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Bonuses  Popular! (More than 5000 hits)

Version: 1.2
by: Syzgyn [More]

Bonuses is a mod like EQCompare and tekKompare that lets you compare gear side by side with what you have equipped currently. The difference is it goes through each item and compares the stats between them, giving you a simple breakdown of the differences between the two pieces.

Bonuses will also by default hide unnecessary stats for your class from the tooltip, for example hiding Int, Spirit and +Healing for Warriors, and hiding Str, Agi, and Hit rating from casters.

Options accessible from /bonuses

NOTE: Odds are there are some patterns out there that will be missed by the addon. Just reply here with the name of the item and the stat it was missing and I'll do my best to fix it.

Version History
-------------
1.2
*NEW Option to hide the tooltip/comparison/none of items your cant use.
*NEW Option frame to pick which stats you specifically want to show or hide. Accessible with /bonuses options
*FIX Fixed some of the default unnecessary stats.
*FIX Fixed Error with embedded libs
*FIX Removed unused libs
*FIX Added spell penetration and more spell damage patterns

1.1
*Fixed bug with item location code
*Removed FuBar Plugin lib
*Fixed some missing stats on the ignore list
*Fixed bug where stats added on Use were being added.
1.0
*Initial Release
-------------

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Unread 02-27-07, 09:44 PM  
Garland
A Murloc Raider
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I love this thing, I was looking for something that did exactly this but I couldn't find it. I've been using a mix of StatComp and tekKompare because they were the closest things to it but this is even better. Thank you.
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Unread 02-27-07, 11:04 PM  
Farook
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Awesome... installing it immediately.
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Unread 02-28-07, 12:42 AM  
ra1d3n
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you know what would really make my day?

If it would convert AGI to +crit rating/+attackpower/+dodge instead of showing +agi

While the mod is very nice i still have to compute +agi to all the bonuses in my head while comparing..

*edit*
<--- Rogue

*edit2*
The mod counts my "Use: Increases Attack Power by 200 for 15 sec."
like if it was "Equip: ..."
Last edited by ra1d3n : 02-28-07 at 12:46 AM.
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Unread 02-28-07, 03:44 AM  
FISKER_Q
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Originally posted by ra1d3n
you know what would really make my day?

If it would convert AGI to +crit rating/+attackpower/+dodge instead of showing +agi

While the mod is very nice i still have to compute +agi to all the bonuses in my head while comparing..

*edit*
<--- Rogue

*edit2*
The mod counts my "Use: Increases Attack Power by 200 for 15 sec."
like if it was "Equip: ..."
I think Ratingbuster should take care of that, but yes definately something i'd like to see.

Anyways when mousing over a onehander and you got onehand/shield it will also compare to the shield, don't know if you intended that.
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Unread 02-28-07, 08:26 AM  
Garland
A Murloc Raider
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I found a boog! On line 282, tooltip:GetName() is called at a time when tooltip might not exist. The fix;

Code:
((tooltip and tooltip:GetLeft() or 0)+(tooltip and tooltip:GetRight() or 0))/2
I also wrote up a Skinner module for Bonuses, which you might want to share with Jncl.

http://www.pastebin.ca/375659

For those that have Skinner and want to use that, just create a new text file in the SkinMe directory named Bonuses.lua, paste that in there (the one from the editbox, since that'll save you having to edit out the numbers) and then add it to Skinner's toc.

(Edit.)

Bit of a thought/feature request. Might it be better to split off that one large tooltip into two smaller? It might make it a bit easier to manage visually, instead of just having the hyphons separating that info, they could be two tooltips stacked vertically. Just a thought, anyway.
Last edited by Garland : 02-28-07 at 09:59 AM.
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Unread 02-28-07, 11:29 AM  
Seerah
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I was getting a few bugs with it, too. If it happens again, I'll cut and paste it here. I would also like a way to hide the FuBar entry. My FuBar is already cluttered enough. And I would prefer not having the button on my minimap when I take it off FuBar.
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Unread 02-28-07, 02:54 PM  
Garland
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I haven't had any bugs past that one I found but if you find any, let me know and I'll try and fix it to save the author the trouble. I'd need to fix bugs in my local copy anyway.

As for the FuBar Plugin, yeah. I removed the call that enabled it myself, when something doesn't actually put active information on the bar or when it doesn't use clicks or whatever, I prefer having Niagara handle the menus.

To remove the FuBar element from Bonuses, open Core.lua and delete this: , "FuBarPlugin-2.0"

That'll stop it from being fed through the FuBarPlugin lib, which is what creates the FuBar element.
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Unread 02-28-07, 04:53 PM  
Syzgyn
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Originally posted by Garland
I haven't had any bugs past that one I found but if you find any, let me know and I'll try and fix it to save the author the trouble. I'd need to fix bugs in my local copy anyway.

As for the FuBar Plugin, yeah. I removed the call that enabled it myself, when something doesn't actually put active information on the bar or when it doesn't use clicks or whatever, I prefer having Niagara handle the menus.

