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Updated:01-11-20 06:35 AM
Created:05-19-19 08:09 PM
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Real Mob Health  Popular! (More than 5000 hits)

Version: 2.18
by: SDPhantom [More]

Notice:
On February 18th, 2020, Blizzard released a hotfix that enables mob health to be displayed in the Default UI.
RealMobHealth has run its course and is now obsolete. I thank everyone for their support during the lifetime of this addon.


For existing users running the Default UI, here's a list of addons that'll provide an alternative to the UITweaks module.

2.18 (2020-01-11)
-Modified death detection to hold onto data a little longer to prevent mobs with reincarnation mechanics from spamming messages
-Internal timers now use C_Timer instead of OnUpdate to try to combat "No player named <Player> is currently playing." spam after being minimized

2.17 (2019-12-13)
-Added usage of INSTANCE_CHAT as a fallback for BATTLEGROUND. (Reports are saying BATTLEGROUND is defunct)

2.16 (2019-12-12)
-Added usage of BATTLEGROUND addon channel
-RAID/PARTY addon channels now check specifically for the home group category instead of all

2.15 (2019-12-11)
-Implemented an anti-spam measure to help mitigate Blizzard's throttle bug of the YELL channel
-TextStatusBar_UpdateTextString() code moved to a secure hook to mitigate Blizzard taint bug

2.14 (2019-12-10)
-The YELL addon channel has been added to the list of broadcast channels
-Some internal functions are now metatable-aware (opens possibilities for future features?)

2.13 (2019-09-25)
-Removed lingering debug message that was hiding in the aura scanner

2.12 (2019-09-23)
-Now detects health from a Hunter's Beast Lore
-Added ruRU localization (courtesy of vAlshebnik)

2.11 (2019-09-15)
-Localization.lua now uncludes Unicode BOM for easier UTF-8 editing
-Revised deDE localization (courtesy of Dathwada)
-Added esES localization (courtesy of Lynk_One)

2.10 (2019-09-11)
-Added koKR localization (courtesy of chkid)

2.9 (2019-09-10)
-Added deDE localization (courtesy of Figlmueller)
-Fixed zhCN, zhTW, and koKR numeric abbreviations

2.8 (2019-09-09)
-Added zhCN and zhTW localizations (courtesy of EKE00372 and HopeASD)

2.7 (2019-09-08)
-Fixed Localization loader not loading the default locale for some people

2.6 (2019-09-08)
-Added frFR localization (courtesy of Pgmbru)

2.5 (2019-09-06)
-GameTooltip health text is now offloaded to the same on-use generation code that TargetFrame uses

2.4 (2019-09-05) APIVersion: 3.2
-Fixed TargetFrame text not checking options on creation
-Added health text to the GameTooltip's StatusBar
-"Show Tooltip Info" in options has been renamed "Show Tooltip Feedback" to avoid ambiguity with the new health text
-Added API version info to API
Note: APIVersion is noted in this log for continuity, however it's only available starting now
-Added RealMobHealth.OverrideOption() and RealMobHealth.UITweaksSetEnabled() to API (See APIDoc.txt)

2.3 (2019-08-11) APIVersion: 3.1
-Improved UITweaks' integration with layout addons
-Tooltip lines have been added to the localization table
-Tooltip now shows if a creature's health is overridden
-Added RealMobHealth.HasHealthOverride() to API (See APIDoc.txt)

2.2 (2019-08-09)
-Fixed newly created nameplates not checking options

2.1 (2019-08-08)
-Implemented GetNormalizedRealmName() fallback if UnitFullName("player") fails to return realm name
-Fixed stack overflow in UITweaks

2.0 (2019-07-14) APIVersion: 3.0
-Complete restructure
-Supporting code is split into different modules
-Peer system broadcasts discovered health values and makes queries through the AddOn comm channels
-Health recording can now happen when targeting a corpse after witnessing a fight
-New cache timeout system purges damage data from mobs that have not been seen in a while
-Cache timeout varies based on what data exists for the mob and if the addon is aware the mob is dead
-BlizzardUI Tweaks is reintegrated to streamline the new options system
-Lots of API additions/tweaks/changes (See APIDoc.txt)
-Callbacks are now handled by the new event system
-RealMobHealth.GetUnitHealth() speculative mode is now force-enabled. The argument to control it has been removed.

