Add files via upload
Updated totemdata.lua to ignore spellname "Totemic Recall" when building the totems.
This commit is contained in:
+536
@@ -0,0 +1,536 @@
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v2.6
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ADDITIONS:
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- Korean localization
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LeeEui-ho recently sent me the Korean translation and thus completed the
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currently supported languages (at least until WoW is available in Spain as well ;-) )
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CHANGES:
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- Performance upgrade
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There were some major memory leaks and COE consumed too much overall processor
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time. I changed the way the element frames are updated and now they should no
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longer use up a noticeable amount of memory and call the update routines only
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when really necessary.
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FIXES:
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- Disappearing element frames
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Whenever the totems were reloaded in "Timers Only" mode, depending on the currently
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active totems, a totem frame could have disappeared and would only show up again when
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throwing a totem of the same element from your spellbook.
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This has been fixed and the timers will now reset properly when your totems are reloaded.
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Note that this means, that you will lose active timers upon zoning but in most cases
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you wouldn't need them anymore anyway.
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=============================================================================================
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v2.5
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IMPORTANT NOTE:
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Please use http://coe.wyverex-cave.net/ for further bug reports and suggestions.
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Thank you
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ADDITIONS:
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- Chinese (simplified) localization
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Thanks to windger a chinese translation is available as well.
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Note though, that I have no way to test if it is correct or if it even
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works at all! Please drop a comment at http://coe.wyverex-cave.net/ if
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there are any issues
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- Totems sets for named targets
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Whenever you target a hostile unit, COE will now check if there is a
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custom set with this unit's name available. If it finds one, that set
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is activated. That also takes precedence over the PVP sets.
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NOTE: The check is case-sensitive, so make sure you spell the name right.
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- Tremor totem advisor
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Added Druid's Slumber (need translations, though)
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- Change anchor totem with CTRL
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When pressing the CTRL-key while clicking a totem button, this totem replaces
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the anchor totem for this element if it isn't already the anchor totem and
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you have the Customize or Active Set mode activated. Furthermore, in Active Set
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mode, it will also make the clicked totem part of the current set.
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CHANGES:
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- Prevent trinket pickup
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You can no longer pickup the trinket by shift-dragging the totem button.
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This didn't work in 2.4 and wasn't meant to be available anyway, since
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the trinket doesn't have spell slot like a totem.
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- Removed set restart modifier key
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Until 2.4 you could assign a modifier key to automatically restart a set
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while clicking a totem and pressing that key. This feature didn't work well
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in most cases and it's also quite uselesse since you can also create a
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/coe restartset macro (and most players already do this).
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- When expanding a flex bar by mousing over it, currently docked totems
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(i.e. active or advised totems or those in cooldown) will now show first
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independent of their actual ordering. This makes it possible to mouse over
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a docked totem and click it right away. Before, if the docked totem had a
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high ordering, it would suddenly change its position when opening the bar
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and you had to move the mouse again.
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FIXES:
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- /coe restartset
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Due to a change in the last release this command didn't work anymore
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This has been fixed
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=============================================================================================
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v2.4
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IMPORTANT NOTE:
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Please use http://coe.wyverex-cave.net/ for further bug reports and suggestions.
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Thank you
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ADDITIONS:
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- Added trinket support
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The Enamored Water Spirit trinket is now supported as part of the water element bar.
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It behaves just like any other totem with the exception that you have to equip the
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trinket to actually make it usable. Note that the trinket button will always show
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up in the water element bar as long as you possess at least one water totem
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but you can choose to make it invisible like any other totem until you got the trinket.
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- French localization
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Thanks to mcoaua a french localization is finally available now and will be continued
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in further releases
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Also thanks to Foussa for previous efforts
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CHANGES:
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- Lag-dependent timer activation
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In order to decide whether to really activate a totem timer after trying to
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throw a totem, COE will now take the current network lag value into account.
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Timers would not activate properly with lag values of 1000ms or more before.
