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04/04/07, 7:44 AM
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#51 (permalink)
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Bloodsail 4 Life
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Originally Posted by Chicken
SpellWatch also didn't like the fact that I usually use macros along these lines for judging when I had it set up to trigger from casting of the spell Judgement:
/cast Judgement
/stopcasting
/cast Seal
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This I can answer; SpellWatch determines when you've cast a spell successfully by using two events; first it captures your combo points / target / spell being cast when the UNIT_SPELLCAST_SENT event is fired; this is when you send the cast command to the server. However, it doesn't start a timer until it gets the UNIT_SPELLCAST_SUCCESSFUL event; which occurs once you finish casting. The problem, I think, is that when you use /stopcasting, your client never issues the UNIT_SPELLCAST_SUCCESSFUL because as far as your client is concerned you can't have finished casting the spell because you told it to cancel. This works in practice however because of client-server latency.
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04/04/07, 8:18 AM
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#52 (permalink)
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Piston Honda
Night Elf Druid
Outland (EU)
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Since I am no programmer, I wonder how hard it is to implement dispels. Since I am playing a druid I would like to know if (a) Rejuvenation was dispelled. Would it be possible to have such feature?
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Do not matter how much you play, you will never get the carrot.
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04/04/07, 11:24 AM
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#53 (permalink)
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Glass Joe
Murloc Priest
Lightninghoof
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Hey Slake,
I think I just need a clarification in how the groupings work and setting a 0 length duration on something: when things are in the same group, what is the trigger for a bar being replaced by a new one? The thing was working fine with seals on myself in this regard - I seal wisdom, then seal light and the seal for wisdom is replaced by light. By the judgement I currently have setup as a debuff on the target, with a duration. Doing this though, doesn't seem to "consume" the seal on myself. It's likely I just don't have something setup quite right, hence the discussion about it 
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04/04/07, 4:01 PM
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#54 (permalink)
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Von Kaiser
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I have updated SpellWatch with the features I mentioned in my last post on the AceSVN (read the changelog) as well as added the Fade-To-Color option. I'm not sure how Slake is doing his versioning, but the apporpriate Ace revision is 31820. Here's a link:
http://files.wowace.com/SpellWatch/S...tch-r31820.zip
Originally Posted by Polleke
@chuckg
Could you also write up the vertical spacing part? Or want me to write a patch?
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Go ahead and write a patch for it using the version I linked above, I don't mind patching it in for you.
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I think I just need a clarification in how the groupings work and setting a 0 length duration on something: when things are in the same group, what is the trigger for a bar being replaced by a new one?
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My knowledge of paladins is very limited, but my understanding that "Judgement of _____" is a spell cast on an enemy which produces a debuff on the target for x seconds (I think it's 20). Even though Judgement's inflict a debuff, you should set the spell type to "Spell/Ability", this way it will detect the spell *cast*. The reason, I think, Seal is working is that it's a self buff and there is no confusion concerning those.
The easiest way for me to explain 0 length duration is to use the example of Conflagaration. Conflag is a very simple spell, it requires that Immolate be up on the target in order to cast. When Conflag is cast, it *consumes* the Immolate and deals direct damage (like an instant nuke), thereby removing Immolate from the target. So if someone wanted to setup Immolate timers to be removed when Conflag is casted, they would create an Immolate timer as normal with a 15 second duration, then a Conflag with a 0 duration. Setting these in the same group, group 2 for instance, tells SpellWatch that when Conflag is cast, it will remove Immolate.
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04/04/07, 8:33 PM
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#55 (permalink)
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Piston Honda
Draenei Shaman
Silvermoon (EU)
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Maybe it's been mentioned, but I feel a bit confused about the "Target Debuff" and the "Spell/Ability" options. I'm interested in this for my Shadowpriest mainly, and is SW:P a "Target Debuff" or a "Spell/Ability" (it's obviously both, but in the context of the addon?). I find it's quite finicky with catching applications of the debuffs, so I was wondering if "Target Debuff" was an incorrect choice for the various debuffs we can apply?
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04/04/07, 9:51 PM
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#56 (permalink)
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Von Kaiser
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Originally Posted by Teenee
Maybe it's been mentioned, but I feel a bit confused about the "Target Debuff" and the "Spell/Ability" options.
