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AloftCastWarning (Beta)  Popular! (More than 5000 hits)

Version: AloftCastWarning-4.0.1-2048
by: acapela [More]

NOTE: This addon is now part of core Aloft, incorporated as a module. Versions of Aloft from 4.2.X onwards (including the mainline Aloft-4.3.X version and onwards) all incorporate this functionality. It is no longer necessary to install this as a separate addon. Standalone versions of this addon will NOT work with WoW 4.1 or later.
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NOTE: This is now an Ace3 addon. AloftCastWarning-1.0.0 (and subsequent versions) will NOT WORK with any Ace2 version of Aloft. You will need Aloft-4.X.
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This addon provides a "pseudo" cast bar for identifiable non-target units with visible nameplates (in addition to Aloft's normal target cast bar). This addon ignores the player's current target (on the assumption that the normal target cast bar is available for that purpose).

There are limitations (gory details in README.txt, which is enclosed within the addon. Please review it). To summarize: for PvE (and NPC targets generally), you need to be in a group/raid, a groupmember needs to have the unit targeted, and the unit needs to have a raid target assignment (i.e. an icon). For battlegrounds (PvP, PC targets), a groupmember needs to have the unit targeted. In arenas (PvP, PC targets), it should just work (though it has not been extensively tested there).
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This is packaged as a standalone addon, and should be installed as such, but it requires Aloft in order to function. Without Aloft, this addon will just silently fail to initialize.

Remember to enable this addon, as well as Aloft, on the Blizzard addon control screen.

NOTE: Aloft installs into .../Interface/AddOns/Aloft, and THIS addon should install into .../Interface/AddOns/AloftCastWarning. i.e. Copy the contents of this addon's ZIP into .../Interface/AddOns as you would any other standalone addon.

This addon requires Aloft-4.X (preferably the most recent), and is intended to work under WoW 4.0.1 (and the Cataclysm Beta). This will also work with the Aloft Alpha.

The major version numbers of AloftCastWarning have been matched with Aloft, as a way to simplify which version works with which (i.e. Aloft 4.X should be compatible with AloftCastWarning 4.X).

Please delete your AloftCastWarning.lua saved variables file when you install the most recent version of AloftCastWarning.
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In order to track defects, PLEASE report any problems in THIS addon's comments and/or via THIS addon's bug reporting mechanism here at WoWInterface (do not use the general Aloft addon for reporting problems with THIS addon).

This addon is still EXPERIMENTAL. Incredibly detailed problem reports are probably not necessary, but please be prepared to work with the author to figure out how to reproduce your errors.

Also watch for efficiency problems. If you feel this addon is eating large amounts of runtime memory and/or slowing your framerates down, let me know, and I will investigate.

I will construct a "real" front page for this addon at some point (basically massaging README.txt into something useful). In the meantime, please review README.txt.

Enjoy!
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As always, AloftCastWarning is free with your materials, but if you want to donate: Click here to lend your support!

4.0.1-2048
- fixed problem in AloftCastWarningLocale.lua preventing options from loading properly

4.0.0-1893
- TOC update to 40000 (for WoW 4.0.1/Cataclysm)
- made major version match that of Aloft (both 4.X; hopefully will help avoid future confusion over which basic/major version of AloftCastWarning to use with which version of Aloft)

1.0.5-1871
- enhanced all borders to expose edgeSize (thickness) and inset (padding) as user options

1.0.4-1844
- fixed intermittent bug related to trying to track spells with zero cast duration
- enhanced to delete spells with zero cast duration from the spell database (we don't want to track them, we certainly don't need to save them)
- fixed various problems with proactive cleanup of spell database

1.0.2-1809
- simplified nameplate OnHide processing; setting backdrop/border alpha to zero (0), but leaving the actual border in place; this seems to affect the #132 crash problem? please test (enable borders again, etc)

1.0.1-1780
- added "comprehensive" checks to AloftCastWarning's options menus to insure that the associated module is enabled before updating options

