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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:369
Total downloads:184,392
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Categories:Discontinued & Outdated, Buff, Debuff, Spell, DPS, Healers, Tank, Data Mods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


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Unread 04/15/14, 06:00 AM  
Vicster0
 
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Forum posts: 82
File comments: 132
Uploads: 3
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, 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 04/13/14, 02:55 PM  
Fayn
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File comments: 22
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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 04/13/14, 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 04/11/14, 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 04/06/14, 02:32 AM  
Fayn
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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 04/05/14, 01:13 PM  
Tonyleila
 
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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 04/04/14, 03:21 PM  
Fayn
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Re: Re: Minimize when out of combat?

Originally Posted by choekstr
Originally Posted by Tonyleila
There is an option to minimize the window when in combat but I woud like to have the opposite, hide when out of combat. Maybe hide like 5 sec after combat and if you want to show it ooc then type /recount. Also It woud need a close button then... Or maybe hide when there is no data? Can you please add this?
Agreed but a customizable hide time! Something like 5 seconds after doesn't give you enough time to calm down, see what loot was received, check health and mana/stam final levels, and then start analyzing the data for damage done metrics.
I will add this in the next iteration. Thx for the feedback.
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Unread 04/04/14, 02:05 PM  
choekstr
 
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Re: Minimize when out of combat?

Originally Posted by Tonyleila
There is an option to minimize the window when in combat but I woud like to have the opposite, hide when out of combat. Maybe hide like 5 sec after combat and if you want to show it ooc then type /recount. Also It woud need a close button then... Or maybe hide when there is no data? Can you please add this?
Agreed but a customizable hide time! Something like 5 seconds after doesn't give you enough time to calm down, see what loot was received, check health and mana/stam final levels, and then start analyzing the data for damage done metrics.
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Unread 04/04/14, 08:13 AM  
Tonyleila
 
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Minimize when out of combat?

There is an option to minimize the window when in combat but I woud like to have the opposite, hide when out of combat. Maybe hide like 5 sec after combat and if you want to show it ooc then type /recount. Also It woud need a close button then... Or maybe hide when there is no data? Can you please add this?
Last edited by Tonyleila : 04/04/14 at 08:18 AM.
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Unread 04/03/14, 01:09 PM  
Fayn
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Re: summons

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.
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Unread 04/03/14, 10:23 AM  
mageguy

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summons

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.
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Unread 04/03/14, 08:14 AM  
Fayn
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Originally Posted by wh00
Great addon.
Currently it has trouble on recording Cleansing Ritual (HoT).
It displays a 1 time heal of 40hp only.
Thanks, I will look into this.
If you wish to help you can type "/recount debug" into the command line and check if the HoT ticks appear in the debug log. If so please PM me with the corresponding line of the debug log.
You have to /reloadui to make the combat log disappear (will be fixed with the next iteration).
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Unread 04/03/14, 07:56 AM  
Fayn
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Originally Posted by Areodon
Originally Posted by Triumph
Be glad, data of others would only give more lag etc. A dps meter just to see what you do yourself is enough, if needed you can always compare with your mates what they did.

Awesome that recount is made, gonna check it out tonight.
We are not speaking just dps meter - we are speaking about Recount. Recount should do what always does. Recount should report output/input for you and group in all dimensions. If it is system heavy - i can live with that fact, but at the end it will make me understand game much better. Recount as such in general is tool for improving learning curve. I just hope that ESO API restrictions will not screw final Recount package.
And that's exactly what this addon is intended for. I hope to develop it to resemble the wow Recount as closely as is possible with the current API restrictions. It may just take a little while as I have a full daytime job and a four month old daughter.
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Unread 04/03/14, 01:26 AM  
Areodon

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Originally Posted by Triumph
Be glad, data of others would only give more lag etc. A dps meter just to see what you do yourself is enough, if needed you can always compare with your mates what they did.

Awesome that recount is made, gonna check it out tonight.
We are not speaking just dps meter - we are speaking about Recount. Recount should do what always does. Recount should report output/input for you and group in all dimensions. If it is system heavy - i can live with that fact, but at the end it will make me understand game much better. Recount as such in general is tool for improving learning curve. I just hope that ESO API restrictions will not screw final Recount package.
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