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    posted a message on PassLoot - Official thread
    Well, I hope that the loot won counter issue was resolved, since I havn't seen any replies in awhile.

    Okay, I'm attempting to make the addon modular, so adding things like item pricing will be much easier to deal with. I've been testing this for a few months now and it seems to be working pretty well. I decided not to use AceGUI for the time being, until I can create (or find) a widget that has drop down menus the way I currently have them.
    Posted in: General AddOns
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    posted a message on PassLoot - Official thread
    Ok I see the problem.

    The loot counters are only linked to the rules themselves, not the loot itself that was won. I didn't want to make a system that tried to remember every winning roll (or scan your inventory to match up with each rule). So if you have 2 rules (1 for BoE, and another for Uncommon items) a piece of loot 'could' match both of these rules, only the rule that it matched and rolled on will get it's counter incremented if you win the loot, not both.

    So, with that in mind, here's why the current rules are not working for you.

    - A mark drops.
    - The first rule is set to match only when the counter (0) is equal to 1. 0 isn't equal, so this rule does not match and is skipped.
    - The second rule is set to match only when the counter (0) is equal to 0. 0 = 0, rule is matched, and should roll need.
    - You win the mark. PassLoot remembers that it rolled with the 2nd rule, and increments that counter accordingly.
    - A mark drops.
    - The first rule's counter is still 0, so 0 isn't equal to 1, and the rule does not match.
    - The second rule's counter is now 1. 1 does not equal 0, so this rule is no longer matched.
    - No further rules, so it would let you roll on the loot manually.

    Solution 1:
    Make the first rule set to equal 0, roll need.
    Make the second rule set to Any, roll pass.

    Solution 2:
    Make the first rule set to not equal 1, roll need.
    Make the second rule set to Any, roll pass.

    Solution 3:
    Make the first rule set to Less than 1, roll need.
    Make the second rule set to Any, roll pass.

    Might be more ways of doing it. Sorry if the loot won thing is confusing, but it seemed like the simplest way to implement the feature without having to do a lot of inventory scanning or database to remember all previous loot rolls.
    Posted in: General AddOns
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    posted a message on PassLoot - Official thread
    Quote from reale »

    Loot counter doesn't seem to be updating. I'm trying to need on a Mark of Illidari until I get one, then pass from then on. I made two rules, but if the loot counter doesn't update properly, it will never work.

    Help?

    Hrm, the counter seems to be incrementing when I tested my scenario rules below.

    As a note, the loot won counter will not increment every time it matches a rule, but rather whenever YOU win the item.

    Here's my example scenario I tested in Scarlet Monastery:
    Rule #1 - Greed on Bind on Equip, Loot Won comparison set to Less than 1, Loot Won Counter: 0
    Rule #2 - Pass on Bind on Equip, Loot won comparison set to Any, Loot won counter: 0

    - A BoE item drops.
    - The first rule is matched: The Loot Won Counter (0) is < 1
    - If you win the item, the Loot Won Counter for Rule #1 will be incremented to 1. (If you don't win the item, nothing happens)
    - A 2nd BoE item drops.
    - The first rule is not matched as the Loot won comparison is now false: Loot Won (1) < 1.
    - The second rule is matched, and will pass on the item. (Since you pass, the Loot Won Counter is not incremented, as there is no way for you to win the loot and increment the counter)

    Note: If a rule is matched that does nothing (you are manually rolling) and you win the item, the loot won counter for that rule WILL increment.



    If it isn't matching a rule then it will not increment it's loot won counter for that rule. One thing someone was having problems with was that his Marks of the Illidari were not matching as he had it set to match Bind on Equip. The problem here is that Marks do not bind on equip/pickup; they do not bind at all.

    What rules were you using that didn't seem to work for you?
    Posted in: General AddOns
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    posted a message on PassLoot - Official thread
    BoP items that are auto rolled on still have a confirmation box pop up. And with Blizz's addition of what the item is in the confirmation box, this shouldn't be an issue.
    Posted in: General AddOns
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    posted a message on PassLoot - Official thread
    Added in a Zone Type filter.

    However, I think blizzard's API is slightly buggy on this -
    I entered a normal instance, and GetInstanceDifficulty() was returning 1 as it should.
    I entered the same instance as heroic, and it returned 2 as it should.
    Then, I went back to a normal instance, and it was still returning 2, thinking it was a heroic instance. Even though the mobs were level 64.

    Any, Outside, Group, Raid works fine, it's just the Group Normal vs Group Heroic seems a bit buggy.
    Posted in: General AddOns
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    posted a message on PassLoot - Official thread
    Working on adding a Zone Type now.
    Current options will be:
    Any
    Outside
    Group - Any
    Group - Normal
    Group - Heroic
    Raid

    I thought about combining or replacing the current Group/Raid option, but they do seem to be pretty separate.

    Now, as far as a LootSpam type feature. I'm not sure I am willing to add too much. It's starting to feel bloated after adding in Group/Raid, ZoneType, and Loot Won comparisons. The blizzard default UI can hide all but the winner already (or disabled entirely with chat frame settings). Having a pop-up to show what other people's rolls were seems to be going outside the scope of what I designed the mod for: to roll on items.
    Posted in: General AddOns
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    posted a message on PassLoot - Official thread
    PassLoot will allow you to automatically roll greed, need, pass, or if the setting is disabled, let you manually roll on loot based on customized loot rules.

    By adding customized rules, you can do things like roll greed on all Bind on Equip items, except in Karazhan. You could also let it ignore all Bind on Pickup items, to let you manually roll on them.

