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  1. #101
    Quote Originally Posted by TolanNightBlade View Post

    Have a table lets say WA_DATA_SPELLIDDATA, which holds spell ids for problematic spells. Then you can add in the look up bellow. Your 31 spells in this manor would save you 7,749,969 loops and prevent peoples computers from throwing hissy fits at your weakaura.


    So again I'm not a programmer at all and forgive me for stupid questions/not understanding basic things.
    For the record I'm seeing that table.foreach() is deprecated and replaced with pairs(), but let me see if I understand your code..

    initialize table, then the second line just adds a key and value.

    Then the table runs through those keys/values in pairs executing that function for each pair.. so its arguments would be (table key, table value [spellid]) right?

    So we can put the table just the once, and then you're saying throw that table.foreach() into the main function basically where the spellName call fails, so pull the data from the table and move forward?



    I think this is a decent idea, but still relies on me building the table for the end user.. now I'm starting to think it would be easier to just add an additional option under actions like aura_env.problematicSpellID with the comment -- manually enter the spellID of the ability if the icon isn't showing up.. since this whole ordeal is just because of GetSpellTexture()


    I could also turn the for loop into a function and then have it only call if the player enters true for some variable like aura_env.problematic that way it could only run on the few abilities it needs to... but I do like the idea of avoiding the loop if possible

    thoughts?

    - - - Updated - - -

    Quote Originally Posted by TolanNightBlade View Post
    Would be best to watch PLAYER_TALENT_UPDATE for talent changes as well, ACTIVE_TALENT_GROUP_CHANGED for specialised changes.
    I mostly avoided event handling because it seems to introduce some absurd complexity. I understand check on every frame isn't ideal for some things, but I think it can also be better for others, unless I'm misunderstanding. If we do every frame it runs 60 times a second, but if we use combat log unfiltered it might be running a thousand times a second in a raid, right?

  2. #102
    Deleted
    Quote Originally Posted by dennisdkramer View Post
    So again I'm not a programmer at all and forgive me for stupid questions/not understanding basic things.
    For the record I'm seeing that table.foreach() is deprecated and replaced with pairs(), but let me see if I understand your code..

    initialize table, then the second line just adds a key and value.

    Then the table runs through those keys/values in pairs executing that function for each pair.. so its arguments would be (table key, table value [spellid]) right?

    So we can put the table just the once, and then you're saying throw that table.foreach() into the main function basically where the spellName call fails, so pull the data from the table and move forward?



    I think this is a decent idea, but still relies on me building the table for the end user.. now I'm starting to think it would be easier to just add an additional option under actions like aura_env.problematicSpellID with the comment -- manually enter the spellID of the ability if the icon isn't showing up.. since this whole ordeal is just because of GetSpellTexture()


    I could also turn the for loop into a function and then have it only call if the player enters true for some variable like aura_env.problematic that way it could only run on the few abilities it needs to... but I do like the idea of avoiding the loop if possible

    thoughts?
    *user editable tables*

    WA_DATA_USERSPELLS = {}

    *private tables which the end user need never touch*

    WA_DATA_SPELLDATA = {}
    WA_DATA_SPELLPROBLEMS = {}

    WA_DATA_USERSPELLS - this would be the config for users, in here they enter / remove spells they want
    WA_DATA_SPELLDATA - this is the table used by your code all spell ids / relevant information is loaded into here
    WA_DATA_SPELLPROBLEMS - this is a "catch" table, use it to look up any spells which fail to resolve by name, you maintain a list of these spells.

    Users (who wish to customise) would only have to edit WA_DATA_USERSPELLS

    Create a function which is capable of loading spells from WA_DATA_USERSPELLS, this function would be called within the weakaura's init custom code and on talent choice changed / specialisation changed.

    From this point on you can add more customisation with out breaking anything / making users edit lots of variables per weakaura. Such as adding glows, custom text / saturation colours, animations based on user criteria and such like.

    Example

    --default
    WA_DATA_USERSPELLS = {"My great spell"}

    --custom
    WA_DATA_USERSPELLS = {
    {"My great spell", {"saturation","255,255,255,100","Duration:5"}}
    {"My awesome spell", {"glow","Duration:2.5"}}
    }

    *Note* with buffs such as Bloodtalons you do not really need the spell id, can just query UnitAuras with the name "Bloodtalons"

  3. #103
    A work of art. Magnificent

  4. #104
    Quote Originally Posted by TolanNightBlade View Post

    *Note* with buffs such as Bloodtalons you do not really need the spell id, can just query UnitAuras with the name "Bloodtalons"
    That's only for when the buff is up. I need it to also know what bloodtalons is while nothing is up, as well as while predatory swiftness is up, which it will display until you consume it to proc bloodtalons.

