There is no easy way to do this without risking errors (as in sometimes not getting the right info you wanted).
UNIT_COMBAT returns with it the following arguments:
arg1 - the uniID of the entity (usually target, the entity RECEIVING the damage)
arg2 - dmg type (DODGE, WOUND, MISS, PARRY, etc...)
arg3 - critical indicator (e.g. CRITICAL)
arg4 - numeric damage
arg5 - damage type in numeric format (0 = physical; 1= holy; 6= arcane; etc...)
Unfortunately the info you need isn't exposed without maybe parsing the chat log for criticals instead of waiting for the UNIT_COMBAT event...
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