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    posted a message on Scrooge official thread
    Quote from LaoTseu
    Well, so long as last 7 days actually = last week. In my mind, last week is what I did from Sunday to Saturday the week before whereas last 7 days is a sliding window. I don't mind either, I just want the header to reflect what it is.


    That's exactly why I did the header text that way -- it always bugged me that what MoneyFu called "Last Week" was actually a 7 day sliding window.

    I'd like to add a calendar-based This/Last Week and This/Last Month at some point, even though I personally don't see a reason to use it. I saw another addon that used some complicated math to implement "Last Week", but month would be a pain to do that way, and I think I can do it easier with os.date in any case.
    Posted in: Data Broker AddOns
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    posted a message on Scrooge official thread
    I've renamed it so I don't accidentally give Torhal an aneurysm or incite workplace violence. :)

    I decided to go with Scrooge, as the name is free on wowace/curse network, and is only on wowi under "Outdated Mods". I think it's a good idea in any case, as the old name implied that it's an update of the original MoneyFu when it's actually a complete rewrite. Some of the statistics gathering code turned out very similar, but that's unavoidable due to the way the algorithm works.

    If you downloaded the beta, beware that the new version is unable to read SavedVariables due to the name change. In most cases that shouldn't be a problem, but if you really really don't want to lose the couple days of history it could have recorded, you'll need to rename the SV file to Scrooge.lua and change the variable name inside to ScroogeDB.
    Posted in: Data Broker AddOns
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    posted a message on Scrooge official thread
    LMAO! Well, I'm certainly not wedded to the name. I admit it doesn't really make a lick of sense to have something named Broker_*Fu. The only reason I went with that was to make it easy to find for people looking for a replacement for FuBar_MoneyFu.

    I kind of like "Scrooge", though there was an old (obsolete) addon by that name that had a bit of controversy surrounding it, so I'm not 100% sure if it would be kosher to take that one.

    Regarding the Broker or no-Broker in the name, I'm divided. I don't really see how this addon could exist without a Broker display. I kind of wanted to avoid something like LibDBIcon and minimap pollution.

    So, how does one go about having a project renamed?
    Posted in: Data Broker AddOns
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    posted a message on Scrooge official thread
    It's not showing up on the search yet as it hasn't been approved, but the repo has been pushed from my local copy and there's a beta-quality file up. Here's a direct link:

    http://www.wowace.com/projects/scrooge/
    Posted in: Data Broker AddOns
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    posted a message on Scrooge official thread
    Long story short, until yesterday I've been using FuBar_MoneyFu with FuBar2Broker, for the sole reason that I've been unable to find a replacement I was completely happy with. There are several that came close, but none quite fit what I wanted. I also had some local modifications to MoneyFu that required the data to be stored a certain way, so modifying one of the existing Broker mods would have meant significant changes.

    Thus is born Scrooge. It's written from scratch but is certainly inspired by the FuBar plugin. How does it differ from the other Money displaying or tracking brokers out there?

    • Does one thing and does it well. Don't ask for support of other currencies or to track Honor Points, badges, etc. Scrooge tracks money, and that's all it will ever track. If you want other currencies, there are plenty of great addons out there to do it.
    • Flexibile options to track cash flow cross-faction or even across multiple servers.
    • Support for tracking a guild bank as an extension of your money. Ideal for bank / auction alts that have a personal guild.
    • Supports all of the old MoneyFu display styles, and a few new ones.
    • Clean, intuitive configuration.
    • Small, simple code base. Only depends on Ace3, LDB, and LibQTip, libraries which most people are likely to have loaded anyway.
    To-do:

    • Localize it!
    • Add a few more options to further customize the tooltip and choose which cashflow you're seeing.
    • Real-world testing.
    Posted in: Data Broker AddOns
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    posted a message on ZOMGBuffs Official Thread
    Quote from Torhal
    LibQTip can, indeed, do this via :SetCellScript() or :SetLineScript() - as for the minimap icon, you can use LibDBIcon.


    Ah, thanks! I saw some rumblings about LibQTipClick but couldn't find any addons that were using it so I wasn't sure. Guess the functionality got merged into the base.
    Posted in: General AddOns
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    posted a message on ZOMGBuffs Official Thread
    Scratchpad for some ideas I've had after hacking on this, these are future looking ones and would be part of a revamp branch. Some of these might be doable during the Ace3 conversion since that will entail a lot of changes anyway.

    • There's a lot of duplication, both in code and in data structures, no doubt from growth and evolution of the code to accommodate new features. Should separate out as much as makes sense into helper functions to put into the main core, while keeping the specialized logic in the individual modules.
    • A good example of this is the overlapping buff info. Ideally, the core would have a simple list of all buffs that ZOMG knows about, whether it tracks them or not. Basically just spell ID and buff category (%Stats, +Strength, etc.). The individual modules would have a way to register one of these buffs to themselves and take ownership of it, while providing richer information about it to the core.


