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Updated:11-10-10 02:12 PM
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Distance3

Version: 30013
by: Mahiro [More]

Distance3 shows an approximate distance to any unit you want.
The ranges are based on the spells of the class you play. So if you play a melee class you wont get all the ranges for friendly targets like a healer class because you don't have as many spells for those targets.

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Beta testers:
This is a beta version and is for testing only. You might get error messages with this version.

The goal of this beta is to track down all the spells which cause problems for the addon, like spells which have to be casted on the ground (Volley, Rain of Fire, Hurricane ), and problems within the main code of the addon.

Spell check:
If you execute a spell check, please go through all the spells listed there and if you notice a spell which seems odd or can not be casted on a target please report them.
You can add any spell you dont want to the localization (\\World of Warcraft\Interface\AddOns\Distance3\locs\") and reload the interface (/console reloadui).

Localization:
there are some spells that needs to be translated. localization files can be found in "\\World of Warcraft\Interface\AddOns\Distance3\locs\"

Lua errors:
If you get lua errors, please report them with the version number and the error code.


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Commands:
/dist3
/distance3

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by Grognaz @ Aegwynn (EU)

30010:
- implemented scroll down list addon (SDL)

Alpha 1.05
changed:
-updated toc to 30000
fixed:
-problem with dropdown menu

Alpha 1.04
fixed:

-bar x coordinate button fixed
-profile will be loaded per player
-bar layout should work correctly (bars can now be vertical or horizontal)
added:
-frames will be displayed when menu is open
-bar reset on unit change (needs some testing)
-melee ranges to localization because the spellcheck does not catch them (needs translation)
changed:
-layout functionality (implement in RangeCheck.lua/SetFrameHeight)
-profile loading (you might need to delete your old profile and create a new one if you get some errors)
-removed the check for “no valid target” in the rangecheck which caused problems for hunter ranges and other classes

Alpha 1.03
added:

-condition function for showing/hiding bars
-function prototype to remove multiple spell ranges (needs testing)
fixed:
-the frame and border dimension should now be loaded correctly
-bar x editbox OnEnter
-localized ignored spells should be removed from table
changed:
-parent frames of FrameFinder child frames
-FrameFinder window adjusted (There is no functionality yet)
-removed old spell check
-unit selection dropdown should load the correct unit
- rewrote spellcheck again with IsHarmfulSpell(Spell)
-localization: created a table to scan for unwanted spells
-spells will now be rescanned when changing maximum range
-layout function but it is only for testing and does not fix the strange behavior
-removed tooltip creation
-the localization files should now load correctly
-localization files converted to UTF-8


Alpha 1.02
added :

Frame Finder:
-xml
-mouse over function
-added frame finder to toc file so its loaded
-the mouse over check is now OnUpdate
-command to open wndow (/dist3 ff)
-added a check for the text anchor to the frame creation on load so we don't try to create a frame without anchor
-implemented new spell check (this needs to be tested!)
-spells will be rechecked when changing max range
changed:
-changed the unit selection dropdown function so the selected unit will be loaded and not the first on the list.
-fixed the unit changing problem when pressing the coordinate buttons
-active profile should now be selected when profile list is loaded
-function to load profiles, they should be loaded per character
-frame coordinates should be loaded on unit change
-anchor points should be loaded on unit change

Alpha 1.01
- added a check for the text anchor to the frame creation on load so we don't try to create a frame without anchor
- changed function for loading the profile
- changed the loading function of the profiles so the active profile should be selected
Optional Files (0)


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Unread 11-10-10, 02:25 PM  
Mahiro
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well lot of time has passed and im still not finished with this mod. things have gotten a bit out of control with all the mods i try to maintain:O

well at least i got it working with the latest patch which brought quite some changes. i also included the SDL addon (which is used for ScrollDownLists) in the zip file so you dont have to search that.

functionallity is still a bit limited (no list interaction and such things) and i have not timeframe when things will get fixed or extended...
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Unread 04-03-09, 07:55 PM  
Mahiro
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Re: Re: Re: Not Scanning spells for me at all

so i finally found some time to implement a addon i wrote for scrolldown lists which was the problem no spells got listed.
the frame anchor lsit is not yet implemented and some other things but im a bit short on spare time at the moment.

let me know if you got any problems with the spell lists
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Unread 02-05-09, 10:41 AM  
Mahiro
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Re: Re: Not Scanning spells for me at all

Originally posted by Phelia
Same problem as a hunter.

Looks like a great addon and will be very useful if it works with "Throw" for hunters to keep track of your range for "Sniper Training".