1.0.0-1764
- initial production Ace3 release
- NOT COMPATIBLE with versions of Aloft before 3.1.0
- file manifest is the same as older versions (should be able to just install); your saved variables should be OK
- revised definition of "friendly", to "not UnitCanAttack()"; "UnitIsFriendly()" returns true for same-faction duel opponents, and "UnitIsEnemy()" may report false for neutral units

0.7.9-1599
- applied a blend mode on all texture regions (including backdrops) to "improve" behavior of UI object layering

0.7.8-1588
- enhanced to provide a cast warning bar in some situations when the player's target changes and the target cast bar is not available

0.7.7-1531
- small internal change that improves UI element layering in WoW 3.3 (harmless in WoW 3.2)

0.7.6-1430
- moved some target tracking capabilities into Aloft's target tracking, to facilitate Aloft combat text association with non-target/non-group nameplates
- rationalized the spell school colors more closely with Blizzard's standard combat log spell colors

0.7.5-1354
- added configurable option to direct AloftCastWarning to change alpha of visible nameplates engaged in detectable/warnable cast activity (requires Aloft-2.8.10-0000 or later, requires AloftAlpha module to be enabled)
- fixed a bug related to re-casting the same spell while the earlier cast is still "fading"

0.7.4-1254
- fixed a typo in unit channelled spellcast processing
- commented out some diagnostics that survived into the 0.7.3 release

0.7.3-1242
- replicated Blizzard "shield" graphics for uninterruptable spells with a graphic over the cast warning spell icon (look at "Cast Warning>Spell Icon>Shield" options)
- added features to detect and change cast warning color/texture/border on uninterruptable spell casts, provide separate cast warning options for interruptable/uninterruptable spells

0.7.2-1189
- updated TOC for WoW 3.2
- fixed a bug in combat log processing that was causing cast warnings to end prematurely
- fixed a bug with fade processing that was causing cast warnings never to fade

0.7.1-1150
- fixed TOC typo, now 30100
- adjusted frame level and draw layers of various cast warning assembly elements to rectify potential layering problems

0.7.0-1125
- updated TOC to interface version 31000
- extensively refactored combat log event handling, to use both "UNIT_SPELLCAST_*" and "COMBAT_LOG_*" events to detect spells
- fixed numerous small mistakes/misconceptions in combat log event handling (no doubt there will be more to come)
- cast warnings should now appear regardless of whether the addon has seen the spell before
- extensively refactored saved variables handling, so that useful spell information is collected/saved, and incomplete information is deleted at each game sessoion start
- should show spell warnings on arena opponents without needing mouseover/etc; needs testing

0.6.1-932
- added separate text colors for active cast and fade processing
- added pool for active cast records (cuts down on dynamic table construction/destruction)

0.6.0-903
- initial beta version
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Unread 08-13-09, 11:46 AM  
acapela
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Re: Re: Re: Yeah, it works.

Originally posted by Abelius
In which server do you play, you said...? I'll going straight there in a flash!

Well, in my server (spanish Tyrande) people just run before me (the tank) and expect to have their arses saved every time a caster like the spellflingers at Old Kingdom shoot a blast to them, for the sake of the now famous phrase "gogogogogogog, cmon thisa shiittty hero!"

So... sometimes I just wink an eye to the spellflinger and sit my green butt to see what happens after not doing anything...
ha ha, yes, the "facepull" school of instance clearing. we have a number of Paladin/DeathKnight AOE-type tanks that feel safe enough to run ahead and pull a few seconds in advance of the rest of the group showing up. have not met too many squishies who do things this way .

for "real" content (or "same-level" content, where the players are 80 and the targets are all 80-83), most folks have learned that it is generally quicker to mark things, pull carefully, and leave the aggro on the tank than it is to wipe.

so, my sympathies.
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Last edited by acapela : 08-14-09 at 10:02 AM.
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Unread 08-13-09, 01:01 AM  
Abelius
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Re: Re: Yeah, it works.

