Great work Shadowed. It still has everything I need for HealInc, and seems to do the calculations a lot cleaner.
For HealInc I'm building a table of all individual incomming heals on a target based on the events. The API is still missing such a function. But I gues it's easy enough to make to keep outside of the library.
I was wondering if you are planning on building in a version check for group members.
Your question comes up way too often. I think I already answered it ten times on these forums, let alone IRC.
When a characters releases after he died the UNIT_SPELLCAST_SENT event for a resurrection on him will have UNKNOWN as target. The only way to know the target is by parsing the tiny tooltip that appears when hovering over a corpse. This is the main reason for the need of a library (LibResComm-1.0)
The other reason for the need of a communication library is soulstones and ankhs. They are also not known from the combatlog. A great way to use this information is in GridStatusRes. It adds status for when someone can pop.
This is a VBS script to do the well known change to TcpAckFrequency in the Windows registry.
The change will lower your visible latency (ping) by a mostly artificial increase to it. It does not significantly decrease your actual gameplay ping. Nor will it fix a bad connection magically.
What annoys me more is the way this guy presents this program like he invented something. Even providing a table with some arbitrary numbers as some sort of statistic. Only in one line in the downloadable readme does he kind of describe what's actually happening
1) You just save the string for path of the texture. Just like any other setting.
3, 5) LibCandyBar-3.0 is extremely minimal. Not sure it will fill your needs.
7) To filter Rebirth you can do two things. Unregister ResComm_ResStart during combat. Or check with UnitCastingInfo() wether it is Rebirth. I recommend the first.
9) You're not doing anything with LSM. I'm not sure why you would want to use AceGUI
That's the problem there are! And it's not only GPL licensed libraries that form a problem. But also the All Rights Reserved ones.
Or could it not be a problem? Because the authors using the libraries do not actually include the library. They just set an external and then the Curse packager makes it into a package. Would that be covered by the clause that allows Curse to distribute addons?
How about libraries. Right now a lot of them are All Rights Reserved or GPL. From the GPL FAQ:
If a library is released under the GPL (not the LGPL), does that mean that any program which uses it has to be under the GPL or a GPL-compatible license?
Yes, because the program as it is actually run includes the library.
Also setting it to All Rights Reserved does not prevent an other author to read the code and borrow ideas from it. Often because there are only so many solutions to a problem.
No, thank you. Your LibResComm-1.0 is making my life much easier, and that you used LibBars-1.0 gave me some ideas. How did you get HealInc to NOT include the Test Addon that comes with LB1?
Also, I am getting reports from people using oRA2 that the original SmartRes gags .. or maybe it is oRA2 doing the gagging, on the "smart" auto res button feature. I know there was, maybe still is, a bug in the oRA2 code for cast time starts, so there is definitely a conflict somewhere. Darned if I know where it is, though.
Yes, oRA2 still sends RES on SPELLCAST_SENT. This is wrong, because the receiving client will then not be able to get accurate end times via UnitCastingInfo() because the server will not have received the start message untill SPELLCAST_START. This has been passed on to Ammo and Rabbit.
In other news, I had two questions: first, why is there a need for LRC1, SR, oRA2, or any other addon to communicate with itself or others via the Addon channel about resses? Wouldn't it be simpler just the check COMBAT_LOG_EVENT_UNFILTERED for SPELL_RESURRECT? Then compare that with UnitCast (or whatever it is called)?
If someone resurrects a released unit the target information for SPELL_RESURRECT will be empty. You need to parse the tooltip for that. Also self resurrect abbilities (soulstone) are not trackable.
Second, I got this from the Curse comment section for SR:
So I asked if the Localization for deDE was correct, and apparently not. I can use that guy's suggestions, but is it just a text error, or am I missing something in the code regarding Revive?
Looked at the SmartRes code. You're simply only using the spellid for revive. Not the normal druid resurrection. See also the LCR1 code.
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svn://svn.wowace.com/wow/healinc/mainline/branches/v2.0b-lhc4
I'm still debating how to display hots.
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http://www.wowwiki.com/Creating_a_slash_command
The first example in Parsing Arguments should be copy paste for you.
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Having done years of QA volunteer work for the Mozilla project it's quite frustrating.
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You're right. I would need a function like that. Because your events unlike LHC-3.0 do not give the healSize.
Not so much the exact version I find useful in the version check. But checking whether a healer has LHC installed.
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For HealInc I'm building a table of all individual incomming heals on a target based on the events. The API is still missing such a function. But I gues it's easy enough to make to keep outside of the library.
I was wondering if you are planning on building in a version check for group members.
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Your question comes up way too often. I think I already answered it ten times on these forums, let alone IRC.
When a characters releases after he died the UNIT_SPELLCAST_SENT event for a resurrection on him will have UNKNOWN as target. The only way to know the target is by parsing the tiny tooltip that appears when hovering over a corpse. This is the main reason for the need of a library (LibResComm-1.0)
The other reason for the need of a communication library is soulstones and ankhs. They are also not known from the combatlog. A great way to use this information is in GridStatusRes. It adds status for when someone can pop.
@myrroddin
Your SortDeadByPriority function looks messed up. I think you want
table.sort(self.Dead.class, SortDeadByPriority)
See also
http://lua-users.org/wiki/TableLibraryTutorial
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The change will lower your visible latency (ping) by a mostly artificial increase to it. It does not significantly decrease your actual gameplay ping. Nor will it fix a bad connection magically.
What annoys me more is the way this guy presents this program like he invented something. Even providing a table with some arbitrary numbers as some sort of statistic. Only in one line in the downloadable readme does he kind of describe what's actually happening
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3, 5) LibCandyBar-3.0 is extremely minimal. Not sure it will fill your needs.
7) To filter Rebirth you can do two things. Unregister ResComm_ResStart during combat. Or check with UnitCastingInfo() wether it is Rebirth. I recommend the first.
9) You're not doing anything with LSM. I'm not sure why you would want to use AceGUI
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You don't need to do this. ResComm_ResStart will never return unknown as targetName. It will have done the tooltip scanning for you.
The whole point of LibResComm is the tooltip scanning. It's the reason that we need a communication library to do do resurrection communication.
If a resser is not using CTRA, oRA2 or an addon embedding LibResComm there is NO possible way of knowing who he is ressing if it is a released target.
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Or could it not be a problem? Because the authors using the libraries do not actually include the library. They just set an external and then the Curse packager makes it into a package. Would that be covered by the clause that allows Curse to distribute addons?
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How about libraries. Right now a lot of them are All Rights Reserved or GPL. From the GPL FAQ:
We're not enforcing this at all.
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By simply setting the externals. Like
Yes, oRA2 still sends RES on SPELLCAST_SENT. This is wrong, because the receiving client will then not be able to get accurate end times via UnitCastingInfo() because the server will not have received the start message untill SPELLCAST_START. This has been passed on to Ammo and Rabbit.
If someone resurrects a released unit the target information for SPELL_RESURRECT will be empty. You need to parse the tooltip for that. Also self resurrect abbilities (soulstone) are not trackable.
Looked at the SmartRes code. You're simply only using the spellid for revive. Not the normal druid resurrection. See also the LCR1 code.