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Use "Target Debuff" for anything that you don't cast directly. A good example of what you *should* use target debuff with would be a talent like "Improved Shadow Bolt", which applies a Shadow Vulnerability to the target after a Shadow Bolt crit. It's not something I can cast directly, therefore the only way to catch it is as a "Target Debuff". Now Corruption, Curse of Agony, Shadow Word: Pain, those spells are all cast and therefore should have their type set to "Spell/Ability".
Last edited by chuckg : 04/04/07 at 9:59 PM.
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04/04/07, 9:59 PM
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#57 (permalink)
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Piston Honda
Draenei Shaman
Silvermoon (EU)
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Ah ok, I figured it might be something like that (changing the type indeed results in a much snappier feel to the add, very nice)
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04/05/07, 4:15 AM
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#58 (permalink)
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"If its not the best then its wrong"
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What would be the proper config options for something like Mangle? Is there anyway to monitor events which track attacks cast by OTHER people? Because in a raid, it only matters that Mangle is on the mob, not who casts it. "Target Debuff" would work for the initial application, but the timer isn't refreshed if mangle is recast. And "Spell/Ability" only works for yourself, rather than a global check. (like "Your_guildmate's Mangle (Cat) hits Hydross for 1100")
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Originally Posted by Anias
queues cause people who generally fail to leave, so being on a server with queues can only be good in terms of your long term happiness
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Originally Posted by Kiyoshi
Season 3 was pretty serious business. There's really no telling what Season 4 will hold.
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04/05/07, 4:48 AM
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#59 (permalink)
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Foobar
Troll Priest
Azjol-Nerub (EU)
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Originally Posted by sadris
What would be the proper config options for something like Mangle? Is there anyway to monitor events which track attacks cast by OTHER people? Because in a raid, it only matters that Mangle is on the mob, not who casts it. "Target Debuff" would work for the initial application, but the timer isn't refreshed if mangle is recast. And "Spell/Ability" only works for yourself, rather than a global check. (like "Your_guildmate's Mangle (Cat) hits Hydross for 1100")
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We should probably add an option for allowing a timer to start on someone in your group/raid casting a spell.
@Slake
Is it possible there is a race condition between UNIT_SPELLCAST_SENT and UNIT_SPELLCAST_SUCCEEDED. Where a second UNIT_SPELLCAST_SENT is received before a UNIT_SPELLCAST_SUCCEEDED arrived from the server? Added a check for it, going to see if it happens on a high latency connection.
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* Bla
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04/05/07, 11:04 AM
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#61 (permalink)
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Co-starring: The Egg
Blood Elf Paladin
Azjol-Nerub (EU)
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Just a minor thing, but the libraries used should probably be added to the Optional Dependencies for SpellWatch; I've been adding it myself to my own version so it loads properly (I use stand-alone libraries).
Here's the line for the .toc:
## OptionalDeps: Ace2, PaintChipsLib, CandyBar
It might also be an idea to integrate SharedMediaLib to give people a larger selection of textures and fonts.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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04/05/07, 1:03 PM
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#62 (permalink)
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Von Kaiser
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Originally Posted by Polleke
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This last patch didn't work too well, you've got some file issues. You can do a unified patch with the vertical spacing and the config changes, if you'd like. I was also thinking that it would be nice to turn the menu into as much lua as possible to cut down on unnecessary frame creation. Doing that, the menu would only be created when the user requested it.
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04/05/07, 1:57 PM
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#63 (permalink)
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Foobar
Troll Priest
Azjol-Nerub (EU)
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The latter patch was created with gnu's diff instead of svn's diff. Applying with gnu's patch should have worked. Was done because I saw no option in TortoiseSVN for making incremental patches.
Anywhere here is it again, both changes now:
- Vertical spacing option
- Config code cleaning up
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I was also thinking that it would be nice to turn the menu into as much lua as possible to cut down on unnecessary frame creation. Doing that, the menu would only be created when the user requested it.
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Perhaps start off with turning /sw config into a menu?
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* Bla
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04/05/07, 4:55 PM
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#64 (permalink)
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Von Kaiser
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All of the changes Polleke and I have mentioned are on the AceSVN.
Originally Posted by Polleke
Perhaps start off with turning /sw config into a menu?
