ThatJustHappened: Combat Event Announcement Mod

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Re: ThatJustHappened: Combat Event Announcement Mod

Postby Nartana » Sat Feb 19, 2011 3:02 pm

Alright i've been trying forever to set up a tjh rule for the windwalk enchant proc, any help"?
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby Arees » Mon Feb 21, 2011 10:10 am

Nartana wrote:Alright i've been trying forever to set up a tjh rule for the windwalk enchant proc, any help"?


Code: Select all
try /tjh rule SPELL_AURA_APPLIED;;;Windwalk;SELF;say;"windwalk is up"


Of course change say to raid or party or whatever you want and make the message whatever you want, but I think that should do it.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby chinoquezada » Wed Mar 09, 2011 5:14 pm

fuzzygeek wrote:http://www.wowinterface.com/downloads/fileinfo.php?id=19425


Any chance you can update this at curse.com as well?
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby chinoquezada » Thu Mar 10, 2011 5:29 am

Found a couple of small wording errors in the edit lua.
- interrupt instead of innterupt and interupt
- Changed the wording on the interrupt.
It now outputs "*Target's *TargetSpell interrupted by *Source's *SourceSpell."
It would, for example, output "Chromatic Prototype's [Blast Nova] interrupted by Tördek's [Silencing Shot]"

ORIGINAL
Code: Select all
   elseif string_find(arg2, "INTERRUPT") then
      -- Original
      -- arg7:target of interupt,  arg13:spell name(enemy) , arg4:source , arg10:innterupt spell name
      -- MopA Mod: http://maintankadin.failsafedesign.com/forum/index.php?f=9&t=10819&rb_v=viewtopic&start=405#p645055
      TJH_wait(TJH_timeDelay,TJH_Print,arg7.."'s "..arg13.." ["..arg10.."] by "..arg4..".", TJH_Channel)


MODIFICATION
Code: Select all
elseif string_find(arg2, "INTERRUPT") then
      -- Original
      -- arg7:target of interrupt,  arg13:spell name(enemy) , arg4:source , arg10:interrupt spell name
      -- MopA Mod: http://maintankadin.failsafedesign.com/forum/index.php?f=9&t=10819&rb_v=viewtopic&start=405#p645055
      TJH_wait(TJH_timeDelay,TJH_Print,arg7.."'s ["..arg13.."] interrupted by "..arg4.."'s ["..arg10.."].", TJH_Channel);
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby fuzzygeek » Thu Mar 10, 2011 10:41 am

I actually played with the syntax of the default interrupt announcement a lot, specifically for Blast Nova. What it outputs now is:

Chromatic Prototype's Blast Nova [Silencing Shot] by Tördek

This is significantly less spammy than your proposed:

Chromatic Prototype's [Blast Nova] interrupted by Tördek's [Silencing Shot]

I would also argue it's easier to parse.

When alternating among multiple interrupters the most important bit of information is who got the previous interrupt, so I've placed it at the end of the line for easy parsing, vs having to pull the name out of the middle. I did have syntax similar to what you've got (per ModA's original edit) and it was horrible in practice.

The misspellings are in a comment line and from the original code, so not a big deal. I will post a version on Curse.

Edit: actually I can't create an account on curse to post this (returns: Bad Request). I'll try again later.

-----
OT re: Nef25: for pillars we have each tank with TJH installed. Tanks are in Groups 1, 3, and 5. The 8 people on Pillar 1 are in G1 and G2, The 8 people on Pillar 2 are in G3, G2, and one person in G4. The 9 people on Pillar 3 are in G5 and G4 (I generally put boomkin, shadow priests, rets, and warlocks into this group as they have inherent damage reduction or self healing; if we run 7 heals for some reason this pillar gets 3. We've had a resto druid soloheal this pillar too (on accident)). Interrupters are in groups 1, 3, and 5. Healers found this setup significantly easier to work with on their Grids and whatnot.

The TJH rule is:
"SPELL_INTERRUPT;;;;party;SAY;;", --

This way you don't spam the interrupts that are happening on the other pillars, and people on each individual pillar can coordinate interrupt rotations without needing to broadcast on vent unless there's an emergency.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby fuzzygeek » Thu Mar 10, 2011 12:47 pm

Actually I seem to have created a curse account in 2006. I've started a project there and waiting for it to be approved.

Edit: Curse has hoops to jump through to take over an abandoned project; I'll work my way through their system as time permits.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby chinoquezada » Mon Mar 14, 2011 8:36 am

Now that you mention, it is very spammy my way.
I even told one of our rogues to keep his /say interrupt macro to <Name> Interrupted a few days ago, hehe
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby golfinguy » Fri Apr 01, 2011 2:18 pm

Arees wrote:I just used and tested the following rules and they work.

