Closed Aelfric1219 closed 2 months ago
I get it what's wrong with this. I haven't rogue teammate, can you try replace sap and cheep from auraApplied to castSuccess. It remove wrong sound alert of your teammate, but idk what about hostile rogue , need make some test. P.S. problem in handle logic of spells. It's work on wtlk version, because somebody made hardcode which handle logic error, but I don't like this method.
Do you mean to cancel this and then select SAP in buffApplied?
yes
but cheapShot only in BuffApplied. Open spelllist.lua and replace it to castSuccess
Added So should I uncheck all?
its does not matter for your teammate now, his/her cheap or sap will not sound now, but i dont now about enemy rogue, try to check them and test plz, not necessary do it today :)
Okay, although I have finished the arena today, I will keep these tests. If there is any feedback, I will leave a message here
I'm trying to install the addon, but it doesn't show up in my addon list.
I have tried renaming the folder to GladiatorlosSA / GladiatorLosSA / GladiatorLosSA_Cata4.4 / GladiatorLosSA_Cata4.4-main But none of them seem to work :o
GladiatorLosSA2
I think I have discovered a new bug Pala's HamJ also has a situation of mutual surveillance between us and the enemy, and I remember this situation existed during the WLK period I tried using the same fix as rogue, but it didn't seem to work
are you delete "[853] = "hammerOfJustice"," from auraApplied?
No, I just unchecked it. Do I need to delete it?
yea, open spelllist.lua and delete plz, then feedback about is it work or not :) I can test it only evening or tomorrow By the way what about rogue? Is cheapShot sound from enemy?
HamJ's problem has been resolved I previously unchecked check shot, but I think the same method should also solve this problem
However, the problem with SAP still exists, and GladiatorLosSA seems unable to notify rogue of SAP and Cheep Shot in the Stealth state
However, the problem with SAP still exists, and GladiatorLosSA seems unable to notify rogue of SAP and Cheep Shot in the Stealth state
Ok, I need to think how fix this ~14 years old problem :D Try to fix the error this week
HamJ's problem has been resolved I previously unchecked check shot, but I think the same method should also solve this problem
It's work with cheap, because it is only in Aura Applied, but Ham exist in Aura Applied and Cast Success (Idk who did that mistake). Need to refactor a lot of code to fix this and other logic troubles
I complete fix problem with ability from invisible like cheap and make big code refactor. Now I am testing and fix bugs. After this push new version
Well. I'm push new version. If you find some new bug, make new issue please :)
Duplicate commit description: fix bugs:
refactor:
Do I need to keep my original spelllist.lua? Or can I use yours directly? I guess the new version you pushed doesn't include a demon soul?
Do I need to keep my original spelllist.lua? Or can I use yours directly? I guess the new version you pushed doesn't include a demon soul?
I added demonsoul, don't warry. But you can't use old spelllist.lua.
Do I need to keep my original spelllist.lua? Or can I use yours directly? I guess the new version you pushed doesn't include a demon soul?
You can write me, what spell you want to add and I do it
Firstly, there is a lack of racial spell, followed by shadow sight, as well as the skull bash in the two forms of druids
For the time being, I have only thought of so much. If I find anything definite, I will leave you a message Alternatively, you can teach me how to add spell ID
Firstly, there is a lack of racial spell, followed by shadow sight
ah, I forgot about racials and shadow sight. I'll fix it today.
Alternatively, you can teach me how to add spell ID
You can open spelllist.lua and read my comments above. If you don't understand, then give me feedback what is unclear. I will rewrite.
I'm add skull bash (kick), a little bit later add another from bear form
Firstly, there is a lack of racial spell, followed by shadow sight
Done
Okay, I will test each project for any issues
Okay, I will test each project for any issues
Well, I've made a few more changes/fixes. fix spell tooltips, which don't hide fix when try use open configuration button first time after reload, but nothing happen then need close addon's option frame and open again (It was very annoying)
try use last version.
P.S. I think soon to add this version addon in CurseForge, because it is already more better, then other and previous version of GladiatorlosSA. Don't know why someone didn't fix old bugs after ~15 years old addon
It's not arena time yet, but I think I found two voice file naming errors The correct name should be:
priest [8122]={soundName="fear4",
WARLOCK [5484]={soundName="fear2",
WARRIOR [5246]={soundName="fear3",
HUNTER
[90337] = { soundName = "?", -- voice miss
[19577] = { soundName = "intimidation",
It's not arena time yet, but I think I found two voice file naming errors The correct name should be:
priest [8122]={soundName="fear4",
WARLOCK [5484]={soundName="fear2",
WARRIOR [5246]={soundName="fear3",
HUNTER [90337] = { soundName = "?", -- voice miss [19577] = { soundName = "intimidation",
what's wrong with this? in my spelllist I have this
[8122] = { soundName = "fear", type = "cast" }, [5484] = { soundName = "howlOfTerror", type = "cast" }, [5246] = { soundName = "fear", type = "cast" }, [90337] = { soundName = "petStun", type = "debuff" }, [19577] = { soundName = "petStun", type = "debuff" },
and it's work
may be you don't download last version?
