• 0

    posted a message on Bloodhound2 (Herb/Ore routing addon)
    Added the ability for Trove of the Thunderking to be tracked while on Isle of Thunder. Config options have not been tested and these nodes will only show up if you haven't looted a trove this week and should disappear as soon as you do loot a trove.

    This only works currently if you have find minerals/find herbs enabled, working on making it show up regardless if you have those enabled as well as adding config options for Troves.
    Posted in: General AddOns
  • 0

    posted a message on Bloodhound2 (Herb/Ore routing addon)
    The screenshots as requested. Even after cropping they came out a bit too big to actually use the [img] code without looking like a douche, so here are the links to the photobucket where they are uploaded.


    Minimap (scaled 200% so you can see the arrow and nodes a bit clearer - the red arrow is the one pointing you to the next node):
    http://i677.photobucket.com/albums/vv133/whyzerman/wow/377c12c3-7c5d-4e2c-bf3c-67d4f53268af_zpsfe5c71d1.jpg
    Bloodhound2 Core options:
    http://i677.photobucket.com/albums/vv133/whyzerman/wow/882110f4-9c18-447b-ae1b-f6a015676aa2_zpsfed1dcdf.jpg
    Ore Config:
    http://i677.photobucket.com/albums/vv133/whyzerman/wow/072e7f8d-4896-47e3-8332-bf77f0ad7fd5_zps2227c588.jpg
    Herb Config:
    http://i677.photobucket.com/albums/vv133/whyzerman/wow/th_4e334681-b875-4693-b9a7-cab2768ddfeb_zps0fed5c7a.jpg
    Posted in: General AddOns
  • 0

    posted a message on Bloodhound2 (Herb/Ore routing addon)
    Bloodhound2 is up and ready for testing.

    Another gathering addon?

    Yep. Much like Gatherer and Gathermate, this addon displays nodes in your current zone for the skill you have, whether it be mining or herbalism, or both. What makes this AddOn stand out is the routing. The original author wrote this with the idea that the longer you were out farming, the more likely you were to miss nodes because you visited them too early or because you missed them completely. How he solved this was he added an arrow to the minimap that points you to either the largest area of nodes within the zone(s) you specify or to the nodes that you visited a while ago (or never).

    He also added cross zone routing, so if you are sitting on the edge of a zone, and there are nodes close by the arrow will "pull" you into that next zone. This makes for much more efficient farming with nodes that exist in multiple neighboring zones (Cobalt, Ghost Iron, Copper, Green Tea Leaves) as well as being more efficient than a static route.

    The original author quit WoW back in April just before I got a chance to check the AddOn out. I liked the AddOn so much. I emailed him and took over the project from him.

    Feature List:
    User configurable cross zone routing (choose the zones you wish to be routed through and whether or not you only want cross zone routing when you are flying.)

    Choose the type of nodes you would like to see and those you don't want to see (useful for zones with multiple node types that have different skill level requirements or for when you are farming for a specific node).

    AddOn Configuration has been added to the Interface->AddOn's page.

    Known issues/to-do:
    1. Zones such as Shrine of Two Moons and Shrine of Seven Stars as well as instances will show rubies even though no nodes exist in those zones. This also happens occasionally when you zone into an instance.
      • Workaround: Disable Mineral/Herb tracking while in these areas.
    2. There is currently no node tracking on The Wandering Isle.
      • This is a low priority issue as once you complete the initial Pandaren quest line and choose a faction you are likely never to see this area until you roll another Pandaren, and you are likely not to be farming anything on this Isle for an extended period.
    3. Feature Request: Disable nodes for phased areas (Vale of Eternal Blossoms has no nodes until you complete the Temple of the White Tiger questline).
    4. Feature Request: Add the ability to add new nodes "on the fly".
    5. To-Do: Add the ability to track Troves of the Thunderking on Isle of Thunder (if you haven't looted one for the current week). <-- Done, needs testing
    6. To-Do: Remove duplicate nodes from the database.

    The project is listed as experimental currently, however the AddOn is pretty stable at the moment.

    Please DO file a ticket using WowAce's ticketing system if you find any bugs.
    Please DO leave feedback here - all feedback, good and bad is appreciated. I am a big boy, I can take it.
    Posted in: General AddOns
  • 0

    posted a message on Omen3
    Any chance you can add the ability to disable warnings for Warlocks in Dark Apotheosis stance as you do for tank classes in their defensive stances?
    http://www.wowhead.com/spell=114168
    Posted in: Raid AddOns
  • 0

    posted a message on X-Perl Thread
    Not really an X-Perl bug, more of a missing icon and a green placeholder in its place (as it calls "Interface\\TargetingFrame\\UI-PVP-Neutral", which doesnt exist in the current patch) for the Pandarian race before they pick a faction but are marked as PVP (Including PVP Realms).