Good work!
as i said before there is a problem with the scrolling list and i could not find the problem. im writing my own scrolling list right now to fix that, there are still some minor problems with the list entrys but im confident they will be fixed soon.
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Unread 01-29-09, 08:37 AM  
Phelia
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Re: Not Scanning spells for me at all

Originally posted by Mariousi
I play a mage. It's not scanning the spells for me. I hit scan and nothing happens. Is this not implemented for mages yet?
Same problem as a hunter.

Looks like a great addon and will be very useful if it works with "Throw" for hunters to keep track of your range for "Sniper Training".

Good work!
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Unread 11-14-08, 04:40 PM  
Mahiro
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Re: Not Scanning spells for me at all

Originally posted by Mariousi
I play a mage. It's not scanning the spells for me. I hit scan and nothing happens. Is this not implemented for mages yet?
it is implemented but since 3.0 the entrys dont show in the list and i have not found the problem yet:/ i think the best thing would be to write my own scrolling lists....
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Unread 11-09-08, 12:00 PM  
Mariousi
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Not Scanning spells for me at all

I play a mage. It's not scanning the spells for me. I hit scan and nothing happens. Is this not implemented for mages yet?
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Unread 10-07-08, 03:40 PM  
Mahiro
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thats fine, but could you write why its better i might improve distance?
and i cant find the addon you wrote on this site, so maybe you can post a link to it so people can check it out.
Last edited by Mahiro : 10-07-08 at 03:41 PM.
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Unread 10-07-08, 08:11 AM  
jinleileiking
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i donot use this addon because i think rangedistance is better than distance3
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Unread 09-11-08, 10:04 AM  
Mahiro
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1.04 preview


there was a problem in the range check which broke the ranges for some classes, this will be fixed in 1.04.
the profile loading per class should finaly work in this version and im working on the bar layout problem at the moment. strange nobody reported those broken classes:/
also the bar x editbox problem is history^^
there is still some testing to be done till i release this version but i think it will be up today.
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Unread 08-25-08, 05:56 AM  
Mahiro
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im glad it works now
as for the frame modification errors, im aware of them and will get to it now that the spellcheck is working.
i recommend deleting the wtf file so the frame settings get reseted and if you want to change some frames create a new profile first so you can switch back to the default if something goes wrong.
the frame position should work, but there is a problem i noticed yesterday. i will also take a look at this.
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Unread 08-24-08, 08:06 PM  
digmouse
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The new spell check is perfect
And now it's still throwing out errors on frame modification, when changing text anchor, the text frame is gone and all frame settings is out of functionality.
I can't represent the errors many times but it should be the text frame can not be found and indexed

And, the frame position options dont work yet
__________________
Does not matter anymore.
Last edited by digmouse : 08-24-08 at 08:52 PM.
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Unread 08-24-08, 10:18 AM  
Mahiro
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Alpha 1.03

Alpha 1.03: again a new spellcheck to test.
bars will hide if no target is selected or death or disconnected and so on.
the reason why the localizations didnt work was because i forgot to remove the comment tags in the toc file so they didnt load at all:/ i changed the localization entrys so you might need to adjust the translations you made already.
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Unread 08-15-08, 05:37 AM  
Mahiro
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Re: new spellcheck

the new spellcheck has still the same problems with recognizing enemy/friendly spells like the old one. im working on some solutions for that.
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Unread 07-29-08, 01:45 AM  
Mahiro
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new spellcheck

i think i found a way to check the spells without localization with the new spellinfo function. while testing that i found an other problem with an other function which decided if the spell can be casted on a friendly or enemy unit. im searching a new solution for that at the moment.
i hope i can finish that next weekend and give you a working version.

there will be some other fixes in the next release, like the coordinate buttons which changed the selected unit and some anchoring issues.
im also writing a new tool for the parent selection which should make it a lot easier for the user to attach the frames to an other frame.
the one problem with parenting at the moment is that if a frame is attached to a frame which is dynamically created than it will give an error on load and im not sure how to solve that:/
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Unread 07-09-08, 04:56 AM  
Mahiro
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Re: Re: Re: Re: Re: Re: Re: First Feedbacks

Originally posted by digmouse
TargetRange use a special way of selecting several spells to indicate range(e.g. auto shot = 35/41yd, scatter shot = 25yd), it dont parse tooltips -- by spell, not tooltip, an direct and stable way, my opinion, parsing tooltips may not work on those grammar-special asian languages like Chinese and Korean.

in distance the tooltip is only parsed when scanning spells, then the spell id is saved and used for the range check.
when i wrote the code i was thought i would need more than just the max range of the spells and i found no other solution than hardcoding the min/max for spellnames.
i think there is an other api solution to get the maxrange for those melee spells but i have to test that when i find some time.
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