    • Efficiency. A buff scan iterates through 40 raid members, checking 40 buff slots on each one. It may repeat this process several times depending on which module is involved and what it's checking for. Every time the status window is painted, it checks all 40 buff slots to find the one it's looking for, for each icon, even though it just did the same thing for the previous icon on the row.
    • IMO, it would be better to have ZOMGBuffs maintain its own internal state table of all raid members and which buffs are on them, along with references to its buff info for quick lookups. That way the scan only needs to happen once, then everything that needs it has easy access to all the info it might require.

      This can be made even more efficient by watching for aura events and updating the table incrementally, while only doing a full scan every once in a while or if it suspects that it's out of sync with reality (someone just came into range for example).


    • Configurability. Once ZOMGBuffs is set up it works wonderfully, but sometimes figuring out where the options are scattered around can be difficult. Need to better organize this.
    • It would also be nice to have more options, and a generic framework for buffs to register them.

      Every single-target buff that ZOMG knows about should have the option to have the tracker icon enabled (or disabled) on a per-buff basis. Try to be smarter about the default positioning, too.

      This should be a lot easier to accomplish in a config dialog than with a Dewdrop menu, though the menu still should exist and provide quick ways to turn on/off certain buffs and switch templates.

      Better (more configurable) handling of what happens to templates when you switch specs.

      A pass should be made on the default options to make sure that a new user on a fresh install just has to click the button and go. Probably a whitelist of certain "major" buffs per class that come pre-learned rather than requiring you to cast them.


    • ZOMGTotems - Probably needs to be a separate module because it almost seems like it will need a blessings-manager like interface. Maybe not quite that involved, will have to think on it.
    Posted in: General AddOns
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    posted a message on ZOMGBuffs Official Thread
    Sure, I'll take a look, might save some time re-inventing the wheel. Send me a PM if you can upload it somewhere or want to email it to me.

    AceComm won't be a problem since I already ripped it out. :) Only the blessings module used it, and it's gone now anyway.
    Posted in: General AddOns
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    posted a message on ZOMGBuffs Official Thread
    Quote from SilencerZero
    When I installed this addon again, I wondered why Ace2 was reinstalled. When I tried to delete it, the Curse Client mentioned that Ace2 is used by ZOMGBuffs ... wasn't ZOMGbuffs an Ace3 Addon?


    I don't think it ever used Ace3. It does use a couple Ace3-era libraries now that it didn't used to, but the core has always depended on Ace2.

    I'm a little confused - is this just temporary?I changed from Pally Power to ZOMGBuffs to get rid of Ace2 in the first place :)
    Moving to Ace3 is definitely on the radar. The goal was to get it fixed and working for 4.0.1 so that it doesn't die completely, in order to buy some time to do that.

    There's a lot of issues that need to be addressed though, and it will require some significant redesign. The biggest issues that I see from working on it lately:

    • No more LibDewdrop. The menu will have to be recoded with UIDropDown or something similar, and will likely need to be simplified. Some of this can be moved into Ace3 config dialogs, but the most frequently used options should still be quickly accessible or it negates a lot of the point of the addon.
    • No more Tablet-2.0. LibQTip can fill in most of the gap (not sure about clickable tooltips though, might have to move some options to the right-click dropdown), but it does mean rewriting a chunk of it.
    • FuBarPlugin -> recode as LDB plugin. ZOMG practically requires use of the FuBar/minimap icon, so will need to find a library to display this as a minimap icon if there's no LDB host, or write something manually.
    • Ace2 -> Ace3 transition. Most of the APIs aren't too different, but ZOMG does make use of some of the more esoteric AceDB and AceAddon features for managing its templates. It will take some extra attention here to make sure that it doesn't break in the process.
    Any development on this front will most likely be happening in a repo clone or branch as this isn't something that can be resolved to a working state in a few commits. Zeksie has taken renewed interest in the addon so I'm in contact in order to work out the specifics. :)
    Posted in: General AddOns
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    posted a message on ZOMGBuffs Official Thread
    Quote from holypally2
    [...]so I hope you find a way to integrate with MoTW.


    This should be working in the latest revs. To be clear, here's what should happen:

    Druid, solo, or in a party with no paladin:
    Status window shows Mark of the Wild icon only.

    Paladin, solo, or in a party with no druid:
    Status window shows Kings and Might icons.
    Paladin can of course only select one to buff at a time, but multiple paladins could cover both.

