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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.
Post A Reply Comment Options
Unread 10-15-10, 02:30 PM  
Meyuna
A Kobold Labourer

Forum posts: 0
File comments: 2
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In my file, this code is at line 36.

This is the entire block of code :

Code:
	if bookType == BOOKTYPE_SPELL or ( bookType == BOOKTYPE_PET and select(2, UnitClass("player")) ~= "MAGE" ) then
		while true do
			local name = GetSpellName(spellIndex, bookType)
			

			if name then		
				if not spellInfo[name] then
					local info = { }
					
					
					info.name = name
					info.slotId = spellIndex
					info.texture = select(3, GetSpellInfo(name)) or select(3, GetSpellInfo(name.."()"))
					info.bookType = bookType
					info.nextAvailableTime = nil
					
					spellInfo[name] = info
				end
		
				spellIndex = spellIndex + 1
			else
				break
			end
		end
If you don't see it, try download the last version of GP3 and check again. I just did it and the line is written.
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Unread 10-15-10, 06:34 AM  
Wiseguy
A Kobold Labourer

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I must be blind, but online 28 in the spells.lua there is no such code saying Getspellname.. infact, serching the entire lua for getspellname, and i came up short

This is my entire line 28
Code:
info.texture = select(3, GetSpellInfo(name)) or select(3, GetSpellInfo(name.."()"))
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Unread 10-14-10, 02:14 PM  
Meyuna
A Kobold Labourer

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There is a simple fix for that problem :

At line 28 of GhostPulseBasic\Spells.lua file just replace "GetSpellName" by "GetSpellBookItemName" and it should work again.
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Unread 10-14-10, 08:04 AM  
Wiseguy
A Kobold Labourer

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Does Ghost puls get an update for 4.0? Seems buggy for me at the moment.

I will not show any spells comming off cd no matter how i try to tweak it.

It will howerver still show buffgains and buffs going away.
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Unread 09-21-10, 07:05 AM  
artiq
A Kobold Labourer

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How do you filter away some buff gains?
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Unread 08-31-10, 11:22 AM  
rakkarage
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

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Re: Re: lil warrior trouble

Originally posted by Footrot
If you're using only one frame, you can put Bloodrage, the spell, not the buff, in the frame's whiltelist filter by it's ID of 2687. If you then put BS/CS in the filter as well and make sure the frame shows Player Spell Cooldowns as well as Play Buff Removal, then you *should* get what you want.

Let me know how it goes.

To the others, I'm working on the bug with the frames not disappearing as we speak - the last description of the bug helped a lot.
ya that works... but just basically...

if in combat...

"Only one shout buff can be applied by single player, therefore:
- If player doesn't have any shout buff then Commanding Shout alert shows by default. Shout buffs priority is configurable, see Configuration section below.
- If player already buffed with one shout buff then reminder for second shout will be shown.
- If both shout buffs already active (e.g. by another warriors) then no alert will be shown.
Blessing of Might paladin's buff doesn't stack with Battle shout, so if player has BoM buff then reminder frame for Battle Shout doesn't appear."
http://www.wowinterface.com/download...o.php?id=16835

and if enough rage then pulse every 10 secs until you shout?

is it possible to do this with ghost pulse 3 or has anyone done it yet? please and thanks

here is my shout triggers from parrot

Code:
["triggers2"] = {
{
  ["secondaryConditions"] = {
    ["~Warrior stance"] = {
      "Defensive Stance", -- [1]
    },
    ["Unit power"] = {
      {
        ["powerType"] = "RAGE",
        ["amount"] = 10,
        ["comparator"] = ">=",
        ["friendly"] = -1,
        ["unit"] = "player",
      }, -- [1]
    },
    ["Spell ready"] = {
      "Battle Shout", -- [1]
    },
    ["Buff inactive"] = {
      {
        ["spell"] = "Battle Shout",
        ["byplayer"] = false,
        ["unit"] = "player",
      }, -- [1]
      nil, -- [2]
      {
        ["spell"] = "Blessing of Might",
        ["unit"] = "player",
      }, -- [3]
      {
        ["unit"] = "player",
        ["spell"] = "Greater Blessing of Might",
      }, -- [4]
    },
    ["Trigger cooldown"] = 3,
  },
  ["sticky"] = true,
  ["name"] = "Battle Shout!",
  ["sound"] = "Blizzard: Yarrrr",
  ["color"] = "00ff00",
  ["conditions"] = {
    ["Check every XX seconds"] = 0,
  },
  ["icon"] = "Battle Shout",
  ["class"] = "WARRIOR",
}, -- [1]
{
  ["secondaryConditions"] = {
    ["Spell ready"] = {
      "Commanding Shout", -- [1]
    },
    ["Trigger cooldown"] = 3,
    ["Buff inactive"] = {
      {
        ["spell"] = "Commanding Shout",
        ["byplayer"] = false,
        ["unit"] = "player",
      }, -- [1]
      {
        ["spell"] = "Battle Shout",
        ["byplayer"] = true,
        ["unit"] = "player",
      }, -- [2]
    },
    ["Unit power"] = {
      {
        ["powerType"] = "RAGE",
        ["amount"] = 10,
        ["comparator"] = ">=",
        ["friendly"] = -1,
        ["unit"] = "player",
      }, -- [1]
    },
  },
  ["class"] = "WARRIOR",
  ["name"] = "Commanding Shout!",
  ["icon"] = "Commanding Shout",
  ["color"] = "00ff00",
  ["sticky"] = true,
  ["sound"] = "Blizzard: Yarrrr",
  ["conditions"] = {
    ["Check every XX seconds"] = 0,
  },
}, -- [2]
edit i guess i just need to write a little addon that interfaces with ghost pulse 3 eventually... that will be nice
Last edited by rakkarage : 08-31-10 at 11:30 AM.
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Unread 08-02-10, 02:04 PM  
tackklee
A Kobold Labourer

