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Name: KillTracker   Popular!
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Date: 06-16-2012 04:52 PM
Size: 62.25 Kb
Version: 0.9.5
Rate File: 4 out of 5 with 4 votes  
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KillTracker Main Window - All Characters, Sorted By Enemy
 
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Plugin Manager and Options Panel
 
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KillTracker Main Window - Current Character, "Kill Ticker" View
 
Description
Have you ever wondered just how many of a particular beastie you've killed? When the last time was you took down a certain nemesis? How well your new character is keeping up with the Bagginses?

Now you can know, with KillTracker !

Keeps a log of every kill by your character, including, per enemy:
  • Enemy Name
  • Character Name
  • Character Level at First Kill
  • Character Level at Most Recent Kill
  • Kill Count + New Kills This Session
Other features:
  • Supports Monster Play
  • Current Character or Account-Wide Results View
  • Full Support for Turbine's Plugin Manager - Auto-Load and Options
  • Works Great with Same-Named Characters on the Same Account
  • Fully Resizable, Scrollable, Sortable and Movable Windows
  • Full French and German Locale Support
  • Display Toggle Icon

Details
Kills are credited by analyzing the combat logs and character's in-combat state, and give credit for direct character kills, kills by pets and soldiers, kills by devices (currently just traps) and kills due to damage reflection, all with a very high degree of accuracy.

Same-named characters on the same account are supported by automatically generating a unique numeric ID for each server. BIG CHANGE in v0.9.4: This number will be displayed after the character name in the results table by default, but can be changed to any string desired, such as a server name abbreviation, using the in-game Options panel. If you had previously customized these server IDs by editing the plugindata files, the new version should pick that up and apply it to the new kill log data format without any problems. Please, use the new Options panel to manage the Server IDs as of v0.9.4 - do not continue to edit the files manually.


Version Log
v0.9.5 (2012/06/16)
  • performance fixes (reverted back to old data save format and optimized table management)
v0.9.4 (2012/05/12)
  • ability to have new kills jump to the top, like a vertical ticker
  • displays kill counts since plugin was last loaded in parenthesis after the total kill counts (see screenshots)
  • icon now acts as a toggle and can have its position locked
  • user-customizable Server ID for same-name characters (without editing the files manually)
  • new options panel to configure new functionality and set default view/sort
  • misc. user interface enhancements
  • more shell commands (hide, toggle, options)
  • new compressed data save format, which saves space and also makes manual import/export feasible (data should migrate to the new version without any problems - back up your PluginData folder before upgrading if you're concerned)
  • full support for Turbine's Plugin Manager (auto-load and options panel)
v0.9.3 (2012/05/06)
  • request by Adder: add Plugin Compendium support
v0.9.2 (2012/05/06)
  • *sigh* ...of course I forgot to include my author folder in the zip file...sorry!!!
v0.9.1 (2012/05/06)
  • initial release
Installation
Just download the Zip file and unzip it to your Plugins folder, or use Plugin Compendium to make it even easier. There are no dependancies on any outside files.


Usage
Since this plugin is really meant to run all of the time as a background process, I recommend that you set it to autoload using Turbine's built-in plugin manager (see screenshots).


To load the plugin manually, use the chat command that matches your game client locale:
English: "/plugins load killtracker"
German: "/zusatzmodule laden killtracker"
French: "/plugins charge killtracker"
When first loaded, the main window is minimized by default and a small icon is placed in the bottom-left corner of the screen to quickly bring up the main window. This icon may be moved anywhere on the screen simply by dragging. To open the main window, just click on the icon, or use the appropriate chat command:
English: "/kt show" or "/killtracker show"
German: "/kt anzeigen" or "/killtracker anzeigen"
French: "/kt afficher" or "/killtracker afficher"
Future Plans (in order of likelihood)
  • Capture player deaths as well as kills ("That #@%$# has killed me how many times?!")
  • Testing/support for skins, Monster Play color scheme
  • Enable cleaner data export ability for sharing with other players
  • Collecting/loading a compilation of unique Free-People enemy names as a sort of "hit list", especially for rares - an unoffical deed of sorts
  • Provide enemy detail tooltips, either through future API support, or possibly integration with LOTRO Compendium
  • Store first kill coordinates (needs API support)
Known Issues
Although I have done a good bit of testing on my own characters in all three languages, more testing and research is needed from a variety of characters of different classes/levels, across Monster and Free-People play, and especially for French and German clients. There are likely specific hit/kill message formats and scenarios that I am not aware of, similar to the special way that Trap-related hits and kills show up. PLEASE HELP by testing any scenarios you can think of and submitting any misses to me with the exact messages from the combat chat channels, preferably with time stamps. A few debug levels and highlighting options are available at the top of the Main.lua file for advanced users.