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This should now work as expected
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- Still active totem timers will now reset when you die
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FIXES:
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- When in Customize mode, a set element would not be properly reset after expiration,
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if it was a dynamic button (i.e. when inactive only showing up when mousing over the bar).
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First when opening the bar again, COE would notice that this element in the current
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set had already expired and should be thrown again.
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This has been fixed
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- When switching totem sets, sometimes only the currently active totems would be thrown
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again when issuing the next throwset command. This has been fixed
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- When switching totem sets using the Customization Dialog, the currently active set
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was not reset. The current set will now reset upon switching
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- When switching from Customize to Timers Only or Active Set mode while totems were
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active, sometimes an active totem showed up twice in its bar afterwards. This will
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no longer happen
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- The healing module didn't do anything in the german version because the healing spell
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localizations were wrong. This has been fixed
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=============================================================================================
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v2.3
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ADDITIONS:
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- The "/coe priorset" command lets you cycle backwards through your configured sets now
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- Added the option to show the active timers ONLY in the separate timer frame
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Note that this means you get no timers at all if you choose to disable the timer frame
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CHANGES:
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- When the "Autoswitch sets in PVP" option is enabled, COE will automatically switch
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back to the last active non-pvp set upon targeting an enemy mob
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This should make switching between PVP and PVE more convenient
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- COE should no longer try to heal dead or offline targets
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FIXES:
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- Fixed the german timers. Yes, really :)
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- Fixed another one of those niggling typos with the disease totem advisor
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- On some systems there was a COE_TotemData:485 nil error
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Since this error never appeared on my own system I cannot tell for sure but
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it should be more unlikely now that this error appears again.
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If it should, please drop a comment for me
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=============================================================================================
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v2.2
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NOTES:
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- This is merely a hotfix for 1.10 and is taken right out of development
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Chances are that you encounter some problems related to the healing module.
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Also, there are features missing I promised for the next release and the
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french localization is also not included yet.
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But I guess for everyone of you it is more important that COE works again
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than getting the new features :)
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ADDITIONS:
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- Added a basic healing module
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A very basic form of healing module has finally found its way into COE.
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There are two healing modes that you can trigger by assigning a key binding
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in your key bindings dialog.
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BATTLE HEAL
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When hitting the battle heal key, COE will target the party member with the
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lowest health ratio and heal him with the most appropriate spell using as
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less casting time as possible (which always results in using the Lesser
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Healing Wave actually)
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It will only use the rank it really needs and thus helps conserving mana
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BEST HEAL
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Works just like battle heal but also uses the Healing Wave if it has a better
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mana/effect efficiency. So, outside of combat, use best heal and when in combat
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use battle heal if healing must be quick or you are in danger of losing casting time
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NOTE
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I am totally aware that the chain heal and effects like Nature's Swiftness
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are not taken into account yet. This primarily results of the fact that I don't
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possess any of those spells with my shaman yet. Furthermore I don't have an idea
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yet when to use the chain heal in an automated way.
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I am grateful for every kind of input regarding possible options and enhancements
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to the healing module.
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Just drop a comment at http://ui.worldofwar.net/ui.php?id=2126 or
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http://www.curse-gaming.com/mod.php?addid=3407
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FIXES:
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- Fixed COE for 1.10
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As far as I have tested, COE should now work properly with patch 1.10
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Fortunately, Blizzard didn't prevent any of the functions COE uses from
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being called in contrast to some unlucky mods out there...
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- German timers
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Hopefully, the german timers should now display the correct totem durations
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Drop a comment for me if not
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=============================================================================================
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v2.11
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FIXES:
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- COE_TotemVisual:167 nil error
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Errors in the COE_DisplayedTotems structure will now mostly be
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fixed when entering the game. This should eliminate that niggling
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error.
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I have still no clue, why it happens in the first place, though.
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I have ideas but nothing that really explains it.
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Basically it seems that the error occurs only when training a totem
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skill and don't already possess the corresponding totem.
