WarpDeplete

WarpDeplete

432k Downloads

Enemy forces count issues

Numynum opened this issue ยท 13 comments

commented

Hi
Blizzard has fixed Stanzilla/WoWUIBugs#592, by adding a new quantityString field, which contains the raw count (despite having a % sign at the end of it ๐Ÿ™ƒ)
This allows removing the workaround for missing count info (I didn't read into what this addon does for that, so I won't be writing a PR for it)
It comes down to local progressCount = tonumber((C_ScenarioInfo.GetCriteriaInfo(select(3, C_Scenario.GetStepInfo())).quantityString:gsub('%%', '')))

While testing my own addon however, I did also notice that the workaround seems to have had issues. To test, I killed a 5 count mob, and a 3 count mob, and WarpDeplete showed the progress as 7/something O.o
I didn't really bother digging into this, since this will probably only ever be relevant for the "showing count > 100%" feature, but still interesting to know I suppose ๐Ÿค”

commented

Oh, that's great to hear! The workaround actually involves using the required count taken from MDT and dividing that by the percentage to get the current count. This was never going to be 100% accurate, and the issue you're referring to is probably a rounding error.

I'm not at home right now, so it'll be another week before I can look into this and remove the workaround. Shouldn't be much work though, and I'm happy to review a PR for this!

commented

count is still very wrong, tested with latest version 3.1.0 in arakara @happenslol

The count is not yet fixed in 3.1.0. If you want to test the fix, you'll have to use the branch I mentioned above. The count fix will be released shortly.

commented

count is still very wrong, tested with latest version 3.1.0 in arakara @happenslol

commented

Fix is open for testing on branch use-new-quantitystring-field

commented

I'll give it a spin tonight/this weekend ๐Ÿ™‚

commented

Just be aware that I haven't tested this at all since I'm not at home, it's possible that there's a random typo somewhere that just blows it up ๐Ÿ˜… Logic wise, it should all be correct though, since it re-uses most of the old code.

commented

that'd be easy enough for me to fix, I'll let you know if I run into anything ๐Ÿ‘

commented

Been testing in a couple keys now. Worked fine both in keys below 7 (with 5 seconds penelty) and in keys 7 and above key with 15 seconds penelty.

commented

I just downloaded the version aswell, and will test it some keys this evening :)

commented

Been testing in a couple keys now. Worked fine both in keys below 7 (with 5 seconds penelty) and in keys 7 and above key with 15 seconds penelty.

Awesome, thanks!
Although, that actually scares me a bit, code is not supposed to run without issues on the first try ๐Ÿ˜… what about the count, was everything accurate?

commented

Awesome, thanks!
Although, that actually scares me a bit, code is not supposed to run without issues on the first try ๐Ÿ˜… what about the count, was everything accurate?

It seems much better than it was before. I have not noticed any mobs reporting wrong count - but I have also not looked very much for it (but before the fix some mobs were totally off so that bug seems to be fixed.

commented

It seems much better than it was before. I have not noticed any mobs reporting wrong count - but I have also not looked very much for it (but before the fix some mobs were totally off so that bug seems to be fixed.

Alright, thanks. I'll release this version tomorrow then.

commented

did a few keys, and the count seemed accurate for all of em ๐Ÿ‘