a totem button addon) - Official Topic
    This discussion is an example of why having an option to do this so great. Then, you don't have to use it if you don't want to, and I can!
    Posted in: General AddOns
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    posted a message on Numen (a totem button addon) - Official Topic
    Quote from Phanx »

    /castsequence reset=100/combat/modifier:shift Mana Spring Totem, Wrath of Air Totem, Stoneskin Totem


    Copy, paste, and edit as many times as needed, kgo.


    The problem with yata is it doesn't appear to be updated, and some features are much better done in numen than yata. To be honest, I'm a little bit boggled at your paranoia of a relatively non-cpu intensive feature like automated macro modification versus your need to have 100+ addons running during raids, and then falling back on messing about with macros every time you need to switch your totem set.

    This is the way I have it set up with yata:
    Y is keybound to the stomp macro.
    Alt-Y resets (starts over) the cast sequence
    Shift-Y locks/unlocks the yata button, allowing me to drag and drop which totems I want stomped.

    Even with fewer features and less customizablity, this ease of use alone makes (in my opinion) yata infinitely perferable to numen, precisely because I dont have to muck about with macros every time the situation changes - I dont know what it is like in your raids, but we dont spend a whole lot of downtime if we dont have to.

    Anyway - its no skin off my back, as you said - I can always continue to use yata, but at the same time, I'd like to see numen reach its potential.
    Posted in: General AddOns
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    posted a message on Numen (a totem button addon) - Official Topic
    the lack of a totem stomper macro is basically what keeps me from switching over to numen from yata, and not having one out of a desire to be 'minimalist' is silly. It doesn't add anything do your display at all.

    please add this feature!
    Posted in: General AddOns
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    posted a message on Grid
    Quote from Jandari »

    Well I play wow, I don't write addons :)

    Are you offering to write a GridStatusHealthPercent addon?

    I just want to see "deficit (current hp %)" as that would help me with the urgency of the heal. Yes I realize the entire cell is a percentage, but sometimes a number is infintely easier to process in my head than a strip of health bar.


    while i can't tell you how to play, i think you're stunting your growth as a healer with that mentality. Your heals dont heal percents, they heal raw values, which is what grid shows. You'll find knowing the damage rate (how much damage being taken) as opposed to the time till death (how much % being taken) is infinitely more useful as far as choosing the right heal to use. Apart from that, keep the colors of the health bars inverted (full health = dark), and you'll find your eyes more easily noticing those emergency cases.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from ZehnFoH »

    nm, found the layoutlayout.lua file.

    New question though, is there a way to get it to seperate each class into a different column but only look at the first 5 groups? Tinkering with it, but I'm a network engineer, not a programmer!


    i've definitely seen that layout crop up in this thread at least twice before

    its something like each definition being "Warrior,1,2,3,4,5"
    search this thread for the code snippet
    Posted in: Grid & Grid2
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    posted a message on Enhancer - movable frame ?
    /enhancer lock
    Posted in: General AddOns
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    posted a message on Grid
    Quote from Pastamancer »

    Quote from Rad »

    Quote from maia »

    Quote from hquest »

    Not sure if reported already, but when you die inside any Tempest Keep instance you release and automatically get alive again. Grid is not detecting this, unless some action happens with char -- a buff, heal or whatever.


    Well, if Blizzard doesn't send the appropriate event, Grid (or any other addon) can't tell a unit is back alive. Well, there's one way: not expect the event system to work properly and rescan every unit every second (or at any other interval). Some addons might do that, but Grid doesn't - it would bloat the code and cause CPU load that isn't necessary in 99.99% of the time.


    Seems like a simple work around would be to just add a check on zone change or spirit release. Should catch all instances of the problem without affecting gameplay.


    Except there aren't events for those things happening to other players.