Originally posted by acapela
yeah, i guess this didn't really cross my mind. every PvE/instance group or raid i have been in since the raid target marker system was available has marked everything (the targets, the tanks, the healer, etc), both to coordinate kill order and to help people identify who is who when everyone/everything is running around like headless chickens. could be overkill in some situations, but better safe than sorry.
In which server do you play, you said...? I'll going straight there in a flash!

Well, in my server (spanish Tyrande) people just run before me (the tank) and expect to have their arses saved every time a caster like the spellflingers at Old Kingdom shoot a blast to them, for the sake of the now famous phrase "gogogogogogog, cmon thisa shiittty hero!"

So... sometimes I just wink an eye to the spellflinger and sit my green butt to see what happens after not doing anything...
Last edited by Abelius : 08-13-09 at 01:02 AM.
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Unread 08-04-09, 04:08 PM  
acapela
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Release: AloftCastWarning-0.7.2-1189

there is a new release of AloftCastWarning available: AloftCastWarning-0.7.2-1189.

this is designed to work with Aloft-2.8.3-1190 (or later). there are a few small bug fixes, but this relies heavily on a bugfix in that specific version of Aloft to operate properly.

as always, let me know if there are any problems.
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Last edited by acapela : 08-07-09 at 08:33 PM.
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Unread 08-04-09, 01:22 PM  
acapela
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Re: Yeah, it works.

Originally posted by Abelius
...confirm what you said in the previous post: yes, it is working perfecly when you assign a raid icon to the mobs.
glad to hear that.

Now, there's a lot of people asking me why I assign so many marks at the mobs in the hero dungeons, he he...
yeah, i guess this didn't really cross my mind. every PvE/instance group or raid i have been in since the raid target marker system was available has marked everything (the targets, the tanks, the healer, etc), both to coordinate kill order and to help people identify who is who when everyone/everything is running around like headless chickens. could be overkill in some situations, but better safe than sorry.

but anyway, this is the only thing i could find "in the whole game" that would allow me to uniquely identify nameplates. i can reverse-engineer the presence of these icon graphics on nameplates when they become visible, identify which icon is involved, and etc, without needing an active player target.
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Unread 08-03-09, 10:03 AM  
Abelius
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Yeah, it works.

Hi,

Just passing by to say thanks again for your mod and work, and to confirm what you said in the previous post: yes, it is working perfecly when you assign a raid icon to the mobs.

Now, there's a lot of people asking me why I assign so many marks at the mobs in the hero dungeons, he he...
Last edited by Abelius : 08-03-09 at 10:03 AM.
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Unread 07-21-09, 10:56 AM  
acapela
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Originally posted by Luxfero
well that fixed the error but i dont see other peoples cast bars unless im targeting them, am i suppose to set up something special?
a recent mouseover should be sufficient for player characters (friendly or enemy), as long as their nameplates are visible.

for PvE targets (and NPCs in general), there is no reliable way for Aloft to associate nameplates with targets (of which there may be several visible, all with exactly the same unit name and level, etc), so it doesn't even try. for that you need to provide Aloft some "disambiguation" help, specifically a raid target assignment.
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Last edited by acapela : 07-21-09 at 10:59 AM.
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Unread 07-21-09, 03:56 AM  
Luxfero
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Originally posted by acapela
looks like you could be running an older version of Aloft (this seems like the most likely explanation).

try updating Aloft to a 2.8.X version, preferably the latest/greatest (Aloft-2.8.2-1163).
well that fixed the error but i dont see other peoples cast bars unless im targeting them, am i suppose to set up something special?
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Unread 07-20-09, 04:08 PM  
acapela
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Originally posted by Luxfero
I get this error every time I enable Aloft Cast Warning, it just keeps popping up and I have to disable it and can't use Aloft if Aloft Cast Warning is running.
looks like you could be running an older version of Aloft (this seems like the most likely explanation).

try updating Aloft to a 2.8.X version, preferably the latest/greatest (Aloft-2.8.2-1163).
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Unread 07-19-09, 09:14 PM  
Luxfero
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I get this error every time I enable Aloft Cast Warning, it just keeps popping up and I have to disable it and can't use Aloft if Aloft Cast Warning is running.

