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Dragonflight patch (10.0.5)
Updated:02-18-23 08:41 AM
Created:07-20-10 09:42 AM
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Categories:Data Mods, Combat Mods

Numeration Damage Meter  Popular! (More than 5000 hits)

Version: 3.0.1
by: nekoh, Wetxius

Numeration is minimalistic damage and healing meter.

It aims to be as memory and cpu efficient as possible for the data it stores.
I have used it for a long time, but never polished it enough to release it to the general public, mainly because of the lack of ingame configuration options. It still has a long way to go in that regard, so please don't bitch if you don't find all the options that you think should be there (or any at all -.-).
You can watch a really old version of it in action here: http://www.youtube.com/watch?v=f_yoYs0teSo. The code has been rewritten a lot since then, but the appearance did not change too much.

Features

  • Available Modes are: Damage, Damage Targets, Damage Taken: Targets, Damage Taken: Abilities, Friendly Fire, Healing + Absorb, Overhealing, Dispels, Interrupts, Power Gains and Deathlog
  • Powerful Deathlog overview shows who died (defense buffs, input heals, debuffs will also be displayed) and was combat-rezzed in chronological order for every fight-segment.
  • Every Mode can be completely disabled, but you have to edit a lua file for that
  • Records fights and stores them as segments (keeps optionally only bosses. Supported: Pandaria dungeon and raid/world bosses)
  • Automatic pop-up reset while entering a new instance
  • On the fly toggle for merging of pets /w owners
  • Report (no gui elements for this yet so top 9 are always being reported, except you report by clicking with the middle button on one of the bars, then all lines up to the selected bar are being reported)
  • Automatically hides in battleground/arena if "Record Only In Instances" is activated
  • Always shows the current segment that is being viewed in the titlebar ("O" = Overall, "C" = Current or a Number for the segmentnumber)
  • If a bar represents a spell, the tooltip of the spell is shown upon mouseovering the bar

Not Supported and probably won't be included in the future
  • Multiple windows with different views/modes
  • Spell Details like hits/crits/misses/(partial) resists and so on

Navigation
The navigation system is mainly inspired by Assessment, which is also used by the Skada Damage Meter addon.
The basic idea:
  • Left-click: get more detailed information about the content of the bar under the mouse
  • Right-click: go back to the previous layer
The first layer of navigation shows all fight-segments to choose from (also "overall" and "current fight"), leftclick one to view all available Modes. After choosing a Mode by leftclicking it, you can see the first overview. Left-clicking further will give you more information about the selected item as long as there is something else available. Right-clicking anywhere will bring you back to the previous layer. You can always go back directly to the segment-selection layer by clicking on the "current viewed segment indicator" in the topright corner of the window.
Scrolling is done with the mousewheel.
To move the window: click&drag the left mousebutton while pressing the alt-key.
To open the dropdown menu: just click the arrow-thingie in the topright corner of the window.


Appearance customization
Unfortunately none of the options to customize the appearance of the main window can be found ingame. They are only available to you if you know how to use an editor to open the Config.lua file, found in the addon folder.
I think every option there should be pretty much self-explanatory. And in case you where wondering why nothing happens when you change the "pos" option in that file: Once you used alt+leftclick drag to move the window, the coordinates are being read from the savedvariables. In order to use the ones in this file again, you have to delete the character-specific savedvariables for Numeration.

Obviously i'm trying to improve it even further, so if you have any bug reports or suggestions, post away, but no promises on implementing features fast (or at all if I don't like them ).

Change Log at Github

3.0.1
* Fixed Bindings taint (by tflo).

3.0.0
* Fixed binding option and updated .toc

2.9.9
* Prevent error if spell name is nil.
* Don't count absorb damage from player as damage done.
* Updated deathlogTrackBuffs.

2.9.8
* Updated for 9.1.

2.9.7
* Allow silent reset when shift-click on icon.
* Updated .toc.

2.9.6
* Fix for new backdrop system.

2.9.5
* Ignore absorb that caused by Eye of Corruption.

2.9.4
* Added new option "Show window only in combat".

2.9.3
* Removed SecureHandlerStateTemplate cause problem in combat.
* Added check for LibBossIDs exists.
* Added new option "Count absorb as damage" enabled by default.

2.9.2
* Fixed hide and show in combat.
* Updated Libs and .toc.

2.9.1
* Updated .toc.

2.9.0
* Added Macro conditionals for window frame.
* Updated .toc.

2.8.9
* Fixed conflict with environmental damage.

2.8.8
* Fixed melee attack.

