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Updated:03-21-12 02:27 PM
Created:03-15-12 05:27 AM
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RiftHbot
Version: 0.25 beta
by: acheliuspjr, Protonova
RiftHbot


We won't release any new version of this addon because the new one is a lot better in terms of configuration and speed:
http://riftui.com/downloads/info227-LifeBinderBeta.html



















Almost complete rewrite of riftHealer addon mostly with performance in mind and more functionality regarding buffs, debuffs

Now is in beta stage but i'm working to fix where i can

version 0.27 is only a bugfix version, we are working to edit that addon to make an even better version, so stay tuned..

it's my first addon in rift so i'm prepared to expect bugs

TO OPEN THE CONFIGURATION WINDOW CLICK ON THE GREEN CIRCLE ON THE MAIN BAR

Warning: For mouseover macros you have to change from @mouseoverui to @mouseover

Are not in this version:
-pets support (but who needs pets on raid frames?)
-Pvp status indication
-Move up/move down buttons on buff lists

What is in this version:
-raid frames resize (first implementation)
-Aggro detection
-Los detection
-basic raid frames functionalities
-[beta] castbar on the target frame
-Mouseover functionality
-Click macros
-debuff recording (saves debuffs you encounter into a list to be able to view later) and if needed to insert into the debuff list
-Change role buttons ( the roles part of the apy is temporary and i can't retrieve how many specs you have)

Every Buff, Debuff and mouse click association is defined only for the current role, every role has it's set of buffs,debuffs,mouse associations

Automatically when you change role the set automatically swaps



What about those buff slots?

There are 4 buff slots and 1 debuff slot
they are located:
-Two on top right of the frames (from right to left are slot1 and slot2)
-Two on Bottom left of the frames (from left to right are slot3 and slot4)
-One on Bottom Center of the frames for the debuff


Known Issues:
-Only in group mode and during combat if a player disconnects, the game sort the players in the group moving the disconnected player last, but i cannot reassign the frames mouseover unit id during combat so it bugs out, i'm trying to fix it but i don't want to complicate things too much or they will easily break

Issues for version 0.25 (fixed with 0.26)
-the click area of the header bar is a lot large than the bar itself so if you turn the camera rightclicking it will intercept it and you can't turn the camera, fixed in the upcoming version
-Error while setting the fourth buff slot on the fouth spec

Issues for version 0.2 (fixed with 0.25)
-Today (16/03/2012) i've more extensively tested in a 20 people raid and i found that when you apply a great number of buffs at the same time it slow down the game considerably (like when you are spamming Healing Flood in combat on a 20 ppl raid), rift has an incredible amount of buffs on every character at the same time --- fixed in the upcoming version 0.25
-Los indicator doesn't work like it's intended but is fixed in the upcoming version 0.25




Huge thanks to RagebeastRT for writing riftHealer
and also huge thanks to doxxx for the LibSimpleWidgets library
21-03-2012 | version 0.27
-Fixed performance error when a lot of buffs are removed at the same time
18-03-2012 | Version 0.26
-Fixed header bar so it doesn't intercept rightclicks anymore
-Fixed an error while setting the fourth slot of the fourth spec
16-03-2012 | Version 0.25
-Fixed los visualization errors
-Fixed performance problem when multiple buffs are added at the same time
-First implementation of frame resizing
-Modified debuff recording, now it won't miss anything but if you encounter a lot of debuffs popping up at the same time it will slow the game for a very short amount of time so enable this feature only if needed to find a debuff name
-Upon entering combat the header bar and the six roles buttons are hidden, they will show up again when combat ends (done because in combat that bar is useless and takes screen space)

Version 0.2
Initial version
Archived Files (3)
File Name
Version
Size
Author
Date
0.25 beta
138kB
acheliuspjr
03-18-12 08:34 AM
0.25 beta
138kB
acheliuspjr
03-15-12 07:21 PM
0.2 beta
137kB
acheliuspjr
03-15-12 05:28 AM


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Unread 03-28-12, 07:02 AM  
acheliuspjr
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Quote:
Originally Posted by Sharog
hi, im wondering if this addon also tracks hot timers on the raid frames. if not, is it on the future implementation list?
I'm sorry but the current version doesn't do that

we are thinking about that but also thinking about keeping cpu usage low, we will probably make durations optional