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If you get that error again, you can either relog or reset the
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whole totem ordering with the "/coe resetordering" command
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=============================================================================================
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v2.1
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NOTES:
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- Thanks to Foussa of Hyjal, a french translation is in progress
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and will hopefully be available soon
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ADDITIONS:
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- Rank 1 totems
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You can now define a key modifier that throws the rank 1 totem
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instead of the maximum rank when you click on a totem button.
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Possible modifiers are Shift, Alt and Ctrl
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- Added slash command "/coe reload"
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This command does the same as the button in the configuration dialog,
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i.e. it reloads all totems and sets
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- Added slash command "/coe reset"
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Resets all currently active timers and sets. While "/coe restartset"
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only resets the active set so you can throw the same totems again,
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"/coe reset" will also deactivate all active timers, i.e. you won't
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be notified when still active totems expire
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- Added slash command "/coe resetframes"
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Returns all element bars to the screen center. This is quite handy
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if you somehow accidentally moved one of your bars out of the screen
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- Added bar grouping
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Upon enabling the "Move bars as group" option, all element bars will
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retain their relative positions when you drag one of them
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I know you've all desperately waited for this one :)
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- Spell pickup
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When dragging a totem button with the Shift key held down, you will
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pickup the spell instead and can drag it to one of your standard
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action buttons
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If you hold down the Ctrl key additionally, you will pick up the
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corresponding rank 1 totem
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CHANGES:
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- When configuring the active set in "Active Set" bar mode, the active
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totem of an element is now immediately made the first totem when you
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click it. In v2.0 this was done only when you exited the configuration
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mode and that caused a little confusion
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- Advisor pet scanning
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The totem advisor now also scans your party member's pets for debuffs
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that can be cured by one of your totems
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- When the next totem that would be thrown in your active set is still
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in cooldown, COE will skip to the next totem of the active set instead
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of giving a "Spell not ready yet" error message
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- All messages from COE in the chat frame will now begin with [COE] and
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will have their own color
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FIXES:
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- When setting the scale to the maximum of 1.2, opening the configuration
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dialog decreased the scale by 0.01 up to a somehow arbitrary maximum
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value where the scale rested then
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This has been fixed
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- When you didn't have all totem elements yet, the empty element bars
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were nevertheless "visible" and prevented interaction with game elements
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behind them. Empty bars will now be invisible
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- Sometimes an expiring totem gave a nil-error message when also using the
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separate timer frame. This should be fixed now
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||||
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=============================================================================================
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v2.0
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CHANGES:
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- I separated the visual and logical parts of the totem module and rewrote the
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whole visual part. It now has much more customization options than before.
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Each element now has its own totem bar and each totem bar is fully customizable
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on its own. The former "Display Mode" now controls which totem is shown in the
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"anchor button" of each totem bar, which is either your choice ("Customize"),
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the (last) active totem ("Timers Only") or the member of the active set ("Active Set").
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The bar extends from the anchor button in the direction you choose (Up, Down, Left, Right).
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Furthermore, with the bar mode you can control whether only the anchor button ("Closed")
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or all configured totems ("Open") should be shown. If you choose the "Flex" mode, only
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the anchor button is shown until you mouse over it which will temporarily show all
|
||||
other totems as well and hide them again after a short delay when the mouse leaves.
|
||||
By setting the static button count to a value of greater than one, you can also have
|
||||
a mix of the "Open" and the "Flex" mode, showing a number of totems by default and the
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||||
rest when mousing over.
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||||
Finally, you can also hide the whole element bar by setting "Hidden" as the bar mode.
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||||
Note, that you can still adjust which totems each element bar possesses and in which
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||||
order they appear. The anchor totem is always shown, though, thus removing it from the
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||||
bar while in "Configure Bar" mode has no effect as long as it is the anchor totem.
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||||
The configured totem order is retained whenever possible, that is, when a totem becomes the
|
||||
anchor totem, e.g. by switching the active set in "Active Set" mode, it is now the first
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||||
totem in the bar but all other totems retain their relative ordering.
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||||
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||||
Also note that while in "Flex" or "Closed" mode, active and advised totems and totems
|
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with an active cooldown will be temporarily shown just as if you were mousing over the bar.
