MSBT 5.4.x series has been released! There is now an in-game custom media editor and native loot alerts. There are quite a few other changes as well. See the changelog for more information.
Description:
MSBT is designed to be an extremely lightweight, efficient, and highly configurable mod that makes it easier to see combat information by scrolling the information on the screen in separate, dynamically creatable scroll areas. It is a replacement for Blizzard's Floating Combat Text and Damage output.
Features:
Lightweight and efficient design.
Scroll incoming damage/heals, outgoing damage/heals, and notifications in separate configurable scroll areas on the playing field.
Display cooldown completion alerts.
Display loot alerts with a total of how many are now in inventory.
Add triggers that will allow you to show notifications based on a variety of conditions.
Assign a sound file to play for events/triggers.
Dynamically create new scroll areas and assign any event/trigger to them.
Customize the position, size, animation style, enabled state, font style, font size, font outline, and opacity for each of the scroll areas.
Customize each individual event's color, font style, font size, font outline, opacity, output message, enabled state, and scroll area.
Set "Master Font" settings that will be inherited by all of the scroll areas and the events in them unless they are overridden at the scroll area or event level.
Merge AoE data into one event with cumulative damage/healing done with number of normal and crits specified.
Show overhealing amounts against yourself or party/raid members.
Color unit names according to their class (including CUSTOM_CLASS_COLORS support).
Color damage amounts according to damage type.
Show partial effects (resists, absorbs, vulnerabilities, etc) colored according to type.
Filter output information with a full suite of spam controls.
Load on demand options.
For mod developers:
Output your own scrolling messages with the MikSBT.DisplayMessage function instead of having to create your own frame and animation code. You can also use your own font by first registering it with MSBT via the MikSBT.RegisterFont function.
Create custom animation styles.
See the included API.html file for reference information.
Supported Events:
Incoming:
Melee Damage, Misses, Dodges, Parries, Blocks, Absorbs, and Immunes
Skill Damage, Damage Over Time (DoTs), Misses, Dodges, Parries, Blocks, Absorbs, Immunes, Reflects, and Interrupts
Spell Resists
Pet Melee Damage, Misses, Dodges, Parries, Blocks, Absorbs, and Immunes
Pet Skill Damage, Damage Over Time (DoTs), Misses, Dodges, Parries, Blocks, Absorbs, and Immunes
Pet Spell Resists
Heals and Heals Over Time (HoTs)
Environmental Damage
Outgoing:
Melee Damage, Misses, Dodges, Parries, Blocks, Absorbs, Immunes, and Evades
Skill Damage, Damage Over Time (DoTs), Misses, Dodges, Parries, Blocks, Absorbs, Immunes, Reflects, Interrupts, and Evades
Spell Resists and Buff Dispels
Heals and Heals Over Time (HoTs)
Pet Melee Damage, Misses, Dodges, Parries, Blocks, Absorbs, Immunes, and Evades
Pet Skill Damage, Damage Over Time (DoTs), Misses, Dodges, Parries, Blocks, Absorbs, Immunes, and Evades
Pet Spell Resists and Buff Dispels
Notification:
Buffs / Buff Stacks / Buff Fades
Debuffs / Debuff Stacks / Debuff Fades
Item Buffs / Item Buff Fades
Enter/Leave Combat
Power Gains and Losses
Combo Point Gains
Combo Points Full
Honor Gains
Reputation Gains and Losses
Skill Gains
Experience Gains
Killing Blows (Player and NPC)
Extra Attacks
Soul Shard Creation
Enemy Buff Gains
Monster Emotes
Cooldown Completions
Loot:
Looted Items
Money Gains
Default Triggers:
All Relevant Classes - Low Health, Low Mana, Low Pet Health, Viper Sting
Death Knight - Rime, Rune Strike, Sudden Doom
Druid - Clearcasting, Eclipse, Owlkin Frenzy
Hunter - Counterattack, Kill Command, Lock and Load
Mage - Brain Freeze, Clearcasting, Fingers of Frost, Frostbite, Hot Streak, Impact, Missile Barrage
/msbt Shows the options interface.
