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Slammer  Popular! (More than 5000 hits)

Version: r14 beta
by: vishnou00 [More]

This is an addon for warrior. It's primary purpose is to help people time their slam attack with a 2-hander. It works in two ways:
-it displays a rather large cooldown bar for your swing timer, counting down to when your next swing should be ready. It is intended to be big so you can see it from the corner of the eye, but feel free to change the size.
-displays the delay between your last hit-slam sequence. The number is precise as I could get it, but it's far from perfect. It helps you to evaluate when you should start casting slam to have both your white hit and your slam, confirming when you messed it due to server hiccup (4.7 hit-slam delay with a 3.6 weapon and a 0.5 sec cast just doesn't add up).

In a pvp context, it helps knowing when you shouldn't bother getting that target, since your attack is on cooldown anyway.

It's also trying to be helpful in many ways:
-displays your rage, in case you go tunnel vision on the bar and the surrounding MS/whirlwind cooldown. Experts can just time it right without focusing on the bar anyway

It's also trying to be more clever than most weapon swing addons:
-evaluates the parry weapon swing acceleration. As the precise time of your parry is mangled by lag, a friendly Parry message appears on the bar, indicating that you should look at animation/combat log to time know when you will swing again. Still, it's the best estimate you can get, as far as I know.
-it's trying to detect if you your last white attack isn't a windfury totem/sword spec proc off a yellow attack and act accordingly (treat the extra attack as an instant attack not resetting the swing timer).
-re-evaluates the weapon speed a bit after a hit so see if a speed altering event occured, such as flurry or Dragonspine Trophy proc.

Finally, a somewhat unrelated feature is the nagger, which reminds your in big white letters to do your part in raid and against elite creatures in general:
-tells you to cast battle shout if you have no shout
-tells you to cast commanding shout if you have battle shout from somebody else
Against raid target:
-tells your to help with sunders, for shade, druid/pally tank or simply busy warrior tanks
-tells you to put up demoralizing shout
-tells you to put up thunder clap

Usage:
Use /slam or /slammer to access options.


Thanks to the Chronographer author for an addon structure that did pretty much what I needed.

Disclaimer:
I did not intend to publish this, so it's a bit messy, but enjoy if it suits your needs.

r14 (beta): (2008-7-7)
-something about Illidan phase 2 tanking. (warns when flame blast happens and 8 seconds later)
b13: (beta) (2008-06-14)
This is kind of my scratchpad version, with no options to disable the newest features. I put it up since I had to update sink-1.0 lib.
What you might notice:
-automatic screenshot upon boss dying.
-spirit shock cast counting (1 2 3 1 2 3 etc) on reliquary of souls. It's ok if you use a 3 interrupters rotation, it will a hell of an annoyance if it is not compatible with your strat (warnings happen in /say while you are alive and /rw when you are dead, release quickly if you fail, or you will spam quite a bit)
-if you have drdamage (an ace addon), any fixed value, armor mitigated damage (thunderclap, hamstring, pummel etc) will be used to estimate target's mitigation from armor and include it in drdamage's calculations for display. I don't remember doing anything to handle absence of drdamage.
r12: (2008-05-13)
Blood Frenzy report after a fight is much nicer, you get top user, % of damage that did benefit from BF compared to the potential damage of BF (e.g. 900 damage happened, 100 was lost due to bleed downtime, you get 90% BF effectiveness). Top users are listed with their Blood Frenzy dps, and a compact ordered list of all who got something out of it.
r11: (2008-05-10)
Continuing the tradition of tacking every warrior related features I use, here are two new ones:
-Blood Frenzy tracking: tracks the extra damage coming (and potential damage lost) from Blood Frenzy. Useful if you are toying around a Blood Frenzy spec and wonder about the lost damage. Can be spammy: 2 + x lines after getting out of combat, x being the number of source benefitting from the debuff. Expect display improvement once I raid with it for a while. Enabled by default (but doesn't show anything if you don't have blood frenzy talent). (/slam bloodfrenzy)
-Interrupt tracking: if the combat log is not enough, tells you whenever anybody interrups a spell with some information regarding the interruption. Disabled by default. (/slam interrupt)
r10: (2008-04-24)
-Warns you if you use MS/BT/SS in defensive stance and have salvation ("Consider clicking off Salvation").
r9: (2008-04-17)
-Clean ups of debug prints (thanks Dridzt)
-OPA revival as Easter Egg
r8: (2008-04-15)
-fixed hit-slam delay display
-individual nag options (bleedtime, buffshouttime, demotime, sundertime, tclaptime) it is the time before fade that it will check. -1 means that nag won't happen
r7: (2008-04-14)
-doesn't nag you about bleed effect if you don't have any talent in Blood Frenzy (raid-wide +4% physical damage is worth noticing, 11 dps bleed is not).
r6: (2008-04-11)
-Updated for 2.4
-More nag: a line periodically do shorthand of current debuffs on the target, so you can be proud of your warlock and druid lowering your target's armor (toggle with /slammer debuffcheck )
-Anchor update fixes (thanks Dridzt)
-Nagger for blood frenzy ("put some bleed up" message, will scan talent in a future version)
r5:
-some lib update
-new anchor code (thanks Chronometer people) for the new "position relative to closest anchor" system in 2.2
-updated TOC
r4:
-sunder count bugfix
r3:
-anchor now resizes with the bar
-setting to reverse bar and disable nagger
-extra attack detection
-changed nagger cooldown
r2:
-corrected many bugs in the buff shout nagger part
-corrected the click-through issue near the anchor
r1:
-initial release
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Unread 10-12-10, 09:54 PM  
vishnou00
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If you have framerate issues after entering combat with this addon enabled, try disabling it.
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Unread 08-15-08, 03:45 AM  
Dridzt
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Wrath of the Lich King beta compatible version posted under Optional Files.
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Unread 07-29-08, 11:15 AM  
vishnou00
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Indeed, many taints, quick fix is to stay away from the beta, there is a lot of bloat without configuration options to disable them. It's the first I've been checking on my addon in weeks, I could put up a version that fixes the nil value thing, I've had it fixed for a while locally.

