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PugLax  Popular! (More than 5000 hits)

Version: 1.8.17
by: Virance [More]

PugLax
Tank tested, Perky Pug approved!

What is PugLax?
PugLax is an addon aimed at making the pug experience smoother for the upcoming Cataclysm expansion pack. Many of us remember the good old days of actually using CC in five man dungeons. However, it can be time consuming to make customized macros to echo things like kill order and mark assignments to your group.

PugLax aims to make this easier by automatically generating a list of crowd control available to your group, sorting those CC's based on priority, and finally printing that list along with direct assignments to party chat for you along with the kill order. For baseline forms of crowd control, PugLax assumes that the character has the CC if they are the appropriate. For talent based forms of crowd control (like Repentance), the addon inspects the character to ensure they have the required talent.

For now much of this is hard coded; however, this initial release offers options for which marks you wish to enable/disable as well as which forms of crowd control you wish to enable/disable. Simple set the addon up once based on what you feel is worth using (sap and polymorph, but not fear and hibernate for example). Then, simply type "/puglax party" and the addon will take care of the rest.


Planned Features:

  1. Expose the priority list to the options menu.
  2. Support for raids, including tank/healing/misdirecting assignments

Supported CC:
  • Polymorph
  • Freezing Trap
  • Sap
  • Hex
  • Repentance
  • Entangling Roots
  • Wyvern Sting
  • Banish
  • Bind Elemental
  • Shackle Undead
  • Hibernate
  • Fear
  • Seduction
  • Cyclone
  • Mind Control

Slash Commands
"/pl" "/puglax"
Toggle the JumpMenu (close/open)
"/pl center" "/puglax center"
Forces the JumpMenu to the center of the screen in case it gets moved off-screen somehow
"/pl lock"
Toggles locking/unlocking the JumpMenu

SRTI Support!
I'm pleased to announce that PugLax integration has been added to the base release of Simple Raid Target Icons! With both addons enabled, the mark icons in SRTI are replaced with the spell icons of whatever CC is currently assigned to that mark (and it's epic in practice). Download SRTI for all your marking needs and enjoy the benefits of this new relationship!

(to get this to work you need to go into the SRTI options via /srti and at the bottom of the options window click "PugLax" to enable the interaction)

Simple Raid Target Icons (courtesy of Dridzt)

Tukui Support!
PugLax now has support for Tukui skinning, it should be enabled by default (can be disabled in options if for some reason you use Tukui but do not wish to skin PugLax).

Jump-Menu
Typing "/pl", "/plax", or "/puglax" into chat will toggle the jump-menu, a small GUI window for quickly changing assignments on the fly and echo'ing the assignments to party (either the whole thing by clicking "Party" or an individual assignment by clicking the raid icon for the desired row). This jump menu will only include rows for the raid marks you have enabled in the options panel.

You can keep this window hidden and still use the addon sans-gui by typing "/pl party" to echo the assignments (or creating a macro).

Zone-Based CC Priority
PugLax should now be using custom priority lists for every instance in the game (including Cata instances). This *may* not work in all instances, for instance I wasn't sure exactly what you would see in game for the various Scarlet Monastery instances so I'm not sure how we'll they will work at the moment. For now the "priority" list is really just a list of CC's that will be helpful in the instance. As an example, "Polymorph" is no longer assigned if you are inside Azjol Nerub.

Localization
Thank you to the community for assisting me with translations!
gandolff & Jiba - WowInterface - deDE translation
Ryoku - Tankspot - frFR translation
MarzabulZero - Curseforge - esES translation


Nobody is using CC at the moment, why release this now?
Mostly so that I can start to get feedback from the community on what features everyone would like to see in the addon, and so people can point out forms of crowd control that I missed on my list.

I found a bug, or I have a suggestion/request, what should I do?
I will most likely be watching the wowinterface page most frequently for bug reports and comments, feel free to comment on the addon there! (I'll try to check everywhere this gets posted as well though)

I don't want 5 different types of CC posted, how can I shorten it?
Simply go into the options and deselect some of the Enabled Marks.
Note: at the moment Skull, Cross, Triangle are always set to the kill targets, so enable/disable does nothing on them. Disable one of the other five marks to reduce the amount of total CC it will echo.

Okay, so it sounds neat. I want to use it, but it doesn't do anything!
The slash command for actually echo'ing the assignments to your team is:
/pl party
/plax party
/puglax party
(all three are valid)

Also, you must have some marks and crowd control forms enabled. You can check to see which of each are currently enabled by going into the usual addons config area in Escape Menu -> Interface and finding PugLax from the list. By default I think everything is disabled, so just check off what you want to add (skull/cross/triangle are currently always used for kill order and toggling them does nothing).

1.8.17
Fixed other players non-talent-based cc (it was adding them all to the "Missing Talents" sub-menu).
Changed the echo to send actual spell links instead of names/shortnames. I didn't include this as an option; it just does it now. If I get any reports of people liking the old behavior better I'll make it a config option.

1.8.16
Fixed the Kill Order.
Added a PugLax.SortedMarks array at the top of PugLax.lua for those who want to resort the marks.
Added a temporary solution to the "talent-based CC works meh at best" problem. Now there is a "Missing Talents" sub-menu in the assignment menu so you can manually assign talent-based CC that PugLax hasn't been able to validate properly.

1.8.15
Improved how PugLax handles talent-based CC checking. Basically, what I used to do was check to see if the unit was dead, and if it wasn't I would try checking for the talent with the GroupTalents library 5 times before giving up (on a one second delay between attempts) after they were alive. Now, I also check to ensure they are within inspect distance before using one of the 5 attempts (so if you are in distance, 2 attempts fail, you walk out of distance for 30 seconds, when you get back in distance you'll still have 3 attempts remaining).

This should greatly improve the accuracy if the talent-based CC additions. Note: This does still require that you be able to inspect your target; if for some reason inspect fails (relatively common x-realm still) there's nothing I can think to do about it. If I get reports of 1.8.15 still not working well enough, I'll add a "Possible CC" drop down to the manual assignment that includes all talents not found (so holy/prot paladins will have repentance in that sub-menu, but that way if it fails to find it on the ret paladin you can still assign it manually).

1.8.14
Added the option to adjust the kill order. Also, added the ability to assign things to all marks (including those used in the kill order): this is a precursor to the raiding features I'll be adding in the future.

1.8.13
Fixed a stupid error in the new talent checking function >.> /badvance

1.8.12
Fixed an issue where talent-based CC were not properly being removed if you switched specs (will automatically remove the player, for other members if the team you'll have to do a reset for now - but you won't have to disable/re-enable that CC from the options anymore).
Hopefully fixed an error that occurs when the team is dead.

1.8.11
Resolved an issue preventing CC you disabled this session from being properly ignored upon reset.
Added the much-requested "Disabled CC" sub-menu to the assignment drop down. This will allow you to keep things like fear/seduce... disabled but quickly assign them if you find the need without altering your usual configuration. Enjoy!

1.8.10
Cleaned up the printing. Sorry about the chat-window spam!

1.8.9
Added frFR and esES partial translations. Added new "Auto Hide/Collapse" options. These are mutually exclusive (enabling one will disable the other) and are three-way check boxes. Fully checked = auto hide/collapse when solo and auto show/expand when in a group. Partial checked = auto hide/collapse when solo only. Unchecked = no automatic behavior. Minor bug fixes.

1.8.8
Restored talent-based CC. The addon now checks multiple times on a delay if a talent check fails (so when first zoning in/team member first joins you do not need to reset the addon to find the talents). Added a "silently reset on new zone-in" option, you should never really see a prompt with this selected. However, it *will* automatically reset your assignments, so only enable this if you don't mind (useful mostly for 5-mans). Added a "Clear" entry to the assignment-drop-down so you can more easily remove an assignment.

1.8.7 - ALPHA
Please do not download this release if you are not having issues with 1.8.6 - it temporarily disables talent-based CC checking.
Disabled all uses and instances of LibGroupTalents-1.0
Other misc changes that will be detailed when 1.8.7 actually goes live.

1.8.6
Updated "reset" behavior to be significantly less intrusive. You'll now only get a "Do you want to reset..." pop-up when you first enter an instance. Joining a team silently resets, and leaving a team does not reset at all. Also, entering an instance while solo will no longer pop up a "would you like to reset..." message.
Removed the Dalaran custom priority list.
Fixed the localization of the options menu.

1.8.5
Major update to the assignment build process!
As players join/leave the team, their CC will be added/removed without resetting the whole assignment list now.
Added reset prompts; accepting one of these prompts will always fully reset the assignments.
You'll automatically be prompted when either A) You first join a group or B) You enter a zone with a new priority list (going into an instance). You should not get the "B" prompt after returning from the graveyard, please bug report it if you do.