The character will only be credited for the kill if the killing blow can conclusively be traced back to the character or their devices, pets or soldiers. NPC or fellowship party member kills will not be credited, nor will certain rare kinds of enemy death messages which provide no indicator of the killer. You may do 99% of the damage against an enemy, but if the killing blow is delivered by someone else, you won't get the credit.

Since this is a text-based system due to the lack of an official Turbine API for this information, giving your characters, pets and soldiers unique names will ensure the highest degree of accuracy. It is unlikely, but possible that you could be given credit for a kill made by another player or their pet/soldier, or even an NPC, if they have the same name as your pet/soldier and kill your pet/soldier's target or a same-named enemy in the same area at the same time.

I did my best with the German and French translations, and have tested the parsing logic successfully, but corrections and additions to in-game chat language for the parsers, and improvements to UI wording would be extremely welcome. My French is abysmal and my German doesn't cover tech/game-speak.


SPECIAL THANKS goes out to:
  • Garan for the wonderful LUA tutorial that made this, my first plugin, even feasible, and for all of the awesome plugins after which to model mine.
  • Evendale for the incredible work on Combat Analysis and permission to borrow much of the chat parsing logic and other bits and pieces. Also to Shadow Dragon for the Combat Analysis French translations, which I referenced heavily.
Archive List (Old Versions)
File Name
Version
Size
Author
Date
0.9.4
62.11 Kb
K1R4D3L
05-12-2012 03:08 PM
0.9.3
56.23 Kb
K1R4D3L
05-06-2012 07:29 AM
0.9.2
55.78 Kb
K1R4D3L
05-05-2012 11:32 PM
File Statistics
User Rating:
4 out of 5 with 4 votes
Downloads: 23105
Views: 53416
Favorites: 11
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Unread 05-06-2012, 03:33 AM  
Adder
The Undying
 
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This looks pretty sweet and I'm looking forward to trying it out later today.

One request... Could you possibly make this compatible with Plugin Compendium? That just makes it SOOOO much easier to keep updated. Thanks!
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Unread 05-06-2012, 07:36 AM  
K1R4D3L
The Undying
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Quote:
One request... Could you possibly make this compatible with Plugin Compendium? That just makes it SOOOO much easier to keep updated. Thanks!
Thanks for the heads up - I was aware of Plugin Compendium, but had never checked it out myself and forgot all about it. It is pretty sweet - now I'm hooked myself!

I submitted KillTracker for inclusion in the plugins list and added the extra file. Hopefully it will be approved soon...
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Unread 05-08-2012, 03:17 PM  
Adder
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Quote:
Thanks for the heads up - I was aware of Plugin Compendium, but had never checked it out myself and forgot all about it. It is pretty sweet - now I'm hooked myself!

I submitted KillTracker for inclusion in the plugins list and added the extra file. Hopefully it will be approved soon...
Thanks for the update for PC compatibility!
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Unread 05-10-2012, 08:39 PM  
fwskateboard
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So it just tracks when you get a killing blow, right?

If so, is there a possibility of having a setting to track kills that occur in a raid/fellowship?

Great plugin idea,
Fwskateboard
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Unread 05-11-2012, 01:31 AM  
K1R4D3L
The Undying
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Quote:
So it just tracks when you get a killing blow, right?