1.1 (2019-06-05) APIVersion: 2.0
-Streamlined the core code
-Fixed issue with Shaman totems getting recorded
-World/Raid bosses are now supported
-Damage reflection is now properly tallied
-More API functions (See APIDoc.txt)
-RealMobHealth.GetHealth() had been renamed RealMobHealth.GetUnitHealth()
-RealMobHealth.GetUnitHealth() now falls back to native values if not enough data present
-GameTooltip hook now only runs if the unit is attackable

1.0 (2019-05-19) APIVersion: 1.0
-Classic release
-Records damage taken of nearby mobs from the CombatLog
-Obtains mob level using mouseover/target/partytarget/raidtarget and if enabled, nameplates
-TargetFrame and Nameplates show text values for health, TargetFrame also shows mana/rage/energy
-Gametooltip shows which mobs have had their health recorded
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Unread 08-09-19, 09:00 PM  
yshdmt
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Data

Some private server data. Better start than 100 HP on every unknown mob
https://pastebin.com/WswqZDWj
Last edited by yshdmt : 08-09-19 at 09:40 PM.
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Unread 08-10-19, 06:01 AM  
SDPhantom
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Re: Data

Originally Posted by yshdmt
Some private server data. Better start than 100 HP on every unknown mob
https://pastebin.com/WswqZDWj
I'm seeing a lot of level 63 entries along with a few 61 and 62. Raid bosses have their level omitted from the CreatureKey since the client never receives them and the other entries lead me to believe these are difficulty-adjusted levels instead of the base ones given by the client. This uncertainty renders the list unusable. Sorry.
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Last edited by SDPhantom : 08-10-19 at 06:01 AM.
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Unread 08-10-19, 07:00 AM  
yshdmt
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Re: Re: Data

Originally Posted by SDPhantom
Originally Posted by yshdmt
Some private server data. Better start than 100 HP on every unknown mob
https://pastebin.com/WswqZDWj
I'm seeing a lot of level 63 entries along with a few 61 and 62. Raid bosses have their level omitted from the CreatureKey since the client never receives them and the other entries lead me to believe these are difficulty-adjusted levels instead of the base ones given by the client. This uncertainty renders the list unusable. Sorry.
Level ?? will still show 100. So bosses, even if they are in the list will not be shown. You can filter out those ones if you'd like to use the list. Source is CMaNGOS Classic DB. I did some tests in the starting zones + Duskwood and that data seems to be correct.
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Unread 08-10-19, 08:37 PM  
SDPhantom
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Re: Re: Data

Here's a sample OverrideData.lua file with all the preloaded values. All entries greater than level 60 are marked as raid bosses and should be picked up by the addon.

The addon doesn't support seeding data, these literally override anything the addon does and presents these as the real values.
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Last edited by SDPhantom : 08-10-19 at 08:39 PM.
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Unread 08-10-19, 10:52 PM  
rippywow
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Compatibility with improvedunitframes

Any way to make this compatible with improvedunitframes? I've been struggling for a long time trying to make the two work. It works with improvedunitframes disabled, but with it enabled it goes back to 100/100 for recorded mobs.
Alternatively is there some way I can contact you on discord or something?
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Unread 08-10-19, 11:19 PM  
rippywow
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nevermind i fixed it. ufi was trying hook the same thing already hooked from realmobhealth so i disabled that line and now it works flawlessly.

(line 75)
Last edited by rippywow : 08-10-19 at 11:19 PM.
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Unread 08-11-19, 12:17 AM  
SDPhantom
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Re: Compatibility with improvedunitframes

Originally Posted by rippywow
Any way to make this compatible with improvedunitframes? I've been struggling for a long time trying to make the two work. It works with improvedunitframes disabled, but with it enabled it goes back to 100/100 for recorded mobs.
I'm guessing you mean UnitFramesImproved? Looking at their code, there's a few major problems ranging from incorrect events being registered to performance degradation over time due to indefinite hook-stacking.

Back to the topic at hand. I have a few ideas, but I need time to test out my options.



