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03-22-11, 08:37 AM   #1
Kongys
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Join Date: Oct 2010
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Sinestra Wrack Debuff help

Okay so, to start things off, i've been using RDX since vanilla, but my skills only go as far as creating simple raidframes and adding debuffs, raid icons and such and as a result, I could use some help now.

What i'm looking for is a way to change the color of a debuff icon or a specific frame based on how long the debuff have been active on a target.

Example:

Wrack being active on a target for 0-9 seconds = Green
Wrack being active on a target for 10-13 seconds = Red
Wrack being active on a target 14+ seconds = Black

I'll also explain how the debuff works to help people better understand what i'm trying to do.

Wrack last for 60 seconds, dealing increasing amounts of dmg the longer it stays on a target. Dispelling it resets the damage but makes it jump to 2 new targets with whatever duration is left on the debuff

The number of targets afflicted by wrack usually goes something like (1-2-4-8-16), so having color codes to indicate how long a target have been afflicted will help determine the order to dispel in

Just so we're all on the same page, i'm not interested in how much time is left on the debuff, but rather how long time a specific target have been afflicted by it

Any help would be appreciated really
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03-22-11, 10:37 AM   #2
sigg
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It is possible to do that.

So if you are able to learn from a design, I suggest that you take a look on the window WoWRDXruid_grid.

The grid has what you describe with a buff spell rejuv.

rejuv 30 - 20 green
rejuv 20 - 10 yellow
rejuv 10 - 0 red

The countdown of the buff change color.

The concept is base on the feature bar and timer feature with the variable aura info.

Or wait I will publish here a recovery file soon.
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03-22-11, 11:38 AM   #3
Kongys
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Thanks for the quick reply, i'll take a look at it later tonight and see if I can figure out how to make it work

If you were planning on publishing a recovery file here soon aswell, that'd also be appreciated, thanks again
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03-23-11, 05:42 PM   #4
Kongys
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I had some time to look at things last night and i'm fairly confident I can make it do what I want, i'll definitely spend some time on it during the weekend, thanks

Last edited by Kongys : 03-25-11 at 12:30 AM.
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03-25-11, 12:31 AM   #5
Kongys
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I guess I spoke too soon. I've been playing around with it for a few hours, and I cannot seem to get the CountUP function to work

Maybe i'm missing something very obvious here, but i'd appreciate if anyone got some input on how to make it count up from the time a buff/debuff is applied instead of counting down
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03-25-11, 02:12 AM   #6
sigg
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Argh OK, let me do something.

But you have to wait monday, I am not available this week end.

Cheers
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03-25-11, 07:05 AM   #7
Cripsii
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After many check, it's seem it's impossible for this time.

We need tu create a second freetimer feature.

The original freetimer check the buff:
Code:
elapsed = duration - (time - start)
or

Code:
elapsed = (start + duration) - time
the new freetimer feature must check buff or debuff:
Code:
elapsed = time - start
after test it's count up and refresh.

After that it's easy to create a conditionnal time to set a color.

I've get many bug with rapid test, and I do not recommend using this for this time.

@sigg in FR:

Le debuff wrack ne fonctionne pas comme les autre debuff, le freetimer original ne peux pas gerer les couleurs demander.

le wrack dure 60s, quand on le dispel par exemple a 45s restante, il sautera sur 2 personnes avec un timer commancant a 45s. il me semble que RDX prendra la duré du buff complet (cad 60sec d'apres l'id).

de plus le blend color n'es pas très précis en terme de timer. si on arrive en fin de debuff il passera rouge bien plus vite que en debut de debuff.

pour exemple:
le debuff arrive sur quelqu'un (60s resante) le blendcolor commancera a changer vers 40-35 seconde restante soit 20-25s apres application. Or si on prend un debuff en fin (20secondes restante) le blend sera plus rapide, vers 15-10 seconde restante soit 5-10seconde apres application.

Ce debuff doit etre dispel presque a la seconde près.

Je pense donc qu'il faudrai bosser sur un nouveau freetimer conditionner en fonction de "start" et non en fonction de "dur".

Je regarderai si je peux faire une feature rapide la dessus.
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03-25-11, 07:23 AM   #8
sigg
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J'essai de résumer ce que j'ai compris :

ce debuff saute d'un joueur à un autre.

Sur le premier, la fonction UnitAura retourne une durée de 60 secondes.

Elle saute sur un autre joueur, la fonction UnitAura retourne une durée de 45 secondes au lieu de 60 ??

Et ainsi de suite ?
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03-25-11, 07:32 AM   #9
sigg
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Ce n'est pas le freetimer qu'il faut modifier.

