vanilla-wow-addons – Blame information for rev 1
?pathlinks?
Rev | Author | Line No. | Line |
---|---|---|---|
1 | office | 1 | ************ |
2 | DamageMeters - A user-interface modification for World of Warcraft. |
||
3 | ************ |
||
4 | |||
5 | Author - Patrick Cyr (wwdandelion@yahoo.com) (Dandelion on Whisperwind) |
||
6 | Permissions - Do anything you want with it except take credit for it or make |
||
7 | money from it. |
||
8 | Credit To - |
||
9 | Zoldan and Chakotay1357 for the German translation. |
||
10 | Kurty and eXess for the French translation. |
||
11 | Author(s) of DPSPlus and CombatStats for the parsing technique. |
||
12 | Authors of Sky (for their assert function). |
||
13 | Lead Tester - Tagamogi |
||
14 | Thanks To - Rancor, Cyntax, Kixxs, Gileran, Dex, Zurai, Kotor, |
||
15 | Sensi, Kon, and Pharaoh for help with testing. |
||
16 | |||
17 | |||
18 | ************ |
||
19 | **Contents** |
||
20 | ************ |
||
21 | I. Summary |
||
22 | II. How It Works |
||
23 | III. Features |
||
24 | 1) Interface |
||
25 | 2) Bar Counts |
||
26 | 3) Quantities |
||
27 | 4) Players |
||
28 | 5) Event Data |
||
29 | 6) Reporting |
||
30 | a) DMReporter.exe |
||
31 | 7) Synchronization |
||
32 | a) Event Synchronization |
||
33 | b) The Ready Command |
||
34 | 8) Memory Register |
||
35 | IV. Version History |
||
36 | |||
37 | ------------------------------------------------------------------------------- |
||
38 | |||
39 | *********** |
||
40 | I. Summary: |
||
41 | *********** |
||
42 | |||
43 | DamageMeters keeps track of the damage you and nearby players does |
||
44 | and shows the total damage as meters in a window on the screen. It makes it |
||
45 | easy to compare the relative damage/healing output of members of a party or |
||
46 | raid. At any time you can have the mod output the resulting information as |
||
47 | text "say"s or to a channel of your choice. |
||
48 | |||
49 | |||
50 | ***************** |
||
51 | II. How It Works: |
||
52 | ***************** |
||
53 | |||
54 | DM works by analyzing (parsing) text messages of the sort you see in your |
||
55 | "Combat Log" chat window. An example would be "You hit Onyxia for 10." This |
||
56 | is the only way a mod can know what damage/healing anyone is doing/taking, |
||
57 | which is unfortunate because parsing strings isn't terribly fast or easy. |
||
58 | |||
59 | There is a VERY important limitation to DM: a player only receives combat |
||
60 | text messages for those players that are near him. The distance varies quite |
||
61 | a bit but it doesn't seem to ever be any higher than 45 yards or so. You |
||
62 | are not guaranteed to get messages even for members of your own party if they |
||
63 | are not near you. DM's Synchronization system provides something of a |
||
64 | work-around for this problem. |
||
65 | |||
66 | Also: it is a common misconception that you need to have messages turned on |
||
67 | in your chat window in order for DM to work. This is not the case: they are |
||
68 | entirely independent of each other. |
||
69 | |||
70 | |||
71 | ************** |
||
72 | III. Features: |
||
73 | ************** |
||
74 | |||
75 | ------------- |
||
76 | 1) Interface: |
||
77 | ------------- |
||
78 | |||
79 | DM appears as a frame (window) with a vertical stack of horizontal meters |
||
80 | (bars). Each bar represents a value for a single player. Bars can be sorted |
||
81 | in increasing or decreasing order, though almost always in the latter. The |
||
82 | bar for the player with the highest value of a given quantity will always be |
||
83 | at full length. Everyone else's bar will be some shorter length in proportion |
||
84 | to the lead player's value. In addition to the bar itself, various text |
||
85 | can be specified to be drawn over each bar, including the player name, the |
||
86 | value, etc. Moving the mouse over a given person's bar brings up a tooltip |
||
87 | which shows detailed information for a given player. |
||
88 | |||
89 | There are two interfaces for setting program options: menus and console |
||
90 | commands. There are two menus. The main menu is reached by right clicking |
||
91 | on the title of the DM window. There is also a player menu which is reached |
||
92 | by right clicking on a particular player's bar. Console commands all start |
||
93 | with /dm and are entered like chat commands. Use /dmhelp to get a full list. |