    In my experience grid doesn't have a problem when this happens to the party/raid - its when it happens to the player himself. I could be mistaken.
    Posted in: Grid & Grid2
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    posted a message on Grid
    Quote from maia »

    Quote from hquest »

    Not sure if reported already, but when you die inside any Tempest Keep instance you release and automatically get alive again. Grid is not detecting this, unless some action happens with char -- a buff, heal or whatever.


    Well, if Blizzard doesn't send the appropriate event, Grid (or any other addon) can't tell a unit is back alive. Well, there's one way: not expect the event system to work properly and rescan every unit every second (or at any other interval). Some addons might do that, but Grid doesn't - it would bloat the code and cause CPU load that isn't necessary in 99.99% of the time.


    Seems like a simple work around would be to just add a check on zone change or spirit release. Should catch all instances of the problem without affecting gameplay.
    Posted in: Grid & Grid2
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    posted a message on Yata (not an official thread)
    would you be willing to add some way to leave a totem slot empty? for example, often i have nothing useful to use as a fire totem, and I'd rather not drop one at all.
    Posted in: General AddOns
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    posted a message on Pet for Grid
    Would you be willing to make this available a zip? I like this branch, but updating it is a pain.
    Posted in: Grid & Grid2
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    posted a message on Numen (a totem button addon) - Official Topic
    I'm pretty excited about this addon, but I really like the way Yata automatically creates and updates a totem stomp macro for you. I realize the UI limits macro editing to out of combat, but does numen do this (even limited) yet?
    Posted in: General AddOns
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    posted a message on Post useful/interesting DogTag-1.0 sequences here
    Hm, the final sequence would be:
    [[[IsMana#player?PercentMP#player:Sub(75):Div(25):Sub([PercentMP#player:Sub(75):Div(25):IsLess(0)])!MaxMP#player:Sub([MaxMP#player])]:Add([IsMana#party1?PercentMP#party1:Sub(75):Div(25):Sub([PercentMP#party1:Sub(75):Div(25):IsLess(0)])]!MaxMP#party1:Sub([MaxMP#party1])):Add([IsMana#party2?PercentMP#party1:Sub(75):Div(25):Sub([PercentMP#party2:Sub(75):Div(25):IsLess(0)])]!MaxMP#party2:Sub([MaxMP#party2])):Add([IsMana#party3?PercentMP#party1:Sub(75):Div(25):Sub([PercentMP#party3:Sub(75):Div(25):IsLess(0)])]!MaxMP#party3:Sub([MaxMP#party3])):Add([IsMana#party4?PercentMP#party1:Sub(75):Div(25):Sub([PercentMP#party4:Sub(75):Div(25):IsLess(0)])]!MaxMP#party4:Sub([MaxMP#party4])):Div([[IsMana#player?MaxMP#player:Div([MaxMP#player])!MaxMP#player:Sub([MaxMP#player])]:Add([IsMana#party1?MaxMP#party1:Div([MaxMP#party1])!MaxMP#party1:Sub([MaxMP#party1])]):Add([IsMana#party2?MaxMP#party2:Div([MaxMP#party2])!MaxMP#party2:Sub([MaxMP#party2])]):Add([IsMana#party3?MaxMP#party3:Div([MaxMP#party3])!MaxMP#party3:Sub([MaxMP#party3])])
    :Add([IsMana#party4?MaxMP#party4:Div([MaxMP#party4])!MaxMP#party4:Sub([MaxMP#party4])])])]:Sub(1):Mult(-100)]


    But sphere doesn't have nearly enough space in that particular buffer for it.

    Oh well!
    Posted in: Unit Frames
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    posted a message on Post useful/interesting DogTag-1.0 sequences here
    Oh, and it is my intention to use this (assuming I can actually get it to work) with the Sphere mod you can find on these forums for a nice little mana tide HUD.
    Posted in: Unit Frames
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    posted a message on Post useful/interesting DogTag-1.0 sequences here
    Some explanation:

    I'm attempting to make a dogtag statement to give me a rough idea of how effective it will be for me to drop mana tide. Mana tide, for those of you who dont know, gives about 25% max mana back to everyone in my group.