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||||
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||||
- Made the configuration dialog draggable with the mouse
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||||
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||||
|
||||
ADDITIONS:
|
||||
|
||||
- You can now activate a separate timer window that only shows totems that are currently active
|
||||
and drag it where you want it on your screen. I added this feature because I noticed that
|
||||
although having the timers in the bar and the notifications on the screen, it can happen in
|
||||
instances that you lose track of your active totems. By dragging the timer frame somewhere
|
||||
to your screen center you just need a quick look to see how long each of your totems will
|
||||
be active.
|
||||
In the configuration dialog you can choose the totem alignment (2x2 Box, Vertical, Horizontal).
|
||||
|
||||
- COE now has a scaling bar separate from the rest of your UI so that you can adjust the totem
|
||||
bar sizes to your likings. The default value of 1.0 means COE scales just as the rest of your
|
||||
UI does.
|
||||
|
||||
FIXES:
|
||||
|
||||
- Fixed a typo in the advisor output for the Disease Cleansing Totem
|
||||
|
||||
=============================================================================================
|
||||
|
||||
v1.82
|
||||
|
||||
NOTE:
|
||||
|
||||
- When assigning a new talent point you should reload the totems in the
|
||||
configuration dialog if this talent changed mana cost or totem durations.
|
||||
There is no way to know ingame when you assign a talent point so you
|
||||
have to do this manually.
|
||||
When you log in next time, reload your interface or learn a new skill,
|
||||
the changes are automatically updated, though.
|
||||
|
||||
FIXES:
|
||||
|
||||
- Throwing the mana tide totem resulted in an error since the introduction of the
|
||||
cooldown timers. This should be fixed now
|
||||
|
||||
- Fixed a typo in the disease totem advisor
|
||||
The advisor should now correctly suggest throwing the Disease Cleansing Totem
|
||||
|
||||
- Fixed some more issues with the German localization
|
||||
All totems should now properly keep track of their health and notify you when
|
||||
they are destroyed by enemies
|
||||
|
||||
|
||||
=============================================================================================
|
||||
|
||||
v1.81
|
||||
|
||||
FIXES:
|
||||
|
||||
- Hotfix for non-shaman classes
|
||||
I accidentally made the totem bar visible for other classes in the last release
|
||||
|
||||
=============================================================================================
|
||||
|
||||
v1.8
|
||||
|
||||
ADDITIONS:
|
||||
|
||||
- Totems with a cooldown now display it in red digits when their timer is
|
||||
no longer active but they are still cooling down.
|
||||
This should give you more exact information on when you can cast the
|
||||
totem again than the default cooldown texture. For better readability
|
||||
I also removed the cooldown texture for those totems
|
||||
|
||||
- You now can restart casting of the active set at any time while in the previous
|
||||
version you could only throw the set again when one or all of its totems
|
||||
had already timed out.
|
||||
Either assign a key binding or create a macro with the command "/coe restartset"
|
||||
or assign a "Restart set modifier" in the configuration dialog. If you press
|
||||
this modifier key while attempting to throw the active set, it will first restart
|
||||
the set.
|
||||
Note, that this only really works if you click a throwset macro or have the key
|
||||
binding on your mouse because WOW thinks that the modifier you pressed belongs
|
||||
to the key binding you want to execute. So if you bound throwing the active set to
|
||||
your T key for example, you won't be able to restart the set by assigning the ALT
|
||||
modifier and pressing ALT+T because WOW thinks you want to execute the ALT+T key binding.
|
||||
Don't know if there is any way to bypass this yet.
|
||||
|
||||
CHANGES:
|
||||
|
||||
- Removed the totem bar backdrop and the config button
|
||||
I guess most users didn't use the button anyway and the always
|
||||
popping in backdrop got on people's nerves :)
|
||||
You can now drag the totem bar by dragging any of the totem buttons
|
||||
|
||||
- Put the totem bar on a lower frame layer to minimize impact on mods
|
||||
which rely on getting themselves on top of the rest like bag mods, for example
|
||||
|
||||
- The totem advisor no longer checks the raid group for debuffs now.
