• 0

    posted a message on Rotation Helper
    1. It is possible to build logic sets that would do what you're looking for here, just go through and remove any enemy count conditional statements from the logic blocks, both the single target and multi target abilities will be suggested 1 as primary 1 as secondary depending on the order.

    I do have 2 tools for checking the number of enemy units:

    a. The first just checks how many enemies you are in combat with but cannot know any range information. Mobs are added when you first take or deal damage to them and removed only when they die or you exit combat.

    b. The second tests how many mobs were hit by a given spell (Not yet released). It looks like "If Consecration last hit 3 or more enemies." The implementation just watches the combat log for damage done by the given spell and checks the number of different units it hits after each cast.

    2. Yeah I would like find a way to display upcoming abilities but I have 2 concerns:

    a. I worry about the reliability of trying to forecast the situation even 2 GCDs out, especially with how customizable I'm making the rotation logic, without static conditions for all spells trying to figure out what will be suggested next is going to be error prone.

    b. There is also the potential for information overload. I'm already displaying multiple suggestions for the present moment. I worry that if I try to display suggestions for multiple GCDs it might end up being difficult for the user to interpret quickly.

    I'll look into implementing something that would do this but might by default be turned off in the options.

    3. I like the idea of changing the appearance of the display based on the active logic block. I can see a way to implement size/opacity easily enough though I'd likely leave positioning alone that would complicate the setup too much for most users in my opinion.

    4/6. I understand the instability of the display can be annoying at times but I'm not convinced that locking in what has become a suboptimal suggestion is any better. When playing my Prot Warrior I want the display to switch to Shield Slam immediately if it procs not wait until the previous suggestion is cast or some period of time elapses. If I come across a way to implement this functionality as a transparent conditional statement I may add it to give people the option. I think using your 5th idea when possible to prevent suggestions that won't be up long from ever being put up would be the better option.

    5. I'll add conditional statements for comparing the cooldowns of 2 abilities such as, "If Crusader's Strike will be on cooldown for 1 second longer than Judgment." that you could add to the Judgment logic block to achieve this functionality.

    7. Some of what you suggest here is already in place. As the suggested spell comes of cooldown its border fades from white to black (might be the other way around). I'll look into adding something for adjusting based on latency. I'm not entirely sure what your trying to say in the last sentence here.

    Some interesting ideas, if I miss understood anything please let me know.
    Posted in: Addon Ideas
  • 0

    posted a message on Rotation Helper
    Since you forwarded me to this thread I thought I'd replay here. This reply is in the context of What's Next.

    1. I totally control all the priority and conditions under which some skill is shown without any knowledge of lua (although I know Lua a little).


    All set!

    2. I can configure all the positioning, sizing, visibility (and opacity which is binded to conditions too). And it supports Masque.


    Having the appearance be modified by the active logic block is an interesting idea and may be something I look at down the road but I fear I have a lot of items ahead of it on my wish list.

    1. Although the grid can be freely positioned across the screen, the icons can be bound to specific cell only. They can be sorted so they will appear in another cell visually but their position or size cannot be changed explicitly. This could be achieved by creating multiple grids but that's not too handy.


    I'm sorry but I'm not quite sure what you're asking for.

    2. Conditions don't know anything about past actions except for the current state of things. For example when I want to keep 'CS, filler, CS' rotation for my prot pally, I have to set CS icon to show only when it's cooldown is under ~1.2 seconds. But if have to perform some bunch of actions and become ready to continue my rotation 1.9 seconds after I casted CS, the CS icon is shown in front already although I have plenty of time to perform another cast.


    I can add a conditional statement to identify the last spell the player cast. Though I believe the same thing can be accomplished by ordering the logic blocks properly. If you check out the default prot pally logic set that comes with What's Next? I think it accomplishes what you're looking for here.

    3. Sorting spells by their cooldown is quite a tricky task. And it's hard to figure out which action is going to be next when there is no available cast at the moment.


    For the last 1.5 seconds of their cooldown abilities will start appearing in the suggestion display in the order that they come off cooldown. I can add an option to increase that window past 1.5 if it would help though I worry about the suggestion stack being filled with useless suggestions if the gap is set to high.

    4. The other problem is that such short buffs like Sacred Duty or The Art of War may proc suddenly and SotR or Exorcism icons can simply push some spell I've almost casted backwards. Another example. I want to cast Consecration only when I have more than 70% of base mana (during my single target rotation). All other possible skills are on CD, but Judgement is going to be available in .5 seconds. And suddenly my mana becomes over 70% and cons stands in front of J. Another example. I want to cast Inquisition whenever I have 3 HoPo or Divine Purpose and Inq duration is under 3 seconds. I've almost casted TV when Inq appeared in front.