1.8.1
Added "/puglax lock" command to toggle locking/unlocking the JumpMenu as requested

1.8.0
Added basic raid support! (no tank/healing/md assignments yet - but it'll work in raids of any size and announce to the correct channel now)
Added a new set of icons that should make more sense in context.
Added "Icon Scale" option to both the header and rows section of the config screens.
Moved the default location of PugLax to the center of the screen to make it easier to find/move on first login.
Added "/puglax center" slash command to re-center the addon in the event that it is off screen for some reason and cannot be dragged back on.

1.7.4
Added Mind Control
Fixed issues related to SharedMedia and Tukui support - shouldn't be getting those errors anymore. Sorry!
Added deDE translations for the options menu

1.7.3
Config organization improved
Config now supports localization
Tukui support! (optional, enabled by default - having this enabled while not using Tukui does absolutely nothing)

1.7.2
Added a small mark icon on the SRTI radial on top of the spell icons (does not animate with SRTI, sorry)
Improved the "default" theme a little but, but it still looks ugly :D

1.7.1
Switched the header over to using icons instead of letters for the buttons.
Added a "collapse" button to the header
Added a "Grow Up" option for the rows (so the header would appear on the bottom).

1.7.0
Added support for Simple Raid Target Icons via a patch to SRTI

1.6.0
In-game configuration of display options (size/font/colors/textures/borders...) using SharedMedia. The default "theme" may be a bit ugly, but I wanted to use only textures that would be available with the default UI.

1.5.4
Hopefully fix'ed the deDE zone based priority list.

1.5.3
Fixed UTF-8 error message with the deDE client, hopefully. Restored the use of short-names for CC when echo'ing (so back to Scrubble please trap...)

1.5.2
Fixed library references. Changed the way echo'ing the spell names works (now uses GetSpellInfo instead of custom strings, so instead of seeing "Scrubble please trap the..." you'll see "Scrubble please Freezing Trap the..." This is temporary while I look into an issue with the deDE client)

1.5.1
Visually distinguished CC that already has an assignment in the jump-menu selection (by surrounding the name with < >). Added a pull timer (the "C" button on the jumpMenu)

1.5.0
First version of the in-game jump menu is now available for testing :D

1.0.5
Changed the kill order to Skull->Cross->Star
Added a Dalaran-specific CC order to make it easier to test other translations to ensure the zone-specific stuff is working

1.0.4
deDE translation, zone specific CC priority

1.0.3
Removed some debug printing that was still in the release version

1.0.2
Fixed an issue causing the localization changes to prevent talent-based CC from being properly identified.

1.0.1
Added localization support. It should now function across all clients, but you'll still see a lot of English text until I get help with the translations.
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Unread 04-26-11, 08:42 AM  
Virance
A Deviate Faerie Dragon
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4.1

4.1 is almost certainly going to break PugLax.

I've recently started playing World of Warcraft again; however, now that I am actually in heroics having a good time I find that they ended up being *significantly* easier than I had anticipated - even on my fresh new warrior tank I'm just not feeling the need for crowd control, not to the point where an entire addon dedicated to making that a bit easier is warranted.

Sorry folks, but the pug's dead for good.
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Unread 01-30-11, 12:03 PM  
Virance
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To be honest everyone, I've been trying to find the time to work on this but it just isn't there at the moment (and it's hard to justify trying harder since I'm not playing World of Warcraft at the moment either).

If anyone would like to take the idea and run with it, please feel free to contact me. The code released publicly so far is a mess anyway though - so the best option would be to just make a new, similar addon that isn't written like frankencrap.

Sorry folks, 2.0 just isn't in the cards for now. If I come back to WoW and nothing has taken it's place I'll revisit the addon.
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Unread 01-14-11, 09:30 AM  
Virance
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Hello everyone,

Just wanted to give everyone an update on 2.0

Progress has been pretty slow, I havn't gotten as much development time this month as I had expected (got home from my trip and got slammed by some family drama). Hopefully sometime in the next couple of weeks I'll have an alpha version available for testing though!

Thanks for the continued suggestions and kind words.
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Unread 01-04-11, 07:14 PM  
Virance
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Home and working on 2.0

The new base method for assignment (person to mark instead of action to mark) suggests a change to the way I currently handle priority lists as well.