If so, is there a possibility of having a setting to track kills that occur in a raid/fellowship?
Right, only when you get the killing blow.

I'd have to explore the Party object a bit, but I think I can at least get the party member names. The accuracy would be a lot lower than for the player directly though. I wouldn't have access to InCombat state, or either hit log, which I use to confirm that the kill was actually done by the player. Without this, I wouldn't be able to count party members' pets/soldier/devices because I would have no way of verifying who they belonged to purely by name. Even the accuracy of the direct kills by a party member would be much lower than for the player, since all I'd have to go on for them would be names, which can be duplicated by anyone's pets/soldiers that are in the area.

My preference is to stick to the data that I can ensure has a fairly high degree of accuracy, but even with all of those caveats, if you think having rough numbers to represent what may be fellowship/raid kills would be helpful, I can think about storing it as a separate metric and having a setting to show it, maybe as another number with a slash, e.g. 2/6(0/1) would mean 2 kills by the player, 0 since the plugin was last loaded (this is a new feature coming in the next version), 6 kills by party members, 1 since the plugin was last loaded.
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Unread 06-14-2012, 05:44 AM  
Indy_UKCM
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I gave this a run to see what it was like.

First impressions were, it was a good addition to keep track of your kills

But then the problem started

The more you kill, the longer it takes to register that kill with the plugin

I started a toon from scratch, each kill was getting registered
It got worse the higher level I got
By the time I had reached level 16, it was taking between 3 and 5 seconds to register.
My toon would just stand there in the middle of a skill animation waiting for the kill shot.

It was as if the plugin was saying "please wait while i write this down"
Then it got even worse.
Fighting Goblins in the Greenfields. I would kill one, wait for the tracker to catch up, then be surrounded by 3 or 4 goblins that weren't there a moment ago.
As though the tracker was saying "please wait while I write this down. Oh my you have quite a few kills I need to count them up and add this one"

It has gotten so bad that i have had to remove the plugin. Which is a pity
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Unread 06-14-2012, 08:11 AM  
K1R4D3L
The Undying
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Quote:
Originally Posted by Indy_UKCM
But then the problem started

The more you kill, the longer it takes to register that kill with the plugin
Wow, that's certainly a serious problem...sorry for the troubles. Would you be able to send me your AllServers\KillTracker.plugindata file so I can troubleshoot? PM me if you're willing and I'll give you my email address - doesn't look like we have any way to attach files on here. I've personally tested this with over a thousand kills without any problems, so I'm very curious to see what's causing the slowdown on your system. Should be solvable in any case...just need to play with it a bit.

Is anybody else having similar issues? Surprised this is the first I've heard of this.
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Unread 06-14-2012, 09:12 AM  
K1R4D3L
The Undying
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OK, no need to send me your data file - I was able to generate a very large data file (1000 different enemies and over 500,000 total kills) and reproduce the problem on my machine (I have a pretty powerful machine...still only a sub-second pause, but enough to see the effect). I'll work on optimizing the code - should have a fix out this weekend.

Thanks for the feedback!
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Unread 06-16-2012, 04:55 PM  
K1R4D3L
The Undying
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v0.9.5 should resolve the performance problems. The new save file format was great for import/export, but took a big performance hit once a large history was accumulated, or on slower machines. I reverted back to the old save file format and made some other performance tweaks and am no longer able to see an issue.

Of course, let me know if the issues persists for any of you.
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Unread 06-25-2012, 12:22 PM  
K1R4D3L
The Undying
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v0.9.6 coming soon...with player defeats

Just providing an update:

I have another big release coming soon, v0.9.6, including:
  • player defeat tracking
  • confirmed support for all known special devices (different types of traps, snares and gourds)
  • full support for skins (including the default Monster Play theme)
  • support for several new kill message formats that I found while parsing the game files
Parsing the game files also enabled me to ensure that the FR/DE logic is correct for chat message parsing, as I was able to locate particular message formats across the localized resource files by ID.

I just need to wait on Bullroarer to come back up so that I can finish testing with various character types and grab a few missing FR/DE translations for the new device types. Should be able to upload within a few days of Bullroarer being available again.

