Omega via svn r11032:
fix a bug in lastBossDefeat
Merge branch 'master' of git://git.curseforge.net/wow/deadly-boss-mods/mainline
Omega via svn r11033:
fix parasite count on 10 man
Omega via svn r11034:
Disable parasite announce in flex. number of parasites is variable and I don't have exact thresholds when 5 becomes 6 7 or 8.
Omega via svn r11035:
Not sure when focus was removed from boss health but adding it back. This way it works correctly on fights like yogg saron when you put sara on focus and attack other mobs.
Omega via svn r11036:
fix more bugs in boss health. Guess it's been broken since the redo from bluwiz.
Omega via svn r11037:
Add another 0.5 to FixForShittyComputers function.
Omega via svn r11038:
add set icon option for foulstream
Omega via svn r11039:
add bombardment over message
Merge branch 'master' of git://git.curseforge.net/wow/deadly-boss-mods/mainline
Omega via svn r11040:
Reduce seticon time on dark sham to 3 sec, so it vanishes soon as foulstream goes out.
Omega via svn r11041:
fix fail
ebmor via svn r11042:
deDE update
Omega via svn r11043:
increase checknearby for toxic storm
Merge branch 'master' of git://git.curseforge.net/wow/deadly-boss-mods/mainline
Omega via svn r11044:
apply next weeks safe numbers to garrosh range frame
Omega via svn r11045:
Disable range frame in flex mode on thok. There is no way to know how many players are appropriate trigger without knowing blizzards scaling formula for it. we only have those numbers for exactly 10 or exactly 25 but anything in between becomes unknown)
This is actually going to be a real problem in 6.0, i can see it now. Since flexible sizes will be the standard for everything but mythic, knowing exact numbers is going to be tough :\ Hopefully blizzard uses a little transparency in this to help boss mods out.
Omega via svn r11046:
I'll do more with this later, but mainly it's 6.0 planning stuff.
Merge branch 'master' of git://git.curseforge.net/wow/deadly-boss-mods/mainline
Omega via svn r11047:
Apparently flex has a static clump check on thok, it's always 10 man value? Needs confirmation though.
Add some more code to support 6.0's variable LFR/normal/heroic sizes. Some mods will likely need to check number of players in instance (not in group) to determine mechanics counts.