2.8.7
* Fixed CLEU and events returns.

2.8.6
* Added new option to hide window in combat.

2.8.5
* Removed outdated spell.

2.8.4
* Updated .toc.

2.8.3
* Added check for boss name to prevent possibility error.

2.8.2
* Updated .toc file for 7.1.

2.8.1
* Removed outdated things.
* Updated LibDBIcon.

2.8.0
* Removed outdated spells.

2.7.9
* Added warning output about obsolete spells. Now addon should work with wrong spell id.

2.7.8
* Use spell name locale for "Death".
* Added "Cancel" button for whisper window.

2.7.7
* Improved absorb tracking.
* Added more spells in deathlogTrackBuffs.
* Fixed SPELL_AURA_REMOVED_DOSE symbol.

2.7.6
* Updated to latest LibDBIcon-1.0.

2.7.5
* Always show icon when title is disabled.

2.7.4
* Added new option "Hide title". Disabled by default.
* Changed variable names. Change logic for highlight, tittle and line font color, now can change alpha too.

2.7.3
* Added new option "Hide realm name". Enable by default.

2.7.2
* Ignore Prismatic Crystal damage taken.

2.7.1
* Fixed SPELL_MISSED.

2.7
* Fixed Leeching Poison.

2.6.5
* Reset encounterName when found BossID.

2.6.4
* Added IsGroupInCombat check. Prevent stop segment when dead/non-combat.
* Added more Warlock spells for merge.

2.6.3
* Added another raid boss check.
* Cleanup.

2.6.2
* Fixed boss detection.

2.6.1
* Fixed order in _MISSED event.

2.6
* Added spell merge for some warlock spells.
* Prevent report error.
* Fixed reset in Garrison.
* Deleted Might of Ursoc for WoD.

2.5
* Hide window during petbattle.

2.4.9
* Improved combat time calculation.

2.4.8
* Reverted combat time calculation.

2.4.7
* Added koKR locale.
* Added new option "Tooltip anchor".

2.4.6
* Fixed combat time calculation.

2.4.5
* Improved DPS and HPS calculation.

2.4.4
* Updated LibBossIDs to detect Spoils of Pandaria.

2.4.3
* Updated locale.
* Updated LibBossIDs to detect Galakras.

2.4.2
* Updated target announce code.

2.4.1
* Updated LibBossIDs to detect Norushen.

2.4
* Updated .toc.
* Adjust line width.
* Updated LibBossIDs.

2.3
* Cleanup and updated toc file

2.2.7
* Removed unnecessary absorb code.
* Fixed Anti-Magic Shell absorb.
* Try to fix hostile healing (like on Tortos).
* Updated Libs.
* Removed display zero healing.
* Added descriptions for "Types' block in Config.
* Cleanup.

2.2.6
* New method for target whisper report.
* Removed "Target" menu. Implemented in "Whisper".
* Cleanup.

2.2.5
* Added support for cross-realm target reporting.
* LDB numbers now depends from "shortnumbers" option.
* Fixed IsRaidInCombat() function.
* Reworked Config.lua. Added descriptions, changed some options name.
* New description in .toc file.
* Some cleanup.

2.2.4
* Added deDE translation by Tonyleila.

2.2.3
* Added zhTW translation by agneswww.

2.2.2
* Updated LibBossIDs.

2.2.1
* Fixed errors on Un'sok and related with unknown pets. Huge thanks to Crafty.

2.2
* Updated .toc.
* Updated LibBossIDs.
* Changed GetInstanceDifficulty -> GetInstanceInfo.
* Changed extraSpellID -> extraSpellId.

2.1.1
* Added report to INSTANCE_CHAT.
* Another way to detect Scenarios.
* Fixed detect raid combat. Now if you died, record will be continued.
* Cleanup.

2.1
* Updated .toc to 50100
* Added "Grimoire of Sacrifice" to deathlogHealFilter.
* Cleanup.

2.0.3
* Added Scenarios support for "Record Only In Instances" option.

2.0.2
* Add new option - Silent reset data. Disable by default.

2.0.1
* Update LibBossIDs.
* Add whisper by Enter key.

2.0
* Add more locale.
* Separate BossIds from Core.lua to LibBossIDs.lua.
* Add all raid bossids for Pandaria.
* Add all 5 ppl Pandaria bosses, thanks to Shestak.
* New Reset Data and Whisper dialogs.
* Add icon for non-tooltip spells.
* Add icon for "Auto Shot"
* Change "Auto Attack" to "Attack"
* Add collect.SPELL_STOLEN for dispels.
* Fix show healing from Bloodworm.
* Change title color.
* Add shadow for text (option, enable by default)
* Some cleanup, fixes and improvements.

