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    posted a message on CooldownTimers 2.0
    Well finally I'm home!

    Now I have to look into all the lua changes (if there were any) and the upcomming changes with burning crusade before I develop CDT any further.

    But don't expect updates to soon as I really just came home and have to sort things out here first before playing WoW again.
    Posted in: General AddOns
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    posted a message on CooldownTimers 2.0
    Ok this week I had some time to think about the CDT concept and "pen and paper coded" some changes in the scanning logic.

    Right now it's a bit buggy but I think it's ready for testing (I don't have time to test it so it's up to you guys).

    The new scanning logic works as follows:

    Every spellstatus triggered spell is saved in a variable
    if a cooldown is triggered (using some snippets from SpecialEvents_Cooldowns) I check if this spell was just cast using the spellstatus var.

    If spellstatus didn't recognize the spell I check for shared cooldowns and try to only show one of those (same goes for items).

    So now the problem should not be to few cooldowns to be triggered but to much if this concept doesn't work out.

    Btw this changes are very sloppy coded as I had not much time and did most of it on paper.

    Download: http://krsnik.kr.funpic.de/ilch/index.php?downloads-show-4
    Posted in: General AddOns
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    posted a message on CooldownTimers 2.0
    @johndoe: my guess is, that SnapToGrid reparents the anchor frame and I use GetPoint to get x,y values which usually returns values relative to UIParent. If StG reparents the frame CDT will save x,y values relative to the StG frame which will cause a mess when restoring position relative to UIParent.

    @Saroz: I know but currently I don't know how to make it more efficient

    @lapalapa: yes I will add color coding in a future version

    ALL THESE THINGS I WON'T FIX/ADD ANYTIME SOON, AS I HAVE ABSOLUTELY NO TIME FOR IT.

    If someone wants to fix/add things please do so I will be away for about 3 more weeks (I hope, worst case = 8 weeks) where I only have one free day per week (sunday) and I'm really not in the mood for coding then.
    Posted in: General AddOns
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    posted a message on CooldownTimers 2.0
    Just upped a new version:

    2.11
    - Updated all Libraries (and therefore hopefully fixed the anchor bug; also included a new SpellStatusLib
    which should improve spell detection)
    Posted in: General AddOns
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    posted a message on SpellStatus-1.0
    Seems like SpellStatus has problems if you spam an ability. I figured that spells not triggering an event in most cases occurs when you spam that spell or a macro for chaincasting.

    Would be nice if you could look into that issue it's really annoying
    Posted in: Libraries
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    posted a message on CooldownTimers 2.0
    @AcidStorm: I'm aware of that problem but haven't decided on a fix yet.

    I could just revert back to the way cdt1 worked and scan every cd which would require the groups pane again or use that attempt only for items and pets I just don't know :(
    Posted in: General AddOns
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    posted a message on CooldownTimers 2.0
    Added Combustion to the delayed spells list.
    As for showing trap cd when they get resisted: I'm pretty sure, that the traps are on cd even if they get resisted (would be somewhat overpowered otherwise)
    Posted in: General AddOns
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    posted a message on CooldownTimers 2.0
    @Nakari: That's an issue with SpellStatusLib and fixed in the new version.
    Posted in: General AddOns
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    posted a message on CooldownTimers 2.0
    If CDT shows a bar for a spell it should have the correct cd also (if CDT2 is not aware of the cd it won't show a bar). Only thing I can imagine is that talents are not taken into account until you open the spellbook (would be somewhat ridiculous). Will test that later.
    Posted in: General AddOns
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    posted a message on CooldownTimers 2.0
    @Randrage: changes to cooldowns based on talents should be supported. Right now CDT2 scans the spellbook for skills with cd and extracts the cd directly from the tooltip (where it should be correct).

    As for the SCT frames I will take a look at it.
    Posted in: General AddOns
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    posted a message on CooldownTimers 2.0
    Jayblah are you using the latest version? I'm pretty sure I fixed that one already.

    @spells cast from macros not appearing: I'm aware of that issue and working on a solution.
    Posted in: General AddOns
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    posted a message on SpellStatus-1.0
    Nightdew so far all I know is, that blink and ghostly have a problem and a few warrior spells (the guy didn't mention them specificly :( ). If you could share a version with the problem solved I would help you testing it.
    Posted in: Libraries
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    posted a message on SpellStatus-1.0
    For some reason SpellStatus is not triggering on certain spells. I'm using SpellStatus_SpellCastInstant, SpellStatus_SpellCastCastingFinish and SpellStatus_SpellCastChannelingStart for CDT2 and got some reports, that spells randomly don't show up.

    In my case I cast Hemorrhage, Sinister Strike and Ghostly Strike in one macro based on target debuffs. SpellStatus ist triggering SpellStatus_SpellCastInstant for Sinister and Hemo but not for Ghostly (which would be the important spell here).
    If I cast Ghostly by clicking the ActionButton it will trigger the event (the odd thing is, that Sinister and Hemo do always trigger it altough they are cast in the exact same way through CastSpellByName).
    Posted in: Libraries
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    posted a message on CooldownTimers 2.0
    I know that versions prior to 2.0 were able to pickup cds triggered by macros but that was a completely different approach.

    If you use CastSpellByName in your macros CDT2 should recognise the spells.
    Posted in: General AddOns
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    posted a message on CooldownTimers 2.0
    @Nakawe: Try redownloading CDT2 this should be fixed

    @Rashkaldo: Please download 2.08 and report back if it still doesn't work.
    Posted in: General AddOns
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