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How to use deadly boss mods
How to use deadly boss mods












how to use deadly boss mods

  • Send the object rather than the frame, woopsie.
  • it passed every test i threw at it though.
  • Fixed non mythic timers for hammer and scythe on painsmith, they were nerfed at some point and wasn't reported til now.
  • no functionality change, just tidyness one
  • Bail out of executeMarking on expired scans ( #16).
  • Fixed some bugs that were found when doing above such as impoper use of self in BossUnitTargetScannerAbort method that have probably been broken for quite some time.
  • Moved all target scaning functions out of core and did tons of code tidying and optimizing.
  • how to use deadly boss mods

    Moved local group sort function into more efficient placement.

    how to use deadly boss mods

  • Decided to mod naming after all for unified structure between modules, since that is effectively what bossModPrototype is.
  • these tables can now be local in each module and auto cleaned up when this cleanup function is called.
  • Added a function to perform cleanup on EndCombat that allows sub modules to store more tables locally and avoid fillingg private up with a bunch of tables that are literally temp storage.
  • fixed bugs in unit target scanner, other ones not tested yet.
  • Seems even non scheduled functions inhert mod automatically from mystery location.
  • Split dev tools into their own module, moving 2 more event registers out of core that don't need to be registered all the time.
  • Work on fixing some load error problems.
  • Module RegisterEvents supports unitID's.
  • Update icons and target scanning to work with last commit.
  • Optimise use cases of sub calling :len().
  • Fix wrong spell ID on Touch of Slime ( #687).
  • how to use deadly boss mods

  • Fix a tiny bug that has apparently been there a while, where custom onmodupdate scheduler could still start scheduler even if it failed to provide a function, since no mods obviously do that (it'd have to be broken), this bug was never caught.
  • This got reverted by mistake, fix lua error.
  • Optiimze the custom onupdate handler for sub mods to better cache zone Id by inteligently letting core change it only when it actually changes.













  • How to use deadly boss mods