1.5
* Add Locales.lua file, and make ruRU translation
* Change report message
* Use defaults color for school magic
* Correct position for lines
* Make reset text on top
* Change texture for backdrop
* Add id for world bosses
* Some cleanup and improvements.

1.4
* Ready for MoP
* Update libs, config, many other

1.3.11
* fixed Madness of Deathwing bossid
* change "Melee" to "Auto Attack" with spellid 6603

1.3.10
* updated libs
* updated toc to 4.3
* added boss ids from 4.3

1.3.8
* fixed a small glitch with new option for shorter values, when dps values where smaller than 1000

1.3.7
* fix assigning of elementals to shamans. blizzard broke sequence of events in combatlog, so this fix is kind of hacky and possibly does not work in every case :(
* added the ability to display numbers in a shorter form, as they are getting quite large (thanks raqi)
* added the option of changing the button highlight color

1.3.6
* don't let non number-type values pollute data (prevents arithmetic failure on one very specific case)
* fix boss id of Alysrazor
* Spells View now also reports spells using spelllinks

1.3.5
* fixed to work with 4.2
* added Firelands bossIds (thanks grai)
* added a few missing deathlog track buff ids (thanks joschasa)

1.3.4
* fixed to work with 4.1
* added support for SpamageMeters (but SpamageMeters also needs an update, don't know when/if it will be updated soon)
* added "Healing Taken" mode, is disabled by default (see Config.lua)

1.3.3
* fix Melee attack report on deathlog
* added whisper target dialog on report

1.3.2
* fix nil error when manually resetting using the popup on the mainwindow

1.3.1
* deathlog detail now supports reporting
* throttle showing of reset dialog when option "log only in instances" is disabled
* new feature: middle mouse button is now the "report until this bar"-trigger. this way you can now choose how many lines should be reported

1.3
* added bossIds from cataclysm raids [Baradin Hold, Blackwing Descent, Throne of the Four Winds, Bastion of Twilight]
* keep segment logging when dead. keeps segments from splitting in fights where you die and there is a phaseswitch with no combat for more than 3 seconds.
* changed absorb system from guessed heuristics to the new blizzard event mechanics

1.2.2
* updated absorb ids from 4.0.1 (added Blood Shield (DK), Illuminated Healing (Pa), Power Word: Barrier (Pr), Nether Ward (WL))
[ i'd love to change the absorb system to the new 4.0 combat log events so they are not guessed any more, but the system only works with Power Word: Shield, Divine Aegis, Illuminated Healing and Anti-Magic Shell (kinda) .. so i'm holding back on that until i have a hybrid solution which seems to be complicated to implement or until blizzard "fixes" it ]

1.2.1
* fixed mobid detection for bosses

1.2
* updated toc and spellids for 4.0.1

1.1.4
* fixed nil errors associated with pet absorb abilities, like voidwalkers sacrifice
* added spelllinks to spelldetail reports, thanks silverwind

1.1.3
* drycoding is bad, mhkay

1.1.2
* added the ability to report to the officer chat
* fixed a bug that prevented periodic power gains from being collected

1.1.1
* oops, forgot to embed CallbackHandler-1.0 when including libdatabroker

1.1
* added basic support for !ClassColors (when changing colors with it ingame, you have to reload ui for numeration to adapt)
* added key binding options for visibility toggle and reset data
* extracted all the config possibilities to Config.lua for easier access to all options
* added additional options to the window appearance: alpha of background/title/lines and the scrollbar can now be hidden
* it is now possible to remove unneeded modes completely (collecting and viewing), but only via lua: edit the "n.types"-table in Config.lua. you can also rearrange them, change their name and bar(+title)color. This made the ingame option to disable deathlog recording obsolete and has been removed.
* fixed a small bug that prevented segment selection view from being updated during combat
* added monitoring of DAMAGE_SPLIT and ENVIRONMENTAL_DAMAGE cl-events, oops

1.0.2
* fixed a nil error on clean install or data reset that i introduced with 1.0.1

1.0.1
* changed Mana Gains to Power Gains
* added libdatabroker feed with personal dps from "current" segment
* added toggleable minimap icon with the ability to toggle visibility of the main window and reset data on click

1.0
* initial release
Archived Files (3)
File Name
Version
Size
Author
Date
3.0.0
42kB
nekoh
12-21-22 07:39 AM
2.9.9
42kB
nekoh
07-15-21 12:14 AM
2.9.8
42kB
nekoh
07-07-21 05:13 AM


