ThatJustHappened: Combat Event Announcement Mod
Moderators: Fridmarr, Worldie, Aergis, _Chloe
Re: ThatJustHappened: Combat Event Announcement Mod
Alright i've been trying forever to set up a tjh rule for the windwalk enchant proc, any help"?
- Nartana
- Posts: 1
- Joined: Sat Feb 19, 2011 3:00 pm
Re: ThatJustHappened: Combat Event Announcement Mod
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.
-

Arees - Posts: 546
- Joined: Tue Dec 25, 2007 9:50 pm
Re: ThatJustHappened: Combat Event Announcement Mod
fuzzygeek wrote:http://www.wowinterface.com/downloads/fileinfo.php?id=19425
Any chance you can update this at curse.com as well?
-

chinoquezada - Posts: 102
- Joined: Thu Jun 19, 2008 2:47 am
Re: ThatJustHappened: Combat Event Announcement Mod
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
MODIFICATION
- 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);
-

chinoquezada - Posts: 102
- Joined: Thu Jun 19, 2008 2:47 am
Re: ThatJustHappened: Combat Event Announcement Mod
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.
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.
-

fuzzygeek - Maintankadonor
- Posts: 4827
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
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.
Edit: Curse has hoops to jump through to take over an abandoned project; I'll work my way through their system as time permits.
-

fuzzygeek - Maintankadonor
- Posts: 4827
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
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
I even told one of our rogues to keep his /say interrupt macro to <Name> Interrupted a few days ago, hehe
-

chinoquezada - Posts: 102
- Joined: Thu Jun 19, 2008 2:47 am
Re: ThatJustHappened: Combat Event Announcement Mod
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
But - the durations are different too, so its not perfect.
- golfinguy
- Posts: 60
- Joined: Tue Mar 23, 2010 10:24 am
Re: ThatJustHappened: Combat Event Announcement Mod
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?
-

Kelaan - Posts: 4036
- Joined: Thu Jan 03, 2008 12:01 pm
Re: ThatJustHappened: Combat Event Announcement Mod
It looks like this addon doesn't work with today's patch. Does anyone know of a workaround?
- Pyched
- Posts: 4
- Joined: Mon Oct 18, 2010 11:10 am
Re: ThatJustHappened: Combat Event Announcement Mod
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.
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.
-

fuzzygeek - Maintankadonor
- Posts: 4827
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
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.
-

fuzzygeek - Maintankadonor
- Posts: 4827
- Joined: Wed Aug 01, 2007 1:58 pm
Re: ThatJustHappened: Combat Event Announcement Mod
Okay, I'll download it from wowinterface. Thanks!
- Pyched
- Posts: 4
- Joined: Mon Oct 18, 2010 11:10 am
Re: ThatJustHappened: Combat Event Announcement Mod
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.
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.
-

Arees - Posts: 546
- Joined: Tue Dec 25, 2007 9:50 pm
Re: ThatJustHappened: Combat Event Announcement Mod
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.
-

fuzzygeek - Maintankadonor
- Posts: 4827
- Joined: Wed Aug 01, 2007 1:58 pm
Return to Add-ons, UI, and Macros
Who is online
Users browsing this forum: No registered users and 2 guests

