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    posted a message on Incoming damage estimator
    Alright, I believe you can do a checkout from https://wow-tifi.googlecode.com/svn/trunk/OneHitWonder. Ace3 and LibGUIDRegistry-0.1 are external dependencies, those need to be installed separately. (Yes, I need to fix this, I know)

    Edit: If e.g. another Warrior applied Demo Shout, the addon ignores all the melee hits, unless it knows if this Warrior has Imp Demo Shout talented. Use
    /script OneHitWonder:UpdateUnitsToScan()
    to scan the talents of your raid/party.
    Err yea, and you should also create a chat window called DebugFrame, the addon will spam all the debug stuff there. (Can't turn it off.)
    Posted in: Addon Ideas
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    posted a message on Tanking: An dynamic routine tracker
    Well, I thought about it, and I'm not going to release it in it's current state. Mostly because translating spell names is a flawed approach. The addon should have a GUI for everything, especially for editing action lists, actions, and conditions. And the underlying code should be independent of the client's locale. Which is too much work and no gain for me, so I'm not going to do it, sorry. However, if someone's willing to write a similar addon, feel free to contact me.
    Posted in: Addon Ideas
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    posted a message on Incoming damage estimator
    I'm currently working on an addon called OneHitWonder. I'm the MT of my guild, and the plan is to display a warning whenever my HP gets lower than the max damage I could receive, i.e. when to use the "oh shit"-buttons.

    Currently, the addon logs the min/max/average raw damage of every melee hit I receive from a mob. By raw damage I mean the damage I would have taken if I had 0 armor (and no stance). It takes into account the current armor value (for physical damage) and stance, the mob's level, blocked/absorbed/resisted damage, and the current AP modifying debuffs. It can also scan your raid member's talents, like Imp. Demo Shout. Crushings are divided by 1.5.

    I consider it early alpha at this stage, but I could upload it if someone's interested. The GUI just consists of an Annoying PopUp Window(TM) that displays stats of your current target's mob type. Data is only collected for hits you receive, so unless you're a tank it's totally useless.

    Edit: Why does the TM character work in the preview, but is replaced by a ? when I save the message?
    Posted in: Addon Ideas
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    posted a message on Combat Log Addon
    Quote from Moon Witch »

    1. It'll error.
    2. Search on a pc does wonders. Pro-tip: Take a look in the Data/en_US (or whichever localization you use).

    1. Huh? No it doesn't. :)
    2. Thanks.
    I'll have a look at NicheCombatConfig, thanks.

    Edit: Looks nice. Finally killing blows in my standard filter set, yay.
    Posted in: Addon Ideas
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    posted a message on Combat Log Addon
    Two questions:
    1) Let's assume I just copy the Blizzard_Combatlog, and modify it. Am I allowed to release it? The AddOn Kit doesn't come with a license.
    2) Where the f*** is the EULA? Is there any way to access it other than waiting for the next patch?
    Posted in: Addon Ideas
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    posted a message on Tanking: An dynamic routine tracker
    Well, there's not much to see. It displays a couple of symbols (spell textures), one for each cooldown. I usually have Heroic Strike on the left, then comes the GCD, then Shield Block, then Blood Rush. For example when Shield Block is about to become ready (<1s cd), the symbol is shown, and there's an overlay of the remaining cd (like the default action buttons have).
    Other than that, the only GUI is a Dewdrop right click menu for switching to a different list. I have lists for trash (no Shield Block, TC, DS, but Shield Bash and Spell Reflect), Hydross-like bosses (no Shield Block), Voidreaver-like (Bosses where I only need Shield Block when I have aggro), Fury, etc. I edit these lists in a lua file.

    So, there are multiple lists to choose from. Each list consists of actions. An action consists of a spell (name), a cooldown (default=GCD), and a list of conditions. The addon basically looks at each action, and checks their conditions. As soon as every condition of the same action is true, it displays the action's texture. The cooldown defines where the texture is displayed. For example:
    		AddAction{
    			name = "Donnerknall",
    			actioncondition = {
    				Condition:TargetDebuffEnds("Donnerknall", 5),
    				Condition:SpellAvailable("Donnerknall",1),
    				--Condition:SpellUsable("Donnerknall"),
    			},
    		}

    E.g. Condition:TargetDebuffEnds("Donnerknall", 5) creates a new condition that is true iff the Thunder Clap debuff is either not present on my target, or lasts for less than 5s. Condition:SpellAvailable("Donnerknall",1) creates a condition that is true iff Thunder Clap is either off cooldown, or the cooldown is less than 1s. Condition:SpellUsable("Donnerknall") means enough rage (I don't use that one anymore). Since cooldown==nil, the action belongs to the GCD.
    All the actions are hard coded.

