Log in

View Full Version : Showing Party Damage!



Sina
04-16-2009, 03:27 PM
I am looking for a mod ( have been for a long time ) that will enable party damage to be shown instead of just the main shaman's. I know there is a way to have the parties damage scroll using the scrolling combat text addon but i don't think it works anymore. I would prefer the damage to scroll over the target's head like the default damage visuals. in any rate, if you know of a way to do this i would greatly appreciate it. THANKS!

anxious
04-17-2009, 01:45 PM
i dont think that any mods can display damage over targets heads instead of blizzards...

but there is a way to modify the scrolling combat text addon parrot to display your chars damage!

fist download parrot http://www.wowace.com/projects/parrot/ and open the /interface/parrot/data/CombatEvents.lua file

insert the following lines at the top:

local inGUID = function(srcGUID)
if srcGUID == UnitGUID("CHARNAME") or srcGUID == UnitGUID("CHARNAME") or srcGUID == UnitGUID("CHARNAME") or srcGUID == UnitGUID("CHARNAME") then
return true
else
return false
end
end

you have to insert your main an toons names (ad or remove " or srcGUID == UnitGUID("CHARNAME")" to fit your teams size)

now comes the boring part....
you have to edit every single "Parrot:RegisterCombatEvent{" with the "category = "Outgoing","

i dont think you want to see the incoming damage too
i also skipped the outgoing melee events "subCategory = L["Melee"],"

if you found an event like

Parrot:RegisterCombatEvent{
category = "Outgoing",
subCategory = L["Skills"],
name = "Skill damage",

replace this:

Parrot:RegisterCombatEvent{
category = "Outgoing",
subCategory = L["Skills"],
name = "Skill damage",
localName = L["Skill damage"],
defaultTag = "[Amount] ([Skill])",
combatLogEvents = {
{
eventType = "SPELL_DAMAGE",
func = function(srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, spellId, spellName, spellSchool, amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing)
-- 2nd condition is to prevent self-damage shown as outgoing
if srcGUID ~= UnitGUID("player") or dstGUID == UnitGUID("player") then
return nil
end

local info = newList()
info.spellID = spellId
info.damageType = SchoolParser[school] or SchoolParser[spellSchool]
info.recipientID = dstGUID
info.recipientName = drcName
info.sourceName = srcName
info.sourceID = srcGUID
info.abilityName = spellName
info.absorbAmount = absorbed or 0
info.blockAmount = blocked or 0
info.resistAmount = resisted or 0
info.amount = amount
info.overkill = overkill
info.isCrit = (critical ~= nil)
info.isCrushing = (crushing ~= nil)
info.isGlancing = (glancing ~= nil)

info.isDoT = false

return info
end,
},

with this

Parrot:RegisterCombatEvent{
category = "Outgoing",
subCategory = L["Skills"],
name = "Skill damage",
localName = L["Skill damage"],
defaultTag = "[Amount] ([Skill])",
combatLogEvents = {
{
eventType = "SPELL_DAMAGE",
func = function(srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, spellId, spellName, spellSchool, amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing)
-- 2nd condition is to prevent self-damage shown as outgoing
if not inGUID(srcGUID) or dstGUID == UnitGUID("player") then
return nil
end

local info = newList()
info.spellID = spellId
info.damageType = SchoolParser[school] or SchoolParser[spellSchool]
info.recipientID = dstGUID
info.recipientName = drcName
info.sourceName = srcName
info.sourceID = srcGUID
info.abilityName = spellName
info.absorbAmount = absorbed or 0
info.blockAmount = blocked or 0
info.resistAmount = resisted or 0
info.amount = amount
info.overkill = overkill
info.isCrit = (critical ~= nil)
info.isCrushing = (crushing ~= nil)
info.isGlancing = (glancing ~= nil)

info.isDoT = false

return info
end,
},

just this 2 lines:

if srcGUID ~= UnitGUID("player") or dstGUID == UnitGUID("player") then

if not inGUID(srcGUID) or dstGUID == UnitGUID("player") then



if you are too lazy to edit this file, download it here and replace the main an toons names at the top function :)

you should increase the time where events are stacked from 0.2 to 1 sec.. you will see the damage later but it will always get summed up from all chars (this can be done in the /parrot options)

http://img524.imageshack.us/img524/9864/parrot.png

wolpak
04-17-2009, 02:52 PM
Mik's allows you to create a scroll area for just party text. I haven't figured out if you can itemize it per player though, I don't think you can.

Sina
04-28-2009, 03:30 PM
Hmm, Thanks guys.

wowphreak
04-28-2009, 08:24 PM
why not use something like recount
http://wow.curse.com/downloads/wow-addons/details/recount.aspx

Yeh get a nice break down of just about any kind of info yeh want with it, for the entire time yer on or just for one boss.

There times that there are so many number floating around that yeh can see anything and that just with one char.