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Updated:09-11-13 08:49 AM
Created:11-02-10 11:45 AM
Downloads:33,376
Favorites:118
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Categories:Data Mods, Combat Mods

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)


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Unread 03-01-12, 06:25 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 06:26 PM.
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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, 06:56 PM  
Maxen
A Fallenroot Satyr

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Thank you a lot Zork, works like a charm !
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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 03-02-12, 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 03-14-12, 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 03-15-12, 01:53 PM  
evilbib
An Aku'mai Servant
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hello, is there a way to show always the total damage/healing count?
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Unread 03-18-12, 09:55 AM  
Molotov
A Kobold Labourer
 
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On one of my characters, I cannot move the frame. Holding shift and dragging works fine on my other characters but not on my Shaman. Anybody have this problem?
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Unread 03-22-12, 08:30 AM  
zork
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It does work on the background only. Don't try it on a displayed bar.
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Unread 03-26-12, 10:06 AM  
Siannus
A Defias Bandit
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The only problem I have with this now is that when playing a priest or seeing a priest on the meter is the contrast of white. I do not like THINOUTLINE as it just makes text look bulky and creating a minimal looking UI, well, THINOUTLINE doesnt fit.

So, could anyone offer some help with what Id like to do.

1- No bar color (no bars at all? just the players name)
2- Players name, DPS and Dmg in class color.

Ive given up on bars accending in order of highest to lowest and rearranged my UI a bit.

Im realizing that feature #1 would strip code, and Im fine with that. Less code = smaller size, smaller size = minimal

Any help with this would and is appreciated.

Edit: Thinking about it, Im really not concerned too much about #2, but other might. However, is it possible to actually have EVERY bar in the color white? Or a color of choice and the players name in black? Or a color of choice? I so could live that that if thats possible.
Last edited by Siannus : 03-26-12 at 10:12 AM.
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Unread 03-29-12, 03:57 PM  
Qupe
A Warpwood Thunder Caller
 
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Originally Posted by Siannus
The only problem I have with this now is that when playing a priest or seeing a priest on the meter is the contrast of white. I do not like THINOUTLINE as it just makes text look bulky and creating a minimal looking UI, well, THINOUTLINE doesnt fit.

So, could anyone offer some help with what Id like to do.

1- No bar color (no bars at all? just the players name)
2- Players name, DPS and Dmg in class color.

Ive given up on bars accending in order of highest to lowest and rearranged my UI a bit.

Im realizing that feature #1 would strip code, and Im fine with that. Less code = smaller size, smaller size = minimal

Any help with this would and is appreciated.

Edit: Thinking about it, Im really not concerned too much about #2, but other might. However, is it possible to actually have EVERY bar in the color white? Or a color of choice and the players name in black? Or a color of choice? I so could live that that if thats possible.
1 - in the lua set the classcolorbar to false and change the alpha of the bar color to 0
2 - in the lua set classcolorname to true.

You can do both of these in the new dropdown menus as well.

Unless you're using a pixel font (in which case you can use MONOCHROMEOUTLINE), all text outlines look pretty bad; fuzzy, inconsistent, just ugly in general.

ex of the changes you talked about (if I understood you properly):
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Unread 06-07-12, 07:14 PM  
JackOnTheMap
A Murloc Raider

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Originally Posted by Qupe
Originally Posted by Siannus
The only problem I have with this now is that when playing a priest or seeing a priest on the meter is the contrast of white. I do not like THINOUTLINE as it just makes text look bulky and creating a minimal looking UI, well, THINOUTLINE doesnt fit.

So, could anyone offer some help with what Id like to do.

1- No bar color (no bars at all? just the players name)
2- Players name, DPS and Dmg in class color.

Ive given up on bars accending in order of highest to lowest and rearranged my UI a bit.

Im realizing that feature #1 would strip code, and Im fine with that. Less code = smaller size, smaller size = minimal

Any help with this would and is appreciated.

Edit: Thinking about it, Im really not concerned too much about #2, but other might. However, is it possible to actually have EVERY bar in the color white? Or a color of choice and the players name in black? Or a color of choice? I so could live that that if thats possible.
1 - in the lua set the classcolorbar to false and change the alpha of the bar color to 0
2 - in the lua set classcolorname to true.

You can do both of these in the new dropdown menus as well.

Unless you're using a pixel font (in which case you can use MONOCHROMEOUTLINE), all text outlines look pretty bad; fuzzy, inconsistent, just ugly in general.

ex of the changes you talked about (if I understood you properly):
I just tried making mine look like that but I still only get a grey bar with classcolored text. Not just class colored text.
When I attempt to change the bar backdrop using the drop down menu, I get an error.
Not sure what's up.
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Unread 06-15-12, 01:29 PM  
Mavdadog
A Kobold Labourer

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File comments: 1
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I get this error, and the background of alDamagemeter turns completely green at 100% opacity. I just want the background transparent to fit with my UI.

Code:
Date: 2012-06-16 03:21:10
ID: -1
Error occured in: Global
Count: 1
Message: [string "OpacitySliderFrame:OnShow"] line 3:
   Usage: OpacitySliderFrame:SetValue(value)
Debug:
   [C]: ?
   [C]: SetValue()
   [string "*:OnShow"]:3:
      [string "*:OnShow"]:1
   [C]: Show()
   ..\FrameXML\UIParent.lua:2037: ShowUIPanel()
   ..\FrameXML\UIDropDownMenu.lua:1131: OpenColorPicker()
   ..\FrameXML\UIDropDownMenu.lua:1067: UIDropDownMenuButton_OpenColorPicker()
   [string "*:OnClick"]:2:
      [string "*:OnClick"]:1
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  alDamageMeter, v40300.10
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  BagBrother, v
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  BrokerwGold, v1.1.1
  BrokerwLatency, v1.1.1
  BrokerwMail, v1.0.1
  BrokerwMemory, v1.3
  ButtonFacade, v4.2.375
  caelLib, v
  caelMedia, v
  ErrorFilter, v2.4.2
  ForteCasting, v
  ForteCooldown, v
  ForteCore, v1.975.9
  ForteDeathKnight, v
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  ForteHunter, v
  ForteMage, v
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  ForteShaman, v
  ForteSoulstone, v
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  ForteTimer, v
  ForteVehicle, v
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  iWait, v1.1.3
  kgPanels, v1.7
  Masque, v4.2.375
  MasqueEntropy, v4.2.71
  mMinimap, v2.01
  oUF, v1.5.15
  oUFCaellian, v
  oUFFreebgrid, v6.8
  Postal, v3.4.13
  Prat30, v3.4.25      
  Prat30Libraries, v
  RaidFrameBeGone, v
  SharedMedia, v3.0.4-179
  TipTac, v10.12.05
  BlizRuntimeLib_enUS v4.3.4.40300 <us>
  (ck=459)
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Unread 07-07-12, 07:09 PM  
Gethe
RealUI Developer
 
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Featured Addon Author

Forum posts: 942
File comments: 122
Uploads: 12
Allez, are you working on a Mists version for this? I'm in beta and the only thing that broke for this addon was the raid/party functions and events. see here

I have an updated file if you'd like me to send it to you, or upload it as a beta addon.
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Unread 07-10-12, 06:26 AM  
Allez
A Kobold Labourer
AddOn Author - Click to view AddOns

Forum posts: 0
File comments: 143
Uploads: 4
Originally Posted by Gethe
Allez, are you working on a Mists version for this? I'm in beta and the only thing that broke for this addon was the raid/party functions and events. see here

I have an updated file if you'd like me to send it to you, or upload it as a beta addon.
I'll update it when MoP will be released
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