    For situation A what would you expect / desire to see happen in that situation? There is no way for the addon to predict procs coming up and ignoring them would be a DPS loss once they are up : /

    For situation B, it would be ugly but you can add conditional statements to the consecration block to check if Judgment (or whatever other spells) are on CD for at least 1 whole second. I might be able to add in a mechanic where a block is marked as being of low importance and is only suggested when there is nothing else to suggest and won't be for a given period of time such as 1 second. That may even work as a conditional statement.

    For situation C, the 3 second window is there to give you time to react and cast the Inquisition before it fades. If you're in the middle of casting another spell when it comes up you should have plenty of time to finish the cast your doing before switching to Inquisition. I'm not sure how else such a situation would be handled.

    Reading through your post again I think what you might be looking for is an option to have the suggestion display only update immediately after the player has performed an action, rather then periodically several times between each cast. Is that right? If so you could try increasing the time between updates to 1.5 or there about. (Under What's Next's general interface options)
    Posted in: Addon Ideas
  • 0

    posted a message on What's Next? An ability priority helper with highly customizable logic
    Added default logic sets for Blood Death Knights, Protection Paladins and Guardian Druids, they are still a bit rough so I would appreciate any feedback.
    Posted in: General AddOns
  • 0

    posted a message on What's Next? An ability priority helper with highly customizable logic
    What's Next? is a new addon that suggests the next ability to cast given the player's state and the battlefield conditions.

    The logic used to suggest abilities is fully customizable using any of a large (and growing) number of conditional statements from the number of known enemy units to if the player's target is casting.

    For more information the addon can be found at: http://wow.curseforge.com/addons/whatsnext/

    What's Next? is still in beta and has default logic for only:

    Death Knights
    Blood
    Druids
    Guardian
    Paladins
    Protection
    Warriors
    Arms
    Fury
    Protection
    but logic can be built for any spec/class entirely in game.

    Feedback is always appreciated, especially on what additional conditional statements people would like implemented.
    Posted in: General AddOns
  • 0

    posted a message on Trouble using AceDB
    Thanks for the quick reply.

    Yeah I gathered that the defaults were preventing me from removing the elements, I had expected that the defaults would not come into play if the table containing it was explicitly saved without the element. But I guess that would make adding new elements to the defaults in future releases problematic.

    At the moment I'm manually applying the defaults after loading the database to prevent modification inside of certain branches if any of the branch has been saved. I was hoping there might be a way to set AceDB to work along those lines, I gather not.

    Thanks
    Posted in: Need Help?
  • 0

    posted a message on Trouble using AceDB
    Greetings,

    I'm having some trouble when saving tables using AceDB.

    Example:

    Say I start with a table that looks like this:

    table = {
       [1] = {
          spell = "Shield Slam",
       },
       [2] = {
          spell = "Shield Block",
          invert = true,
       },
       [3] = {
          spell = "Heroic Strike",
       },
    }
    

    then I run:
    tremove(table,2)
    

    and get the expected result:

    table = {
       [1] = {
          spell = "Shield Slam",
       },
       [2] = {
          spell = "Heroic Strike",
       },
    }
    


    but after I log out and back in (or just /reload) I get:

    table = {
       [1] = {
          spell = "Shield Slam",
       },
       [2] = {
          spell = "Heroic Strike",
          invert = true,
       },
       [3] = {
          spell = "Heroic Strike",
       },
    }
    


    Note the return of 'invert' in element 2 and the return of the whole of element 3 despite table[2].spell still retaining its newer value.

    It seems like any table elements that get removed from a previously saved table get loaded anew on the next round.

    Is there a way to prevent this from happening?

    (Going through and setting a negative value to every element that would have otherwise been removed works but seems quite impractical on a large scale.)
    Posted in: Need Help?
  • 0

    posted a message on Packager issues
    Quote from Torhal
    A fix was deployed a few minutes ago, and your AddOn has packaged.


    Thank you kindly
    Posted in: General Chat
  • 0

    posted a message on Packager issues
    Getting an error I don't know how to resolve. Whenever I tag the repository the packager fails and I find the following in the log:


      Unsuccessful attempt at uploading /media/cf-repositories/packager/zip/wow/death-clock-r39.zip. 403 FORBIDDEN:
    Form invalid: {'change_markup_type': [u'Not a valid choice']}
    Posted in: General Chat
  • 0

    posted a message on AllPlates
    Cleaned up the 'Click-To-Target' portion and implemented placeholders for boss fights that greatly increase the 'Click-To-Target' capabilities for subsequent attempts on a single boss fight.
    Posted in: General AddOns
  • 0

    posted a message on AllPlates
    I've found a method to include some limited targeting capabilities, a version including it is uploaded as an alpha release in CurseForge at AllPlates. If you test this version out please keep in mind it is an alpha version, there are likely bugs I have yet to find.