/msbt reset Resets the current profile to the default settings.
/msbt disable Disables the mod.
/msbt enable Enables the mod.
/msbt version Shows the current version.
/msbt help Shows the command usage.
If you are capable and interested in being a maintainer for the localization files for a specific language, please send me a PM. The SVN capabilities here at WoWInterface allow me to provide direct access to the localization files in the repository to make the process easier.
Change Log - MikScrollingBattleText
5.4.61
Added Aura Broken to the available trigger events.
Fixed issue with guardians being treated as the player instead of a pet.
Added logic to prevent potential errors due to load ordering.
Updated Russian translations from StingerSoft.
5.4.59
Changed the interaction with Blizzard's default FCT (Floating Combat Text) and damage/healing displays:
The default FCT and damage/healing displays are no longer manually controlled. The settings in the game's Interface Options configuration must be used to control them instead.
The Game Damage and Game Healing checkboxes have been removed from the General tab since they are no longer used.
Damage done to structures from siege vehicles (and other sources like explosives) will now display.
Vehicles are now treated as the player themselves instead of as their pet for incoming and outgoing damage.
Added default suppressions for Desecration, Abominable Might, and Unleashed Rage to prevent the spam they generate.
Made a minor optimization to the main animation logic.
Innervate will no longer activate "Hyper regen" mode since the mana gains from it are now reported in the combat log.
ALL mana gains mode will now set the mana gain skill to Unknown.
Hyper regen mode will now attribute the gains to the skill that activated it.
5.4.58
Added support for the CUSTOM_CLASS_COLORS standard.
Implemented logic to ensure classes are always known for opponents in arenas.
Tweaked class identification code to fix an issue where classes weren't known when they should have been.
Fixed issue that caused an error when using the %r event code on health and power change events.
Updated Simplified and Traditional Chinese translations from yleaf.
Updated Korean translations from chkid.
5.4.55
Implemented capability to color unit names according to their class including customization options:
Choose whether or not to enable class coloring on a global basis.
Control color and enabled state for each individual class.
Uses standard class colors defined by Blizzard by default.
Applies to class names shown in triggers as well.
Made minor optimizations to the merging system and event formatting.
Added overkill amounts to available partial effects, but they are disabled by default.
Added a default trigger for hostile player PvP trinket usage including who used it. It is set to only show in arenas by default.
Changed the event code for killing blows to %n so it works correctly with class coloring.
Made the %n event code available for the built-in outgoing dispels event.
Fixed an issue where certain new text could briefly appear in the wrong spot when initially displayed on slower PCs.
The exclusive skill icons option will no longer be ignored when a scroll area has its icon disabled.
Font files that have been removed but are still referenced will now correctly use the default font instead of resulting in errors.
Updated Simplified and Traditional Chinese translations from yleaf.
Updated Korean translations from chkid.
5.4.52
Added the ability to customize the trailer message shown for partial effects.
There is now an option to disable icons for each scroll area.
Added an option to hide heals that have an effective heal amount of zero (full overheals).
Modified cast success and summon trigger events to include recipient conditions. Unfortunately cast start events do not report recipient information, so it is not available for them.
Increased the damage, healing, and power thresholds significantly to keep up with inflation.
Implemented internal throttling for identical enemy buff gains to reduce spam on fights like Yogg-Saron.
Added a preview icon to the scroll areas preview feature for better visual representation of icon settings.
Updated Russian translations from StingerSoft.
5.4.49
Reworked the cooldown tracking system with dynamic updates in mind:
Dynamically adjusted cooldowns such as glyphed Guardian Spirit will now work correctly.
Cooldowns for skills that are unlearned will be automatically removed (dual spec).
Death Knight cooldowns will now consider rune cooldowns. For example, consider Rune Tap only has 4 seconds remaining, but a blood rune won't be available for 6 seconds. The notification won't display until the rune is available.
The small "time drift" that could occur on long cooldowns should no longer occur.
Removed old pestilence cooldown information.
Added default trigger for Decimate.
Added default trigger for Lock and Load.
Modified item exclusions to include quest items.
