IceHUD

181 - Information for WoD

Not sure where to put this but since I didn't know if you were in the beta, there are a couple of changes that impact IceHUD.

1. There's a SPriest talent learned at random during leveling that ups your maximum shadow orbs to 5 instead of 3. The orbs shift to the left in the UI, but still only show 3. Not sure how I think the pulse should be handled, since you can use them at 3. Maybe two different pulse options, one for 3 and one for 5?

2. Combo points carry over from one mob to the next (Rogue/Feral Druid). Blizz has these still showing up on the enemy unit frames, which strikes me as silly, but the end result is that you can only see combo points in IceHUD when you're targeting a mob. Is there a way to keep them visible (for whatever value of "visible" a player has chosen) even when not targeting a mob, since they don't fade or otherwise disappear unless actively used?

That's all I have at the moment, since they only allowed addons to load textures recently and so I wasn't able to test IceHUD on the beta until yesterday. The most recent build is working great, other than the two issues noted; I haven't had any lua errors or anything behaving strangely so far.

User When Change
ZoeRayne Aug 07, 2014 at 05:42 UTC Create

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  • 7 comments
  • Avatar of ZoeRayne ZoeRayne Aug 14, 2014 at 00:51 UTC - 0 likes

    @Parnic: Go

    I was afraid of that. I'm still hoping they're going to change combo points to be attached to the player rather than the mobs, but I'm not super hopeful. I would've assumed that kind of change would've been made before it went to beta, honestly.

    Thanks for the updated module!

  • Avatar of Parnic Parnic Aug 13, 2014 at 05:36 UTC - 0 likes
    Quote:

    the end result is that you can only see combo points in IceHUD when you're targeting a mob. Is there a way to keep them visible (for whatever value of "visible" a player has chosen) even when not targeting a mob

    I've been messing around with WoD tonight and no, this isn't possible because the API doesn't allow it. I can't ask the game "how many combo points do I, the player, have?" and get a correct answer back. It's always 0. When I'm targeting someone, the API returns the correct value, but not when I'm not targeting anything. Hopefully they'll get around to adding combo points to the player frame and then the API will be updated. I'll update IceHUD when/if that happens. It also looks like combo points decay over time now, which is new, but IceHUD already works with that.

    Also I locally have a fix for the 5 shadow orbs thing if you want it. Replace your modules\ShadowOrbs.lua with the one attached here.

    Name Size MD5
    ShadowOrbs.lua 3.1 KiB 37bbb8e716ce...
  • Avatar of Parnic Parnic Aug 12, 2014 at 19:20 UTC - 0 likes

    @ZoeRayne: Go

    Quote from ZoeRayne:

    I hope it's clear that I'm not trying to pressure you, btw.

    That's very clear :). The information you're providing is helpful. Thanks!

  • Avatar of ZoeRayne ZoeRayne Aug 12, 2014 at 19:08 UTC - 0 likes

    That seems to have worked, thanks!

    I hope it's clear that I'm not trying to pressure you, btw. I just figured that since I'm in the beta and I have the inclination to track problems (IceHUD is one of my must-have addons, so I'm invested in it), I'd do so and hopefully save you the effort. I don't know lua, or I'd volunteer to help in a more concrete way.

  • Avatar of Parnic Parnic Aug 10, 2014 at 03:07 UTC - 0 likes

    That's a debug-only line, but you can try changing Threat.lua's line 343 to:

    IceHUD:Debug( "isTanking="..(tostring(isTanking) or "nil").." threatState="..(tostring(threatState) or "nil").." scaledPercent="..(tostring(scaledPercent) or "nil").." rawPercent="..(tostring(rawPercent) or "nil").." threatValue="..(tostring(threatValue) or "nil").." secondhighest="..(tostring(secondHighestThreat) or "nil"))
    
  • Avatar of ZoeRayne ZoeRayne Aug 09, 2014 at 08:07 UTC - 0 likes

    Of course, as soon as I say I haven't had lua errors, I get one. :-) The threat module is not a happy camper, but with that turned off I haven't had any other errors so far.

    For reference, the error was:

    Message: Interface\AddOns\IceHUD\modules\Threat.lua:343: attempt to concatenate a boolean value
    Time: 08/07/14 14:20:58
    Count: 1
    Stack: Interface\AddOns\IceHUD\modules\Threat.lua:343: in function `?'
    ...ace\AddOns\IceHUD\libs\AceTimer-3.0\AceTimer-3.0.lua:41: in function <...ace\AddOns\IceHUD\libs\AceTimer-3.0\AceTimer-3.0.lua:36>
    
