• 0

    posted a message on why does AceDB-2.0 save gigabits of info to my save file?
    Make sure your db isn't the same name as your addon.
    Posted in: General AddOns
  • 0

    posted a message on Violation
    you use Aran Flame Wreath damage to see who to yell at for being retarded
    Posted in: General AddOns
  • 0

    posted a message on Quartz: Modular Casting Bar
    Quote from Mazzlefizz »

    • I think the power of the timers really shine when doing things like: tracking DOTS/HOTS across multiple targets, tracking the duration of a CCs like sheeps/saps, tracking immobilization stuff like frost novas. In all those cases, you'll probably switch targets after applying the effect. I'm guessing the dot/buff timer, etc. do not remain after switching a target is also b/c new API just gives information for effect linked to certain unit types. If so, I wanted to suggest the following:
      • Perhaps, whenever the user switches targets, you can create replacement candybar timers for the effect on the target you just had. These timers could be shifted up to a list of bars right above the current ones, with the name of the mob it was applied to right next to it (ala DoTimers). The bottom of the block of timers would always be the current target's timers.
      • When the user switches to a target, you could also compare the name of the new target and the durations of the new targets buffs/dots with the values of the faux timers you made when the user switched from previous targets. If the name of the unit and one of the timers matches closely enough, you could consolidate the two groups of timers, i.e. delete the faux timers for that unit.
        • I wouldn't even worry about doing some of the fancy things that CEnemyCastBars of DoTimers do to monitor effects that randomly break expire early or become subject to diminishing returns. If you ignore that aspect, this solution could be pretty seamless and maintain the simplicity of your current scheme.





    any dot timer does all that, why does a castbar need to do it?
    Posted in: General AddOns
  • 0

    posted a message on JWowUpdater - A new java addons updater for ace2
    Quote from Adelea »

    I dont have to do that - do you have delete before updating checked ?

    I don't - and the contents of the SkinMe folder are preserved, and checked and commented as appropriate when updated.


    yes i do delete before update, i thought it was better to do so as files which get deleted would sit in your folders otherwise
    Posted in: Updaters
  • 0

    posted a message on JWowUpdater - A new java addons updater for ace2
    would it be possible to check what files are in Skinner\SkinMe and copy them from Skinner\AddonSkins whenever Skinner gets updated. i use a .bat file to do that atm which i manually run. given that your updater comments out files that dont exist (i love this feature btw, speeds up load time by a decent amount) it means i also have to go through the toc file and uncomment the files i use.

    thanks for the great updater!
    Posted in: Updaters
  • 0

    posted a message on SCT 6.0 / SCTD 3.0
    Quote from Grayhoof »

    I dont understand why you dont like this merge approach, but it's a shame you won't add such a nice feature. It's the only way aoe'ers can see how much damage they do per 'tick'


    First off, I don't like stealing things from other mods. MSBT came up with it, and to "steal" it just goes totally against who I am. The fact MSBT doesn't mind stealing from SCT doesn't change my stance on it.

    Second, its a not a great way of handling it. From my understanding, MSBT basically delays every event by like .3 seconds to wait and see if another "similar" event comes across. This not only adds additional overheard/delay for every single event, its doesn't work properly for a lot of things. Melee classes are a prime example. It incorrectly merges events that aren't AOE, for example when dual wielding, or getting a extra attack (windfury, etc...).

    As I said before I am open to other ideas on how to display AoE better, but I'm not going to use the merged approach for a number of reasons. Feel free to suggest other ideas.
    Posted in: General AddOns
  • 0

    posted a message on ItemBonusLib, an Ace2 version of BonusScanner
    np

    thank you :)
    Posted in: General AddOns
  • 0

    posted a message on ItemBonusLib, an Ace2 version of BonusScanner

    the only +dmg is coming from gems and socket bonuses

    when HEAL_AND_DMG is replaced with "DMG" in all the patterns:

    it works

    hope that helps
    Posted in: General AddOns
  • 0

    posted a message on Performace problems possibly from grid?
    i run:
    Fubar
    locationfu
    performancefu
    grid
    gridstatushealer
    gridstatushots
    clique
    ag_unitframes

    and have 0 problems
    Posted in: Grid & Grid2
  • 0

    posted a message on ItemBonusLib, an Ace2 version of BonusScanner
    another name for spell dmg from the new head and shoulder enchants:
    ["Spell Power"] = "DMG",

    new other patterns:
    { pattern = "Superior Wizard Oil", effect = HEAL_AND_DMG, value = 42 },
    { pattern = "Superior Mana Oil", effect = "MANAREG", value = 14 },
    { pattern = "Savagery", effect = "ATTACKPOWER", value = 70 },

    and Brilliant Wizard Oil was calculating 1 spell crit instead of 14 crit rating:
    { pattern = "Brilliant Wizard Oil", effect = {"DMG", "HEAL", "CR_SPELLCRIT"}, value = {36, 36, 14} },

    Posted in: General AddOns
  • 0

    posted a message on ItemBonusLib, an Ace2 version of BonusScanner
    A few new enchants that need to be added:
    { pattern = "Vitality", effect = {"MANAREG", "HEALTHREG"}, value = {4, 4} },
    { pattern = "Soulfrost", effect = {"FROSTDMG", "SHADOWDMG"}, value = {54, 54} },
    { pattern = "Sunfire", effect = {"ARCANEDMG", "FIREDMG"}, value = {50, 50} },


    Also spell hit on certain items isnt being calculated:


    { pattern = "Improves spell hit rating by (%d+)%.", effect = "CR_SPELLHIT" },


    The healing from http://www.wowhead.com/?item=29190 is being counted but not the mana regen. The exact wording of the bonus is "+35 Healing and 7 Mana Per 5 sec." Adding ["Mana Per 5 sec."] = "MANAREG", does not fix it, maybe because there is no + in front of the 7?

    Thanks for the great mod :)
    Posted in: General AddOns
  • 0

    posted a message on Grid
    use this module if you want Grid to do that:
    http://www.wowinterface.com/downloads/fileinfo.php?id=6513
    Posted in: Grid & Grid2
  • 0

    posted a message on XRaidStatus
    i first noticed it in sct when [Nature Protection ] came up. one time i needed to find who had potted so i tried "Nature Protection" which didnt work. then i remember the space, tried it and it worked fine :P
    Posted in: Raid AddOns
  • 0

    posted a message on XRaidStatus
    when you take a Nature Protection Potion the buff is called "Nature Protection ", that space has to be there at the end
    Posted in: Raid AddOns
  • 0

    posted a message on AutoTurnin
    -- Felwood Salve
    ["Salve via Disenchanting"] = { turnin = "[Lesser Nether Essence]", amount = 1 },
    ["Salve via Gathering"] = { turnin = "[Fel Creep]", amount = 4 },
    ["Salve via Hunting"] = { turnin = "[Corrupted Soul Shard]", amount = 6 },
    ["Salve via Mining"] = { turnin = "[Tainted Vitriol]", amount = 4 },
    ["Salve via Skinning"] = { turnin = "[Patch of Tainted Skin]", amount = 5 },
    Posted in: General AddOns
  • To post a comment, please or register a new account.