For the last days we focused on textures, and managing the player coordinates that we will have when 1.8 hits (we have finally done out of range indication and we are thinking of doing some sort range indicator,showing the units between 10 meters from you and 10 meters from the current mouseover target)

Very soon we will focus on buffs and debuffs to see how we can show durations in the most efficient way, I already have some ideas in mind but now we have to fix some bugs on the current alpha code of the new version first
Last edited by acheliuspjr : 03-28-12 at 07:05 AM.
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Unread 03-28-12, 06:48 AM  
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hi, im wondering if this addon also tracks hot timers on the raid frames. if not, is it on the future implementation list?
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Unread 03-27-12, 07:28 AM  
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Progress as of (03/27/2012)

Just a small update,

We've reached a big milestone yesterday, we managed to significantly lowered the footprint of the addon when it comes to it's CPU process load. Technical explanation, every element is on a Load on demand bases and each event changes elements as per request. The addon used to just "pulse" updates now it updates when needed. No longer taking up time to update things that aren't in need of an update. There are still more things that need to be optimized, but it's looking good for now.

Our addon's panel layout has been finalized and it looks quite awesome. The fidelity of the textures and the actual art assets look really good (as compared to RiftHbot). The new design will be robust and totally versatile to suit each individual's needs.



PTS 1.8 Features:
It looks like Healing communications is starting to look more promising. (more on this later as information comes out)

The AoE heals advice module (a low priority module), is starting to look more and more possible. This module optionally allows the healer to see which target is best suited for an AoE heal (who is going to be a prime target to AoE heal while hitting the max amount of 10 targets).


------------------------------------------------
At the moment, things that are remaining are:
  • GUI options (configuration menus)
  • Completed Buff/Debuff 'conditions' monitor (about 70% complete)
  • localizations (German seems to be in demand)
  • 'Skin' editor for the addon (ability to change every aspect of the addon's look)
  • Code implementation of hot's duration bars
  • Addon modes for mouseover or click-to-cast preference.
  • More function testing.
  • Further addon optimizations.
  • Surprise features (^.~)

------------------------------------------------
We will be announcing the addon in a new thread and will be locking this one in about a week. The new addon page have will have an in depth guide. It will detail current/future features, pictures of all the options, usage guide, and hopefully a release candidate for everyone to test and not just a placeholder.
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Last edited by Protonova : 03-27-12 at 12:20 PM.
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Unread 03-24-12, 06:40 PM  
acheliuspjr
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Quote:
Originally Posted by patchouli
Quote:
Originally Posted by acheliuspjr
From the api I have only one flag that says me if a player is "unreachable", that flag is true, null or false, I can't for example see the coordinates and calculate the range because I haven't any positional data until patch 1.8 if the PTS api will go live like that.

With that said I can say that there is a dead zone between the max range of your spells and the minimum range for the blocked flag to change
Probably(this is just speculation, I have to experiment that myself) 40m is the range when the api says that is "reachable" and 35m is the maximum range of the heal spells

Because of that I've unchecked the option "auto cast on player" or something like that in the options
When someone is out of range I get an hand cursor that immediately tells me that is effectively out of range instead of wasting time and casting on myself that's confusing because you are thinking that you are healing that player,and at the end you are healing yourself

Regarding the resize
There is a first implementation from version 0.25
On the bottom right of the addon you see a resize symbol , you can drag it and resize the frames, for now it's that but i'm planning to do something a lot better for the future
i unchecked the auto cast option. that made a difference.

and i realized that i'd downloaded an earlier version of the addon, before the resize option went live. that's now fixed. doh.

but, the out of range thing is still a problem. i was mid-field in whitefall steps today and people were marked as in range when they were in the enemy base. no one else is noticing this? i wonder if it's just me. is there an option turned on/off somewhere that's reponsible.

again, thank you so much for working on this. it doesn't seem as if the api is much to work with.
Api have only los detection so i can only see that someone someone is out of range, if there is something in the way between you and him, also i receive the non blocked (in los ) status when someone is very far
With 1.8 we won't have that problem because we will have player coordinates
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Unread 03-24-12, 02:27 PM  
patchouli

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Quote:
Originally Posted by acheliuspjr
From the api I have only one flag that says me if a player is "unreachable", that flag is true, null or false, I can't for example see the coordinates and calculate the range because I haven't any positional data until patch 1.8 if the PTS api will go live like that.

