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Updated: 09-21-17 03:12 AM
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NPCScan.
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Shadows of Argus (7.3.0)
Updated:09-21-17 03:12 AM
Created:09-12-09 10:45 PM
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NPCScan.Overlay  Popular! (More than 5000 hits)

Version: 7.3.0.1
by: Torhal [More]

_NPCScan.Overlay is an addition to _NPCScan that adds map overlays for rare mob patrols. When you search for a rare in _NPCScan, _NPCScan.Overlay will show where it patrols until you find it. It works similarly to keithgabryelski's Rare Spawn Overlay, but supports the minimap and has a much smaller download size, along with a few new features.

Special thanks to Rare Spawn Overlay's patrol paths and Routes' minimap drawing code for inspiration!
Note: _NPCScan.Overlay can integrate with _NPCScan if you have installed it, but make sure to keep both up to date if you do use both!

Details

World Map

In addition to drawing paths on the World Map, _NPCScan.Overlay adds a key to a corner of the window with each rare's name. It only appears in zones that have rare maps, like Netherstorm as seen in the screenshot. If you need to read something under the key, just move your mouse over top of it and the key will jump to a different corner.

Most map mods like Atlas will inherit the key and overlays from this module. Even Carbonite's map display will show them.

Battlefield Minimap

The small “Battlefield Minimap” (AKA the “Zone Map”) also shows mob paths.

Minimap

All shapes and sizes of minimaps are supported. Rotating minimaps work fine as well.

Also shown in the minimap's screenshot is the “found” range ring highlighting where Dirkee probably was when the alert went off. That is, Dirkee was seen at the middle of that ring, and he could have been anywhere within the 100 yard ring around that point.

One feature not shown in the screenshot is a thinner 100 yard range ring around your character. It helps you gauge _NPCScan's detection range, so you can sweep through zones more effectively. This option can be found in the Minimap subsection of the options panel, detailed below.


Options

_NPCScan.Overlay's options can be found under _NPCScan's main options menu, under _NPCScan > Overlay, or as its own entry of _NPCScan.Overlay if _NPCScan isn't installed. This panel can be opened with the “/npcscanoverlay” slash command, or “/overlay” for short.

The “Always show all paths” checkbox at the top of the pane overrides the instructions of NPC tracking mods like _NPCScan to hide unused paths, and always displays all known paths instead.

The rest of the configuration pane lists each map display's options. You can enable/disable each map from here, as well as configure individual settings for them.

Each map display can have its overall transparency set independently with the “Alpha” slider, so that it doesn't obscure the maps themselves.

