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Warlords of Draenor (6.0.3)
Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-29-14 01:24 PM
Created:10-01-14 12:42 AM
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Heartbeat

Version: 2.1.0
by: Twattle [More]

Introduction

Heartbeat is a simple replacement for other floating combat text-type addons. It focuses on providing a clean way of telling how much damage and healing is received. This is particularly useful for tank roles.


Damage and healing text

Each second, the damage and healing received within the past second is displayed as a percentage relative to your current maximum health. The text pops up and fades away before the next text appears at the same position.

The damage text is tinted to indicate how much physical and/or magical damage was taken. Pure physical damage is shown in red, pure magical damage is shown in purple and everything in between is a mix of the two. An example can be seen below.



The healing text is always shown in green. There is an option to include/exclude overhealing.




Configuration

In-game configuration is available via the /heartbeat commands:
help - Displays the available commands.
reset - Resets to the default settings.
lock - Locks the text.
unlock - Unlocks the text for dragging.
scale <number> - Sets the scale of the text.
includeOverhealing true/false - Sets a value indicating whether or not to include overhealing.
showBackground - Sets a value indicating whether or not to show the background textures.

A few additional configuration options are available in the Config.lua file.

2.1.0:
  • Added background textures for the damage and healing text. It can be disabled by typing "/heartbeat showBackground false".
  • Fixed the centering so it ignores the % character.

2.0.0:
  • Updated for patch 6.0.2.

1.0.1:
  • Fixed a bug that would casue an error if you took more than 1000% damage.

1.0.0:
  • Initial release.
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Unread 01-23-15, 09:34 PM  
EKE
An Aku'mai Servant
 
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EDIT: its fine now, no more error on 6.1.




here is a error on 6.1 PTR and aaddon cant work correct

Code:
Interface\AddOns\Heartbeat\Manager.lua:130: Division by zero
Count: 99

Call Stack:
[C]: ?
Interface\AddOns\Heartbeat\Manager.lua:130: in function `ShowDamage'
Interface\AddOns\Heartbeat\Manager.lua:156: in function `Tick'
Interface\AddOns\Heartbeat\Manager.lua:103: in function <Interface\AddOns\Heartbeat\Manager.lua:103>
Last edited by EKE : 02-22-15 at 10:38 AM.
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Unread 01-15-15, 02:43 PM  
EKE
An Aku'mai Servant
 
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WOW it's interesting! also useful!

actually i think we can edit all settings by config.lua, no need SavedVariables and in-game cmd
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Unread 10-08-14, 02:56 AM  
Twattle
A Defias Bandit
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Originally Posted by Sjak
Hi, really like this addon - it's so much better than any scrolling combat text. The only thing I'd really like to see is a % change mode, so rather than two numbers showing the total damage and total healing it would have one that shows the total change to your health (so you lose 5% hp and heal 2% then it'd show -3%).

Also about the text size thing - you can increase the scale of a font file to get higher font sizes, I've not tried it in WoW so I don't know how well it renders (if it does at all) but it might be worth looking into vOv
Thank you for the nice words. Ill keep the % change mode in mind when i get some time to develop on this addon.

Regarding the text. The rendering is quite horrible when you scale it, so I chose to use textures instead. If anyone wants to make additional textures i'll gladly include them in the addon so people have more options.
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Unread 10-07-14, 04:37 PM  
Sjak
A Deviate Faerie Dragon
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Hi, really like this addon - it's so much better than any scrolling combat text. The only thing I'd really like to see is a % change mode, so rather than two numbers showing the total damage and total healing it would have one that shows the total change to your health (so you lose 5% hp and heal 2% then it'd show -3%).

Also about the text size thing - you can increase the scale of a font file to get higher font sizes, I've not tried it in WoW so I don't know how well it renders (if it does at all) but it might be worth looking into vOv
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Unread 10-02-14, 07:35 AM  
Twattle
A Defias Bandit
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Originally Posted by ObbleYeah
I like this a lot, really neat/clean way to represent damage taken in a world of spammy number strings. I assume the frame is hidden if damage taken is 0?

Would second zork's idea for using text strings instead of textures - would like to pick my own font to use. I guess you're doing it to bypass the upper threshold/limit on text size though.
The frame is hidden when the damage/healing is 0, yes

As I wrote in my reply to zork, it is indeed to bypass the upper limit on text size. You can create your own texture and add it easily by changing a few settings in the Config.lua file. If you send the texture and settings to me, I can include it as an option in future versions.

If you are interested, I can create a quick tutorial on how to create textures for the addon. I had no prior experience with textures and I found it pretty simple.
Last edited by Twattle : 10-02-14 at 07:37 AM.
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Unread 10-02-14, 07:26 AM  
Twattle
A Defias Bandit
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Originally Posted by zork
So. If you gather the data over the course of 1 second. It is possible for the percentage to go above 100% if your healing is above zero. Right?

Or is the damage number reduced by healing?

Interesting addon. I like the idea.

Additionally. Why would you display the number values as a texture instead of widget:SetText(string) and widget:SetTextColor(r,g,b[,a])?

Fonts can be found on dafont.com.
http://www.dafont.com/de/aldo-the-ap...=1234567890%25

Text shadow is part of the API aswell.

A third value may be interesting. The value of damage absorbed.
It is indeed possible for the percentage to exceed 100. Actually I just fixed a bug that would happen if it exceeded 1000. I was brutally 1-shot

The damage numbers are not reduced by healing.

I use a texture because the wow font system has a max font size of 38 pt. I wanted it bigger, but if you just use 38 pt text and scale it the rendering is horrible.

Adding a third text for absorb would make it too cluttered, but maybe I should use the healing text for that purpose and tint it like I do with the damage text.
Last edited by Twattle : 10-02-14 at 07:38 AM.
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Unread 10-02-14, 05:37 AM  
ObbleYeah
A Cobalt Mageweaver
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I like this a lot, really neat/clean way to represent damage taken in a world of spammy number strings. I assume the frame is hidden if damage taken is 0?

Would second zork's idea for using text strings instead of textures - would like to pick my own font to use. I guess you're doing it to bypass the upper threshold/limit on text size though.
Last edited by ObbleYeah : 10-02-14 at 05:38 AM.
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Unread 10-02-14, 04:40 AM  
zork
A Pyroguard Emberseer
 
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So. If you gather the data over the course of 1 second. It is possible for the percentage to go above 100% if your healing is above zero. Right?

Or is the damage number reduced by healing?

Interesting addon. I like the idea.

Additionally. Why would you display the number values as a texture instead of widget:SetText(string) and widget:SetTextColor(r,g,b[,a])?

Fonts can be found on dafont.com.
http://www.dafont.com/de/aldo-the-ap...=1234567890%25

Text shadow is part of the API aswell.

A third value may be interesting. The value of damage absorbed.
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Last edited by zork : 10-02-14 at 04:48 AM.
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