Download
(254Kb)
Download
Updated: 11-15-07 06:28 PM
Pictures
File Info
Updated:11-15-07 06:28 PM
Created:unknown
Downloads:11,896
Favorites:58
MD5:

ReadySpells  Popular! (More than 5000 hits)

Version: 0.791
by: aallkkaa, benots4

2018-02-18: This addon used to be under Aldmehr's account, its original author, bak in the time of The Burning Crusade expansion. twobits would later maintain it throughout the Wrath of the Lich King expansion, and then benots4 throughout Cataclysm and Mists of Pandaria.

I, aallkka, am currently working on updating ReadySpells and will release a Legion-compatible version as soon as possible. I intend to keep developping it at least through the next expansion, Battle for Azeroth.
benots4 is still involved with the project, although he has taken a sidestep. He will probably return to more active co-development of ReadySpells later this year.

In the meantime, the Download box to the right still links to Aldmehr's last release. The text bellow is also Aldmehr's and I'll change it only when I publish a new version of ReadySpells.

Stay tuned!

---------- Original page text bellow ----------

ReadySpells

(This is an ACE2 addon)

What this addon does:


Displays configured spell visuals when they are ready to be cast (including target and mouseover support).

These visuals are click through, and can be placed in the center of the screen without stealing mouse clicks.

The number of image slots is configurable, and each slot allows many spells that display based on priority.
What do you mean by "ready"?
  • enough mana/rage/energy
  • correct stance/form
  • in range, valid target
  • not on cooldown (gray for short or GCD cooldown)
  • checks for de/buff not already up
  • many special cases for smart checking, examples:
  • taunt type spells won't show up when targetting a player
  • interrupt spells will show up only when target is spellcasting/channeling
  • etc.
Why use this addon?

I am a key binder. I don't want to:
  • Watch many actions bars and buttons when I only care about a few spells...
  • Watch many cooldown bars shrink...
  • Or instead of watching these, mash lots of keys hoping spells are ready...

I prefer to:
  • Have a small amount of visuals display when a spell is ready to be cast.
  • Push the key once.

This addon is probably only useful for key binders (and not mouse clickers).
Current Limitations:

This version includes a full default config and specials cases for Druids, Hunters, Mages, Rogue, Warlocks and Warriors.
There is a basic config and some special cases for Paladin, Shadow Priest, and Shaman : these probably need more work.
There is nothing specific to holy priests yet, but many spells should work if configured.

The first time autoswitching creates the new profiles "Group" and "Raid", they are "reset" configurations and not copies of the current "Default" configuration. This is a limitation of AceDB that I have not figured out how to work around.
How to configure:
  • Step 1 (basic):
    Move the ReadySpells anchor then setup the display how you want using several options:
    slash commands /ReadySpells, /rsp
    DeuceCommander
    Waterfall GUI (/rsp gui)
    Alt+click to rotate the anchor clockwise.
    Shift+click will hide the anchor.
  • Step 2 (novice, OPTIONAL):
    Add/Modify the default settings for class (watchSpells, debuffStacks, buffStacks, manaChecks, swingActivations).
    This requires editing the WTF\Account\Name\SavedVariables\ReadySpells.lua file. This file must be edited with all characters logged out because this file gets overwritten on character logout and reload UI.
    Look for the appropriate profile (i.e. "Default") and class (i.e. "Druid"), example with 2 slots:
    Code:
    	["profiles"] = {
    		["Default"] = {
    			["classes"] = {
    				["DRUID"] = {
    					["watchSpells"] = {
    						{
    							"Bash",
    							"Mangle (Bear)",
    						},
    						{
    							"Maul",
    						},
    					},
    					["debuffStacks"] = {
    						["Lacerate"] = true,
    					},
    					["buffStacks"] = {
    						["Lifebloom"] = true,
    					},
    					["manaChecks"] = {
    						["Maul"] = 25,
    						["Demoralizing Roar"] = 50,
    					},
    					["swingActivations"] = {
    						["Maul"] = true,
    					},
    Each watchSpells slot is ordered by priority, highest priority starting with the first spell in each slot.
    The priority determines which image gets displayed if more than one is ready.
    Create as many slots as you want.
    Create multiple profiles for different situations, if desired.

