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Updated: 07-12-23 05:42 AM
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Fractures in Time (10.1.5)
Updated:07-12-23 05:42 AM
Created:02-07-23 07:35 AM
Downloads:46
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Fellowship

Version: 0.2.2
by: zestyquarks [More]

A tiny mod with a single purpose. It handles inviting your party/raid for you (and accepting invites from your party/raid), so you don't have to do that. Whether it's one other person (just your partner) or more. It's got you covered. It also has an option (disabled by default) to handle party-sync automatically too.

Commands:

/fs t: Toggle the invites/accepts functionality.
/fs p: Toggle the automatic party-sync functionality.
/fs l: List the invite slots and who's occupying them.
/fs a: Add a character to the invite list.
/fs r number: Remove a character from the invite list.
/fs m number: Set the maximum allowed group size, leave blank to disable.

Example:

/fs a leeroy — Adds Leeroy to the invite list.
/fs l — Shows Leeroy in the third position in the list.
/fs r 3 — Removes Leeroy from the list.

Notes:

Fellowship will progress down the list numerically as shown in the list command. In a raid, it won't invite past 40 people. In a party, it won't invite past five. If you set a maximum size, it won't invite past that.

Those you add to your list will have to be friended so that Fellowship can properly detect whether they're online or not. This is an API stipulation that shouldn't be circumvented, so I haven't.

That's it.

0.2.2

* Toc bump.

0.2.1

* Fix: Last of the auto party-sync toggle issues should be resolved.

0.2.0

* Fix: Auto party-sync toggle was misreporting. It was actually toggling, it just wasn't properly indicating that.
* Fix: The startup message now properly indicates the states of auto invites/accepts and auto party-sync (similar bug).

0.1.9

* Fixed a bug in the max group size detection code.

0.1.8

* Code refactored to remove the limit of five entries, the invite list can be any size now, and Fellowship is able to invite up to an entire party or raid. This works well as far as I could test, let me know if you have any issues.
* Toc bump.

0.1.5

* I added a reminder to Fellowship. If you set it up to invite someone but you don't have them on your friends list, it'll remind you once per session.

0.1.4

* Darn it, didn't check the right notes. I remember why I didn't use UIC now. Oh dear. Anyway, I had to use GetFriendInfo instead. So, that's that. Working now.

0.1.3

* I don't look at the chat frame a lot due to my sight, so I forgot this. Derp. Fellowship now checks whether a unit is online before trying to invite with a UnitIsConnected(unitID) check. So you'll no longer get spammed with "Player isn't online!" and "Dungeon type set to..." and so on. Sorry about that.

0.1.2

* Better feedback from the list command.
* The code needed some refactoring and cleaning up due to how it works now as Fellowship versus back when it was Dynamic Duo. For programmers, dropped a function, all of the timer use, and some locally stored function pointers that were no longer being used. For the user, it's a little more efficient and that makes me happy.

0.1.0

* Dynamic Duo has evolved into... Fellowship!
* The addon now supports full five-person parties.
* There's now a toggle for the auto-sync feature.
* New database format, so you'll have to set things up again. Sorry.

0.0.8

* Skipped some unnecessary function calls to speed things up a bit.
* Cleaned out some detritus.

0.0.7

* Nowhere in the documentation I found or the addons I checked did it indicate that ADDON_LOADED now only dispatches to the relevant addon, which makes the addon name check completely pointless. I tested this to make sure it's the case. So, unnecessary check removed because it bothers me.

0.0.6

* Some small code changes, and made sure all ENV calls were properly localised.

0.0.5

* I've been doing a lot more testing with /etrace, hooks, and various methods nad this was the best solution I could arrive at. In all tests, it'll always properly group at login, reload, and when your partner or you comes online. Which was the goal. Bugs notwithstanding, this is pretty much done.

0.0.3

* I learned about /etrace, and after having my very patient partner sit around for a while while I poked various events with tests over and over, I think that the mod is now using better events. So, yes, /etrace is pretty neat.

0.0.2

* I missed changing one instance of the prerelease name, oops.

0.0.1

* Initial release on WoW Interface.
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