Excellent info, Req. Thanks.
You can probably replace all those checks for HoW with IsUsableSpell (http://wowprogramming.com/docs/api/IsUsableSpell).
OK, I'm going to just say it. I have literally no idea what's going on in this thread. My mind spins at the amount of times I've read words like "local, return, if, get", I hate computer language
Is there any real reason I should move from clcret to clcinfo? As far as I can see, the only somewhat useful/interesting difference I've come across so far is this transparency thing you've found.
But clcret does do all that, in fact I have mine set up to track all my ICDs, Forbearance, Wings, Zealotry as well as all my Hand spells.
All this programming code is like chinese to me so clcret is the only way to go for me ;/
"No. I am Ganner. This threshold is mine. I claim it for my own. Bring on your thousands, one at a time or all in a rush. I don't give a damn. None shall pass."
http://eu.battle.net/wow/en/characte...lvtwo/advanced
Pardon me if i should haven't seen this anywhere, but what value did you guys choose for the "cs boost"-option in clcinfo/clcret? The default one is 0,5 seconds.
Sure it tracks them but it's a pain in the ass to display them. There is no unlock that lets you seem them all side by side without using the same code in all of them. It also means no FFA dragging so you can position them w/e you want.
There are a ton of reasons why clcinfo is better then clclret but 95% of it is the ability to customize and code things how you want instead of being forced into how it is written. Not to mention clcret is only for Ret and clcinfo can used for any and all classes.
---------- Post added 2010-11-22 at 04:59 PM ----------
At our current gearing and haste levels I don't think the csboost will need much of a tweak as it's pretty easy to get to the cs/filler rotation without using more then 1 filler. Once you reach 85 and the haste isn't there the value will look a lot better to help you get the smoothest rotation.
Requital et al.,
You've done a great job with the guide and it may be just the add-on I'm looking for. I need to ask one question before I take the big leap and start learning how to code clcinfo.
I'm dual specced Protection and Retribution and rotate back and forth, depending on what I'm doing often. Can clcinfo detect what spec I'm in at a given time and change the rotation/buffs/etc. automatically or will I have to manually change clcinfo each time I switch spec?
thanks in advance
safetypro
Last edited by safetypro; 2010-11-25 at 05:40 PM.
in the code for the 10 sec warning for JotP
is any of that code for the "fade out" animation that it does at the end of the duration of JotP buff and if so can it be set to do that as a "fade in" so I can notice it better? messed with it some but can't figure it out as Im no expert with the lua coding that goes with this game. and this is more so for once I get Inq than it is for JotP but wondering all the same.Code:local visible, texture, start, duration, enable, reversed = IconAura("HELPFUL|PLAYER", "player", "Judgements of the Pure") if duration and (start + duration - GetTime()) <= 10 then return visible, texture, start, duration, enable, reversed end
It can detect the spec difference based on you choosing an ability in the Ret tree for 1 spec and Prot tree for another spec. I use this for telling the difference between PvE and PvP I use Divine Storm as my " PvE recognition ability as I don't have that talent in PvP so it will work the same way.
---------- Post added 2010-11-28 at 12:33 AM ----------
I'll look into it for you, I know you can setup animation to make it flash and fade in or fade out, so i'm sure we can do the same as I use this code for Inquisition and JoTP since they are equally important.
I only hate how you have to know code to actually use it.
If they develop a more useful way to configure it, then I'd make the switch.
I'm still using CLCret and Powerauras. Both of which are 1000% easier to use.
Good mod IMO, just really complicated.
It's not as complicated as it seems, Once you look at the code it's just logical and the problem with making options you are stuck with it limits what you can do. The limits are endless right now if you start making it so it's not as complicated you start losing options.
Granted it could be written so all options are available but the issue with that I see is writing modules for other classes becomes very difficult.
Either way if you decide to use it and need some help just PM me or post here glad to help.
I spent about 2 hours trying to figure out how to make it work. Using guides even. The best I could do is get boxes to show up that did nothing.
2 hours is way too long for any mod. And I'm terrible with code... There is no logic to it, to me. Code and I go together like oil and water.
I totally see the potential. But if someone doesn't do it for me, then I'll never use it.
Boxes with no information means you didn't do anything with the behavior tab, but I understand completely about not wanting to write the code yourself at first I was like no way this is way to time consuming then I got hooked and I'm still hooked.
you can pick up parts here, on ej or on the google code webpages.
its really not that difficult you start with a hopobar and a few icons for trinkets, aow, zealotry etc and then you work with it and experiment around :>
i use it for my rogue, my dk and my ret and the flexibility that its useable with all classes is really great.
i guess it would be an impossible amount of work to make the system smart and generate the code by itself by clicking through menues to select what you want and we would lose some of this flexibility i think.
When you say "addons webpage", do you mean the one on Curse or this page?