    Q: Why do I have to modify a file to configure these?
    A: Because no one has taken the time to write a fancy GUI to configure these yet.
  • Step 3 (expert, not recommended):
    Add/modify code to the CheckSpecialCases* fuctions.
    This requires editing core.lua.
    Allows tremendous customizaiton of when these spells are displayed as ready.
I want feedback:

How well do the default configs work for you... what did you change?
Are there any special cases behavior that you would like to add or modify?
Known Bugs:

To do:

Develop a GUI config for watchSpells.
I'm looking for community help for expanding the base configs and special cases.
Version History:

v0.791
Quick fix for 2.3 and Druid spells while in forms.

v0.79
Stackable hots/dots will now show time_left:stack_count.
Fixed a anchor position save problem that popped up with patch 2.2.x.

<cut> rest of changes in readme.txt

Optional Files (1)
File Name
Version
Size
Author
Date
Type
4.2
201kB
07-04-11 06:23 PM
Patch


Post A Reply Comment Options
Unread 05-29-07, 02:25 AM  
Aldmehr
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 29
Uploads: 1
I just uploaded the first version of my addon (v0.4).

Comments are welcome.

If you post configs for other classes that don't have one, I can add them in the next version.

Enjoy.
Report comment to moderator  
Reply With Quote
Unread 05-30-07, 04:23 AM  
Aldmehr
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 29
Uploads: 1
New version v0.5.

It would be really helpful if some high level Warriors could test out this mod to see if the default configuration I created for Warriors works ok.

I would also like some Druid feedback, but am happy with the current functionality for my Druid.
Report comment to moderator  
Reply With Quote
Unread 05-30-07, 07:58 AM  
Detritus
A Cyclonian

Forum posts: 42
File comments: 28
Uploads: 0
Originally posted by Aldmehr
New version v0.5.

It would be really helpful if some high level Warriors could test out this mod to see if the default configuration I created for Warriors works ok.

I would also like some Druid feedback, but am happy with the current functionality for my Druid.
I'm a high level warrior currently tanking through Karazhan. I've been looking for something like this for quite some time...staring at the bottom of the screen waiting for (G)CD or other trigger event makes it all too easy to miss something critical like a spellcast, mob movement, patrol incoming, etc. I'll get this installed tonight (if I have time before the raid) and get you some feedback.

BTW: are you parsing any combat log events? If so are you using ParserLib?
Report comment to moderator  
Reply With Quote
Unread 05-30-07, 09:32 AM  
Aldmehr
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 29
Uploads: 1
Originally posted by Detritus
BTW: are you parsing any combat log events? If so are you using ParserLib?
I'm "parsing" one combat log event, and no I'm not using ParserLib yet, but I added it to the list...
Last edited by Aldmehr : 05-30-07 at 12:22 PM.
Report comment to moderator  
Reply With Quote
Unread 05-30-07, 12:33 PM  
Detritus
A Cyclonian

Forum posts: 42
File comments: 28
Uploads: 0
Hmm...failed on startup of WoW.
Got the following error msg:
[2007/05/30 19:28:04-337-x1]: ReadySpells\Core.lua:149: unexpected symbol near '='

---

Suspect it may be because I have a lot of other ACE2 mods loaded? I normally update these things via WoWACEUpdater and the SVN but ReadySpells seems not to use it?
Report comment to moderator  
Reply With Quote
Unread 05-30-07, 03:08 PM  
Aldmehr
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 29
Uploads: 1
stupid typos

I put in a quick fix in v0.52, but was unable to test it... so I guess i broke it.

Sorry... I put up a new v0.53 that hopefully fixes the typo, but I'm still unable to test it until tonight.
Report comment to moderator  
Reply With Quote
Unread 05-30-07, 06:45 PM  
Detritus
A Cyclonian

Forum posts: 42
File comments: 28
Uploads: 0
np. Fix worked nicely. Didn't get an opportunity to test it in raid. Had a play against some mobs in Terrokar. I can't really comment on the warrior stuff as I'm a tank, I don't really use any of the skills you've got set up. I played around and set up a basic tanking set of spells. Thoughts are:

- LOVE the fact you can prioritise spells for a slot. imba.

- Would like the ability to display spells based on current target debuffs. So, for example, display Demo Shout if mob doesn't have demo shout. Display Devastate if mob has 5 sunders. Don't display Sunder if mob has 5 sunders. That sort of thing.

