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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.
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Unread 08-11-09, 10:29 PM  
Footrot
A Defias Bandit
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Originally posted by tnbp
On further thought about this, do they have to initialize themselves in this manner? It might seem like a petty request, but it kind of stinks to have to run around with a huge square on my screen until I enter combat and use something with a cooldown. It sure would be nice if it didn't absolutely need to be the way that it is.
You may have to send me a screenshot. Mine initialise by briefly all pulsing at once and fading very quickly - and this is the intention.
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Unread 08-12-09, 02:50 AM  
Warschild
A Murloc Raider

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Re: Re: Some advice

Originally posted by Footrot
As per the main page, yes I am. There's a weirdness with Button Facade and alpha levels in patch 3.2 though, so I'm working on the feature as we speak while trying to figure out why BF doesn't play so well with transparency.
I'm afraid fixing this may not be possible.

Lets say we want to use a curcular button... the problem is that the circular texture just masks the square icon so that it appears to be a circular button. When the circular mask becomes transparent, the illusion is revealed and the square icon can be seen momentarily before the circle becomes solid again. There is no way to avoid this, I'm afraid.
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Unread 08-12-09, 03:37 AM  
Footrot
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Re: Re: Re: Some advice

Originally posted by Warschild
I'm afraid fixing this may not be possible.

Lets say we want to use a curcular button... the problem is that the circular texture just masks the square icon so that it appears to be a circular button. When the circular mask becomes transparent, the illusion is revealed and the square icon can be seen momentarily before the circle becomes solid again. There is no way to avoid this, I'm afraid.
Oh, I'm very much aware of that - I explained this exact same thing to someone recently (I can't remember if it was a PM or in these comments). However, the feature still needs to exist for those not using BF (but must also therefore work with BF, even if it looks funny) and for some using square skins, it may be acceptable. Also, I can choose to give an option to control the alpha level of the spell image itself, without affecting the BF skin.
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Unread 08-12-09, 08:52 AM  
tnbp
A Kobold Labourer

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Originally posted by Footrot
You may have to send me a screenshot. Mine initialise by briefly all pulsing at once and fading very quickly - and this is the intention.
Aha. That is definitely not what's going on with mine. When I log in, I see an empty button frame where my pulse frame is. And it stays solid and empty up until I use an ability that cools down (and then causes it to pulse.) So if I log in and I mount up and ride somewhere, I just have this empty pulse button sitting stagnant in the middle of my screen until I enter combat and use a spell that cools down. Does that make sense?

This is what it looks like until I use an ability that cools down:

Last edited by tnbp : 08-12-09 at 09:53 AM.
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Unread 08-12-09, 02:55 PM  
Footrot
A Defias Bandit
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Originally posted by tnbp
Aha. That is definitely not what's going on with mine. When I log in, I see an empty button frame where my pulse frame is. And it stays solid and empty up until I use an ability that cools down (and then causes it to pulse.) So if I log in and I mount up and ride somewhere, I just have this empty pulse button sitting stagnant in the middle of my screen until I enter combat and use a spell that cools down. Does that make sense?
Okay, that's totally not right. That is 100% worth fixing. In my next update, I'll add extra debugging info and get you to switch that on and let me know what it's saying. It might also help me to know what other addons you have enabled also, since on my heavily-addon'ed environment, GP3 is fine, as well as on a 'clean' system with only BF and GP3.

Can you perhaps try loading into the game with only GP3 and BF enabled and tell me if it's still happening please? Do you have some form of 'Bug Catcher' addon that might be telling us something as soon as you log in?
Last edited by Footrot : 08-12-09 at 02:57 PM.
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Unread 08-12-09, 04:26 PM  
tnbp
A Kobold Labourer

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Originally posted by Footrot
Okay, that's totally not right. That is 100% worth fixing. In my next update, I'll add extra debugging info and get you to switch that on and let me know what it's saying. It might also help me to know what other addons you have enabled also, since on my heavily-addon'ed environment, GP3 is fine, as well as on a 'clean' system with only BF and GP3.

Can you perhaps try loading into the game with only GP3 and BF enabled and tell me if it's still happening please? Do you have some form of 'Bug Catcher' addon that might be telling us something as soon as you log in?
I'll be on the lookout for the update. I'd be glad to try and help pinpoint this. I have already tried deleting the saved variables and the addon, itself, and starting over. That didn't help. I use a lot of addons, like you, but I'll try loading up with just those two enabled.

I don't use Bug Catcher. I just use Improved Error Frame these days, instead. And I don't see any error messages connected to GP3 or BF when I log in.
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Unread 08-13-09, 12:25 AM  
Feldoth
An Aku'mai Servant

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Not sure if this is a known issue, but the conditionals are not working (at least in regard to [target=focus, harm] and [harm]). Great idea including them by the way, macro conditionals are one of the best things about a lot of mods, but not many use them. Also, you might want to consider putting conditionals on frames as well as alerts, as you might want to handle things differently per-frame but not per-alert.
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Unread 08-13-09, 07:13 AM  
Footrot
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Originally posted by Feldoth
Not sure if this is a known issue, but the conditionals are not working (at least in regard to [target=focus, harm] and [harm]). Great idea including them by the way, macro conditionals are one of the best things about a lot of mods, but not many use them. Also, you might want to consider putting conditionals on frames as well as alerts, as you might want to handle things differently per-frame but not per-alert.
If you use it like this...

[target=focus,harm] show; hide

... then it should be golden. As in, the alert will work if you have a focus and it's a bad-guy. If not, there's a problem. And interesting idea about having it per-frame. I'll see what I can do.
Last edited by Footrot : 08-13-09 at 07:13 AM.
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Unread 08-13-09, 01:44 PM  
Feldoth
An Aku'mai Servant

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Originally posted by Footrot
If you use it like this...

[target=focus,harm] show; hide

... then it should be golden. As in, the alert will work if you have a focus and it's a bad-guy. If not, there's a problem. And interesting idea about having it per-frame. I'll see what I can do.
Ok, so it works like Goose. I was thinking that the condition simply had to be true for it to be shown. Thanks for the help.
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Unread 08-16-09, 01:41 PM  
blankx21
A Kobold Labourer

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Which option would you chose for trinket cooldowns? But my main question to ask is I need to keep track of my Hand-Mounted Pyro Rocket, would I input the name of my glove? Does that exist, if so, which option would be used for that? Appreciate any help!
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Unread 08-16-09, 02:39 PM  
Footrot
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Originally posted by blankx21
Which option would you chose for trinket cooldowns? But my main question to ask is I need to keep track of my Hand-Mounted Pyro Rocket, would I input the name of my glove? Does that exist, if so, which option would be used for that? Appreciate any help!
Inventory cooldowns. And no, you don't have to specify anything in the filters - GP3 will show whatever it sees. But there are a couple of issues with Engineering items I suspect. Let me know if the gloves work.
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Unread 08-16-09, 06:07 PM  
Raynesis
A Kobold Labourer

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Hi, just posting here to say that I have the same problem with having an empty Ghost: Pulse button on login.

It goes away after pulsing or unlocking the button.

Looking forward to the next update.
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Unread 08-27-09, 12:24 AM  
Warschild
A Murloc Raider

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A few kinks to get worked out... but this Addon rocks. A must-have for me from here on out.
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Unread 08-27-09, 08:19 AM  
lush
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is there a way to change the opacity? I seem to remember being able to do that with an earlier version. I have gone through all the options and cant seem to find it.
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Unread 08-27-09, 08:38 AM  
slickwalker
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Request:

Request: Low pet health monitor, Low mana monitor as well.
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