To remove the FuBar element from Bonuses, open Core.lua and delete this: , "FuBarPlugin-2.0"

That'll stop it from being fed through the FuBarPlugin lib, which is what creates the FuBar element.
Yeah, I only had it as a FuBar plugin to make it easier to develope, I removed it in the next patch.
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Unread 02-28-07, 07:06 PM  
Garland
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Got another boog for you. On line 271 there's an instance where link may not exist but string.find tries to use it anyway. Wrapping lines 271 and 272 in an 'if link then (code) end' seems to fix it. I'm not sure what purpose that segment of code has though because the link/ilink locals don't seem to actually be used for anything. If I'm reading this right then it might be possible to remove lines 268 to 272 without any detrimental effects?
Last edited by Garland : 02-28-07 at 07:07 PM.
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Unread 02-28-07, 08:14 PM  
Syzgyn
An Aku'mai Servant
 
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Originally posted by Garland
Got another boog for you. On line 271 there's an instance where link may not exist but string.find tries to use it anyway. Wrapping lines 271 and 272 in an 'if link then (code) end' seems to fix it. I'm not sure what purpose that segment of code has though because the link/ilink locals don't seem to actually be used for anything. If I'm reading this right then it might be possible to remove lines 268 to 272 without any detrimental effects?
Not quite
link is an option parameter for the Process function (outdated now actually, I can remove that). if it's not passed then its taken from the tooltip with GetItem(). Then GetItemInfo(link) is used for the location its equipped in, which lets me know which slots to comare it to. ilink is useless though, thanks.
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Unread 02-28-07, 10:07 PM  
Seerah
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Oooh, found that I can view past errors in my BugSack. Sorry if I was vague before. I didn't mean bugs between it and Skinner. >.<

One with KC_Items... I have the (unfinished) KC_Items2 installed, so I thought maybe it's on Kaelten's end?
Code:
Bonuses\Core.lua:272: bad argument #1 to 'find' (string expected, got nil)
Bonuses\Core.lua:272: in function `Process'
Bonuses\Core.lua:263: in function <Interface\AddOns\Bonuses\Core.lua:259>
(tail call): ?:
<in C code>: ?
<in C code>: ?
<in C code>: ?
<in C code>: ?
<in C code>: in function `SetBagItem'
KC_Items-1.0.$Revision$\SellValues\SellValues.lua:46: in function <Interface\AddOns\KC_Items\SellValues\SellValues.lua:39>
<in C code>: ?
AceEvent-2.0-25921 (Ace2):320: in function `TriggerEvent'
AceEvent-2.0-25921 (Ace2):962: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:955>
But then I also got it with ItemSync...
Code:
Bonuses\Core.lua:272: bad argument #1 to 'find' (string expected, got nil)
Bonuses\Core.lua:272: in function `Process'
Bonuses\Core.lua:263: in function <Interface\AddOns\Bonuses\Core.lua:259>
(tail call): ?:
<in C code>: ?
<in C code>: ?
<in C code>: ?
<in C code>: ?
<in C code>: in function `SetBagItem'
ItemSync-r26541\ItemSync.lua:721: in function `Scan_Prices'
ItemSync-r26541\ItemSync.lua:169: in function <Interface\AddOns\ItemSync\ItemSync.lua:169>
<in C code>: ?
AceEvent-2.0-25921 (Ace2):324: in function `TriggerEvent'
AceEvent-2.0-25921 (Ace2):962: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:955>
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Unread 02-28-07, 11:25 PM  
Garland
A Murloc Raider
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Syzgyn - Ah... I'm very glad I didn't remove those lines.

Seerah - Yup, that's the line 272 bug I was talking about. Wrapping an if around it seemed to fix it for me. If you feel up to Lua editing, do the following ...

Delete lines 272 and 273, then under line 271 insert the following:
Code:
if link then
  _,_, link = string.find(link, "^|%x+|H(.+)|h%[.+%]")
end
That should provide a temporary fix.
Last edited by Garland : 02-28-07 at 11:27 PM.
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Unread 03-01-07, 07:04 AM  
ra1d3n
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Originally posted by FISKER_Q
I think Ratingbuster should take care of that, but yes definately something i'd like to see.
It does definitely nothing of that kind.
Ratingbuster only converts ratings to %.
I need to be able to see that..

item1 has: 30 AGI
item2 has: 20 AP and 20 Crit rating.

I dont want to see:
-30 AGI
+20 AP
+20 crit rating


if 30 AGI is about 15 critrat, 15 dodge and 30 ap for a rogue it should read:
-10 AP
+5 crit rating
-15 dodge


or with ratingbuster
-10 AP
+5 crit rating (0,XY%)
-15 dodge rating (0,XY%)



The problem about this is, that it is a lot of work for the author to find out which stat gives what benefits to every class..
(although its usually a pretty simple formula)
and implement the conversion..

But it would rock.. really!
Last edited by ra1d3n : 03-01-07 at 07:10 AM.
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Unread 03-01-07, 10:28 PM  
FISKER_Q
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Ratingbuster does list critrating on Agility, and spell crit on intellect, not dodge and all that yet though.
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Unread 03-02-07, 04:34 AM  
Colton
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Best equipment comparing mod to date, however, could we get a modifier to toggle it? I liked EQCompare because I could hide tips when I didn't need to compare items and use [ctrl] to show the comparison tip when needed.
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