Closed Razoroth closed 4 years ago
Please post the export string(s) of the icons, groups, or profiles you're having trouble with.
To get an export string, open the icon editor, and click the button labeled "Import/Export/Backup". Select the "To String" option for the appropriate export type (icon, group, or profile), and then press CTRL+C to copy it to your clipboard.
Additionally, if applicable, add screenshots to help explain your problem. You can paste images directly into GitHub issues, or you can upload files as well.
I'm not sure what happened to my original post, but it appears the entire thing got cut off. My original did include a paste of the exported strings. Also I'm not sure how to stop this post from formatting with strikeouts... If there's something I'm doing wrong please inform me. Posting again:
^1^T^SOnlyMine^B ^SType^Sbuff ^SName^S193357;~`193356;~`193358;~`199603;~`199600;~`193359 ^SEnabled^B ^SEvents^T ^N1^T ^SType^SSound ^SSound^Sinterface/addons/metalgroove.mp3 ^SEvent^SOnCondition ^SPassThrough^b ^SOnConditionConditions^T ^N1^T ^SType^SBUFFNUMBER ^SLevel^N6 ^SName^S193357;~`193356;~`193358;~`199603;~`199600;~`193359 ^t^Sn^N1 ^t^t^N2^T ^SType^SSound ^SSound^Sinterface/addons/success2.mp3 ^SEvent^SOnCondition ^SPassThrough^b ^SOnConditionConditions^T ^N1^T ^SType^SBUFFNUMBER ^SLevel^N3 ^SName^S193357;~`193356;~`193358;~`199603;~`199600;~`193359 ^t^N2^T ^SType^SBUFFNUMBER ^SLevel^N4 ^SName^S193357;~`193356;~`193358;~`199603;~`199600;~`193359 ^SAndOr^SOR ^t^N3^T ^SType^SBUFFNUMBER ^SLevel^N5 ^SName^S193357;~`193356;~`193358;~`199603;~`199600;~`193359 ^SAndOr^SOR ^t^Sn^N3 ^t^t^N3^T ^SType^SSound ^SSound^Sinterface/addons/success1.mp3 ^SEvent^SOnCondition ^SPassThrough^b ^SOnConditionConditions^T ^N1^T ^SType^SBUFFNUMBER ^SLevel^N2 ^SName^S193357;~`193356;~`193358;~`199603;~`199600;~`193359 ^t^N2^T ^SType^SBUFFNUMBER ^SAndOr^SOR ^SName^S193357;~`193356 ^SLevel^N1 ^t^Sn^N2 ^t^t^N4^T ^SType^SSound ^SSound^Sinterface/addons/badroll1.mp3 ^SEvent^SOnCondition ^SPassThrough^b ^SOnConditionConditions^T ^N1^T ^SType^SBUFFNUMBER ^SLevel^N1 ^SName^S193358;~`199603;~`199600;~`193359 ^t^N2^T ^SType^SBUFFDUR ^SOperator^S>= ^SLevel^N12 ^SName^SGrand~`Melee ^SPrtsBefore^N2 ^t^N3^T ^SType^SBUFFDUR ^SPrtsAfter^N1 ^SOperator^S< ^SLevel^N12 ^SName^SRuthless~`Precision ^t^N4^T ^SType^SBUFFDUR ^SOperator^S>= ^SLevel^N12 ^SName^SGrand~`Melee ^SPrtsBefore^N1 ^SAndOr^SOR ^t^N5^T ^SType^SBUFFDUR ^SPrtsAfter^N1 ^SOperator^S< ^SLevel^N12 ^SName^SBroadside ^t^N6^T ^SType^SBUFFDUR ^SOperator^S>= ^SLevel^N12 ^SName^SSkull~`and~`Crossbones ^SPrtsBefore^N1 ^SAndOr^SOR ^t^N7^T ^SType^SBUFFDUR ^SPrtsAfter^N1 ^SOperator^S< ^SLevel^N12 ^SName^SRuthless~`Precision ^t^N8^T ^SType^SBUFFDUR ^SOperator^S>= ^SLevel^N12 ^SName^SSkull~`and~`Crossbones ^SPrtsBefore^N1 ^SAndOr^SOR ^t^N9^T ^SType^SBUFFDUR ^SPrtsAfter^N1 ^SOperator^S< ^SLevel^N12 ^SName^SBroadside ^t^N10^T ^SType^SBUFFDUR ^SOperator^S>= ^SLevel^N12 ^SName^SBuried~`Treasure ^SPrtsBefore^N1 ^SAndOr^SOR ^t^N11^T ^SType^SBUFFDUR ^SPrtsAfter^N1 ^SOperator^S< ^SLevel^N12 ^SName^SRuthless~`Precision ^t^N12^T ^SType^SBUFFDUR ^SOperator^S>= ^SLevel^N12 ^SName^SBuried~`Treasure ^SPrtsBefore^N1 ^SAndOr^SOR ^t^N13^T ^SType^SBUFFDUR ^SPrtsAfter^N1 ^SOperator^S< ^SLevel^N12 ^SName^SBroadside ^t^N14^T ^SType^SBUFFDUR ^SOperator^S>= ^SLevel^N12 ^SName^STrue~`Bearing ^SPrtsBefore^N1 ^SAndOr^SOR ^t^N15^T ^SType^SBUFFDUR ^SPrtsAfter^N1 ^SOperator^S< ^SLevel^N12 ^SName^SRuthless~`Precision ^t^N16^T ^SType^SBUFFDUR ^SOperator^S>= ^SLevel^N12 ^SName^STrue~`Bearing ^SPrtsBefore^N1 ^SAndOr^SOR ^t^N17^T ^SType^SBUFFDUR ^SPrtsAfter^N2 ^SOperator^S< ^SLevel^N12 ^SName^SBroadside ^t^Sn^N17 ^t^t^N5^T ^SType^SSound ^SSound^Sinterface/addons/powerdown1.mp3 ^SEvent^SOnFinish ^SPassThrough^b ^t^Sn^N5 ^t^SSettingsPerView^T ^Sicon^T ^STextLayout^STMW:textlayout:1UnZhBZ0JmiW ^STexts^T ^N1^SBuffSo ^t^t^t^SStates^T ^N2^T ^SAlpha^N0.1 ^t^t^SFakeHidden^B ^t^N87505^S~`~| ^Sicon^^
^1 ^T^N1^T ^SSkinAs^SHotKey ^SStringName^SBinding/Label ^SHeight^N1 ^SAnchors^T ^N1^T ^Sy^N-2 ^Sx^N-2 ^Spoint^STOPLEFT ^SrelativePoint^STOPLEFT ^t^N2^T ^Sy^N-2 ^Sx^N-2 ^Spoint^STOPRIGHT ^SrelativePoint^STOPRIGHT ^t^Sn^N2 ^t^SSize^N9 ^t^N2^T ^SAnchors^T ^N1^T ^Sy^N2 ^Sx^N-2 ^Spoint^SBOTTOMRIGHT ^SrelativePoint^SBOTTOMRIGHT ^t^t^SSkinAs^SCount ^SStringName^SStacks ^SDefaultText^S[Stacks:Hide(0)] ^t^SGUID^STMW:textlayout:1UnZhBZ0JmiW ^Sn^N2 ^SName^SIcon~`Layout~`2 ^t^N87505^S~`~| ^Stextlayout^STMW:textlayout:1UnZhBZ0JmiW ^^