    Locals: self = <table> {
     backgroundAlpha = 0.25
     lastLerpTime = 260770.644
     flashFrame = <unnamed> {
     }
     parent = IceHUDFrame {
     }
     UnregisterAllEvents = <function> defined @Interface\AddOns\Dominos\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:202
     CancelTimer = <function> defined @Interface\AddOns\IceHUD\libs\AceTimer-3.0\AceTimer-3.0.lua:161
     barFrame = <unnamed> {
     }
     target = true
     masterFrame = <unnamed> {
     }
     TimeLeft = <function> defined @Interface\AddOns\IceHUD\libs\AceTimer-3.0\AceTimer-3.0.lua:187
     scaleMPColorInst = <table> {
     }
     ScheduleRepeatingTimer = <function> defined @Interface\AddOns\IceHUD\libs\AceTimer-3.0\AceTimer-3.0.lua:143
     CancelAllTimers = <function> defined @Interface\AddOns\IceHUD\libs\AceTimer-3.0\AceTimer-3.0.lua:175
     elementName = "Threat"
     secondThreatBar = <unnamed> {
     }
     CurrLerpTime = 0.2
     tapped = false
     alive = true
     CurrScale = 0
     ScheduleTimer = <function> defined @Interface\AddOns\IceHUD\libs\AceTimer-3.0\AceTimer-3.0.lua:108
     LastScale = 0
     DesiredScale = 0
     noFlash = false
     combat = false
     manaPercentage = 0
     RegisterMessage = <function> defined @Interface\AddOns\Dominos\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:118
     UnregisterMessage = <function> defined @Interface\AddOns\Dominos\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:181
     color = "ThreatLow"
     unit = "target"
     scheduledEvent = "table: 000000002A79C620"
     aggroBarMulti = 1.1
     settings = <table> {
     }
     bTreatEmptyAsFull = true
     maxMana = 0
     SendMessage = <function> defined @Interface\AddOns\Dominos\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:87
     Markers = <table> {
     }
     unitClass = "WARRIOR"
     mana = 0
     healthPercentage = 0.66526210541351
     maxHealth = 14002
     MyOnUpdateFunc = <function> defined @Interface\AddOns\IceHUD\IceBarElement.lua:954
     RegisterEvent = <function> defined @Interface\AddOns\Dominos\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:118
     UnregisterAllMessages = <function> defined @Interface\AddOns\Dominos\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:202
     alpha = 0.4
     bIsVisible = true
     aggroBar = <unnamed> {
     }
     health = 9315
     moduleSettings = <table> {
     }
     scalingEnabled = false
     frame = IceHUD_Threat {
     }
     UnregisterEvent = <function> defined @Interface\AddOns\Dominos\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:181
     scaleHPColorInst = <table> {
     }
    }
    unit = "target"
    isInGroup = false
    isTanking = true
    threatState = 3
    scaledPercent = 100
    rawPercent = 100
    threatValue = 4687
    tankThreat = 0
    secondHighestThreat = 0
    rangeMulti = 1.1
    scaledPercentZeroToOne = 1
    _ = nil
    (*temporary) = <function> defined @Interface\AddOns\IceHUD\IceHUD.lua:346
    (*temporary) = <table> {
     IceCore = <table> {
     }
     SetDefaultModuleLibraries = <function> defined @Interface\AddOns\IceHUD\libs\AceAddon-3.0\AceAddon-3.0.lua:398
     TargetCast = <table> {
     }
     SetDebugging = <function> defined @Interface\AddOns\IceHUD\IceHUD.lua:352
     PlayerHealth = <table> {
     }
     ComboPointsBar = <table> {
     }
     EnableModule = <function> defined @Interface\AddOns\IceHUD\libs\AceAddon-3.0\AceAddon-3.0.lua:363
     modules = <table> {
     }
     baseName = "IceHUD"
     IterateEmbeds = <function> defined @Interface\AddOns\IceHUD\libs\AceAddon-3.0\AceAddon-3.0.lua:473
     CurrTagVersion = 3
     ShardCounter = <table> {
     }
     ComboPoints = <table> {
     }
     PlayerMana = <table> {
     }
     HasBuffs = <function> defined @Interface\AddOns\IceHUD\IceHUD.lua:410
     PreProfileChanged = <function> defined @Interface\AddOns\IceHUD\IceHUD.lua:437
     Printf = <function> defined @Interface\AddOns\Dominos\libs\AceConsole-3.0\AceConsole-3.0.lua:69
     validCustomModules = <table> {
     }
     debugging = false
     defaultModuleState = true
     TargetCC = <table> {
     }
     IsEnabled = <function>
     
     ------------------------
     
     Message: Interface\AddOns\IceHUD\modules\Threat.lua:343: attempt to concatenate a boolean value
    Time: 08/07/14 14:22:03
    Count: 1
    Stack: Interface\AddOns\IceHUD\modules\Threat.lua:343: in function `Update'
    Interface\AddOns\IceHUD\IceElement.lua:464: in function `?'
    ...nos\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147: in function <...nos\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:147>
    [string "safecall Dispatcher[1]"]:4: in function <[string "safecall Dispatcher[1]"]:4>
    [C]: ?
    [string "safecall Dispatcher[1]"]:13: in function `?'
    ...nos\libs\CallbackHandler-1.0\CallbackHandler-1.0.lua:92: in function `Fire'
    ...ce\AddOns\Dominos\libs\AceEvent-3.0\AceEvent-3.0.lua:120: in function <...ce\AddOns\Dominos\libs\AceEvent-3.0\AceEvent-3.0.lua:119>
    
    Locals: <none>
    
  • Avatar of Parnic Parnic Aug 07, 2014 at 14:56 UTC - 0 likes

    Thanks for the feedback. I've also piddled around in the beta, but not enough to actually encounter the issues you described.

    I imagine the shadow orbs will work the same way as Paladin Holy Power does - holy power can go to 5 but is usable at 3, so I do the 'pulse' for 3, 4, or 5. I'll make sure the max shadow orbs value can go up when the game tries to increase it.

    I'll also look at disabling the "don't show with no target" for combo points in WoD builds. I'll have to see how the API has changed since you previously asked "how many combo points do I have on the specified unit" instead of "how many combo points do I have".

  • 7 comments

Facts

Reported
Aug 07, 2014
Status
New - Issue has not had initial review yet.
Type
Enhancement - A change which is intended to better the project in some way
Priority
Medium - Normal priority.
Votes
0

Reported by

Possible assignees