- Found the way Global Cooldown worked slowed me down a little. If GCD is on, nothing displays apart from those spells not tied to GCD. So, I see Heroic Strike, that sorta thing. When GCD expires, the display floods with lots of new options and it takes a moment to decide on which to go with. It would be better if things simply greyed out during GCD so that you could be looking at them and deciding which one to press when GCD expires. A small/minimal progress bar showing global cooldown (above or below the buttons in horizontal mode, left or right in vertical) would be useful...but more a "nice to have", I guess.

Otherwise not much to say other than, this is great. Definitely going to keep using this...nice mod.

If you're going to be parsing combat log events I really recommend looking at ParserLib. I run a lot of mods and won't run anything that parses the combat log without it as it immeasurably improves performance when there are lots of mods attempting to parse the log. More detail on how to use it can be found at: http://www.wowace.com/wiki/Parser-1.1

Nice mod...hope development continues. I'll feedback as often as I'm able.
Report comment to moderator  
Reply With Quote
Unread 05-31-07, 02:27 PM  
Aldmehr
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 29
Uploads: 1
Originally posted by Detritus
I can't really comment on the warrior stuff as I'm a tank, I don't really use any of the skills you've got set up. I played around and set up a basic tanking set of spells.
Please post your setup... I could use it to tweak the default config. My warrior is level 10... so I can't test the warrior config very well

Originally posted by Detritus

- Would like the ability to display spells based on current target debuffs. So, for example, display Demo Shout if mob doesn't have demo shout.
I thought demo shout was working this way if the 0.53 version... It did have some checks like if you were close enough to the target... of course it might have been bugged.
Either way it should work in the next release (v0.6).

Originally posted by Detritus

Display Devastate if mob has 5 sunders. Don't display Sunder if mob has 5 sunders. That sort of thing.
I added a lacerate/sunder stack counter/countdown in v0.6.
Whether a sunder icon with count of 5 or a devastate icon should be shown... I'll revisit this in v0.6+.

Originally posted by Detritus

- Found the way Global Cooldown worked slowed me down a little. If GCD is on, nothing displays apart from those spells not tied to GCD. So, I see Heroic Strike, that sorta thing. When GCD expires, the display floods with lots of new options and it takes a moment to decide on which to go with. It would be better if things simply greyed out during GCD so that you could be looking at them and deciding which one to press when GCD expires.
A small/minimal progress bar showing global cooldown (above or below the buttons in horizontal mode, left or right in vertical) would be useful...but more a "nice to have", I guess.
Great ideas.. I noticed this problem also, so in v0.6 spells not ready just due to only GCD will be greyed out instead of gone.
I have found this much easier to handle and I'll look at whether I think a progress bar would help now.
But, for now I suggest the Quartz casting bar mod... its has a nice implementation of a GCD spark bar.

Originally posted by Detritus

If you're going to be parsing combat log events I really recommend looking at ParserLib. I run a lot of mods and won't run anything that parses the combat log without it as it immeasurably improves performance when there are lots of mods attempting to parse the log. More detail on how to use it can be found at: http://www.wowace.com/wiki/Parser-1.1
Done in v0.6

Originally posted by Detritus

- LOVE the fact you can prioritise spells for a slot. imba.

Otherwise not much to say other than, this is great. Definitely going to keep using this...nice mod.

Nice mod...hope development continues. I'll feedback as often as I'm able.
Thanks for the input and nice comments.
I hope to have v0.6 out soon (a couple of days max).
Report comment to moderator  
Reply With Quote
Unread 06-03-07, 08:32 PM  
RogueShadow
A Fallenroot Satyr

Forum posts: 20
File comments: 10
Uploads: 0
I am a key binder, I am going to try this out.

Thanks for making it.
Report comment to moderator  
Reply With Quote
Unread 06-05-07, 02:26 PM  
Aldmehr
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 29
Uploads: 1
I'm getting close to pushing v0.7 out the door. Today or tomorrow...

I Added support for multiple config profiles and autoswitching (default is off) between config profiles "Default" (solo), "Group", and "Raid".
There are also a bunch of tweaks and bug fixes.

After v0.7, the development will slow down dramatically... mainly limited to bug fixes, default config/special cases tweaks, waiting on community feedback for class configs/cases, and the dreaded step of torturing someone to make a GUI to configure watchSpells.
I'll also try to get v0.7 into wowace SVN.