||
94 | |||
95 | The window can be moved by click-and-dragging on the title button. Lastly, |
||
96 | clicking on a player's bar will attempt to target them. |
||
97 | |||
98 | |||
99 | -------------- |
||
100 | 2) Bar Counts: |
||
101 | -------------- |
||
102 | |||
103 | When a player is detected doing something we are interested in, DM |
||
104 | automatically adds it to its internal list. The internal list can have at |
||
105 | most 50 entries, at which point it is full and NO new players will be added. |
||
106 | The number of players in the list, though, is independant of the number of |
||
107 | bars visible on the screen. Generally, there are two ways you can specify the |
||
108 | number of bars: 1) as a hard number, or 2) as an up-to number. The latter |
||
109 | is called the "auto-count" number, and it basically means "show as many bars |
||
110 | as I have player information for, up to this number." |
||
111 | |||
112 | Again, though, it is important to note: the internal player list is NOT |
||
113 | limited by the number of visible bars. |
||
114 | |||
115 | |||
116 | -------------- |
||
117 | 3) Quantities: |
||
118 | -------------- |
||
119 | |||
120 | DM monitors the following quantities: |
||
121 | |||
122 | - Damage Done: The amount of damage done by a player. |
||
123 | |||
124 | - Healing Done: The amount of healing done by a player. |
||
125 | |||
126 | - Damage Taken: The amount of damage taken by a player. |
||
127 | |||
128 | - Healing Taken: The amount of healing taken by a player. |
||
129 | |||
130 | - Idle Time: The amount of time that has passed since the player has last |
||
131 | done something (either done damage or done healing). This is useful for |
||
132 | detecting when someone has gone ninja-afk. |
||
133 | |||
134 | - DPS: The Damage Per Second done by a player. DM's DPS is averaged over |
||
135 | the entire duration of the current fight. It is very difficult to determine |
||
136 | the duration a fight in software. DM defines it like so: the first time |
||
137 | a monitored person does damage is the start of combat. When you start |
||
138 | regenerating health again (pretty much equivalent to when your portrait shows |
||
139 | you leaving combat) signifies the end. It is NOT precise, it will NOT give |
||
140 | good numbers all the time, but it is pretty good for most instances and is |
||
141 | really only intended to give you a rough idea anyway. |
||
142 | |||
143 | |||
144 | -------------- |
||
145 | 4) Players: |
||
146 | -------------- |
||
147 | |||
148 | DM, by default, monitors yourself, your pet, your party/raid members, |
||
149 | any nearby friendly players, and miscellaneous things like totems. There is |
||
150 | a menu option, "Only Monitor Group Members", which tells DM to reject nearby |
||
151 | friendlies and miscellaneous things. There are valid reasons for having both |
||
152 | options available. For example, in a pvp environment data from friendlys |
||
153 | can quickly bury your own, and so you'd want to turn that option on. |
||
154 | However, if you are a soloing shaman you could be interested in how much |
||
155 | healing your totems are doing, for instance, so you'd want the option off. |
||
156 | |||
157 | Note: there is no easy way to distinguish totems from players, and |
||
158 | there is no way at all to determine who dropped a particular totem. |
||
159 | |||
160 | Pets present challenges for DM which require some understanding on the users |
||
161 | part for best results. DM CANNOT distinguish someone else's pet from a random |
||
162 | friendly player. If "Only Monitor Group Members" is on you will not see |
||
163 | other players's pets. DM CAN tell if something is YOUR pet. Your pet is |
||
164 | always shown. |
||
165 | |||
166 | The "Treat Pet Data As Your Data" option is meant to help people determine what |
||
167 | their total (themselves plus their pets) contributions are. When this option |
||
168 | is on, any data that registers for your pet is treated as if it came from |
||
169 | yourself. If you accumulate data from one or more pets with this option off, |
||
170 | then turn the option on, the pet(s) data will be AUTOMATICALLY merged into your |
||
171 | own. |
||
172 | |||
173 | |||
174 | -------------- |
||
175 | 5) Event Data. |
||
176 | -------------- |
||
177 | |||
178 | DamageMeters can be configured to record stats on an event-by-event basis. |
