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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.
Post A Reply Comment Options
Unread 08-12-09, 03:37 AM  
Footrot
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Re: Re: Re: Some advice

Originally posted by Warschild
I'm afraid fixing this may not be possible.

Lets say we want to use a curcular button... the problem is that the circular texture just masks the square icon so that it appears to be a circular button. When the circular mask becomes transparent, the illusion is revealed and the square icon can be seen momentarily before the circle becomes solid again. There is no way to avoid this, I'm afraid.
Oh, I'm very much aware of that - I explained this exact same thing to someone recently (I can't remember if it was a PM or in these comments). However, the feature still needs to exist for those not using BF (but must also therefore work with BF, even if it looks funny) and for some using square skins, it may be acceptable. Also, I can choose to give an option to control the alpha level of the spell image itself, without affecting the BF skin.
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Unread 08-12-09, 02:50 AM  
Warschild
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Re: Re: Some advice

Originally posted by Footrot
As per the main page, yes I am. There's a weirdness with Button Facade and alpha levels in patch 3.2 though, so I'm working on the feature as we speak while trying to figure out why BF doesn't play so well with transparency.
I'm afraid fixing this may not be possible.

Lets say we want to use a curcular button... the problem is that the circular texture just masks the square icon so that it appears to be a circular button. When the circular mask becomes transparent, the illusion is revealed and the square icon can be seen momentarily before the circle becomes solid again. There is no way to avoid this, I'm afraid.
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Unread 08-11-09, 10:29 PM  
Footrot
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Originally posted by tnbp
On further thought about this, do they have to initialize themselves in this manner? It might seem like a petty request, but it kind of stinks to have to run around with a huge square on my screen until I enter combat and use something with a cooldown. It sure would be nice if it didn't absolutely need to be the way that it is.
You may have to send me a screenshot. Mine initialise by briefly all pulsing at once and fading very quickly - and this is the intention.
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Unread 08-11-09, 07:12 PM  
tnbp
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Originally posted by Footrot
On login is fine - that's the frames initializing themselves. Do all pulses thereafter work correctly though?
On further thought about this, do they have to initialize themselves in this manner? It might seem like a petty request, but it kind of stinks to have to run around with a huge square on my screen until I enter combat and use something with a cooldown. It sure would be nice if it didn't absolutely need to be the way that it is.
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Unread 08-11-09, 03:14 AM  
Footrot
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Re: Some advice

Originally posted by zc061919
Are you planning on making the pulses transparent?
As per the main page, yes I am. There's a weirdness with Button Facade and alpha levels in patch 3.2 though, so I'm working on the feature as we speak while trying to figure out why BF doesn't play so well with transparency.
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Unread 08-11-09, 01:45 AM  
zc061919
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Some advice

Are you planning on making the pulses transparent?
Last edited by zc061919 : 08-11-09 at 01:46 AM.
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Unread 08-10-09, 02:58 PM  
winarski80
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Re: Re: Again

Originally posted by Footrot
Yes mate, you do. But keep in mind, GP3 isn't loading/saving sound references correctly at the moment, this is a known issue and is listed in the change log. You're quite possibly doing things correctly, but GP3 isn't. I tend not to respond to things that I have already done so via the change log and known issues lists.
K TY for the A.S.A.P. reply
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Unread 08-10-09, 02:47 PM  
Footrot
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Re: Again

Originally posted by winarski80
K ill ask again if i have the sound path right will GP3 play the sound?My path gos Interface\Addons\MySounds\sound.wav
Yes mate, you do. But keep in mind, GP3 isn't loading/saving sound references correctly at the moment, this is a known issue and is listed in the change log. You're quite possibly doing things correctly, but GP3 isn't. I tend not to respond to things that I have already done so via the change log and known issues lists.
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Unread 08-10-09, 02:21 PM  
winarski80
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Again

K ill ask again if i have the sound path right will GP3 play the sound?My path gos Interface\Addons\MySounds\sound.wav
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Unread 08-09-09, 06:03 PM  
Footrot
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Originally posted by Syxx
Welp, it's me again.
GP3 is not holding the BF skin assignment I'm giving it. I was curious, is this a BF issue or a GP3 issue or on other words... whos savedvariable am I slapping around?
You're slapping GP3's around - BF saves skin assignments via the addon that uses BF. In other words, check GP3's saved variables and test using GP3 - BF's configuration for skins is done in BF's UI, but the loading/saving of those settings is GP3's responsibility. BF tells GP3 when the user changes those settings, and GP3 is to save them, and obviously reload and reapply them when your start WoW, or reload the UI.
Last edited by Footrot : 08-09-09 at 06:04 PM.
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Unread 08-09-09, 04:44 PM  
tnbp
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Originally posted by Footrot
On login is fine - that's the frames initializing themselves. Do all pulses thereafter work correctly though?
Yeah. They did before the update for me, as well.
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Unread 08-09-09, 03:42 PM  
Syxx
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Welp, it's me again.
GP3 is not holding the BF skin assignment I'm giving it. I was curious, is this a BF issue or a GP3 issue or on other words... whos savedvariable am I slapping around?
Last edited by Syxx : 08-09-09 at 03:58 PM.
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Unread 08-09-09, 03:26 PM  
Footrot
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Originally posted by tnbp
Just downloaded the new update and the empty button on login thing persists for me.
On login is fine - that's the frames initializing themselves. Do all pulses thereafter work correctly though?
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Unread 08-09-09, 03:11 PM  
tnbp
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Originally posted by TGulics
I get the empty frames on login as well...
Just downloaded the new update and the empty button on login thing persists for me.
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Unread 08-09-09, 12:24 PM  
winarski80
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Reply

K i got the place were i put the sound but still no sound.I put it just like u had it Interface\Addons\MySounds\sound.wav Would i matter if i changed the sound name from fart_2 to fart?Ty for your help.
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