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    posted a message on SmartRes2 Official Forum
    I have observed that when playing in cross-realm dungeons it will falsely assume that everyone is alive even when they are in fact dead, and not released, right next to you.
    Posted in: General AddOns
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    posted a message on LibHealComm-4.0
    Quote from Shadowed
    The error is because xbeeps is doing something odd with the healing amount I think.


    And what is that?
    Posted in: Libraries
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    posted a message on Castbars - Official Thread
    That's the blizzard code turning it green while it fades away to indicate successfull cast. The standard castbar does that as well. There is not currently any way to change it, but it is not that hard to do. But is it really worth it?
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread
    The first main difference was the use of Ace3, but Quartz has been updated (not by the original author though) to use Ace3 now. The second main difference is that Castbars uses the existing Blizzard frames and code for all basic functionality. All additional features are added to this code by adding to the event handling and rearranging the frames. This makes for an extremely small code size, currently around 1100 lines in a single source file, of which more than half is used only once during initialisation and then freed (for garbage collection). The code is also not modular, as everything is contained in a single unit, instead of spread across multiple modules. This means more efficient event handling and less duplication, because every module does not have to listen to the same events, and the information gained in one event handler can be used across the addon. From a maintenance point of view, modularity is better, but since we can implement the current feature set in a few hundred lines of code i strongly favour efficiency in this case.

    There are a few features in Quartz that Castbars does not (currently) have:

    *Display of the source of spell interruption. This will probably be added.
    *Swing timer. This is quite a heavy feature (requires listening to the very busy combat log events), and i think it is more suitable for an independent addon.
    *Buffs. Again, quite a heavy feature. I'm very satisfied with NeedToKnow and TellMeWhen, and i like the fact that this is in a separate addon.
    *Flight Timer. Something i already have in a separate addon (InFlight), but it may be added to Castbars, similar to how Quartz is able to hook into InFlight.

    Castbars support ConfigMode (and thus OneButtonConfig), which makes it easy and quick to move the bars around. I'm not sure Quartz does that?

    Apart from that, the design goals of Castbars is to be light, to the point and easy to use. That means sensible defaults, so you don't get a smashed up screen when you log into a new character, and easy to understand settings so you can easily change those few settings you need to.
    Posted in: General AddOns
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    posted a message on Castbars - Official Thread


    Castbars is a lightweight and efficient enhancement of the Blizzard castbars, including both the Player/Vehicle Castbar, the Pet Castbar, Target/Focus and the Mirror Timerbars.

    See http://www.wowace.com/addons/castbars/ for a full description.

    Please post your comments and questions in this thread. If you find an issue or have a suggestion for improvement, please post a ticket at http://www.wowace.com/addons/castbars/tickets/
    Posted in: General AddOns
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    posted a message on SmartRes2 Official Forum
    Tried it out in right this night and it works pretty well. Only one thing bothers me. The anchor should be in a sensible default position (i suggest right above center), and hidden by default. It's annoying when you log into a new char (that possible doesn't group/raid) that you get this inferno of unconfigured addons littering the screen.

    Thanks for picking up this project!
    Posted in: General AddOns
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    posted a message on LibHealComm-4.0
    Excellent! please push it in a release ASAP, because currently it means the PlayerBar is broken in VisualHeal, and i've just changed over to only pulling tagged releases of LHC-4.0 in VisualHeal...
    Posted in: Libraries
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    posted a message on LibHealComm-4.0
    I only had a check for nextTime in the code, so that's what i printed out, so i don't know about the others. It's like this:

    if (not incomingHeal or not nextTime) then
    self:PlayerBarHide();
    return;
    end

    Basically, if there is no incoming heal, i just want the bar to hide, hence the two checks. I inserted a print before the check and it reported nextTime as nil.

    The test i did was with a priest casting Flash Heal on a Shaman (not the other way around).
    Posted in: Libraries
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    posted a message on LibHealComm-4.0
    Quote from xbeeps
    I've had some reports that at least some incoming heals are not showing in VisualHeal. Tonight i did a little bit of testing myself, and i could verify this. A little debugging and i found the cause.

