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Updated: 04-03-13 11:25 AM
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Compatibility:
Thunder Isle (5.2)
Landfall (5.1)
Updated:04-03-13 11:25 AM
Created:11-02-10 11:45 AM
Downloads:20,602
Favorites:125
MD5:
Categories:Data Mods, Combat Mods
alDamageMeter  Popular! (More than 5000 hits)
Version: 50200.14
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
*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 (1)
File Name
Version
Size
Author
Date
Type
50100.01
34kB
11-28-12 12:49 PM
Addon


Archived Files (13)
File Name
Version
Size
Author
Date
40300.10
28kB
Allez
03-25-12 08:36 AM
40300.9
28kB
Allez
02-26-12 10:44 PM
40300.8
28kB
Allez
12-05-11 12:20 PM
40300.7
28kB
Allez
11-30-11 11:16 AM
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 10:53 PM
40000.3
33kB
Allez
11-30-10 06:34 AM
40000.2
33kB
Allez
11-17-10 12:44 AM
40000.1
33kB
Allez
11-02-10 11:45 AM


Post A Reply Comment Options
Old 03-01-12, 05:56 PM  
Maxen
A Deviate Faerie Dragon

Forum posts: 17
File comments: 218
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Thank you a lot Zork, works like a charm !
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Old 03-01-12, 05:41 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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Old 03-01-12, 05:25 PM  
zork
A Pyroguard Emberseer
 
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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 05:26 PM.
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Old 03-01-12, 05:01 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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Old 03-01-12, 04:45 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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Old 03-01-12, 04:04 PM  
Maxen
A Deviate Faerie Dragon

Forum posts: 17
File comments: 218
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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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Old 03-01-12, 03:57 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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| Blog | Roth UI | Roth UI FAQ | GoogleCode | Zork | Guild | zorker.de

"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
Last edited by zork : 03-01-12 at 04:41 PM.
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Old 02-27-12, 11:52 PM  
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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Old 02-27-12, 12:26 AM  
Qupe
A Warpwood Thunder Caller
 
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Installing this instant!

edit: thankyouthankyouthankyouthankyouthankyou
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Last edited by Qupe : 02-27-12 at 12:33 AM.
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Old 02-26-12, 10:47 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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Old 01-12-12, 05:34 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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Old 01-11-12, 11:58 AM  
Icescream
A Kobold Labourer
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hmm i got a problem..i cant read my name lol how can i fix that?

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Old 01-03-12, 09:53 PM  
Qupe
A Warpwood Thunder Caller
 
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Originally Posted by tuff
Originally Posted by Allez
Have you seen changelog?
"- option for merging healing and absorbs. It will be displayed as healing"
It's off by default
On my disc priest I am not seeing PW:S absorbs as either healing or in the absorbs tracking.

I tried changing

mergeHealAbsorbs = false-- Config end

to

mergeHealAbsorbs = true-- Config end

to get it to include the absorbs with healing - but that didn't work either.

You have the correct spellID in the code [17], but other than the heals from the PW:S glyph, nothing is being calculated for PW:S at all for me.

I discovered this by running aldamage meter and recount side by side in combat.

I don't know if this matters, but in the recount lua these spell ids are also included: [14748 = 30] and [14768 = 30] they are both for the Improved Power Word: Shield talent.
Noticed this as well, tried replacing the 17 spell id with the imp talent id and nothing for PW:S was recorded at all. Tried using both and only the amount for id 17 is being recorded.
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Old 01-02-12, 04:12 PM  
tuff
A Kobold Labourer

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Originally Posted by Allez
Have you seen changelog?
"- option for merging healing and absorbs. It will be displayed as healing"
It's off by default
On my disc priest I am not seeing PW:S absorbs as either healing or in the absorbs tracking.

I tried changing

mergeHealAbsorbs = false-- Config end

to

mergeHealAbsorbs = true-- Config end

to get it to include the absorbs with healing - but that didn't work either.

You have the correct spellID in the code [17], but other than the heals from the PW:S glyph, nothing is being calculated for PW:S at all for me.

I discovered this by running aldamage meter and recount side by side in combat.

I don't know if this matters, but in the recount lua these spell ids are also included: [14748 = 30] and [14768 = 30] they are both for the Improved Power Word: Shield talent.
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Old 12-31-11, 11:49 AM  
Siannus
A Defias Bandit
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Was wondering if there is anyway to have the bars go from bottom to top? I was thinking the following:

bar[i]:SetPoint("TOP", 0, -(barheight + spacing) * (i-1))

If changing TOP to BOTTOM, would that work or am I in the wrong location? Ive got it where there is NO background image at all, perfectly clear so only the bars show up. But I really need them to grow bottom to top. Thanks.
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