    Any unit display with a white border can be clicked on to target its unit. When out of combat that includes all ungrouped units for which a unit address exists. When in combat the situation behind the scenes is considerably more complex but the white border will always mean it is clickable.

    There are a couple ways to increase the portion of time in combat where targeting will work (especially for boss fights in raids and dungeons) but they will take a little time to flush out and implement properly.
    Posted in: General AddOns
  • 0

    posted a message on AllPlates
    Quote from Phanx
    Well, mouseover would be helpful when you're trying to find a particular unit in the game world. I can see CCers being interested in having their focus unit marked, as well.

    One solution to the "highlight overload" issue would be to use opacity instead of highlighting to indicate "level of known-ness". For example, you could fade out frames without a unit token, show your target with a bright border, show your mouseover with a less bright border, and mark your focus with a small icon.


    A good idea but I am already using opacity to mark units are that are newly found or lost (fading in and fading out). Perhaps adding focus and mouseover border colors won't be too many, especially given that most players won't always have an enemy focus target or stable mouseover target.
    Posted in: General AddOns
  • 0

    posted a message on AllPlates
    Quote from Phanx
    I haven't tried it, but it seems like the main problem I would have with this type of addon is that the information displayed isn't connected to the actual units in the game world. Without some kind of connection, it just doesn't seem like having all of this information would be very useful, at least for someone who plays only healing and single-target melee DPS classes and does not lead groups.

    Based on that, my only suggestion would be to try to improve the connection between the frames and the actual units.


    I understand where your coming from and your right this addon is aimed more at people who want a larger view of the battle field, mainly raid leaders and tanks. Though even when not leading or tanking I personally like to have an idea of what is going on in the rest of the fight.

    I do feel that there are enough situations where this kind of display is useful to players performing other roles to more then justify giving it a try, such as healers needing to top off a tank or raid member (or a DPS needing to switch focus fire targets) when an enemy starts to cast a certain spell or a new mob spawns. Often it is just not practical to have the right mob targeted to react to those kinds of situations, with this display you don't have to.

    Quote from Phanx
    For example, you could add some kind of identifying marker (such as an icon, a colored dot, a number, or a letter) to each display frame, and then add matching markers on nameplates when possible.


    For unique mobs the unit's name seems to perform that task well enough, the unit display named Deathwing and the big dragon in front of you named Deathwing are likely to be the same guy.
    For mobs with the same name such as "Corrupted Blood" the unit display is often a group of mobs with that name so the problem of telling which corrupted blood is which does not apply.
    When you have multiple mobs by the same name and care about a particular one such as the one being focus fired, having it raid mark (as it usually would be in that situation in a raid) will both separate that unit from the group display into its own and provide a link between the mob and its unit display by the displayed raid mark.

    Quote from Phanx
    Another feature that might be helpful would be to add a prominent highlight to mark which frame belongs to your current target unit, and your current mouseover unit.


    Your current target is marked in the display by a bright yellow border, it is hard to miss. I have considered adding border colors for other unit addresses such as 'focus' or 'mouseover' but worried about there being so many they would become meaningless. I'm trying hard to make the display easy to visually navigate at a glance since it will mostly be used in combat.
    Perhaps I should add the ability to assign other border colors in the option screens but leave them the same as the "unit is fully known" border by default.
    Posted in: General AddOns
  • 0

    posted a message on AllPlates
    Thank you Phanx,
    I moved the limitations section under the summary, hopefully that'll be high enough for some people to notice it.

    Any feedback on the addon it self?

    I still want to play with the unsorted layout a bit to keep frames from moving around so much when they go into and come out of groups.
    Posted in: General AddOns
  • 0

    posted a message on AllPlates
    Greetings
    I've recently posted a beta of my newest addon "AllPlates". AllPlates is essentially a raid frames for enemy units. By checking all unit addresses and visible nameplates AllPlates compiles unit information and presents it to the user in a single compact display.

    I would greatly appreciate any feedback or testing people would be willing to do.

    Project Page: AllPlates

    Thanks
    Posted in: General AddOns
  • 0

    posted a message on Sudoku
    Quote from Ketho
    Woot, this looks like an awesome addon


    Thanks ;D
    Posted in: General AddOns
  • To post a comment, please or register a new account.