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WeaponRebuff 3.4  Popular! (More than 5000 hits)

Version: 3.4f.02
by: VincentSDSH [More]

**** NOTE ****
This version has been modified to work with 4.0 and add support for buffing thrown weapons however this is not the re-write. I was expecting to have another few weeks and RL is what it is.

WeaponRebuff itself is free of issues in the testing I've been been able to do but it must be noted that it resides on other libraries, namely Waterfall 1.0, Ace 2.0 and Fubar 2.0 -- not all of these are being actively maintained so I've removed the errors I could reproduce but others may crop up. Please PM regarding errors.

Hopefully RL will relent a bit and I'll be able to push the rewrite further along before Cataclysm hits the shelves.
**************

WeaponRebuff is a small, light-weight mod that makes buffing weapons (and keeping them buffed) simple and easy. Rebuffing a weapon is a mouse-click away and with warnings for timed buffs, charge-based buffs, and low-item-count for buff items (e.g. poisons, sharpening stones, fishing lures, etc) you'll never be caught unintentionally unbuffed again.

How to Use

  • left mouse-click rebuffs your weapon with the last known charge/spell
  • right click opens a buff selector of available buffs and charges for your weapons
    • left-click the buff for Main Hand application; right-click for Off Hand application; shift-right-click for thrown weapon (rogues)

Supports
  • rogue poisons
  • sharpening and weight stones
  • spell-based weapon buffs for shamans/druids
  • wizard & mana oils
  • fishing lures
  • and user defined spells and items

Features
  • Rebuff Buttons and Data Display
    • show/hide buff text (for the minimalists)
    • vertical or side-by-side icon display
    • hide/show off-hand
    • hide/show for thrown
    • strata control (move it above or behind those pesky windows)
    • dual-buffing for spell-based buffs: since these type spells cast only on the main hand, buffs can be "applied" to the off-hand shield allowing both buffs to be available
  • Buff Selector
    • text or icon selector buttons (w/ re-sizable fonts)
    • different combat / non-combat selector configurations
    • a range of buff selector layouts to help fit into any UI layout
    • option to auto-show buff selector menu when combat starts
      • for when you may want to change the buff you're using mid-combat in a raid
      • or during that pesky PvP 5-sec combat cooldown
      • or perhaps you've added other items/spells to the Buff Selector (see User Configurability)
  • Alerts and Warnings
    • sound options and text options for when your buffs '''are''' fading
    • sound options and text options for when your buffs '''have''' faded
    • text warning options when you are running out of buffing-items (poisons, etc)
    • option to set the warning threshold from 1 to 60seconds
    • automatic alert suppression for WindFury
  • Buff Information Colors
    • Blue: Active Buff
    • Yellow: Buff in last 60 secons
    • Red: Unbuffed
    • Green: Windfury (Windfury is a max of 9 seconds pulsing buff which shouldn't be consideed "about to drop" as this can be more than a bit confusing)
  • Alert Sound Options
    • sounds from in-game
    • sounds registered via SharedMediaLib from other mods
    • your custom sounds: replace the two included .wav files
      • as a bonus, since these files are registered with SharedMediaLib, you can use them in other mods using SharedMedia

User Configurability
  • FuBar / MiniMap
    • configurable FuBar/MiniMap Button click-modes (click/shift-click/ctrl-click) for convenience
  • Buffing Items / Spells
    • a default list of many buffing items and spells is included; however, each list is user-editable to add and remove items as the user sees fit
      • The list of spells is small and contained in one Spell Category
      • Buffing Items are numerous and are broken down into 5 categories: '''Poisons''', '''Wizard/Mana Oils''', '''Weight/Sharpening Stones''', '''Fishing Lures''', '''Miscellaneous''' (the latter contains no items by default)
        • Each category may be enabled or disabled for performance

      This flexibility allows a great deal of personalization and can lead to some strange setups when combined with other options: a paladin jokingly (I ''hope'') made this declaration: I've setup the buff selector to show when combat starts and I added a spell and item to the buff lists so now when I get in combat I have my sharpening stone, bubble, and hearth all lined up and ready to go!

