Download
(20Kb)
Download
Updated: 11-04-10 02:16 AM
Pictures
File Info
Updated:11-04-10 02:16 AM
Created:07-07-09 06:01 PM
Downloads:92,743
Favorites:303
MD5:

Ghost: Pulse 3  Popular! (More than 5000 hits)

Version: 3.0 beta 18
by: Footrot [More]

Ghost: Pulse is a WoW addon in the spirit of Jim's Cooldown Pulse.

This is the first beta released to the public en large.
Please report bugs in the comments only after reading about the known issues and so on.

When things happen, GP will tell you. Out of the box, GP can alert you when...
  • A spell/ability comes off cooldown.
  • A pet's spell/ability comes off cooldown.
  • A trinket, potion or other item comes off cooldown.
  • A buff is applied to you, or fades.
  • A debuff is applied to you, or fades.
  • You get low on health.
  • A group member dies, or is resurrected.
  • A target (or focus) enemy player or NPC casts a spell.
Various configuration options exist, such as switching individual features on and off, moving and sizing the frames, sounds to play when things happen and so on.

Type /gp or /pulse to configure. NOTE: GP3 will not upgrade your GP2 configuration. Sorry, but you'll have to reconfigure from scratch.

Installation

GP3 is distributed in one archive, but is actually two add-ons: One for the config/pulse engine, and the other is the basic alerts module. Be sure you unpack GP and install the folders contained inside appropriately.

Add-on Authors

GP3 is designed to allow you to integrate support for displaying your own custom pulses from within your own add-ons. Although it is certainly possible to do this with the first beta, I would advise against coding against this build since the primary function used to pulse things will be changing soon-ish. I will keep you updated and let you know when this 'API' is stable, as well as providing proper documentation on how to register your own categories and make calls to cause pulses to show.

Changes from Ghost: Pulse 2

Here is the list of things changed since GP2. It is not necessarily complete, but should give everyone a good idea about what to expect.

Display

- Button Facade support.
- Early warning mechanism has been re-designed so warnings can now be pulses as an option, while retaining MSBT and Blizzard FCT methods as options also.
- Use of the 3.1 animation system to reduce CPU usage when actually showing pulses. This has also enabled 'zoom in' and 'zoom out' animation options on a per-frame basis, as well as the usual 'fade' method.

Functionality

- Re-coded spell cooldowns system will correct track pet cooldowns even if they're not on your pet action bar.
- Re-coded bag item cooldowns system will correctly identify the item that was used and is now on cooldown (GP2 would get this right only occasionally). Items such as Mana Gems and so on will now work quite happily as expected.
- Many alerts in GP2 that didn't offer early warnings now do.

Technical

- GREATLY reduced memory and CPU utilisation. Very much improved over GP2. Minimal CPU usage while pulses are 'pending', with almost zero usage while completely idle.
- Extensible API for other authors to add GP support to their own addons. This will allow other authors to provide the Riposte/Overpower etc support that I am personally unable to do well since I don't have a character with those abilities and hence can't provide any sort of guarantees on.
- Re-coded to move away from Ace-2 to reduce the 'bulkiness' of the distribution. GP is also now shipped as two addons (pulse engine and configuration UI in one, basic alerts in another).
- Use of the standard Blizzard Add-on configuration interface.

Not Yet Implemented Features (will be done ASAP)

- LibSharedMedia support for sounds. Can still be configured to play sound files, but you must know and specify the full 'path' to the sound you want to play.
- Control over the duration and alpha level of the pulses.
- Profile switching. Currently, GP3 internally supports and implements profiles but access to them is not yet implemented in the UI. You have one default profile for the time being. Button Facade settings are on a per-profile basis however, ready for when the UI is opened up to support profiles.

Known Issues

- Sounds configured for alerts are not saving/loading properly in all cases.
- Removing a frame does not remove the ability to try to edit that frame's details, resulting in Lua errors if you try to do so. Reloading the UI after removing a frame, however, prevents access to that now-extinct frame's editor.

Removed Features

I know people hate it when their favorite obscure feature gets removed, but in the interests of a more streamlined and lightweight addon, some things have had to go. Feel free to ask if they can make a comeback though. I may do it, I may say "that's for another addon author to do" or I may just say "no wai!". You can always ask. :P

- Specifics. With this feature, you could tell GP2 to alert only when debuffs reached a certain stack count for example, or to override the sound used for a particular item. I am unsure if/when/how I'll redo this for a future GP3 release.
- Several alerts will not ship with GP3 by default, instead being deferred to enterprising addon authors to implement. These include optimal Life Tap and Mana Potion usage for example.
- Black/whitelists on a per alert basis. Currently, GP3 supports filtering at the frame level only, as this is simpler for most people. If demand exists, I may re-implement alert-level filtering again.

Change Log

3.0 beta 18: 2010-11-2
- Fixed filter editing bug.

3.0 beta 17: 2010-10-16
- First release for patch 4.0.1.

3.0 beta 16: 2010-02-21
- More tweaks for bag items.
- Performance optimizations.

3.0 beta 15: 2010-02-14
- Rewrote the bag items scanning to account for targetable things like Saronite Bombs.

3.0 beta 14: 2009-12-10
- Updated ToC to 3.3

3.0 beta 13: 2009-10-06
- Last tweaking for the 'sticky' icons problem. When starting up, GP3 will now pulse all your frames to initialize them - this is by design. They should no longer do an initialization pulse once or twice after log in.
- Added the ability to filter by stack count. When adding to a filter, you may use =, < and > with a number to filter by stack count. For example, "Lifebloom>1" (no quotes) in a whitelist will show Lifebloom only when it hits two or three stacks. For now, don't use spaces between the name and the comparison operator or the number. As another example, "Impale<2" (again, no quotes) in a blacklist will not show Impale if it's only stacked once.

3.0 beta 12: 2009-10-03
- Fixed a bug when refreshing buffs/debuffs that were already present.
- Hopefully fixed the problem where the empty pulses appear at startup and remain visible until something happens. Let me know if it's still persisting for anyone.

3.0 beta 11: 2009-08-10
- Further tweaking to remedy the empty pulse problem. Working around a new weird little bug in BF or WoW itself (still haven't figured out which).

3.0 beta 10: 2009-08-07
- Fixed a bug when starting from a clean slate.

3.0 beta 9: 2009-08-07
- Updated ToC for 3.2.
- Fixed a Button Facade problem in GP that resulted from the 3.2 BF update (my issue - shouldn't have been doing it the way I was).

3.0 beta 8: 2009-08-02
- The frame filters now support buffs and debuffs specified by the spell ID that is reported in the combat log, to differentiate between buffs/debuffs that have the same names as each other.

3.0 beta 7: 2009-07-26
- Added target and focus enemy spell cast alerts.

3.0 beta 6: 2009-07-26
- Added support for Blizzard FCT. If an early warning method is set to 'Both' or 'Text' (was 'MSBT'), then early warnings will be issued using MSBT if it's installed and enabled, otherwise they will be issued via Blizzard's FCT (if it is enabled in the Blizzard Interface options).
- Added global options for controlling whether you see alerts when in arenas, battlegrounds and the world in general.

3.0 beta 5: 2009-07-23
- Fixed a nil problem when determining spell cast times.

3.0 beta 4: 2009-07-22
- Fixed the problem with Mind Blast and Lava Burst. The problem turned out to be that any spell with both a cast time and a cooldown wouldn't work. Only instants with a cooldown. This is now fixed.

3.0 beta 3: 2009-07-16
- Fixed the mage Water Elemental spell cooldowns. Going to look at a proper implementation so it works for vehicles also, but this build was to get the mages sorted first.

3.0 beta 2: 2009-07-13
- Fixed the wording for early warning text in MSBT mode.
- MSBT mode early warning should now pulse the correct sound (well, it will when I get the sound options loading/saving problem fixed).
- Added 'Show Text' as a per-alert configuration option.
- [Hopefully] fixed a problem with Buffs/Debuffs not alerting under certain conditions.
- Filter add/remove dialog boxes will now clear their previous text when adding/removing more than one item in a single session.

3.0 beta 1: 2009-07-08
- First public beta for general download.

3.0 beta 18: 2010-11-2
- Fixed filter editing bug.

3.0 beta 17: 2010-10-16
- First release for patch 4.0.1.

3.0 beta 16: 2010-02-21
- More tweaks for bag items.
- Performance optimizations.

3.0 beta 15: 2010-02-14
- Rewrote the bag items scanning to account for targetable things like Saronite Bombs.

3.0 beta 14: 2009-12-10
- Updated ToC to 3.3

3.0 beta 13: 2009-10-06
- Last tweaking for the 'sticky' icons problem. When starting up, GP3 will now pulse all your frames to initialize them - this is by design. They should no longer do an initialization pulse once or twice after log in.
- Added the ability to filter by stack count. When adding to a filter, you may use =, < and > with a number to filter by stack count. For example, "Lifebloom>1" (no quotes) in a whitelist will show Lifebloom only when it hits two or three stacks. For now, don't use spaces between the name and the comparison operator or the number. As another example, "Impale<2" (again, no quotes) in a blacklist will not show Impale if it's only stacked once.

3.0 beta 12: 2009-10-03
- Fixed a bug when refreshing buffs/debuffs that were already present.
- Hopefully fixed the problem where the empty pulses appear at startup and remain visible until something happens. Let me know if it's still persisting for anyone.

3.0 beta 11: 2009-08-10
- Further tweaking to remedy the empty pulse problem. Working around a new weird little bug in BF or WoW itself (still haven't figured out which).

3.0 beta 10: 2009-08-07
- Fixed a bug when starting from a clean slate.

3.0 beta 9: 2009-08-07
- Updated ToC for 3.2.
- Fixed a Button Facade problem in GP that resulted from the 3.2 BF update (my issue - shouldn't have been doing it the way I was).

3.0 beta 8: 2009-08-02
- The frame filters now support buffs and debuffs specified by the spell ID that is reported in the combat log, to differentiate between buffs/debuffs that have the same names as each other.

3.0 beta 7: 2009-07-26
- Added target and focus enemy spell cast alerts.

3.0 beta 6: 2009-07-26
- Added support for Blizzard FCT. If an early warning method is set to 'Both' or 'Text' (was 'MSBT'), then early warnings will be issued using MSBT if it's installed and enabled, otherwise they will be issued via Blizzard's FCT (if it is enabled in the Blizzard Interface options).
- Added global options for controlling whether you see alerts when in arenas, battlegrounds and the world in general.

3.0 beta 5: 2009-07-23
- Fixed a nil problem when determining spell cast times.

3.0 beta 4: 2009-07-22
- Fixed the problem with Mind Blast and Lava Burst. The problem turned out to be that any spell with both a cast time and a cooldown wouldn't work. Only instants with a cooldown. This is now fixed.

3.0 beta 3: 2009-07-16
- Fixed the mage Water Elemental spell cooldowns. Going to look at a proper implementation so it works for vehicles also, but this build was to get the mages sorted first. :)

3.0 beta 2: 2009-07-13
- Fixed the wording for early warning text in MSBT mode.
- MSBT mode early warning should now pulse the correct sound (well, it will when I get the sound options loading/saving problem fixed).
- Added 'Show Text' as a per-alert configuration option.
- [Hopefully] fixed a problem with Buffs/Debuffs not alerting under certain conditions.
- Filter add/remove dialog boxes will now clear their previous text when adding/removing more than one item in a single session.

3.0 beta 1: 2009-07-08
- First public beta for general download.
Post A Reply Comment Options
Unread 08-09-09, 07:11 AM  
TGulics
A Murloc Raider

Forum posts: 4
File comments: 79
Uploads: 0
Originally posted by tnbp
Mine works fine but only after something cools down. When I first log in, I am always greeted by an empty, Button Facade-skinned Pulse button until I use something that pulses it. After that, it works completely normal.
I get the empty frames on login as well...
Report comment to moderator  
Reply With Quote
Unread 08-08-09, 11:42 PM  
tnbp
A Kobold Labourer

Forum posts: 1
File comments: 66
Uploads: 0
Originally posted by Footrot
Are you still getting empty pulses? I'm using the Beta 10 that's up on WowInterface and it's fine for me. Anyone still having issues?
Mine works fine but only after something cools down. When I first log in, I am always greeted by an empty, Button Facade-skinned Pulse button until I use something that pulses it. After that, it works completely normal.
Report comment to moderator  
Reply With Quote
Unread 08-08-09, 06:54 PM  
Maldazzar
A Kobold Labourer

Forum posts: 0
File comments: 154
Uploads: 0
while you're setting working on adding profiles, is there a way for me to disable frames (manually, if need be) on a per character basis?
Last edited by Maldazzar : 08-08-09 at 06:54 PM.
Report comment to moderator  
Reply With Quote
Unread 08-08-09, 05:19 PM  
Footrot
A Defias Bandit
AddOn Author - Click to view AddOns