    Thus, it will be most effective when everyone in the group is below 75% mana.

    I want it to give me a number in terms of 0-100 (effectiveness), which I will then plug in to some sort of bar or whatever for visual feedback.

    The way I do this is to subtract my percentMP by 75 (so it will now range from 25 to -75), divide by 25 (so it will now range from 1 to -3), and then remove the negative numbers (made difficult because dogtags doesn't give you a floor/ceiling function).
    This gives me a number between 1-0, 1 when I have max mana, 0 when I'm at 75%.

    I then repeat this for everyone in my group and sum it all (non-mana users return zero)

    Then I divide by the number of people in my group who use mana, which brings me back to a number from 1 to 0.

    This is all easier said than done, of course. Really easy in concept, huge pain in the ass with dogtags.

    This is the code as I have it thus far (with whitespace thrown in for readability):

    [[IsMana#player?PercentMP#player:Sub(75):Div(25):Sub([PercentMP#player:Sub(75):Div(25):IsLess(0)])!MaxMP#player:Sub([MaxMP#player])]
    	:Add([IsMana#party1?PercentMP#party1:Sub(75):Div(25):Sub([PercentMP#party1:Sub(75):Div(25):IsLess(0)])]!MaxMP#party1:Sub([MaxMP#party1]))
    	:Add([IsMana#party2?PercentMP#party1:Sub(75):Div(25):Sub([PercentMP#party2:Sub(75):Div(25):IsLess(0)])]!MaxMP#party2:Sub([MaxMP#party2]))
    	:Add([IsMana#party3?PercentMP#party1:Sub(75):Div(25):Sub([PercentMP#party3:Sub(75):Div(25):IsLess(0)])]!MaxMP#party3:Sub([MaxMP#party3]))
    	:Add([IsMana#party4?PercentMP#party1:Sub(75):Div(25):Sub([PercentMP#party4:Sub(75):Div(25):IsLess(0)])]!MaxMP#party4:Sub([MaxMP#party4]))
    	:Div(
    		[[IsMana#player?MaxMP#player:Div([MaxMP#player])!MaxMP#player:Sub([MaxMP#player])]
    			:Add([IsMana#party1?MaxMP#party1:Div([MaxMP#party1])!MaxMP#party1:Sub([MaxMP#party1])])
    			:Add([IsMana#party2?MaxMP#party2:Div([MaxMP#party2])!MaxMP#party2:Sub([MaxMP#party2])])
    			:Add([IsMana#party3?MaxMP#party3:Div([MaxMP#party3])!MaxMP#party3:Sub([MaxMP#party3])])
    			:Add([IsMana#party4?MaxMP#party4:Div([MaxMP#party4])!MaxMP#party4:Sub([MaxMP#party4])])
    		]
    	)
    ]


    The logical stuff would be a billion times easier (and cleaner) if there was an easy way to get 1 and 0 in there. [One] and [Zero] or something. Instead I have to resort to MaxMP#party1:Div([MaxMP#party1]) to return 1 and MaxMP#party1:Sub([MaxMP#party1]) to return 0. Unless I'm missing something fundamental - if so, good god please point it out to me.

    But yeah, if I had to ask for some functional tags/modifiers, it would be [One], [Zero], :Min(arg), :Max(arg)
    Posted in: Unit Frames
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    posted a message on Omen - Bug Reports and Suggestions
    Quote from Aestil »

    Seems like you can't pull aggro from ranged on Lurker.

    I request that the 'warning' screen tinge and sound played is disabled if the boss is lurker, and the player is at range. Is that possible?


    While this is true, if the MT is behind a ranged target on aggro, Lurker may do his geyeser thing to the tank, causing aggro to shift to the next highest melee. So even though you wont pull, you still need to watch your hate.
    Posted in: Raid AddOns
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