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Old 07/31/08, 6:30 AM   #1
Diao
Glass Joe
 
Orc Warrior
 
Blackrock
LibQuickHealth (Inspired by Instant Health)

With inspiration from Meloeth's Instant Health addon, cncfanatics has coded a new addon called LibQuickHealth that provides exactly the same function, but improves on it in more than one way. Not only is it a library that does not replace the default UNIT_HEALTH event but adds to it instead, providing health updates from both the combat log and the default UNIT_HEALTH update, but it is also modular. In addition, there is less of a performance hit, as it takes less code and doesn't force-call updates to the frames. Unit frame addons that don't support it (yet) will not show the updates with the lib installed, but once the appropriate module is installed, they will use the library to update health. In addition, it is fully compatible with the default Blizzard frames and does not cause taint.

Currently supported unit frames are Grid, Pitbull, oUF, x-Perl, PerfectRaid, sRaidFrames, and the default Blizzard frames. They have all been tested and are error-free. The library, as well as all modules, can be acquired from the wowace site.

Modules:
Blizzard default UI
Pitbull
Grid
sRaidFrames
PerfectRaid
oUF

Just needs the library:
x-Perl


ag_UF support will be coming soon.

The original thread on the wowace forums is here: QuickHealth

Last edited by Diao : 07/31/08 at 6:41 AM.

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Old 08/01/08, 3:51 AM   #2
Optikalusion
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Night Elf Rogue
 
The Maelstrom (EU)
I'm no coder, but I hear from those who are that this version does not use the same error-checking method that Meloeth's original version does, and can be a bit less reliable to accurately display real current health values.

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Old 08/01/08, 4:11 AM   #3
Diao
Glass Joe
 
Orc Warrior
 
Blackrock
LibQuickHealth works in tandem with the UNIT_HEALTH event, so you will never have inaccurate health values. There is no error checking to be done. All it does is take the latest hp update from UNIT_HEALTH, then add and subtract to it based on combat log events. It can't be inaccurate. When the next UNIT_HEALTH from Blizzard fires, it updates the health to that value, so it is always accurate.

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Old 08/01/08, 4:21 AM   #4
Arrowmaster
Glass Joe
 
Orc Warlock
 
Burning Legion
Well I am a coder and after reviewing the most recent InstantHealth I'm wondering what errorchecking it does? Over half of the code seems to be a total hack job to try and prevent all the errors that the original version created because it hijacked the global UnitHealth function affecting every mod.

The original idea was brilliant but the implementation was somewhat sloppy. An opt-in style like LibQuickHealth-1.0 is a lot better than the opt-out style of InstantHealth IMHO.

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Old 08/01/08, 2:03 PM   #5
Optikalusion
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The Maelstrom (EU)
From what I understand, this library checks it's own calculation with the calculation by the server, but that server info very often doesn't include the latest combat log infos, making it think it is wrong. It will then use that false data to do the next calculation, which is potentially also wrong.

The original Instant Health remembers the last few combat logs and calculates backwards to check the math.

I'm sure a modular system can provide some benefits and a more efficient system load (although I've never noticed anything like a performance hit with either of these mods); I'm just sharing what I have been told by people I trust.

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Old 08/01/08, 2:13 PM   #6
Aiiane
Von Kaiser
 
Blood Elf Warlock
 
Garona
The people you trust were wrong, then. When UNIT_HEALTH fires, it is accurate. It's only over the time until the next UNIT_HEALTH that the accuracy decays.

The combat log is generated by the server, too - neither the combatlog nor UNIT_HEALTH are generated client side. It's just that Blizzard's servers automatically throttle calculation of current health, whereas combat log events aren't throttled. So no, any new UNIT_HEALTH includes the combat log events up to the point in time that UNIT_HEALTH is generated, because both things are coming from the server - sure, it might take a moment for the message to travel to the client, but that lag time is the same lag time in receiving any combat log messages, too.

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Old 08/01/08, 6:41 PM   #7
Arrowmaster
Glass Joe
 
Orc Warlock
 
Burning Legion
InstantHealth has code to store a history for some reason but the only code that uses it is so messed up its hard to figure out what its ment to do.

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Old 08/04/08, 7:58 PM   #8
Diao
Glass Joe
 
Orc Warrior
 
Blackrock
Healbot is now supported as well. Just update to the latest version and it will be included.

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Old 08/04/08, 9:36 PM   #9
tsigo
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Tsigo
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I'm seeing discrepancies between Grid_QuickHealth and oUF_QuickHealth. Grid seems to update much more quickly (this is relative, it's probably about half a second behind).

Last edited by tsigo : 08/04/08 at 9:42 PM.

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Old 08/04/08, 9:44 PM   #10
Diao
Glass Joe
 
Orc Warrior
 
Blackrock
I'm not sure what the issue would be. I don't use oUF myself, but I did test it for cncfanatics, and it seemed to update immediately when I tested it without any other addons.

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Old 08/04/08, 11:38 PM   #11
Rieux
Von Kaiser
 
Night Elf Druid
 
Vashj
I had similar problems with Grid/PitBull discrepancies when using Instant Health, and I'm seeing similar ones with LibQuickHealth as well. This is purely anecdotal, but the differences appeared to be more drastic with Instant Health than with LibQuickHealth, but they still seem to be present.

In general, PitBull seems to show a more accurate representation of current health than Grid. This was the case regardless of using IH or LQH, so perhaps it is a problem with Grid?

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Old 08/05/08, 1:08 AM   #12
tsigo
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I didn't have any such problems with InstantHealth. And in my case, Grid is more "accurate" (updating more quickly) than oUF. There's a possibility that it's the health updating method in my custom oUF layout, so I'll try a different one for a bit tomorrow.

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Old 08/05/08, 6:07 AM   #13
Alv!ra
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Kor'gall (EU)
Originally Posted by Diao View Post
Healbot is now supported as well. Just update to the latest version and it will be included.
Do you know if VisualHeal is supported also? When I started using InstantHealth I had to stop using VisualHeal, as Meloeth didn't seem to hit the nail on the head with whatever was wrong with it... Would be nice if LQH works with VH? :-)

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Old 08/05/08, 6:51 AM   #14
Evolve
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Worgen Mage
 
Argent Dawn (EU)
Originally Posted by Alv!ra View Post
Do you know if VisualHeal is supported also? When I started using InstantHealth I had to stop using VisualHeal, as Meloeth didn't seem to hit the nail on the head with whatever was wrong with it... Would be nice if LQH works with VH? :-)
The easyest way to achieve that would probably be to ask the author to support it

edit: Would it be possible for someone to make a quick video showing the discrepancies ? It'd make it much easyer to debug.

Mage blog - Arcane Magicks!

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Old 08/05/08, 3:48 PM   #15
tsigo
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Encoding a video right now, but here's a screengrab example. Grid (second row from the top, far-right column) says he's at about 7.6k health, both my oUF layout and oUF_Basic by the oUF author show him at 2700. It stays that way for 24 frames and then catches up. You can even see oUF_CombatFeedback register the 5k heal that pushes Grid to the correct value.

Edit: Video for QuickHealth, Video example of InstantHealth
Attached Thumbnails
quickhealth.jpg  

Last edited by tsigo : 08/05/08 at 4:03 PM.

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