    This is the (simple) setup: A priest heals me. I have LHC4 and the wrapper running (no LHC3). The Priest has LHC3, LHC4 and the wrapper. The priest casts flash heal on me. I can see in my addon message monitor that i get both LHC3 and LHC4 messages. I also see the event HealComm_HealStarted triggered. Following on into the update code, i have these lines to get the amount of incoming heal on the player specifically:

        local incomingHeal = self.HealComm:GetOthersHealAmount(self.PlayerGUID, self.HealComm.CASTED_HEALS);
        local nextTime, nextGUID, nextSize = self.HealComm:GetNextHealAmount(self.PlayerGUID, self.HealComm.CASTED_HEALS, nil, self.PlayerGUID);


    Now, incomingHeal is set to an appropriate value (around 4500), but nextTime is nil. That's not supposed to happen, afaik, right?



    Shadowed, have you been able to reproduce this? Let me know if you need help to do so.
    Posted in: Libraries
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    posted a message on LibHealComm-4.0
    What's your point alienangel? anyone can opt out. For example, don't install VisualHeal if you don't want it, or disable the Pitbull4_VisualHeal module if you don't want it. How hard is that?
    Posted in: Libraries
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    posted a message on SmartRes2 Official Forum
    Does UNIT_SPELLCAST_FAILED trigger if you are out of mana? Does it trigger for other units? I know the last one is true for at least your target.
    Posted in: General AddOns
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    posted a message on SmartRes2 Official Forum
    In general, never check for equality when working with booleans, it'll only cause you pain. For example, most Blizzard function return nil or 1 (in the sense "false" and "true"). If you explicitly check like this:

    if (SomeBlizzardFunction() == false) then
    ---block
    end

    Then, if the function returns nil (by which it means "false"), the entire expression will evaluate to false (because nil is not equal to false), which means the block will not be executed as expected.

    But for IsSpellInRange it returns 1, 0 or nil, so you need to explicitly check the value using equality operator. You can map the value like this if you want:

    unitOutOfRange = not (IsSpellInRange(...) == 1);

    Then, unitOutOfRange will be false if and only if the unit is in range, and otherwise true (if the unit is out of range *or* invalid).
    Posted in: General AddOns
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    posted a message on SmartRes2 Official Forum
    UnitInRange is the wrong function to use. It checks for 40yard range, but all resurrection spells are 30yard. You need to use the specific spell to check, by using something like IsSpellInRange("Resurrection", unit). You need to substitute the spells for each class (for example Shaman in "Ancestral Spirit"). You probably also want to get the localized string by using "name = GetSpellInfo(spellId)".
    Posted in: General AddOns
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    posted a message on LibHealComm-4.0
    I've had some reports that at least some incoming heals are not showing in VisualHeal. Tonight i did a little bit of testing myself, and i could verify this. A little debugging and i found the cause.

    This is the (simple) setup: A priest heals me. I have LHC4 and the wrapper running (no LHC3). The Priest has LHC3, LHC4 and the wrapper. The priest casts flash heal on me. I can see in my addon message monitor that i get both LHC3 and LHC4 messages. I also see the event HealComm_HealStarted triggered. Following on into the update code, i have these lines to get the amount of incoming heal on the player specifically:

        local incomingHeal = self.HealComm:GetOthersHealAmount(self.PlayerGUID, self.HealComm.CASTED_HEALS);
        local nextTime, nextGUID, nextSize = self.HealComm:GetNextHealAmount(self.PlayerGUID, self.HealComm.CASTED_HEALS, nil, self.PlayerGUID);


    Now, incomingHeal is set to an appropriate value (around 4500), but nextTime is nil. That's not supposed to happen, afaik, right?
    Posted in: Libraries
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    posted a message on LibHealComm-4.0
    Is the latest alpha stable? i want to push a VisualHeal release, but don't want to pull alpha quality LHC...
    Posted in: Libraries
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