Updated Korean translations from chkid.
Updated Simplified and Traditional Chinese translations from yleaf.
5.4.44
Created new events for buff and debuff stacks. They only apply when there are 2 or more auras stacked.
Changed default loot message to include the amount of the item looted in addition to the total in inventory.
Modified Impact trigger to use the new mechanics.
Added default trigger for Eradication.
Fixed issue with various fonts not working properly.
Updated Simplified and Traditional Chinese translations from yleaf.
See the included readme.html for further version history.
You're correct that's how the game mechanics work. Instant cast spells are typically categorized as "Cast Success" and spells with a cast time show up as "Cast Start". There isn't really an end marker for cast spells except for the event generated as a result of the spell being cast (i.e heal with a cast time shows up as a "Cast Start" event followed by a "Heal" event if it completes). Naturally these have a slight lag associated with the round trip to the server.
On to your specific request, does the proc report anything to the combat log? If so, you can probably look specifically for that to let you know when it happens. Alternatively, you could look specifically for the removal of Hot Streak and notify when that happens because it won't get removed when the proc happens. That way you get a notification when HS is down regardless of how many times the proc kept it instant.
Hey, thanks for verifying for me that the overall isssue was indeed game mechanics. Wtb an end-marker for cast spells! *sigh*
The combat log does show when I gain Hot Streak, and when it fades. But I'm happy with the Power Auras texture (big glowing red fireball symbol) that I set to show on my screen for the duration of HS. But since it does have some great functionality that Power Auras doesn't, I was just hoping to use your mod to give me even more info in this case. I want to see when HS is still up IN SPITE OF me definitely casting Pyroblast (i.e. T8 proc), and not still up because I was silenced, or had a lag spike, or fat-fingered my hotkey, or whatever. But I can just watch the cast itself leave my toon, which is fine unless my camera is zoomed all of the way out and a ton of stuff is happening on my screen. Or I can just enable the GCD function of Quartz, to see that *some* spell was cast, although I really don't want to see that 95% of the time.
I still don't get why using a Cast Start trigger works fine for Pyroblast, whether casting it normally or instantly when I have Hot Streak, unless the T8 bonus procs on the cast. If so the trigger doesn't work - it doesn't show that I cast the Pyro at all, although the combat log shows it. Is that definitely game mechanics too do you think?
The %e is the old code from a few version back. It changed to %n, so you have the correct one. The only way to disable the class coloring is through the global option available via the Class Colors button on the General tab.
Whenever I get a killing blow on an NPC it pops up as %e and doesn't say the name. When I change it to %n it shows the name of the NPC I killed but it does it so in the manor of coloring their name based on their class. Is there anyway to have it so that is shows the name of the NPC without it being colored based on their classification?
You're correct that's how the game mechanics work. Instant cast spells are typically categorized as "Cast Success" and spells with a cast time show up as "Cast Start". There isn't really an end marker for cast spells except for the event generated as a result of the spell being cast (i.e heal with a cast time shows up as a "Cast Start" event followed by a "Heal" event if it completes). Naturally these have a slight lag associated with the round trip to the server.
On to your specific request, does the proc report anything to the combat log? If so, you can probably look specifically for that to let you know when it happens. Alternatively, you could look specifically for the removal of Hot Streak and notify when that happens because it won't get removed when the proc happens. That way you get a notification when HS is down regardless of how many times the proc kept it instant.
Eilensar:
Thanks for the report. There are a couple of mods that mess with frames that aren't their own that can cause that behavior. I plan to look into it, I just haven't had the time yet.
Duhwhat:
I'll assume you're talking about for the default triggers, and in that case not directly. The closest way is to create a new scroll area, move all triggers to the new area, and change each of the triggers to "Inherit" the font size. Now you can change the font size of that new scroll area and all triggers set to inherit will display using that inherited size.
Not sure if this has been brought up before, but the addon FLOATINGFRAMES will disable the ability to use the option window for MSBT. It does not give any errors. It just makes the window non-interactive and hides any buttons.
Now that I've removed that addon, MSBT works great. Thank you for your work.