Additional Buffing Modes
  • 2-buff Mode
    • 2-Buff Mode option (hides after two buff selections instead of one)
    • One-time "2-Buff Mode" when Shift-RightClicking (when you don't want it as a constant feature)
  • Fishing Mode
    • "Fishing Mode" toggle is available from the FuBar/MiniMap button click events
    • when active an "F" will display in the FuBar caption (instead of "m/o") and only fishing lures will display as buffing options.
    • "Fishing Mode" buffs are remembered separately so there is no need to 'reset' them when entering/leaving "Fishing Mode"

Slash Commands
WeaponRebuff uses the typical Ace2 Options table so all of the configuration dialog features are available via slash commands
  • Getting Started
    • /wr - options, help, and additional commands
  • Frequently Used Slash Commands
    • /wr lock - toggles window movement on/off
    • /wr config - opens the configuration menu
    • /wr position {left/center/right} - FuBar placement options (for folks with crowded FuBar setups)

Custom Sound Options
Two .wav files (warning.wav and lost.wav) are included. You can replace them with your own .wav files, just name them "warning.wav" and "lost.wav" respectively

Localizations
  • English
  • French
  • German
TRANSLATION HELP REQUESTED: The German and French translations could use additional assistance.

Credits
Opt: Original Author

-------------------------------------------------------
Requests under consideration but NOT on the to-do list

* Keybinds for buffing
* Keybinds for buff selector
* Movable buff selector
* Repositional text (i.e. text in separate window)
* Apply buff but do not make it default
* Temp bars to show time remaining
* Buff Item/Spell icon instead of text
* Show *default* buff no matter what buff currently on

Some of these are over the top; however, if they can be done in modules ( you can choose not to use those features ) I might be talked into them, time allowing.
-------------------------------------------------------

3.4c...
* Only rogues should now have the ability to buff slot 18
* Spell-based buffs should now record, tooltip, and operate properly
* Tooltips for main window corrected
* 'Disable Thrown' option now available for rogues (this is auto-set off and disabled for non-rogues)

3.4d...
* Should address the change (reduction) in the # of poisons and validation and not require you to kill your saved var file.

3.4e...
* Hopefully a final solution to the damned validate problem that crops up in some saved var files
* Rogue Class detection corrected for all localizations

3.4f...
* Corrected class and profile issues (let's hope f stands for finally got it all working)

3.4f.01...
* Minor fix to variable call to reference char not profile

..02...
* oops, missed a profile-to-char reference
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Unread 10-16-10, 03:51 PM  
eviltone
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error, mate!!

Date: 2010-10-16 17:50:27
ID: 3
Error occured in: Global
Count: 1
Message: ..\AddOns\WeaponRebuff\WeaponRebuff-BuffSelector.lua line 295:
unexpected symbol near ']'
Debug:
[C]: ?


also


Date: 2010-10-16 17:57:02
ID: 5
Error occured in: Global
Count: 1
Message: ...ce\AddOns\WeaponRebuff\WeaponRebuff-RebuffWindow.lua line 81:
attempt to call method 'SetBuffAttribute' (a nil value)
Debug:
Ace2\AceAddon-2.0\AceAddon-2.0.lua:25:
Ace2\AceAddon-2.0\AceAddon-2.0.lua:23
Ace2\AceAddon-2.0\AceAddon-2.0.lua:1051: ManualEnable()
Ace2\AceAddon-2.0\AceAddon-2.0.lua:979:
Ace2\AceAddon-2.0\AceAddon-2.0.lua:973
[C]: ?
Ace2\AceEvent-2.0\AceEvent-2.0.lua:260: TriggerEvent()
Ace2\AceEvent-2.0\AceEvent-2.0.lua:910:
Ace2\AceEvent-2.0\AceEvent-2.0.lua:903

Both upon login!
Last edited by eviltone : 10-16-10 at 03:59 PM.
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Unread 10-16-10, 10:07 AM  
Xamael
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1x WeaponRebuff-3.4a\WeaponRebuff-BuffSelector.lua:295: unexpected symbol near ']'

Locals:

---
1x WeaponRebuff-3.4a\WeaponRebuff-Config.lua:1469: AceConsole-2.0: args.bufflists.args.itembuffs.args.poison_remove: "validate" numeric keys must be indexed properly. >= 1 and <= #validate
AceAddon-2.0-91100 (Ace2):541: in function <Ace2\AceAddon-2.0\AceAddon-2.0.lua:518>
<in C code>: ?
AceEvent-2.0-91097 (Ace2):298: in function `TriggerEvent'
AceEvent-2.0-91097 (Ace2):910: in function <Ace2\AceEvent-2.0\AceEvent-2.0.lua:903>
1x WeaponRebuff-3.4a\WeaponRebuff-RebuffWindow.lua:81: attempt to call method 'SetBuffAttribute' (a nil value)
AceAddon-2.0-91100 (Ace2):979: in function <Ace2\AceAddon-2.0\AceAddon-2.0.lua:973>
<in C code>: ?
AceEvent-2.0-91097 (Ace2):260: in function `TriggerEvent'
AceEvent-2.0-91097 (Ace2):910: in function <Ace2\AceEvent-2.0\AceEvent-2.0.lua:903>

---
3 errors that I'm getting with the recent Version.
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Unread 10-15-10, 03:45 PM  
VincentSDSH
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Rotten disused functions...[update] new version posted

Originally posted by bsmorgan
I got the following error on my level 20 Shaman.