I am looking for feedback.... suggested changes... if anyone is using this mod that is.
Last minute updates that could go into v0.7....
Report comment to moderator  
Reply With Quote
Unread 06-05-07, 11:50 PM  
qicheng
A Kobold Labourer

Forum posts: 0
File comments: 1
Uploads: 0
Can a check for stealth be done for cat druids and rogues?
Report comment to moderator  
Reply With Quote
Unread 06-06-07, 04:32 AM  
Detritus
A Cyclonian

Forum posts: 42
File comments: 28
Uploads: 0
Originally posted by Aldmehr
I'm getting close to pushing v0.7 out the door. Today or tomorrow...

Cool.

I Added support for multiple config profiles and autoswitching (default is off) between config profiles "Default" (solo), "Group", and "Raid".
There are also a bunch of tweaks and bug fixes.
Great feature...will this support switching by stance? This would be very cool for warriors! Also, it would be good to allow manual switching (although, I suspect you'd have to be able to disable auto-switching for this to work). I'll talk a little more about why further down.

After v0.7, the development will slow down dramatically... mainly limited to bug fixes, default config/special cases tweaks, waiting on community feedback for class configs/cases, and the dreaded step of torturing someone to make a GUI to configure watchSpells.
Sure...feature freeze, bug squish.

I'll also try to get v0.7 into wowace SVN.
Excellent...this will make for easy updating.

I am looking for feedback.... suggested changes... if anyone is using this mod that is.
Last minute updates that could go into v0.7....
Hell yeah, I'm using it. Didn't use it much this week 'cause u managed to hit my wedding anniversary....extended WoW sessions don't go down to well with my wife on our wedding anniversary.

On the feature front, I would like to see the icons all disappear once you leave combat. Residual rage tends to leave readyspell icons on my screen for a good minute or so after each combat.

As I mentioned, I haven't had a great deal of time to play with 0.6. I did have time to play with it some last night and it's looking good. I've a question though: how do the existing checkspecialcases functions work? I'm assuming at the moment you've got Thunderclap/Demo Shout wired to not show when the debuff is active on the current target. Similarly, I'm assuming that Sunder won't display when there are 5 applications to target? As I said, not had a great deal of time to play and work out the current behaviour...but I'm assuming this is how it's working atm. With this in mind, it would be nice to expand that behaviour a little:

- Rather than not displaying debuff spells while the debuff is active, allow the spell to show up a configurable period of time before the debuff wears off. This could be a generic value for all buff/debuff spells maybe stored in a variable so that it can be easily changed? Should be easy with buffs (heroic strike, etc) but I'm guessing it may be harder with debuffs...certainly was pre 2.0. Although the UnitDebuff API function seems like it may provide timeLeft if the debuff was cast by the player (http://www.wowwiki.com/API_UnitDebuff). This should provide a little bit of notice when a debuff is running out and, for me, would render mods like OCD pretty redundant...helping keep things minimal.

- Alter, or allow configuration of, the stackcounter function. Sunder Armor continues to generate threat after the 5 sunder stack-limit, and consequently gets spammed by tanks throughout a fight. Tanks without Devastate (likely hybrid tanks or DPS warriors who are off-tanking) will still want sunder to pop up at that point. Full-specced prot tanks with Devastate will want to start using Devastate in place of Sunder once 5 sunders have been stacked on the target. This is because the amount of threat generated by Devastate is dependant upon the number of sunders on the target. The threat per point of rage generated by Devastate exceeds that of Sunder once there are 5 sunders on the target. Consequently, you'll see a tank (the decent ones, anyway) will stack 5 sunders on a target and then start using Devastate exclusively, ignoring Sunder. With this in mind, I'd like to see the ability to set the number of sunders to stack on the target (1 - 5, or infinite) before readyspells stops showing sunder. I'd also like to be able to set the number of sunders required on the target before Devastate will appear.

