MobHealth2 by Telo has been abandoned for months, and someone took over the MH2 code, added a loot database and released it as MobInfo-2. The only feature that made me replace MobHealth2 by MobInfo is the hp-data for players (helpful in battlegrounds). On the other hand MobInfo is bloated with things I don't need, e.g. the loot value database (as I'm spending 99% of my time in either MC/BWL or a battleground).
Now having seen that the MobHealth2 code is tiny (about 4500bytes if you remove the comments) I wonder if anyone is willing to write AceMobHealth, based on the MH code plus saving data for players (not only mobs). Probably it's done pretty fast if you know what you're doing...
mobinfo2 mod is great - as long as you uncheck the things u dont want, none of that goes into the database. and it clears the player health info on login which is good cuz u dont want saved player hp data. gear switches, buffs, etc.
but i agree, an optimized mob/player health mod ONLY (no tooltip stuff, nothing else) would be perfect.
Hrm, this would be nice to get. I dislike the bloat that comes with mob info. I don't use the information at all outside of the Health portion.
Check the code in WatchDog.. its pretty simple-- the only issue is it resets on target change. Tracking it during a single combat session isn't that difficult of a thing tho, and then discard the information at the start of the next fight. *shrug* Its just a simple comparison of the damage all targets have done to the percentage of health the mob has lost. Very simple. very accurate.
Mob loses 2500 health in the time it loses 2% of its health. Mob has roughly 125,000 hit points. You can do the calculation as many times as you'd liek to get to a good estimate of where you stand.
Hrm, this would be nice to get. I dislike the bloat that comes with mob info. I don't use the information at all outside of the Health portion.
Check the code in WatchDog.. its pretty simple-- the only issue is it resets on target change. Tracking it during a single combat session isn't that difficult of a thing tho, and then discard the information at the start of the next fight. *shrug* Its just a simple comparison of the damage all targets have done to the percentage of health the mob has lost. Very simple. very accurate.
Mob loses 2500 health in the time it loses 2% of its health. Mob has roughly 125,000 hit points. You can do the calculation as many times as you'd liek to get to a good estimate of where you stand.
Had problems with MobHealth3 and oUF, it was displaying the Blizzard Unit frames along with my oUF frames and I can't see things clearly, I also receiveed some errors but forgot to copy my bugsack file and will post those errors when i get home.
Here are the errors received when using MobHealth3 with oUF:
["message"] = "[2006/08/14 18:38:44-51]: oUF\\otravi_UnitFrames.lua:643: attempt to call method `GetTargetHealth' (a nil value)\noUF\\otravi_UnitFrames.lua:643: in function <Interface\\AddOns\\oUF\\otravi_UnitFrames.lua:641>\n<unknown>:\noUF_Target\\target.lua:73: in function `obj_method'\nAceEvent-2.0\\AceEvent-2.0.lua:270: in function `TriggerEvent'\nAceEvent-2.0\\AceEvent-2.0.lua:925: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:917>\n<in C code>: in function `TargetUnit'\nFrameXML\\PlayerFrame.lua:167: in function `PlayerFrame_OnClick'\n<string>:\"PlayerFrame:OnClick\":2: in main chunk\n\n ---"
This would also cause the standard blizzard unit frames to appear along with the oUF frames. I did not install MobHealth3_Blizzard frames.
Rollback Post to RevisionRollBack
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Now having seen that the MobHealth2 code is tiny (about 4500bytes if you remove the comments) I wonder if anyone is willing to write AceMobHealth, based on the MH code plus saving data for players (not only mobs). Probably it's done pretty fast if you know what you're doing...
mobinfo2 mod is great - as long as you uncheck the things u dont want, none of that goes into the database. and it clears the player health info on login which is good cuz u dont want saved player hp data. gear switches, buffs, etc.
but i agree, an optimized mob/player health mod ONLY (no tooltip stuff, nothing else) would be perfect.
And MH is used by many addons, to boot.
About players stats, if you really want to do this, please make it a toggle :oops:
Check the code in WatchDog.. its pretty simple-- the only issue is it resets on target change. Tracking it during a single combat session isn't that difficult of a thing tho, and then discard the information at the start of the next fight. *shrug* Its just a simple comparison of the damage all targets have done to the percentage of health the mob has lost. Very simple. very accurate.
Mob loses 2500 health in the time it loses 2% of its health. Mob has roughly 125,000 hit points. You can do the calculation as many times as you'd liek to get to a good estimate of where you stand.
Ah will have to look into this then, Thanks!
If anyone isn't doing one by the time I lose enough of my retardation (Which'll take a while :P) then I'll do it.
Wouldn't it make sense to design MobHealth3 around being an embedded library rather then making other addon authors use it as a dependancy?
Out in general release!!!
**Edit**
OOPS!! Forgot to comprehend BEFORE posting...
Nevermind...
Just to clarify things. MH2 is not by Telo. MobHealth (the original) is by Telo and is still maintained; it is not abandoned.
And now back to your regular Ace chat...
["message"] = "[2006/08/14 18:38:44-51]: oUF\\otravi_UnitFrames.lua:643: attempt to call method `GetTargetHealth' (a nil value)\noUF\\otravi_UnitFrames.lua:643: in function <Interface\\AddOns\\oUF\\otravi_UnitFrames.lua:641>\n<unknown>:\noUF_Target\\target.lua:73: in function `obj_method'\nAceEvent-2.0\\AceEvent-2.0.lua:270: in function `TriggerEvent'\nAceEvent-2.0\\AceEvent-2.0.lua:925: in function <Interface\\AddOns\\Ace2\\AceEvent-2.0\\AceEvent-2.0.lua:917>\n<in C code>: in function `TargetUnit'\nFrameXML\\PlayerFrame.lua:167: in function `PlayerFrame_OnClick'\n<string>:\"PlayerFrame:OnClick\":2: in main chunk\n\n ---"
This would also cause the standard blizzard unit frames to appear along with the oUF frames. I did not install MobHealth3_Blizzard frames.