Forum posts: 2
File comments: 420
Uploads: 9
Originally posted by TGulics
Was there a solution found for the empty pulses? I've updated GP3 and BF, still getting empty BF frames on each pulse. :/
Okay, further playing shows some conditions under which setting the alpha of a skinned button is playing up. I don't yet know if this is a BF issue, or a 3.2 issue. I'll release an update shortly to workaround this. In the meantime, it means the setting to control the maximum alpha level a frame should go to will be put on hold, as the work I was doing for it is now completely broken.
Report comment to moderator  
Reply With Quote
Unread 08-08-09, 04:10 PM  
Footrot
A Defias Bandit
AddOn Author - Click to view AddOns

Forum posts: 2
File comments: 420
Uploads: 9
Originally posted by TGulics
Was there a solution found for the empty pulses? I've updated GP3 and BF, still getting empty BF frames on each pulse. :/
Are you still getting empty pulses? I'm using the Beta 10 that's up on WowInterface and it's fine for me. Anyone still having issues?
Report comment to moderator  
Reply With Quote
Unread 08-08-09, 12:33 PM  
TGulics
A Murloc Raider

Forum posts: 4
File comments: 79
Uploads: 0
Was there a solution found for the empty pulses? I've updated GP3 and BF, still getting empty BF frames on each pulse. :/
Report comment to moderator  
Reply With Quote
Unread 08-08-09, 09:08 AM  
Syxx
An Onyxian Warder
 
Syxx's Avatar
AddOn Author - Click to view AddOns

Forum posts: 350
File comments: 73
Uploads: 1
Originally posted by Footrot
It sort of is a BF issue, and sort of not. As in, the problem appears only when skinning the pulses, and doesn't happen when you don't. But: it's more about the skin. Most skins' borders overlap with the normal Blizzard icon for the spell - you're noticing this, so you know what I mean here. So when we say to the frame "dim yourself", so does the skin. If the skin is slightly transparent, then the borders of the Blizzard spell icons are going to show through the borders of the skin - it can't be helped. It's not something that BF could fix - it's what happens because the total image you're seeing is a bunch of different images all overlayed on top each other, designed to be view 'solid/opaque', not at some alpha level.

The only way I can think to get around it is to fade the skin more slowly than the image itself, so you don't notice the problem as much or at all, depending on how the experiments go.
Thanks for explaining that. I wasn't sure and it's not something I'd imagine many people would notice.
I do understand and sort of assumed it was layer after layer of images and that I was just spotting it at funky times (also, it helps when BF refuses to remember the skin selection I have assigned to GP3).
GP3 is the only mod I can think of that fades a BF skin in and out of existence so I imagine it's a unique issue.
Anyhow, thanks for taking the time to answer my silly question!
Report comment to moderator  
Reply With Quote
Unread 08-08-09, 07:14 AM  
Footrot
A Defias Bandit
AddOn Author - Click to view AddOns

Forum posts: 2
File comments: 420
Uploads: 9
Originally posted by Syxx
I have an question. It's not so much a problem but a question on something I'm noticing. I've noticed this since I switched to GP3.
The BF Skin seems to be slow/fast in skinning the pulse. It's slightly slow on appearance and slightly fast as it fades, so there's a millisecond of 50 where it's the default blizzard border.
Am I correct in thinking this is probably a BF issue and not a GP3 issue?

Anyhow, thanks for the work and the great mod.
It sort of is a BF issue, and sort of not. As in, the problem appears only when skinning the pulses, and doesn't happen when you don't. But: it's more about the skin. Most skins' borders overlap with the normal Blizzard icon for the spell - you're noticing this, so you know what I mean here. So when we say to the frame "dim yourself", so does the skin. If the skin is slightly transparent, then the borders of the Blizzard spell icons are going to show through the borders of the skin - it can't be helped. It's not something that BF could fix - it's what happens because the total image you're seeing is a bunch of different images all overlayed on top each other, designed to be view 'solid/opaque', not at some alpha level.

The only way I can think to get around it is to fade the skin more slowly than the image itself, so you don't notice the problem as much or at all, depending on how the experiments go.
Last edited by Footrot : 08-08-09 at 08:41 AM.
Report comment to moderator  
Reply With Quote
Unread 08-08-09, 06:03 AM  
Syxx
An Onyxian Warder
 
Syxx's Avatar
AddOn Author - Click to view AddOns

Forum posts: 350
File comments: 73
Uploads: 1
I have an question. It's not so much a problem but a question on something I'm noticing. I've noticed this since I switched to GP3.
The BF Skin seems to be slow/fast in skinning the pulse. It's slightly slow on appearance and slightly fast as it fades, so there's a millisecond of 50 where it's the default blizzard border.
Am I correct in thinking this is probably a BF issue and not a GP3 issue?