Once I've settled into a config that I'm satisfied with, I'll post it here so that you can include it. It'll be a tank config, I'm pure prot spec and never PVP or DPS as my damage output is abysmal. As far as tank configs go, there are a couple that would be useful. Ideally, it would be good to be able to manually switch between these, say with a keybind. As a tank there's a couple of things you need to do - generate threat and mitigate damage. Different fights demand different combinations of these. Also, the amount of rage you have available dictates what spells you should use. So, for example, Revenge is the most rage-efficient spell warriors have. It generates the most threat per point of rage of any spell in the spellbook. On the other hand, Shield Slam generates the most threat of any spell in the book, it just costs a lot of rage to use. In a rage-saturated fight, shield slam should take preference over revenge. If you're short on rage, revenge takes priority. This means you end up with two profiles:

Low Rage
Revenge, Shield Slam, Devastate, Sunder Armor, Heroic Strike.
Shield Block, Thunder Clap, Demo Shout

High Rage
Shield Slam, Revenge, Devastate, Sunder Armor, Heroic Strike.
Shield Block, Thunder Clap, Demo Shout

Both these assume that Devastate only appears when there are 5 Sunders on the target. If there aren't then it actually generates less threat than Sunder. I keep a seperate priority list for mitigation (shield block, demo shout, etc.) as some fights require it, and some don't...depends on the amount of threat needed. I've avoided use of certain skills (Disarm, Shield Bash) as these generally need to be used at specific times (to interrupt a heal being cast by a boss, for example) and not just when they're ready.

Anyway, this kinda turned into an essay. Love the mod and really looking forward to putting it through it's paces. I have a Karazhan run tonight and consequnetly it'll get a thorough testing in a raiding environment. I'll let you know how it goes. In terms of widespread take-up of the mod, I think you need to get the default profiles up and running along with a GUI config interface before lots of ppl start using it. Editing LUA isn't really a problem for me, but a lot of ppl are put off by that level of configuration. Have you looked at WOW UI Designer (http://www.wowinterface.com/download...IDesigner.html)? It might help out with the GUI build. I've not used it myself but it looks pretty good.

Thanks for the effort you're putting into this mod. Really looking forward to trying 0.61 tonight.
Report comment to moderator  
Reply With Quote
Unread 06-06-07, 08:26 AM  
Aldmehr
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 29
Uploads: 1
Originally posted by qicheng
Can a check for stealth be done for cat druids and rogues?
Can you provide an example of what you mean?

For druids, prowl already shows up as ready when in cat form, not prowled, not in combat, and its not on cooldown.
Last edited by Aldmehr : 06-06-07 at 11:03 AM.
Report comment to moderator  
Reply With Quote
Unread 06-06-07, 10:44 AM  
Aldmehr
A Deviate Faerie Dragon
AddOn Author - Click to view AddOns

Forum posts: 11
File comments: 29
Uploads: 1
Originally posted by Detritus

will this support switching by stance? This would be very cool for warriors! Also, it would be good to allow manual switching
Stances should already work fine. For instance, on my low level warrior, charge will only show up in battle stance and taunt will only show up in defensive stance.
This is one reason they share the same slot in the default config, because they will never conflict.
I do the same for druid forms... bear/cat/caster spells will share a slot and never conflict.
I'm not sure I see the point of profiles based on stance.

Also, v0.7 auto switching will only switch between "Default" (solo), "Group", and "Raid" atm, so if you create a profile with a name other than those like "BigMeanBoss", it won't autoswitch.
Manual switching will be relatively easy (/rsp profile choose BigMeanBoss or use DeuceCommander/Waterfall). I am not planning to support keybindings... but it would be easy to create a macro with the profile switch command and bind a key to it.

Originally posted by Detritus

On the feature front, I would like to see the icons all disappear once you leave combat. Residual rage tends to leave readyspell icons on my screen for a good minute or so after each combat.
Correct me if I am wrong, but if you don't have a target selected this should generally only be the case for no target AE type spells. (shouts, thunder clap).
That said, I'll remove the debuffs from showing in 0.7. I think it is still useful to have buff shouts show (cast them and they'll go away).
Also note, there is a bug in 0.61 for no target AE buff spells (i.e. battle shout) where they won't show unless you have a target selected and are close... fixed in 0.7.

Originally posted by Detritus

how do the existing checkspecialcases functions work? I'm assuming at the moment you've got Thunderclap/Demo Shout wired to not show when the debuff is active on the current target. Similarly, I'm assuming that Sunder won't display when there are 5 applications to target?
yes on thunder clap and demo shout.

no for sunder, this is how it works:
-if not up, it won't show
-if up (any stack count including 5) and > 7 seconds left, it shows with a small yellow number representing current stack count (see screenshot with lacerate 2 stack).
-if up (any stack count including 5) and < 7 seconds left, it shows a large red number representing seconds until the debuff falls.