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Originally posted by meme22
Yes, it was indeed a user error, and I expected as much. My original problem was that upon download the mod, and enabling it, the ghost pulse icon did not appear when spells came off CD (after I made sure settings where enabled properly). I then deleted my original ghost pulse 2 lua and bak files, and the addon is now working without a problem.
I am having the same problem as well. I have quadruple checked my settings with the addon to make sure and the addon just isn't flashing the skills for me. Unfortunately your fix doesn't apply for me since I have never used ghost pulse 2 nor do I know where to locate said bak files.

Any ideas as to what could be the problem? I'm at wits end.
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Unread 06-23-10, 03:02 PM  
Eladriel
A Kobold Labourer

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ButtonFacade Problem

The latest version of ButtonFacade (3.3.315) is throwing up errors.
Rolling back to the previous version and it is ok again.

It seems other addons that use this have also had problems.
Something to do with:
"ButtonFacade will no longer be registered in the global namespace. Authors will have to use AceAddOn or IsAddOnLoaded() check for it"

Many thanks.
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Unread 06-20-10, 06:37 PM  
Footrot
A Defias Bandit
AddOn Author - Click to view AddOns

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Originally posted by Apakal
There seems to be a bit of a problem with G:P3 and ButtonFacade.

I'm basically using RealUI (with some adjustments), which uses a skin called PixelSkin.

It should look like this: http://img683.imageshack.us/f/wowscr...010174657.jpg/
which it does when I unlock G:P3 and select the skin from BF.

However, when I reload my UI, G:P3 reverts to this: http://img96.imageshack.us/f/wowscrn...010174716.jpg/

I'm not sure why G:P3 isn't remembering or isn't working correctly with BF. Any help would be much appreciated.

Otherwise a great mod.
I'll have a play with that particular skin to see if I get the same results.
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Unread 06-20-10, 03:53 PM  
Apakal
A Kobold Labourer

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There seems to be a bit of a problem with G:P3 and ButtonFacade.

I'm basically using RealUI (with some adjustments), which uses a skin called PixelSkin.

It should look like this: http://img683.imageshack.us/f/wowscr...010174657.jpg/
which it does when I unlock G:P3 and select the skin from BF.

However, when I reload my UI, G:P3 reverts to this: http://img96.imageshack.us/f/wowscrn...010174716.jpg/

I'm not sure why G:P3 isn't remembering or isn't working correctly with BF. Any help would be much appreciated.

Otherwise a great mod.
Last edited by Apakal : 06-20-10 at 03:53 PM.
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Unread 06-11-10, 02:29 AM  
Devius
A Kobold Labourer

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Any way to use different profiles for each character ?
Can't do it in game but maybe an out of game way ?
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Unread 06-10-10, 09:44 PM  
Sebiale
A Kobold Labourer

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Mine says it's out of date...
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Unread 06-05-10, 09:08 PM  
ejkeith
A Kobold Labourer

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would this work with bloodsurge? if an ability procs will it notify me?
Warrior
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Unread 04-28-10, 12:16 PM  
tmywu
A Kobold Labourer

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Re: Re: Alpha

Originally posted by jbond03
i agree, it needs an alpha and size control.
You can adjust the icon/text size by scrolling up/down with your mouse scroll-wheel when you have the icon unlocked and holding down shift to change the text size, but I can't figure out the alpha yet lol.
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Unread 04-27-10, 01:51 PM  
jbond03
A Kobold Labourer

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Re: Alpha

Originally posted by tmywu
Is there a way to change the alpha? Thanks!
i agree, it needs an alpha and size control.
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