  • 5.0.0.3: Fixed overlay display in Carbonite.
  • 5.0.0.2:
    • Added overlays for all MoP “Glorious!” mobs.
    • Added itIT and updated deDE, esES, frFR, ptBR, and ruRU localizations.
    • Updated for new version of Carbonite, courtesy of Rythal.
  • 5.0.0.1: Added ptBR localization and updated frFR and zhCN localizations.
  • 4.3.0.1:
    • Updated Karkin's overlays to include a new spawn point.
    • Fixed a visual issue with some uncommon minimap shapes.
    • Updated koKR, zhCN, and zhTW localizations.
  • 4.2.0.2: Added overlays for 4.2's new tamable rares.
  • 4.2.0.1: Updated koKR localization.
  • 4.1.0.3: Fixed an issue with other mods that read the minimap's zoom level.
  • 4.1.0.2: Added ability for minimap HUDs to reparent the minimap overlay. See Issue 44.
  • 4.1.0.1:
    • Updated path overlays.
    • Updated esES, ruRU, and zhCN localizations.
  • 4.0.3.2:
    • Improved the accuracy of many overlay paths.
    • Updated frFR, koKR, and zhTW localizations.
  • 4.0.3.1: Added paths for Cataclysm rares.
  • 4.0.0.4:
    • Updated deDE localization, and added esES/esMX localization by galen2.
    • Removed outdated overlays from Eastern Kingdoms and Kalimdor.
  • 4.0.0.3: Updated for compatibility with Carbonite 4.011.
  • 4.0.0.2:
    • Moved the WorldMap's toggle button to the inside top-left corner of the map to make room for the Archaeology checkbox.
    • Added an optional range ring to the WorldMap module, which should work with Carbonite (if it survives Cataclysm).
    • Added deDE localization by Freydis88.
  • 4.0.0.1: Updated for Cataclysm Beta.
  • 3.3.5.1:
    • The WorldMap module now hides its key dynamically if the key covers too much of the map, and also maintains a minimum key scale to keep its text from shrinking too small.
    • Removed the Cartographer3 module, since Cartographer is no longer being developed.
    • Added localized names to the WorldMap's key frame for most NPCs in all locales.
    • Added zhTW localization by s8095324.
  • 3.3.0.7:
    • Fixed integration with Mapster 1.3.8.
    • Tukemuth's path now goes around Wyrmrest Temple instead of through it.
  • 3.3.0.6:
    • Zone data is now indexed by WorldMapArea ID rather than by filename constants.
    • Minimap overlays now properly update when the map view returns to the current zone.
    • Added slash commands to open the options window: “/npcscanoverlay”, “/npcoverlay”, and “/overlay”.
    • No longer depends on _NPCScan to load, and can run standalone. If no scanning mod registers itself, _NPCScan.Overlay shows all paths by default.
    • Added an “Always show all paths” option to always show all available patrols, even if the mob isn't being looked for.
    • The options pane can now be scrolled when enough modules are registered in it.
  • 3.3.0.5: New versions of AlphaMap have been renamed to AlphaMap3, and should work again.
  • 3.3.0.4:
    • Fixed a bug where the World Map module would appear even while disabled when Carbonite was loaded.
    • The Minimap module's range ring doesn't fade out with the rest of the overlays anymore.
    • The World Map toggle checkbox now dodges more stuff from Mapster when the map shrinks.
  • 3.3.0.3:
    • Fixed an error related to having the Battlefield Minimap shown.
    • Moved the World Map toggle checkbox to an empty space when Mapster shows its dropdown there.
  • 3.3.0.2:
    • Added Arcturis' lone spawn point.
    • Bog Lurker's southern patrol adjusted slightly.
    • Added a toggle checkbox to the bottom of the World Map to quickly hide overlays.
  • 3.3.0.1: Updated to support the WorldMap changes in 3.3.
  • 3.2.0.4:
    • Added support for Cartographer3.
    • Most mob paths redrawn to accurately reflect data from WoWDB.
  • 3.2.0.3:
    • Bullets in the WorldMap's key will hopefully display in all locales.
    • Added support for AlphaMap.
    • Added optional support for LibRareSpawns to show portraits in _NPCScan's mob list.
    • The key frame now only appears in Carbonite when its map frame is in “maximized” mode.
    • Reduced the appearance of lines inside of drawn paths.
  • 3.2.0.2: Now draws a 100 yard ring on maps indicating where found mobs probably are. Putridus is excluded from this, since his detection range is as wide as Icecrown.
  • 3.2.0.1: Initial release.
Post A Reply Comment Options
Unread 07-18-10, 04:12 PM  
Saiket
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Originally posted by TechnoHunter
is there a way to remove the option toggle from the map? the check mark in the interface-> addons is fine, but the toggle on the map is interfering with my map coords..

thanks in advance
There isn't an option to remove it, but you can hide it temporarily with this command:
Code:
/run _NPCScan.Overlay.Modules.List.WorldMap.Toggle:Hide()
Which coordinate mod is the checkbox interfering with?
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Unread 07-18-10, 11:27 PM  
Sec
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Originally posted by Saiket
There isn't an option to remove it, but you can hide it temporarily with this command:
Code:
/run _NPCScan.Overlay.Modules.List.WorldMap.Toggle:Hide()
Which coordinate mod is the checkbox interfering with?
Originally posted by TechnoHunter
is there a way to remove the option toggle from the map? the check mark in the interface-> addons is fine, but the toggle on the map is interfering with my map coords..

thanks in advance
I was just about to make a post about the same request!

m Map (WoWInterface) is one map addon that has co-ordinates that come close/somewhat overlap _NPCScan.Overlay's checkbox. I can't think of any others at the moment, but there certainly may be other addons out there.

Thanks for your consideration.
Last edited by Sec : 07-18-10 at 11:28 PM.
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Unread 07-22-10, 11:43 AM  
TechnoHunter
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Originally posted by Saiket
There isn't an option to remove it, but you can hide it temporarily with this command:
Code:
/run _NPCScan.Overlay.Modules.List.WorldMap.Toggle:Hide()
Which coordinate mod is the checkbox interfering with?
I use Atlas, and one of the things this allows, is showing the player/cursor co-ordinates on the bottom middle of the map... which just happens to be where the npcscan.overlay toggle draws itself