||
179 | [I'm using the term event to refer to a specific damage/healing source, such |
||
180 | as a melee attack or spell.] While the information displayed isn't terribly |
||
181 | in-depth, it can still be handy for quickly determining how much various |
||
182 | abilities are contributing to someone's totals. Event data for a player is |
||
183 | displayed in their bar tooltip. |
||
184 | |||
185 | The downside to event data is that it takes up quite a bit of memory to |
||
186 | store, so by default DM only saves event data for one's self. It also makes |
||
187 | sync'ing take a *lot* longer (see the section on synchronization). |
||
188 | |||
189 | Here is an example of some DamageTaken events: |
||
190 | |||
191 | Fireball = 300 (75%) 0/2 0% 150 (0 Fire) |
||
192 | [Melee] = 100 (25%) 1/2 50% 50 |
||
193 | |||
194 | The entries are: |
||
195 | "Fireball" - Event name |
||
196 | "300" - Total from this event (in this case, total damage taken) |
||
197 | "(75%)" - Percent that this event contributes to this quantity |
||
198 | "0/2" - Crits/hits |
||
199 | "0%" - Crit percentage |
||
200 | "150" - Average |
||
201 | "(0 Fire)" - The magic type and your average resistance (only if applicable) |
||
202 | |||
203 | |||
204 | -------------- |
||
205 | 6) Reporting. |
||
206 | -------------- |
||
207 | |||
208 | DM has a system for reporting its data to other people. It is accessible |
||
209 | using the "Report" menu or via the /dmreport command. The former is quicker, |
||
210 | but the latter is much more flexible. |
||
211 | |||
212 | The basic syntax for the /dmreport command is: |
||
213 | |||
214 | /dmreport [X[#]] [tell target|channel] |
||
215 | |||
216 | X is the report destination, and can be one of the following: |
||
217 | |||
218 | c - Console: Chat messages that you only can see. This is the default. |
||
219 | s - Say |
||
220 | p - Party |
||
221 | r - Raid |
||
222 | g - Guild |
||
223 | w - Whisper - For example, /dmreport w dandelion |
||
224 | h - cHannel - Use the channel name, not number: /dmreport h mychannel |
||
225 | f - Frame - Shows results in a frame (window), which you can use to copy the |
||
226 | text to the clipboard. |
||
227 | |||
228 | # is optional. If specified, it limits the number of people reported to the |
||
229 | top #. For example, to output the top 10 to raid, use: |
||
230 | |||
231 | /dmreport r10 |
||
232 | |||
233 | As far as doing reports via the menu: it works the same as the console |
||
234 | command, though of course the Whisper and cHannel report types are unavailable. |
||
235 | Also, note that when using the menu it will only report up to the number of |
||
236 | bars you have visible. [I only did this to cut down on the amount of spam |
||
237 | it was generating in my raids, heh.] |
||
238 | |||
239 | |||
240 | a) DMReporter.exe |
||
241 | |||
242 | DMReporter.exe is a stand-alone application that generates reports without |
||
243 | having to cut-and-pase from the report frame. To use, just run it: the first |
||
244 | time it runs it will ask you where your SavedVariables.lua file is. After |
||
245 | that, it uses the scripts in DMReporter.lua.default to generate report files |
||
246 | for you. If you want to change the options or even try generating your own |
||
247 | reports, you can copy DMReporter.lua.default to DMReporter.lua. The program |
||
248 | will always load the latter file if it exists. |
||
249 | |||
250 | A note about virus safety: the ONLY approved version of DamageMeters comes |
||
251 | from www.curse-gaming.com. If you get it from somewhere else I cannot vouch |
||
252 | for the safety of DMReporter.exe. |
||
253 | |||
254 | |||
255 | ------------------- |
||
256 | 7) Synchronization: |
||
257 | ------------------- |
||
258 | |||
259 | The Sync system is an attempt to work around the fundamental problem of |
||
260 | people not receiving messages from people who are too far away from them. |
||
261 | It was made with raid groups in mind, and so this discussion will focus on |
||
262 | how raid groups can best use it. |
||
263 | |||
264 | Here's how it works: in principle, the only source of errors in DM are from |
||
265 | someone being outside of your range and so you miss their messages. For |
||
266 | example, a raid that is attacking a mob normally has a melee guys close to |
||
