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?
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.
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.
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?
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
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any dot timer does all that, why does a castbar need to do it?
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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
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thanks for the great updater!
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thank you :)
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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
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Fubar
locationfu
performancefu
grid
gridstatushealer
gridstatushots
clique
ag_unitframes
and have 0 problems
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["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} },
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{ 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 :)
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http://www.wowinterface.com/downloads/fileinfo.php?id=6513
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["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 },