Originally Posted by rippywow
Alternatively is there some way I can contact you on discord or something?
I don't have a personal server nor am I part of one that's open to the public. I check this site somewhat frequently so here is the best place to contact me for the time being.
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Unread 08-11-19, 02:30 AM  
SDPhantom
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Originally Posted by rippywow
nevermind i fixed it. ufi was trying hook the same thing already hooked from realmobhealth so i disabled that line and now it works flawlessly.
I just finished updating the hook in UITweaks to use a different function that's improving compatibility. I'll be posting it soon™.
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Unread 08-11-19, 03:01 AM  
yshdmt
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On raid bosses, would it be possible to add hp if that npc id is in the list even if level is unknown? Or if i'm running through a high level zone and seeing a level ?? "Shadowmaw Panther" npc 684 that got data for ["684-37"] = 1536, ["684-38"] = 1604, could it default to to highest level data for that known unit?
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Unread 08-11-19, 03:52 AM  
SDPhantom
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Originally Posted by yshdmt
On raid bosses, would it be possible to add hp if that npc id is in the list even if level is unknown? Or if i'm running through a high level zone and seeing a level ?? "Shadowmaw Panther" npc 684 that got data for ["684-37"] = 1536, ["684-38"] = 1604, could it default to to highest level data for that known unit?
Raid bosses should already be done, though I can't test it currently. Read the comment in OverrideData.lua about how CreatureKeys are made.

High level zones will incur a performance penalty since I'll have to scan multiple tables that can get rather large. Even caching these will take a lot of time on load to build.
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Last edited by SDPhantom : 08-11-19 at 03:54 AM.
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Unread 08-12-19, 01:21 AM  
woowoowoo
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Works great on nameplates.
Have never seen it working on the target frame even with no other addons.
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Unread 08-12-19, 02:16 AM  
ryguy182
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Originally Posted by Sammis
Is this working with ElvUI?
I didn't include specific support for other UIs, so it's up to how they work with the TargetFrame. This is made as a library with minimal code to hook into the default UI if anyone (like me) runs with just that.
Did anyone manage to get this working? I got basically all my addons the way I want barring some that needs stability/error updates, but unfortunately it just defaults to 100 hp for everything with ElvUI. I think I only have until 9 AM on Monday to try and get it working before stress test ends.
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Unread 08-12-19, 03:10 PM  
SDPhantom
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Originally Posted by woowoowoo
Have never seen it working on the target frame even with no other addons.
What version were you running? 2.1 had a stack overflow in the TargetFrame code that I put out a fix for already. Otherwise, it seemed to be working fine when I ran the current version (now 2.3).



Originally Posted by ryguy182
Did anyone manage to get this working? I got basically all my addons the way I want barring some that needs stability/error updates, but unfortunately it just defaults to 100 hp for everything with ElvUI.
I dug around in their code and in ElvUI/Modules/UnitFrame/Tags.lua, around line 70, you'll find a comment header named Tags. Insert this right under it.
Code:
local OLD_UnitHealth,OLD_UnitHealthMax=UnitHealth,UnitHealthMax;
function UnitHealth(unit)
	if not RealMobHealth then return OLD_UnitHealth(unit); end
	local cur,max=RealMobHealth.GetUnitHealth(unit); return cur;
end
function UnitHealthMax(unit)
	if not RealMobHealth then return OLD_UnitHealthMax(unit); end
	local cur,max=RealMobHealth.GetUnitHealth(unit); return max;
end
This will replace the local references of these functions in that file with a function that pulls values from RealMobHealth.



Edit: Fixed load order issue
Edit2: Fixed another load order issue
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Last edited by SDPhantom : 08-29-19 at 02:17 AM.
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Unread 08-12-19, 04:17 PM  
ryguy182
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Thanks so much for checking it out SDPhantom!

Unfortunately I'll probably to wait until launch now to give it a shot. Really didn't expect you to go digging in another addon for me.
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Unread 08-14-19, 05:37 AM  
Xenomorph2004
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Code:
local RMH_GetUnitHealth=RealMobHealth.GetUnitHealth;
function UnitHealth(unit) local cur,max=RMH_GetUnitHealth(unit); return cur; end
function UnitHealthMax(unit) local cur,max=RMH_GetUnitHealth(unit); return max; end

This is genuinely amazing work. I tried myself to go through the ElvUI code to see how they had it, but didn't even consider changing the values via the Tags file. Stupid me.

Do you know, if it would be possible to do something similar to the Tags.lua File in the ElvUI/Modules/Nameplates/ folder? So that the nameplates also draw the correct info from Real Mob Health. I had a look, but that Tags.lua doesn't have a TAGS section included within it. Would be amazing if you had any quick ideas I could try?

Thanks again for your amazing work. A life saver!

EDIT: Would the same code as you posted before work possibly after the line --GLOBALS: Hex ?
Last edited by Xenomorph2004 : 08-14-19 at 05:53 AM.
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