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  1. #1

    Default Showing Party Damage!

    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!
    [align=center]( Siinaa, ssina, siina, ssiinna )
    Level 80 Almost got glad duelist title. lol.
    www.doghousesystems.com

    [/align]

  2. #2

    Default

    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:
    Code:
    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
    Code:
    Parrot:RegisterCombatEvent{
    	category = "Outgoing",
    	subCategory = L["Skills"],
    	name = "Skill damage",
    replace this:
    Code:
    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
    Code:
    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:
    Code:
    if srcGUID ~= UnitGUID("player") or dstGUID == UnitGUID("player") then
    Code:
    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)


  3. #3

    Default

    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.

  4. #4

    Default

    Hmm, Thanks guys.
    [align=center]( Siinaa, ssina, siina, ssiinna )
    Level 80 Almost got glad duelist title. lol.
    www.doghousesystems.com

    [/align]

  5. #5

    Default

    why not use something like recount
    http://wow.curse.com/downloads/wow-a...s/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.

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