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21

Wednesday, September 18th 2013, 3:11am

I added a slash command for resetting the counter at the end. Just added this code to the end of the core.lua file

Source code

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 SLASH_CritCount1 = "/critcount";
SLASH_CritCount2 = "/crc"

SlashCmdList[ "CritCount" ] = function( aEbox, aMsg )
	local Msg = string.lower( aMsg );
	
	hitCount, critCount = 0, 0
	someLabel:SetText("Crit: -,--%") -- initial text
	DEFAULT_CHAT_FRAME:AddMessage("CritCounter Reset")
end 


/critcount resets the counter.

RoMage

rustyx is lame rogue

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22

Wednesday, September 18th 2013, 6:42pm

Noguai,

can this be added as add-on to zzinfobar?

23

Wednesday, September 18th 2013, 10:33pm

Is there any way to make it movable? I love the addon but it kind of goes right in the middle of the screen?

I mean don't get me wrong I know you can move it through the lua file but is there anyway there can be added a way to move it ingame instead? It's kind of hard to know where you want it ingame.
Borella - 100 W/M/S/R/P/K
VVV
If you play P/K in instances you're garbage


24

Thursday, September 19th 2013, 4:40am

For those tht don't know, you can "move" it by opening the core.lua with notepad, go to line "someLabel: SetAnchor("TOP", "TOP" ,......) and adjust the 2 integer values there. I think arkana is working on makin more in-depth interface for it, including the ability to move. Hopefully he'll have it done soon.

The original addon also doesn't count crits from "white" hits. Arkana added this by putting "if (hitType == "CRITIAL") or (hitType == "DOUBLE") then" as the check for crits. DOUBLE appaarently means "white hit crit". He also modified it such that you can count only skills you want to count, allowing "physical" classes like c/wl to ignore skills based on magical dmg/crit rate (warp charge).

This post has been edited 1 times, last edit by "BlankMinded" (Sep 19th 2013, 4:47am)


ArkanaROM

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25

Friday, September 20th 2013, 11:06pm

Attached is a modified version of CritCounter adding;
  • Moveable frame
  • Fixed Auto-attacks only registering as normal hits
  • Reset Button
CritCounter.zip

26

Friday, September 20th 2013, 11:23pm


Attached is a modified version of CritCounter adding;
Moveable frameFixed Auto-attacks only registering as normal hitsReset ButtonCritCounter.zip


Thank you thank you thank you!

And thank you to all who made this addon originally :)
Borella - 100 W/M/S/R/P/K
VVV
If you play P/K in instances you're garbage


27

Saturday, September 21st 2013, 2:32am

Is there anyway to remove magical attacks fromt he crit count if your a physical dps, or physical attack/white hits from the crit count if you are a magical dps?

Like I have a friend whos a m/s and her shot/staff bash crit hit rate is screwing up her crit count. Would i just have to make a huge list of skills?

ArkanaROM

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Posts: 193

Location: Devon, UK

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28

Saturday, September 21st 2013, 3:34am

Atm I have mine set up to only count v. bosses so as an adhock measure you could set out something like this :

Below your locals (in lua)

Source code

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--SKILLS TO CHECK FOR CRITS
local skillsList = {
		["Shadowstab"] = true,
		["Low Blow"] = true,
		["ATTACK"] = true,
			}

Then in the function

Source code

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if (source == playerName) and (skill == skill and skillsList[skill]) then

You could change that to "(not (skill..." so rather than an inclusion list it becomes an exclusion list. Whites hits are "ATTACK" all caps.

29

Saturday, September 21st 2013, 3:38am

Atm I have mine set up to only count v. bosses so as an adhock measure you could set out something like this :

Below your locals (in lua)

Source code

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--SKILLS TO CHECK FOR CRITS
local skillsList = {
		["Shadowstab"] = true,
		["Low Blow"] = true,
		["ATTACK"] = true,
			}

Then in the function

Source code

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if (source == playerName) and (skill == skill and skillsList[skill]) then

You could change that to "(not(skill..." so rather than an inclusion list it becomes an exclusion list. Whites hits are "ATTACK" all caps.


awww so i actually have to do work, theres no easy cleaver solution =(

ArkanaROM

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Posts: 193

Location: Devon, UK

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30

Saturday, September 21st 2013, 3:40am

I've been looking at the exact same issue for the last few days, well thinking mostly, I have ideas but none of them are simple, at least not for me hehe. If I manage to get more time to look into it and have any further changes to share, they'll be here first :).

31

Tuesday, October 1st 2013, 11:05pm

Maybe it's just me, but with the UI/reset version of this, I can't get it to stay where I want it. Even if I log off and not crash, it seems like UI for this always resets back to the default. Anyway to change this so it saved the position or at least where the line is in the code so I can change the x,y for it? Thanks.