267 | the mob and casters standing back. A caster is very likely to miss messages |
||
268 | from melee guys, and a melee guy is very likely to miss messages from a caster. |
||
269 | However, if you took the melee guys' numbers for the melee players, and the |
||
270 | caster's numbers for the other casters, you'd likely have a very good set of |
||
271 | data. |
||
272 | |||
273 | Thats basically what synchronizing does. The actual mechanism is very simple: |
||
274 | everyone transmits all their numbers, and then people just take whatever |
||
275 | numbers are HIGHEST. In theory, each player has perfect data for himself, so |
||
276 | if everyone was involved in the sync'ing you would have a perfect picture. |
||
277 | In practice, thats probably overkill...a handful of people who play different |
||
278 | positions should be fine--maybe a healer, a melee'er, and a hunter. |
||
279 | |||
280 | |||
281 | Sync Quick-Start Guide: |
||
282 | |||
283 | 1) Someone (I'll call her the Sync Leader) chooses a channel name and joins |
||
284 | it, ie. /dmsyncchan ourchannel. |
||
285 | 2) The Sync Leader then calls /dmsyncbroadcastchan. Anyone who is running |
||
286 | a sufficiently recent version of DM will automatically be joined into |
||
287 | that channel. |
||
288 | 3) Once everyone is in the channel, but before the activity begins, the Sync |
||
289 | Leader should call /dmsyncclear to make sure everyone's data is cleared. |
||
290 | 4) Play! Collect data! |
||
291 | 5) Finally, the Sync Leader calls /dmsync whenever she wants the raid to |
||
292 | share data. Since it can cause a little slowdown it is best to do this |
||
293 | between fights (though not necessarily between every fight). |
||
294 | |||
295 | Note: There is nothing special about the "Sync Leader": any player can |
||
296 | perform any of these commands. It just seems simpler to have one person |
||
297 | in charge of it. |
||
298 | |||
299 | |||
300 | In addition to the above steps, I'd recommend that everyone doing sync'ing |
||
301 | use the following settings: |
||
302 | |||
303 | * "Only Monitor Group Members" ON: Totems, pets, and such can make the |
||
304 | internal tables reach their limit, potentially preventing actual raid members |
||
305 | from having their data recorded. |
||
306 | |||
307 | * "Treat Pet Data As Your Data" ON: If you are a pet using class, this is |
||
308 | the best (only) way to make sure your total contribution is counted. |
||
309 | |||
310 | |||
311 | a) Event Synchonization |
||
312 | |||
313 | There are menu options which allow you to separately specify how much |
||
314 | event data you want to record and transmit. This may seem a bit |
||
315 | like overkill, but there are two very important reasons for this. First, |
||
316 | there is a *ton* of event data. The normal (quantity) data for a person all |
||
317 | fits into one message, but event data takes much more--anywhere from say 1 |
||
318 | to 100. Second, Blizzard seems to have a mechanism in place that |
||
319 | automatically disconnects players that send too many messages too quickly. |
||
320 | Because of this, DamageMeters queues up all of its sync messages and streams |
||
321 | them out rather slowly to avoid dropping anyone during syncs. |
||
322 | |||
323 | These two factors taken together mean that full event sync's can take a |
||
324 | *long* time--up to a couple minutes. Its for this reason that by default |
||
325 | only one's own event data is recorded and transmitted--event data isn't the |
||
326 | main point of this mod, and it is unreasonable to make sync'ing go much slower |
||
327 | for something that most people will not need. |
||
328 | |||
329 | |||
330 | b) The Ready Command |
||
331 | |||
332 | To avoid parsing healing done while not in combat, /dmsyncready has been added. |
||
333 | Basically, /dmsyncready tells everyone to pause, but unpause immediately as |
||
334 | soon as any damage (done or received) is detected. In addition, the person(s) |
||
335 | who detects the damage will broadcast an unpause event. The idea is to "ready" |
||
336 | after a wipe so that none of the healing done while recovering will count. |
||
337 | Ready will make it so you don't have to remember to unpause once you start |
||
338 | combat. |
||
339 | |||
340 | |||
341 | ------------------- |
||
342 | 8) Memory Register: |
||
343 | ------------------- |
||
344 | |||