Here's the plan; instead of adding/removing and sorting CC's in the priority list - they are going to be weighed.

Like this:

PugLaxDefaultPriority = {
"polymorph" = 2.0,
"freezingTrap" = 1.8,
"wyvernSting" = 1.3,
"sap" = 1.2,
} (more or less random here, not the actual priority)

And so on for all the CC. CC without any use in the instance will be set to 0 (or not added to the list at all, really doesn't make a difference to me).

The reason I'm going to do it like this is that, when assigning marks, the "priority" for each person is going to be the sum of all their valid CC for that instance. So for instance; a mage vs a hunter - the mage would be considered a higher priority in that list. However, if the hunter had Wyvern Sting they would become 3.2 and thus take priority over the polymorph.

Only "enabled" cc will be counted. So if Banish is enabled and Seduce is disabled, warlocks will only gain priority as if they had Banish.

Just something I wanted to toss out in case anyone had a better suggestion for handling it, or wanted to suggest some priorities for the cata instances/default.
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Unread 12-27-10, 11:27 AM  
Virance
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Originally posted by Dridzt
[b]I loaded up latest PugLax (v1.8.17) to test that I didn't break anything in the SRTI update I'm about to push.
Thanks Dridzt! Yea, the 1.0 code is really poorly written for the most part - too much frankencoding went into it. Very much appreciate the help/changes!

The plan for 2.0 for now is to do this for assignments:


Players (Main Menu Entry)
-- Vancelot (Sub-Menu Entry)
-- Dridzt (Sub-Menu Entry)
-- MageA (Sub-Menu Entry)
-- HunterB (Sub-Menu Entry)
-- MageC (Sub-Menu Entry)
CC
-- Polymorph (MageA)
-- Polymorph (MageC)
-- Freezing Trap (HunterB)

Either that or something like this second example. If a player only has one viable role (such as Vancelot the tank) there is no submenu, but if they have multiple possible assignments it'll drop down to a second level sub menu with their possible assignments. The big thing I havn't decided is how I want to do tanking/kiting/cc general assignments. I may just say "control" - as tanking and kiting are both forms of control as well. So instead of Vancelot, please tank the skull" it would be "Vancelot, please control the skull." My concern there is that it may be confusing - it would just make it easier to assign things (since you wouldn't need individual entries for tanking/kiting/cc).

Players - (Main Menu Entry)
-- Vancelot (Tank) - (Sub-Menu Entry)
-- HunterB - (Sub-Menu Header)
---- Trap (Sub-Sub Menu Entry)
---- Wyvern String (Sub-Sub Menu Entry)
---- Handle (Kite/Tank based on class)

There will be an option for "specific auto-assignments" - which will have the behavior that you see now (automatically assigns individual CC's). However, the default will have this turned off and will automatically assign individuals with at least 1 valid CC for the instance to a mark. So it would be exactly like you said:

MageA, please CC the {moon}
HunterB, please CC the {square}


Additionally, instead of setting a specific CC to a specific mark - I'll be adding the option to just set a player to multiple marks (and they can figure out what to use on their own) to save space as well, so the announce would look like...

HunterB, please CC the {square} and {moon} (or {square}, {moon}, and {bacon}


This is how the 2.0 test code is set up at the moment; I figured most people wanted it for CC - and it was much easier to set up tanking this way as well (especially since I don't know if any raid encounters will call for a caster tank - may as well just let people assign any class as a tank).


(for raids either split up by class with another sub menu, or by group)

I also plan to include a way to easily echo just the kill order, so at the start of an instance you can just hit that -and then announce the specific assignments as you use them (or hit the current announce all button if you want, certainly wont remove that).

Edit:
I'll also be setting up a git for 2.0 for those interested when the time comes to start public testing.
Last edited by Virance : 12-27-10 at 11:45 AM.
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Unread 12-27-10, 10:43 AM  
Dridzt
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I loaded up latest PugLax (v1.8.17) to test that I didn't break anything in the SRTI update I'm about to push.

In the process I came across some bugs and made a minor enhancement.
- (bug) announce trying to announce to party when solo.
- (bug) pulltimer trying to announce to party when solo.
- (bug) group detection in general (is half-broken for normal parties/raids and would fail entirely in BG - wrong functions used)
- (enhancement) tooltips for JumpMenu buttons.

Modified files: (pastey)
PugLax.lua: http://www.pastey.net/144325
PugLaxSync.lua: http://www.pastey.net/144326
PugLaxGUI.lua: http://www.pastey.net/144327
PugLocalization.lua: http://www.pastey.net/144328

Additionally from using it there were a couple things I would have as feature requests if you're working on a rewrite anyway

1. Would be nice if the kill order dropdowns had a "none" option.
I rarely if ever use 3 kill marks.
At most 2 and remark in combat (with keybinds) as the previous marks die.

2. The initial assignments spam is rather intimidating.
It would be nice if there is an alternative option for grouping icon CC assignments.
Not on the CC method but on the player.
Announce would then be in the form of:
One line / player (arguably they can figure out which method to use)
"WarlockName please CC ([Banish],[Fear],[Seduction])"

Instead of:
x lines / player
"WarlockName please [Banish] "
"WarlockName please [Fear] "
"WarlockName please [Seduction] "

If you have a couple CC with 2 methods each it scrolls beyond the chatframe "page".
I doubt players (especially in pugs that might have different marks assigned to them in each group)
will remember what mark they were assigned if you get to enemies that need another form of CC (banish vs fear/sed for example)

The only drawback I see to such a method is the rare cases where 1 player can simultaneously cc 2 enemies.
(example: trap 1 + wyvern sting 2)

Thanks for your work, I can certainly see uses for PugLax,
anticipating next major version
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Unread 12-23-10, 01:15 PM  
Noxarious
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If you'll need help with checking/testing your code I'll be happy to, not too familiar with LUA but I do know coding and it's a lot similar.

Just PM me

Originally posted by Virance
I've learned a lot about how to write an addon with this project so far, and PugLax is without a doubt in need of a complete rewrite. Too many functions changed too significantly; I have a much cleaner vision in mind for how to set it up for PugLax 2.0 which I'll be doing after New Years (hopefully finishing by mid-January).
Last edited by Noxarious : 12-23-10 at 01:17 PM.
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Unread 12-23-10, 08:42 AM  
Virance
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@Noxarious - Actually, I just forgot to remove it from the PugLax:EchoRow(v, channel)

Originally the EchoAll function sent the channel to the EchoRow function. However, once the GUI was implemented and we could echo individual rows it became necessary for the EchoRow function to also find the correct channel. I removed the extra information from that EchoRow call though for the next release - thanks for pointing that out.

@Allcoast - It *should* be doing a live removal and addition. By this I mean - you start with the following group

Mage
Hunter (marks)
Druid
Warrior
Death Knight

--

PugLax sets up as:

[moon] Polymorph
[square] FTrap
[diamond] Roots

The druid leaves, and shortly thereafter a second mage joins. The addon should do this:

[moon] Poly
[square] FTrap
[diamond] cleared when the druid left

[moon] Poly
[square] FTrap
[diamond] Poly2

--- It should automatically remove the CC from the person leaving and add in the CC from the person joining without touching anyone elses settings. If this is not happening, please let me know what the situation is that's causing a silent reset. I'll be adding a "Never Automatically Reset" option to the next version though, as I have the feeling the intended functionality is not working properly.

I've learned a lot about how to write an addon with this project so far, and PugLax is without a doubt in need of a complete rewrite. Too many functions changed too significantly; I have a much cleaner vision in mind for how to set it up for PugLax 2.0 which I'll be doing after New Years (hopefully finishing by mid-January).
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Unread 12-23-10, 07:24 AM  
Allcoast
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Keeps reseting

Is it possible to add an option that keeps this thing from resetting everytime a grp member changes? Like when someone leaves the group and someone else comes in, all of the setup changes, and we have to re-set everything up. I would like to be able to setup kind of a default mark to cc setting or something like that. will this be possible?
Last edited by Allcoast : 12-23-10 at 07:25 AM.
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Unread 12-23-10, 03:32 AM  
Noxarious
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Code:
function PugLax:EchoAll()
	local channel
	if (GetNumRaidMembers() > 0) then
		channel = "RAID"
	else
		channel = "PARTY"
	end
	
	-- for k,v in pairs(PugLax.Marks) do
		-- if v["assignment"] then
			-- PugLax:EchoRow(k, channel)
		-- end
	-- end
	
	for i,v in ipairs(PugLax.SortedMarks) do
		if PugLax.Marks[v]["assignment"] then
			PugLax:EchoRow(v, channel)
		end
	end
	
	SendChatMessage(PugLocs[PugLax.loc]["echoKillOrder"] .. KillOrderToString() , channel, nil, nil)
end

function PugLax:EchoRow(rowname)
	local channel
	if (GetNumRaidMembers() > 0) then
		channel = "RAID"
	else
		channel = "PARTY"
	end
	
	if (PugLax.Marks[rowname]["assignment"]) then
		--local msg = PugLax.Marks[rowname]["assignment"]["playername"] .. PugLocs[PugLax.loc]["echoPlease"] .. PugLocs[PugLax.loc]["ccShortName"][PugLax.Marks[rowname]["assignment"]["ccKey"]] .. PugLocs[PugLax.loc]["echoThe"] .. "{" .. PugLax.Marks[rowname]["markstring"] .. "}"
		
		local msg = PugLax.Marks[rowname]["assignment"]["playername"] .. PugLocs[PugLax.loc]["echoPlease"] .. PugLax:SpellLink(PugLax.ccData[PugLax.Marks[rowname]["assignment"]["ccKey"]]["spellID"]) .. PugLocs[PugLax.loc]["echoThe"] .. "{" .. PugLax.Marks[rowname]["markstring"] .. "}"
		
		SendChatMessage(msg, channel, nil, nil)
	end
end
Shouldn't be like this

Code:
function PugLax:EchoAll()
	local channel
	if (GetNumRaidMembers() > 0) then
		channel = "RAID"
	else
		channel = "PARTY"
	end
	
	-- for k,v in pairs(PugLax.Marks) do
		-- if v["assignment"] then
			-- PugLax:EchoRow(k, channel)
		-- end
	-- end
	
	for i,v in ipairs(PugLax.SortedMarks) do
		if PugLax.Marks[v]["assignment"] then
			PugLax:EchoRow(v, channel)
		end
	end
	
	SendChatMessage(PugLocs[PugLax.loc]["echoKillOrder"] .. KillOrderToString() , channel, nil, nil)
end

function PugLax:EchoRow(rowname, channel)
	if (PugLax.Marks[rowname]["assignment"]) then
		--local msg = PugLax.Marks[rowname]["assignment"]["playername"] .. PugLocs[PugLax.loc]["echoPlease"] .. PugLocs[PugLax.loc]["ccShortName"][PugLax.Marks[rowname]["assignment"]["ccKey"]] .. PugLocs[PugLax.loc]["echoThe"] .. "{" .. PugLax.Marks[rowname]["markstring"] .. "}"
		
		local msg = PugLax.Marks[rowname]["assignment"]["playername"] .. PugLocs[PugLax.loc]["echoPlease"] .. PugLax:SpellLink(PugLax.ccData[PugLax.Marks[rowname]["assignment"]["ccKey"]]["spellID"]) .. PugLocs[PugLax.loc]["echoThe"] .. "{" .. PugLax.Marks[rowname]["markstring"] .. "}"
		
		SendChatMessage(msg, channel, nil, nil)
	end
end
I removed the local channel raid/party part because you already tried to send it through the echoAll function but forgot to put it in the function.
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Unread 12-22-10, 06:55 PM  
Virance
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Originally posted by segadomcast
awesome, thank you. Also I can't seem to figure out if theres a toggle for the auto marking or not. I love it, but when people try to manually mark it seems to interfere with it
As in automatically marking the mobs? PugLax doesn't do any sort of marking; the only marking related functionality is a tie-in with Simple Raid Target Icons that adds the CC icon to the mark in their radial mark menu.

Or do you mean automatically assigning CC's to marks on the jump menu? If so, you can disable auto-assignment entirely by going into PugLax config and disabling all of the CC (you'll still be able to manually assign things via the GUI). It may just be resetting itself, in which case you may have the "Silent Instance Reset" option enabled.
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Unread 12-22-10, 05:06 PM  
segadomcast
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Originally posted by Virance
Yea, I assumed as much. Thanks for testing!

I'm pushing 1.8.16 live right now (pending approval atm). It does a two major things:

1) Fixed the kill order, silly bug was silly

2) Added a temporary work-around for the talent issue. How it works is this:

Hunter joins the team. Wyvern Sting is immediately added to the "Missing Talents" sub-menu for manual assignments. Wyvern Sting is *not* automatically assigned. If PugLax is eventually able to successfully verify that the hunter does in fact have Wyvern Sting it will automatically assign it to an open mark (assuming Wyvern Sting is enabled).