    Paladin and Druid in a raid together:
    Status windows shows Mark of the Wild and Might icons (no Kings).
    HOWEVER, if a Paladin buffs Kings, the Mark of the Wild column in the status window changes to Kings, and the Druid running ZOMG no longer gets prompted to buff Mark. If Kings falls off, then it will prompt the druid for a rebuff of Mark.

    Basically, each buff category has a dedicated column in the window, which shows a "default" icon if no buff is present. I threw Druids a bone since they only have one buff while Paladins have two. :) If a buff is present for that category, however, the icon in the list will reflect which buff is actually on someone. It's entirely possible after a few people rez or come in late to show most of the raid with Kings, but several missing Mark of the Wild in the same column. Buffing either will satisfy it.

    It works the same with Fortitude. It will show the icon of Commanding Shout or Blood Pact on raid members that have those, and not bother you to try (futilely) buffing them.

    Those are the only two implemented right now, but if people run into issues with other conflicting buffs, the system supports adding them (even if ZOMG normally doesn't track them).
    Posted in: General AddOns
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    posted a message on ZOMGBuffs Official Thread
    Go to the main please. Zeksie has merged the changes into the main branch and wants to look at it when time allows and continue working on it there. I'll continue making maintenance fixes and fixing bugs.

    I closed the cata branch to commits, but want to keep it around for a little while in case I need to refer to the commit history. May rename it as to not confuse people.
    Posted in: General AddOns
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    posted a message on ZOMGBuffs Official Thread
    Quote from Fred7
    Is your rogue using a non-binding weapon? I think the blizz did something funky to keep people from trading poisoned weapons.


    Yes, he's super low so it's some white vendor item (balanced throwing dagger, I think).

    After applying the poison the tooltip says Soulbound. If I cancel the poison buff it still shows as bound (haven't tried to trade it), but logging out and back in resets it and it doesn't show as bound anymore.
    Posted in: General AddOns
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    posted a message on ZOMGBuffs Official Thread
    Quote from And
    Good Morning.
    Thelibrarian, Thanks alot for fizixing this wonderful addon :)
    It would be possible to add ranged weapons to "buffable" weapons list?


    EDIT: Added in r192 -- should be working now.

    Noticed some weirdness on my lowbie rogue of getting a "This action will make the item soulbound" prompt the first time I put poison on my ranged weapon after logging in each time, but I believe that's a blizzard issue, and shouldn't affect high-level rogues.
    Posted in: General AddOns
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    posted a message on ZOMGBuffs Official Thread
    Quote from kethra79
    Just updated to r186 after I saw this message. I did a full delete of the previous versions folders before I copied in the new ones. I'm not seeing anything in the log for ZOMGBuffs, and it is showing as enabled. In the options, I can see Fortitude and Shadow Protection, and they are checked, I just never get past Inner Fire. It's as though ZOMGBuffs isn't recognizing that I even HAVE Inner Fire on, so it keeps telling me to cast the spell before I can go on to the next one.


    Hmm, so it's repeatedly asking you to buff Inner Fire?

    It might be related to it mistakenly thinking it has charges, which I just removed in the latest build. Can you try r187 and see if it's any better?

    Still strange that it didn't happen to me when I tested it, as the priest I used was high enough to have Inner Fire and it seemed to be working.
    Posted in: General AddOns
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    posted a message on ZOMGBuffs Official Thread
    Attention ZOMGBuffs users and testers!

    r185 on the cata branch introduces experimental support for trying to "do the right thing" when it comes to buffs that don't stack with each other. The initial implementation flags Mark of the Wild and Blessing of Kings as mutually exclusive.

    Now, I don't have a high enough druid or paladin to actually use these buffs, so this is mostly drycoded with some minor testing on low-level alts just to verify that it didn't explode when they joined a group. If you run into any issues with this version, I recommend rolling back to r184, which should be a stable version.

    As I won't be able to do much testing tonight due to RL obligations, I would greatly appreciate it if anyone could manage to get a paladin and a druid together for some testing.

    Things to try:

    Does it show the correct icon for your class when solo?

    After both are in a party together, does it only show one icon on the raid buff list when you hover over the icon? For a druid/paladin party, it should show Mark and Might, but not Kings.

    Does this icon correctly dim when either buff is applied, and does it reflect which spell the player actually has?

    If both players have Mark, and one of them right-clicks it off, does it prompt the paladin to cast Kings? Vice Versa?

    (note: ZOMGBuffs currently only scans for buffs after a global cooldown, so you'll need to cast a random spell to get it to notice that they clicked off the buff. I'm contemplating changing this to check on UNIT_AURA, but unsure of the performance impact as its scanning is rather inefficient right now)
    Posted in: General AddOns
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