With that said I can say that there is a dead zone between the max range of your spells and the minimum range for the blocked flag to change
Probably(this is just speculation, I have to experiment that myself) 40m is the range when the api says that is "reachable" and 35m is the maximum range of the heal spells

Because of that I've unchecked the option "auto cast on player" or something like that in the options
When someone is out of range I get an hand cursor that immediately tells me that is effectively out of range instead of wasting time and casting on myself that's confusing because you are thinking that you are healing that player,and at the end you are healing yourself

Regarding the resize
There is a first implementation from version 0.25
On the bottom right of the addon you see a resize symbol , you can drag it and resize the frames, for now it's that but i'm planning to do something a lot better for the future
i unchecked the auto cast option. that made a difference.

and i realized that i'd downloaded an earlier version of the addon, before the resize option went live. that's now fixed. doh.

but, the out of range thing is still a problem. i was mid-field in whitefall steps today and people were marked as in range when they were in the enemy base. no one else is noticing this? i wonder if it's just me. is there an option turned on/off somewhere that's reponsible.

again, thank you so much for working on this. it doesn't seem as if the api is much to work with.
Last edited by patchouli : 03-24-12 at 02:27 PM.
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Unread 03-23-12, 11:07 AM  
pumpkin

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Quote:
Originally Posted by Protonova
At the moment the addon only grabs from what you see. We are changing that for the next version. You will have the option to whitelist/blacklist while automatically filtering curable or uncurable conditions (curse/magic/poison).

On a technical level, this is our debuff logic. In terms of priority, if blacklist is check and if it's curable it will be shown on the next available condition slot. While whitelisted debuffs will be show on the 1st available condition slot that doesn't have another whitelisted debuff on it.
That sounds fantastic. Looking very much forward to the result of your work. Keep it up
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Unread 03-23-12, 10:24 AM  
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thanks guys! you're awesome
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Unread 03-23-12, 09:48 AM  
acheliuspjr
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Quote:
Originally Posted by Snags
Hi ^^

I wanted to ask you something... is there a way to see hots from other players in the raidframe too? I'm thinking it'll be vital when patch 1.8 hits and some of warden's hots don't stack anymore. Blinding casting hots on people who could already be covered would be a waste of gdcs and mana, but manually clicking on everyone to check before casting is not a viable option either :|
That is in development, will be available in the new version, as soon as possible, we are working right now to add almost everything that was asked, and more, a lot of things will be changed, you'll see
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Unread 03-23-12, 08:35 AM  
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Hi ^^

I wanted to ask you something... is there a way to see hots from other players in the raidframe too? I'm thinking it'll be vital when patch 1.8 hits and some of warden's hots don't stack anymore. Blinding casting hots on people who could already be covered would be a waste of gdcs and mana, but manually clicking on everyone to check before casting is not a viable option either :|
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Unread 03-23-12, 04:00 AM  
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As we push for excellence with our addon and synergy with our (current/potential) user base we want to directly ask players certain questions about core features of the new addon. Today I would like to ask two questions about color scheming and language support.

Color Scheme Survey:
http://goo.gl/iFE5g

Language Support Survey:
http://goo.gl/MAUu9

=======================================================================

Quote:
Originally Posted by pumpkin
I wonder if it's possible to let the raidframes only show debuffs that you can actually cure. Let's say curse, disease and poision for Clerics. That would make things a lot easier to set up, being a healer. No idea if the API offers that feature though.
At the moment the addon only grabs from what you see. We are changing that for the next version. You will have the option to whitelist/blacklist while automatically filtering curable or uncurable conditions (curse/magic/poison).