Originally posted by Detritus

- Rather than not displaying debuff spells while the debuff is active, allow the spell to show up a configurable period of time before the debuff wears off.
Like how sunder works atm? I'm seriously considering this due to a number of cases... example:
I got tired of thunder clap showing up whenever I had 20 rage... and it wasn't appropriate time to use it (to get around this I hacked it to only show with > 50 rage which works fine for my solo level 13 warrior, but is probably not appropriate for a raid tank).
Maybe I should change it to the sunder behavior - only show when up and have a countdown timer. (of course the stack count will never be > 1).
But, one reason I have not done this for the general case is it tends to leave a lot of ready spell icons on screen... (dots: clap, demo shout, rend along in addition to the readyspells) and then it gets confusing again.
Perhaps the best solution is to have a ReadySpells frame AND a dot timer frame that can be positioned seperately.
But, there are already a lot of dot timer addons out there so hmm... I'll have to think on this. Most of them are bar timers though.. which annoys me.
Either way, those would be v0.8 changes.


Originally posted by Detritus

I'd like to see the ability to set the number of sunders to stack on the target (1 - 5, or infinite) before readyspells stops showing sunder. I'd also like to be able to set the number of sunders required on the target before Devastate will appear.
As said above, sunder will always show if up. A sunder image with '5' stack count seems just as good as showing a devastate image. (and requires no additional coding!)
Test out this current behavior and see if you really think changes are necessary here.


Originally posted by Detritus

As a tank there's a couple of things you need to do - generate threat and mitigate damage. Different fights demand different combinations of these. Also, the amount of rage you have available dictates what spells you should use.
In a rage-saturated fight, shield slam should take preference over revenge. If you're short on rage, revenge takes priority. This means you end up with two profiles:

Low Rage
Revenge, Shield Slam, Devastate, Sunder Armor, Heroic Strike.
Shield Block, Thunder Clap, Demo Shout

High Rage
Shield Slam, Revenge, Devastate, Sunder Armor, Heroic Strike.
Shield Block, Thunder Clap, Demo Shout
This will be possible in 0.7 with two different profiles.
Also, DPS and Tank spells can often share the same slot since they usually require different stances or shields.

Here is what I am suggesting for the 0.7 default config (with changes based on your input), if you want to try it in 0.61. (maybe take out the last slot)
I like to keep heroic strike seperate from the other aggro gen stuff, since its a parallel rage dump.
The main issue this might have for you is that shield slam will never take priority over revenge...
Also, you might try putting sunder into its owns slot to see if you like it that way better.

local watchSpells = {
{"Shield Block", "Sweeping Strikes", "Whirlwind", "Thunder Clap", "Demoralizing Shout"},
{"Spell Reflection", "Shield Bash", "Pummel", "Victory Rush", "Overpower", "Revenge", "Execute", "Shield Slam", "Mortal Strike", "Bloodthirst", "Sunder Armor", "Rend"},
{"Heroic Strike"},
{"Charge", "Intervene", "Intercept", "Mocking Blow", "Taunt", "Hamstring"},
{"Commmanding Shout", "Battle Shout"},
{"Concussion Blow", "War Stomp"},
}

Two things I would like you to test... if you activate cleave does the heroic strike image get greyed out? (I hope so).
Does intervene ever show? (I'm guessing its not working well atm, I might need to special case a targettarget).



Originally posted by Detritus

In terms of widespread take-up of the mod, I think you need to get the default profiles up and running along with a GUI config interface before lots of ppl start using it.
GUI config of everything BUT watchSpells exists in 0.7 through waterfall (and 0.61 through DeuceCommander).
GUI config of watchSpells... is a 0.8 or 0.9 thing.
The other big thing for these versions being configs/special cases for the rest of the classes.
When all that gets in and is tested.. v1.0. Which is the "widespread" target version.
0.7 is releasing today or tomorrow... Those other versions might be a while.
Also, I updated the version history with 0.7 stuff, even though its not released yet.
Last edited by Aldmehr : 06-06-07 at 11:03 AM.
Report comment to moderator  
Reply With Quote
Unread 06-07-07, 12:36 AM  
EnSabahNur
A Defias Bandit
 
EnSabahNur's Avatar
AddOn Author - Click to view AddOns

Forum posts: 3
File comments: 55
Uploads: 6
BableSpell

Please BableSpell suport
Report comment to moderator  
Reply With Quote
Post A Reply



Category Jump: