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Lifebloomer

  Download the Curse Client

Project Updated:
Files Updated: Mon, Jun 15 2009
Supports Game Version: 3.1.0
Category: Buffs & Debuffs, Unit Frames, Class, Druid, and Healer
Tags:

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Project Manager: Mirari
Additional Authors: catamorfizm
Current Version: 2.1.0
License: All Rights Reserved
Avg Daily DL (last 30 days): 133
Downloads Total: 79,840
Favorites: 175
Comments: 166
  • About Lifebloomer
  •  

What's New in 2.1.0

  • Now dims the HP bar of units that are out-of-range
  • Also flashes the HP bar of units that begin taking damage
  • These are enabled in the Interface Options panel

The Quick Description

Lifebloomer presents a grid of frames, one per player. There are several buttons associated with each frame. Mouseover the buttons for a quick description of their purpose.

  • The + button creates unit frames.
  • The Hunter's mark button sets the unit tracked by the frame.
  • The - button removes unit frames.

Lifebloomer presents information about each player in a compact fashion that is designed to be quickly read and acted upon:

  • Lifebloomer provides a timer bar for: Lifebloom, Wild Growth, Rejuv, Regrowth, and Abolish Poison.
  • The frame border turns colors when poisoned or cursed.
  • The vertical white line is at the 1 GCD mark on the Lifebloom timer, adjusted for latency.

Many options are found in WoW's Interface Options menu

And now on to the full description...

Getting Set Up

Command-line interface:

/lb
to list the commands
/lb s
to show the frames
/lb h
to hide the frames
/lb r
to reset the position of the Lifebloomer frames
/lb l
to (un)lock the window in place and hide buttons
/lb p
to auto-generate party frames
/lb ra
to auto-generate raid frames
/lb sr
to auto-generate "smart" raid frames (this avoids overwriting your changes).

With Lifebloomer frames showing, select what you want your frame's target to be. Then click the Hunter's Mark button next to the frame, this will set the frame's target to whatever your current target is. If your current target is not in your raid you will need to use /focus on that target before clicking the target selection button (this is because there is no other unit id for such a unit). You may add unit frames using the + button to the left of each frame and you may remove unit frames using the - button.

Editing options for Lifebloomer are located in WoW's Interface Options menu.

Usage

You will notice that the lifebloom bar will turn from blue, to purple, to red. ideally, you will reapply lifebloom when the bar turns purple, this purple region indicates when lifebloom has 1 second plus your lag left. if you cast it when the bar is purple, your previous lifebloom will get it's 5th tick in before the next one is applied. when the bar turns red (1 second left) you know that lifebloom will run out very soon if not promptly reapplied. Do not wait until the last millisecond to cast lifebloom because your lag will cause you to lose your stacks. Also, there is a red overlay which indicates the global cooldown, you should be able to cast again as soon as this bar completely disappears.

Note

It is possible to stack lifebloom on up to 4 targets (more with the talent and glyph changes in WotLK), this requires a very active player and no "line of sight" issues. However doing so will drain your mana fairly fast so you don't want to do this if you do not have to. By paying attention to each tank's DTPS you should be able to judge how many hots you need on them, if any at all.

Configuration

In the Blizzard main Game menu there is a button for "Interface" and a tab for "AddOns" where Lifebloomer and many other AddOns place their configurable options. Lifebloomer allows you to configure many aspects: colors, dimensions, number of frames per column, click bindings, and more. Be sure to click on the little "+" button next to the word "Lifebloomer" to expand all the configuration options available.

Bugs

Please report any bugs that you find and feel free to offer suggestions.

In the Works

  • More bar/border textures to choose from
  • More Click bindings
  • Use same bindings as healbot option
  • Ace (not so soon)

Localizations

You name it, it works!

  • Downloads (5)
  •  
File Name Release Type Game Version Downloads Date
Addon Curse.com Beta 2.3.3 0 9/29/2008
  File Name Release Type Game Version Downloads Date  
  Lifebloomer 2.1.0 Release 3.1.0 2,319 6/15/2009
  Lifebloomer 2.0.2 Release 3.1.0 2,220 6/2/2009
  Lifebloomer 2.0.1 Release 3.1.0 256 6/1/2009
  Lifebloomer 2.0 Release 3.1.0 905 5/29/2009
  Lifebloomer 1.6.1 Release 3.0.2 14,407 11/4/2008
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  • servi said 

    The only thing i miss in this addon is to add random debuffs to track them on Lifebloomer unitframes as icon would be best.

    Reply Report Permalink
  • There are also alpha versions available at http://wow.curseforge.com/projects/lifebloomer/files/ where I am experimenting with new features. Currently: darken out-of-range player frames, and "flash" player frames that have just started taking damage.

    Reply Report Permalink
  • kulzor said 

    By the way, just wanted to (re-)give kudos for adding the party feature, and for remembering them between logins. I have the same party *all* the time, pretty much every day. It's a huge help having the toons in the same position in the list, and to not have to re-make the list every time!

    Reply Report Permalink
  • Rooneytt said 

    Ive been having some problems with Wild Growth, one being that it sometimes doesnt cast on the target i want but just 5 random people around him (kinda annoying when the tank is taking heavy dmg). And the second is that if i have something targeted thats out of range ex. razorscale when hes flying, I keep getting the msg "Out of Range" even tho im clicking on the tank in lifebloomer. The first one might just be at fault of blizzard but if you guys can help at all that would be fantastic, i wouldnt like healing without this addon.

    Reply Report Permalink
  • The behavior you observe with Wild Growth is indeed the way Blizzard designed it -- it has a "smart" targeting mechanism which chooses targets with lower health first in the vicinity -- and not necessarily the one you click on. You can also target enemies and use Wild Growth to heal nearby friends. This, in fact, was one of the justifications that Blizzard gave for adding a 6-second cooldown to Wild Growth. There is, sadly, nothing that Lifebloomer can do about it.

