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Updated:12-03-08 03:31 AM
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ScudThreat

Version: 1.4.7
by: Scudmarx [More]

A very minimal threat display.

Will not display if you have no threat on your target or if you are tanking with a clear threat lead.

If you are tanking but there is a danger of losing aggro, it will warn you. If you aren't tanking it will display your threat as a percentage of the amount needed to pull aggro, and will warn you if you are getting close to this.

Will display where you stand in relation to the main tanks' threat.

ScudLight can be used as a LoadManager for this AddOn.



--- This bit's quite technical ---


You can use this to display anybody in relation to you, not just the MTs.

To do this, use the slash command /scudthreatfunc <function>

This will cause you to display anybody in your group for whom <function> returns true. You can call the unit's name as a variable 'a'. Here are some examples:

Code:
/scudthreatfunc return true;
Will let everybody appear on your list.

Code:
/scudthreatfunc return UnitClass(a) == "Rogue";
Will display all rogues.

You can reset this to the default (Main Tanks) by leaving <function> blank. Also, note that only the highest 5 people will ever be displayed (not including yourself).

Please be careful with this functionality. It runs this function fairly often; on your head be it if you get error-spammed .

When you use this, it will highlight players who match a second test. By default, it highlights players who are not MTs. So if you were to use the 'return true;' test above, you would be able to see who on your display is meant to be there and who isn't. You can use
Code:
/scudthreathlfunc <function>
to change the highlight test, and again leave it blank to reset to default (not a Main Tank). It works just the same as the previous one.

1.4.7 - Fixed a bug that would spam "'Unknown' is not in your party." errors. Added highlighting functionality.

1.4.6 - Fixed a bug where players were displayed out of threat order. Prettied up the options menu a bit.

1.4.5 - Fixed another bug (the same one really) with the sort function.

1.4.4 - Fixed a bug with the sort function.

1.4.3 - Altered display logic again. Fixes minor bug resulting from unexpected Blizz functionality.

1.4.2 - Included calls to null functions 'ScudThreat_IterateCallPre(i)' and 'ScudThreat_IterateCallPost(i)' either side of updating ScudThreat.ThreatTable[i].

1.4.1 - Fixed the check for whether to display anything.

1.4.0 - Reworked a bunch of code. Allowed the Main Tanks function to be customised.

1.3.8 - 'Default' button correctly resets the frame's location. Silly me.

1.3.7 - Primary Threat pointer is now a sexy icon.

1.3.6 - Text size now configurable. ('version b' of this repretties something I uglified)

1.3.5 - Main Tanks display is improved another little.

1.3.4 - Main Tanks display is improved a little.

1.3.2 - Displaying Main Tanks is now optional, defaulting on.

1.3.0 - Now detects Main Tanks and displays your standing in relation to them.

1.2.1 - Now says xx% instead of just xx. True story.

1.2.0 - Frame movable via blizzard options menu.

1.1.0 - More helpful whilst tanking, better warning thresholds when not, and takes even less memory.
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Unread 10-25-08, 08:14 AM  
level12wizard
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I think always on is fine, I don't always want to see the glows and SCT messages. You could add an enable/disable option to in-game but I don't find it necessary.
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Unread 10-25-08, 01:35 AM  
Scudmarx
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Originally posted by level12wizard
There seems to be a bit of a small bug, not sure what to blame.

On a Paladin I'm leveling with the threat warning set to "In Instance" in the Blizzard settings, sometimes when I pull two+ mobs and change target to any extra mob, I'll get a nice big 100% threat indicator from ScudThreat, although no other threat related warnings.

It doesn't always happen when I'm pulling two+ mobs, and it persists through clearing wtf files and such. -shrug-
Thanks for letting me know, I checked the code and my logic was weird and awful. This should now be fixed. Though I've not tested it. Highly unprofessional of me, I know. Thanks again l12w!

