[v1.3.0+] Passive Cooldowns

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Zizzo
Sher'Tul Godslayer
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Re: [v1.3.0+] Passive Cooldowns

#31 Post by Zizzo »

Rukaneo wrote: Sat Jun 19, 2021 3:45 pm I figured it out. It was the beholder addon that was preventing the passive cool downs from coming up and believe also for the annihilator stuff. Not sure why but it does.
I'm assuming you're referring to Werekracken's Beholder Fork, which appears to be the latest incarnation of that lineage. [sound F/X: source diving] …ooh, yeah, that'll do it: they're wholesale replacing the Minimalist:displayBuffs() method, which is where we do most of our work. You probably won't get passive cooldown trackers for any talent with that addon enabled.

Fortunately, I think we can make these addons work together. Let me go talk to Werekracken…
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2520
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.3.0+] Passive Cooldowns

#32 Post by Zizzo »

Been idly fiddling around with a Wanderer character recently, and an early hit of Corruption/Vile Life netted me my first actual experience with the Elemental Discord talent. I kept wondering why attacking hostiles kept going ice-block out of the blue… :oops: :wink: Elemental Discord, for those who aren't familiar with it, has independent trigger cooldowns for each of its handled damage types, similar in concept to Elemental Surge and Endless Woes but implemented differently internally. The special hackery I did for those latter two was, of course, just a bit too tightly coupled to their implementation, so I had to generalize it a bit to reuse it for this new case. [Which means if you're an addon developer and any of your talents has a multi-cooldown like this, now you can hook into our tracker too. :mrgreen: ]

The practical upshot of all of the above is that v3c now provides a multi-cooldown tracker display for Elemental Discord similar to the ones it provides for Elemental Surge and Endless Woes. We Apologize for the Convenience.™ :wink:
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2520
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: [v1.3.0+] Passive Cooldowns

#33 Post by Zizzo »

Trying out shad3's new Bloodriver Adherent Class addon, and I pretty much immediately ran into a conflict with this addon. See, using the addon's Bloodletting talent on a staff has the effect, among other things, of giving the staff a passive trigger cooldown, which is something we now track and show a cooldown/"recharge" tracker for — except that unlike the various artifacts we already support in that capacity, ordinary staffs don't define a .define_as field, which we were using as an identifying key for the tracker in the buffs display. The staff's name appears to work suitably as a fallback for this purpose, so that's what we use in v3c.1, just pushed out. We Apologize for the Error.™ :oops:
"Blessed are the yeeks, for they shall inherit Arda..."

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