I'm just wondering would it be possible to make a feature which made it so if you clicked on the casting bar of antagonist it would cast Counter Spell?
That's a feature that was discussed a LONG time ago (back when HostelBar/Antagonist had just been released as Soap). I don't know what the final verdict was, but I think it was eventually decided that a Clique plugin would be the best way to go about it.
I have Clique Downloaded although I can't see a way for me to achieve this. Could you please tell me how I would go about this?
I really don't code, though I have an understanding of it. What I think has to happen is that you'd have to get the names of the bars Antagonist generates and write into Clique to interface with them. Then you'd need to write a separate bit to make it override the actions that you've already programmed into Clique when the Antagonist bars are clicked so that it always casts a specific spell (CSpell, Silence, etc.)
I'm just wondering would it be possible to make a feature which made it so if you clicked on the casting bar of antagonist it would cast Counter Spell?
That's a feature that was discussed a LONG time ago (back when HostelBar/Antagonist had just been released as Soap). I don't know what the final verdict was, but I think it was eventually decided that a Clique plugin would be the best way to go about it.
I used both InFlight and Unexplorer, they both worked the first time I loaded up and they do nothing now. They're both active, and I'm getting no errors.
I love this mod. Been using it since the first rocky Hostel Bar release and it's really come a long way.
I do have a suggestion. Whether it's done as a separate mod or a plugin for Antagonist it doesn't matter. But I'd like something that you push a 'learn' button so it would monitor your current target and record the names/cast-times of the abilities used. In essence learning mob spells and abilities, and then saving them to a file that can then be loaded by the main Antagonist mod and provide new timers/cooldowns. This would allow us to expand our own mod without depending on somebody else.
It appears that in Burning Crusade, Blizzard will be disabling all "click-to-cast" functionality in UI mods. (UI mods can no longer cast spells of their own accord during combat, even with a mouse click or button press.)
This effectively means that RDX's ability to cast spells on units from RDX windows will be severely curtailed or completely removed in the expansion. This will also effectively eliminate other click-to-cast or autocast mods like Decursive, Clique, et cetera.
Basically, you will no longer be able to UseAction() or CastSpell*() of any kind in Lua.
In order to enable bar mods to still work, they will be creating a new kind of ActionButton frame. This frame will be associable with a "hard coded" action/unit (for instance, cast the spell Flash Heal(Rank 4)) -- but NOT a Lua script.
While OUT OF COMBAT, you will be able to change what the ActionButton frames do. Once you go INTO COMBAT, the frames will be locked. (This will prevent you from making an ActionButton that represents a unit, and dynamically updates itself in combat with a different spell)
What's even more interesting is that these new ActionButton frames will be *physically* locked while in combat, which means you can't move them around the screen with SetPoint(). This seems deliberately targeted at RDX and other mods that let you choose units from a sort (eg CTRA Emergency Monitor)
In short, they are working very hard to make sure you can't automatically select targets for spells while in combat.
No official replies yet, but I'm gonna be really sad if this is dead.
I tried it for a few days but I got huge framerate drops at regular intervals. Used tek-support set to show OnUpdate Handlers and XAD was around ~1900ms.
afaik both bosses do like Chrommy - just emote about his skin shrimmers (spelling?) and resistance changed. There is no information about weakness. As for Ossi - maybe BW just scans for debuffs on him, dunno
Well I know Ossi actually emotes the new weakness, you can see it with WitchHunt or SpellAlert (or just looking at the Combat Log) but the actual weakness doesn't get announced until it's he's hit by a spell of the school he's weak to.
Okay, so in situations like Ossirian and Chromaggus, is there a reason BigWigs waits for people to do specific types of spell damage to determine the weaknesses instead of picking it up from the emotes? Ossirian definitely has an emote, Chromaggus I can't remember but I assume is the same way.
Spell-Forwarding is a rare thing to find. I believe CC-Target has the option both with friendly-to-hostile and hostile-to-friendly spell forwarding. However, I'm not interested in running the core CC mod.
I've been looking at the options for a long time for my own use; I'm pretty new to lua and I've been trying to decide what the best way to approach this is. I may never get around to it, so if somebody was interested in writing a simple spell-forwarding mod that would be great.
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I really don't code, though I have an understanding of it. What I think has to happen is that you'd have to get the names of the bars Antagonist generates and write into Clique to interface with them. Then you'd need to write a separate bit to make it override the actions that you've already programmed into Clique when the Antagonist bars are clicked so that it always casts a specific spell (CSpell, Silence, etc.)
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That's a feature that was discussed a LONG time ago (back when HostelBar/Antagonist had just been released as Soap). I don't know what the final verdict was, but I think it was eventually decided that a Clique plugin would be the best way to go about it.
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My oCD from the trunk has neither of these options when I /oCD. I just updated a day or two ago. I'll update again now and see what's up.
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I do have a suggestion. Whether it's done as a separate mod or a plugin for Antagonist it doesn't matter. But I'd like something that you push a 'learn' button so it would monitor your current target and record the names/cast-times of the abilities used. In essence learning mob spells and abilities, and then saving them to a file that can then be loaded by the main Antagonist mod and provide new timers/cooldowns. This would allow us to expand our own mod without depending on somebody else.
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There are a bunch of recent reports that Click Casting is totally out in the expansion.
http://forums.worldofwarcraft.com/thread.html?topicId=31015064&sid=1
No official replies yet, but I'm gonna be really sad if this is dead.
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Well I know Ossi actually emotes the new weakness, you can see it with WitchHunt or SpellAlert (or just looking at the Combat Log) but the actual weakness doesn't get announced until it's he's hit by a spell of the school he's weak to.
Unless I'm just totally nuts.
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Wouldn't you have to write it for every single spell on your bar; so while it might not be that hard, it'd still be time consuming.
/shrug
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I've been looking at the options for a long time for my own use; I'm pretty new to lua and I've been trying to decide what the best way to approach this is. I may never get around to it, so if somebody was interested in writing a simple spell-forwarding mod that would be great.
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Indeed, in the Macros menu there's a tab for a second set of character specific macros.
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