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Updated: 09-11-13 08:49 AM
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Siege of Orgrimmar (5.4)
Escalation (5.3)
Updated:09-11-13 08:49 AM
Created:11-02-10 11:45 AM
Downloads:24,921
Favorites:134
MD5:
Categories:Data Mods, Combat Mods
5.4
alDamageMeter  Popular! (More than 5000 hits)
Version: 50400.15
by: Allez [More]
alDamageMeter is a simple and lightweight damage meter addon.

Features
  • Minimalistic design
  • LDB support
  • Low Memory usage

Tracking modes:
  • damage/dps
  • healing/hps
  • absorbs
  • dispels
  • interrupts

Hints:
  • Hold shift to move
  • Right click to display addon menu
  • /dmg - show/hide addon
https://github.com/Allez/alDamageMeter/commits/master
*50400.15
- update for patch 5.4
- fix errors

*50300.14
- update for patch 5.3

*50200.14
- Updated Boss IDs
- .toc update for patch 5.2

*50100.13
- Fixed calculations when window is hidden
- Updated Boss IDs

*50001.12
- Fixed random error

*50001.11
- MoP support
- Fixed bug with color dialog
- /dmg hides/shows addon
- Changed report string: "alDamageMeter : Damage"

*40300.10
- Ingame settings in menu
- ClassColor settings
- Truncated DPS value

*40300.9
- (test) New absorb system
- Allow the bars to be created from the maximum width of the damage meter (thx memborsky)

*40300.8
- updated boss IDs

*40300.7
- patch 4.3

*40200.7
- hotfix. now working :)

*40200.6
- fixed some lua errors

*40200.5
- Fix: Some clients has a bug with guardians and totem's pets

*40200.4
- updated for patch 4.2
- updated LibBossIDs
- added option for showing only boss fights (default - off)
- added total damage tracking

*40100.4
- Update for 4.1. No new features

*40000.4
- Spell and target details in tooltip

*40000.3
- "LoadAddon" support
- option for merging healing and absorbs. It will be displayed as healing

*40000.2
- zero values no longer included in the reports
Optional Files (0)


Archived Files (15)
File Name
Version
Size
Author
Date
50300.14
30kB
Allez
09-10-13 12:23 PM
50200.14
30kB
Allez
04-03-13 11:25 AM
40300.10
28kB
Allez
03-25-12 08:36 AM
40300.9
28kB
Allez
02-26-12 11:44 PM
40300.8
28kB
Allez
12-05-11 01:20 PM
40300.7
28kB
Allez
11-30-11 12:16 PM
40200.7
28kB
Allez
09-04-11 01:11 PM
40200.6
28kB
Allez
09-03-11 01:14 PM
40200.5
28kB
Allez
08-28-11 11:47 AM
40200.4
36kB
Allez
06-29-11 03:58 PM
40100.4
33kB
Allez
04-27-11 03:11 PM
40000.4
33kB
Allez
02-10-11 11:53 PM
40000.3
33kB
Allez
11-30-10 07:34 AM
40000.2
33kB
Allez
11-17-10 01:44 AM
40000.1
33kB
Allez
11-02-10 11:45 AM


Post A Reply Comment Options
Unread 03-15-12, 01:53 PM  
pingumania
A Murloc Raider

Forum posts: 7
File comments: 21
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hello, is there a way to show always the total damage/healing count?
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Unread 03-14-12, 08:21 PM  
aba9900
A Kobold Labourer

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Hi, I really love this AddOn! But have a question. Is it support a function of "classcolorname" ? and i wanna start it , but there is no any effction in wow.
How can i start it ? Thanks
Code:
local classcolorname = true
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Unread 03-02-12, 03:55 PM  
Qupe
A Warpwood Thunder Caller
 
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Originally Posted by zork
@Qupe
Boy you really want to keep things complicated? You can do that but only if you have the number of current bars to display and the number of maximum bars visibile. So you want sth like this:
lua Code:
  1. local adjust = 0
  2. if (#barguids<maxbars)
  3.   adjust = maxbars-#barguids
  4. end
  5. bar[i]:SetPoint("TOP", 0, -(barheight + spacing) * (i-1+adjust))
By doing that you substract the currently displayable number of bars (#baguids) from the maximum number auf bars to display (maxbars). This will create a gap if there are bars that are currently blank.

