Closed htordeux closed 11 years ago
add local latency = math.max(jps.CastBar.latency,jps.Lag) in jps.lua change the infos order in timetodie frame first timetodie, second latency and next healing stuff
all changes have been checked in game, works fine
in PRIEST DISC add a small line to avoid stop casting when channeling
JPSEXTInfoFrame
LeaveCombat fct is called by the Regen enabled event Handler. ^^
Am 19.07.2013 um 07:32 schrieb htordeux notifications@github.com:
add a jps.UnitTimeToDie(unit) to know the jps.LowestTimetoDie() in RaidStatus with jps.RaidTimeToDie Table change the jps_round in jpglobal Comment JPSEXTInfoFrame:Hide lines in fct leaveCombat() that hides the timetodie frame when in combat, don't understand why because must be called only when PLAYER_REGEN_ENABLED or PLAYER_UNGHOST fire
You can merge this Pull Request by running
git pull https://github.com/htordeux/JPS-1 master Or view, comment on, or merge it at:
https://github.com/jp-ganis/JPS/pull/343
Commit Summary
Update PriestDisc - jps.UnitTimeToDie(unit) - jps_round(num, idp) File Changes
M Rotations/priest_disc_pve.lua (9) M Rotations/priest_disc_pvp.lua (9) M jpevents.lua (9) M jps.lua (48) M jputils.lua (4) M lib/jpconfig.lua (3) M modules/jpauras.lua (2) M modules/jpglobal.lua (10) M modules/jphealing.lua (23) M modules/jpitems.lua (6) M modules/jpraid.lua (23) M modules/jptimetodie.lua (46) Patch Links:
https://github.com/jp-ganis/JPS/pull/343.patch https://github.com/jp-ganis/JPS/pull/343.diff
jps.registerEvent("UNIT_SPELLCAST_INTERRUPTED", leaveCombat)
is the reason while the time to die frame is hidden. You added this in your last pull request.
Now every time a cast is interrupted you fire the following:
local function leaveCombat()
TurnLeftStop()
TurnRightStop()
CameraOrSelectOrMoveStop()
jps.Opening = true
jps.Combat = false
jps.gui_toggleCombat(false)
jps.EnemyTable = {}
jps.clearTimeToLive()
jps.SortRaidStatus() -- wipe jps.RaidTarget and jps.RaidStatus
-- these lines hide the timetodie frame when in Combat
-- if jps.getConfigVal("timetodie frame visible") == 1 then
-- JPSEXTInfoFrame:Hide()
-- end
jps.combatStart = 0
end
is this really necessary?^^ (new tables = memory leaks, jps turned off after spell is interrupted)
fix it please, beacuse I don't know which function should be called when UNIT_SPELLCAST_INTERRUPTED triggers.
fuck me ^^ must be
-- "UNIT_SPELLCAST_INTERRUPTED" -- "UNIT_SPELLCAST_STOP"
local function latencySpell ()
jps.CastBar.startTime = nil
jps.CastBar.latency = 0
end
jps.registerEvent("UNIT_SPELLCAST_INTERRUPTED", latencySpell ) jps.registerEvent("UNIT_SPELLCAST_STOP", latencySpell )
add a jps.UnitTimeToDie(unit) to know the jps.LowestTimetoDie() in RaidStatus with jps.RaidTimeToDie Table change the jps_round in jpglobal Comment JPSEXTInfoFrame:Hide lines in fct leaveCombat() that hides the timetodie frame when in combat, don't understand why because must be called only when PLAYER_REGEN_ENABLED or PLAYER_UNGHOST fire