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    posted a message on oRA2
    Installed oRA2 yesterday for the first time, compliments on a great mod.

    I tried to read through here to find answers to my questions and also checked the todo.txt, so bare with me if this has already been answered.

    A couple issues with oRA2:

    -Cooldowns window: It's way too big. Any chance a simple "scale"/resize option will be implemented at some point? How bout a numeric countdown without the bars, for an even smaller window? Texture option (<3 Bantobars)?
    I'm running out of screen realestate and this is a must have as a raid leader, but it's eating too much space.
    Also any chance to add Paladin (Divine Intervention) support for alliance?

    -MT display: I read in the todo that you're looking into giving more options here, will an option to make it reverse display be included? (Instead of MT->Target->TT it will be TT<-Target<-MT)
    Makes sense for those of us who like to stick the MTs on the right side of the screen (actually a lot of people do since party windows are by default on the left).

    -Target management: Pretty sure this has been discussed already somewhere, I just couldn't find it. Any plans to implement this into oRA2, it's the only option I'm missing from CTRA now.
    Is there a module, replacement already?

    Thanks in advance.
    Posted in: Raid AddOns
  • 0

    posted a message on Detox
    Quote from maia »

    Quote from Avitus »

    Ok, still trying to find a solution for auto-attack breaking, here's what I tried:
    Commenting out the following lines, it now doesn't break auto-attack anymore:
    It seems to work perfectly now, is there anything that's broken by this?


    Well, it'll now switch targets if you're not curing your current target. Aka it'll break a lot.


    I tried it today while clearing the tunnel to Heigan and meleeing stuff at the same time:

    Cleansed other people fine, didn't change target, didn't break, didn't stop auto-attack.

    :S
    Posted in: General AddOns
  • 0

    posted a message on Detox
    Ok, still trying to find a solution for auto-attack breaking, here's what I tried:

    Commenting out the following lines, it now doesn't break auto-attack anymore:

    Detox Revision: 12266
    From line: 665
    	--restore original target
    --	if targetIsEnemy then
    --		if not UnitIsEnemy("target","player") then 
    --			TargetLastEnemy() 
    --		end
    --	elseif targetFriendlyName then
    --		if targetFriendlyName ~= UnitName("target") then 
    --			TargetByName(targetFriendlyName) 
    --		end
    --	elseif UnitExists("target") then 
    --		ClearTarget() 
    --	end


    and from line: 786

    	-- check if we plan to clean our current target
    --	if unit ~= "target" then 
    --		ClearTarget()
    --	end




    It seems to work perfectly now, is there anything that's broken by this?
    Posted in: General AddOns
  • 0

    posted a message on Detox
    Quote from maia »

    Sorry, but I can't providde a solution at the moment - partly because of limited time, partly because I don't have the classes to play I'd need to test


    Basically all you need to do is have a priest/druid/paladin, start a duel with a warlock/rogue(poisons) friend and let him apply a debuf to you while you're meleeing.

    (I'm pretty sure as the author of a cleansing mod you got at least one of those? :P)

    Then, click your detox button while auto-attacking him/her, if you cleanse and keep attacking it's great, if you cleanse and then your character stands around like a sack of potatoes it's broken.



    partly because I don't really understand how it has worked before.


    I've narrowed down the problem to the upgrade from Detox-r11317 -> Detox-r11319.

    Specifically those lines,

    Detox-r11317 (which didn't break auto-attack) lines 723-747:

    function Detox:CastCuringSpell(spellID, unit, AfflictionType, ClearCurrentTarget)
      if UnitIsDeadOrGhost("player") then return false end
      if spellID[1] == 0 then return false end
      if spellID[2] ~= BOOKTYPE_PET and not CheckInteractDistance(unit, 4) then return false end
      if ClearCurrentTarget then
        if not UnitIsUnit("target", unit) then ClearTarget() end
      elseif UnitIsFriend("player", "target") and not UnitIsUnit("target", unit) then
        ClearTarget()
      end
      if spellID[2] == BOOKTYPE_PET then TargetUnit(unit) end
      if SpellIsTargeting() then SpellStopTargeting() end
      castTarget = unit
      CastSpell(spellID[1], spellID[2])
      if spellID[2] == BOOKTYPE_PET then
        TargetUnit("playertarget")
      elseif SpellIsTargeting() then
        SpellTargetUnit(unit)
      end
      if SpellIsTargeting() then
        SpellStopTargeting()
        return false
      else
        return true
      end
    end



    Was changed to:

    Detox-r11319 (which breaks auto-attack) lines 723-775:

    function Detox:CastCuringSpell(spellID, unit)
      if UnitIsDeadOrGhost("player") then return false end
      if spellID[1] == 0 then return false end
      if spellID[2] ~= BOOKTYPE_PET and not CheckInteractDistance(unit, 4) then return false end
      local targetIsEnemy = false
      local targetFriendlyName = nil
      local spellCasted = false
      -- save original target
      if UnitExists("target") then
        if UnitIsFriend("target","player") then
          targetFriendlyName = UnitName("target")
        else
          targetIsEnemy = true
        end
      end  
      ClearTarget()
      -- pet stuff
      if spellID[2] == BOOKTYPE_PET then TargetUnit(unit) end
      if SpellIsTargeting() then SpellStopTargeting() end
      -- cast spell
      castTarget = unit
      CastSpell(spellID[1], spellID[2])
      if SpellIsTargeting() then -- check if spell is usable
        if spellID[2] == BOOKTYPE_PET then
          TargetUnit("playertarget")
          spellCasted = true
        else
          SpellTargetUnit(unit)
          spellCasted = true
        end
      end
      -- if spell is still targetting, we had a problem with casting on the unit
      if SpellIsTargeting() then
        SpellStopTargeting()
        spellCasted = false
      end
      --restore original target
      if targetIsEnemy then
        if not UnitIsEnemy("target","player") then
          TargetLastEnemy()
        end
      elseif targetFriendlyName then
        if targetFriendlyName ~= UnitName("target") then
          TargetByName(targetFriendlyName)
        end
      else
        if UnitExists("target") then
          ClearTarget()
        end
      end
      -- we're done
      return spellCasted
    end




    I'm very sure it's something with saving the target and restoring the target, previously it just cleansed through passive targetting. Any time when you change your active target, even for a second, it means auto-attack has been turned off.



    Which brings me to this:

    Quote from maia »

    Right now it's either "Auto-attack" or "correct SCT messages", and I recently changed the behaviour for cleaning your target.

    This definitely needs a better solution, I just don't know how.



    Well, for the time being, would it be possible to make this a selectable option? (X-Accurate SCT messages (breaks Auto-attack!) and Y-Auto-attack compatible mode).

    I'd much rather have a usable mod, than a mod that breaks gameplay but reports accurately.

    I know it's your mod and all, but you can hardly just dismiss the whole paladin community as irrelevant any mod designer wants his/her mod to be used ;)

    An option to make that r11319 code optional: Enable/disable accurate SCT/auto-attack plx.
    Posted in: General AddOns
  • 0

    posted a message on Detox
    Quote from maia »

    I commited a possible fix for auto-attack. If you're still having problems, I'll need as much data as only possible.


    I tried r11769 today, nope, it still breaks auto-attack.

    Quote from maia »
    At the moment I'm assuming you're targetting an enemy (boss?), auto-attack is on, and then hit the detox keybinding to dispel the enemy if he buffs himself. Auto attack should then resume as you're not silently switching targets. It cannot resume if you detox anyone else but your current target, this is a Blizzard limitation.


    Ehh, no not really, I take my paladin to Western Plaguelands, to one of the Cauldrons and just attack some mobs until I get a debuff. When I click my detox button to cleanse myself, I get cleansed, but I also stop auto-attacking.
    Same if anyone in my party needs a cleanse and I cleanse them (by clicking my detox button while an enemy target is selected and being auto attacked), I stop autoattacking.

    Back to r11317 for me :(
    Posted in: General AddOns
  • 0

    posted a message on Detox
    Any ETA on the paladin fix? (Gief back auto-attack plx!)
    Posted in: General AddOns
  • 0

    posted a message on Detox
    Quote from maia »

    Doesn't seem to resume autoattack after being toggled.


    Did Detox ever do so? My spell cast change might have broken auto attack resume. I'm not sure how I could solve this though as I've never coded anything related to auto attack. Maybe someone else can provide a solution.


    I just tested all the recent Detox releases to try to narrow it down and auto-attack was fine up to r11317.

    All releases from r11319 and further cancel auto-attack when you cleanse something.

    From the changelog:

    r11319 | maia | 2006-09-18 22:20:23 -0700 (Mon, 18 Sep 2006) | 1 line

    Detox: fix for SCT display, will now only show units you really cleaned. I had to rework the targetting code, this might break restoring target after cleaning MCd units - please test.


    I guess that broke cleanse + auto-attack too :S

    This is a very critical problem for Paladins, since attacking + cleansing is something we do all the time. Turning off auto-attack every time we cleanse (imagine spam cleansing in boss fights) is mod breaking for us.

    New releases of Detox are unusable for paladins unless this gets fixed I'm afraid :(

    (If there's no perfect fix to have this new option and fix auto-attack, make an option to enable/disable this feature for paladins?)


    A second, minor issue: The "priority: Player" in the live list window that's always up, even when not in raids is very annoying, is it possible to disable that somehow and just revert the live list like it was? (Just show when people need cleansing and hide again when no debufs are around)?

    Since debufs have a pretty long name usually it even makes that window keep expanding every time there's a debuf and then revert to "Priority: Player" all the time, it's very annoying.



    Last issue: It seems when you disable live list, the detox icon in Fubar doesn't update anymore unless you move your mouse over it.


    The latter 2 issues are based on r11317 btw, apologies if they have been fixed in later releases, but those are not really usable by paladins until the auto-attack problem gets fixed.
    Posted in: General AddOns
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