As you've noticed there isn't a way to manipulate them independently, but you could create 2 generic triggers for skill hits and crits to achieve it though without having to do it for every single skill as you suggest. The following two should do it.
[. . . triggers . . .]
However, as you suggested I think you'll find the coloring is quite useful once you get used to it. This is especially true on classes that have several schools they do damage with.
Doh, that makes sense, only needing the 2 generic triggers. Thanks, I'll try 'em out just to play with it, even though I confess I'm already used to the coloring.
Sorry in advance for the long post, but maybe you can help with this: I'm having trouble getting Cast Success triggers to fire. I don't know if the problem is with Blizzard's game mechanics (which I suspect), the mod or my use of it, or a combination of factors. FYI, I tried disabling all of my other mods, reloading my UI, and restarting WoW, and none of those helped the issue.
What I'm trying to do is simple - have a trigger fire whenever I successfully cast Pyroblast. But I can't get it to fire. I played around with various combinations of Source/Recipient Unit conditions, and tried the spell ID instead of the name, etc. The combat log shows the events/casts going off fine as well, but this trigger won't fire no matter what I try.
Cast Success
Skill Name - Is Equal To - Pyroblast
Source Unit Affiliation - Is Equal To - You
In fact, I can't get this trigger to fire with any spell that has a cast time. BUT, it works fine with every instant-cast or channeled spell that I've tried. What's more, when I change the Main Event to Cast Start or Cast Failure, it seems to work as expected for all spells - regardless of the spell having a cast time or not, or being channeled. But I think I remember having issues with other mods in the past that had cast-success triggers, which is why I suspect this might be game mechanics, but I'm not sure.
I even tried a work-around I thought would fit my circumstances. -- I use this mod together with Power Auras. (For some things I want to see text, and others a graphic, and each mod has things it does better than the other.) When Hot Streak procs for me, I can cast an instant Pyroblast. I have Power Auras set to show an aura with timer as long as the HS buff is on me. Great. (This is one case where Power Auras showing a constant graphic is better than scrolling text, so I have the built-in Hot Streak trigger disabled, and the Hot Streak skill suppressed.)
But now, on top of HS itself, we also have the Mage 4-pc T8 set bonus to allow for. When the bonus procs, it makes the HS buff not be consumed when you cast the instant Pyro. (It can chain proc sometimes, allowing multiple instant Pyroblasts in a row.) If it's a fight where I've got the camera scrolled all of the way out, and there's tons of stuff flying around (including other mages next to me casting instant pyros), then sometimes I can't tell the difference between when the 4-pc bonus procs, and when I just didn't get off even the initial instant pyro due to lag, being silenced, or whatever. That's why I wanted to use a trigger in this mod, so right when I hit my pyro key, I can tell instantly if the spell went off, and if the buff doesn't drop off immediately, I can shoot off another pyro right then.
There are some other weird things about this too. Hot Streak makes your pyros instant. So you'd think maybe the Cast Success trigger would work for these buffed pyros, since it does fire for other instant-cast spells. But it still doesn't work. Then I realized that since the pyros I want to track are instant, I could use a Cast Start trigger just as well, which I know works with the Pyroblast spell. And Cast Start works fine that way, as long as the instant pyro DOES consume the HS buff (i.e. the 4-pc bonus didn't proc.) HOWEVER, when the instant pyro goes off and the bonus procs (keeping the HS buff up), the Cast Start trigger doesn't fire. Then on whichever subsequent pyro cast that does result in HS dropping off, it fires. Is that not bizarre? If it doesn't fire every time, it defeats the purpose of what I'm trying to show. That has to be something weird with how Blizzard handles that T8 proc, doesn't it? Or am I just missing something?
Any thoughts on this, or ideas for a different solution or work-around, without adding yet another mod? I tried basing the trigger off of the Recipient Unit taking damage from my Pyroblast, but that's not really what I want, as there is a delay there while the spell flies towards the target, and I assume it also wouldn't fire if the target got killed before my spell hit, or got banished or something like that.
