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    posted a message on Chronometer (Ace2'ed AceTimer)
    All righty, let me see what I can address here...

    Shaman timers - I'm about to check in fixed Shaman timers. I also added Healing Way. I don't have a shaman to test this with, so please let me know if Healing Way and Ancestral Fortitude are working (or at least working as well as indirect buffs do - I'll addreess that later in this post).

    Concussive/Wing Clip macro issue - Here's what's going on: Chronometer keeps a record of the last-cast spell, and waits half a second to see if the debuff/buff was successfully applied before it actually starts the bar. It only has room to store one spell, though. Your macro rewrite's it's "last spell cast" thing with Wing Clip, even when the Concussive shot was able to fire successfully. I need to create a "queue" that will hold multiple "recently cast spells" instead of just the "last cast spell" to fix this one. It'll happen sometime this week or this weekend, hopefully.

    Diminishing Returns - This'll go in eventually, but I'm not going to promise a time frame on this one with so much else going on.

    Anchor position/movement - Not sure what's going on with this one. I stole CDT's anchor code, so I'm not surprised that the issue applies to both.

    Optional self-buffs - I'll try to get this in today

    Reverse bars - I'll try to get this in today as well

    Bantobar - Try the "default" texture ;) If "default" doesn't work right for you, you might have an older version of CandyBar sitting around in one of your folders (BigWigs, oCD, CDT, oRA2 are all possibilities).

    Racial abilities - Once I'm sure that I have all of the class-specific spells covered, I may add in racial abilities, and perhaps even start doing some item-based ones (like Net-o-Matic, Mind Control Cap, etc.). However, I'd like to get all of the major fixes and features in before I start doing this.

    Combo points - I think I know what's going on here. The combo points are getting used before I compute the duration, so they're set back to 0 by the time I do the calculation. I just need to cache 'em earlier. I'll try to get this one today, and if not today then sometime this week.


    "Indirect" (event-based) buffs - These ones are tricky. Shadow Vulnerability is the worst one, since both Warlocks and Priests have a debuff with that name, but other ones are bad too (Inspiration, the Greater Heal 8/8 Transcendence renew, Healing Way, etc.).

    What Chronometer does now is it watches for the debuff or buff to appear on the target within a certain period of time after you cast the spell. If the buff appears, so does the bar.

    Now, if the buff is already up and you just refreshed it, the bar doesn't reset because there's never a combat message saying that it was successfully refreshed.

    The simple solution would be to check your talent points to see if you have the Healing Way/Inspiration/Shadow Weaving/Shadow Vulnerability talent, and apply the debuff whenever you use the appropriate spell regardless of whether the buff/debuff appears or not. This isn't right though, since sometimes the debuff list will be full or the target will be immune to or resist the effect. Plus, many of these indirect buffs/debuffs have a % chance of being applied. I can detect them going on the first time just fine, but there's absolutely no way I can guess whether it got renewed by a spell that only has a certain % chance to do so.

    The more complete solution would be to check when you cast one of these spells to see if the buff/debuff is already up. If it's already up, and you have whatever talents or what not give you a 100% chance to refresh the buff/debuff, Chronometer refreshes the bar. This still won't be completely accurate, though, since it won't be able to do anything for effects with less than 100% chance of proccing, and it won't be able to refresh the debuff with spells that other people cast (since Chronometer has no way of knowing if they have the talents or whatever that effect that proc).


    So yeah, those event-based buffs/debuffs are tricky as hell, and I'm not entirely sure how to handle them at this point. Suffice it to say that it's on my TODO list, and I'll try to come up with something that will at least be mostly-accurate.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Quote from Jayblah »

    Saw that you just updated a potential fix in version 12932. I tested it with this new version and the macro still behaves as above (i.e. not fixed).


