File Details
1.1.6
- R
- Jul 12, 2012
- 9.75 KB
- 6.5K
- 1.9
File Name
SafesRaidManager-r5.zip
Supported Versions
- 1.9
v1.1.6
Unit Tracking
- Fixed: Possible nil name values are now caught.
v1.1.5
Rift Version
- Change: Now compatible with 1.9.
Events
- Group
- New: Event.SafesRaidManager.Group.Reload = string, string (UnitID, Specifier)
System
- Initialization
- Change: Now uses the new Event.Unit.Availability.Full event to initialize the start-up procedure.
- Units
- Change: Now uses the new Event.Unit.Availability.Full event to Load unit details.
v1.1.4
- Rift Version
- Change: Now compatible with 1.8.
- New: LibSRM initialization string now gives its Version number.
- New: SRM will now maintain a Name List look-up table for quick name searches. See new command below.
- New: Command - LibSRM.Group.NameSearch(UnitName)
returns Specifier, UnitID if available or nil. - New: Event.SafesRaidManager.Group.Mode
string("raid"/"party"). This is an educated guys on if you're in a raid or party. - New: Event.SafesRaidManager.Group.Offline
Group member is now off-line/on-line (true/false) - Change: The player ready event (Stall) will now trigger only once the player is actually available.
- Change: SRM now replaces its existing event table entry with a new one, rather than deleting it.
- Change: SRM no longer runs an infinite Time check loop while waiting for Player available status.
- Engine Fixes
- Fixed (By Mere): Changes made to new Unit match break code was epic fail.
- Fixed (By Mere): Optimized condensed loop had incorrect UID variable name for Pet matching.
- Fixed: Several non-local local variables are now local.
- Removed: Redundant code from original engine.
v1.1.3
- Engine Tuning
- Change: Function SRM_UnitAvailable is now down to a single loop iteration when checking for queued units.
v1.1.2
- Player Ready
- Change: The .Player.Ready event will now only fire once the players name is available.
- Death Monitoring
- Fixed: New group members now correctly add to LibSRM.Dead
- Change: Adjusted how .combat state is registered for new group members.
v1.1.1
- Directory Structure
- Change: Addons only require that SafesRaidManager be Embedded or be a dependency. v1.1.0
- Engine
- Various engine improvements and tweaks
- Group Events
- New: Event.SafesRaidManager.Group.Combat.Enter
Single Group member enters combat - New: Event.SafesRaidManager.Group.Combat.Leave
Single Group member leaves combat - New: Event.SafesRaidManager.Group.Combat.Start
Group now flagged as in combat - New: Event.SafesRaidManager.Group.Combat.End
Group now flagged as out of combat - New: Event.SafesRaidManager.Group.Combat.Damage
Group damage done - New: Event.SafesRaidManager.Group.Combat.Heal
Group healing done - New: Event.SafesRaidManager.Group.Combat.Death
Group member deaths - New: Event.SafesRaidManager.Group.Combat.Res
Group resurrects
- New: Event.SafesRaidManager.Group.Combat.Enter
- Player Events
- New: Event.SafesRaidManager.Player.Combat.Enter
Player enters combat - New: Event.SafesRaidManager.Player.Combat.Leave
Player leaves combat
- New: Event.SafesRaidManager.Player.Combat.Enter
- System Events
- New: Event.SafesRaidManager.Combat.Enter
Non-Raid/group unit enters combat - New: Event.SafesRaidManager.Combat.Leave
Non-Raid/group unit leaves combat - New: Event.SafesRaidManager.Combat.Death
Non-Raid/group unit deaths - New: Event.SafesRaidManager.Combat.Heal
Non-Raid/group unit Heals - New: Event.SafesRaidManager.Combat.Damage
Non-Raid/group unit damage
- New: Event.SafesRaidManager.Combat.Enter
v1.0.0
- Status pushed to stable release.
- Now includes Zorba's LibUnitChange
v0.0.4 Beta
- Small change to the Event message firing order for Group.Join and Group.Leave. Player.Leave will now fire after the last Group.Leave event message, and Player.Join will now be the first event message to fire before a list of Group.Join event messages (inclusive of the player) to populate a newly created group or raid.
v0.0.3 Beta
- Bug Fix: Pet.Add returning nil incorrectly, or not firing at all.
- Non-Breaking Changes:
- Changed Initialization order, and events will not fire now until the player has fully loaded.
v0.0.2 Beta
- Added full Player and Group internal pet management, events and commands
- New Events
- Event.SafesRaidManager.Pet.Add < Returns PetID {string}, OwnerID {string}
- Event.SafesRaidManager.Pet.Remove < Returns PetID {string}, OwnerID {string}
- Event.SafesRaidManager.Player.Pet.Add < Returns PetID {string}
- Event.SafesRaidManager.Player.Pet.Remove < Returns nil
- New Commands
- LibSRM.Group.UnitExists(UnitID) < returns GroupXX Specifier if it exists, or nil
- LibSRM.Group.PetExists(PetID) < returns GroupXX Specifier and OwnerID if exists, or nil
- LibSRM.GroupCount() < returns 0 (ungrouped) or 2-20 if grouped.
v0.0.1 Beta
- Initial Release