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I like that the config stuff isn't in the menu, I just meant that all of the stuff that isn't a template in the XML can be converted to LUA and be created the first time the menu is called. This will significantly cut down on frame creation and as a result, memory, especially for users who have their setup done.
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04/05/07, 5:29 PM
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#65 (permalink)
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Glass Joe
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Hey Lain
I'd like to make a suggestion in order to make the mod a bit more useful for tanks. It'd be nice if when your Sunder Armor, Demoralizing Shout, Thunderclap, etc is resisted/dodged/parried/misses, it would neither refresh nor delete the bar for the ability, but instead leave it as it was.
I'm not sure if it is even possible... it's a feature that was not available in Chronometer, the mod I was using before this. It's not game-breaking that it refreshes on use of the ability without checking to see if it connected, but it would be nice if it were able to distinguish between a successful and non-successful application.
Last edited by Iorek : 04/05/07 at 6:05 PM.
Reason: clarity
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04/05/07, 5:56 PM
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#66 (permalink)
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Glass Joe
Draenei Shaman
Vashj (EU)
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I am looking for my own cd timers mostly. I don't think this is possible now but correct me if it is.
How do you set up nature's swiftness cd with this? The cd starts when a spell, which uses up the buff from you, is cast instead of when the ns itself is cast. Same goes for divine favor and elemental mastery too.
Usually I just macro these out but it would be nice if this could be done. Is there some loseBuff("nature's swiftness") trigger on what it could be hooked on?
Last edited by Maverikki : 04/05/07 at 6:05 PM.
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04/05/07, 6:32 PM
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#67 (permalink)
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Von Kaiser
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Originally Posted by Iorek
I'd like to make a suggestion in order to make the mod a bit more useful for tanks. It'd be nice if when your Sunder Armor, Demoralizing Shout, Thunderclap, etc is resisted/dodged/parried/misses, it would neither refresh nor delete the bar for the ability, but instead leave it as it was.
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Polleke wrote a patch (page 1) for what you are requesting in terms of Devastate refreshing Sunder. He added an option that allows the user to create a spell which refreshes another, so you might ask him to recreate the patch for the latest revisions.
The second part you're asking for is already in place, check the "No Autocancel" box which states that the timer will protected from "resist/immune cancellation".
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04/05/07, 6:48 PM
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#68 (permalink)
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Glass Joe
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Originally Posted by chuckg
Polleke wrote a patch (page 1) for what you are requesting in terms of Devastate refreshing Sunder. He added an option that allows the user to create a spell which refreshes another, so you might ask him to recreate the patch for the latest revisions.
The second part you're asking for is already in place, check the "No Autocancel" box which states that the timer will protected from "resist/immune cancellation".
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Perhaps I'm configuring something else incorrectly, but when I have the No Autocancel box checked it will refresh the duration of the ability's bar regardless of whether or not it landed. When it's not checked it simply deletes the bar if the ability fails to land. I'd like for it to do neither of these things and just continue counting down as if I never tried to use the ability if it fails to land.
As for the Devastate issue, I edited my post because I got around it by just making a second bar in the same group as Sunder Armor with the same icon, color, and label so it looks like it's just refreshing the original bar.
Last edited by Iorek : 04/05/07 at 6:51 PM.
Reason: clarity, again
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04/05/07, 6:57 PM
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#69 (permalink)
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Von Kaiser
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Originally Posted by Iorek
Perhaps I'm configuring something else incorrectly, but when I have the No Autocancel box checked it will refresh the duration of the ability's bar regardless of whether or not it landed. When it's not checked it simply deletes the bar if the ability fails to land. I'd like for it to do neither of these things and just continue counting down as if I never tried to use the ability if it fails to land.
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So it is, I was neck deep in one of my addon's code when I posted and misread your initial post. My apologies. It's definitely possible to code in what you're looking for, it would just need a reworking of the options.
Edit: Thought of something else that might be nice. Currently, you have one of two options: either a timer disappears on death/fade or it doesn't, ever. This is perfect in a raiding environment where there are multiple mobs w/ the same name or you have multiple spells with the same name on the target. Where it doesn't make sense is when the player comes out of combat and the timers persist. The only time (that I can think of) that a timer would persist *while* out of combat is in PVP.
