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05-06-09, 10:58 AM   #1
markushe
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Bossmod question

I am still working on my Ulduar Bossmods and still trying to understand how RDX works behind the scenes.

When I add a Omi-Event I have to choose a row type, one of these:
  • DamageIn
  • +Debuff
  • Killing BlowDeath
  • CastMob
  • CastMobSuccess
  • +BuffMob

What if I want an event when someone looses a debuff
(which should be "-DEBUFF")? I looked it up in the Omnisience-Code.

"-DEBUFF" is not present in the list of choices.
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05-07-09, 04:28 PM   #2
markushe
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Ok. I figured it out myself, I guess.
Maybe someone can confirm that this is the "right" way of doing this.
  • Create a "Event:Scripted" and bind it to event OMNI
  • You then have all the information you need in arg1, arg2.... just like you have when handling COMBATLOG_EVENT_UNFILTERED yourself
  • Do something like if (arg2 == "SPELL_AURA_REMOVED")....
  • Dispatch an event

Or is there an easier way?
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05-11-09, 03:45 PM   #3
sigg
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[6] = "-Debuff", [9] = "+Buff", [10] = "-Buff",

Step 1 : Omniscience must raise these three events for the bossmod :
File RDX\Omniscience\Log.lua
Line 254

if ((y == 1) or (y == 5) or (y == 6) or (y == 9) or (y == 10) or (y == 17) or (y == 18) or (y == 21) or (y == 22) or (y == 23)) then

Step 2 : Bossmod, add new rowtype
File RDX\Bossmods\Bossmod_Events.lua
Line 112

local _rowtypes = {
{ text = "DamageIn"},
{ text = "+Buff"},
{ text = "-Buff"},
{ text = "+Debuff"},
{ text = "-Debuff"},

{ text = "Killing Blow"},
{ text = "Death"},
{ text = "CastMob"},
{ text = "CastMobSuccess"},
{ text = "+BuffMob"},
};

Sigg
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05-11-09, 04:23 PM   #4
markushe
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Thanks Sigg.
I guess you are keeping the list of event types for the bossmod feature as small as possible for better performance?
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05-11-09, 04:43 PM   #5
sigg
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No, in fact I've never expected -Debuff to be necessary.
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05-12-09, 11:13 AM   #6
markushe
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Ok. I do now understand how omisience and the bossmods are connected.
But it leaves me a little unsatisfied because there are still things I can't use in my bossmod scripts. Like detecting spell interrupts (for squashing some of my bars).

Of course I can't always ask you to add more event types either.

So this is basically my problem:
I don't like, that someone chooses for me, what event types are triggered for my bossmods. It would be nice to be able to choose myself or just have all of them (which would lower performance od course).

Don't get me wrong...still really great work you are doing
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05-12-09, 01:28 PM   #7
sigg
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I can raise all events from omniscience to the bossmods and remove the filter if you want.

The omnicience engine is responsible to parse log combat and populate them to all modules or RDX, bossmods, healsync, GUID database etc ... (I also plan to create some new unitframe features omnicience in the future).

The goal is to have only one log parser.
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05-17-09, 07:14 AM   #8
markushe
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Having all Omnisience-Events available to the bossmods would in fact be great.
I am especially missing spell interrupts, removing boss debuffs and aura doses.
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05-31-09, 09:04 AM   #9
markushe
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I saw that you changed the Bossmod event thing in svn.
Thank you sigg.
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06-01-09, 08:31 AM   #10
zigmund555
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edit: figured it out.

Last edited by zigmund555 : 06-03-09 at 11:09 PM.
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