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Unread 03-02-11, 10:36 AM  
Pseudopod
A Deviate Faerie Dragon

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Can you add support for reporting to RealID whispers? Or is it possible already?
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Unread 03-04-11, 12:24 PM  
nekoh
A Kobold Labourer
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Originally posted by Pseudopod
Can you add support for reporting to RealID whispers? Or is it possible already?
I don't think this is possible atm. I try looking into it.
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Unread 03-07-11, 10:17 AM  
Arodan
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Is there any option to automatically hide when in combat?
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Unread 03-07-11, 11:57 AM  
nekoh
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Originally posted by Arodan
Is there any option to automatically hide when in combat?
There is no such option at the moment.
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Unread 03-08-11, 05:50 PM  
bluechipps
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Originally posted by nekoh
Well, it is not really hard to record, but it adds a whole new level of layer to every style used by players. So my reasoning behind not monitoring those is my goal of being a lightweight damage meter. Implementing this would use up to 6 times the memory it uses now.
I understand the desire for addons to not automatically monitor all possible combat data as like you said that would be overkill for almost any player. But what is to stop addon developers from including all possible options for combat data, creating a default set that it monitors by default but letting the user decide which ones they would like to monitor if they want to... wouldn't that be even more light-weight? As a healer, most of the things basic damage meters monitor I would never ever care about. So even if you (or anyone) still aren't interested in including any additional types of data wouldn't it still be in your interest to allow the user to disable the types that you've included by default that they don't need?
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Unread 03-11-11, 08:28 AM  
nekoh
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Originally posted by bluechipps
I understand the desire for addons to not automatically monitor all possible combat data as like you said that would be overkill for almost any player. But what is to stop addon developers from including all possible options for combat data, creating a default set that it monitors by default but letting the user decide which ones they would like to monitor if they want to... wouldn't that be even more light-weight? As a healer, most of the things basic damage meters monitor I would never ever care about. So even if you (or anyone) still aren't interested in including any additional types of data wouldn't it still be in your interest to allow the user to disable the types that you've included by default that they don't need?
Well, you actually can disable the collection of data for every mode if you don't need that information.
The problem with making it possible to collect specific spell data additionally, if one so desires, is that the whole database structure has to be reingeeered with the additional layer i talked about in the earlier post, even if you don't use this layer exhaustively (because you at least need to save one value per spell per mode (damage/healing/... dependant on mode)). With the change you'd have a new lua table per spell per mode per player per segment and this adds up really fast (At least i don't know of a better way to store this information). Even if this table does only contain one value, the table overhead is quite large. Additionally whenever data is saved/processed, it has to parse through another table for each spell.
I guess thats fine if you really want to have access to this information ingame, but not if you don't really need it (e.g. using worldoflogs etc. for this kind of information). And as Numeration is designed to be lightweight and cpuefficient (i guess its also a little bit designed for my needs), i don't want to add this additional informationlayer per spell.
I'm sorry if this post went a little bit too far into technical implementation details, but i hope you can now understand my reasoning a little bit better. If there was a better way to implement it without causing it to suck more for people that don't use it, i guess i would be more willing to implement it. Even though i wouldn't prioritize it, mainly because i would not use it myself. But at the moment i don't see a good way to do so.
Also I'm not completely sure, doesn't Recount/Skada support the collection of additional spelldata?
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Unread 03-11-11, 09:38 AM  
bluechipps
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ya that makes sense for sure, my "theory" is just that if addon X currently does not support watching additional spell data, and then is updated to addon X ver. 2 which does support that data, then aren't there ways of making v2 not even implement those changes unless for example a variable is set that says "yes, go ahead and use this new code too"? I know that many addons update by way of creating additional lua files and of course have the option then whether or not to even call them, or call the functions.

So I guess my question (not directed at you specifically of course) is simply, is there anything other than time/money holding authors back from including options for all types of combat events and not just specific ones? Because I definitely can donate if need be
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Unread 03-11-11, 12:31 PM  
nekoh
A Kobold Labourer
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Originally posted by bluechipps
ya that makes sense for sure, my "theory" is just that if addon X currently does not support watching additional spell data, and then is updated to addon X ver. 2 which does support that data, then aren't there ways of making v2 not even implement those changes unless for example a variable is set that says "yes, go ahead and use this new code too"? I know that many addons update by way of creating additional lua files and of course have the option then whether or not to even call them, or call the functions.

