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Flames of Ambition (6.3.5)
Updated:03/08/21 04:37 AM
Created:02/27/18 04:49 PM
Monthly downloads:2,824
Total downloads:198,956
Favorites:124
MD5:
Categories:Buff, Debuff, Spell, DPS, Combat Mods, Graphic UI Mods, Info, Plug-in Bars, PvP
Greyskull : Weapon / Spell Damage Meter  Popular! (More than 5000 hits)
Version: 0.4.3
by: ghostbane [More]
Customisable power meter.

Set coloured rules for specific power levels for visual ques of when one or several damage procs are up to time your burst.



Customisable Options:
  • UI sizing
  • Render limit
  • Colour options

Dependencies: LibAddonMenu

Donations Welcome
Helps with maintaining, feature requests and/or new addons.
0.4.3
Updating API version to Flames of Ambition

Fixed bug #3322 on the user defined background colour not loading correctly on start up, special thank you to Skinfaxe_DK for reporting it.

0.4.2
Fixing Scene error that was pushed up.

0.4.0
Special thank you to Sharlikran for informing me that LibStub is in the retirement home!

Fixed long standing issue of the initial render having a faux red border and white text. We all know how much a weapon swap taxes the CPU, need it not be in vain no longer

0.3.9
Updating API version so OCD pansies don't have to click the scary checkbox.

0.3.8
Using global libs instead of stone-age on-board references. Pip pip.

0.3.6
Fixed a LUA error issue prompted by not reading what you write, gj

0.3
Fixed an issue on where Spell Damage rules where not applying
Optional Files (0)


Archived Files (1)
File Name
Version
Size
Uploader
Date
0.4.2
5kB
ghostbane
11/02/20 10:55 AM


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Unread 08/25/21, 08:10 AM  
ghostbane
AddOn Author - Click to view AddOns

Forum posts: 2
File comments: 44
Uploads: 5
For some reason, tweaks added to 0.4.3 was from a much older version. ( Note 0.4.2 in *other files* )

I'll put yours up as 0.4.4 anyway when I get a moment, thank you for the hard work as always.

Originally Posted by Baertram
Please remove the libraries LibStub and LiBAddonMenu from your libs subfolder!
They should not be included anymore to addons, especially not LibStub which is obsolete since Summerset!

Your addon is leaking the variable hasAPM to global!
Please add local up in front or add it to your already global variable Greyskull
Btw, GREYSKULL_HEIGHT and width should be moved to Greyskull table as well. It's easier to see they belong to each other than defining global variables more and more, if you already got 1 global table where all your addon data could be stored.

+ Please use either GetWorldName() in the SavedVariables (e.g. as 3rd parameter "namespace" or as last "profile", or use ZO_SavedVars:NewCharacterIdSettings so it uses the unique (per server at least) character IDs instead of the names, so we are able to differ the
settings properly per server.
Beware that changing the namespace or profile parameter will have the users loose their savedvariables if you do not migrate them to the new subtables!
Changing the ZO_SavedVars:New to NewCharacterIdSettings could automatically migrate to the charIds though (if :New will use charcter names).
Names are not rename safe! So ALWAYS use the characterIds now (since Summerset already).

And please unregister the EVENT_ADD_ON_LOADED once your addon was found as else it will rerun your code checks for every addon activated!
Add at if addOnName == Greyskull.name then
Code:
EVENT_MANAGER:UnegisterForEvent(Greyskull.name, EVENT_ADD_ON_LOADED)

Thank you.

Edit:
I'm working on an updated version with these changes, and will post my file here as a link. Also trying to fix the error message that was posted below.
Greyskull v0.4.4 beta by Baertram