IMPORTANT: Since you have to calculate the bar position dynamically (because they can change at any time) you have to move the SetPoint out of the condition. Bars will only be created once but your setpoint needs to be called on each update.

And I think you know that this will probably kill mousewheel scrolling?
Yeah that really did end up complicating the hell out of it. I messed around with the code you posted, think I got it right once (because scrolling broke) but it still didn't grow properly.

But in all seriousness, breaking mousewheel scrolling isn't worth the aesthetics. So I just need to reposition things a bit better and deal with it I think!

Thanks for your help, sir, appreciate it!
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Unread 03-02-12, 03:19 AM  
zork
A Pyroguard Emberseer
 
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@Qupe
Boy you really want to keep things complicated? You can do that but only if you have the number of current bars to display and the number of maximum bars visibile. So you want sth like this:
lua Code:
  1. local adjust = 0
  2. if (#barguids<maxbars)
  3.   adjust = maxbars-#barguids
  4. end
  5. bar[i]:SetPoint("TOP", 0, -(barheight + spacing) * (i-1+adjust))
By doing that you substract the currently displayable number of bars (#baguids) from the maximum number auf bars to display (maxbars). This will create a gap if there are bars that are currently blank.

IMPORTANT: Since you have to calculate the bar position dynamically (because they can change at any time) you have to move the SetPoint out of the condition. Bars will only be created once but your setpoint needs to be called on each update.

And I think you know that this will probably kill mousewheel scrolling?
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Last edited by zork : 03-02-12 at 03:50 AM.
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Unread 03-01-12, 06:56 PM  
Maxen
A Deviate Faerie Dragon

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Thank you a lot Zork, works like a charm !
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Unread 03-01-12, 06:41 PM  
Qupe
A Warpwood Thunder Caller
 
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Originally Posted by zork
For bottom->top search for:
Code:
bar[i]:SetPoint("TOP", 0, -(barheight + spacing) * (i-1))
Change "TOP" to "BOTTOM" and invert the y-axis value. (the second one)
That's about as far as I got in terms of changing growth, but I wasn't as clear as I should have been when I explained how I wanted it to grow in my previous post.

I'm looking for it to grow from bottom to top but still show the highest value bar on top. So if there's one bar it's on the bottom, if there are two combatants the second bar spawns under the first bar and moves the first bar up. I feel like I'm still doing a terrible job of explaining this.

-Showing 5 bars (with only two combatants) how it is now:

[Top of frame]
Bar 1 ###
Bar 2 ###
-
-
-
[Bottom of Frame]


-Showing 5 bars (with only two combatants) how I'd like it:

[Top of frame]
-
-
-
Bar 1 ###
Bar 2 ###
[Bottom of Frame]

As more people are in the same combat Bar #1 rises from the bottom spot to the top.

I hope that made sense =/
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Unread 03-01-12, 06:25 PM  
zork
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For bottom->top search for:
Code:
bar[i]:SetPoint("TOP", 0, -(barheight + spacing) * (i-1))
Change "TOP" to "BOTTOM" and invert the y-axis value. (the second one)

The numFormat function I'm using is
lua Code:
  1. --number format func
  2.   local numFormat = function(v)
  3.     if v > 1E10 then
  4.       return (floor(v/1E9)).."b"
  5.     elseif v > 1E9 then
  6.       return (floor((v/1E9)*10)/10).."b"
  7.     elseif v > 1E7 then
  8.       return (floor(v/1E6)).."m"
  9.     elseif v > 1E6 then
  10.       return (floor((v/1E6)*10)/10).."m"
  11.     elseif v > 1E4 then
  12.       return (floor(v/1E3)).."k"
  13.     elseif v > 1E3 then
  14.       return (floor((v/1E3)*10)/10).."k"
  15.     else
  16.       return floor(v)
  17.     end
  18.   end

But that requires editing the SetFormatedText calls because I return strings and no number values. (Thus you have to use %s)
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Last edited by zork : 03-01-12 at 06:26 PM.
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Unread 03-01-12, 06:01 PM  
Qupe
A Warpwood Thunder Caller
 
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Mind sharing the code to truncate the actual and HPS/DPS numbers?