345 | DamageMeters has a second table of information, the Memory Register. It |
||
346 | functions pretty much exactly like a memory button on a calculator. Its |
||
347 | purpose is to have a place for you to save a set of information (for example, |
||
348 | the data from your last raid). |
||
349 | |||
350 | There is a menu option, "Accumulate Data", which makes it so whenever data |
||
351 | is added to the main table (ie. when it appears in your bars), it is also |
||
352 | added to the MR. One possible use of this is in conjunction with the |
||
353 | "Reset Data When Combat Starts" option. If both options were on, for example, |
||
354 | you could do an instance run and see what the data is for each fight |
||
355 | individually, and then at the end look at the memory data to see what the |
||
356 | totals are. |
||
357 | |||
358 | A quick note about event data: at the moment, event data is -not- stored with |
||
359 | regular data. Most memory functions, therefore, don't work with event data. |
||
360 | Swap does. Save does. Everything else (especially merge and accumulate) don't. |
||
361 | |||
362 | |||
363 | ******************** |
||
364 | IV. Version History: |
||
365 | ******************** |
||
366 | |||
367 | 3.2.0 - 9-16-05 : Fixed bug which caused just under half of all sync'ed |
||
368 | events to be ignored. Sorry. :( Added /dmsyncleave command. Added |
||
369 | /dmready, /dmsyncready, and /dmsynckick commands. Added resist averaging |
||
370 | stuff. |
||
371 | |||
372 | 3.1.0 - 8-02-05 : Added more count options to the Bar Count menu. Added |
||
373 | "Clear when joining" menu option. SYNC VERSION CHANGED. Simplified event |
||
374 | and sync options a bit. Added "e" option to /dmsync which specifies that |
||
375 | events are to be transmitted. |
||
376 | |||
377 | 3.0.0 - 7-20-05 : Event Data system added. Synchronization system made much |
||
378 | more user friendly. Too many bugs fixed and small features added to list . |
||
379 | DMReporter.exe now included with DamageMeters. |
||
380 | |||
381 | 2.3.0 - 6-7-05 : SYNC VERSION CHANGED: This version will not |
||
382 | be able to sync with older versions. Added alphabetical sort option. |
||
383 | Fixed major bug: all non-melee damage done to friendly characters |
||
384 | was being ignored. Hit/crit counts now shown for all main |
||
385 | quantities, not just damage. Added "Show Total" menu option. Fixed bug |
||
386 | where invisible bars could still be clicked and would block mouse messages |
||
387 | intended for ui elements beneath them. Added "% of Leader" text option. |
||
388 | |||
389 | 2.2.0 - 6-3-05 : Added /dmtotal, which displays the current quantity's |
||
390 | total in a small button beneath the frames. Reports now list a total |
||
391 | at the bottom. Added keybinding for /dmswap. Added /dmsyncmsg for sending |
||
392 | msgs to other people in the same syncchan (assuming that everyone will have |
||
393 | that channel's messages hidden). Reordered Report menu a little. Added |
||
394 | /dmmemclear and menu option. Fixed bug with all spells and effects with |
||
395 | "'s" in the name (Ramstein's Lighting Bolts, etc). Created a new Position |
||
396 | menu which contains a few old position options and two new ones; "Resize Up" |
||
397 | and "Resize Left". These determine the way the window moves when it changes |
||
398 | size. Added /dmshowmax and keybinding for it. |
||
399 | |||
400 | 2.1.0 - 5-30-05 : Synchronization data now has a version number (2), meaning |
||
401 | it will no longer be possible to synchronize with people with older versions. |
||
402 | Improved "total" reports: now shows rank of each person for each quantity. |
||
403 | Total reports also show who contributed to the report (if sync'ing was involved). |
||
404 | Fixed parsing for party/friendly players using Julie's Dagger. Group-only option |
||
405 | now defaults on. Added text cycling and quantity cycling menu options. Added |
||
406 | /dmversion. /dmsyncchan will now attempt to automatically join the channel you |
||
407 | specify. Added a "Help" option to the Report menu. Added "Accumulate Data" |
||
408 | toggle to the memory menu. |
||
409 | |||
410 | 2.0.0 - 5-21-05 : Text options now settable via the menu. Fixed bug |
||
411 | when reporting idle time. The colors associated with various quantities |
||
412 | are now settable via the "Visible Quantities" menu. Reordered the quantities |
