Ideas for BeneCast

Once the current implementation of BeneCast reaches release status these are the features I'd like to add:

- "Cascade profiles"-option so you only need to set up one.

- Copy profile button to copy one profile to the other.
For setting up one and then tweaking the other.

- Support for certain items. In the first place this will be for easy bandaging of ppl (something I was very fond of in BeneCast 8). Simultaneously this will open up other items like Anti-Venom, buff-scrolls, that SMV-disease-cure item, etc
A lot of the code already supports items, but the bag-scanning code isn't in yet nor the code to generate GUI-options for it.

- Make your own buttons!

  • Name it (can't be a name already in use by a spell or an item).
  • Choose the targettype (all, self, pet, group, grouponly, othersonly). This defines which unit gets the button.
  • Choose the buttontype: heal, hot, rez, battlerez, buff, consume, cure
    consumes and cures are always disabled unless they are enabled by a certain effect (see down for what an "effect" really is).
    cures need to specify what they cure: poison, disease, magic or curse or a combination of these (like Cleanse does).
  • Fill in ANY attribute you want (except unit)!
    Templates will be provided to quickly make a spell-button, an item-button, a macro-button, a rightclick/shiftclick/ctrlclick/etc-button and then you can monkey around with it.
  • Publish it to the configs

You'll be the fastest /kiss-er in the game! :p

You can send in a button as an enhancement ticket and I'll preload it into the custom button sections.

- Make your own effects!

No not special effects, but like... stuff that affect buttons.
Forbearance for instance is not a spell, but it does influence buttons. So I call these effects (as they can be buffs or debuffs). Weakened Soul is another example as well as Recently Bandaged. Effects that share their name with a spell or item are implicitly taken into account and are not defined as such.

If you are adding a button then that button might produce an effect with a name different than it's own name. So you'd also need to explicitly add that effect in order to make it disable the button.

An effect has overrides and enables. Overrides are effects that disable a button (like Arcane Brilliance overriding Arcane Intellect). Enables are effects that enable a button (like Rejuvenation enabling Swiftmend), usually that button will be marked a 'consume'.

- Eventually I plan to preload all spells and items as custom buttons and custom effects.


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