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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.
Archived Files (17)
File Name
Version
Size
Author
Date
3.0 beta 17
20kB
Footrot
10-15-10 04:54 PM
3.0 beta 16
20kB
Footrot
02-20-10 05:50 PM
3.0 beta 15
20kB
Footrot
02-13-10 07:17 PM
3.0 beta 14
20kB
Footrot
12-10-09 12:26 AM
3.0 beta 13
20kB
Footrot
10-05-09 03:03 PM
3.0 beta 12
19kB
Footrot
10-03-09 05:43 AM
3.0 beta 11
19kB
Footrot
08-09-09 02:49 PM
3.0 beta 10
19kB
Footrot
08-07-09 06:23 PM
3.0 beta 9
19kB
Footrot
08-07-09 07:13 AM
3.0 beta 8
19kB
Footrot
08-01-09 11:31 PM
3.0 beta 7
19kB
Footrot
07-26-09 04:20 AM
3.0 beta 6
19kB
Footrot
07-25-09 07:05 PM
3.0 beta 5
18kB
Footrot
07-22-09 02:49 PM
3.0 beta 4
18kB
Footrot
07-22-09 05:09 AM
3.0 beta 3
18kB
Footrot
07-16-09 07:27 AM
3.0 beta 2
18kB
Footrot
07-12-09 05:36 PM
3.0 beta 1
17kB
Footrot
07-07-09 06:01 PM


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Unread 10-06-09, 12:22 PM  
SimplyBlue
A Murloc Raider

Forum posts: 4
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Originally posted by Footrot
Yep, just noticed this myself, and I think I have it solved. Serves me right for coding not long after waking up. :P I'll be updating shortly, with new filter options to go with the fix.
Thanks for fixing this! Now I just need to wait for alpha level controls. No pressure!

Appreciate the hard work you put into this addon.
Last edited by SimplyBlue : 10-06-09 at 12:23 PM.
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Unread 10-05-09, 11:06 PM  
Raynesis
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Originally posted by kattostryker
I have looked everywhere for a sizing and movement function. I just don't know why I cant find it.
Type /gp and look at the bottom of the config menu, untick it.

Mouse scroll for size, while unlocked.
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Unread 10-05-09, 09:15 PM  
kattostryker
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I have looked everywhere for a sizing and movement function. I just don't know why I cant find it.
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Unread 10-05-09, 08:09 PM  
tnbp
A Kobold Labourer

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I no longer have the box staying when I log in. Nice, nice.
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Unread 10-04-09, 02:21 PM  
Footrot
A Defias Bandit
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Originally posted by SimplyBlue
I've noticed it do that while logged in to the game and not just at login. Not sure if it was after hearthing or entering an instance. I'll pay better attention to see when it happens.
Yep, just noticed this myself, and I think I have it solved. Serves me right for coding not long after waking up. :P I'll be updating shortly, with new filter options to go with the fix.
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Unread 10-04-09, 11:30 AM  
SimplyBlue
A Murloc Raider

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Originally posted by Footrot
Yes, that is by design. It was originally intended to work that way (it's due to the way I've coded the animations and the Button Facade support [BF won't initialise properly if the frames aren't visible when they're hooked]) but for a lot of people, it didn't end up doing that. It should do this on log in, and then be fine after that.
I've noticed it do that while logged in to the game and not just at login. Not sure if it was after hearthing or entering an instance. I'll pay better attention to see when it happens.
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Unread 10-04-09, 06:12 AM  
Footrot
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Originally posted by SimplyBlue
Thanks for fixing the visible frame issue. I haven't been able to pinpoint what causes this issue because the frames appear for a split second with the words initialising in it and then disappear.
Yes, that is by design. It was originally intended to work that way (it's due to the way I've coded the animations and the Button Facade support [BF won't initialise properly if the frames aren't visible when they're hooked]) but for a lot of people, it didn't end up doing that. It should do this on log in, and then be fine after that.
Last edited by Footrot : 10-04-09 at 06:13 AM.
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Unread 10-04-09, 06:02 AM  
SimplyBlue
A Murloc Raider

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Thanks for fixing the visible frame issue. I haven't been able to pinpoint what causes this issue because the frames appear for a split second with the words initialising in it and then disappear.
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Unread 10-03-09, 05:17 PM  
Footrot
A Defias Bandit
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Re: Resize/Scale?