Unless I have to patch for some reason, the next release after v0.9.6 should be v1.0.0, including best-effort support for fellowship/raid kills, the most requested and obviously missing feature, as a separate metric that can be turned on/off. That shouldn't be terribly hard to implement, so maybe a couple of weeks after v0.9.6, depending on my schedule. I'm calling that v1.0.0 because I think that really locks in all of the core functionality for this plugin. Looking at mob coordinate logging after that (will require a manual button click since the API doesn't support it), with a possible tie-in to Moormaps and/or Waypoint....
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Unread 10-06-2012, 04:08 PM  
shirkaster
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Could you make something that track only kills of players i nPvMP? Something like that would be great.

Cheers
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Unread 10-15-2012, 08:30 PM  
K1R4D3L
The Undying
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Quote:
Originally Posted by shirkaster
Could you make something that track only kills of players i nPvMP? Something
like that would be great.
Hmm...I'd have to see how I could differentiate between those player/monster kills and regular kills. I'm not sure if the messages in the chat log are reliably different enough to distinguish them, and that's all I have to go on. I could certainly add the ability to delete rows from the log, or turn the logging on/off, perhaps even tell that you're in PvMP via the chat channels or something....

I'd have to play with this, and I don't usually play PvMP except to test on Bullroarer, which I haven't had access to in 4 months (and even there, I've never had a player/monster kill...just been killed plenty of times ). I think this would be best implemented as a spin-off copy of this project, rather than trying to bundle it into this one and over-complicate it. I'll put it on my wish list though.
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Unread 10-15-2012, 08:40 PM  
K1R4D3L
The Undying
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While I'm here, I might as well provide another update. As I just mentioned, I haven't had access to Bullroarer for the last 4 months and I have no idea when that's going to change. I really need to get on there in order to test some of the changes I made over the spring/summer with character levels/classes that I don't have access to otherwise, so this project has just been on hold...frustrating!

Of course now that RoR is out, I need to test the whole thing all over again, and see if/how I can take advantage of any of the new LUA stuff. Lots of good stuff there, assuming it all works correctly, but most of it doesn't apply to this plugin. I should have some time within the next few weeks to dig back in with RoR and see what I'm dealing with - hopefully back to code complete and waiting to test on Bullroarer before too long.
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Unread 10-19-2012, 07:23 AM  
shirkaster
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Quote:
I'm not sure if the messages in the chat log are reliably different enough to distinguish them,
There is one difference. NPC kills are "Your mighty blow defeated someone" and monster kills are "Your might blow topless someone".
I dont know if this is of any help.
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Unread 10-19-2012, 08:56 AM  
K1R4D3L
The Undying
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Quote:
Originally Posted by shirkaster
There is one difference. NPC kills are "Your mighty blow defeated someone" and monster kills are "Your might blow topless someone". I dont know if this is of any help.
So that's where the "topples" message is used...I found it in the game files and I capture it, but I'd never seen it...that does help some.

However, there are still some complications
  • pet/soldier kills generate different wording, though AFAIK you can't use pets/soldiers in PvMP, right?
  • some devices, such as traps and gourds, generate different wording if their triggered damage causes the kill...I don't think there's a solution for this one - I either need to find a different way to identify a PvMP kill or exclude these and possibly miss an occassional kill
  • this doesn't solve the group and healer-class problems I have now in the main plugin - ideally, fellowship kills would count, especially for healers, but the API doesn't give much to go on - I'm working on a best-effort solution in the main plugin that should apply equally mediocrely here
  • to support FR/DE localization there would need to be the same consistent differentiation in messages in those languages
While I'm playing around with the RoR LUA changes next weekend I'll be thinking about this. If I think I can get close enough for it to be useful, maybe I'll spin off a version of this plugin just for this purpose. I'm considering having one plugin to collect the data and possibly several to display the data in different ways to avoid over-complicating a single plugin with a ton of different options...or I might not.

Of course, if I never get access to Bullroarer again to test this, I might just get fed up with the whole thing and toss in my hat...
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