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Updated: 06/26/14 06:56 AM
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Veteran Crypt of Hearts (1.2.3)
Craglorn (1.1)
Live (1.0)
Updated:06/26/14 06:56 AM
Created:03/31/14 12:23 PM
Monthly downloads:279
Total downloads:183,946
Favorites:275
MD5:
Categories:Discontinued & Outdated, Buff, Debuff, Spell, DPS, Healers, Tank, Data Mods
Recount  Popular! (More than 5000 hits)
Version: 0.5.0
by: Fayn, McGuffin
Recount is a damage meter and combat log addon which is still in development.

Disclaimer
Fayn has discontinued working on this addon, but he was kind enough to allow me to push some updates.
I made some fixes and added some statistics like crit%.
McGuffin


---------------------------------------------------

"Damage Taken", "Healing Taken" and group damage summaries are not available or displayed more detailed due to the restrictions in the Addon-API.

Several options can be configured in the ingame settings menu.
Press the "M" button in the top right corner of the Addon to switch between reports.
Press the "R" button in the top right corner to reset the collected data.
v0.5.0 (McGuffin)
-Updated api version
-Added an option to disable auto show/hide switches. If enabled, the RecountUI can only be toggled through command shortcuts
-Added Zos disclaimer in Recount.txt



v0.4.9 (McGuffin)
-using a self damage skill (like equilibrium) doesnt start a new combat session anymore

v0.4.8 (McGuffin)
-Added a shortcut to switch modes backward. The existing one still switches modes forward.
-The dps is now calculated with a minimum 1 second timeframe, to avoid crazy unrealistic spikes.
-Added a player death detection to fix a ZOS bug, when sometimes, the end of combat event never triggers as it should when the player dies
-The out of combat trigger is now slightly postponed, in order to avoid an issue when the combatlog_events are not perfectly synchronized with other combat_events
-The actual combat session also starts when a player enters the game in a middle of a fight (or if the user triggers a reloadUI during combat.)

v0.4.7 (McGuffin)
-Fixed a (badly declared) local var that had a bad side effect.

v0.4.6 (McGuffin)
-added an option to set critical/tick tag in the combatlog
-the Recount UI should not popup again after a gameUI close if it was hidden before.


v0.4.5 (McGuffin)
-Total dps/hps are now computed throught active combat duration.
-Added a timestamp in the combatLog section
-small cleanup

v0.4.4 (McGuffin)
-added keybinding for "toggleShow", "reset", and "toggle mode"
-You can scroll over both combat log and skill stats
-fixed scroll limit for skill stats

v0.4.3 (McGuffin)
-Recount now hides itself while the player is in game UI (map, inventory etc.)
-You can scroll the statistics bars with the mousewheel on mouseOver (This doesnt work with the combatlog yet, only bars)
-Small code fixes

v0.4.2 (McGuffin)
-Recount should now correctly shows/hides itself while in/out combat with the "hide in combat" setting.
-Dps calculation is now more strict and datas are only collected during combat
-Skill Bar refresh is frequency has been reduced and streamlined

v0.4.1 (McGuffin)
-added an option in option menu that allows to not show each skill crit/hit statistic
-Self damages (like equilibrium) are now excluded from dps calculation

v0.4.0 (McGuffin)
-added critical strikes statistic. Values are separated in each skill for periodic and direct damage/heal.
-default fonts has been reevaluated
-max % of bars now fits the skill that has max value
-fixed some nil errors
-updated last libs

-----------------------------------------
v0.3.2 and previous versions (Fayn)
-----------------------------------------
Optional Files (2)
File Name
Version
Size
Author
Date
Type
0.6.5
80kB
08/25/20 11:48 AM
Addon
0.6.3
63kB
08/13/18 11:46 AM
Patch