    Fix below (Changes in red):
    XPerl_Party.lua line 588
    -- XPerl_Party_UpdatePVP
    local function XPerl_Party_UpdatePVP(self)
    	local pvp = pconf.pvpIcon and (UnitIsPVP(self.partyid) and UnitFactionGroup(self.partyid)) or (UnitIsPVPFreeForAll(self.partyid) and "FFA")
    	[COLOR="Red"]if (pvp and pvp ~= "Neutral") then
    		self.nameFrame.pvpIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-"..pvp)
    		self.nameFrame.pvpIcon:Show()
    	--Fix for neutral (pandarian before they choose a faction) players getting a green box instead of an icon, Blizzard default hides icon, FFA was better then nothing.
    	elseif (pvp and pvp == "Neutral") then
    		self.nameFrame.pvpIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-FFA")
    		self.nameFrame.pvpIcon:Show()
    	else
    	  self.nameFrame.pvpIcon:Hide()
    	end[/COLOR]
    end


    XPerl_Player.lua Line 424
    -- XPerl_Player_UpdatePVP
    local function XPerl_Player_UpdatePVP(self)
    	-- PVP Status settings
    	local nf = self.nameFrame
    	if (UnitAffectingCombat(self.partyid)) then
    		nf.text:SetTextColor(1,0,0)
    	else
    		XPerl_ColourFriendlyUnit(nf.text, "player")
    	end
    
    	local pvp = pconf.pvpIcon and (UnitIsPVP("player") and UnitFactionGroup("player")) or (UnitIsPVPFreeForAll("player") and "FFA")
    	[COLOR="Red"]if (pvp and pvp ~= "Neutral") then
    		nf.pvp.icon:SetTexture("Interface\\TargetingFrame\\UI-PVP-"..pvp)
    		nf.pvp:Show()
    	--Fix for neutral (pandarian before they choose a faction) players getting a green box instead of an icon, Blizzard default hides icon, FFA was better then nothing.
    	elseif (pvp and pvp == "Neutral") then
    	  nf.pvp.icon:SetTexture("Interface\\TargetingFrame\\UI-PVP-FFA")
    	  nf.pvp:Show()
    	else
    	  nf.pvp:Hide()
    	end[/COLOR]
    end


    XPerl_Target.lua line 287
    local function XPerl_Target_UpdatePVP(self)
    	local partyid = self.partyid
    
    	local pvp = self.conf.pvpIcon and (UnitIsPVP(partyid) and UnitFactionGroup(partyid)) or (UnitIsPVPFreeForAll(partyid) and "FFA")
    	[COLOR="Red"]if (pvp and pvp ~= "Neutral") then
    		self.nameFrame.pvpIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-"..pvp)
    		self.nameFrame.pvpIcon:Show()
    	--Fix for neutral (pandarian before they choose a faction) players getting a green box instead of an icon, Blizzard default hides icon, FFA was better then nothing.
    	elseif (pvp and pvp == "Neutral") then
    		self.nameFrame.pvpIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-FFA")
    		self.nameFrame.pvpIcon:Show()
    	else
    	  self.nameFrame.pvpIcon:Hide()
    	end[/COLOR]
    
    	if (self.conf.reactionHighlight) then
    		local c = XPerl_ReactionColour(partyid)
    		self.nameFrame:SetBackdropColor(c.r, c.g, c.b)
    
    		if (conf.colour.class and UnitPlayerControlled(partyid)) then
    			XPerl_SetUnitNameColor(self.nameFrame.text, partyid)
    		else
    			self.nameFrame.text:SetTextColor(1, 1, 1, conf.transparency.text)
    		end
    	else
    		XPerl_SetUnitNameColor(self.nameFrame.text, partyid)
    	end
    
            if (UnitIsVisible(partyid) and UnitIsCharmed(partyid)) then
    		self.nameFrame.warningIcon:Show()
    	else
    		self.nameFrame.warningIcon:Hide()
    	end


    Xperl_TargetTarget line 137
    function XPerl_TargetTarget_UpdatePVP(self)
    	local pvp = self.conf.pvpIcon and (UnitIsPVP(self.partyid) and UnitFactionGroup(self.partyid)) or (UnitIsPVPFreeForAll(self.partyid) and "FFA")
    	[COLOR="Red"]if (pvp and pvp ~= "Neutral") then
    		self.nameFrame.pvpIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-"..pvp)
    		self.nameFrame.pvpIcon:Show()
    	--Fix for neutral (pandarian before they choose a faction) players getting a green box instead of an icon, Blizzard default hides icon, FFA was better then nothing.
    	elseif (pvp and pvp == "Neutral") then
    		self.nameFrame.pvpIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-FFA")
    		self.nameFrame.pvpIcon:Show()
    	else
    	  self.nameFrame.pvpIcon:Hide()
    	end[/COLOR]
    end
    Posted in: Unit Frames
  • 0

    posted a message on Recount
    Latest released version on curse (via curse and curse client) shows 3.1c stable. In that version, there is nothing regarding savage defense. Either way, glad to see it made it into RGA.
    Posted in: General AddOns
  • 0

    posted a message on Recount
    Just a fix for guessed absorbs. I found it odd that World of Logs counted Savage Defense as an absorb but RGA's didn't I added the spell ID into the AbsorbSpellDuration constant, and it seems to work pretty well. See the attached file.

    The pic shows the line I changed, and the result ingame after running a heroic.
    Posted in: General AddOns
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