I wish I knew of any ways to test encounters without having to wait 1 week for each set of tests. I will try to investigate it and see if I can find anything.
Is there a way for Headcount to "listen" for changes in epgp ? we're using epgp and in perticular epgp_lootmaster as a way to hand out loot, but it would be cool if headcount could wait and listen for the change in epgp as it waits for a person to recive any loot.
Or perhaps if there is a way for headcount to know the gp value of a item beforehand and you just click "yes" or change it for something else.. if you press bank or disenchant the value is automaticly zero
Or maybe export the epgp values into headcount to process its values
Hi all. I have a hunch about why Professor Putricide isn't being logged.
HeadCount tracks boss events generically. For example, when fighting the Blood Princes, each Prince (Valanar, Keleseth, Taldaram) are added to a single boss event. When all three are dead, the boss event is complete since all three were logged as bosses during player combat and when the event ends, all three are dead.
For Professor Putricide, he fights during phase 1 (up to second Tear Gas event) as small undead Putricide. Then, following the second Tear Gas event, he turns into big undead shambler Putricide. My hunch is that both Putricides during a single encounter have different creature guids (global universal identifiers). The second Putricide dies (big shambler), but the first one doesn't (since he transforms). The boss event has both guids logged for the single combat log (similar to 3 guids for the Blood Princes) so when combat ends, HeadCount thinks no boss kill should be logged (since all bosses didn't die for the encounter).
Can someone attach a combatlog of a single Professor Putricide kill to confirm this?
If this is the case, some sort of special handling will have to be done to manage this double guid scenario.
Edit:Might have leaped before I looked. I browsed through an attached combat log and it looks like the guid doesn't change. No dice.
Actually I have a problem with the Blood Princes. If I target one of them before we even start the event, it detects a kill. That might not happen if I make sure not to target them, but that's rather.. counter-intuitive.
For the Blood Prince, you surely have a raid members that kills a spider or anything else, so the combat start event is triggered and HC start looking at all targets of the raid to detect the current boss event ;)
Hi all, I wrote a nice PHP script that parses out attendance and loot recieved from the CSV dumps of HeadCount! I am willing to share this script if anyone wants it.
Anyway! I'm having an issue with raids that don't down anything! I still want to track the attendance. Is that possible with headcount?
Thanks for this. Now I just need Gunship and Dreamwalker to work (perhaps Sindragosa aswell, can't remember if there are any problems with that encounter).
I'm running r117 alpha and it's still not recording Gunship Battle, Professor Putricide, Valithria Dreamwalker or Sindragosa.
I've tried deleting all saved variables to reset it's settings as well as deleting the mod and redownloading and it still wont register those bosses.
Playing on enUS client so technically it should be working from what I've read in the changelogs.
From what I can tell HeadCount doesn't currently show normal / heroic tag on bosskills in ICC. Since you can switch back and forth between heroic and normal from boss to boss it isn't enough just getting the difficulty tag from the zone instance. We would need to have headcount get difficulty setting upon each actual bosskill.
In order to utilize the eqdkp format export string properly would this be something we can look forward to?
You can tell bosskills from item-id's at least. HC stores those and since different items drop in normal/heroic you can deduce the difficulty level from the item-id's.
For example Marrowgar's loot table 10-man loot table for normal item id's are less than 51000 and heroic are over 51000 with the exception of Sliver of Pure Ice (50339 and 50346 respectively).
- ["boss.end.trigger.putricide"] = "Bad news, everyone! I don't think I'm going to make it.", --to be translated
+ ["boss.end.trigger.putricide"] = "Schlechte Nachricht, Freunde... Ich glaube nicht, dass ich es schaffen werdeâ¦",
["boss.end.trigger.dreamwalker"] = "ICH BIN GEHEILT! Ysera, erlaubt mir diese üblen Kreaturen zu beseitigen!",
- ["boss.end.trigger.sindragosa"] = "Free...at last...", --to be translated
+ ["boss.end.trigger.sindragosa"] = "Endlich... frei...",
Currently if there are two officers running Headcount, they each have different wait lists. Is there any way to make this the same list? Or for members who request wait list status to be automatically added to all of the officers' Headcount lists? Or at the very least, for other officers running Headcount to see the times that members joined or left the wait list without having to broadcast it?
When the other person running this in our raids broadcasts it doesn't tell me when they joined, but it does show that info for her. We don't have our wait list people in the raid for the duration. They show up in the list, and the main keeper of the list can see when they joined, but I cannot.
Hope I'm overlooking something and there is an easy solution. :)
For the Blood Prince, you surely have a raid members that kills a spider or anything else, so the combat start event is triggered and HC start looking at all targets of the raid to detect the current boss event ;)
I added these into the latest alpha as well and they worked for both bosses. It's just Gunship and Valithria that don't seem to work even though there is an entry for the Cache of the Dreamwalker.
I added these into the latest alpha as well and they worked for both bosses. It's just Gunship and Valithria that don't seem to work even though there is an entry for the Cache of the Dreamwalker.
Valithria is friendly, and the gunships i dont think are a real hostile bossmob that dies.
Im not sure whats wrong here though.
Putricide doesn't get recorded on 25 man as you mentioned. Going on Sindragosa in 5 minutes, will get back to you with that when she's dead.
Edit: Sindragosa didn't work either :(
I wish I knew of any ways to test encounters without having to wait 1 week for each set of tests. I will try to investigate it and see if I can find anything.
sorry if this has come up earlier.
Is there a way for Headcount to "listen" for changes in epgp ? we're using epgp and in perticular epgp_lootmaster as a way to hand out loot, but it would be cool if headcount could wait and listen for the change in epgp as it waits for a person to recive any loot.
Or perhaps if there is a way for headcount to know the gp value of a item beforehand and you just click "yes" or change it for something else.. if you press bank or disenchant the value is automaticly zero
Or maybe export the epgp values into headcount to process its values
sorry my mind went wandering..
love the addon thou =)
HeadCount tracks boss events generically. For example, when fighting the Blood Princes, each Prince (Valanar, Keleseth, Taldaram) are added to a single boss event. When all three are dead, the boss event is complete since all three were logged as bosses during player combat and when the event ends, all three are dead.
For Professor Putricide, he fights during phase 1 (up to second Tear Gas event) as small undead Putricide. Then, following the second Tear Gas event, he turns into big undead shambler Putricide. My hunch is that both Putricides during a single encounter have different creature guids (global universal identifiers). The second Putricide dies (big shambler), but the first one doesn't (since he transforms). The boss event has both guids logged for the single combat log (similar to 3 guids for the Blood Princes) so when combat ends, HeadCount thinks no boss kill should be logged (since all bosses didn't die for the encounter).
Can someone attach a combatlog of a single Professor Putricide kill to confirm this?
If this is the case, some sort of special handling will have to be done to manage this double guid scenario.
Edit: Might have leaped before I looked. I browsed through an attached combat log and it looks like the guid doesn't change. No dice.
So to track them you have to add them in the WhiteList :
For the Blood Prince, you surely have a raid members that kills a spider or anything else, so the combat start event is triggered and HC start looking at all targets of the raid to detect the current boss event ;)
Anyway! I'm having an issue with raids that don't down anything! I still want to track the attendance. Is that possible with headcount?
Thanks very much!
Thanks for this. Now I just need Gunship and Dreamwalker to work (perhaps Sindragosa aswell, can't remember if there are any problems with that encounter).
I've tried deleting all saved variables to reset it's settings as well as deleting the mod and redownloading and it still wont register those bosses.
Playing on enUS client so technically it should be working from what I've read in the changelogs.
In order to utilize the eqdkp format export string properly would this be something we can look forward to?
For example Marrowgar's loot table 10-man loot table for normal item id's are less than 51000 and heroic are over 51000 with the exception of Sliver of Pure Ice (50339 and 50346 respectively).
When the other person running this in our raids broadcasts it doesn't tell me when they joined, but it does show that info for her. We don't have our wait list people in the raid for the duration. They show up in the list, and the main keeper of the list can see when they joined, but I cannot.
Hope I'm overlooking something and there is an easy solution. :)
I'd like to be able to track attendance and how much loot everyone is getting .
I'll go ahead and do it myself if no-one has, but if it exists already, please let me know.
I added these into the latest alpha as well and they worked for both bosses. It's just Gunship and Valithria that don't seem to work even though there is an entry for the Cache of the Dreamwalker.
Valithria is friendly, and the gunships i dont think are a real hostile bossmob that dies.
Im not sure whats wrong here though.
yes, we have :
http://www.bbdkp.com/viewtopic.php?f=2&t=1597