Also, no one would have any idea how to make the frame grow from bottom to top would they? Been messing with it for a few days now and gaining any ground =|
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Unread 03-01-12, 05:45 PM  
zork
A Pyroguard Emberseer
 
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Config
lua Code:
  1. local cfg = {}
  2.   cfg.statusbars = {
  3.     bg = {
  4.       texture       = "Interface\\AddOns\\rThreat\\media\\statusbar",
  5.       color         = { r = 0, g = 0, b = 0, a = 0.7 },
  6.     },
  7.     texture = {
  8.       texture       = "Interface\\AddOns\\rThreat\\media\\statusbar",
  9.       multiplier    = 0.5,    -- multiplier allows darker background colors
  10.       alpha         = { background = 0.6, foreground = 1},
  11.     },
  12.     inactive = {
  13.       color         = { r = 0.5, g = 0.5, b = 0.5, a = 0.1 },
  14.     },
  15.   }

Add a new object to newbar the background. (newbar.bg)
lua Code:
  1. newbar.bg = newbar:CreateTexture(nil, "BACKGROUND",nil,-6)
  2.   newbar.bg:SetTexture(cfg.statusbars.texture.texture)
  3.   newbar.bg:SetAllPoints(newbar)
  4.   newbar.bg:SetVertexColor(cfg.statusbars.inactive.color.r, cfg.statusbars.inactive.color.g, cfg.statusbars.inactive.color.b, cfg.statusbars.inactive.color.a)

Adding color in updateBars function
lua Code:
  1. bar[i].bg:SetVertexColor(color.r*cfg.statusbars.texture.multiplier, color.g*cfg.statusbars.texture.multiplier, color.b*cfg.statusbars.texture.multiplier, cfg.statusbars.texture.alpha.background)

I choose my own cfg (since I do not need the alInterface stuff)
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"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
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Unread 03-01-12, 05:04 PM  
Maxen
A Deviate Faerie Dragon

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Nice one Zork! I too changed the DPS/HPS values for a text string using his truncate function. I really do like the class colored statusbar background you did there, would mind sharing with us ?
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Unread 03-01-12, 04:57 PM  
zork
A Pyroguard Emberseer
 
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Finally a DPS meter that fits my interface.

I had to adjust some code though to get the look I wanted. (Like class colored statusbar background, two text strings for values on the right side and a different kind of border)





Top is alDamageMeter
Bottom is rThreat

Addionally I made it hide OOC and changed the slash command to show/hide the frame when needed OOC.
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"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
Last edited by zork : 03-01-12 at 05:41 PM.
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Unread 02-28-12, 12:52 AM  
Qupe
A Warpwood Thunder Caller
 
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Damage and healing amounts seem to be right on par.

If anything some individual absorb amounts seem to be a bit higher compared to other meters now.
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Unread 02-27-12, 01:26 AM  
Qupe
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Installing this instant!

edit: thankyouthankyouthankyouthankyouthankyou
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Last edited by Qupe : 02-27-12 at 01:33 AM.
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Unread 02-26-12, 11:47 PM  
Allez
A Kobold Labourer
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New absorb system for testing. Should be more accurate. But work not for all spells
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Unread 01-12-12, 06:34 PM  
UnlitPhoenix
A Kobold Labourer
 
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Originally Posted by Icescream
hmm i got a problem..i cant read my name lol how can i fix that?
Make the frame wider by looking in the lua file. Where it says
Code:
local width, height = 150, maxbars*(barheight+spacing)-spacing
Default is 125 I think, put it to 150 or 175 until you see your long name.
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