+ Reply to Thread
Page 1 of 3 1 2 3 LastLast
Results 1 to 15 of 45
Like Tree16Likes

Thread: [Addon] RGM - Rift Game Manager

  1. #1
    Rift Chaser Ferather's Avatar
    Join Date
    Jun 2011
    Posts
    341

    Default [Addon] RGM - Rift Game Manager

    RGM - Rift Game Manager

    Basic and advanced ability breakdown with hit-to-crit counter.
    Colour coded combat logs and group death log for players.
    Built in absorb to heal and absorb to damage converter.
    Multiple absorb buff support, with caster and value detection.
    14 meter parsing modes, with the option to show them all.
    Display self only, or 5-28 units, with mouse wheel panel scrolling.
    Player, player pet, group and group pet combat detection.
    Export basic unit meter data via any chat channel, old method.
    Basic auto sync for addon data sharing with units out of event range.
    Display both allies and enemies, with multipurpose dual panels.
    Basic ability filters, using ability names, old method.
    Optimized to use minimal system resources.


    Chat commands:

    /rgm density xx -- Example: density 0.68, changes panel transparency.
    /rgm over -- Toggles mouseover based quick ability breakdowns.
    /rgm toggle -- Toggles the display of RGM on or off.
    /rgm reset -- Resets all settings to default.

    ----

    [Addon] RGM - Rift Game Manager-main.png

    [Addon] RGM - Rift Game Manager-all-panels.jpg

    [Addon] RGM - Rift Game Manager-main-guide.jpg

    http://imgur.com/a/sruzH
    Last edited by Ferather; 09-08-2017 at 12:36 PM.

  2. #2
    Rift Chaser Ferather's Avatar
    Join Date
    Jun 2011
    Posts
    341

    Default Update - 08/08/2017

    RGM v 0.24M (Masterwork)

    > Middle clicking "00:00", will now toggle quick menu or normal menu mode.
    > Quick menu mode can be moved and will remain on, untill toggled.
    > The menu will no longer move after session changes.

  3. #3
    RIFT Guide Writer huangchingho's Avatar
    Join Date
    May 2016
    Posts
    473

    Default

    Appreciate the continue development of this addon, it added versatility for seeing parse numbers aside from RIft meters, which is what I like.

    Suggestions:

    Will there be features such as locking RGM window to potentially avoid dragging by mistake?

    Sometimes, uploading combatlogs to ACT or PT might be too much work for players. Does API currently allows tracking APS in-game which is the absorbs-per-second generated by players instead of total-damage-absorbed?
    Last edited by huangchingho; 08-08-2017 at 03:55 PM.

  4. #4
    Rift Chaser Ferather's Avatar
    Join Date
    Jun 2011
    Posts
    341

    Default Feedback

    Thanks for the feedback, I can add panel locking in the next update.

    By absorbs-p/s do you mean the amount absorbed with added p/s mode.
    Or do you mean absorbs converted to healing and healing p/s?

    If you mean healing, it's already included.
    Last edited by Ferather; 08-08-2017 at 02:14 PM.

  5. #5
    RIFT Guide Writer huangchingho's Avatar
    Join Date
    May 2016
    Posts
    473

    Default

    Quote Originally Posted by Ferather View Post
    Thanks for the feedback, I can add panel locking in the next update.

    By absorbs-p/s do you mean the amount absorbed with added p/s mode.
    Or do you mean absorbs converted to healing and healing p/s?

    If you mean healing, it's already included.
    Thanks again, I meant absorbs-done-p/s instead of total-absorbs-taken or absorbs-taken-p/s.
    I was thinking of creating a session just to track absorbs-done p/s from healers specifically. Since there's currently no addon capable of tracking that, the only solution is to save combatlogs and parse the logs on ACT or PT.

  6. #6
    Rift Chaser Ferather's Avatar
    Join Date
    Jun 2011
    Posts
    341

    Default

    In RGM the conversion of absorb buffs works in the same way as casting a heal.

    > "Ferather" (caster) places absorb buff on "huangchingho" (target),
    > "Angry mob" (caster) hits "huangchingho" (target) for 2 damage (1 absorbed),
    > "Ferather" heals "huangchingho" for 1 (seen in "Ferather's" heals as ability name - "absorb").


    Details for addon authors:

    Event.Buff.Add --

    > Scan buff details, use description and word match "absorb". Use result as boolean trigger.
    > Scan buff caster, and create a table (to target) of added buffs, value = 0 (number).

    Event.Unit.Detail.Absorb --

    > Match target and focus on table, if new value is higher than previous, add the difference to first "0" buff.

    Event.Combat.Damage --

    > Use absorb key presence to trigger conversion on the target unit, place the heal into buff caster.
    > Chip away at a buff until "0", remove the buff when value reaches "0", move to next buff.

