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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 08-17-19, 06:16 AM  
adl
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Hello, im wondering if its possible to let us change the HP font and shadow? Im currently using a nameplate addon and i would be really happy if i was able to make the HP font match my nameplate font.
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Unread 08-15-19, 01:56 PM  
SDPhantom
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Originally Posted by Duman
Just out of curiosity -- why doesn't your addon just override the UnitHealth() and UnitHealthMax() builtins? Are there certain things that will break/explode if you do this?
Changing a built-in function always runs the risk of breaking everything, either by imperfect replication of the function, future changes, or by taint. My concern is it's common and even suggested for addons to store local references to globals if they call them frequently. This means any addon that does this before we even load is immune to the change. It's just not a feasible solution.



Originally Posted by NeroDrops
So technically I'd just use a custom function to call the RealMobHealth.GetUnitHealth()
with

Code:
local curHealth, maxHealth, curIsEstimate, maxIsEstimate = RealMobHealth.GetUnitHealth(unit)
and return the value as output?
Yep, though you can cut out the "IsEstimate" variables if you don't have a use for them. Lua will just discard those if you do.
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Last edited by SDPhantom : 08-16-19 at 06:26 AM.
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Unread 08-15-19, 12:34 PM  
Duman
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Hey SDPhantom,

Just out of curiosity -- why doesn't your addon just override the UnitHealth() and UnitHealthMax() builtins? Are there certain things that will break/explode if you do this?

I realize other addons can just create their own "UnitHealth"-esque functions that check for RealMobHealth and use that if it exists, but that seems like unnecessary checks that everyone needs to do, rather than just overriding the builtins. (And means I need to hack this into all the various addons I have that may try to display a mob's health )

Would love to understand why you chose not to override

Thanks!
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Unread 08-15-19, 06:46 AM  
NeroDrops
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Thx for ur fast reply I really apreciate ur help.

So technically I'd just use a custom fuction to call the RealMobHealth.GetUnitHealth()
with

local curHealth, maxHealth, curIsEstimate, maxIsEstimate = RealMobHealth.GetUnitHealth(unit)

and return the value as output?

Greetings
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Unread 08-14-19, 03:13 PM  
SDPhantom
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Re: Calling the Real Mob Health Value in Weakauras 2

Originally Posted by NeroDrops
I'm working on creating individual unitframes for my UI via WeakAuras2
Every frame is working with Health values % and numeric for party frames and playerframe.
Im using simple progressbars which show the health value as text in the options (default)

Now comes the struggle:
On the target frame the health value is only Percentage because on default as we know in the Classic client thers no health value for target Mobs.

Is it possible to call the target health value from the Real Mob Health Addon via Weakauras 2 and display it as a a numeric value?
I haven't done anything with WeakAuras, so I wouldn't know how to set it up without spending some time with the addon. However, documentation on the RealMobHealth API is available in APIDoc.txt. RealMobHealth.GetUnitHealth() should be listed near the bottom in the Health Data section.
Code:
RealMobHealth.GetUnitHealth(unit)
	Gets current and max health for unit
	Extra returns are booleans that signal if current and max health respectively are estimates
	Note: Extra returns are both nil if not enough data present and reverting to UnitHealth() and UnitMaxHealth()
		This function ignores peer data if the EnablePeerCache option is set to false
Example:
Code:
local curHealth, maxHealth, curIsEstimate, maxIsEstimate = RealMobHealth.GetUnitHealth(unit)
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Unread 08-14-19, 06:36 AM  
NeroDrops
A Kobold Labourer

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Calling the Real Mob Health Value in Weakauras 2

Hey SDPhantom,

I'm working on creating individual unitframes for my UI via WeakAuras2
Every frame is working with Health values % and numeric for party frames and playerframe.
Im using simple progressbars which show the health value as text in the options (default)

Now comes the struggle:
On the target frame the health value is only Percentage because on default as we know in the Classic client thers no health value for target Mobs.

Is it possible to call the target health value from the Real Mob Health Addon via Weakauras 2 and display it as a a numeric value?

Could u help me out how I could do that on a progress bar just to show the Real Mob Health value of my current target when its a mob and already tracked with Real Mob Health?

Greetings,

NeroDrops
Last edited by NeroDrops : 08-14-19 at 06:39 AM.
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Unread 08-14-19, 06:11 AM  
SDPhantom
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Originally Posted by Xenomorph2004
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?

EDIT: Would the same code as you posted before work possibly after the line --GLOBALS: Hex ?
I ran a search for usage of UnitHealth() in the entire addon and the file I specified is the only space where formatting is defined. Adding the code in Nameplates would overwrite the Blizzard API since it's not defined as a local there, so it would propagate to the global space instead of being contained in the file. In all, both files are configuring oUF without any concern for what kind of UnitFrames they apply to. I assume for now, the instructions I posted previously are adequate enough to apply to the entire UI as a whole. I won't have a chance to test it until launch.
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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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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 08-12-19, 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, 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, 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 08-11-19, 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 08-11-19, 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, 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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