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    posted a message on Hermes: The great messenger of your raid's cooldowns
    Hermes has been very successful. It's essentially become the standard for managing raid cooldowns. However, life has come up and I must quit the game, which means I cannot support the addon anymore on an active basis (I won't have an active account).

    I am seeking an author to take over Hermes support. I will provide as much support as needed from a consulting or "how does this work?" perspective, but no actual coding.

    Please post here or send me a PM if you're serious about taking over Hermes. It's a considerably sized addon with many thousands of lines of code. However, it's pretty stable right now.

    http://wow.curseforge.com/addons/hermes/
    Posted in: General AddOns
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    posted a message on Combatlog events out of order problem, need help
    Quote from Galvin
    Is there something I can do to force events to happen in the correct order?


    Nope.

    Take a look at this thread though, different problem, but same technique can be employed:

    http://forums.wowace.com/showthread.php?t=19559

    This is the basic concept (dry coded), you could implement it a million different ways depending on the needs:

    local _cache = {}
    local function cleu_handler(...)
       if event == SPELL_DAMAGE or event == SPELL_ENERGIZE then
          local cache = _cache[sourceName]
          if cache then
             if cache == SPELL_DAMAGE and event == SPELL_ENERGIZE then
                --SPELL_ENERGIZE after SPELL_DAMAGE
                _cache[sourceName] = nil
             elseif cache == SPELL_ENERGIZE and event == SPELL_DAMAGE then
                --SPELL_DAMAGE after SPELL_ENERGIZE
                _cache[sourceName] = nil
             else
                --you probably got two of the same event in a row
             end
          else
             _cache[sourceName] = event
          end
       else
          --some other event, may need to remove cache depending on logic
          _cache[sourceName] = nil
       end
    end


    The logic regarding when to clear the last cache value, or for how long to keep it is entirely dependent on what you're trying to accomplish and how the events come in.
    Posted in: Lua Code Discussion
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    posted a message on Curse client not showing latest version
    It is fixed. I don't know if it was manually fixed or what, because it still skipped v2.3 but it doesn't matter. Thanks for the help.
    Posted in: Updaters
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    posted a message on Spamalyzer-Monitor Addon Communication
    It could just as well be an addon someone else is using. And no, I don't know which it is. I hate that damn carbonite quest addon for the same reason.
    Posted in: General AddOns
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    posted a message on Curse client not showing latest version
    Any clues why Hermes v2.3 or v2.3.1 is showing up on the Curse web-site, but not the curse client? BTW, the only reason I tagged v2.3.1 was to see if perhaps it was a fluke and maybe curse client would start showing it.

    I should mention that I recently worked with some of you on a repository issue. That seem fine right now. Just not sure what's going on here. Curse Client is 4.0.1.112.

    Website:


    Client:
    Posted in: Updaters
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    posted a message on How to workaround unexpected combat log event order?
    Quote from myrroddin
    PLAYER_DIED which is not part of CLEU, but that is limited to the player, and UNIT_DIED for anything, mob, NPC, player, party/raid member, etc, which is part of CLEU.


    I meant, in the context of his problem, I don't know what all can fire in between a unit/player having died, and the final PLAYER_DIED/UNIT_DIED event/cleu happening. Clearly, we know SPELL_AURA_REMOVED does but not sure what else is in there that could throw off his code.
    Posted in: Lua Code Discussion
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    posted a message on How to workaround unexpected combat log event order?
    I don't recall the specifics, but I had to do something similar to what you're talking about possibly doing with Hermes. My case was simpler, I only had to remember the last relevent combat log event per player. I would use it when processing the next event found for the player, and continuously reset, etc.

    I'm a little confused by your snippet, it looks like the only thing that died was an NPC, but your post talks about healing so I'm assuming you're worried about players, and not NPC's.

    One possibility is to make special condition for SPELL_AURA_REMOVED events. If it's true that SPELL_AURA_REMOVED events all fire sequentially with nothing else relevent in between, then you can remember for the player that a SPELL_AURA_REMOVED event was caught. For all the following events, if you keep seeing SPELL_AURA_REMOVED without something else like damage, healing, whatever, and it keeps going and going with nothing but SPELL_AURA_REMOVED before you finally see a UNIT_DIED then that might work. It's essentially what I id but I didn't have to worry about repeated occurrences of the same event.

    I have no clue what events fire when someone dies. But this might give a clue.
    Posted in: Lua Code Discussion
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    posted a message on Frame anchors - UI framework
    Quote from Iroared
    I'll be making special cases that change internal addon settings so when it does reset its position, it will be the one I want


    I'm not positive, but what I'm trying to say is that I think you'll have frames you simply won't be able to control, period. Coded exceptions or not.
    Posted in: Addon Ideas
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    posted a message on LF Soothe/Tranq Shot Announcer
    I would look into ThatJustHappened.
    Posted in: AddOn HELP!
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    posted a message on Frame anchors - UI framework
    First, I think the idea is nice. But my best guess is that there will be a lot of addons that have issues. I know mine would. I occasionally call a "Restore Window Position" type call that's not necessarily done during OnLoad. Also, most of my frames aren't global (or rather, I don't provide a global name for it) or generated as needed, recycled, etc. So not sure what issues that might cause. If you manage to work it out in a reliable way I think it would be a nifty tool.
    Posted in: Addon Ideas
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    posted a message on Best Practices for distrubution of multiple addons as one package
    I'll be collapsing into two modules, the core and the UI. The UI will control it's own modules. This makes the most sense to me.
    Posted in: General Chat
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    posted a message on Best Practices for distrubution of multiple addons as one package
    Starinnia, namespaces works like a champ. Thanks
    Posted in: General Chat
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    posted a message on Best Practices for distrubution of multiple addons as one package
    Thank you. If you saw any glaring issues I'm confident you'd have told me. So far this seems best. I don't expect anything "massive" like Pitbull where you have to scroll through 60 items to uncheck them :)
    Posted in: General Chat
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    posted a message on Best Practices for distrubution of multiple addons as one package
    Well, here's my answer, looking for suggestions for better practices please:

    1. Create a Modules folder in Hermes repository. Make a folder for each module there where the code gets checked in.
    2. Create separate Localization folders/files for each module in the modules subfolder as well.
    3. Stop using wowace locale tools (just manually edit the files for each locale).
    4. Locally in my wow addons folder, checkout each module path so that I can actually test each module as an addon (even though it'll point to a deeper subfolder in the Hermes repository)
    5. Update the pkgmeta for Hermes to move from the Modules folder using "move-folders:"
    Posted in: General Chat
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