It's not a perfect solution, but at least you can assign rep/wyvern if the addon doesn't get the talents properly for some reason.

Hopefully I'll have a better solution after the holidays when I rework it in general!
awesome, thank you. Also I can't seem to figure out if theres a toggle for the auto marking or not. I love it, but when people try to manually mark it seems to interfere with it
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Unread 12-22-10, 04:45 PM  
Virance
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Originally posted by segadomcast
Oh, and just to clarify, my first random with a hunter was on 1.8.14, my recent (2nd) random with a hunter was 1.8.15. Both times had no problem opening the inspect panel, just the damn wyvern sting. Thanks again though for being so fast to reply and working hard to actively develop this
Yea, I assumed as much. Thanks for testing!

I'm pushing 1.8.16 live right now (pending approval atm). It does a two major things:

1) Fixed the kill order, silly bug was silly

2) Added a temporary work-around for the talent issue. How it works is this:

Hunter joins the team. Wyvern Sting is immediately added to the "Missing Talents" sub-menu for manual assignments. Wyvern Sting is *not* automatically assigned. If PugLax is eventually able to successfully verify that the hunter does in fact have Wyvern Sting it will automatically assign it to an open mark (assuming Wyvern Sting is enabled).

It's not a perfect solution, but at least you can assign rep/wyvern if the addon doesn't get the talents properly for some reason.

Hopefully I'll have a better solution after the holidays when I rework it in general!
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Unread 12-22-10, 04:26 PM  
segadomcast
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Originally posted by Virance
Okay, well the newer version should be *better* for this - but if resetting it within inspect range didn't work before it probably wont fix this issue. I've tested/verified that same-realm is working no problem, next time I get into a random group with an x-realm player with a talent based CC I'll be sure to test the shit out of it and see if I can't solve it while healing.

The x-realm stuff is particularly annoying to try and debug with my play time so limited at the moment, sorry!

Right now I'm using unitid (so party1, party2, party3...) - I think I'll switch it over to GUID (a totally unique value even in cross realm situations) and rewrite the talent stuff to make better use of the LibGroupTalents library. *Hopefully* that will fix it.

(basically right now I'm just asking LGTalents "Does this user have this talent?" - what I could be doing, and probably should be doing, is adding all of the players in the group to a queue for inspection and registering some events for when their talents have been parsed).

EDIT:

At the very least today I'm going to push a version that includes a "Missing Talents" drop-down in the manual assignment list. Since I probably won't get time to do any major changes until January now, this will be a good band-aid so people can work around the darn inspect functionality.
Oh, and just to clarify, my first random with a hunter was on 1.8.14, my recent (2nd) random with a hunter was 1.8.15. Both times had no problem opening the inspect panel, just the damn wyvern sting. Thanks again though for being so fast to reply and working hard to actively develop this
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Unread 12-22-10, 08:31 AM  
Virance
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Originally posted by segadomcast
As far as notification goes, I suppose whispering said CC'er would be ideal as it would be less spammy to the group, and the whisper chime may be perfect to grab attention without requiring additional resources or be too annoying.

2nd random group with a hunter, both have been from different realms, both specced into wyvern. tried toggling the option for Wyvern with the hunter in inspection range, also tried reloading ui, also tried resetting the addon with inspect opened on the hunter. no go whatsoever.
Okay, well the newer version should be *better* for this - but if resetting it within inspect range didn't work before it probably wont fix this issue. I've tested/verified that same-realm is working no problem, next time I get into a random group with an x-realm player with a talent based CC I'll be sure to test the shit out of it and see if I can't solve it while healing.

The x-realm stuff is particularly annoying to try and debug with my play time so limited at the moment, sorry!

Right now I'm using unitid (so party1, party2, party3...) - I think I'll switch it over to GUID (a totally unique value even in cross realm situations) and rewrite the talent stuff to make better use of the LibGroupTalents library. *Hopefully* that will fix it.

(basically right now I'm just asking LGTalents "Does this user have this talent?" - what I could be doing, and probably should be doing, is adding all of the players in the group to a queue for inspection and registering some events for when their talents have been parsed).

EDIT:

At the very least today I'm going to push a version that includes a "Missing Talents" drop-down in the manual assignment list. Since I probably won't get time to do any major changes until January now, this will be a good band-aid so people can work around the darn inspect functionality.
Last edited by Virance : 12-22-10 at 08:36 AM.
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