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Footrot's Portal Bug Reports Feature Requests
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Version:
3.0 beta 14
Date:
12-10-2009 01:26 AM
Size:
20.36 Kb
Downloads:
35,796
Favorites:
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Button Facade skinned alert
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Configuring a frame
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Configuring an alert
Ghost: Pulse 3   Popular! (More than 5000 hits)
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 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.
  Change Log - Ghost: Pulse 3
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.
  Archived Versions - Ghost: Pulse 3
File Name
Version
Size
Author
Date
3.0 beta 13
20kB
Footrot
10-05-2009 05:03 PM
3.0 beta 12
19kB
Footrot
10-03-2009 07:43 AM
3.0 beta 11
19kB
Footrot
08-09-2009 04:49 PM
3.0 beta 10
19kB
Footrot
08-07-2009 08:23 PM
3.0 beta 9
19kB
Footrot
08-07-2009 09:13 AM
3.0 beta 8
19kB
Footrot
08-02-2009 01:31 AM
3.0 beta 7
19kB
Footrot
07-26-2009 06:20 AM
3.0 beta 6
19kB
Footrot
07-25-2009 09:05 PM
3.0 beta 5
18kB
Footrot
07-22-2009 04:49 PM
3.0 beta 4
18kB
Footrot
07-22-2009 07:09 AM
3.0 beta 3
18kB
Footrot
07-16-2009 09:27 AM
3.0 beta 2
18kB
Footrot
07-12-2009 07:36 PM
3.0 beta 1
17kB
Footrot
07-07-2009 08:01 PM
  Comments - Ghost: Pulse 3
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Old 02-07-2010, 07:06 PM  
Footrot
A Defias Bandit
Interface Author - Click to view interfaces

Forum posts: 2
File comments: 406
Uploads: 8
Re: Shadow Trance not showing up

Quote:
Originally posted by Digit-O
The warlock talent Nightfall procs a buff called Shadow Trance, but it doesn't seem to show up on Ghost Pulse's player buffs.
Check your filtering - my warlock shows Shadow Trance just fine, or, did it? Hmmm, I'll double-check tonight.
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Old 02-07-2010, 07:05 PM  
Footrot
A Defias Bandit
Interface Author - Click to view interfaces

Forum posts: 2
File comments: 406
Uploads: 8
Quote:
Originally posted by nycomex
Maybe it was already mentioned (I would have searched for it but I couldn't find any possibility to search comments only) but Ghost: Pulse 3 doesn't notice when spell cooldowns are refreshed. Shield Slam on my Protection warrior is one example. If Shield Slam gets refreshed by Sword and Board I get no pulse. If Shield Slam gets refreshed and used I get a pulse as soon as the original cooldown would have ended even though the ability is on cooldown again due to the second use.

My uneducated guess would be that you keep a list of spells used and their cooldowns to schedule the pulse in the future (so if for example Shield Slam is used you will notice it's usage, look up it's cooldown and schedule a pulse 6 seconds in the future since that's the cooldown). While that design may be resource efficient it get's completely screwed by all procs or talents that refresh cooldowns (like T10 set bonuses or like in my example the Sword and Board talent). A possible solution would be to keep a list of procs or buffs that reset cooldowns and reset them manually when they occur.
You are absolutely spot-on. When a spell is used, GP3 notes when it will be available again, and schedules a pulse for that time. Very resource efficient. So your suggestion is the only one available to me if I want to keep the CPU usage down - GP3 will need to know which things can refresh CDs (like SS, Cold Snap etc) and re-schedule/remove future pulses as appropriate.

Last edited by Footrot : 02-07-2010 at 07:06 PM.
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Old 02-07-2010, 05:25 PM  
Digit-O
A Kobold Labourer

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Shadow Trance not showing up

The warlock talent Nightfall procs a buff called Shadow Trance, but it doesn't seem to show up on Ghost Pulse's player buffs.
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Old 02-03-2010, 07:46 AM  
Footrot
A Defias Bandit
Interface Author - Click to view interfaces

Forum posts: 2
File comments: 406
Uploads: 8
Quote:
Originally posted by dusknoir
How can I change the scale of the pulse? I'm unable to find this option in the configuration, but it seems to be used in the project's screenshot.
Type /gp, click Unlock, then follow the instructions that are displayed in your normal chat window.
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Old 02-02-2010, 04:25 PM  
dusknoir
A Kobold Labourer

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How can I change the scale of the pulse? I'm unable to find this option in the configuration, but it seems to be used in the project's screenshot.
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Old 02-02-2010, 08:52 AM  
nycomex
A Kobold Labourer

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File comments: 1
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Maybe it was already mentioned (I would have searched for it but I couldn't find any possibility to search comments only) but Ghost: Pulse 3 doesn't notice when spell cooldowns are refreshed. Shield Slam on my Protection warrior is one example. If Shield Slam gets refreshed by Sword and Board I get no pulse. If Shield Slam gets refreshed and used I get a pulse as soon as the original cooldown would have ended even though the ability is on cooldown again due to the second use.

My uneducated guess would be that you keep a list of spells used and their cooldowns to schedule the pulse in the future (so if for example Shield Slam is used you will notice it's usage, look up it's cooldown and schedule a pulse 6 seconds in the future since that's the cooldown). While that design may be resource efficient it get's completely screwed by all procs or talents that refresh cooldowns (like T10 set bonuses or like in my example the Sword and Board talent). A possible solution would be to keep a list of procs or buffs that reset cooldowns and reset them manually when they occur.
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Old 02-02-2010, 01:58 AM  
Footrot
A Defias Bandit
Interface Author - Click to view interfaces

Forum posts: 2
File comments: 406
Uploads: 8
Re: How do I choose to show only certain spell cooldowns?