So I guess my question (not directed at you specifically of course) is simply, is there anything other than time/money holding authors back from including options for all types of combat events and not just specific ones? Because I definitely can donate if need be
In my code your theory wouldn't work that easy, because there wouldn't only be new code, also a lot of the old code would need changes. So you cannot say "just use the new code".
I guess if someone would want that really badly, there would be a way to refactor the code completely to let it work in kinda that way. Then the answer to your question would be yes, but as i said: exhaustive changes would need to be made.
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Unread 03-11-11, 02:25 PM  
bluechipps
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ya it happens, but as i said there are donations in it for anyone that wants to give it a shot

btw i do like this addon in may ways more than my others, thanks
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Unread 03-25-11, 03:34 PM  
Grai
A Defias Bandit

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I've actually made some (extremely) small edits to Numeration so that it works with Spamagemeters. Is there any where that I can post it up or just tell you what I've done so that you can incorporate it into future edits? It doesnt change at all the efficiency / spirit / authenticity of Numeration in the slightest.
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Unread 03-25-11, 06:49 PM  
nekoh
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Originally posted by Grai
I've actually made some (extremely) small edits to Numeration so that it works with Spamagemeters. Is there any where that I can post it up or just tell you what I've done so that you can incorporate it into future edits? It doesnt change at all the efficiency / spirit / authenticity of Numeration in the slightest.
sure, just post it here. as long as it then doesn't pretend to be skada/recount output wise. (but i kinda also think the right way to do this would be to extend spamagemeters to support numeration?)
but as i said. i'd gladly look into the changes you made
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Unread 03-30-11, 12:24 PM  
Grai
A Defias Bandit

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Originally posted by nekoh
sure, just post it here. as long as it then doesn't pretend to be skada/recount output wise. (but i kinda also think the right way to do this would be to extend spamagemeters to support numeration?)
but as i said. i'd gladly look into the changes you made

It's actually ridiculously simple :X

Core.lua @ line 365 (the PrintHeaderLine funtion) change the following:

Code:
self:PrintLine("# %s for %s%s", self.window:GetTitle(), set.name, datetext and format(" [%s %s]", datetext, timetext) or "")
to

Code:
self:PrintLine("Numeration: %s for %s%s", self.window:GetTitle(), set.name, datetext and format(" [%s %s]", datetext, timetext) or "")

After that, since output for each individual numeration module is done through each of the files in the "Views" folder, i just added some spacing to the output lines.

i.e., in UnitTargets.lua, the current code for the printline (line 144) is
Code:
addon:PrintLine("%i. %s %i (%02.1f%%)", i, target, value, value/total*100)
	end
and the new version would be:

Code:
addon:PrintLine("%i. %s  %i (%02.1f%%)", i, target, value, value/total*100)
Basically, you're just adding a space between the target and the value of each output (you'd have to do this for each view, took me all of 2 minutes).

The only exception is DeathlogDetail.lua, for which I had to an the integer value for the loop to the output (spamage meters uses the initial line output from the addon to start the capture and then captures subsequent lines with a specific output).

line 166 in DeathlogDetail changed from:
Code:
addon:PrintLine("%s %s%% %s", rtime, healthpct, text)
to:

Code:
addon:PrintLine("%i. %s  %s%% %s", i, rtime, healthpct, text)
.

That's it I'm submitting the change to make this functional with spamagemeters to that author as well.

edit:: if you'd like, i can just send you the modified files so you dont have to redo it.
Last edited by Grai : 03-30-11 at 04:59 PM.
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Unread 03-31-11, 09:50 AM  
nekoh
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thanks. i'm going to implement these changes with the fixes for 4.1, when it hits live servers. (the only thing i don't like is the numbering in deathlog reports, but oh well)
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Unread 04-01-11, 10:37 AM  
Grai
A Defias Bandit

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Originally posted by nekoh
thanks. i'm going to implement these changes with the fixes for 4.1, when it hits live servers. (the only thing i don't like is the numbering in deathlog reports, but oh well)
To be completely honest, I dont like it either, I'm wondering if there might be another way to format that. Maybe have the time-to-death as the first output? I'm pretty sure it'd be a quick modification for spamagemeters to take that into account easily.
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Unread 04-01-11, 05:02 PM  
nekoh
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Originally posted by Grai
To be completely honest, I dont like it either, I'm wondering if there might be another way to format that. Maybe have the time-to-death as the first output? I'm pretty sure it'd be a quick modification for spamagemeters to take that into account easily.
isn't the time to death already the first output right now?
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