I think this may be due to differences in language habits. We will distinguish between different names for "fear" from "warrior", "priority", and "warlock"
nvm
I understand. I thought, that its fine, when spells are a kind of fear have one sound and etc.
I understand. I thought, that its fine, when spells are a kind of fear have one sound and etc.
Haha, I understand what you mean. When I play in the EU, it's really not a problem. But as a Chinese language, these fears need to be expressed with more accurate words
But it's okay, I think someone will modify the spelllist in the Chinese environment
ah. well :) if you want you can change sound files. It's not complicate, if you don't know how, then I can tell you what to do. After that we can merge our versions in one addon :) Unfortunately, I do not know Chinese for to do it myself
Discovered a new issue There is no interrupt prompt in the new version, which was present in the old version
Discovered a new issue There is no interrupt prompt in the new version, which was present in the old version
Ok, check a little bit later. Weird issue
There is a great change. In the old version, when enemies used trinket, the voice prompt was only trinket, but now the prompt is class name trinket(such as priest trinket), which is great
Additionally, the Shaman's Tremor Totem did not provide any prompts in actual combat I'm sure I checked
There is no prompt for grounding totem either
There is no prompt for grounding totem either
fix every thing. Open Abilities options and check again casts spells and abilities which you want to sound. And add spirit link totem
There is no prompt for grounding totem either
Download new version :)
The voice of the totem is fine now
But there are still issues with the interrupted part, maybe I didn't describe it in detail enough. In previous versions, if I interrupted the enemy, a voice message would appear saying "Interrupt success"
The voice of the totem is fine now
But there are still issues with the interrupted part, maybe I didn't describe it in detail enough. In previous versions, if I interrupted the enemy, a voice message would appear saying "Interrupt success"
Ok. I get it. Interrupts is work, but not like you expected. When interrupt is success then sound of spell is play. I am thinking about how to do it better What you think about that?
But there are still issues with the interrupted part, maybe I didn't describe it in detail enough. In previous versions, if I interrupted the enemy, a voice message would appear saying "Interrupt success"
Download new version. Now every kick is sounding even missed, but if kick is success, then after 0.5 sec delay will sound "Interrupt" sound
I tested the last version In this version, you set the interrupt voice to "when the enemy successfully interrupts us, make a sound". I think this feature is good, and if it is used as a switchable option, it should also be used by some people. But my previous feedback was that when I successfully interrupted the enemy, a voice prompt would appear. And in previous versions of the author, a sound appeared when the interruption was successful, but I couldn't find the name of the sound file. I hope it can help me because this is a annotation about the Chinese language. I should replace the sound file name that you are about to fix with this file In addition, during testing, I often hear a voice call named "Success". I want to know which behavior of the other party triggered this sound, and I should replace it
I tested the last version In this version, ...
I understand you. Download new version I add two different options and different sounds:
Check them in GladiatorlosSA->Abilities->General Options
In addition, during testing, I often hear a voice call named "Success". I want to know which behavior of the other party triggered this sound, and I should replace it
About this. Sound file is "success.ogg" It's playing when some spells from "Spell Cast" and "Abilities / Cast Success" tabs is cast success (GladiatorlosSA->Abilities->Spell Cast and Abilities / Cast Success). Important! If spell is in "Spell Cast" and "Abilities / Cast Success", then "Spell Cast" is responsible for sound spell by spell name and "Abilities / Cast Success" is responsible for sound "success.ogg" If spell is only in "Abilities / Cast Success" then always sound spell by spell name
P.S. I know it is not simple to understand, but Blizzard's combat log is sucks for to handle logically
But this problem still hasn't been solved for me. When the other party uses some skills, they still prompt "successful". I'm thinking about how to block this, will deleting the "successful" voice change? This setting was present in the old version, and I'm not sure if there is any connection between them
2.I heard my teammate's interrupt voice, but I lacked my own interrupt voice for the enemy. When I interrupted the other person myself, there was no voice reminder, only a reminder from my teammates
- I just tested on the battlefield, and to my surprise, during the preparation phase, when both sides were not fully staffed, I didn't know the occupation information of the opposite side. However, GSA would tell me that the opposite side had used some skills in advance
I think this is not problem :)
But this problem still hasn't been solved for me. When the other party uses some skills, they still prompt "successful".
It can't be. I was testing my own. Just disable this, like I said in my previous message
I heard my teammate's interrupt voice, but I lacked my own interrupt voice for the enemy. When I interrupted the other person myself, there was no voice reminder, only a reminder from my teammates
I think this is not problem :)
by the way I found issue with Freezing Trap and already fixed
I think this is not problem :)
If I successfully interrupt the other person and I also want to add the sound of Lockout.ogg, what should I do?
I found out today while playing in the arena that it will voice announce some Spells from my teammates, such as Rogue's SAP and Cheep Shot I don't know where to change it, it didn't appear in the previous WLK version i was try to close friendlyinterrupted,but its not work