    ---------

    I decided against tables afterall, and feel like a dick for making you do all this for me, though I did learn a thing or two.. or three.. :P

    I REALLY like your idea of creating a global catch for problematic spells. Won't be necessary with how I have it now, but still a cool idea.
    I *could* just have it catch all spells that can't be called by name, run that for loop one time and have the spellIDs for everything put into a table automatically. Still.. I was thinking, I really don't want to add too much to the trigger function, and while this cuts off millions of loops from init, that only happens once versus now we're running a much smaller loop, but every frame. It ended up being a little easier than I expected to add a line to allow the user to specify spellID without breaking anything.

    Code:
    -- I put this one in Actions
    aura_env.spellID = nil -- ONLY necessary for abilities that don't appear in your spellbook. Put the spell ID here, else leave as nil
    
    -- And the trigger literally doesn't change at all, because the spellID specified in Actions was already just the fallback. 
    -- Don't really know why I resisted this idea in the first place
    - - - Updated - - -

    Updated - Fixed - etc etc

    https://wago.io/4JxJwXI5Z

    Fury of Elune turned out to be a weird one haha
    Last edited by dennisdkramer; 2016-08-24 at 08:45 PM.

  5. #105
    Quote Originally Posted by miDnight77 View Post
    Because I moved around a lot of the other WAs, what WAs do we need to update / change ?
    Without having much knowledge of the WA Code, i guess you have to change atleast the following:
    AP_Number:
    This Changes BotA from 40% to 25%, and raises Solar Wrath from 6 to 8, and Lunar Strike from 10 to 12.



    Works for me so far. Dont know if you have to change it somewhere else.

    AP_ASP_CALCS:
    This changes your AP/Sec, reflecting the Blessing of Anshe change.


    But pls dont blame me if i break something, and hail Cyous the Master.


    Edit:
    I think here is Shooting Stars:
    T90_SS_Rate
    Last edited by Genju; 2016-08-27 at 11:22 AM.

  6. #106
    is there any way to change the Lite AP bar to get the right numbers before the cast finishes?

  7. #107
    I updated the bar a little again, lined things up more to my liking with the cast bar, changed fonts (it seems to be working fine skinned with elvui)

    It's kind of an obsession perfecting this thing just the way you want it, lol



  8. #108
    Quote Originally Posted by joltcola1234 View Post
    I updated the bar a little again, lined things up more to my liking with the cast bar, changed fonts (it seems to be working fine skinned with elvui)

    It's kind of an obsession perfecting this thing just the way you want it, lol


    hi could you please share the paste bin for your AP bar with the cast bar? looks very neat.
    thanks in advance!

  9. #109
    Deleted
    you are the best!

  10. #110
    The code on that pastebin dosn't work for me, WA is acting very wierd for me when I try to import that string...

  11. #111
    Updated UberAuras and added a tutorial video. Please let me know if you have any requests!! Druid will almost certainly be my main in legion so feel free to ask for any custom code stuff that might be useful for us.

    Additionally, I've added my cast bars and bleed snapshot timers, check them out

    Thanks guys!
    Last edited by dennisdkramer; 2016-08-29 at 02:15 AM.

  12. #112
    Quote Originally Posted by trakand View Post
    hi could you please share the paste bin for your AP bar with the cast bar? looks very neat.
    thanks in advance!
    I haven't used paste bin before, so I'm not sure how that works...sorry my friend

    The cast bar is part of elvui unit frames (player), I just moved the placement of the icons on the bottom of the AP bar down lower and positioned the elvui cast bar in there. I also removed the tracker for typhoon and renewal and repositioned all of the icons for empowerments.

    That brings me to another question, since I don't really know anything about weak auras...How can you export your current settings for WA? Like once everything is set up...how can you export a string?

  13. #113
    Deleted
    Right click on that aura (group) -> Export to String

  14. #114
    Deleted
    Quote Originally Posted by Odengard View Post
    The code on that pastebin dosn't work for me, WA is acting very wierd for me when I try to import that string...
    it works fine for me. you sure you copied everything ?

  15. #115
    Does anyone know the legion updated formula for the Armor damage reduction percentage? I'm trying to make a weakaura that returns that value and I need the formula.

    All I know is that it varies based on the level of the attacker but nothing else.

  16. #116
    what is this assault chicken icon I have off to the left and how do I get rid of it?

  17. #117
    Quote Originally Posted by IMBA View Post
    it works fine for me. you sure you copied everything ?
    Might have been my WA that was shiet... Now it works, really nice with bigger icons!

  18. #118
    This thread was unfortunately involved in a messed up merge, I think I got all the extraneous posts out and back in their correct threads, but let me know if anything is still amiss. Sorry for the trouble and weirdness it might cause

  19. #119
    Everything seems fine, but the OP hasn't been on in a month so it'd be nice if we could get the more recently posted stuff added to the OP links ;3

  20. #120
    Quote Originally Posted by dennisdkramer View Post
    Everything seems fine, but the OP hasn't been on in a month so it'd be nice if we could get the more recently posted stuff added to the OP links ;3
    I'll try to carve out some time during the day to do that

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