Archived Files (15)
File Name
Version
Size
Uploader
Date
0.4.9
17kB
McGuffin
06/05/14 11:13 AM
0.4.8
17kB
McGuffin
06/05/14 06:45 AM
0.4.7
17kB
McGuffin
06/04/14 11:43 AM
0.4.6
17kB
McGuffin
06/04/14 09:58 AM
0.4.5
16kB
McGuffin
06/03/14 02:30 PM
0.4.4
16kB
McGuffin
06/03/14 11:37 AM
0.4.3
16kB
McGuffin
06/03/14 08:12 AM
0.4.2
15kB
McGuffin
06/02/14 03:09 PM
0.4.1
15kB
McGuffin
06/02/14 04:34 AM
0.4.0
15kB
McGuffin
06/01/14 11:49 AM
0.3.2
13kB
Fayn
04/22/14 12:59 PM
0.3.1
13kB
Fayn
04/06/14 11:39 AM
0.3.0
11kB
Fayn
04/03/14 07:31 PM
0.2.2
5kB
Fayn
04/01/14 02:50 PM
0.2.1
5kB
03/31/14 12:23 PM


Post A Reply Comment Options
Unread 04/05/14, 01:13 PM  
Tonyleila
 
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Forum posts: 288
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lua error

just got this error while just running around:
http://i.imgur.com/tDeJbap.jpg
Last edited by Tonyleila : 04/05/14 at 01:37 PM.
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Unread 04/06/14, 02:32 AM  
Fayn
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File comments: 22
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Re: lua error

Originally Posted by Tonyleila
just got this error while just running around:
http://i.imgur.com/tDeJbap.jpg
Thank you for reporting this. Will be fixed in the next release.
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Unread 04/11/14, 07:35 PM  
Asuna_Meow

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Re: Re: Recount

Originally Posted by Fayn
Originally Posted by Areodon
I am interested in two things :
1. Is it possible to pick larger font
2. Is there some function which will give me group ( comparing players within group ) output report
Both features will be added in the future.
That's good cause the current Font actually hurts my eye's
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Unread 04/13/14, 12:56 PM  
Crystilac

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Hey is it possible to change the default report after combat finishes, for a healer i dont want the Damage to come up just after a fight and have to change it each time thanks
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Unread 04/13/14, 02:55 PM  
Fayn
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Originally Posted by Crystilac
Hey is it possible to change the default report after combat finishes, for a healer i dont want the Damage to come up just after a fight and have to change it each time thanks
You can deactivate the "Autoswitch Mode" setting in the Recount in-game settings menu.
If you refer to being able to set a different mode for autoswitching: that's not implemented yet. But its on the ToDo-List for the next release.
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Unread 04/15/14, 05:59 AM  
Treesh

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Flakey in and out of combat

I've got it set to minimize in combat and hide out of combat, but a lot of the times it just doesn't seem to really register that I'm ever in combat. Sometimes it won't display at all when I'm fighting and other times it puts up the full report while I'm still fighting things. I really love the options to be able to keep my minimal UI minimal while still being able to see my healing and damage numbers after the fight. Is there any way to fix this?
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Unread 04/15/14, 06:00 AM  
Vicster0
 
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Hi Fayn, thanks for the great work on this AddOn!

Just a suggestion here - I really REALLY wanted to be able to hide some of the information visible from recount and only make it visible when I really wanted it, so I added in a little something-something in my copy to do this and figure I would throw it your way. If you like it and want to include it, go right ahead!

This simply add a slash command option to minimize and maximize the larger portion of recount. Sometimes, all I really want to know is how much DPS/HPS I'm doing and not all the extras.

