I just gave this a shot and it worked first try for me too, thanks for the tip!![]()
I just gave this a shot and it worked first try for me too, thanks for the tip!![]()
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![]()
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.
Now playing: WoW (Garona)
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.Originally Posted by 'sensenmann',index.php?page=Thread&postID=50635#po st50635
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-J (Make Your Own Brew)
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.
5 Boxing - 1x Paladin 4x Shaman - 70
Charles - And his 4 angels.
Aman'Thul - Alliance
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
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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?
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