Message: ..\AddOns\WeaponRebuff\WeaponRebuff-Core.lua line 183:
attempt to index local 'fontString' (a nil value)
Damn, forgot to run a scan for getglobal() -- though it's odd I didn't get the error last night.

Anyway, uploading a version shortly w/ the getglobals() converted to _G[] and the slot-check for 18 in that block.

*new version posted*
Last edited by VincentSDSH : 10-15-10 at 05:11 PM.
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Unread 10-15-10, 03:37 PM  
bsmorgan
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I got the following error on my level 20 Shaman.

Date: 2010-10-15 15:11:13
ID: -2
Error occured in: Global
Count: 741
Message: ..\AddOns\WeaponRebuff\WeaponRebuff-Core.lua line 183:
attempt to index local 'fontString' (a nil value)
Debug:
...ddOns\AtlasLootFu\Libs\AceEvent-2.0\AceEvent-2.0.lua:299: TriggerEvent()
...ddOns\AtlasLootFu\Libs\AceEvent-2.0\AceEvent-2.0.lua:910:
...ddOns\AtlasLootFu\Libs\AceEvent-2.0\AceEvent-2.0.lua:903

I think the code before the error should be (added slot 18):

Code:
			if ( slot == 16 ) then
				textToUpdate = "wrMainhandButtonText"	
			elseif ( slot == 17 ) then
				textToUpdate = "wrOffhandButtonText"
			elseif ( slot == 18 ) then
				textToUpdate = "wrThrownButtonText";
			end

			fontString = _G[textToUpdate]
I also fixed the getglobal(s) and moved the declaration of fontString to the top of the function.

Regards,

Brad
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Unread 10-14-10, 08:27 PM  
VincentSDSH
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Poor Rogues...almost forgot you...

Originally posted by schr0nz
thank you for the update.
would be great if you could implement a function to put poison via the addon on the throwing weapons. which is possible for rogues since the patch
Mother of God, I forgot about that! My, my, my, I must be getting old and senile. Wonder if I could shoe-horn that into the current version... I can probably provide the basic function but I'm not sure how well it'll fit with all the options, button orientations, data displays, and such.


**** EDIT:

Support for thrown weapons has been added. I tested it on a rogue and it seemed to work ok; however, I have NOT tested it on other, non-thrown-weapon-using classes so you may have to hide the ranged slot pickup in the options. I'd prefer to put coding time into the rewrite but if that stretches out, I'll add a class-filter or something for thrown. But its 2am right now and pillow > keyboard for going panda.
Last edited by VincentSDSH : 10-15-10 at 01:06 AM.
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Unread 10-14-10, 04:04 PM  
tehKD
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thank you for the update.
would be great if you could implement a function to put poison via the addon on the throwing weapons. which is possible for rogues since the patch
Last edited by tehKD : 10-14-10 at 04:05 PM.
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Unread 10-14-10, 03:57 AM  
eviltone
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Originally posted by VincentSDSH
Yes. Actually I was re-writing it from the ground up and decided to halt it until the beta came around...but I wasn't expecting them to drop the new code, etc, in so soon -- RL has been a time-sink lately

I'll load the last version up and see if I can get it working until the re-write is ready.

**** UPDATE:

This version has been modified to work with 4.0 however this is not the re-write. I was expecting to have another few weeks and RL is what it is.

WeaponRebuff itself is free of issues in the testing I've been been able to do but it must be noted that it resides on other libraries, namely Waterfall 1.0, Ace 2.0 and Fubar 2.0 -- not all of these are being actively maintained so I've removed the errors I could reproduce but I expect not ALL of them have been removed, and some of my "this and arg1" assumptions may be wrong. Note also that if you have other mods with these libraries, the way they load, you may not wind up running the ones provided here and if those aren't updated, you could experience other issues as well.

Hopefully RL will relent a bit and I'll be able to push the rewrite further along before Cataclysm hits the shelves.
Thank you... thank you!! it seems to be working, i'll keep you up to date on this if i find any errors... i am a lazy rogue that likes to keep my poisons a buttonclick away...
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Unread 10-13-10, 10:22 PM  
VincentSDSH
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Yes. Actually I was re-writing it from the ground up and decided to halt it until the beta came around...but I wasn't expecting them to drop the new code, etc, in so soon -- RL has been a time-sink lately

I'll load the last version up and see if I can get it working until the re-write is ready.

**** UPDATE:

This version has been modified to work with 4.0 however this is not the re-write. I was expecting to have another few weeks and RL is what it is.

