Originally posted by hokiecmo It's a nice addition, thanks. Yeah, addons are really the first thing I've tried my hand at writing and I haven't gone through any addon communication or learned how to do so just yet. Thanks =)
If you like the changes, then keep them, and update Rebirth Announce. You are very welcome! I did dry-code the addition, so if there are bugs, I am sorry. I took the code from LibResComm-1.0, of which you don't require the entirety for your addon, and adjusted accordingly.
Ultimately, I am willing to help anyone who writes some kind of res addon, as making as many of them compatible is good for users. For my part, I had a lot of help with SmartRes2; I did not write it in a vacuum.
It's a nice addition, thanks. Yeah, addons are really the first thing I've tried my hand at writing and I haven't gone through any addon communication or learned how to do so just yet. Thanks =)
What I did is take your code and added a comm send through the CTRA channel, making your addon compatible with SmartRes2 and other res monitors, again, to reduce duplicate casts.
In this case, it makes a res bar appear in SR2. I didn't see the point in adding code to listen to casts in your addon, as it doesn't display things like bars. To make Rebirth Announce far less spammy, I check that only the player sends the comm, and not any time the addon detects a cast.
Also, since you used the variables spellName and myName, I renamed the first instance to Rebirth and compared it within your CLEU code rather than the string "Rebirth" as you had it. More efficient, and won't break on non enUS locales. I used myName as the comm check against sourceName.
Hope you like the suggestions, as they were minor, but important.