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Unread 07-10-09, 10:54 AM  
Abelius
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Thumbs up Re: Re: Time to learn spells...? (even now)

Originally posted by acapela
for PvE targets (i.e. NPCs, which may consist of several mobs with visible nameplates, all of which have the same name and level, etc), the addon still requires a raid target icon to be assigned in order to identify nameplates. without that (i.e. without what i call an "identifiable nameplate"), the addon won't even try to post a cast warning.
Ups... then I didn't understood the full requirements of the addon to work! He he...

That will be the main reason because it "didn't work" for me. I will try it again at a dungeon, when my account is restored...

Yes, some jerk took over my account and now I'm waiting for Blizzard Support to fix it for me.

Thanks again for your hard work and your replies.
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Unread 07-03-09, 02:11 PM  
acapela
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Re: Time to learn spells...? (even now)

edit: hmm, after saying all of this, it looks like i may have broken something. i definitely had this working. probably something small and stupid that i "assumed" i did not need to carefully re-test (that will teach me). i will dig into it, and make sure it gets fixed.

edit: something odd going on with this particular game session. exited the game, started up again, and everything "suddenly started working", using 0.7.1-1150. go ahead and try things the way i describe below. i will continue testing.

edit: alright, something seems to be happening such that the addon can, after quite a while, forget how to show cast warnings. it can take a couple of hours of game play for it to reach this state. so, i have enabled some diagnostics, and when this happens the next time i should be able to make some progress on figuring out why. in the meantime, reloading my UI seems to clear the condition (and i have not noticed it happen right after a fresh game session starts). i will keep banging on it, hopefully we can get a fix.

Originally posted by Abelius
Sorry for not being there when you replied to my message. It's been a long time filled with work, work... and more work at work.
heh, been there and done that . no worries.

So, my question is this (just in case I didn't fully understood the limitations of the addon): Are the spells learnt in a spellname basis? Or are they learnt in a spellname AND unitname basis?
at this point, with version 0.7.X of the addon, the "learning" is purely an optimization: something that the addon uses as a shortcut when available, but no longer requires in order to provide cast warnings.

so for PvP (i.e. targets that are players, not NPCs), the only real requirement now is that you have moused over the target at some point in the "recent" past (i time out this record-keeping after about 5 minutes, to save memory).

mousing over a PvP target lets the addon collect a unit GUID and match it to a unit name, so that when activity appears in the combat log for a GUID and a player nameplate with a particular unit name is visible, the addon can connect the dots and put up a cast warning on the correct nameplate.

for PvE targets (i.e. NPCs, which may consist of several mobs with visible nameplates, all of which have the same name and level, etc), the addon still requires a raid target icon to be assigned in order to identify nameplates. without that (i.e. without what i call an "identifiable nameplate"), the addon won't even try to post a cast warning.

(player nameplates are by definition "identifiable", since player names are "unique".)

so, if you are standing next to a bunch of friendly players messing around (dueling or whatever), and you have the "Player" and "Friendly Units" options enabled, and you run your mouse over all of them, you should be able to see cast warnings on visible nameplates for all "timed" (i.e. non-instant-cast) spell activity.

at this point i have done this many times, successfully, testing the addon... so if this basic sort of thing is not working for you, i would be at a bit of a loss.
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Last edited by acapela : 07-05-09 at 11:02 AM.
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Unread 07-03-09, 09:07 AM  
Abelius
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Time to learn spells...? (even now)

Hello again Acapela,

Sorry for not being there when you replied to my message. It's been a long time filled with work, work... and more work at work.

Anyway, I tried with the xx25 version, reinstalling the two addons from scratch (deleting the previous ones), and erasing the savedvariables files as well.

