I just gave this a shot and it worked first try for me too, thanks for the tip! :D
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I just gave this a shot and it worked first try for me too, thanks for the tip! :D
Is there any way that a lua programmer can make extra frames for these?
My idea is to have my Unit frames lined up like this:
Party1 --- Party2 --- Party3 --- Party4 --- Party5
so if there would be 5 extra frames u could scroll them below it like this:
Party1 --- Party2 --- Party3 --- Party4 --- Party5
p1dmg ----- p2dmg ---- p3dmg ---- p4dmg ---- p5dmg
p1dmg ----- p2dmg ---- p3dmg ---- p4dmg ---- p5dmg
I hope it makes sense :p
I spent a fair amount of time last night and today poking at MSBT and the beta Parrot code and I just can't figure out how they restrict damage to self/pet only. /grumble
I have some queries into the mod authors so we'll see if I get any response.
this is awsome except it also shows other people besides my shaman, when in pvp.
Wish there was a way to tell it who to show, and who not to show.
I found a bit of a work around for BG (WSG and AB anyway, haven't tested the others.)
It seems that when I que for group WSG or AB, It gives me leader every time (what ever char is lead of my party, gets lead in the BG) so I can just move myself and my 4 alts to a new party.
It doesn't distinguish between your alts and other players... the modification only says "include damage being done by my party as my own"... if you get put in a BG that your toons are not all in your party and you don't want to see other peoples damage as your own I would suggest turning the mod off. SCTD and SCT are only "fun" mods... I don't consider them as "vital" to the multiboxing experience. It is nice to know when you are going up against a mob and they are resisting something one of your toons is shooting... other than that it is just pretty to see all the damage you are doing. ;)Quote:
Originally Posted by 'sensenmann',index.php?page=Thread&postID=50635#po st50635
Just made this mod to my SCTD and it works perfectly. Not a totally esential mod, however I do like seeing those crits and big numbers. Thanks for your work to make this happen.
I just tried the change and I'm loving it. The only problem is I don't see the party's pet damage. Any idea on what I can replace the pet damage line with to get the damage from all the pets in my party?
think we need to dig in this function a bit, not familliar with those new events yet, but it would be very fun to add names in front of the dmg lines (at least i would like it myself)
-- Parses all combat events using combat log events
Lines 10-17 should be changeable to see your party pets, not sure if the events support it, but it prolly doesCode:function SCTD:ParseCombat(arg1, timestamp, event, sourceGUID, sourceName, sourceFlags, destGUID, destName, destFlags, ...)
--custom search first
--if (db["SCTD_CUSTOMEVENTS"] and SCT:CustomEventSearch(arg1) == true) then
--return
--end
if not COMBAT_EVENTS[event] then return end
local toPlayer, fromPlayer, toPet, fromPet
if (sourceName and not CombatLog_Object_IsA(sourceFlags, COMBATLOG_OBJECT_NONE) ) then
fromPlayer = CombatLog_Object_IsA(sourceFlags, COMBATLOG_FILTER_MINE)
fromPet = CombatLog_Object_IsA(sourceFlags, COMBATLOG_FILTER_MY_PET)
end
--if not from player or pet, then end
if not fromPlayer and not fromPet then return end
local healtot, healamt, parent
local amount, school, resisted, blocked, absorbed, critical, glancing, crushing
local spellId, spellName, spellSchool, missType, powerType, extraAmount, environmentalType, extraSpellId, extraSpellName, extraSpellSchool
local text, texture, message, inout, color
------------damage----------------
if event == "SWING_DAMAGE" or event == "RANGE_DAMAGE" or event == "SPELL_DAMAGE" or event == "SPELL_PERIODIC_DAMAGE" or event == "DAMAGE_SHIELD" or event == "DAMAGE_SPLIT" then
if event == "SWING_DAMAGE" then
amount, school, resisted, blocked, absorbed, critical, glancing, crushing = select(1, ...)