Changelog:
-Updated API version for current live and next patch
-Removed embedded libraries LibSub (obsolote! Do not install anymore!) and LibAddonMenu-2.0 (please download and install the newest version manually from www.esoui.com)
-Fixed error message nil > number
-Added right click on UI to switch between weapon damage or spell damage view
-Recoded some passages to be more performant
-Removed self where not needed, and directly used Greyskull instead
-Fixed global leaking variables hasAPM
-Fixed non-used variables GREYSKULL_WIDTH and GREYSKULL_HEIGHT -> Moved to global Greyskull.width and Greyskull.height
-Fixed SavedVariables to use characterIds instead of names + the servername. Your SV will reset so you have to reconfigure them. But the old data is still kept for the future so you could still create a kind of migration rouine to copy old data to new server dependent ones
-Fixed optional dependency to addon APMeter
-Fixed EVENT_ADD_ON_LOADED to unregister (as the optional dependency to APMeter handles the call to APMeter addon before Greyskull)
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Unread 08/11/21, 06:04 AM  
Baertram
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Please remove the libraries LibStub and LiBAddonMenu from your libs subfolder!
They should not be included anymore to addons, especially not LibStub which is obsolete since Summerset!

Your addon is leaking the variable hasAPM to global!
Please add local up in front or add it to your already global variable Greyskull
Btw, GREYSKULL_HEIGHT and width should be moved to Greyskull table as well. It's easier to see they belong to each other than defining global variables more and more, if you already got 1 global table where all your addon data could be stored.

+ Please use either GetWorldName() in the SavedVariables (e.g. as 3rd parameter "namespace" or as last "profile", or use ZO_SavedVars:NewCharacterIdSettings so it uses the unique (per server at least) character IDs instead of the names, so we are able to differ the
settings properly per server.
Beware that changing the namespace or profile parameter will have the users loose their savedvariables if you do not migrate them to the new subtables!
Changing the ZO_SavedVars:New to NewCharacterIdSettings could automatically migrate to the charIds though (if :New will use charcter names).
Names are not rename safe! So ALWAYS use the characterIds now (since Summerset already).

And please unregister the EVENT_ADD_ON_LOADED once your addon was found as else it will rerun your code checks for every addon activated!
Add at if addOnName == Greyskull.name then
Code:
EVENT_MANAGER:UnegisterForEvent(Greyskull.name, EVENT_ADD_ON_LOADED)

Thank you.

Edit:
I'm working on an updated version with these changes, and will post my file here as a link. Also trying to fix the error message that was posted below.
Greyskull v0.4.4 beta by Baertram

Changelog:
-Updated API version for current live and next patch
-Removed embedded libraries LibSub (obsolote! Do not install anymore!) and LibAddonMenu-2.0 (please download and install the newest version manually from www.esoui.com)
-Fixed error message nil > number
-Added right click on UI to switch between weapon damage or spell damage view
-Recoded some passages to be more performant
-Removed self where not needed, and directly used Greyskull instead
-Fixed global leaking variables hasAPM
-Fixed non-used variables GREYSKULL_WIDTH and GREYSKULL_HEIGHT -> Moved to global Greyskull.width and Greyskull.height
-Fixed SavedVariables to use characterIds instead of names + the servername. Your SV will reset so you have to reconfigure them. But the old data is still kept for the future so you could still create a kind of migration rouine to copy old data to new server dependent ones
-Fixed optional dependency to addon APMeter
-Fixed EVENT_ADD_ON_LOADED to unregister (as the optional dependency to APMeter handles the call to APMeter addon before Greyskull)
Last edited by Baertram : 08/11/21 at 03:54 PM.
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Unread 08/07/21, 03:31 AM  
Camlax

Forum posts: 0
File comments: 1
Uploads: 0
ERROR! Please help.

Addon wont work without constant error message. SOS.

user:/AddOns/Greyskull/greyskull.lua:168: operator < is not supported for nil < number
stack traceback:
user:/AddOns/Greyskull/greyskull.lua:168: in function 'Greyskull.Render'
|caaaaaa<Locals> inital = T, self = [table:1]{isLoaded = T, name = "greyskull"}, color = [table:2]{1 = 1}, powerLevel = 3929, powerGroup = [table:3]{}, i = 1 </Locals>|r
user:/AddOns/Greyskull/greyskull.lua:115: in function 'Greyskull.Initialize'
|caaaaaa<Locals> self = [table:1] </Locals>|r
user:/AddOns/Greyskull/greyskull.lua:374: in function 'OnPlayerActivated'
|caaaaaa<Locals> eventCode = 589824 </Locals>|r
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Unread 05/25/21, 10:47 AM  
TheYcUtS
 
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Forum posts: 9
File comments: 87
Uploads: 3
@ghostbane

First, thx for the addon. Great deal, great work mate!

