unrak
Active Beta Tester
Posts: 36
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Post by unrak on Aug 1, 2007 11:47:18 GMT -5
Ok - so i know that there are several mods that do a similar thing, but i'd thought i'd throw this up as an idea just to see if it is possible to integrate into Lunarsphere.
basic idea is this: A spell / ability with a range minimum / maximum is coloured out until the target is within appropriate range.
Now - one of my bugbears in WoW with my main (Mage) is that i will initiate a combat with Pyroblast. This is a 6 second cast and 80% time the target wanders out of range halfway through. Is it possible that the mod could detect talents applying to spell range (such as flame throwing), add that to the range, and only be available for cast IF the target will be in range by the time the spell is cast? I have no idea how this will work or if it is even possible given the random wanderings of mobs, but don't ask = don't get.... ;D
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wolftusk
Very Talkative Beta Tester
Posts: 140
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Post by wolftusk on Aug 1, 2007 12:18:52 GMT -5
Hmm...
I suppose that possibly one of the gauges inside of lunarsphere could be some sort of range indicator...
But, personally, i would use a mod like rangecheck so that Moongaze can focus on the already planned stages of development.
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Post by Moongaze on Aug 1, 2007 14:32:52 GMT -5
I'll look into it after LS is made public. The problem is with ranges in general. I haven't looked into it, but the way range stuff works (that I know of) is that addons will check if a mob is in range of certain spells or abilities. Unless I'm wrong, I don't think there is an API like, um "GetRange" that will return the distance between the player and the target, in yard units. You have to use a spell that has a range of, say, 30 yards and if the target is in range, the addon checks the mob against a spell that has a range of 40, and so on, until it finds one that fails. When that happens, it has a yard range of 0-40 or 0-50 (whatever was the last spell that worked). To make this work properly, I would need to crawl through the list of all spells the player can use and find the range for that spell in the tooltip (if it exists) and one for each "range" found. Then, constantly check all those spells (starting from the farthest away to the closest, unless I find a match, in which I stop) to determine how far the mob is from the player. I would need to make sure that I skip spells with a range greater than 100 (like Mind Vision). I guess the gauges would show 0-100 yard distances... Of course, for my mage, I just have my large range spell next to my next spell I want to use, and if both are lit up, I slam that long range spell, knowing that when it pops, I'll be able to hit the next one. But that's just me
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unrak
Active Beta Tester
Posts: 36
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Post by unrak on Aug 2, 2007 8:04:38 GMT -5
I have no idea how this will work or if it is even possible given the random wanderings of mobs, This was not a 'I want to see this' suggestion, it was merely a hypothetical 'Can it be done' suggestion. Thanks moon for thinking about it and showing me what would need to be done - consider this suggestion to be abandoned. Oh - and wolftusk - i'll be sure to fire any further suggestions through you so as not to waste Moongaze's valuable time so he can get on with focusing on the already planned stages of development. Jeez.
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wolftusk
Very Talkative Beta Tester
Posts: 140
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Post by wolftusk on Aug 2, 2007 8:35:28 GMT -5
Oh - and wolftusk - i'll be sure to fire any further suggestions through you so as not to waste Moongaze's valuable time so he can get on with focusing on the already planned stages of development. Jeez. I apologize if i came across rude, it really was not my intention at all. The sheer amount of features of this project makes it one such that not everyone will use every feature but everyone will use some features - which will be dependent on individual play styles and what is important to the individual players. I did not mean to discount the idea at all, i guess i was just expressing my own personal importance, but i was not trying to belittle your importance of the idea. Besides, i play two primarily melee classes, an Enhancement Shaman and a Protection paladin. It would be very unfair for me to put down the importance of something such as range. Again, i apologize if it came across that way. The last thing i would want is this board to become hostile to new and different ideas, like certain other development boards have become... not to mention any names.... but it happens to rhyme with base...
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Post by Moongaze on Aug 2, 2007 14:11:31 GMT -5
*hands out cookies*
*and milk*
No worries you two. It is a feature I'll be interested in checking out in the future. As was said, I want to get all the essential stuff in there first, stuff that pretty much everyone will use. I threw in stuff that *I* use that I know some people won't use, but that was for my own benefit and I needed to tackle something new and get away from the main goal of the addon, mainly because I was bored and had creative energy to burn. Heh.
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unrak
Active Beta Tester
Posts: 36
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Post by unrak on Aug 2, 2007 15:57:02 GMT -5
meh - my bad, i had a cranky day. Babysitting a 3 and 5 yearold is no fun when it's raining. Sorry for jumping folks Smiles for the future
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