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)
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