Originally posted by Opaque
Seems great so far. Is there a way to resize the alert? Am I missing it or is it not there? Thanks and keep up the great work!!!!
Unlock GP in the main UI window (lower corner). Then follow the instructions that are displayed in your chat window.
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Unread 10-03-09, 04:07 PM  
Opaque
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Resize/Scale?

Seems great so far. Is there a way to resize the alert? Am I missing it or is it not there? Thanks and keep up the great work!!!!
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Unread 10-02-09, 04:11 PM  
Footrot
A Defias Bandit
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Re: lil warrior trouble

Originally posted by timinator1
Hello, first I must say excellent job with the addon, I love it.

I play a warrior and am wondering if I can some how make this work how I would like it to. I saw the condition box but do not know how to use them correctly (if I missed a how to sorry in advance maybe someone could point me to it).

The problem I have is when I use bloodrage it pops up(easy fix though just turn off buff gains) then 10 seconds later the bloodrage *buff* fades. This I do not want spamming but what I do want is when bloodrage loses its CD to remind me that it is ready to use again.

Furthermore I like it to show me when battle/commanding shout fades so I cannot just disable the lose buff function.

So is there a way to do this like add some condition? Hope I explained it with enough clarity.

Thanks in advance, great mod!
If you're using only one frame, you can put Bloodrage, the spell, not the buff, in the frame's whiltelist filter by it's ID of 2687. If you then put BS/CS in the filter as well and make sure the frame shows Player Spell Cooldowns as well as Play Buff Removal, then you *should* get what you want.

Let me know how it goes.

To the others, I'm working on the bug with the frames not disappearing as we speak - the last description of the bug helped a lot.
Last edited by Footrot : 10-02-09 at 04:12 PM.
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Unread 10-02-09, 11:37 AM  
timinator1
A Defias Bandit

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lil warrior trouble

Hello, first I must say excellent job with the addon, I love it.

I play a warrior and am wondering if I can some how make this work how I would like it to. I saw the condition box but do not know how to use them correctly (if I missed a how to sorry in advance maybe someone could point me to it).

The problem I have is when I use bloodrage it pops up(easy fix though just turn off buff gains) then 10 seconds later the bloodrage *buff* fades. This I do not want spamming but what I do want is when bloodrage loses its CD to remind me that it is ready to use again.

Furthermore I like it to show me when battle/commanding shout fades so I cannot just disable the lose buff function.

So is there a way to do this like add some condition? Hope I explained it with enough clarity.

Thanks in advance, great mod!
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Unread 09-30-09, 09:09 PM  
SimplyBlue
A Murloc Raider

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I'm getting an issue where the borders for frames I have setup show up on login. They can be removed if I unlock/lock the frames. On further investigation, the issue only shows up if the filter type is set to whitelist and you have added spells/procs in the list. If there are no spells in the filter list and it's set to whitelist, no frame border shows up on login. Set it to blacklist with items in the list and the frame border does not show up on login.

I've deleted the addon and the .lua files in the SavedVariables folder and started from scratch with the same issue showing up.
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Unread 09-25-09, 07:17 PM  
porscy
A Kobold Labourer

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Originally posted by vertigo1980
It was mentioned a few pages back, but I too would *love* to see the "Ready Spell" frame style, it's the only thing keeping me from using this addon right now

Probably wishful thinking, but is there perhaps some lua edit that will make it so all icons "show when ready"? I don't even mind if it breaks everything else, so long as it shows the icons when Conflagrate and Chaos Bolt are off cooldown

Edit: I know there are other addons out there that will do the job for me, but none that I know of have Button Facade support; and I also like the way the icons fade in a few seconds before the cooldown is up.
registered just to post this, any progress on this feature? xD
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Unread 09-19-09, 10:49 PM  
Footrot
A Defias Bandit
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Forum posts: 2
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Originally posted by Tanthalus
Hey its not tossing any errors, and doing what I tell it to, so it is good coding in my book! Though the 'pulse on x stack' feature sounds really... really good for alot of encounters.
Aye - I'm thinking Northrend Beast myself.
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