    TODOs prior to release: At least Localization, and a GUI for editing action lists. Optionally a GUI for editing actions, and a GUI for editing conditions.
    Posted in: Addon Ideas
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    posted a message on Tanking: An dynamic routine tracker
    I use a somewhat similar addon for pretty much exactly one year now, I just never released it. It doesn't use a fixed rotation, but implements a priority list, for choosing the "best" actions for your cooldowns. Are you, by any chance, using the german client? :)
    Posted in: Addon Ideas
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    posted a message on Error frame filtering
    Just to be clear, are you talking about errors from addons, or just these annoying messages like "Not enough rage/energy"?
    Posted in: Addon Ideas
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    posted a message on Combat Log Addon
    When the 2.4 changes were announced, I expected to see a lot of new combat log addons. Googling for CombatLogAddFilter revealed one addon, mob-damage, which just calls it with static parameters. Googling some more, I managed to find only two more addons, YurrCombatLog and HitsMode. Both addons just replace the combat log, as opposed to extend/improve.
    Here's an example of why I won't use either: Let's say we're currently wiping on Archimonde (again). In the Blizz CL, I can click on Killing Blows, and I see who died first. Then I can right click on the name, select "What happened to ...?", and I see exactly why they should not have been invited. That's 3 clicks for very useful information, and a great improvement over the pre-2.4 CL. An addon that can't give me that information is a huge step backwards.

    So, I like the new combat log, but there's a couple of things I'm missing.
    1) Target/focus/raid symbol flags in source/destination filters.
    2) Combine multiple filters. The API is already there, just no GUI.
    3) Sub filters. Example 1: Melee misses from PCs to NPCs (this is already possible), but only parries (this is not). Example 2: All aura gains/fades for "Demoralizing .*" and "Curse of .*". Depending on the filter, this could be very painful to implement, because the API doesn't tell you which one of the Blizz filters was matched.
    4) Buff/debuff source. Like "[Scary mob] afflicted by [<some player name>]'s [Demoralizing Shout]." I know that COMBAT_LOG_EVENT doesn't provide this information, but in a lot of cases it's still possible to figure it out using SPELL_CAST_SUCCESS. The only problem I see is that this event is not saved, as opposed to the COMBAT_LOG_EVENT.
    5) Formatting options for timestamps (e.g. "MM.SS:sss> "). Milliseconds in timestamps (provided by the COMBAT_LOG_EVENT's timestamp argument, but unused).
    6) More formatting options in general. E.g. don't print the damage type, just color the value accordingly.
    7) Hyperlinks for buffs/debuffs if available. (If the spellID is provided, why not use it?)
    Posted in: Addon Ideas
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    posted a message on YurrCombatLog - Official Thread (Stable Beta)
    Do you have any plans to add multiple filter settings like the Blizzard combat log? It's one of the best and most powerful features to have different "views" on the combat log, available at a simple click.

    Also, I don't understand how exactly your filters work. One thing that puzzles me is that you can only specify one filter for the flags parameter in the GUI, even though there are two parameters in the event, sourceFlags and destFlags. And why are there two tabs containing the sub-events? A COMBAT_LOG_EVENT describes one sub-event, for both source and target.
    What I expected: One tab for the subevent filter, and two tabs for the source and destination flag filters.

    I also miss a GUI for the combat log retention time.
    Posted in: General AddOns
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    posted a message on Manasurge
    I updated the addon for the new spell casting mechanics, you can download it here http://code.google.com/p/wow-tifi/.

    Changes:
    Never switch on cast spells.
    Never switch on instant spells that don't trigger the GCD. (Like Inner Focus, trinkets)
    Better options dialog layout.
    Register events when needed, unregister when not.
    Posted in: General AddOns
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    posted a message on Manasurge
    Swapping weapons still works for instant and channeled casts. So it depends on the spells you use whether weapon swapping remains feasible (Spriests for example only have two spells where swapping is impossible, Mind Blast and Vampiric Touch).

    Assuming I'd fix the addon, how could I update it? How do I get an svn account?
    Posted in: General AddOns
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    posted a message on Manasurge
    Line 374 should read sth like
    if runcheck() and eventtype == "SPELL_PERIODIC_ENERGIZE" and icd <= GetTime() and srcName==UnitName('player') and select(1, ...) == SSSpellID then

    and it won't switch on other ppls spellsurge anymore.

    BTW Keiss doesn't seem to be around anymore.
    Posted in: General AddOns
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    posted a message on Official Threat-1.0 error reporting and discussion thread
    Quote from Snago »

    From what I can see Threat-2.0 don't use SpecialEvents-Aura-2.0. Neither does the 2.4 version of Omen.
    Awesome. Thank you!
    Posted in: Libraries
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    posted a message on Quartz: Modular Casting Bar
    Quote from Phanx »

    I still don't understand what a fixed, estimated latency on your cast bar accomplishes, because it would break the current latency bar's function. I think that's why we're confused about your request.

    Quartz latency is estimated when you start the cast. However, it's the latency at the *end* of the cast that really matters. If there's always a huge difference between the latency at the start and the end, it could be better to just display the average lag, which was requested.

    Also, Quartz latency was not updated for 2.4 chain casting mechanics, as I've posted before in this thread.
    Posted in: General AddOns
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