With some effort and help from one mage, I finally managed to see her frostballs and even how she was fishing (turning on that option, of course), so I cheered and cried a victory shout.

Nevertheless, that was the only time that the castwarnings worked. It's been a while, and I didn't see any castbar from any mob casting something to me.

So, my question is this (just in case I didn't fully understood the limitations of the addon): Are the spells learnt in a spellname basis? Or are they learnt in a spellname AND unitname basis?

I mean, if it's not the same thing for your addon one spell from one mob or another, even if the name in the combat log is the same. (?)

I didn't tried yet the xx50 version, but I suppose this is not changed, right?

Thank you for your hard work and supportive attitude.

Abelius.
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Unread 07-01-09, 10:30 PM  
acapela
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Release: AloftCastWarning-0.7.1-1150

a new release of AloftCastWarning is available, AloftCastWarning-0.7.1-1150. this updates the TOC "correctly", and attempts to adjust frame layering to work "correctly", and should be functional on the 3.2 PTR (remember to enable "Load Out of Date Addons").

this version has been tested with Aloft-2.8.1-1151.
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Unread 06-24-09, 04:30 PM  
acapela
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Release: AloftCastWarning-0.7.0-1125

a new version of AloftCastWarning is available, AloftCastWarning-0.7.0-1125.

this has been substantially reworked. please look at the change log for the details. hopefully you will all find that it works much "better" than in the past (and hopefully still without eating memory and CPU like candy ).

this is intended to work with Aloft-2.8.0-1127, in fact this version of Aloft is required (results with earlier versions of Aloft could be somewhat flaky).

also note that there have been enough changes in this version that you should delete your AloftCastWarning.lua SavedVariables file.
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Unread 06-18-09, 02:27 PM  
acapela
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Re: I can't get it to work

Originally posted by Abelius
- has the addon had time to "learn" spells, from the spellcast activity of your targets or the targets of groupmembers?

Emm... I don't get this one. What do you mean by "time"? Well, I tested it primarily with mages, which were casting fireballs all the time, so I suppose the addon had the opportunity to learn about it.
yes, this is very helpful. thank you for taking the time to supply this information.

i believe the issue i quote above is the problem. a couple of aspects of the design intent for this addon were:
  • to "learn" spells (store them in SavedVariables), so that the addon could avoid doing GetSpellInfo() calls every time something appeared in the combat log, and
  • only "learn" spells seen on active targets (via UnitCastingInfo()/UnitChannelInfo()), so that all the useless/uninteresting junk (using bandages, for instance) that streams through the combat log as "spells" or "skills" would not end up "learned" and stored in SavedVariables.

what i think you are seeing are people using spells that the addon has not "learned" yet (the addon has not yet seen those spells being cast by units you had actively targeted), hence no cast warnings. (in development, i noticed SavedVariables for this addon growing very large during testing, several megabytes on disk, so i coded things to be very strict about what was "learned" and stored in SavedVariables.)

at this point, i think this whole approach was mistaken on my part.

i have a new version of the addon that is very close to release. this new version will go ahead and "learn" everything it sees in the combat log (regardless of its relevance... the addon has no real way to tell the difference anyway; even bandages heal, for instance), and provide a cast warning on all of it, and store what it has seen in SavedVariables when the game session ends... but on game startup it will also briefly go though and clean out any "junk" loaded from SavedVariables that does not look like a "real" spell (it will only keep the stuff that it has been able to verify using UnitCastingInfo()/UnitChannelInfo(), and that it has actually seen doing damage or healing). SavedVariables will not end up collecting a bunch of junk, and this will also recover memory at the start of each game session.

this should allow the addon to access data it has already queried the game client for (without having to query again), show cast warnings for everything without any cryptic "learning" requirement, and also avoid accumulating a large amount of irrelevant nonsense in SavedVariables.
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Last edited by acapela : 06-18-09 at 02:33 PM.
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