C'est le "Variable AuraInfo" où on doit indiquer une durée définie qui recalcule le vrai start time.

Et c'est deux paramètres seront utiliser par la free timer.
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03-25-11, 08:19 AM   #10
Cripsii
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oui le debuff saute d'un joueur sur 2 autres

sur le 1er la durée du debuff est de 60s.
une fois dispel il saute sur 2 joueurs.
le nouveau debuff aura la durée egal au moment de sont dispell.

si on dispell a 45seconde restante, le nouveau debuff commencera a 45secondes.

il me semble que le unitaura retourne la durée du spell id c'est a dire 60secondes.

donc au moment du dispel, le nouveau debuff aura une durée de 60 au lieu de 45s. (je n'es pas verifié)

d'autre part il faudrai faire un countup (de 0 a Xs).

puis ensuite conditionné le tout:

PHP Code:
elapsed time start

if elapsed 9 then color1
elseif <= elapsed <14 then color2
elseif elapsed >=14 then color3
else
initialcolor
end 
on aurai donc un couleur initial si il n'y a pas de debuff, a l'application du debuff la couleur1, a partir de 9 secondes d'application la couleur2 et a 14seconde la couleur3 (mais la le mec est deja mort )

bref je regarderai l'aura info si y'a moyen d'en faire quelque chose
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03-25-11, 10:34 AM   #11
Kongys
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Thanks a lot for helping out with this, i'll keep checking back for updates, appreciate it
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03-25-11, 05:02 PM   #12
Cripsii
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After some modification in AuraVariable.lua I get this:



The test is from debuff on a arcane Mage.

When a get a arcane deflag debuff the square is green then orange then red.

Green from 0s -> 2s
Orange from 2s -> 4s
Red from 4s -> .....

I don't test it in raid. it's seem to work but I dont know about performance (periodic repaint).

If you want test it, make a demand here, I decline all responsability if it not work

@sigg
c'est un peu du bricolage, si tu veux regarder le code ajouter pour le valider ou non, fait moi signe.
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03-25-11, 06:15 PM   #13
Kongys
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That looks great, i'd be more than happy to test it, and I wont blame you if something is slightly buggy, I appreciate all the work you guys are doing
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03-25-11, 06:39 PM   #14
Cripsii
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After test in battleground, i've config the timer for wrack (<9s = green, between 10s and 14s = orange, >14s = red)

The debuff used is the recently bandaged.



It's possible if you want use it, that bug your other windows who use Vars Aura Info. I've got a few bug and correct it but we don't know
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03-25-11, 06:44 PM   #15
Kongys
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Looks good, feel free to upload the modified AuraVariables.lua, i'll make sure to backup my old stuff first incase I run into any bugs
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03-25-11, 07:02 PM   #16
Cripsii
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Ok but Use at your own risk

I've join a recovery of my test frame for new Auravariable.

Instruction to use:

- Back up all RDX file and package.
- Quit Wow
- Copy AuraVariable.lua in Addons/RDX/design/Variables/ (make a backup of old AuraVariable.lua)
- Start Wow, loggin and enter the world
- Create a design, add base frame and add a Vars Aura Info
- Refresh and save
- If you got no error, delete the Design and restore the RDX_Recovery (My test package is Countdown).
- Go to the package explorer and enter to Countdown.
- Edit the design
- Go to Vars Aura Info : aurai feature
- Make sure Aura Type is "INV_DEBUFFS" (it's the new type for count from application)
- Select your debuff in Aura Name (defaut is recently bandaged=
- Set the option in Color section.
- For how to just test it with recently bandaged and learn how it work.

I've not set a Mouse binding for dispel, if you want it, just make it

Enjoy (or not )
Attached Files
File Type: lua AuraVariables.lua (14.9 KB, 736 views)
File Type: lua RDX_recovery.lua (6.8 KB, 722 views)
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03-25-11, 07:08 PM   #17
Kongys
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Awesome thanks, i'll try it out and let you know how it goes
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03-28-11, 04:45 PM   #18
Kongys
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Join Date: Oct 2010
Posts: 11
I had a chance to try it out in raid tonight on Sinestra, and it worked exactly as I wanted it to, so thanks again for the help

Although, when testing it, I got an error when I attempted to open WoWRDX:Raid_Druid, though it's not an issue for me since I dont use those raidframes.

Replacing the AuraVariables.lua file and just using the new feature on my own raidframes worked perfectly
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03-29-11, 01:07 AM   #19
sigg
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Thanks for your feedback.

I will integrate this change in the next release.

Cheers
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