    All right, well I know what's happening. Just going to take a bit of work to fix it.
    Posted in: General AddOns
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    posted a message on Babble-Spell missing items
    I've found several items missing from Babble-Spell while working on Chronometer. Is ther someone in particular who is in charge of updating that library? If I should fix it myself, what's the best way to get the translations for all of the spells?
    Posted in: Libraries
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    posted a message on Chronometer (Ace2'ed AceTimer)
    All righty... I've added a TODO list both to the readme.txt included with the addon, and to the Chronometer wiki page. I'll try and keep it up to date as I pick up new things and tick off others.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Quote from Sole »

    Im going to take out the Durations section of HostelBar. I originally wrote HostelBar for the purposes of tracking enemy casting timers, buffs, and cooldowns. Gonna stick to and improve that bit.

    I figure our addons should work nicely next to each other.


    Excellent plan. :) I'm a firm believer in the old Unix philosophy that your tools should do one thing and do it well. Hostel for enemy casts/buffs/cooldowns, Chronometer for your own spell durations, CDT for your own cooldowns, an Ace2'd EBB for your own buffs, etc. As long as they all have similar options available for the appearance of the bars, it's all good.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Quote from Nakawe »

    pig and turtle poly are not recognized. Sheep one works well though.


    Yeah... The timer values and spell info is all based off of the last version of AceTimer, which is pretty old. I should probably stop adding features and go through and make sure all of the timers are present and accurate. :)
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    The only way I've thought of to try and work around the whole duplicate mob name thing is to utilize raid targets and steal some logic from BananaBar. Basically, it would record the raid target icon of the NPC you debuffed, and if it got a death message with that unit's name, it tries to search to see if your original unit with that name (with the same raid target icon) still exists, and if so it doesn't kill the bar.

    Right now the only protection built in is that it will not stop bars for a kill message on a unit if you are currently targetting a unit with the same name who is still alive. (So for the Garr banish example, if you have your banished NPC selected when another one dies, the bar shouldn't disappear.)
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Sorry 'bout that priest bug - should be good now.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Devla - I'll look into the Shackle Undead thing

    I added one more bar click feature. You can now middle click an immolate timer to conflag the target, and you can middle click a rejuvenation or regrowth timer to swiftmend the target.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    All right, I think I fixed the IceHUD issue, and got several of the nil value ones as well.

    I've added a "ghost" option which lets you set how long it takes bars to fade out, and you can now left click to recast a spell on its target (with the usual disclaimer for mobs with the same names). Right click on a bar will stop the bar, and I'm probably going to add some middle-click functionality for swiftmend and conflagrate.

    Devla - I don't think that this is the addon for raid instance mob respawns. I think that would probably fit better in BigWigs, an oRA2 module, or Hostel.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Fixed and added some things today:

    • Fixed the hunter translations
    • Fixed weakened soul, and other indirect buff/debuff type things like trap effects
    • A /chron test function to run some test timers
    • A bar texture option (I still like the default Banto personally ;))
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    Man, lots of replies overnight! Okay, the hunter "Explosive Trap" thing is fixed. I've been going in and creating level 1's of classes I don't have to make sure it at least loads for everyone.

    There's still a lot of stuff I need to do with this, since right now it's basically just AceTimer converted directly to Ace2. I'll get a TODO list together and start checking things off of it this week.
    Posted in: General AddOns
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    posted a message on Chronometer (Ace2'ed AceTimer)
    I've slapped together a quick conversion of AceTimer to Ace2/CandyBar that I'm calling Chronometer.

    There are probably a lot of things that are broken still, and no doubt there have been spell/talent changes since the last time AceTimers was updated that are not yet represented, but it seems to get the basics right.
    Posted in: General AddOns
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    posted a message on SCT 6.0 / SCTD 3.0
    My wife wanted to be able to have a sound play when she gained Clearcasting, since when you're in a raid with 4 or 5 other mages there's no way to tell from the sound whose clearcasting it was. I made a small modification to SCT to allow for this, which I thought you might be interested in including for people who actually go so far to customize events.

    All I did was insert the following snippet at line 632 of sct.lua - in CustomEventSearch, right after calling DisplayCustomEvent:
    --play sound
    if (value.sound) then
     PlaySoundFile(value.sound);
    end


    Then you can just add a sound="Path\\To\\SoundFile.wav" to custom events to have that sound play whenever that event is displayed.
    Posted in: General AddOns
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