Thanks for the taint log information, it explains intermittent error, even if the current behaviour doesn't open the social window (only the character pane). If you want the detail of it, on a boss kill, the addon attempts to make both character and raid tab viewable and take a screenshot, one the kill, tabs are cleared to have a predictable display, then opened some time after the kill to take the screenshot with whatever addons spit after a kill visible).

As for your options:
-downgrade to non-beta
-remove offending code. Your best bet is disable checks in the log parsing function, and combat related event (health regen stopped)


rza: I don't remember if Slammer-r6 had such a bug, but if I remember correctly, r12 was stable enough for public consumption.

Everyone: don't expect an update in the next few weeks, but I'll get around to do it as various stuff clear up.
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Unread 07-17-08, 06:12 PM  
rza
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every time i leave combat i get this error

Code:
[2008/07/18 00:46:55-943-x61]: Slammer-r6\Slammer.lua:469: attempt to perform arithmetic on global 'playerDamage' (a nil value)
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Unread 07-13-08, 05:38 PM  
Zidomo
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Problems with taint with r14 beta. Standalone libraries, USEng client/server, WoW 2.4.2 live.

After every boss fight last night in a Kara badge run, the Social frame opened by itself mysteriously to the Raid tab. The tab was empty (the raid groups did not show up). And the following errors came up in the taint.log (I have taint recording on):

7/12 20:33:38.812 An action was blocked in combat because of taint from Slammer - RaidFrame:Show()
7/12 20:33:38.812 Interface\FrameXML\FriendsFrame.lua:33 FriendsFrame_ShowSubFrame()
7/12 20:33:38.812 Interface\FrameXML\FriendsFrame.lua:154 FriendsFrame_Update()
7/12 20:33:38.812 Interface\FrameXML\FriendsFrame.lua:85 FriendsFrame_OnShow()
7/12 20:33:38.812 FriendsFrame:OnShow()
7/12 20:33:38.812 FriendsFrame:Show()
7/12 20:33:38.812 Interface\FrameXML\UIParent.lua:1322 <unnamed>:SetUIPanel()
7/12 20:33:38.812 Interface\FrameXML\UIParent.lua:1177 <unnamed>:ShowUIPanel()
7/12 20:33:38.812 Interface\FrameXML\UIParent.lua:1073
7/12 20:33:38.812 <unnamed>:SetAttribute()
7/12 20:33:38.812 Interface\FrameXML\UIParent.lua:1632 ShowUIPanel()
7/12 20:33:38.812 Interface\AddOns\Slammer\Slammer.lua:899 BossDied()
7/12 20:33:38.812 Interface\AddOns\Slammer\Slammer.lua:893
7/12 20:33:38.812 pcall()
7/12 20:33:38.812 Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:368
7/12 20:33:38.812 An action was blocked in combat because of taint from Slammer - RaidFrame:Show()
7/12 20:33:38.812 Interface\FrameXML\FriendsFrame.lua:33 FriendsFrame_ShowSubFrame()
7/12 20:33:38.812 Interface\FrameXML\FriendsFrame.lua:154 FriendsFrame_Update()
7/12 20:33:38.812 Interface\FrameXML\FriendsFrame.lua:1302 InGuildCheck()
7/12 20:33:38.812 Interface\FrameXML\FriendsFrame.lua:90 FriendsFrame_OnShow()
7/12 20:33:38.812 FriendsFrame:OnShow()
7/12 20:33:38.812 FriendsFrame:Show()
7/12 20:33:38.812 Interface\FrameXML\UIParent.lua:1322 <unnamed>:SetUIPanel()
7/12 20:33:38.812 Interface\FrameXML\UIParent.lua:1177 <unnamed>:ShowUIPanel()
7/12 20:33:38.812 Interface\FrameXML\UIParent.lua:1073
7/12 20:33:38.812 <unnamed>:SetAttribute()
7/12 20:33:38.812 Interface\FrameXML\UIParent.lua:1632 ShowUIPanel()
7/12 20:33:38.812 Interface\AddOns\Slammer\Slammer.lua:899 BossDied()
7/12 20:33:38.812 Interface\AddOns\Slammer\Slammer.lua:893
7/12 20:33:38.812 pcall()
7/12 20:33:38.812 Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:368
7/12 20:33:38.828 An action was blocked in combat because of taint from Slammer - RaidFrame:Show()
7/12 20:33:38.828 Interface\FrameXML\FriendsFrame.lua:33 FriendsFrame_ShowSubFrame()
7/12 20:33:38.828 Interface\FrameXML\FriendsFrame.lua:154 FriendsFrame_Update()
7/12 20:33:38.828 Interface\AddOns\Slammer\Slammer.lua:906 BossDied()
7/12 20:33:38.828 Interface\AddOns\Slammer\Slammer.lua:893
7/12 20:33:38.828 pcall()
7/12 20:33:38.828 Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:368

