View Full Version : MonitorStatus
neotron
08-19-2005, 06:05 PM
I will take it upon me to adopt this addon again. Although I didn't originally write it, it first became available in retail WoW due to me digging up the old beta version.
I noticed it had been updated to the new API, which is good. I have had some plans on future improvements for this addon and I'll see about working some on those ideas.
Merpa
08-19-2005, 08:36 PM
I've been working on that add-on a bit and added what I feel are some useful features. I've been trying to reach Alex about incorporating them, but no response.
neotron
08-19-2005, 09:26 PM
Care to elaborate what you've been working on? I have some ideas such as target's target monitoring, easy display of rogue combo points, extend the HP display options (deficit etc) and integrate target HP with mob health perhaps.
Merpa
08-19-2005, 09:31 PM
* Removed dependency on Chronos, made it event driven rather than polling.
* Added F1, F2, F3... next to party member's names.
* Moved target fields slightly away from group, and stop the group fields from moving when target is selected/deselected.
* Added slash commands for all options.
* Change name field to red when that unit has a debuff that is curable by the user.
I like the debuff feature the most, I don't have to monitor the standard party frame at all on raids, I just look over at it when I need more specifics on buffs/debuffs that a person has.
The F-keys and moving the target away from the party frame are to counter the problems I've had with getting confused about what line was what party member when you have a target/no target along with 5 / <5 members in your group. I've found that those two changes make things much more clear.
And I don't like dependencies, so I made the whole thing 100% standalone (kept the old cosmos cofig as an option, haven't added a khaos config).
neotron
08-19-2005, 10:14 PM
On the debuff feature - one thing that was destroyed sometime during the cosmosification process was that if any of the monitored subjects took damage, their name turned read. This was useful as a healer or tank to quickly notice if anyone but the MT took damage. Also allowed for priority healing on targets that currently are taking damage.
Some more items for the wishlist:
- Re-add "recently took dmg" feature. I like the debuff feature too - perhaps dmg could make the hitpoint display red.
- Movable frame support
- Add CastParty support (i.e click on the names to heal, remove debuffs etc).
I do think Khaos configuration is a must, especially if it is to remain in Cosmos. Slash commands are nice, GUI config nicer. :)
Merpa
08-19-2005, 10:57 PM
I saw the code in there for recently took damage, maybe I'll take some time and figure out what's broken about it.
Colors are already in use on the hitpoints and mana displays. White for full health, blue for near full,etc.
Perhaps "recently took damage" could cause * around the health, like...
Player 1 *85* 100 Good
or scratch the conditon tag (I always thought it seemed redundant) and use that field
Player 1 85 100 Damage
Being able to be move it would be good, although I have always liked it in the middle of the screen. Making it interactive I'm not in favor of. I use right click mouselook a lot and enough of my screen real estate is already full of fields that do things when you click on them.
My philosophy on MonitorStatus is that it's not a replacement for the party frames, but more of a heads up display that presents a minimal amount of information while freeing you from having to stare at the party frames all of the time. I'm quite happy leaving the bulk of the functionality in the player/party frames, so long as MonitorStatus calls my attention to the things I need to deal with right away.
I do like the idea of incorporating rogue CP (maybe in the target condition field), and more options for ways to display health are always good.
Flisher
08-20-2005, 03:20 AM
event vs chronos...
those thinking even rule... didn't tested it well...
I discovered when I converted combatcaller, that you don't receive the event about taking damage unless you are in combat.
that mean your partner can get beaten like hell, you won't get any even if you aren't in combat (ie: healer not in the fight yet).
That why even the blizard frames use the evil onupdate event...
Merpa
08-20-2005, 03:27 AM
Seems to work for me so farI might have to test for that specifically.
Found the issue with the "health dropping" flag. It does present a problem in an event driven mod. There isn't necessarily an event happening when the flag is supposed to go away. :(
I'll have to play with it for a while and see what I can do.
Flisher
08-20-2005, 06:19 AM
basicaly, if you aren't in combat, the event isn't trigered for your pet and your party.
There is no workaround.
The other workaround would be to use OnUpdate, wich can be CPU intensive.
Sidenote: I didn't added Chronos support in CombatCaller but it does have this problem.
Merpa
08-20-2005, 08:50 AM
That's weird, I was in AV tonight, got invited to a raid, and on the way to the action my party's numbers were updating. I definitely was not in combat.
Obviously I was getting some sort of events from those players (I only update a unit's line when I get an event for that unit).
Here's the list of events I have registered...
this:RegisterEvent("PLAYER_TARGET_CHANGED");
this:RegisterEvent("PARTY_MEMBERS_CHANGED");
this:RegisterEvent("UNIT_PET");
this:RegisterEvent("PLAYER_ENTER_COMBAT");
this:RegisterEvent("PLAYER_LEAVE_COMBAT");
this:RegisterEvent("PLAYER_REGEN_ENABLED");
this:RegisterEvent("PLAYER_REGEN_DISABLED");
this:RegisterEvent("UNIT_HEALTH");
this:RegisterEvent("UNIT_MANA");
this:RegisterEvent("UNIT_ENERGY");
this:RegisterEvent("UNIT_RAGE");
this:RegisterEvent("UNIT_AURA");
Merpa
08-22-2005, 05:45 AM
Played for a while with the fixed "unit taking damage" feature, and it really didn't do much for me. However, I did implement a similar feature that I believe is more useful.
I flag the health display with >< (e.g. >100<) when the unit has aggro from their current target. i.e. if (UnitIsUnit (unit, unit.."targettarget"). I did include some code to make sure this only happens if the unit in question is a PC and that unit has a mob targetted.
I also added the rogue/druid CP display. If you have CP points on the target, CP1, CP2, CP3, etc, will be displayed in the condition line for the target.
So, is there any chance of getting these changes integrated into Cosmos? I haven't done the Khaos integration yet, I'm not going to bother until someone says for sure I can get it into Cosmos. Otherwise I might throw it up on curse-gaming or something for general consumption.
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