A library for wrapping and encapsulating combat-related calculations and interfaces.
/lcc to see the provided slash commands, mainly for debugging purposes.
The main feature right now is "/lcc mobinfo" which is part of my testing system for combat mechanics. I'd be interested in feedback on that, see the MobInfo page for more details.
Visit the LibCombatCalcs home page for more details and the LibCombatCalcs ticket tracker for logging issues/suggestions/cake.
commit 1118a156f07c03cef849e597077f1602b5d7f026
Author: Paul "TBBle" Hampson <Paul.Hampson@Pobox.com>
Date: Sat Oct 4 19:20:57 2008 +1000
Initial implementation of the Mob Info window
Added a Mob Info window, accessed with /lcc mobinfo, which shows mobs which you
have hit with an autoattack which this could guess a toughness value from, and
any abilities you've hit them with.
Guessing toughness from an autoattack requires that either you only have a
melee or ranged weapon equipped, or one or the other would result in a negative
toughness for the given damage.
Note that when running this addon, the mob log data will grow without bound,
presumably crashing your client eventually. Use the Delete button in the Mob
Info window to remove a mob from the record. I also recommend you only load
this module if and when you want to examine your combat numbers.
Allows overriding the calculated toughness value for a mob, and the casting
time (ie time over which DPS is calculated) for the ability.
You currently have to select which stat and weapon DPS values apply, since
there's no way in-game to tell that and I haven't put in the infrastructure for
databasing that yet.
Also cleaned up the debug output a lot, now you get a single line of debug
output per hit, showing the results of the combat log parse.
The data collection for the Mob Info window ignores critical hits but not
debuffed hits. So make sure you don't apply any relevant debuffs (ie. toughness
or damage, Armour/Resist is OK) to enemies.
Buffs for your stats should be fine, we use the same values as the Player
information window. However, bonus damage from things like Warcry are probably
going to affect the numbers.
Also, it doesn't (cannot!) distinguish between on-hand and off-hand damage, so
best to not use this with an off-hand weapon, although it appears that every
off-hand attack is preceeded by an on-hand attack so all it'll do is complain
that the toughness of the mob appears to have changed.
commit db0e276dfaa121a403f21a5392335286e8552d43
Author: Paul "TBBle" Hampson <Paul.Hampson@Pobox.com>
Date: Mon Sep 29 14:17:59 2008 +1000
Add .pkgmeta file to indicate dependancy on LibSlash
.pkgmeta file borrowed from SpamMeNot due to an extreme case of laziness
commit 584cd638144287ff820f4fa4366e69f80ce91a45
Author: Paul "TBBle" Hampson <Paul.Hampson@Pobox.com>
Date: Sun Sep 28 22:42:14 2008 +1000
Initial introduction to curseforge.
Noisy, whiney and only somewhat working. But it's a start.
Installation Guide
- Exit "Warhammer Online" completely
- Download the mod you want to install
- Make a folder on your desktop called "My Mods"
- Save the .zip/.rar files to this folder.
- If, when you try to download the file, it automatically "opens" it... you need to RIGHT click on the link and "save as..." or "Save Target As".
- Extract the file - commonly known as 'unzipping'
Do this ONE FILE AT A TIME!
- Windows
- Windows XP has a built in ZIP extractor. Double click on the file to open it, inside should be the file or folders needed. Copy these outside to the "My Mods" folder.
- WinRAR: Right click the file, select "Extract Here"
- WinZip: You MUST make sure the option to "Use Folder Names" is CHECKED or it will just extract the files and not make the proper folders how the Authors designed
- Verify your WAR Installation Path
That is where you are running WAR from and THAT is where you need to install your mods.
- Move to the Addon folder
- Open your Warhammer Online folder. (default is C:\Program Files\Warhammer Online\)
- Go into the "Interface" folder.
- Go into the "AddOns" folder.
- In a new window, open the "My Mods" folder.
- The "My Mods" folder should have the "Addonname" folder in it.
- Move the "Addonname" folder into the "AddOns" folder
- Start Warhammer Online
Translations
When you download a mod, please be sure that the mod is compatible with your translation of WAR. Some mods only work on the US versions, while some only work on some of the various European versions. These variations are called "Localizations".
Directory Structure
Warhammer Online
|_ Interface
|_AddOns
|_*AddonName*
|_ *AddonName*.mod
|_ *AddonName*.lua
|_ (possibly others as well)...