After every boss was killed, the same error strings repeated...and the Social frame mysteriously opened by itself on my screen right at a boss death.

First time I've ever seen this behavior (first time I've used Slammer in a raid).

One of the other addons I'm running is NRT (a raid loot/attendance tracker tracker). At the end of every boss fight, I have it set to put up a box in the middle of the screen asking if I want to take attendance (with "Yes" or "No" buttons). With Slammer running, instead of that box, the Social frame opens up wrongly as described above.

Hope it can be fixed.
Last edited by Zidomo : 07-14-08 at 05:54 AM.
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Unread 07-09-08, 06:21 PM  
Zidomo
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Originally posted by vishnou00
Are you concerned with unloading bar libs when not in use, or simply saving UI real estate?

Both. But far more concerned about CandyBar using a boatload of CPU time when bars using it are active, but unneeded.

--The tiny fraction of a second of load and/or memory time used by libs loading is not particularly important.

--Screen real estate is more important. Certainly for some non-pure Arms specs, you want to have the bar up. But for 17/44 Fury & Prot (where someone may just want the Battle Shout alert), would be nice to be able to manually turn off the bar.

Which, BTW, would work around the last problem below as CandyBar does not consume CPU time when its not rendering bars. The issue below is still present for those using the bars, of course.

--Most important is the large CPU time used by CandyBar when displaying bars for mods that use it, including Slammer currently. Cumulative CPU time consumed by mods/libraries adds increasingly to potential screen lag problems. Of course, if people have other mods using this library for displaying bars, the issue would not be as big.

But many people (including me with my raiding mod set) do not have mods which render bars with CandyBar. Switching to the currently supported LibBars-1.0 would minimize this issue. It uses far less CPU time when rendering bars than CandyBars does.

Originally posted by vishnou00
I guess I will backlog all those updates and add a lot of disabling options before removing the beta tag from the version number. If you can think of any other lib in need of updating, I'd be grateful if could link those.
The biggest change would be to change Slammer over to the improved, currently supported Ace3 framework (more info here, latest release version here) from its current Ace2. Improving efficiency substantially, potentially reducing the number of libraries needed to load and so on.

Its not a huge job porting many/most Ace2 mods to Ace3; still takes time, though.
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Unread 07-08-08, 10:43 AM  
vishnou00
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Originally posted by Zidomo
Now that I'm giving my warrior a try in Arms, this is very (very) nice. Works reliably and the bar has more features than Quartz's swing timer.

Couple of design suggestions. Upgrade to have this use the current LibSink-2.0? Nearly all currently supported mods using Sink use that version; would be nice to have only one version of the lib loading here.

MikScrollingBattleText isn't needed as an Optional Dependency in the TOC when using (either version of) Sink.

And being able to disable the bar itself would be nice, besides the current nag & debuff check disabling. So this can be of use when playing a Prot or Fury Warrior without having to drag the bar offscreen.

Being able to disable the bar when playing a Warrior of those other builds would also stop the CandyBar lib eating up CPU time when the bar is present. Which it unfortunately does; the current standalone LibBars-1.0 is far more efficient (another upgrade suggestion ).

Nice work so far.
The design has been frozen for quite some time, but I will probably do a round of lib update next stable release. Thanks for the links, I'm not really in touch with lib development and I apreciate the pointers to the more current versions.

Fury should not have much problem, since no bar is displayed when there is two weapon speed, the addon would have to do programmatic guesswork to track the two weapon swing, and it's mostly useless, except in pvp context when you want to time your facing.