Recount.lua
Lua Code:
  1. function Recount.SetMinimized( value )
  2.     Recount.isMinimized = value;
  3.     if ( value ) then
  4.         RecountUI_lblCombatLogBG:SetHidden( true );
  5.         RecountUI_lblCombatLog:SetHidden( true );
  6.         RecountUI_Statusbar1:SetHidden( true );
  7.         RecountUI_lblBar1:SetHidden( true );
  8.         RecountUI_Statusbar2:SetHidden( true );
  9.         RecountUI_lblBar2:SetHidden( true );
  10.         RecountUI_Statusbar3:SetHidden( true );
  11.         RecountUI_lblBar3:SetHidden( true );
  12.         RecountUI_Statusbar4:SetHidden( true );
  13.         RecountUI_lblBar4:SetHidden( true );
  14.         RecountUI_Statusbar5:SetHidden( true );
  15.         RecountUI_lblBar5:SetHidden( true );
  16.  
  17.     else
  18.         RecountUI_lblCombatLogBG:SetHidden( false );
  19.         RecountUI_lblCombatLog:SetHidden( true );
  20.         RecountUI_Statusbar1:SetHidden( false );
  21.         RecountUI_lblBar1:SetHidden( false );
  22.         RecountUI_Statusbar2:SetHidden( false );
  23.         RecountUI_lblBar2:SetHidden( false );
  24.         RecountUI_Statusbar3:SetHidden( false );
  25.         RecountUI_lblBar3:SetHidden( false );
  26.         RecountUI_Statusbar4:SetHidden( false );
  27.         RecountUI_lblBar4:SetHidden( false );
  28.         RecountUI_Statusbar5:SetHidden( false );
  29.         RecountUI_lblBar5:SetHidden( false );
  30.     end
  31.  
  32. end
  33.  
  34. function Recount.SlashCommands( text )
  35.  
  36.     if ( text == "" ) then
  37.         d( "Recount " .. Recount.version )
  38.         d( "Command line options: " )
  39.         d( "  hide" )
  40.         d( "  show" )
  41.         d( "  minimize" )
  42.         d( "  maximize" )
  43.         return
  44.     end
  45.  
  46.     if ( text == "hide" ) then
  47.         RecountUI:SetHidden( true );
  48.         return
  49.     end
  50.  
  51.     if ( text == "show" ) then
  52.         RecountUI:SetHidden( false );
  53.         return
  54.     end
  55.  
  56.     if ( text == "debug" ) then
  57.         RecountUIDebug:SetHidden( false );
  58.         Recount.settings.isDebugMode = true;
  59.         return
  60.     end
  61.  
  62.     if ( text == "minimize" ) then
  63.         Recount.SetMinimized( true );
  64.         return
  65.     end
  66.    
  67.     if ( text == "maximize" ) then
  68.         Recount.SetMinimized( false );
  69.         return
  70.     end
  71.    
  72.     if ( text == "testplayer" ) then
  73.         -- d( " " .. playerName );
  74.         -- d( " " .. GetUnitName( 'player' ) );
  75.         -- d( " " .. COMBAT_UNIT_TYPE_OTHER );
  76.         return
  77.     end
  78. end

I learned a lot from reading through your code and gave you a mention over on my page for InventoryInsight. Looking forward to more of your work in the future!

Anyway, have a great day and thanks again for your awesome work here!
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Unread 04/15/14, 01:36 PM  
mageguy

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Re: Re: summons

Originally Posted by Fayn
Originally Posted by mageguy
I was testing Recount by running up to mobs, not casting anything, and letting my Clannfear and Winged Twilight kill it, and they didn't seem to be appearing on my meter.
They're a decent chuck of my over all output, so I was wondering if the API allowed for the summon's DPS to be calculated as well.
Actually it should.
I've tested it pre-API-nerf and it worked. I have to check if this is related to the API-nerf or a bug in the Addon.

As I said in a previous post you can type "/recount debug" and check to see if your pet's damage shows up in the debug window. If it doesn't its due to the API-nerf and there is nothing I can do about it.
Appreciate the info.
And yes, I flipped on debug, attacked a mob I see my initial attack with name, etc, and then my two pets rush in and fight it a bit until it dies, but there's no more info coming across the debug window.

So I can only surmise that it's related to their API changes as you mentioned.