thanks for taking the time to answer

TechnoHunter
Last edited by TechnoHunter : 07-22-10 at 11:44 AM.
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Unread 09-20-10, 05:25 PM  
o_o
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The path data relative to the NPC "Fumblub Gearwind" seems to be corrupted, it gives an error on line 18 of _NPCScan.Overlay.PathData.lua
Removing that entry fix the problem.
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Unread 09-21-10, 12:02 AM  
Saiket
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Originally posted by o_o
The path data relative to the NPC "Fumblub Gearwind" seems to be corrupted, it gives an error on line 18 of _NPCScan.Overlay.PathData.lua
Removing that entry fix the problem.
If you cleanly reinstall _NPCScan.Overlay and don't touch PathData.lua, do you still get that error? Many text editors will inadvertently corrupt the binary data in that file since it's not actual text content, but if it started throwing errors before you even looked at it, I'm not sure what could have caused it.
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Unread 09-21-10, 06:03 PM  
o_o
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Originally posted by Saiket
If you cleanly reinstall _NPCScan.Overlay and don't touch PathData.lua, do you still get that error? Many text editors will inadvertently corrupt the binary data in that file since it's not actual text content, but if it started throwing errors before you even looked at it, I'm not sure what could have caused it.
It was WUU fault; it mangled some carriage return.
Hand installing (or using the "don't touch my newlines" option in WUU) fix the issue.

Sorry ^^
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Unread 10-17-10, 10:16 PM  
Sythalin
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Conflict with 4.01 Carbonite:

Code:
ID: 6
Error occured in: Global
Count: 8
Message: ..\AddOns\Carbonite\Carbonite.lua line 22737:
   Usage: <unnamed>:SetFrameLevel(level)
Debug:
   [C]: ?
   [C]: SetFrameLevel()
   Carbonite\Carbonite.lua:22737: CZF()
   ...erface\AddOns\_NPCScan.Overlay\Modules\Carbonite.lua:30:
      ...erface\AddOns\_NPCScan.Overlay\Modules\Carbonite.lua:29
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Unread 10-17-10, 10:20 PM  
Saiket
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Originally posted by ChaosInc
Conflict with 4.01 Carbonite:

Code:
ID: 6
Error occured in: Global
Count: 8
Message: ..\AddOns\Carbonite\Carbonite.lua line 22737:
   Usage: <unnamed>:SetFrameLevel(level)
Debug:
   [C]: ?
   [C]: SetFrameLevel()
   Carbonite\Carbonite.lua:22737: CZF()
   ...erface\AddOns\_NPCScan.Overlay\Modules\Carbonite.lua:30:
      ...erface\AddOns\_NPCScan.Overlay\Modules\Carbonite.lua:29
I was just testing the new Carbonite 4.01 out... and I think I'd rather wait until they straighten their errors out before diving back in. I was getting about 6 distinct errors and couldn't open Carbonite's map, even with all other mods disabled. When the Carbonite team does release a working version though, I'll update Overlay ASAP.
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Unread 10-17-10, 11:01 PM  
Saiket
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Carbonite 4.011 should be mostly compatible with _NPCScan.Overlay 4.0.0.2, however the new toggle button can appear in Carbonite when it shouldn't, and the new range ring also doesn't display properly. I should have these fixed soon.
Last edited by Saiket : 10-17-10 at 11:01 PM.
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Unread 10-19-10, 11:26 PM  
steppin
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not showing or working in scholozar basin . i tested by logging in the basin, clearing cache, and no paths were showing up . it IS working in the other zones
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Unread 10-20-10, 05:05 PM  
Saiket
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Originally posted by steppin
not showing or working in scholozar basin . i tested by logging in the basin, clearing cache, and no paths were showing up . it IS working in the other zones
Are you sure that your game was turned off when you cleared your cache? It sounds like the Sholazar rares were still cached (they're all tamable).
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Unread 10-22-10, 09:53 AM  
jeremy1048
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majorly bugged

At the moment t is currently locked up - showing the layout for nagrand regardless of worldmap scale in outland or a random nr zone for northrend
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Unread 10-22-10, 05:09 PM  
Saiket
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Re: majorly bugged

Originally posted by jeremy1048
At the moment t is currently locked up - showing the layout for nagrand regardless of worldmap scale in outland or a random nr zone for northrend
Have you updated to version 4.0.0.x? The mixed up zones sounds like 3.3.5.1 or older.
Last edited by Saiket : 10-22-10 at 05:09 PM.
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Unread 10-24-10, 10:45 AM  
steppin
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yep, i was completely out of the game when i cleared cache. i've tried several times, with the same results of it not showing in the basin.
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Unread 10-24-10, 11:09 AM  
Saiket
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Originally posted by steppin
yep, i was completely out of the game when i cleared cache. i've tried several times, with the same results of it not showing in the basin.
Do you already have achievement kill credit for those three mobs? If so, _NPCScan has an option to continue looking for finished mobs just above its "/scan" list.

Just to make sure, are there any "X"s or checks on those mobs' rows in your "/scan" list?
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