    Event.Buff.Remove --

    > Remove the buff from "target" table, mostly handles buff timeout.
    Last edited by Ferather; 08-09-2017 at 05:01 AM.

  7. #7
    Rift Chaser Ferather's Avatar
    Join Date
    Jun 2011
    Posts
    341

    Default

    RGM v 0.26M (Masterwork)

    > Added support for larger numbers, up to trillions, to panels and breakdowns.
    > Added panel locking feature, right click the main panels to lock them.

  8. #8
    Rift Master
    Join Date
    Dec 2013
    Posts
    623

    Default

    Thanks for the updates and the addon .

    Wanted to ask if there is a way to make make the font smaller and somehow resize the window frame along with it?

  9. #9
    Rift Chaser Ferather's Avatar
    Join Date
    Jun 2011
    Posts
    341

    Default

    No problem, I have not fiddled too much with fonts like I did with Super Meter.

    I can certainly look at adding fonts and re-sizing text, at a later date.
    I intend to make a side addon that expands RGM's abilitys.

    ----

    Resetting RGM.

    Type the following in-game:

    /script RGM_Global = nil
    /reloadui
    Last edited by Ferather; 08-10-2017 at 04:00 PM.

  10. #10
    Rift Chaser Ferather's Avatar
    Join Date
    Jun 2011
    Posts
    341

    Default

    RGM v 0.28M (Masterwork)

    > Improved pet support and added guardian support to the absorb to heal converter.
    > Improved display of pet and guardian data in ability breakdowns.

  11. #11
    Rift Chaser Ferather's Avatar
    Join Date
    Jun 2011
    Posts
    341

    Default

    RGM v 0.40M (Masterwork)

    > Added command "/rgm density xx", example: density 0.68, which changes main panel transparency.
    > Added command "/rgm over" which toggles mouseover quick ability breakdowns.

  12. #12
    RIFT Guide Writer huangchingho's Avatar
    Join Date
    May 2016
    Posts
    473

    Default

    Quote Originally Posted by Ferather View Post
    > Added command "/rgm density xx", example: density 0.68, which changes main panel transparency.
    How does this work? I am unable to make the main panel transparent.
    Last edited by huangchingho; 08-13-2017 at 05:54 PM.

  13. #13
    Ascendant Boase's Avatar
    Join Date
    Mar 2011
    Posts
    2,689

    Default

    Quote Originally Posted by huangchingho View Post
    How does this work? I am unable to make the main panel transparent.
    1 = 100% 0.5 = 50% its all <0

  14. #14
    Rift Chaser Ferather's Avatar
    Join Date
    Jun 2011
    Posts
    341

    Default

    RGM v 0.42M (Masterwork)

    > Some minor user interface tweaks in relation to recent changes.


    Previous changes:

    > Added command "/rgm density xx", example: density 0.68, which changes main panel transparency.
    > Added command "/rgm over" which toggles mouseover quick ability breakdowns.

    > Improved pet support and added guardian support to the absorb to heal converter.
    > Improved display of pet and guardian data in ability breakdowns.

    > Added support for larger numbers, up to trillions, to panels and breakdowns.
    > Added panel locking feature, right click the main panels to lock them.

    > Middle clicking "00:00", will now toggle quick menu or normal menu mode.
    > Quick menu mode can be moved and will remain on, until toggled.
    > The menu will no longer move after session changes.

    > The unit sort feature will now toggle between ascending and descending sorting.
    > Intercepted and blocked damage is now converted to full ability damage.
    > Using mouse wheel on the timer "00:00" with now alter panel width.
    > Changed the Primalist colour to reflect the in-game colour.
    > Hidden panels will no longer re-display after logout.

    > Added a basic ability filter, edit "Filter.lua" (RGM folder) to add abilities to the relevant category.
    > Absorbed damage is now added to the total ability damage, for the caster of the attack.
    > Fully absorbed critical hits are now included in breakdowns.

    > Fixed a "nil" display with ability tooltips, when pets deal damage, but the owner does not.
    > Using the "Delete Data" option will now start a new session if combat is active.
    > Set a default colour for units with unidentified callings.
    > Added an additional quick guide screenshot.

    > Added Primalist support, thanks to Neverine69.
    > Updated the revision to version 4.2.

    > Fixed/Updated the data sync feature, data sync now supports cross shard sending.
    > Group combat/Instance mode can now be detected after combat starts.
    > The unit death log will now update if open on the current session.
    > Reduced the resource cost of the data processor slightly.
    Last edited by Ferather; 08-19-2017 at 02:48 AM.

  15. #15
    Rift Chaser Ferather's Avatar
    Join Date
    Jun 2011
    Posts
    341

    Default

    RGM v 0.44M (Masterwork)

    > Some minor user interface tweaks in relation to recent changes.


    RGM should be bugless, thanks for all the feedback and input.
    I will be making an extension addon for extra features.

+ Reply to Thread
Page 1 of 3 1 2 3 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts