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Updated:08-28-12 09:35 AM
Created:03-25-09 11:20 PM
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Corpse  Popular! (More than 5000 hits)

Version: 5.0.0.1
by: Saiket [More]

_Corpse tells you the faction, online status, and other information about corpses you see. That is, when you mouse over a corpse (after the player releases spirit), _Corpse automatically queries the server about who owns the body and automatically colors and fills out its tooltip like a regular living unit.

How It Works

This mod is a spiritual successor to CorpseInfo, however it is significantly faster and less prone to error because it uses the friends list rather than “/who” queries. Not only that, but it's always accurate about the target's faction, and can see when enemies are online.

In battlegrounds, _Corpse uses the scoreboard data directly to instantly give you class and faction information.


Why Use _Corpse?

It can help you decide if a corpse is worth resurrecting, because it shows online/offline status and <AFK> flags. Wondering if a dead enemy is still online and worth camping? This is your mod. It has no configuration; just install it and mouse over some corpses.

  • 5.0.0.1: Added itIT localization.
  • 4.3.0.4: Can now reliably tell enemies from allies in rated BGs, wargames, and arenas.
  • 4.3.0.3: Fixed an error that prevented the corpses of disconnected players from being recognized in instances.
  • 4.3.0.2: Now works in cross-realm LFR raids and arenas.
  • 4.3.0.1: Added support for enCN, enTW, ptBR, and ptPT localizations.
  • 4.2.0.2: Fixed an issue with class labels in battlegrounds.
  • 4.2.0.1: Bumped TOC for 4.2.
  • 4.1.0.1: Updated deDE, esES/esMX, and koKR localizations.
  • 4.0.0.2:
    • Updated deDE, frFR, and zhTW translations for 4.0.1. Thanks to Possible for the deDE translations.
    • Added a tool to extract locale constants to be used when things break on non-English clients.
  • 4.0.0.1: Bumped TOC for patch 4.0.1.
  • 3.3.5.2: Fixed frFR and ruRU locales so they can detect corpses properly.
  • 3.3.5.1: Slight update for compatibility with patch 3.3.5's friends list changes.
  • 3.3.0.2:
    • Now passes a second argument to Add/RemoveFriend to tell other addons that the command should be ignored. Should now be compatible with Tekkub's FriendsWithBenefits.
    • Added a module for 5-man dungeons so that cross-realm LFD groups don't break the mod.
  • 3.3.0.1:
    • “Modules” for adding player info to corpse tooltips now have their own files, and only one module can be active at once.
    • Removed support for GameTooltip replacements, since corpse names are always drawn into the original frame.
  • 3.2.0.1: Bumped TOC for 3.2.
  • 3.1.0.4: Fixed a conflict with the pError and other similar error filters.
  • 3.1.0.3: Removed a leftover debuff message.
  • 3.1.0.2: No longer spams "Target is Unfriendly" when mousing over hostile corpses.
  • 3.1.0.1: Fixed problem with chat message filter.
  • 3.0.9.4: Fixed Chinese localizations to exactly match GlobalStrings formats.
  • 3.0.9.3: Added deDE, esES/esMX, frFR, and ruRU pattern localizations. The TOC "Notes" field remains unlocalized, however.
  • 3.0.9.2: Added zhCN and zhTW localizations by Sparanoid.
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Unread 05-08-09, 06:51 PM  
Sythalin
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_Corpse causing problems when used with pError. Seems to be disabling it's filters for some reason. Tested with only these two loaded, pError worked fine when this was disabled.

Posted on pError as well.
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Unread 04-21-09, 08:37 PM  
Shadowjade
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I am getting the exact same problem with the addon causing friends to be removed from my friend list when I mouse over corpses as well, but for me it's likely conflicting with the Missing Friends addon I am using. Just thought you might want to check that out as well so you know it's not just that one other addon people are mentioning causing the conflict.
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Unread 04-05-09, 07:21 PM  
moonshade
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Most likely that is happening. I have removed a lot of people on my list but there is a good chance there are more still listed in my FriendShare local file so that is most likely the casue. Don't know if there is anything that can be done or not but i hope so. :-) Thanks for looking.

Originally posted by Saiket
I tried to reproduce this, and checked out exactly how FriendShare works, but I can't see how this would happen. If a corpse belongs to someone who's already on your friends list, _Corpse doesn't add or remove any friends. If the corpse's owner isn't already on your friends list, FriendShare will print a message about "Adding a global friend" and then (silently) remove it an instant later.

I can only imagine one case where FriendShare could fail: your friends list is full. If FriendShare prints the following message when you log in......Then there's a slim chance a friend might get removed when you mouse over his or her corpse. The max number of friends is 50. Are you at or very near to that number?

This is only speculation, however. It would help my testing a lot if you could tell me when, exactly, the friend gets removed; which character it gets removed from; and the order that it all happens in. I probably won't be able to fix it if I can't reproduce the bug, so please be detailed.
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Unread 04-02-09, 05:54 PM  
Saiket
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Originally posted by moonshade
...After installing, corpses that i mouse over that are in my friends list are removed from my friends list. I think your mod if conflicting w/ Friend & Ignore share http://wowui.incgamers.com/?p=mod&m=1122 , but i'm not sure.
I tried to reproduce this, and checked out exactly how FriendShare works, but I can't see how this would happen. If a corpse belongs to someone who's already on your friends list, _Corpse doesn't add or remove any friends. If the corpse's owner isn't already on your friends list, FriendShare will print a message about "Adding a global friend" and then (silently) remove it an instant later.

I can only imagine one case where FriendShare could fail: your friends list is full. If FriendShare prints the following message when you log in...
Warning! Could not import all friends from global list because you have reached the max number of allowed friends.
...Then there's a slim chance a friend might get removed when you mouse over his or her corpse. The max number of friends is 50. Are you at or very near to that number?

This is only speculation, however. It would help my testing a lot if you could tell me when, exactly, the friend gets removed; which character it gets removed from; and the order that it all happens in. I probably won't be able to fix it if I can't reproduce the bug, so please be detailed.
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Unread 04-01-09, 08:13 PM  
moonshade
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I like this mod, it comes in really handy. However, I am running into a big issue. After installing, corpses that i mouse over that are in my friends list are removed from my friends list. I think your mod if conflicting w/ Friend & Ignore share http://wowui.incgamers.com/?p=mod&m=1122 , but i'm not sure.

I like ur mod, but the other is more important currently. If u are able to find what is causing the issue, i will prob try it again. If its not something u are up for, then OK. Its still a cool mod. Good job.
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Unread 03-31-09, 09:22 AM  
Saiket
A Chromatic Dragonspawn
 
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Originally posted by Sparanoid
i downloaded version 3.0.9.4, but why these strings are different from my last post?

Code:
ENEMY_OFFLINE_PATTERN = "^无法找到玩家'([^%s%p%d%c]+)'。$"; -- Based on ERR_BAD_PLAYER_NAME_S
Code:
ENEMY_OFFLINE_PATTERN = "^無法找到「([^%s%p%d%c]+)」$"; -- Based on ERR_BAD_PLAYER_NAME_S
I downloaded the zhCN and zhTW interface files, and turned the ERR_BAD_PLAYER_NAME_S formats in GlobalStrings.lua into patterns (It's the same way I got Russian, German, French, and Spanish localizations). Here's what I found in GlobalStrings.lua:
Code:
ERR_BAD_PLAYER_NAME_S = "无法找到玩家'%s'。"; -- zhCN
ERR_BAD_PLAYER_NAME_S = "無法找到「%s」"; -- zhTW
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Unread 03-30-09, 11:05 PM  
Sparanoid
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i downloaded version 3.0.9.4, but why these strings are different from my last post?

Code:
ENEMY_OFFLINE_PATTERN = "^无法找到玩家'([^%s%p%d%c]+)'。$"; -- Based on ERR_BAD_PLAYER_NAME_S
Code:
ENEMY_OFFLINE_PATTERN = "^無法找到「([^%s%p%d%c]+)」$"; -- Based on ERR_BAD_PLAYER_NAME_S
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Unread 03-30-09, 06:50 PM  
oddtoddy
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I don't care if you call it ;FGKFD;GKDF;LGKER;LTKR;YOGKFCL;GM,C;V.,BVC.BNVB;LN,;SDLF,;DFLKGHD'F;LYRE[TPOE[WTD;LFG,;45654L76567-2395FC,HBMCV;B,X;DFG,;DFHGK,G;HL,F;N;BVN,./DF,GRD;LKGDF. I'll still use it!
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Unread 03-30-09, 06:39 PM  
Saiket
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Originally posted by Samasnier
I wholeheartedly agree. I can't think of any practical reason one would want a particular author's addons clustered together.

You could follow Tekkub's lead and preface all your addons with a bit of your name. eg: SaikCorpse, SaikCursor, SaikDev, SaikUTF, etc.
I don't see any difference between your suggestion and what I'm already doing. Just remember that the name of the mod is "_Cursor" (not "Cursor"), and quit fretting about your addon list.

To be perfectly clear, I'm not going to rename the mod. It's more work than I'm willing to spend on such a trivial thing. If you honestly read through your addon list that often, then you certainly have the time to rename the mod when you download it.
____
Edit: I'm sorry if I come off as abrasive; the subject is just getting on my nerves.
Last edited by Saiket : 03-30-09 at 06:42 PM.
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Unread 03-30-09, 06:30 PM  
Samasnier
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The only thing such naming does is seriously detract from the user experience (especially when someone is running a bunch of mods). That's it.
I wholeheartedly agree. I can't think of any practical reason one would want a particular author's addons clustered together.

You could follow Tekkub's lead and preface all your addons with a bit of your name. eg: SaikCorpse, SaikCursor, SaikDev, SaikUTF, etc.
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Unread 03-30-09, 05:50 AM  
Sparanoid
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Now Chinese Simplified and Traditional Clients work fine, strings are extactly matched

zh-CN
Code:
--[[****************************************************************************
  * _Corpse by Saiket                                                          *
  * Locales/Locale-zhCN.lua - Localized string constants (zhCN) by Sparanoid.  *
  ****************************************************************************]]


if ( GetLocale() == "zhCN" ) then
	_CorpseLocalization = setmetatable( {
		CORPSE_PATTERN = "^([^ ]+)的尸体$"; -- Must also catch cross-realm names based on CORPSE_TOOLTIP

		FRIEND_ADDED_PATTERN = "^([^%s%p%d%c]+)已被加入好友名单$"; -- Based on ERR_FRIEND_ADDED_S
		FRIEND_REMOVED_PATTERN = "^([^%s%p%d%c]+)已被从好友名单中删除$"; -- Based on ERR_FRIEND_REMOVED_S

		ENEMY_OFFLINE_PATTERN = "^未找到名为“([^%s%p%d%c]+)'”的在线玩家。$"; -- Based on ERR_BAD_PLAYER_NAME_S
	}, { __index = _CorpseLocalization; } );
end
zh-TW
Code:
--[[****************************************************************************
  * _Corpse by Saiket                                                          *
  * Locales/Locale-zhTW.lua - Localized string constants (zhTW) by Sparanoid.  *
  ****************************************************************************]]


if ( GetLocale() == "zhTW" ) then
	_CorpseLocalization = setmetatable( {
		CORPSE_PATTERN = "^([^ ]+)的屍體$"; -- Must also catch cross-realm names based on CORPSE_TOOLTIP

		FRIEND_ADDED_PATTERN = "^([^%s%p%d%c]+)已被加入好友名單$"; -- Based on ERR_FRIEND_ADDED_S
		FRIEND_REMOVED_PATTERN = "^([^%s%p%d%c]+)已被從好友名單中刪除$"; -- Based on ERR_FRIEND_REMOVED_S

		ENEMY_OFFLINE_PATTERN = "^未找到名為「([^%s%p%d%c]+)'」的線上玩家。$"; -- Based on ERR_BAD_PLAYER_NAME_S
	}, { __index = _CorpseLocalization; } );
end
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Unread 03-28-09, 10:32 PM  
Saiket
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Originally posted by Shinryu Masaki
Unless something changed recently, WoW loads the addons alphabetically. So if an addon has an underscore before its name, it will load first before the others.
That was my original intention when I first started the naming scheme. The funny thing is that because addon names are sorted in lower case, underscored mods actually load near to last.
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Unread 03-28-09, 07:24 PM  
Shinryu Masaki
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Unless something changed recently, WoW loads the addons alphabetically. So if an addon has an underscore before its name, it will load first before the others.
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Unread 03-28-09, 02:30 PM  
Saiket
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Originally posted by Zidomo
There are all sorts of (bad) reasons why people name things differently than the addon standard. As in coloring of the first letter, characters instead of a letter in the front, etc., which results in the mod not being sorted in the addon list properly.
Think of it like the naming conventions of other authors like p3lim (pCorpse) or zork (rCorpse). The underscore doesn't exactly roll off the tongue, I know, but I name my mods like that so everything I write sorts into a cluster. The utility of that outweights the "Feng shui" of the addon menu, in my opinion. Not to mention renaming everything would be time consuming and confusing for those that have used this mod since it was originally released a year ago.
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Unread 03-28-09, 06:57 AM  
Zidomo
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Nice work on a modern version the ancient, outdated CorpseInfo. This also uses far less CPU time than that one did.

One problem, though.

Originally posted by Saiket
That underscore's here to stay unfortunately; it's sort of my trademark naming scheme, heheh.
That is frankly...not cool . There are all sorts of (bad) reasons why people name things differently than the addon standard. As in coloring of the first letter, characters instead of a letter in the front, etc., which results in the mod not being sorted in the addon list properly.

The only thing such naming does is seriously detract from the user experience (especially when someone is running a bunch of mods). That's it.

Other, better things you could do to name your mods as special, unique snowflakes:

--put the underscore line "_" at the end of the name instead of the front in the TOC title/folder name. And/or colorize it when its there.

--Colorize the second character (and on) of the name in the TOC title. As in "Corpse" or similar. And/or put the line at the end of the name, as mentioned above. Don't colorize the first character--"C"--or it wil run into the same problem as it has now (it will be unsorted...at the end of the list of mods).

--Put your name at the end of the mod name in the TOC title.

Other than the naming problem, nice work on the mod itself.
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