Anyhow, thanks for the work and the great mod.
Report comment to moderator  
Reply With Quote
Unread 08-08-09, 12:24 AM  
Footrot
A Defias Bandit
AddOn Author - Click to view AddOns

Forum posts: 2
File comments: 420
Uploads: 9
Originally posted by monitorlizard
that was it! works great now. thanks!


will you be adding target crowd control alerts at some point? (cctarget in gp2)
Yes, that will be making a come back, when I add the 'ready spell' frame style.
Report comment to moderator  
Reply With Quote
Unread 08-07-09, 10:45 PM  
monitorlizard
A Defias Bandit

Forum posts: 2
File comments: 29
Uploads: 0
Originally posted by Footrot
BAH! My bad - I refactored some code and didn't re-test from a clear state. Beta 10 will have what you need. If beta 10 doesn't just do the right thing, that script I present earlier should be the fix now. Your error dump showed me what I had screwed up. Thank you.
that was it! works great now. thanks!


will you be adding target crowd control alerts at some point? (cctarget in gp2)
Report comment to moderator  
Reply With Quote
Unread 08-07-09, 06:30 PM  
Footrot
A Defias Bandit
AddOn Author - Click to view AddOns

Forum posts: 2
File comments: 420
Uploads: 9
Originally posted by Syxx
EDIT:So I put my Aug 4th backups (WTF SVs and previous version of GP3) and it works. To be clear, I put back my backups, updated to 3.0.9 and all is well. Still have no clue wtf was happening. Sorry for being a pain Footrot!
Don't apologise - I appreciate learning what I need to be better at!
Report comment to moderator  
Reply With Quote
Unread 08-07-09, 06:21 PM  
Footrot
A Defias Bandit
AddOn Author - Click to view AddOns

Forum posts: 2
File comments: 420
Uploads: 9
BAH! My bad - I refactored some code and didn't re-test from a clear state. Beta 10 will have what you need. If beta 10 doesn't just do the right thing, that script I present earlier should be the fix now. Your error dump showed me what I had screwed up. Thank you.
Last edited by Footrot : 08-07-09 at 06:24 PM.
Report comment to moderator  
Reply With Quote
Unread 08-07-09, 05:47 PM  
monitorlizard
A Defias Bandit

Forum posts: 2
File comments: 29
Uploads: 0
Originally posted by Footrot
I've had a couple of people report this. Do this...
Code:
/script GhostPulse3DB = nil
/console reloadui
... and it seemed to fix it for the guildie who had this issue.
alas, it didn't work. tried it on a fresh character & realm w/ only ghostpulse3 (and basics) enabled, and got this right after reloading the ui.


Date: 2009-08-07 16:34:34
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\GhostPulse3\Pulse.lua line 773:
attempt to call global 'CreateProfile' (a nil value)
Debug:
[C]: CreateProfile()
GhostPulse3\Pulse.lua:773: f()
GhostPulse3\Pulse.lua:826:
GhostPulse3\Pulse.lua:821
AddOns:
Swatter, v5.5.4293 (WombatII)
GhostPulse3, v3.0.9
(ck=36)

i checked the savedvariables, and it contains only one line: GhostPulse3DB = nil

but...right after logging out, i rechecked the savedvariables and it says:
GhostPulse3DB = {
["currentProfile"] = "default",
["profiles"] = {
},
}

attempt 2: hardcoded the savedvariables to GhostPulse3DB = nil and relaunching still came up with the error.
Report comment to moderator  
Reply With Quote
Unread 08-07-09, 05:23 PM  
lyl18
A Kobold Labourer

Forum posts: 0
File comments: 2
Uploads: 0
Originally posted by Footrot
I've had a couple of people report this. Do this...
Code:
/script GhostPulse3DB = nil
/console reloadui
... and it seemed to fix it for the guildie who had this issue.
I am in the same situation, and this did not seem to fix the error for me.

I am not able to create any frames
Last edited by lyl18 : 08-07-09 at 05:34 PM.
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump:

Support AddOn Development!

You have just downloaded by the author . If you like this AddOn why not consider supporting the author? This author has set up a donation account. Donations ensure that authors can continue to develop useful tools for everyone.