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Compatibility: | Classic Patch (1.13.4) Visions of N'Zoth (8.3.0) |
Updated: | 05-05-20 09:46 PM |
Created: | 08-09-09 09:43 PM |
Downloads: | 25,084 |
Favorites: | 120 |
MD5: | |
Categories: | Character Advancement, Data Mods |
A simple AddOn that provides details about your leveling progress; including the number of kills, quests, dungeons, battlegrounds, pet battles, mining and herb nodes needed, as well as a time estimate.
- Resurrected and updated to work with BFA and Classic!
Note that Classic specific files are available in the linked "XToLevel Classic" project under Other Files.
The retail file will also work fine with Classic, you just need to allow out-of-date addons.
Features
K: <kills> Q: <quests> XP: <xp>
K: 100 Q: 10 XP: 90%
File Name |
Version |
Size |
Author |
Date |
Type |
1.13.4_56 |
229kB |
05-05-20 09:49 PM |
Patch |
Comment Options |
08-10-09, 09:43 AM | |
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Great work! Possibility to get LDB support?
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xtoq |
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AtliThor |
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08-13-09, 09:47 AM | |
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Hmm coloring is just that lime green? I thoungh it would be red/orange/yellow/green according to level progress and it hard to see on the LDB.
Changing the displayed text to "K: x / Q: y" or even "x / y" would also be useful. |
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Banur |
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08-13-09, 03:56 PM | |
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Thanks for the feedback, Banur.
I completely agree with you about the coloring, and I will definitely be adding some more options as to how the data is displayed in the LDB feed. There will most likely be a number of options you can choose from in the next release, both for how the text if formatted and for how it is colored. I like the "K: x Q: y [xp%] P: z [pxp%]" layout personally, with all the values colored according to progress (red->yellow->green), so I'll probably make that the default setup. |
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AtliThor |
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08-15-09, 02:13 PM | |
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Debug Info
Is there a way to turn off the Debug info that outputs to the Chat Frame?
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ricks322 |
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08-15-09, 10:23 PM | |
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Thanks for the update fixing the debug info, hey stuff happens......
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ricks322 |
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08-15-09, 10:33 PM | ||
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Thanks for the heads up! I'm getting to used to my chat being spammed with debug info I think |
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AtliThor |
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08-17-09, 01:13 PM | |
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Well for the displaying I thought of some kind of customize field, like the one AggroNotifier and others use: top left pic.
I haven't checked yet but does it notice battle ground xp? An option or parameter for that could be nice too. |
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Banur |
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08-18-09, 12:40 AM | ||
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This is on the top of my todo list now tho, right next to adding a "verbose" setting for the Average Window I haven't checked the battleground XP either (didn't even think of it until now), but if it follows the same pattern normal kills and quests do, it should be counted as well. I will check into that asap. Thanks! |
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AtliThor |
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08-26-09, 09:33 AM | ||
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I'm working on improving this. My current goal is to separate BG XP from the normal quest/kill system and add a counter for number of BG's needed, and a counter for BG objectives needed.
Last edited by AtliThor : 08-26-09 at 09:34 AM.
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AtliThor |
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08-26-09, 01:02 PM | ||
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Code:
Ripped from YouArentInAPartyFix :p local t = {["pvp"] = true, ["arena"] = true, ["raid"] = true, ["party"] = true} #edit: pastebin German translation
Last edited by Banur : 08-27-09 at 05:57 AM.
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Banur |
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08-30-09, 06:29 PM | |
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Hi.
Thanks for that. I've tried several ways to detect when a player is in a battleground and found that using the PLAYER_ENTERING_* events are most effective. A battlegrounds-remaining counter is already ready on my end, and will be released shortly. I just need to do a bit of QA to make sure it will work under all circumstances. I've also got a proper German translation now, thanks to contributions made by Marcel and Axel over at Curse.com The link you posted, Banur, doesn't seem to be working. (Thanks tho!) That, and some updates to the Average Window, will be released shortly. |
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AtliThor |
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08-31-09, 01:14 PM | ||
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Banur |
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10-08-09, 08:06 AM | |
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Nice variation on an XP mod. Implementation could use some work, though .
Tested with Option House & Addon Profiler. Uses about 0.21 CPU/second continually. Would be better if it used 0. More seriously, it appears to have a fairly sizable memory/garbage leak. 2.2 KB/second in memory used continually until the next game garbage collection. As well--in a 60 second profile through Addon Profiler--it generates about 125KB in garbage, which is really quite high. Be nice to see the resources this consumes be reduced. Otherwise, it looks good. |
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Zidomo |
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10-08-09, 12:56 PM | |
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Hey Zidomo.
Thanks. I'll try to implement some changes to the implementation I did notice the memory leak yesterday as well. It is almost definitely some problem with the LDB code, as that is the only part of the code that is being executed continuously. (Rest of the code gets triggered only on special occasions, like kills.) Fixing that is my top priority now, although I probably won't be able to do much until Sunday. (RL is so time consuming!) Anyhow, thanks for the input. It's always helpful. And I'm always open for suggestions, if you have some tips on the implementation |
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AtliThor |
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