Health Change
Unit ID - Is Equal To - Target
Threshold - Is Less Than - 20
Aura Removal
Recipient Unit Affiliation - Is Eqaul To - Target
Skill Name - Is Equal To - Frost Fever
Raging_Sage
As you've noticed there isn't a way to manipulate them independently, but you could create 2 generic triggers for skill hits and crits to achieve it though without having to do it for every single skill as you suggest. The following two should do it.
Output Message: %a
Skill Damage
Source Unit Affiliation - Is Equal To - You
(Change event settings on this one this one so it's not "Always Stickied")
Output Message: %a
Skill Damage
Source Unit Affiliation - Is Equal To - You
Crit - Is Equal To - True
However, as you suggested I think you'll find the coloring is quite useful once you get used to it. This is especially true on classes that have several schools they do damage with.
Okay, I finally decided to replace the built-in scrolling combat text, and found my way here to MSBT. I've only had your mod installed for a few hours, and I'm still experimenting with it. But so far, I love it. It seems to be very logically-constructed and well-documented. (I wish all mods were like this!)
But of course, I already have a minor question/request. Could you modify the Damage Colors feature so it can be applied separately for incoming and outgoing damage amounts? I love the ability to see incoming damage types by color. I raid primarily on my Mage, and this could help in lots of situations. If I see I'm taking tons of shadow damage, I could ask the raid leader why we don't have Prayer of Shadow Protection up, etc. Or it could help me identify situations where popping fire/frost ward would be useful to power up Incanter's Absorption if I'm specced Arcane, or whatever. However, I'd prefer to see my own hits as yellow, with my crits red, or something like that. (I know what spells I'm casting.)
I did figure out that I could do what I wanted manually, by leaving Damage Colors ON, turning OFF Outgoing Player Skill Hits and Crits, and then creating custom Triggers for my spells colored the way I want. However, unless I'm missing something, I'd have to create 2 triggers apiece, for every single spell I can do damage with. One for the spell hit, and one for the crit. Because the color is for the end result of the trigger, it doesn't seem like the flexibility of multiple main events and substitution features would help in this case.
So, am I looking at this the right way, or is there an easier way to do what I was trying to do? If not, could you consider that for a future release? Or perhaps add a color override option for crits under Master Fonts? I'll play with all of the damage colored for now (creating that many triggers would be tedious/crazy), and I might even come to prefer it that way. But you never know, some other crazy S.O.B. out there might want to see their outgoing damage colored, but not their incoming amounts (damage is damage after all).
No, there isn't a way to change the icons. The ones shown are the icons specified by Blizzard for each skill as a part of the combat log events. I am aware that they do have a slight few of them incorrect.
Richerich:
1) The output message can be changed by editing the output message under the event settings for the trigger.
2) I'll assume you're talking about having a separate event for every melee swing. I'll probably ultimately add an option for it since it's been requested a few times, but honestly it's not high on my priority list so it would at least be a few more revs.
Is it possible to change the icons on spells?
The reason why, is that when i judge with Judgement of Wisdom while having Seal of Command up, it shows the icon from Seal of Command. Here i would have it show Judgement of Wisdom instead, because Judgement of Command shows the same icon as when Seal of Command procs.
Basically: Two different spells with same icon.
I hope there is a way to fix it
Edit: Another thing i noticed was when Judgement of Wisdom misses it shows the icon of the spell. When it hits it shows the icon from Seal of Command.
Last edited by Funkmaster of awesomeness : 06-15-2009 at 02:48 PM.
There is not. That is a reasonable option for cooldowns, but isn't something I would add for generalized skills and such.
dr_AllCOM3:
Thanks for the report. I'm aware of the issue and it's already fixed locally. I haven't had a chance to push the new update out yet, but it will most likely be this weekend.
I have an issue to report. Aoe effects on me produce multiple messages. I'm a Blood DK and most likely my Bloodworms are to blame, since it's always about four messages. They are treated as if the were me. I have almost anything disabled and everything regarding pets.
(You can see it here: http://www.youtube.com/watch?v=cmbm0x65q-k&fmt=22)
Last edited by dr_AllCOM3 : 06-12-2009 at 11:37 AM.