

--> here is the pulling code



me.myevents = { "UNIT_SPELLCAST_SUCCEEDED" }

me.onevent = function()
	
		--mod.print("spellcast, arg2 = " .. tostring(arg2))
		
		if (arg2 == "Throw" or arg2 == "Shoot") and UnitHealth("target") == 100 then
		
			me.announcepull()
		
		end
	
end

me.announcepull = function()
	
	--mod.print("announcing")
	
	-- check target
	local index = GetRaidTargetIndex("target")
	local message
	
	if index and me.targets[index] then
		message = "Pulling <" .. string.upper(me.targets[index]) .. "> - " .. UnitName("target")
		
	else
		message = "Pulling - " .. UnitName("target")
	end
	
	local channel
	
	if GetNumRaidMembers() > 0 then
		
		local rank
		
		-- check officer
		for i = 1, 40 do
			
			name, rank = GetRaidRosterInfo(i)
			if name == UnitName("player") then
				break
			end
		end
	
		if rank and rank > 0 then
			
			channel = "RAID_WARNING"
		else
			channel = "RAID"
		end
	
	elseif GetNumPartyMembers() > 0 then
		channel = "PARTY"
		
	end

	if channel then
		SendChatMessage(message, channel)
	end

end

me.targets = { "star", "circle", "diamond", "triangle", "moon", "square", "cross", "skull" }





--> error log stack trace is only recording the trace after the pcall exists, not at the point of the error. Bad! Might need a error handler hook :(


with aggro gain, have some kind of "fear safe point" at 10/13 MT threat.


i have the idea to make KTM's loadup delayed. Like wait a few onupdate ticks after Player entering world. This would only be OnLoad stuff though so might not make much difference.


2.0.10:

--> Fade up to 1500


"Silent Resolve" no longer reduces threat generated by Shadow spells. 

The shaman will no longer generate additional threat when "Unleashed Rage" triggers. 

The free Lightning spell cast from "Lightning Overload" will now cause reduced threat. 

"Thunder Clap" is now useable in Defensive Stance. In addition, the tooltip has been adjusted to indicate it causes additional threat. 

The threat generated from the spell effect on "Thunderfury" has been substantially reduced. 

-------------------------


Buff for Localisation: instead of a complete reverse localisation, we could defer reverse localisation until runtime when it is actually requested! Then we don't have to worry about overpopulating the tree, OR portability issues! It could also give appropriate errors if an invalid key was specified.

Buff for ConsoleIn: we should be able to make this like <me.save>, i.e. each module defines the parts of the tree that they are interested in, and it all gets patched together by Console!


finish netin.logmessage() method

give us stats for diagnostic


--> blood fury buff is the same as feign death - problem!


Also let's update the master target class.

He should use autoattack data from mobs to peg targets, otherwise whoever they are targetting, or were most recently targetting.

(KLH) maybe we could make the localisation class generate a full reverse localisation tree, this would make it mod independent.

i'd like to have lots of micromodules, like one for sunder, one for misdirection, fade, invisibility, feign death, annoying stuff like that.

console should be an optional module, not in the framework.

rename Tables.lua, it doesn't mean that at all now. ThreatData probably more accurate. RaidData maybe. Dammit.

fix mod.net.onnetevent-versionresponse so it doesn't convert 19.10 to 19.1.

boss module is way too big. fix it somehow.

redo aggro gain.

all of the parsed stuff in My.lua shouldn't be there. Put it in some abilities module.

nature's guardian is 10%.