|
||||
Since totems only have an effect on members of your party and not the
|
||||
whole raid as I initially supposed, it is just wasted time and misleading
|
||||
to check the raid as well
|
||||
|
||||
FIXES:
|
||||
|
||||
- Fixed a bug with the key binding display on the totem buttons.
|
||||
All totem buttons should now display their appropriate key binding
|
||||
|
||||
- While in "Active Set" mode and configuring the active set, the red
|
||||
borders around the set totems didn't show. This has been fixed
|
||||
|
||||
- There seemed to be a typo bug in the SavedVariables repair function of v1.7
|
||||
Your saved variables will be once again repaired when your first load v1.8
|
||||
|
||||
- The mana costs of different ranks of the same totem were not read properly and
|
||||
thus the totem bar sometimes showed a "usable" totem while the player still
|
||||
didn't have enough mana. This has been fixed
|
||||
|
||||
- Fixed some issues with the German localization
|
||||
|
||||
=============================================================================================
|
||||
|
||||
v1.7
|
||||
|
||||
- Added an option to fix the totem bar position to prevent dragging it accidentally
|
||||
|
||||
- The shell command "/coe list" now shows all available shell commands
|
||||
|
||||
- In the German version the default totem set and the class sets could not be thrown
|
||||
due to a localization bug. Also the cast order was not localized.
|
||||
This has been fixed. Your saved variables should be fixed automatically when first
|
||||
loading v1.7
|
||||
Thanks to Shinzhu for pointing me in the right direction
|
||||
|
||||
- In "Customize" display mode, the totem order is now customizable for each
|
||||
element separately. Just click on the "Configure Order" button and swap two
|
||||
totems of the same element by clicking them one after the other. You cannot
|
||||
swap totems of different elements, though, and this won't be implemented in
|
||||
a further release because that would break the whole structure of the mod,
|
||||
so don't bother asking :)
|
||||
Note, that upon first loading v1.7 all totems appear in reverse order due to
|
||||
an internal change in the ordering data structures
|
||||
|
||||
- In "Customize"/"Horizontal" and "Customize"/"Vertical" display modes, a small
|
||||
gap is inserted between totems of different elements to group them visually
|
||||
|
||||
|
||||
=============================================================================================
|
||||
|
||||
v1.6
|
||||
|
||||
- Added some more spells for the tremor totem advisor
|
||||
Still need the german translations though
|
||||
|
||||
- The totem frame should now have the proper width when not all totems are
|
||||
shown in "Customize"/"Box" mode
|
||||
|
||||
- Added the "Disabled" option in the "Tooltip Alignment" drop down menu.
|
||||
This disables the tooltips for the totem buttons
|
||||
|
||||
- The currently active set did no longer show the red borders in the totem bar
|
||||
This has been fixed
|
||||
|
||||
- When disabling autoswitching sets in PVP, configuration did not work properly
|
||||
This has been fixed
|
||||
|
||||
=============================================================================================
|
||||
|
||||
v1.5
|
||||
|
||||
- "All Totems" mode has been renamed to "Customize" mode.
|
||||
You can now customize which totems should be displayed in "Customize" mode
|
||||
To start configuration click the "Configure Bar" button in the config dialog.
|
||||
Configuration works exactly like the totem set configuration. Each totem that
|
||||
should be visible has a green border while configuring.
|
||||
|
||||
- Totem button alignment now also works in "Customize" mode. You can align the
|
||||
buttons either in a box, where totems of one element occupy a single row, or
|
||||
you can display all totems horizontally or vertically
|
||||
|
||||
- By adding the seventh air totem in the last patch I accidentally removed the
|
||||
sixth water totem :)
|
||||
The "COE_Totem.lua:199" error should be fixed now
|
||||
|
||||
=============================================================================================
|
||||
|
||||
v1.4
|
||||
|
||||
- Added a seventh air totem button. Must have missed this one before.
|
||||
COE should now load properly when having all seven air totems
|
||||
|
||||
Reference in New Issue
Block a user