Code: Select all
/tjh rule SPELL_AURA_APPLIED;;;Ardent Defender;self;SAY;Ardent Defender - 20% DR active
/tjh rule SPELL_AURA_REMOVED;;;Ardent Defender;self;SAY;20% DR faded.
/tjh rule SPELL_AURA_APPLIED;;;Divine Protection;self;SAY;Divine Protection - 20% DR active
/tjh rule SPELL_AURA_REMOVED;;;Divine Protection;self;SAY;20% DR faded.
/tjh rule SPELL_CAST_SUCCESS;;;Guardian of Ancient Kings;self;SAY;GoAK - 50% DR active.
/tjh rule SPELL_CAST_SUCCESS;;;Guardian of Ancient Kings;self;SAY;50% DR faded.;12


If you have 4 piece T11 then change the 12 to an 18 in that last rule.



Really liking this add-on.

Unfortunately, Guardian of Ancient Kings does not distinguish itself in prot/ret/holy specs. So I've gone to a very generic message (Guardian up / Guardian down) so I do not confused healers in a raid when running as ret. Seeing a ret pally pop Guardian and announce that he's getting 50% DR blew their minds :wink:

But - the durations are different too, so its not perfect.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby Kelaan » Fri Apr 22, 2011 11:52 am

Could you make it a compound rule so that it only said that if you had both Guardian and Righteous Fury active at the same time?
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby Pyched » Tue Apr 26, 2011 2:38 pm

It looks like this addon doesn't work with today's patch. Does anyone know of a workaround?
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby fuzzygeek » Tue Apr 26, 2011 4:51 pm

They changed the syntax of COMBAT_LOG_EVENT_UNFILTERED; the fix is a little weird if you want to do it on your own and need it right now. I've uploaded a new version on wowinterface; just waiting for it to be published.

http://www.wowinterface.com/downloads/i ... clysm.html

Around line 210, on every if(select(#, ...) line, increment the # by 1.
e.g., select(4 becomes select(5 --except the first "if(select(2,..." line -- leave that one alone.

I did a couple cursory tests and it should be fine, but let me know if it goes sideways.

Edit: it's been approved and is available for download.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby fuzzygeek » Tue Apr 26, 2011 4:58 pm

Kelaan wrote:Could you make it a compound rule so that it only said that if you had both Guardian and Righteous Fury active at the same time?


No, the mod parses individual combat log lines only and has no state management, so it does not know what buffs you have.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby Pyched » Wed Apr 27, 2011 7:03 am

Okay, I'll download it from wowinterface. Thanks!
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby Arees » Wed Jun 08, 2011 10:39 pm

Hey Fuzzy... any update on getting it uploaded to Curse?

Also, have you added any features or changed any syntax of anything? I stopped playing in January but I'm probably about to start up again.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby fuzzygeek » Thu Jun 09, 2011 12:30 am

Since this is a continuation of an existing mod Curse requires a process; either their process sucks or I did something wrong, because they aren't giving me admin to the existing mod and won't let me create a new one. I've not tried again in a month or so; time permitting I'll start the process again.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby Echaa » Wed Jun 29, 2011 2:40 am

TJH is broken again with 4.2. I'd love to try and fix it myself but I have no programming experience and would probably break more things than I fix. However because TJH works with the combat log I'd assume this has something to do with it:

http://us.battle.net/wow/en/forum/topic/2483689044
Code: Select all
4.1: timestamp, event, hideCaster, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags
4.2: timestamp, event, hideCaster, srcGUID, srcName, srcFlags, srcFlags2, dstGUID, dstName, dstFlags, dstFlags2

It is somewhat speculation at this point that the two new arguments are for flags, from what I've been able to fool around with, they're 0 for most things, except empty destinations so far (where it does look like flags).

4.1:
SPELL_AURA_APPLIED,0x04000000003FAF22,"Zonker",0x511,0x04000000003FAF22,"Zonker",0x511,6117,"Mage Armor",0x40,BUFF
SPELL_CAST_START,0x04000000003FAF22,"Zonker",0x511,0x0000000000000000,nil,0x80000000,30451,"Arcane Blast",0x40

4.2:
SPELL_AURA_APPLIED,0x020000000019C513,"Zonker",0x511,0x0,0x020000000019C513,"Zonker",0x511,0x0,6117,"Mage Armor",0x40,BUFF
SPELL_CAST_START,0x020000000019C513,"Zonker",0x511,0x0,0x0000000000000000,nil,0x80000000,0x80000000,30451,"Arcane Blast",0x40
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby fuzzygeek » Wed Jun 29, 2011 10:20 am

I posted an updated version on wowinterface yesterday afternoon. Did you download it?
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby Arees » Wed Jun 29, 2011 1:08 pm

fuzzygeek wrote:I posted an updated version on wowinterface yesterday afternoon. Did you download it?