So I was thinking of adding a check when combat drops that if the target ~= IsPlayer(target), it'll delete the timer regardless of whether no-autocancel is on. It would probably best fit as an option because of the multitude of uses SpellWatch has. It would not be a useful option for people using the addon as a cooldown watcher, or for classes that exist who are able to drop combat while remaining "in the fight". For example, a hunter can feign death but their timers could persist.
Thoughts?
Last edited by chuckg : 04/06/07 at 12:12 AM.
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04/05/07, 7:15 PM
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#70 (permalink)
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Bloodsail 4 Life
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Originally Posted by Polleke
We should probably add an option for allowing a timer to start on someone in your group/raid casting a spell.
@Slake
Is it possible there is a race condition between UNIT_SPELLCAST_SENT and UNIT_SPELLCAST_SUCCEEDED. Where a second UNIT_SPELLCAST_SENT is received before a UNIT_SPELLCAST_SUCCEEDED arrived from the server? Added a check for it, going to see if it happens on a high latency connection.
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I think ultimately some way to enter a regular expression with associated combat event would be best, but this could get complicated. (perhaps something along the lines of "Combat Event" in the type dropdown and a string in the spell field of the form "EVENT_NAME: Regex string" with the regex following normal Lua format but with special substitutions like $t still present so you could match your current target).
As for the race condition concern, in all the testing I did originally when I was setting up the new SpellWatch in BC Beta, I never saw a UNIT_SPELLCAST_SENT without seeing a UNIT_SPELLCAST_FAILED or UNIT_SPELLCAST_INTERRUPTED or the like. This is semi-related to the above problem where a /stopcasting in a macro prevented the UNIT_SPELLCAST_SUCCEEDED event from firing... Seeing as the events are all managed by your client, and your client will not let you start casting a new spell while "another action is in progress", I don't think you'd ever be able to get two consecutive UNIT_SPELLCAST_SENT events without a 'closing' event of some kind between them.
Anyway, really glad to see you guys picking this up, hopefully I can jump back into development when my school projects loosen their deathgrip on my time. 
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04/05/07, 7:18 PM
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#71 (permalink)
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Foobar
Troll Priest
Azjol-Nerub (EU)
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Originally Posted by Maverikki
How do you set up nature's swiftness cd with this? The cd starts when a spell, which uses up the buff from you, is cast instead of when the ns itself is cast. Same goes for divine favor and elemental mastery too.
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No, thats not possible. You can only start a timer when you receive the NS buff not when you loose it. We could add an option for it.
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As for the Devastate issue, I edited my post because I got around it by just making a second bar in the same group as Sunder Armor with the same icon, color, and label so it looks like it's just refreshing the original bar.
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I don't like the visual effect of that (bar dissapearing and adding again). Refresing has a much more pleasent effect.
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I like that the config stuff isn't in the menu, I just meant that all of the stuff that isn't a template in the XML can be converted to LUA and be created the first time the menu is called. This will significantly cut down on frame creation and as a result, memory, especially for users who have their setup done.
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That really beyond my lua knowledge. If you give it a start I can figure it out from there, but I need something to work from.
*edit *
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As for the race condition concern, in all the testing I did originally when I was setting up the new SpellWatch in BC Beta, I never saw a UNIT_SPELLCAST_SENT without seeing a UNIT_SPELLCAST_FAILED or UNIT_SPELLCAST_INTERRUPTED or the like.
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Yeah, I did some testing and it seems that way yes. Although fixing the possible race condition is pretty easy.
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I think ultimately some way to enter a regular expression with associated combat event would be best, but this could get complicated. (perhaps something along the lines of "Combat Event" in the type dropdown and a string in the spell field of the form "EVENT_NAME: Regex string" with the regex following normal Lua format but with special substitutions like $t still present so you could match your current target).
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I've been thinking of how to making the mod more general than it is right now. I have the feeling that this is going to be hack upon hack in the code to make it work if we continue the way we are doing it now.
Allowing to enter a regex is probably not going to work for 90% of the wow community. You already see that by the type of questions now. It's pretty hard to setup, and while thats in the nature of the mod everything does need to remain clear. And hack upon hack is not.
I've some ideas, but I need to work them out.
Last edited by Polleke : 04/05/07 at 7:25 PM.
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* Bla
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04/05/07, 9:38 PM
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