Quote:
Originally posted by Photekk
Ok I know this has surely been answered but I've really been looking and messing around with GP for a while now and the whitelist/blacklists are not doing much for me.

All I want to be able to do is add a handful of spells that I really want to know when their CDs are up, with criteria more specific than simply the cooldown time.. that's what I thought whitelists were for, just add the spells you want to show up. But that doesn't seem to work for me - I enter anything in whitelist and NOTHING shows up.

I'm using an older version of GP and am updating it now.

There an easy way to do this?
My whitelist works fine. It *is* case-sensitive though, so make sure you enter the names of things correctly, being aware of correct capitalization and so on.
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Old 02-01-2010, 06:56 PM  
Photekk
A Kobold Labourer

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How do I choose to show only certain spell cooldowns?

Ok I know this has surely been answered but I've really been looking and messing around with GP for a while now and the whitelist/blacklists are not doing much for me.

All I want to be able to do is add a handful of spells that I really want to know when their CDs are up, with criteria more specific than simply the cooldown time.. that's what I thought whitelists were for, just add the spells you want to show up. But that doesn't seem to work for me - I enter anything in whitelist and NOTHING shows up.

I'm using an older version of GP and am updating it now.

There an easy way to do this?
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Old 01-31-2010, 04:05 PM  
Footrot
A Defias Bandit
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Forum posts: 2
File comments: 406
Uploads: 8
Re: Adding Spells

Quote:
Originally posted by countrykris1
Ok I have tried to find the answer here but still not working. I am a Loc and i'm trying to add Immolate to show up. I went to the white list and added it but it still is not showing up on the cool down. Help pleas.
You don't need to add anything anywhere. By default, unmolested, GP will show all spells as they become available. The vast majority of questions come up here because people start fiddling! :P Stop fiddling!
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Old 01-29-2010, 06:04 PM  
countrykris1
A Defias Bandit

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Adding Spells

Ok I have tried to find the answer here but still not working. I am a Loc and i'm trying to add Immolate to show up. I went to the white list and added it but it still is not showing up on the cool down. Help pleas.
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Old 01-13-2010, 08:22 PM  
Footrot
A Defias Bandit
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Re: Re: Re: from what I gathered and what you explained..

Quote:
Originally posted by AmiYuy Any particular reason that you do it like this? Tons of other addons have multiple modules and don't require this extra step, so it tripped me up at first too.
Because it's simpler to code. GP3 is an addon I wrote for myself, that I just happen to share with others. Hence, it's kinda written with me and my requirements in mind. One of those requirements is "don't overly complicate the addon when a simpler solution exists".

Quote:
Originally posted by AmiYuy Any ETA on transparency being added back? I just switched to this from being a long long time user of GP and GP:2 and the pulses are extremely distracting without being able to make them partially transparent.
I'm not putting any time aside specifically to put it in. I have a bit going on in RL right now, so that's taking priority over pretty much everything. If/when that settles down, transparency is coming back, but when it does, I wouldn't recommend using it with Button Facade - the way layering/frames work inside WoW itself makes this look funny.

Last edited by Footrot : 01-13-2010 at 08:23 PM.
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Old 01-13-2010, 08:16 PM  
AmiYuy
A Murloc Raider
 
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Re: Re: from what I gathered and what you explained..

Quote:
Originally posted by Footrot
When you unzip, you'd have three folders in total. The original folder, plus two sub-folders inside that. Take BOTH of those sub-folders and put them in your addons folder. The original folder will now be empty, and can be deleted.
Any particular reason that you do it like this? Tons of other addons have multiple modules and don't require this extra step, so it tripped me up at first too.


Any ETA on transparency being added back? I just switched to this from being a long long time user of GP and GP:2 and the pulses are extremely distracting without being able to make them partially transparent.
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Old 01-13-2010, 04:32 PM  
Footrot
A Defias Bandit
Interface Author - Click to view interfaces

Forum posts: 2
File comments: 406
Uploads: 8
Re: from what I gathered and what you explained..

Quote:
Originally posted by Fryght
I downloaded the file...extracted in to the one file Ghostpulse.
So I opened it and pulled out the other folder.

I put both folders in the addon folder. The only thing showing up
is the Ghost pulse config but not the other.


Explain just a bit more if you don't mind. Your instructions confused
me. Do I put the one folder from extract in addons or take out the
other folder and put both in. If so I did that and only one works.
When you unzip, you'd have three folders in total. The original folder, plus two sub-folders inside that. Take BOTH of those sub-folders and put them in your addons folder. The original folder will now be empty, and can be deleted.
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Old 01-13-2010, 04:07 PM  
Fryght
A Kobold Labourer

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from what I gathered and what you explained..

I downloaded the file...extracted in to the one file Ghostpulse.
So I opened it and pulled out the other folder.

I put both folders in the addon folder. The only thing showing up
is the Ghost pulse config but not the other.


Explain just a bit more if you don't mind. Your instructions confused
me. Do I put the one folder from extract in addons or take out the
other folder and put both in. If so I did that and only one works.
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Old 01-13-2010, 03:50 PM  
Footrot
A Defias Bandit
Interface Author - Click to view interfaces

Forum posts: 2
File comments: 406
Uploads: 8
Re: couldn't get it to work

Quote:
Originally posted by Fryght
I downloaded it off of wowinterace. Extracted. Put in addons folder.
But when checking addons once logged in it isn't showing up.
This is the first time I have used it.

Plus am I suppose to take out the second folder in gp and
put it in addon folder too?

I did that and it shows up but it is missing a dependendy.
The main gc folder. Can anyone help or am I being stupid.
Thanks
Short answer: You didn't read the front page. Here's a quote to help you...

"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."

Good luck.
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