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    posted a message on PitBull 4.0
    Quote from Nandini
    I've always used a bandage spell as my range check for non-healing classes. The range is 15 yards, but I'm not sure if that's any larger or smaller than the interact or follow distance.

    What result do you get with Mend Pet (45 yard range) on a friendly unit other than your pet?


    I tried mend pet - didn't work, unfortunately. Most likely the IsSpellInRange check returns null for an invalid target (you cannot case MendPet on your pet Paladin it seems; who'd o' thunk it? :))
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Shefki
    The 28 yd range check is the follow distance check. We were using that until recently when I went through and "fixed" some of the checks for some classes.

    I say fixed in quotes because it's pretty obvious some people thought the existing checks were good. In particular I made the friendly checks for classes like warrior, rogues and DKs use spells they can target on friendly targets such as intervene and Tricks of the Trade. Some of these spells of course have shorter ranges than the 28 yd range and this of course required that I change that range check to be something shorter.

    I've come to the conclusion that we're never going to make everyone happy without some sort of customization of the range checks. So you'll be getting that when I get to it.
    The 'keep everyone happy' is quite a tall order. Appreciate the work on it. The Range module is very simple and not hard to customize as required.

    Someone mentioned that it'd be nice to stay inside a healers range - as a healer, I can tell you it's quite frustrating to start a heal on a player only to have them run out of range before it completes.

    From what I can see, 28 yards is the longest 'global' range check available (follow distance/inspect distance). Obviously too long for a few class abilities.

    I think there are higher priorities than goobering up the range check with a multitude of options.
    Posted in: Unit Frames
  • 0

    posted a message on PitBull 4.0
    The range check for hunters doesn't include friendly units beyond the interact distance (looks like 'trade' distance). I don't know how other hunters feel about that, but it'd be nice to see if your team mates are within a stones throw (arrow or bullet...).

    Unfortunately, I can't find a hunter spell that can be used on a friendly target in that range - around 30-40 yards. Misdirect (a higher level spell) is 100 yards and only works on party members. A bit long and a bit restrictive. Alternatively, there is 'bandage' range of 15 yards. A bit short.

    The only other alternative is to change the CheckInteractDistance second parameter to look at the 'inspect' distance instead of trade.

    I modified the RangeFinder.lua file to use 'inspect' distance instead of 'trade', and moved the check after the resurrection check (I'm not sure of the range for rez spells).

    	function friendly_is_in_range(unit)
    		
    		if UnitIsDeadOrGhost(unit) then
    			for _, name in ipairs(res_spells) do
    				if IsSpellInRange(name, unit) == 1 then
    					return true
    				end
    			end
    
    			-- Only check range for resurrection spells if the
    			-- unit is dead.
    			return false
    		end
    		
    		if CheckInteractDistance(unit, 1) then
    			return true
    		end
    
    		for _, name in ipairs(friendly_spells) do
    			if IsSpellInRange(name, unit) == 1 then
    				return true
    			end
    		end
    	
    		return false
    	end
    

    Does anyone else have any better ideas for range checking of friendly units for Hunters, or is it not such a big deal since there's not much we can do on friendlies anyway? (I play a Paladin Healer, so range checking there is quite a big deal and use quite a heavy fade amount for out-of-range characters).
    Posted in: Unit Frames
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