Oh, as an aside, ScudThreat ignores that setting for the Blizz aggro thingy, and it's just always on. Think it shouldn't?
Last edited by Scudmarx : 10-25-08 at 01:35 AM.
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Unread 10-24-08, 09:27 AM  
level12wizard
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There seems to be a bit of a small bug, not sure what to blame.

On a Paladin I'm leveling with the threat warning set to "In Instance" in the Blizzard settings, sometimes when I pull two+ mobs and change target to any extra mob, I'll get a nice big 100% threat indicator from ScudThreat, although no other threat related warnings.

It doesn't always happen when I'm pulling two+ mobs, and it persists through clearing wtf files and such. -shrug-
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Unread 10-20-08, 12:28 AM  
Scudmarx
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Originally posted by tralkar
Don't know why but after downloading the latest one, It's better now.
Excellent
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Unread 10-19-08, 09:30 PM  
tralkar
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Don't know why but after downloading the latest one, It's better now.
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Unread 10-16-08, 07:08 PM  
Scudmarx
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Originally posted by tralkar
I'm useing this to see my threat and whrn it gos above 90% it dissapears. Showing nothing, there away to show 100%?
It is set to disappear if you are securely tanking. If it disappears that means you pulled aggro. There will obviously be other indicators at this point .

If it's truly not displaying 90-100% when it should be, I'll need more info if I'm to reproduce this I'm afraid, as it displays 90-100% just fine for me.
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Unread 10-16-08, 03:01 PM  
tralkar
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I'm useing this to see my threat and whrn it gos above 90% it dissapears. Showing nothing, there away to show 100%?
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Unread 10-13-08, 10:11 AM  
Scudmarx
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Originally posted by level12wizard
I tried out the MT names and icon with a little dual boxing, and it looks good. I'm a bit confused on how it's supposed to display with many MTs added, which is important for a handful of fights.

I assume it always displays your threat% for the mob's highest threat target. I also assume it displays names for every person tagged for MT by the leader, and colored warnings when you get near them on threat. I assume yellow is 80%, red is 90%, and orange is when you're losing threat to someone at 90% of your threat. That sounds like it would work pretty solidly.

It seems pretty pointless to have names shown as an MT, although I guess they could just turn them off instead of some "are you an MT? then hide names" code.
With more than one MT it will display your threat as a % of the amount you'd need to pull aggro from the tank (as ever), and it will display all of the MTs in total-threat order around you. This means you may have more actual threat than the tank, who will display below you, but since you don't have enough to pull aggro you will still be below 100%.

I believe I have the MT colour changes at 50%, 70% and 90% at the moment (corresponding to 'irrelevant', 'low-threat', 'relevant' and 'threatening'). Your threat% will only change according to your own threat status (based on the tank) but the MTs names will change colour based on their total threat in relation to you. It will be easy to stay below two tanks, you simply make sure there are always two names above your threat number - if the bottom one goes red you're getting too close.

(EDIT: I'd also like to explain that 70% and 90% are important points of safety. Suppose the mob stuns/fears the tank, and you take aggro, if you were below 70% (76% really, 70 was a nicer number) the tank will retake aggro as soon as the CC fades. If you were below 90% he simply has to run into melee range to pull aggro.)

If you're an MT you may still wish to know whether the second tank is close enough to you to overtake when needed, or if you need to slow up to let him catch up, which here will mean keeping their name in red, whether above you or below. But showing MTs at all is optional, and if you have it off then this won't display anything while you're tanking, other than to say if you're losing aggro, and you can just kick back with one fewer thing distracting you.

I'd just like to say to anyone reading this, not to worry, there won't be a test. It is all set up to be intuitive on the eyes. I'm just explaining here what Mr Wizard can expect to see under certain conditions. I hope that when he does he will find that it's fairly obvious what's going on to make it look that way, otherwise I've done something wrong.
Last edited by Scudmarx : 10-13-08 at 10:17 AM.
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Unread 10-13-08, 01:33 AM  
level12wizard
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I tried out the MT names and icon with a little dual boxing, and it looks good. I'm a bit confused on how it's supposed to display with many MTs added, which is important for a handful of fights.

I assume it always displays your threat% for the mob's highest threat target. I also assume it displays names for every person tagged for MT by the leader, and colored warnings when you get near them on threat. I assume yellow is 80%, red is 90%, and orange is when you're losing threat to someone at 90% of your threat. That sounds like it would work pretty solidly.

It seems pretty pointless to have names shown as an MT, although I guess they could just turn them off instead of some "are you an MT? then hide names" code.
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Unread 10-12-08, 07:58 PM  
Scudmarx
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Originally posted by level12wizard
Didn't know that function was built in either...does it display a second threat number with two MTs assigned? I'm guessing they go side by side, but no group to test with.
I just upped a different, up-to-date screenshot in which you can see how I'm showing MTs. In short the MTs' names will appear above or below the threat% based obviously on whether they have more or less threat than you. Their names will be coloured according to how far a threat lead they/you have. They *should* be ranked in order, but I've not had a chance to test it with more than 2 players. Since 3.0 hits this week, I'll be able to get it all thoroughly beaten into shape on a live raid if need be.

Oh and also, the current tank has a little -> in front of his name, I'm going to see about getting that changed into a nice pretty icon instead.
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Unread 10-12-08, 04:44 PM  
level12wizard
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Didn't know that function was built in either...does it display a second threat number with two MTs assigned? I'm guessing they go side by side, but no group to test with.

As for tracking pets, the only time you really need threat data from a pet is when it's tanking, which is already covered.

I also noticed the yellow/red outline on the default nameplates and unit frames, nice touch on Blizzard's part.
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Unread 10-12-08, 11:27 AM  
Scudmarx
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Originally posted by richerich
Are you able to change the font face/size anytime soon? cause its way too small atm (dont wanna mess with the code itself)
OK, I added this in 1.3.6. The size, not the font face.
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Unread 10-12-08, 11:01 AM  
Dajova
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Are you able to change the font face/size anytime soon? cause its way too small atm (dont wanna mess with the code itself)
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Unread 10-12-08, 10:58 AM  
Scudmarx
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Bare Bones?

Originally posted by level12wizard
With everything working right I agree, anything else is excess.
Thanks ever so much for your feedback Mr. Wizard, I just wanted to follow on from this sentiment. As I said before, I am trying to keep this addon to a minimum because I think a lot of the things threatmeters often do is a bit unnecessary and cluttered, but I do think the default Blizz one is a little bit *too* bare-bones.

The things I have ever used a threat meter for, other than making sure I'm not going to overnuke, which the Blizz UI covers, are:

- Staying below two tanks on fights with aggro wipes.
- Whilst leading people, to make sure nobody else is going to overnuke, to shout at them down Vent.

I have now introduced a way of doing the first of these into my addon, in a way which I feel is sufficiently small to justify its addition. So long as the MTs are setup (/mt, it's been built-in for a long time now), it will be very easy to stay below two tanks using ScudThreat now.

As for the second one, I imagine it's not a very big step from the MTs feature, since that already scans the group and reports each player's threat based on certain conditions ('are you an MT?' isn't so hard to couple with 'or are you too high on threat?'), and I may put it in soon.

I guess I was looking to see if people thought these two additions are worthwhile? And also, does anybhody feel it important to check pets as well? That would add to the CPU time without, probably, being very useful.

Finally, whilst this addon is currently taking a pretty small amount of memory, I'm not especially happy with the amount of CPU time it's taking, although this too is also pretty low compare to most addons. I will probably be trying to ease up on this in coming builds.
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Unread 10-11-08, 10:30 PM  
level12wizard
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I guess I messed it up with my truckload of other addons and warped settings. gg stupidity. Got it to move and work, and it's great. Far superior to everything else trying to make threat complicated and ugly, this is exactly what I was looking for.

With everything working right I agree, anything else is excess.
Last edited by level12wizard : 10-11-08 at 10:31 PM.
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