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?
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.
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?
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.
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
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.
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.
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.
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.
0
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.
0
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
0
Commenting out the following lines, it now doesn't break auto-attack anymore:
Detox Revision: 12266
From line: 665
and from line: 786
It seems to work perfectly now, is there anything that's broken by this?
0
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.
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:
Was changed to:
Detox-r11319 (which breaks auto-attack) lines 723-775:
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:
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.
0
I tried r11769 today, nope, it still breaks auto-attack.
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 :(
0
0
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:
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.