Also, I worked on this a little more and tried out various different conditions for it to detect the buffs correctly but it seems I'm either doing something wrong or the capability just isn't there for the addon to detect what I want properly. When there is already a buff present, and I reroll, and get the same buff or another combination of buffs including the one I already had, it fails to include the buff that I already have up in the condition and I end up with the Bad Roll clip playing even though I had a good/great roll. The "on start" condition would work great but I can't edit conditions pertaining to it and all it does is detect if any of the buffs listed on the icon come up, resulting in the sound chosen playing on every roll that a buff appears, regardless of what combination of buffs appear with it.
I used to have a working profile of what I wanted to do long ago, but quit the game and deleted everything back then... I regret it now. Things have changed a lot since then...
Made a video of the issues. Tried to show work and gave a few minutes of hitting the target dummy to display what's happening. I could not get certain procs to happen to get the audio files to overlap together to prove the priority list wasn't stopping after whatever notification was played, but it does happen during gameplay periodically when those conditions arise.
A few things happening here.
When trigger events occur, sometimes the triggered event does not stop the rest of the list from triggering.
On Condition Set Passing events don't respect the "Continue to lower notifications" setting. I can't remember why this is the case, or if there ever was an actually compelling reason for it or not. However, it doesn't matter too much as you'll see below...
Also, if a trigger occurs and the same conditions are met when refreshing buffs via roll the bones, the sound is not played.
This is correct - if the true/false state of the condition hasn't changed, the notification won't happen. It has no idea that is now passing for a different reason - conditions are only true or false.
You might restructure this as follows: 1) Create one Combat Event icon for each sound you want to play. Set the event to spell cast success, set the spell to Roll the Bones, set the source to "player". 2) On each icon, add the appropriate conditions for that sound to the icon itself (not as a notification). 3) Add the sound to each icon as an On Combat Event notification, checking the "Only handle if icon is shown" box. 4) For the "lower tier" sound icons (e.g. Bad Roll), add an additional Icon Shown condition that checks that the next icon up in the tier is hidden. This should prevent multiple sounds at once.
What version of TellMeWhen are you using?
v8.7.4
What steps will reproduce the problem?
What do you expect to happen? What happens instead? ::EXPECTED:: (Numbered lines are the priority set up in the notifications list) Roll the bones. 1.) All 6 buffs proc = play sound clip 1 (Amazing Roll) 2.) 3, 4, or 5 buffs proc together = play sound clip 2 (Great Roll) 3.) 2 buffs proc together OR Just "Ruthless Precision" OR just "Broadside" proc alone = play sound clip 3 (Good Roll) 4.) 1 buff procs (excluding "Ruthless Precision" and "Broadside") = play sound clip 4 (Bad Roll) 5.) Any buffs expire = play sound clip 5 (Buffs Expired)
::WHAT HAPPENS:: When trigger events occur, sometimes the triggered event does not stop the rest of the list from triggering. Example: I roll 2 buffs, but those 2 buffs are "Ruthless Precision" and either "Grand Melee', "Skull and Crossbones", "Buried Treasure", or "True Bearing". Good Roll sound plays, but so does Bad Roll from the next event down, despite #3 event having the "Continue to lower notifications" box unchecked.
Also, if a trigger occurs and the same conditions are met when refreshing buffs via roll the bones, the sound is not played. Example: Roll the bones, get only 1 of the 4 bad buffs, sound plays the first time, but if I reroll and get the same buff again, or another of the 4 bad buffs by themselves, no sound is played. This behavior occurs with the other sound notifications too.
Screenshots and Export Strings
Additional Info