On a technical level, this is our debuff logic. In terms of priority, if blacklist is check and if it's curable it will be shown on the next available condition slot. While whitelisted debuffs will be show on the 1st available condition slot that doesn't have another whitelisted debuff on it.
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Last edited by Protonova : 03-23-12 at 04:48 AM.
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Unread 03-23-12, 03:59 AM  
acheliuspjr
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Quote:
Originally Posted by pumpkin
Awesome. Exactly what I was looking for.

I wonder if it's possible to let the raidframes only show debuffs that you can actually cure. Let's say curse, disease and poision for Clerics. That would make things a lot easier to set up, being a healer. No idea if the API offers that feature though.

Thanks for your work!


Edit: Just noticed you answered a similar question earlier. Nevermind Looking forward to the changes and features you plan.
we are working for a new version a lot better particularly on the buff/debuff functionality where you can also move the buff slots, choose which slot will show debuffs, add and remove slots and you can choose if the debuff list is a Whitelist/Blacklist

For a very early alpha of the slot positioning :
http://www.youtube.com/watch?v=2lGaGDmQ734
The mouse is not shown but you literally drag the slot where you want

for now we are focused on an easier interface including thing like this
Last edited by acheliuspjr : 03-23-12 at 04:02 AM.
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Unread 03-23-12, 03:49 AM  
pumpkin

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Awesome. Exactly what I was looking for.

I wonder if it's possible to let the raidframes only show debuffs that you can actually cure. Let's say curse, disease and poision for Clerics. That would make things a lot easier to set up, being a healer. No idea if the API offers that feature though.

Thanks for your work!


Edit: Just noticed you answered a similar question earlier. Nevermind Looking forward to the changes and features you plan.
Last edited by pumpkin : 03-23-12 at 03:51 AM.
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Unread 03-22-12, 03:40 AM  
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Quote:
Originally Posted by Wryn
Does the new RiftHelaer support other language clients... like german for example?
Last time I tried it, it wouldn't work. So I thought I just wait a bit and try it again later. ^^
VERY FUNNY! I am working on adding localizations to the addon as we speak! Working on the template 1st. Translation however, wouldn't be available for quite some time. Maybe 2 weeks after the 1.8 release (don't quote me, I'm unsure). This is due to the fact that users of those native languages will have to submit translations and it will have to be validated on our part. This takes time.

If anyone wants to volunteer to submit translations in any language, just PM me on RiftUI. Make sure to include what language, how to contact you, and class/role you play as. Thank you.
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Last edited by Protonova : 03-22-12 at 03:42 AM.
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Unread 03-22-12, 03:25 AM  
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Does the new RiftHelaer support other language clients... like german for example?
Last time I tried it, it wouldn't work. So I thought I just wait a bit and try it again later. ^^
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Unread 03-21-12, 05:42 PM  
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@Watermelon, Bard

Quote:
Originally Posted by Bard
I see a lot of promise in the add-on and I appreciate that you still have it in beta status.

Yes indeed, the addon is still very much in alpha stage. These past few releases have been proof of concept versions. The release for 1.8 will be the biggest release! Just today we finished the ability to white/black list buffs/debuffs. And a few other changes to how buffs/debuffs are seen.

=======================================================================
  1. Quote:
    Originally Posted by Watermelon
    as you said,the swords is combo points.and i hope RHB will support tracking.
    No I'm sorry. There are no immediate plans to support combo points on the raidui panel.
  2. Quote:
    Originally Posted by Bard
    With only 1 debuff slot this add-on will be of limited use to raiders.
    Hopefully by the next release we will have a finalized version of how buffs/debuffs are handled. We will allow you to control how many and which buffs/debuffs you will see (varied between 4 to 1). Also the option to just be away of the type of debuff.
  3. Quote:
    Originally Posted by Watermelon
    I would also say that buffs should be a whitelist but debuffs should be a blacklist, i.e., show anything that would show on the standard raid frames unless it's on the blacklist.
    At the moment the buffs/debuffs filtering is white listing and we are changing that probably for the next version if all testing goes fine. We are making big and exciting changes almost on a daily bases. We hope everything will be we're planning comes out as 1.8 comes out in April ~15th? (right after this world event).
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Last edited by Protonova : 03-21-12 at 05:44 PM.
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