Second, any option to make borders/edges/bg like default esoui ?

For example
__________________
Last edited by TheYcUtS : 05/31/21 at 02:54 PM.
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Unread 04/09/21, 01:39 PM  
YesImBattman
 
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Re: Re: Damage total not resetting?

Originally Posted by ghostbane
Originally Posted by YesImBattman
Perhaps I just don't understand the functionality of the addon but after combat I expect the total to zero out but it does not. Is this proper behavior? Is there a reset function or action?

Thanks!
Your Weapon Damage or Spell Damage will never reach zero, unless you have no gear on. I think you are seeing it as DPS, which would go to zero if no damage is happening.

But what this addon displays is your characters Weapon/Spell Damage level ( available in your character sheet )
Thanks! That makes perfect sense!
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Unread 03/12/21, 03:11 PM  
ghostbane
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Forum posts: 2
File comments: 44
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Originally Posted by Myrthian
I'd like to also see my current spell/weapon crit chance.
This is something I've been working on, just finding the time to finish. Shouldn't be long I hope!
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Unread 03/12/21, 02:38 PM  
Myrthian

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I'd like to also see my current spell/weapon crit chance.
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Unread 02/12/21, 05:32 PM  
ghostbane
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Re: Damage total not resetting?

Originally Posted by YesImBattman
Perhaps I just don't understand the functionality of the addon but after combat I expect the total to zero out but it does not. Is this proper behavior? Is there a reset function or action?

Thanks!
Your Weapon Damage or Spell Damage will never reach zero, unless you have no gear on. I think you are seeing it as DPS, which would go to zero if no damage is happening.

But what this addon displays is your characters Weapon/Spell Damage level ( available in your character sheet )
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Unread 02/10/21, 07:04 PM  
YesImBattman
 
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Damage total not resetting?

Perhaps I just don't understand the functionality of the addon but after combat I expect the total to zero out but it does not. Is this proper behavior? Is there a reset function or action?

Thanks!
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Unread 12/19/20, 10:29 AM  
Myrthian

Forum posts: 28
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I'd still like a global profile to save the numbers for the alerts, as I use the same values on every character.
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Unread 12/02/20, 05:10 PM  
MontyTheMooch

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Re: Re: Possible in the future?

Originally Posted by ghostbane
Originally Posted by MontyTheMooch
Any chance of getting an option to show damage OR Crit %? or maybe a combined format?

Examples:
- 2455 @ 51%
- [email protected]
- 2455/51
I've been thinking about it for a long time, on the best way to execute this. It is a matter of putting time aside to do it as well. But hopefully we will get somewhere soon.

I think the best scenario is having an optional colored box ( enabled from the settings )
Personally, I'd be perfectly happy with an either/or option. I'm generally aiming for the higher crit rating. I appreciate whatever you put in place though. Thanks for the response!
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Unread 12/01/20, 05:05 PM  
ghostbane
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Re: Possible in the future?

Originally Posted by MontyTheMooch
Any chance of getting an option to show damage OR Crit %? or maybe a combined format?

Examples:
- 2455 @ 51%
- [email protected]
- 2455/51
I've been thinking about it for a long time, on the best way to execute this. It is a matter of putting time aside to do it as well. But hopefully we will get somewhere soon.

I think the best scenario is having an optional colored box ( enabled from the settings )
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Unread 11/29/20, 04:42 PM  
MontyTheMooch

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Possible in the future?

Any chance of getting an option to show damage OR Crit %? or maybe a combined format?

Examples:
- 2455 @ 51%
- [email protected]
- 2455/51
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Unread 08/26/20, 09:29 AM  
ghostbane
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File comments: 44
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Originally Posted by Atavus
i mean the box itself. how do u lock it in place so that it cannot be moved?
Ah, I see.

There is no functionality to lock it. Wherever you place it, and you close/logout of the game properly ( or /reloadui ), your position of the box will be saved.
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Unread 08/26/20, 06:29 AM  
Atavus

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i mean the box itself. how do u lock it in place so that it cannot be moved?
Last edited by Atavus : 08/26/20 at 06:29 AM.
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