else
spellId, spellName, spellSchool, amount, school, resisted, blocked, absorbed, critical, glancing, crushing = select(1, ...)
texture = select(3, GetSpellInfo(spellId))
end
text = tostring(amount)
if (amount < db["SCTD_DMGFILTER"]) then return end
if (crushing and db["SHOWGLANCE"]) then text = SCT.LOCALS.Crushchar..text..SCT.LOCALS.Crushchar end
if (glancing and db["SHOWGLANCE"]) then text = SCT.LOCALS.Glancechar..text..SCT.LOCALS.Glancechar end
if (blocked) then text = string_format("%s (%d)", text, blocked) end
if (absorbed) then text = string_format("%s (%d)", text, absorbed) end
if (event == "SWING_DAMAGE" or event == "RANGE_DAMAGE") and school == SCHOOL_MASK_PHYSICAL then
if fromPlayer then
self:DisplayText("SCTD_SHOWMELEE", text, critical, nil, nil, destName)
elseif fromPet then
self:DisplayText("SCTD_SHOWPET", text, critical, SCHOOL_STRINGS[school], resisted, destName, PET)
end
else
local etype
if fromPet then
etype = "SCTD_SHOWPET"
elseif event == "SPELL_PERIODIC_DAMAGE" then
etype = "SCTD_SHOWPERIODIC"
elseif event == "DAMAGE_SHIELD" then
etype = "SCTD_SHOWDMGSHIELD"
else
etype = "SCTD_SHOWSPELL"
end
self:DisplayText(etype, text, critical, SCHOOL_STRINGS[school], resisted, destName, spellName, texture)
end
------------misses----------------
elseif event == "SWING_MISSED" or event == "RANGE_MISSED" or event == "SPELL_MISSED" or event == "SPELL_PERIODIC_MISSED" or event == "DAMAGE_SHIELD_MISSED" then
local etype, miss
if event == "SWING_MISSED" or event == "RANGE_MISSED" then
missType = select(1, ...)
etype = "SCTD_SHOWMELEE"
else
spellId, spellName, spellSchool, missType = select(1, ...)
texture = select(3, GetSpellInfo(spellId))
etype = "SCTD_SHOWSPELL"
end
if fromPet then etype = "SCTD_SHOWPET" end
miss = getglobal(missType)
if miss then
self:DisplayText(etype, getglobal(missType), nil, nil, nil, destName, spellName, texture)
end
------------interrupts----------------
elseif event == "SPELL_INTERRUPT" then
spellId, spellName, spellSchool, extraSpellId, extraSpellName, extraSpellSchool = select(1, ...)
texture = select(3, GetSpellInfo(extraSpellId))
self:DisplayText("SCTD_SHOWINTERRUPT", SCT.LOCALS.Interrupted, nil, nil, nil, destName, extraSpellName, texture)
end
end
btw:
doesnt the next line express the availability of a dmg filter minimum? (like sctd used to have for mana/health, not at home right now so i cant check)
if (amount < db["SCTD_DMGFILTER"]) then return end
just to toy a bit with it;
find this part of the code
Code:------------damage----------------
if event == "SWING_DAMAGE" or event == "RANGE_DAMAGE" or event == "SPELL_DAMAGE" or event == "SPELL_PERIODIC_DAMAGE" or event == "DAMAGE_SHIELD" or event == "DAMAGE_SPLIT" then
if event == "SWING_DAMAGE" then
amount, school, resisted, blocked, absorbed, critical, glancing, crushing = select(1, ...)
else
spellId, spellName, spellSchool, amount, school, resisted, blocked, absorbed, critical, glancing, crushing = select(1, ...)
texture = select(3, GetSpellInfo(spellId))
end
text = tostring(amount)
add this after the last line
you get something likeCode:text = sourceName .. "->" .. destName .. " " .. text
http://img174.imageshack.us/img174/4...4941tc8.th.jpg
ITM , did you check this edit out in bg's ? If im right you get dmg on your screen from players in bg partys as well?