    Rule Filters
    Loot rules can filter loot based on the following:
    • Zone
    • Quality
    • Bind on status
    • Uniqueness
    • Equip slot
    • Item type and subtype
    • Item Name (partial or exact)
    • Your part/raid status
    • How often you have won an item using this rule

    Loot Settings
    Automatic loot settings for each category:
    • Pass - This will automatically pass on the loot in this rule.
    • Greed - This will roll greed on the loot in this rule.
    • Need - This will roll need on the loot in this rule.
    If no loot method is selected, you will have to manually roll on the items.

    An example:
    If you want to roll greed on all BoE items, except when on a raid in Karazhan, you can do the following:
    • Create 3 rules.
    • In the first rule, set the Zone to Karazhan.
    • In the second rule, set the Bind On dropdown to pickup.
    • In the third rule, set the Bind On dropdown to any (or equip), and select the Greed checkbox.
    The rules are matched in the order they appear.
    Posted in: General AddOns
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    posted a message on MagicMarker - Raid Icon Marking made simple
    Quote from Friikki »

    If I understand you correctly, you could make battle-mages higher priority than assasin(so that they will get sheep priority over the assasin), then just mirror the kill order in your sheep mark list, so that 1st sheep would be square, the second would be moon and the third sheep mark would be triangle.

    This way, if you lose the assasin sheeper for example, only the battle mages will be marked with moon and square and assasin will still get the same symbol(as the triangle would be 4th in tank list)


    Ya, I thought of this, however, when we have pulls with 8 mobs, sheeps end up being X and Skull. If I mirrored the sheep icons to be skull, X, square, moon, triangle, diamond, circle, star.. when I get to the pack of 6, my sheeps will be skull and X instead of square and moon.

    Also, I'd want the assassin moved not only to the 4th tank spot, but rather to the 2nd spot.
    Posted in: Raid AddOns
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    posted a message on MagicMarker - Raid Icon Marking made simple
    This seems like a great mod, and I tried it tonight, and it worked for the most part. However, my raid seems to be unlike other raids in how we mark targets. We don't do the usual Kill skull, trap square, sheep moon kind of things. What we end up doing is marking targets in kill order. Star, Circle, Diamond, Triangle, Moon, Square, etc. This was easy to setup, so long as I know how many crowd control people I have in the raid. However, once the number of crowd control people changes, things get kind of messed up.

    For example, in black temple, we come across the following packs of mobs:
    Illidari Blood Lord (x2)
    Illidari Battle-mage (x2)
    Illidari Assassin (x1)
    Illidari Archon (x1)

    Normally, I mark them up as follows depending on how many sheeps we have available (for simplicity, only talking about sheeps)
    3 sheeps:
    Archon (tanked), 2x Blood Lord (tanked), Assasin (sheeped), 2x Battle-Mage (sheeped)
    2 sheeps:
    Archon (tanked), Assasin (tanked), 2x Blood Lord (tanked), 2x Battle-Mage (sheeped)
    1 sheep:
    1x Battle-Mage (tanked), Archon (tanked), Assasin (tanked), 2x Blood Lord (tanked), 1x Battle-Mage (sheeped)

    Now, with your current Priority/Tank scheme, I can only seem to get it to work, so long as the number of mages stays constant in each raid. I used the following setup to make sure that the targets are marked in the correct order (remember, I have to have the raid icons in a specific order of star through square for kill order)
    illidari blood lord (med tank) rank=15
    illidari battle-mage (low? cc) rank=12
    illidari assassin (med cc) rank=14
    illidari archon (high tank) rank=17
    This made sure that the Archon was our star (first kill order), blood lords were circle/diamond (2nd/3rd to kill), assassin was triangle (4th kill, but sheeped), and our battle-mages were moon/square (5th/6th and sheeped)

    If the number of mages gets changed, the order will not work. I tried playing around with different ranks and priorities, but nothing seems to work for me quite right.

    I would like to suggest a few additions:

    1 - A separate priority for tank and cc.
    For example:
    I want the assassin to be a medium priority cc, but if we do not have enough cc and it needs tanked to change it to a high priority tank.

    2 - An option to allow the higher ranked cc to become the next tank targets (Instead of lower priority cc to become tank targets)
    For example:
    If the battle-mages are low priority cc
    and the assassins are med priority cc
    the battle-mages would still get their icons as sheeps, but the assassin would become a tank target, thus ensuring the last 2 raid kill order icons (moon/square) are on the mages, and are sheeped, while the assassin would become a higher target.

    3 - Profiles maybe? If I join a pug, and need to do normal Kill Skull, Square = trap, Moon=sheep type stuff, I'd like to be able to change how raid icons are done.

    I'm not sure if all that makes sense; our raid is a little confusing in how we handle targets.
    Posted in: Raid AddOns
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    posted a message on GatherMate: Offical Thread
    Ya, I had that problem with cartographer. Gatherer sort of had the same problem. However, you could turn off the circles quickly and easily by clicking the minimap button in order to mouse over the wow blip and see the game text. I had to end up going back to gatherer since cartographer was hard to disable the minimap circles quickly.

    As for the size of the icon, I just manually edit gathermate's code and change the size of the circles to something bigger so you can see them in clustered areas (or when the circle icon isn't quite centered on the blip)
    Posted in: General AddOns
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    posted a message on GatherMate: Offical Thread
    Which would be perfect if the circles were exactly on the blips. However, mine are often slightly off. Combined with multiple circles from other sources (I flip back and forth between herb/mining so I leave both on at same time), it is sometimes too much to see a blip clearly, even with opacity set at 50%. I have almost skipped a few nodes because of it.
    Posted in: General AddOns
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    posted a message on GatherMate: Offical Thread
    Feature request: An ability to change the size of the icons (especially the circles) on the minimap would be great.
    Posted in: General AddOns
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