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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 07-12-09, 07:13 PM  
Footrot
A Defias Bandit
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Originally posted by VerasGunn
Erm, they don't. I tried the name of the gauntlets they're on, Hyperspeed Accelerator, Hyperspeed Accelerators, and Hyperspeed Acceleration. Still nothing. Reloaded ui, deleted from my add-ons and put it back in. nothing. I even went into my WTF files and deleted the Ghost pulse information.

The trouble doesn't seem worth it at this point. >_>;
Okay. We're going to solve it, even if I have to level an engineer myself, darn it! Question: Does the buff given by the thingies show up in the normal Blizzard buff frame up near the minimap at the top right of the screen? If it does, what's the name listed in the tooltip? We're going to solve this bugger (unless it's a Blizzard problem of course), I swear!
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Unread 07-12-09, 08:57 PM  
VerasGunn
A Deviate Faerie Dragon

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Originally posted by Footrot
Okay. We're going to solve it, even if I have to level an engineer myself, darn it! Question: Does the buff given by the thingies show up in the normal Blizzard buff frame up near the minimap at the top right of the screen? If it does, what's the name listed in the tooltip? We're going to solve this bugger (unless it's a Blizzard problem of course), I swear!
It does, it shows under buffs as Hyperspeed Acceleration.
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Unread 07-12-09, 09:04 PM  
Footrot
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Originally posted by VerasGunn
It does, it shows under buffs as Hyperspeed Acceleration.
Hmmm, then clearly I'm doing something wrong. I'll be working on it.
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Unread 07-12-09, 11:43 PM  
autobot
A Kobold Labourer

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I was in fighting Thaddius today and noticed that his +/- debuffs didnt show up in my pulse today, havnt tried beta 2 saw it was released after the raid so not sure if beta 2 works on it but thought i would give ya heads up on that, GP2 showed it. But so far good job liking GP3
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Unread 07-13-09, 01:23 AM  
Footrot
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Originally posted by autobot
I was in fighting Thaddius today and noticed that his +/- debuffs didnt show up in my pulse today, havnt tried beta 2 saw it was released after the raid so not sure if beta 2 works on it but thought i would give ya heads up on that, GP2 showed it. But so far good job liking GP3
Beta 2 *should* fix what you see, but I've decided on a small re-write of the buff/debuff code anyway to try to solve Hyperspeed Accelerator problem. Beta 3 will feature this new logic (which is similar to the GP2-way of doing it, but slightly more CPU intensive).
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Unread 07-13-09, 05:12 AM  
Maldazzar
A Kobold Labourer

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how would i go about adding separate profiles for different characters via savedvariables?

or do i have to wait for the next release!
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Unread 07-13-09, 06:54 AM  
Footrot
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Originally posted by Maldazzar
how would i go about adding separate profiles for different characters via savedvariables?

or do i have to wait for the next release!
Ummm, it's on the main page - it's in an upcoming release. Profiles are supported internally, but there's no UI support switching/creating etc just yet.
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Unread 07-13-09, 08:49 PM  
Ferous
Sheer Sense of Doom
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GP

Thank you footrot for releasing another version! I was using your exclusive beta version and I am happy to update. Thank you again for a great addon!

Much <3 Ferous/Electrify
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Unread 07-14-09, 09:47 AM  
Xamy
A Kobold Labourer

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Nicely done again!

But sadly Freeze from the Water Elemental is not tracked at all.
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Unread 07-14-09, 03:27 PM  
Footrot
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Originally posted by Xamy
Nicely done again!

But sadly Freeze from the Water Elemental is not tracked at all.
I can look into that tonight fairly easily.
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Unread 07-14-09, 06:20 PM  
Footrot
A Defias Bandit
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Originally posted by Xamy
Nicely done again!

But sadly Freeze from the Water Elemental is not tracked at all.
Hey Xamy - can you send me a quick combat log excerpt that shows you summoning the WE please?
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Unread 07-15-09, 06:49 AM  
Xamy
A Kobold Labourer

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Originally posted by Footrot
Hey Xamy - can you send me a quick combat log excerpt that shows you summoning the WE please?
Here you go. Thanks for looking into it!

7/15 14:13:40.515 SPELL_CAST_SUCCESS,0x040000000056CAC7,"Xameni",0x511,0x0000000000000000,nil,0x80000000,31687,"Summon Water Elemental",0x10

7/15 14:13:40.531 SPELL_SUMMON,0x040000000056CAC7,"Xameni",0x511,0xF1300001FE011E6B,"Water Elemental",0xa28,31687,"Summon Water Elemental",0x10

7/15 14:13:43.812 SPELL_CAST_SUCCESS,0xF1300001FE011E6B,"Water Elemental",0x1111,0x0000000000000000,nil,0x80000000,33395,"Freeze",0x10

7/15 14:14:25.687 UNIT_DIED,0x0000000000000000,nil,0x80000000,0xF1300001FE011E6B,"Water Elemental",0x1111
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Unread 07-15-09, 02:41 PM  
Footrot
A Defias Bandit
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Originally posted by Xamy
Here you go. Thanks for looking into it!

7/15 14:13:40.515 SPELL_CAST_SUCCESS,0x040000000056CAC7,"Xameni",0x511,0x0000000000000000,nil,0x80000000,31687,"Summon Water Elemental",0x10

7/15 14:13:40.531 SPELL_SUMMON,0x040000000056CAC7,"Xameni",0x511,0xF1300001FE011E6B,"Water Elemental",0xa28,31687,"Summon Water Elemental",0x10

7/15 14:13:43.812 SPELL_CAST_SUCCESS,0xF1300001FE011E6B,"Water Elemental",0x1111,0x0000000000000000,nil,0x80000000,33395,"Freeze",0x10

7/15 14:14:25.687 UNIT_DIED,0x0000000000000000,nil,0x80000000,0xF1300001FE011E6B,"Water Elemental",0x1111
Thanks for that Xamy. I also did some testing last night myself. The stupid Water Elemental is not a pet. Well, it is. But it doesn't have a spellbook, the way warlock and hunter pets do. GP3 works it's cooldowns from the pet's spellbook, and this is why the WE doesn't have it's spell cooldowns showing. I'll get support for the WE done over the weekend.
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Unread 07-15-09, 06:58 PM  
Footrot
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Originally posted by Footrot
Thanks for that Xamy. I also did some testing last night myself. The stupid Water Elemental is not a pet. Well, it is. But it doesn't have a spellbook, the way warlock and hunter pets do. GP3 works it's cooldowns from the pet's spellbook, and this is why the WE doesn't have it's spell cooldowns showing. I'll get support for the WE done over the weekend.
Okay, I've done the drycoding for the WE support (stupid inconsistent *mumble*mumble*mumble*) and will test tonight. If it's all good (and doesn't eat CPU time like Homer at an all you can eat buffet) I'll post it up.
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Unread 07-16-09, 03:40 AM  
Footrot
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Originally posted by Footrot
Okay, I've done the drycoding for the WE support (stupid inconsistent *mumble*mumble*mumble*) and will test tonight. If it's all good (and doesn't eat CPU time like Homer at an all you can eat buffet) I'll post it up.
Okay, the change works and doesn't consume CPU like Oprah eats cake, so I'll post it up a bit later (after my raid).
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