I did! Thanks for keeping this awesome addon updated.

My guildmates are always asking me to make a rule for this or a rule for that.... and I have a funny story. I wanted to make a rule so that when our holy pally put Beacon of Light on me, it'd whisper him back and say "Thanks for the bacon! mmmmm". So I made a rule for it. What was really funny though is that apparently, when a pally heals someone else, the heal that lands on me is also called "Beacon of Light". I made the rule right before a boss fight, and I was tanking. I think it was Chimereon. So the fight starts and all of a sudden I see that I am whispering our holy pally like crazy, just repeating Thanks for the bacon! mmmmm over and over and over. I nearly fell out of my chair laughing, and in vent the guy is like "OMG arees stop it, I cant see any of my chat warnings". I was to busy tanking though to try and disable it, so I just waited until the fight was over.

BTW, if anyone is interested, this is the correct rule to use
Code: Select all
/tjh rule SPELL_CAST_SUCCESS;;Arees;Beacon of Light;;*SOURCE;Thanks for the bacon! mmmmm;
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby fuzzygeek » Wed Jun 29, 2011 2:54 pm

Last night I put a keyword "trap" to try to get a handle on the timing of Shannox traps.

The spam from explosive trap ticks was amazing.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby inthedrops » Thu Jun 30, 2011 12:31 am

fuzzygeek wrote:Last night I put a keyword "trap" to try to get a handle on the timing of Shannox traps.

The spam from explosive trap ticks was amazing.


haha! Had a few people in may raid stealing my darn traps too. I caught myself almost saying something foul in vent....I mean come on, someone walked from 20 yards away, towards me, and RIGHT into the trap I was saving for the dog.....grrr

But yeah, this is a great addon thanks for keeping it alive.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby Fetzie » Thu Jun 30, 2011 3:18 am

Code: Select all
Expression Editor code for trap summons:

sourceName = 'Shannox' and targetName = 'Crystal Prison Trap' or targetName = 'Immolation Trap'


He always summons a crystal trap first. Then he summons two Immolation traps. The timing is approximately 25 seconds between crystal traps and 8 seconds between immolation traps
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby munificent » Sun Jul 17, 2011 10:07 am

Long-time lurker but big fan of what this addon can do. Only just discovered it. I'm looking for a resource of written rules for the Firelands bosses, if such a list exists. Specifically I want to track when one of our raid takes more than eight stacks from Baleroc's crystal and auto-yell it to shame him immortally. Perhaps some more seasoned heads might help get me started?
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby fuzzygeek » Sun Jul 17, 2011 1:28 pm

There is no internal mechanic for tracking how many stacks, although now that I think about it you could do a check for Torment (8), since TJH just does string checks, and it apparently shows up a Torment (8) in the logs. At least in WoL; I'll check actual logs when I get back to my computer.

Edit: Logs are different:

7/14 18:02:11.359 SPELL_AURA_APPLIED_DOSE,0xF130D0F7000039A3,"Shard of Torment",0xa48,0x0,0x05000000045F3998,"Katokal",0x514,0x0,100230,"Torment",0x20,DEBUFF,3


I've kind of been wanting something like this as well, so I'll see if I can't add that functionality.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby fuzzygeek » Sun Jul 17, 2011 4:00 pm

I've uploaded a new version 4.2.1 that allows you to trigger off stacks -- there is a field for #stacks on the "spell/stack" line. Right now I have it defaulting to stacks >= your entered value, but can make it more flexible in the future.

http://www.wowinterface.com/downloads/i ... clysm.html

Also it looks like they changed some functionality around UIDropDownMenu_SetSelectedID that throws a Lua error, but it doesn't affect functionality. Haven't had a chance to hunt that down yet. Drops are you familiar with this func off the top of your head -- do you know why it's throwing an error trying to index local 'icon'?

I did some very perfunctory checking with this; going to go run something and see if it blows up. If you use this let me know if you run into any problems.
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Re: ThatJustHappened: Combat Event Announcement Mod

Postby munificent » Mon Jul 18, 2011 8:43 am

Fuzzy, thank you for looking into this and I'm glad I was able to highlight something useful to ad to the mod (even if was through sheer ignorance). I'm going to push my luck and ask how I might implement this new feature for the torment stacks, as i still don't have much of a clue.

Much obliged for the help!
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