I would not do automated decision based on spec, as a slam spec can be raid-viable as arms/blood frenzy or deep fury (and probably others).

Are you concerned with unloading bar libs when not in use, or simply saving UI real estate?


I have abandonned all pretense of clean design when I started tacking bossmod, blood frenzy tracking and kill screenshotting features in there... sorry.


I guess I will backlog all those updates and add a lot of disabling options before removing the beta tag from the version number. If you can think of any other lib in need of updating, I'd be grateful if could link those.
Last edited by vishnou00 : 07-08-08 at 10:57 AM.
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Unread 07-08-08, 08:52 AM  
Zidomo
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Now that I'm giving my warrior a try in Arms, this is very (very) nice. Works reliably and the bar has more features than Quartz's swing timer.

Couple of design suggestions. Upgrade to have this use the current LibSink-2.0? Nearly all currently supported mods using Sink use that version; would be nice to have only one version of the lib loading here.

MikScrollingBattleText isn't needed as an Optional Dependency in the TOC when using (either version of) Sink.

And being able to disable the bar itself would be nice, besides the current nag & debuff check disabling. So this can be of use when playing a Prot or Fury Warrior without having to drag the bar offscreen.

Being able to disable the bar when playing a Warrior of those other builds would also stop the CandyBar lib eating up CPU time when the bar is present. Which it unfortunately does; the current standalone LibBars-1.0 is far more efficient (another upgrade suggestion ).

Nice work so far.
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Unread 04-16-08, 10:25 AM  
Dridzt
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A couple debug prints have been left in
In the function that checks for battleshout.

r8

Other than that the more detailed options and overall mod improvement are very welcome.
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Unread 04-14-08, 02:48 PM  
Apate
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Am I missing the option to display the time between last white hit->slam? It appears to have disappeared with the 2.4 update (I do not have today's update).

If you do ever add some functionality for the nag, one idea might be to use the new option to add check boxes to the interface options about which debuffs you want to be nagged about. It's good enough for me as-is, though.
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Unread 04-14-08, 03:36 AM  
Dridzt
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Originally posted by vishnou00
Would the bleed nag only on when you have the blood frenzy talent suit you?
Yes that will do nicely thanks.
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Unread 04-13-08, 11:14 PM  
vishnou00
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Ironically, I don't have a slam spec anymore, but it's becoming useful at timing stance change and not facing the mob because you move around for whatever reason (grabbing another mob, knowing when to expect some rage income). MS tanking is a decent spec for non progression main-tanking (MrT heroic, 10 mans, off-tanking in progression content), with a lot of threat vs survivability control through AP instead of shield block value. Being based on a slow main hand weapon, knowing the timing of the next swing is pretty useful.
Last edited by vishnou00 : 04-13-08 at 11:24 PM.
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Unread 04-13-08, 11:05 PM  
vishnou00
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Originally posted by Dridzt
Can we have an option to disable specific nags?
Would the bleed nag only on when you have the blood frenzy talent suit you? Since I'm not getting around to implement another feature anytime soon, I'll just upload my working version.

A more thorough solution would be some kind of timing setting for each nag, e.g.:
-value of 8 for thunderclap: 4 sec for a resist, 2 sec for stance switch, 2 sec to wait for the right time to switch (right before a right hit if you don't have tactical mastery, right after a 30 rage ability)
-value of 5 for sunder: 3 sec for two attempt (accounting parry/dodge/miss), 2 sec for the nagger delay (it's periodic based on weapon swing)
-value of -1 for bleed: magical value saying you don't want it checked.
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Unread 04-11-08, 01:48 PM  
Dridzt
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Thanks for the update, it works fine from the what I've seen in-game.

I'll take down my patch (well, request that it's deleted, I can't do it myself)

One request:
Shouts and sunder are somewhat ubiquitous warrior abilities and the nagger is convenient there.
Bleeds is not something you want up all the time (at least in pve situations there's many times you do not)

Can we have an option to disable specific nags?
At the moment I'm disabling it all (or editing the source) since I like the shout reminder,
and don't mind the sunder reminder... but I don't want the bleed reminder

Thanks again for keeping this nice mod working
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Unread 04-11-08, 11:21 AM  
vishnou00
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Blood frenzy talent check is done, I will see if I can get parry working with event timestamps.

sneak peek:
add this somewhere (end of file if you like)
Code:
function Slammer:HasBloodFrenzy()
    BloodFrenzyName,_,_,_,BloodFrenzyRank = GetTalentInfo(1,19)
	return BloodFrenzyName == "Blood Frenzy" and BloodFrenzyRank > 0
end
and
Code:
                if not self:IsBleedUp() and self:HasBloodFrenzy() then
instead of
Code:
                if not self:IsBleedUp() then
at line 341
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