That's a shame, would liked to of seen how they play into my over all damage.
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Unread 04/16/14, 04:36 AM  
Areodon

Forum posts: 7
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Dps

I have one question - maybe i am slow but i simply cant find report where i can see each spell dps for one encounter. Without that its simply impossible to learn how efficient is an spell and that is mostly why output meters are used at all. And it would be nice to se some weighted indicator like - 1 stamina is producing 45 damage in second ...
Last edited by Areodon : 04/16/14 at 04:37 AM.
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Unread 04/18/14, 12:56 AM  
Fayn
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Re: Flakey in and out of combat

Originally Posted by Treesh
I've got it set to minimize in combat and hide out of combat, but a lot of the times it just doesn't seem to really register that I'm ever in combat. Sometimes it won't display at all when I'm fighting and other times it puts up the full report while I'm still fighting things. I really love the options to be able to keep my minimal UI minimal while still being able to see my healing and damage numbers after the fight. Is there any way to fix this?
I've noticed this as well from time to time. I guessed that this is a bug/inconsistency in the API, which is a large mess actually. I've never worked with a worse API in my life as a programmer, let alone the missing official documentation...
I will investigate this matter more thoroughly. Maybe it actually IS a bug in my code.
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Unread 04/18/14, 01:06 AM  
Fayn
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Originally Posted by Vicster0
Hi Fayn, thanks for the great work on this AddOn!

Just a suggestion here - I really REALLY wanted to be able to hide some of the information visible from recount and only make it visible when I really wanted it, so I added in a little something-something in my copy to do this and figure I would throw it your way. If you like it and want to include it, go right ahead!

This simply add a slash command option to minimize and maximize the larger portion of recount. Sometimes, all I really want to know is how much DPS/HPS I'm doing and not all the extras.

I learned a lot from reading through your code and gave you a mention over on my page for InventoryInsight. Looking forward to more of your work in the future!

Anyway, have a great day and thanks again for your awesome work here!
Thanks, I really appreciate your input on this, but you should check for updates more regularly! I've added this feature in the latest version about two weeks ago (commands: "/recount min" and "/recount restore").
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Unread 04/18/14, 01:13 AM  
Fayn
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Re: Re: Re: summons

Originally Posted by mageguy
Originally Posted by Fayn
Originally Posted by mageguy
I was testing Recount by running up to mobs, not casting anything, and letting my Clannfear and Winged Twilight kill it, and they didn't seem to be appearing on my meter.
They're a decent chuck of my over all output, so I was wondering if the API allowed for the summon's DPS to be calculated as well.
Actually it should.
I've tested it pre-API-nerf and it worked. I have to check if this is related to the API-nerf or a bug in the Addon.

As I said in a previous post you can type "/recount debug" and check to see if your pet's damage shows up in the debug window. If it doesn't its due to the API-nerf and there is nothing I can do about it.
Appreciate the info.
And yes, I flipped on debug, attacked a mob I see my initial attack with name, etc, and then my two pets rush in and fight it a bit until it dies, but there's no more info coming across the debug window.

So I can only surmise that it's related to their API changes as you mentioned.

That's a shame, would liked to of seen how they play into my over all damage.
Yeah, that sucks. I've tested it myself and the ZO-API-nerf pretty much ruined this addon. There is no way post-nerf to gather group or pet data anymore in a reasonable way. I can only hope they enable those features again somewhen, otherwise this addon is nothing more than a nice window decoration with some player-dps info
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Unread 04/18/14, 01:18 AM  
Fayn
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Re: Dps

Originally Posted by Areodon
I have one question - maybe i am slow but i simply cant find report where i can see each spell dps for one encounter. Without that its simply impossible to learn how efficient is an spell and that is mostly why output meters are used at all. And it would be nice to se some weighted indicator like - 1 stamina is producing 45 damage in second ...
I will include this in a next release, thanks for the feedback.
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Unread 04/21/14, 07:58 AM  
Aracuan

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Please allow us the ability to change the size of the font in the window through the settings, I play on 1080p with a scaled down UI and the text on this addon's window is almost unreadable with no way to fix (that I could find).
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Unread 04/21/14, 06:27 PM  
Asuna_Meow

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Few things To help

Few things I'd really love to see from this addon

1. Fade when you open a menu (inventory/character sheet etc) I know you can fade it out of combat but I prefer to have it open but really wish it would fade when the menu's was opened
2. Ability to change font size
3. Ability to lock the window in it's place
4. Ability to change the color of the different pieces of the Window

Thanks for the addon!
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