WeaponRebuff itself is free of issues in the testing I've been been able to do but it must be noted that it resides on other libraries, namely Waterfall 1.0, Ace 2.0 and Fubar 2.0 -- not all of these are being actively maintained so I've removed the errors I could reproduce but I expect not ALL of them have been removed, and some of my "this and arg1" assumptions may be wrong. Note also that if you have other mods with these libraries, the way they load, you may not wind up running the ones provided here and if those aren't updated, you could experience other issues as well.

Hopefully RL will relent a bit and I'll be able to push the rewrite further along before Cataclysm hits the shelves.
Last edited by VincentSDSH : 10-14-10 at 12:59 AM.
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Unread 10-13-10, 07:27 PM  
eviltone
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are you planning on updating this for 4.0.1?? I know *I* would greatly appreciate it!

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Unread 09-18-09, 01:33 AM  
VincentSDSH
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Re: Taint message

Originally posted by Xylan Trueheart
Just to let you know I found this taint message in the log
I get that every once on a while myself but damned if I can determine why. It's obviously trying to do something at just the right moment to cause a timing problem but so far I've been utterly unable to reproduce it in a controlled environment where it can be debugged. The code is written so that it shouldn't try to take those actions while the stream is taintable, so my guess is that the combat check is clear when it runs but before it can process the subsequent lines the combat check is unclear and blamo, taint-by-timing; however, if that were the precise scenario, then it should happen with only some of the lines causing grief, not all, and so far every time I've seen it, it's all lines. So, in short, I've no bloody clue why it does that.

My last notice of it was prolly two months ago, so at least for me it's annoying but not something I can pin down as I'm never certain if I 'fixed' it or it's just being recalcitrant.

All I can say is, I've seen it most on my rogue, where I run a crapton of mods and do a lot of raiding and least on my mage, which has the least mods and I never do more than 5-mans.

5 gold to anyone who can point me in the right direction on solving it
Last edited by VincentSDSH : 09-18-09 at 01:33 AM.
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Unread 08-27-09, 10:03 AM  
Xylan Trueheart
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Taint message

Just to let you know I found this taint message in the log

8/27 00:32:49.725 An action was blocked in combat because of taint from Ace2 - wrMainhandButton:Show()
8/27 00:32:49.725 Interface\AddOns\WeaponRebuff\WeaponRebuff-RebuffWindow.lua:173 UpdateTextures()
8/27 00:32:49.725 Interface\AddOns\WeaponRebuff\WeaponRebuff.lua:272
8/27 00:32:49.725 pcall()
8/27 00:32:49.725 Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:298 TriggerEvent()
8/27 00:32:49.725 Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:910
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Unread 08-09-09, 12:08 PM  
VincentSDSH
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Re: Sounds

Originally posted by ricks322
I changed the wave files, but still get the Murloc sound, which is VERY anoying. I keep trying to find where it is attacking from.
Merlocs are the only thing I'm certain to hear in the cacophony of a raid The sound files are there for custom sounds. If you want to change the in-game sound selection, it's in the alert configuration (/wr config).
Last edited by VincentSDSH : 08-09-09 at 12:08 PM.
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Unread 08-07-09, 08:38 PM  
ricks322
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Sounds

I changed the wave files, but still get the Murloc sound, which is VERY anoying. I keep trying to find where it is attacking from.
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Unread 06-13-09, 04:20 PM  
VincentSDSH
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Originally posted by Taroven
Would it be possible to make WeaponRebuff spec aware?
Damn and blast, I should have recognized the need for that. I'll put it on the to-do list.


Originally posted by Whatever4ever
ButtonFacade support?
Hadn't thought of doing that. I'll take a look and see; if it isn't too disruptive I'll add it -- options are always nice, after all.

Edit: After a fair amount of time trying to work with Button Facade I found two things: initial builds (default facade) made the buttons HUGE until you added a facade, and once you did, the icons for the weapons would no longer display...which kinda defeats the build purpose. Adding to that, I differentiated the buff selector buttons from the buff buttons so they could be managed independently...but BF wouldn't display them as individually configurable groups, or even remember what I changed in them most of the time (for any mod). I even referenced what I did vs Dominos which is BF compatible and everything seemed implemented the same so w/o debugging through BF itself, I'm at a standstill atm. I'm gonna go take an aspirin. Perhaps someone who's implemented this before will recognize where I'm going wrong...
Last edited by VincentSDSH : 06-16-09 at 10:01 AM.
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Unread 06-11-09, 07:22 PM  
Tomacco_Boy
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Feature request

Any chance of adding dual spec or spec detection support, it would be greatly appreciated.
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