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CandyDice  Popular! (More than 5000 hits)

Version: 70
by: kaylen [More]

CandyDice is inspired by the venerable and widely used DiscoDice rogue timer mod. CandyDice uses the Ace2 embedded libraries (notably CandyBars for the timer bars), tracks a wider variety of abilities, shows cooldowns as well as duration timers, and is sufficently generic that it can show duration timers for any buff and cooldowns for any ability. It works out of the box with most rogue abilities, several horde racials, and a few low level mage cooldowns.

Updated to version 70 with WOTLK 3.3 compatibility.

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Unread 09-23-06, 09:12 PM  
Sirian
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Another curious thing you may be able to help me with

I'm working on replacing AceTimers with this, thus making the adjustments I miss from there. One of those is the sunder duration on the target.

I'm progressing the making a warrior module/addon similar to your rogue one. Challenging shout and death wish are working perfect but the Sunder Armor one is a little weird.

I've attached the module code below but I'll explain whats wrong.

This works perfectly renewing the bar for each sunder (point being so I know when to reapply before it expires), however, after the 5 applications it just stops picking it up and the bar expires no matter if I apply sunder again. Is there some function or something with the event that stops firing the "afflicted by" when the stack limit is reached?

Any feedback appreciated

Sir

Code:
assert(CDWarriorTimers)
assert(BabbleSpell)

Sunder = CDWarriorTimers:NewModule("Sunder Armor")

function Sunder:OnEnable()
    self.parser:RegisterEvent("CDWarriorTimersSunder", "CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE", function(event, info)
        return self:CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE(event, info)
    end)
end

function Sunder:OnDisable()
    self.parser:UnRegisterAllEvents("CDWarriorTimersSunder")
end

function Sunder:CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE(event, info)
	if info.skill ~= BabbleSpell["Sunder Armor"] then return end
	if info.victim ~= UnitName("target") then return end
    local duration = 30
    self:StartBar(duration)
end
edit. there's no space in the DAMAGE(event, info) but for some reason it displays as "eve nt" here
Last edited by Sirian : 09-23-06 at 09:14 PM.
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Unread 09-23-06, 01:03 PM  
kaylen
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Originally posted by Sirian
I cant see if theres allready an explanation to this but:

I've been driving myself crazy trying to add warrior abilities (my alt is a warrior) to this.

I populated the defaults table with things such as:
Code:
assert(CandyDice)
assert(CandyDice.defaults)
CandyDice.defaults["WARRIOR"]  = {
    ["Sunder Armor"] = {
        colors = {"C71585"},
        cooldown = true,
        buff = false
    },
	["Taunt"] = {
        colors = {"FF8247"},
        cooldown = true,
        buff = false
    },
	["Blood Rage"] = {
        colors = {"660000"},
        cooldown = true,
        buff = true
    },
}
And the bars _refuse_ to show, all i had to do for my rogue to add earthstrike was simply add it to the file and /cd reset and it worked fine.

The only way I can get a bar to show is to copy the rogue-cd module and hard code it to show but id rather only have to do that with abilities that have talents affecting duration.

Can you help me here? I'm dumbstruck how I can add trinkets/cooldowns to the rogue setup out-of-the-box, but adding anything to the warrior is just ignored

Cheers,
Sir
Sunder doesn't have a CD (only the global cooldown), so thats why that doesn't show.

Bloodrage is one word - it scans for buffs and abilities by name so it has to match exactly.

Taunt works for me.
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Unread 09-23-06, 12:16 PM  
Sirian
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I cant see if theres allready an explanation to this but:

I've been driving myself crazy trying to add warrior abilities (my alt is a warrior) to this.

I populated the defaults table with things such as:
Code:
assert(CandyDice)
assert(CandyDice.defaults)
CandyDice.defaults["WARRIOR"]  = {
    ["Sunder Armor"] = {
        colors = {"C71585"},
        cooldown = true,
        buff = false
    },
	["Taunt"] = {
        colors = {"FF8247"},
        cooldown = true,
        buff = false
    },
	["Blood Rage"] = {
        colors = {"660000"},
        cooldown = true,
        buff = true
    },
}
And the bars _refuse_ to show, all i had to do for my rogue to add earthstrike was simply add it to the file and /cd reset and it worked fine.

The only way I can get a bar to show is to copy the rogue-cd module and hard code it to show but id rather only have to do that with abilities that have talents affecting duration.

Can you help me here? I'm dumbstruck how I can add trinkets/cooldowns to the rogue setup out-of-the-box, but adding anything to the warrior is just ignored

Cheers,
Sir
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Unread 09-23-06, 10:49 AM  
kaylen
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Re: [ERROR] /cd timers center

Originally posted by Astika
/cd timers center

returns



any ideas?

edit:
seems this only started occuring when i have the new version of Scrolling Combat Text is enabled. if i disable SCT5.1, it goes away.
I can't recreate this, it's probably an Ace library mismatch, sigh.

As a workaround, you can try adding SCT to the optional dependencies line in the CandyDice.toc file. Or, if you're brave, you can try updateing to the SVN version of SCT.
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Unread 09-23-06, 06:40 AM  
Nakawe
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Waiting impatiently for someone to write pluggins for mage. I have yet to find a decent addon that covers fire invulnerability, poly, ect.
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Unread 09-22-06, 10:15 PM  
Astika
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[ERROR] /cd timers center

/cd timers center

returns

Interface\FrameXML\ChatFrame.lua:2170:
Ace-Console-2.0: Option handler "SetCentered"
not found
any ideas?

edit:
seems this only started occuring when i have the new version of Scrolling Combat Text is enabled. if i disable SCT5.1, it goes away.
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Last edited by Astika : 09-22-06 at 10:44 PM.
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Unread 09-20-06, 08:29 AM  
kaylen
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Re: Global cooldowns

Originally posted by balthazor
Hello,

I really like CandyDice. Could you maybe get around the global cooldown showing on the cooldown bar in some instances by allowing an option to ignore cooldowns less than a certain length of time?

Thanks for this addon, it's great!
The CD scanning does ignore very short cooldowns, but I just noticed a case where it could trigger if the scan happened exactly at the moment of the GCD. This should be fixed in the next release - it's unfortunately very hard to test.
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Unread 09-20-06, 07:35 AM  
balthazor
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Global cooldowns

Hello,

I really like CandyDice. Could you maybe get around the global cooldown showing on the cooldown bar in some instances by allowing an option to ignore cooldowns less than a certain length of time?

Thanks for this addon, it's great!
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Unread 09-19-06, 06:38 AM  
kaylen
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Originally posted by Sykokaj
Maybe it would be useful to have each class-abilities/timers in different luafiles, and only load the ones needed? I thought I suggested this a few days ago, but seems I only thought about it

Would also make it easier for people to add their own class specific abilities, instead of you having to make them all.

Dont know how much more lua-files will effect memory though.
All the class and ability timers are broken up into seperate files - in CandyDice theres one file for each race/class, and in CDRogueTimers theres one file for each ability, which I may merge into a single file per class because the modules are pretty small.
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Unread 09-19-06, 12:56 AM  
Sykokaj
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Maybe it would be useful to have each class-abilities/timers in different luafiles, and only load the ones needed? I thought I suggested this a few days ago, but seems I only thought about it

Would also make it easier for people to add their own class specific abilities, instead of you having to make them all.

Dont know how much more lua-files will effect memory though.
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Unread 09-18-06, 10:02 PM  
kaylen
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Re: Expose Armor

Originally posted by oro
Is it possible to make this track expose armor as well?
I will have expose armor in the next release.
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Unread 09-18-06, 09:30 PM  
oro
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Expose Armor

Is it possible to make this track expose armor as well?
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Unread 09-18-06, 07:25 PM  
kaylen
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Originally posted by Excise
CandyDice-RogueTimers.TOC Line 11:

Code:
Libs\AceLocale-2.1\AceLocal-2.1.lua
You need to add an 'e' to AceLocal-2.1.lua for it to work.
Yikes. New file uploaded, and thanks. I usually test quickly with just the 2 mods enabled ot make sure I have all the deps right and skipped it this time.
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Unread 09-18-06, 06:46 PM  
Excise
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CandyDice-RogueTimers.TOC Line 11:

Code:
Libs\AceLocale-2.1\AceLocal-2.1.lua
You need to add an 'e' to AceLocal-2.1.lua for it to work.
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Unread 09-18-06, 06:43 PM  
Excise
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CandyDice-RogueTimers TOC file line 11. Might want to add an 'e' to Libs\AceLocale-2.1\AceLocal-2.1.lua

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