||
413 | a little, thus requiring a version change (so once you install this |
||
414 | any saved data will be wiped). Added key binding to cycle quantity |
||
415 | backwards. Added DPS quantity. /dmsyncclear now clears your own meters |
||
416 | as well. LOCALIZED FOR FRENCH AND GERMAN VERSIONS. Renamed /dmsyncreport |
||
417 | to /dmsyncsend (the way it was listed in the help). Syncing now |
||
418 | works while paused. Reports now automatically omit characters with 0 |
||
419 | of the given quantity. Fixed huge bug in sync'ing--pretty much everything |
||
420 | but damage done was being computed wrong. Idle time is now only reset |
||
421 | by "active" values (damage done, healing done). Updated the help file to |
||
422 | be more...er, helpful. Added "Frame" report option. Fixed bug with |
||
423 | pet damage being added to player multiple times during syncs. Added |
||
424 | key binding to open report frame. |
||
425 | |||
426 | 1.1.0 - 5-6-05 : While help was in for /dmpause before, it is actually |
||
427 | implemented now. Added /dmlockpos and menu option for locking the |
||
428 | position of the meters. Paused and hidden states now save. Added |
||
429 | /dmgrouponly and menu option for making it so anyone who isn't yourself, |
||
430 | your pet, or a party or raid member is ignored. Added /dmsyncclear. |
||
431 | Damage done to pets now tracked. Spell damage done to self and party |
||
432 | now tracked. Added /dmaddpettoplayer command. Fixed display bug when |
||
433 | there are an odd number of bars over 20. |
||
434 | |||
435 | 1.0.1 - 4-22-05 : Bug fixes: Saved tables weren't having their time |
||
436 | reset, could pulse continuously after load. Character classes weren't being |
||
437 | found for raid/party members. |
||
438 | |||
439 | 1.0.0 - 4-17-05 : All known bugs fixed. Version added: if saved data is of |
||
440 | a different version the data will be cleared. |
||
441 | |||
442 | 0.9.9 - 4-15-05 : Added tracking of healing and damaged received. Improved calculation |
||
443 | of crit percentage. Removed dmsynclear, dmsyncleader, dmysncinfo. Added |
||
444 | dmsyncsend. dmsync now does both a send and a receive. |
||
445 | |||
446 | 0.9.8 - 4-13-05 : dmpop command no longer clears the list. Added dmlock. |
||
447 | Added dmpause. Added dmsyncclear, dmsyncleader, dmsyncinfo. Both the regular |
||
448 | and memory data lists are now persistant. Title button no longer visible |
||
449 | when interface is hidden with alt-z. |
||
450 | |||
451 | 0.9.7 - 4-11-05 : Added dmsync, dmsyncchan, dmsyncrequest commands. Added |
||
452 | dmpop command. Completed fixing up the code in preparation to be |
||
453 | localized, though no localization has been done yet. Hiding the window no |
||
454 | longer leaves the title button visible. Added a few key bindings. Added |
||
455 | rank text option. |
||
456 | |||
457 | 0.9.6 : Forgot...oops. |
||
458 | |||
459 | 0.9.5 - 4-08-05 : Removed dmfilter from the help list. Fixed bug which was incorrectly |
||
460 | making friendly characters appear as though they were in your party. Added |
||
461 | /dmvisinparty, /dmautocount, /dmlistbanned, and /dmclearbanned commands. |
||
462 | Added drop down menus. Added title button for easy moving and clicking on. |
||
463 | Added ability to ban damage sources. |
||
464 | |||
465 | 0.9.4 - 4-02-05 : Removed /dmfilter, as it seems to be unlikely to ever work as |
||
466 | intended. Window background now colored to reflect quantity being shown. Added |
||
467 | g dmreport option for reporting to guild chat. Improved time text display. |
||
468 | Believe I am catching all healing messages now, though in order to do so I am |
||
469 | getting some enemy heals too. |
||
470 | |||
471 | 0.9.3 - 4-01-05 : Added h dmreport option for reporting to a chat channel. |
||
472 | Reporting now reports on the current quantity (damage, healing, etc). |
||
473 | |||
474 | 0.9.2 - 3-31-05 : Separated functionality of dmsort into dmsort and dmquant. |
||
475 | Healing done is now tracked, just like damage dealt. Fixed bug where melee |
||
476 | damage done by non-party members was being lost. Added detection of damage |
||
477 | shields (thorns, etc). |
||
478 | |||
479 | 0.9.1 - 3-30-05 : Removed Cosmos dependency. (Was using their Print function.) |
||
480 | |||
481 | 0.9.0 - 3-30-05 : Released to guild for testing. |
||
482 |