    As for the second problem, I have not observed this myself. Can you tell me more about how you have your Lifebloomer configured and the frames setup? And can you find a simpler situation to reproduce the problem besides Razorscale?

    Reply Report Permalink
  • The second problem that Rooneytt describes occurs when your current target is out of range. It can be reproduced by creating a party of three people, have Player2 standing next to you and Player3 move out of range of Wild Growth. Now with Player3 targetted try to cast Wild growth on Player2.

    Not sure if this is a Wild Growth or Lifebloomer issue. I have worked-around this issue by pressing F1 to select myself, then Wild Growth works as expected.

    Reply Report Permalink
  • My mistake. I thought he was talking about healing spells in general. Yes, with Wild Growth it appears there is a bug with WoW which causes this behavior. This can be tested by arranging the same situation you describe, but instead of clicking Lifebloomer, you use a macro with the text "/cast [target=player] Wild Growth". It will also say "Out of Range".

    Reply Report Permalink
  • Tebasile said 

    Another method, if you use mouse-over macros, to work around the bug (Blizz's bug, not Lifebloomer's)

    /cleartarget
    /cast [target=mouseover, exists][] Wild Growth

    Reply Report Permalink
  • Saur said 

    When comparing the code for 1.6 with 2.0 I noticed two places where you have exchanged code for Wild Growth with code for Abolish Poison. I do not know if this was intentional, but it looks suspicious.

    The first is in LifebloomerDimensions.lua on line 52 where the call to
    Lifebloomer_AdjustWild();
    was replaced by
    Lifebloomer_AdjustAbolish();

    The second is in LifebloomerOptions.xml on line 4775. The call to LifebloomerOptionsDimensionsSampleWildBar:SetFrameStrata("TOOLTIP");
    was replaced by
    LifebloomerOptionsDimensionsSampleAbolishBar:SetFrameStrata("TOOLTIP");

    I would have expected the calls to the Abolish functions to rather have been added to the code.

    Reply Report Permalink
  • I agree. Fixed in next version. Thanks.

    Reply Report Permalink
  • Saur said 

    After upgrading to 2.0 I had to remove the LifeBloomer.lua file from SavedVariables. It turned out that the new values in LBDim did not get default values in case LBDim already existed...

    Reply Report Permalink
  • That is puzzling. The logic goes: "if LBDim exists then ... if not LBDim.fpc then LBDim.fpc = 5 end ... end" So the new variable "fpc" should be set if LBDim exists and LBDim.fpc does not.

    Were you using any of the release candidate versions?

    Reply Report Permalink
  • Saur said 

    Nope, didn't try the RCs. But I did take a look at code, and the problem is in Lifebloomer_OnLoad(). You call Lifebloomer_AddFrame() before the call to Lifebloomer_OnLoad_Dimensions() which results in the former trying to use LBDim before it has been updated. However, trying to just move the call to Lifebloomer_OnLoad_Dimensions() to just after the call to Lifebloomer_OnLoad_Handlers() failed since then Lifebloomer_AdjustH() is called too early.

    Reply Report Permalink
  • I see now. This only occurs if you have "Save Frame Targets" enabled, which is an option I've never used. But it seems that it was never correct to have _OnLoad_Dimensions() called after frame targets are restored. Going to take a look at re-arranging this.

    Reply Report Permalink
  • I think that if you cut the OnLoad calls and paste them into both branches of the if-then-else, right below the line in each that reads LBV[1].Target2 = "targettargettarget"; then everything is happy. OnLoad_Dimensions is called before AddFrame, but not without having a valid LBV in existence.

    I'm going to put this in my copy and see how it fares.

    Reply Report Permalink
  • druxen said 

    I downloaded the Lifebloomer-2.0rc4 and tested it in some bg's. Sometimes when i eg cast rejuv on target, bar doesnt show. (same for other hots, they dont show on the frame)

    Seem to have a bug aswell with poison, it show person is poisoned (green edge) , but when i check teh person he doesnt have poison on him.

    Any thoughts how I can resolve this?

    tnx in advance

    Druxen

    Reply Report Permalink
  • I haven't observed this bug in my own testing. My first suggestion would be to delete the Lifebloomer folder and replace it with a freshly unpacked copy of 2.0 (just uploaded last night). My second suggestion would be to try typing "/script LB_UseReverseLookup = false" into the WoW command-line making sure to use precisely the same capitalization, and then see if you still have problems.

    Also do you have this issue crop up in normal parties or raids? Do you notice any particular players which cause the bug to occur, and not others?

    Reply Report Permalink
  • I played Arathi for a while today and I think I observed this behavior occasionally after players leave/join. Going to have another look soon.

    Reply Report Permalink
  • Mirari said 

    its been a while since I looked at the code, but I remember it was buggy in battlegrounds because a player's realm is part of his name... I thought it was all fixed but it could have something to do with that.

    Reply Report Permalink
  • Alright, so there appears to be two reasons why this was failing to work consistently in BG:

    1. UnitName() returns nil for the 'realm' return value when the unit is on your server. This was surprisingly not causing any trouble because it was basically comparing "nil == OtherRealm" all the time. But, UnitName cannot return the realm properly if the unit is out of sight -- so that's no good in a BG. WoWWiki suggests API function "GetUnitName" instead for this purpose -- great! except...

    2. WoW API function "GetUnitName" returns values of the form "Name - Realm". This is different from the combat event which is "Name-Realm". So I put in a quick and dirty workaround and things are looking good now.

    Reply Report Permalink
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