1. Hey guys,

    So i've got this addon ever since vanilla, but they stopped updating it. It has worked fine up until 4.3 and now it doesn't work anymore, i've tried to fix it myself, but i can't find what's wrong ( i fail to find sites who list functions and don't understand some of the code used). Now i wonder if any of you guys can see what's going wrong.

    Your help is VERY much appreciated :)

    Kind regards, Xentro

    This is the code (main file, as there are some settings files too):

    --This function adds a splatter to the texture frame. function BS_AddSplatters(args)

    if (BS_BloodBehaviour == 1) then
        for i = 0, GetComboPoints("player")-1 do
            if (not BS_Textures[i]:IsVisible()) then
                BS_Textures[i]:Show();
                BS_Texture_OnShow(i, BS_MaximalScalingFactor);
            end
        end
    else
        local eventType = args[2];
        local srcGUID = args[3];
        local destGUID = args[6];
        local scale = BS_MaximalScalingFactor;
        local dmg = 0;
    
        if (srcGUID == UnitGUID("player")) then
            if (BS_BloodBehaviour == 2) then
                if (destGUID == UnitGUID ("target")) then
                    if ((eventType == "SWING_DAMAGE") and (args[15]) and (BS_DisplayOnWhiteCrits)) then
                        BS_CritCount = BS_CritCount+1;
                        dmg = args[9];
                    end
                    if ((eventType == "RANGE_DAMAGE") and (args[18]) and (BS_DisplayOnWhiteCrits) and (not BS_EnableRangeCheck)) then
                        BS_CritCount = BS_CritCount+1;
                        dmg = args[12];
                    end
                    if ((eventType == "SPELL_DAMAGE") and (args[18]) and ((not BS_EnableRangeCheck) or (BS_InRange()))) then
                        BS_CritCount = BS_CritCount+1;
                        dmg = args[12];
                    end
                    if ((eventType == "SPELL_PERIODIC_DAMAGE") and (args[18]) and ((not BS_EnableRangeCheck) or (BS_InRange()))) then
                        BS_CritCount = BS_CritCount+1;
                        dmg = args[12];
                    end
                end
    
                if ((BS_MeasurementActive) and (dmg ~= 0)) then
                    BS_DamageMeasurement_Evaluate(dmg);
                end
    
                if (BS_DamageReference) then
                    dmg = math.max(BS_DamageReference_LowerDamageLimit,dmg);
                    scale = BS_MinimalScalingFactor+(BS_MaximalScalingFactor-BS_MinimalScalingFactor)*(dmg/BS_DamageReference_UpperDamageLimit);
                end
    
                for i = 0,math.min(BS_CritCount-1,BS_MaximumTextures-1) do
                    if (not BS_Textures[i]:IsVisible()) then
                        BS_Textures[i]:Show();
                        BS_Texture_OnShow(i, scale);
                    end
                end
            end
    
            if (BS_BloodBehaviour == 3) then
                if (destGUID == UnitGUID ("target")) then
                    local CritMatchesConfig = false;
                    if ((eventType == "SWING_DAMAGE") and (args[15]) and (BS_DisplayOnWhiteCrits)) then
                        CritMatchesConfig = true;
                        dmg = args[9];
                    end
                    if ((eventType == "RANGE_DAMAGE") and (args[18]) and (BS_DisplayOnWhiteCrits) and (not BS_EnableRangeCheck)) then
                        CritMatchesConfig = true;
                        dmg = args[12];
                    end
                    if ((eventType == "SPELL_DAMAGE") and (args[18]) and ((not BS_EnableRangeCheck) or (BS_InRange()))) then
                        CritMatchesConfig = true;
                        dmg = args[12];
                    end
                    if ((eventType == "SPELL_PERIODIC_DAMAGE") and (args[18]) and ((not BS_EnableRangeCheck) or (BS_InRange()))) then
                        CritMatchesConfig = true;
                        dmg = args[12];
                    end
    
                    if ((BS_MeasurementActive) and (dmg ~= 0)) then
                        BS_DamageMeasurement_Evaluate(dmg);
                    end         
    
                    if (BS_DamageReference) then
                        dmg = math.max(BS_DamageReference_LowerDamageLimit,dmg);
                        scale = BS_MinimalScalingFactor+(BS_MaximalScalingFactor-BS_MinimalScalingFactor)*(dmg/BS_DamageReference_UpperDamageLimit);
                    end                 
    
                    if (CritMatchesConfig) then
                        BS_LastTextureShown = (BS_LastTextureShown+1)%BS_MaximumTextures;
                        BS_Timers[BS_LastTextureShown] = time();
                        BS_Textures[BS_LastTextureShown]:Show();
                        BS_Texture_OnShow(BS_LastTextureShown, scale);
                    end
                end
            end
    
            if (BS_BloodBehaviour == 4) then
                if (destGUID == UnitGUID ("target")) then
                    local CritMatchesConfig = false;
                    if ((eventType == "SWING_DAMAGE") and (args[15]) and (BS_DisplayOnWhiteCrits)) then
                        CritMatchesConfig = true;
                        dmg = args[9];
                    end
                    if ((eventType == "RANGE_DAMAGE") and (args[18]) and (BS_DisplayOnWhiteCrits) and (not BS_EnableRangeCheck)) then
                        CritMatchesConfig = true;
                        dmg = args[12];
                    end
                    if ((eventType == "SPELL_DAMAGE") and (args[18]) and ((not BS_EnableRangeCheck) or (BS_InRange()))) then
                        CritMatchesConfig = true;
                        dmg = args[12];
                    end
                    if ((eventType == "SPELL_PERIODIC_DAMAGE") and (args[18]) and ((not BS_EnableRangeCheck) or (BS_InRange()))) then
                        CritMatchesConfig = true;
                        dmg = args[12];
                    end
    
                    if ((BS_MeasurementActive) and (dmg ~= 0)) then
                        BS_DamageMeasurement_Evaluate(dmg);
                    end
    
                    if (BS_DamageReference) then
                        dmg = math.max(BS_DamageReference_LowerDamageLimit,dmg);
                        scale = BS_MinimalScalingFactor+(BS_MaximalScalingFactor-BS_MinimalScalingFactor)*(dmg/BS_DamageReference_UpperDamageLimit);
                    end                 
    
                    if (CritMatchesConfig) then
                        BS_LastTextureShown = (BS_LastTextureShown+1)%BS_MaximumTextures;
                        BS_GlobalTimer = time();
                        BS_Textures[BS_LastTextureShown]:Show();
                        BS_Texture_OnShow(BS_LastTextureShown, scale);
                    end
                end
            end
        end
    end
    

    end

    --This function handles the used game events. function BS_OnEvent(self, event, ...)

    local args = {...};
    if (event  == "ADDON_LOADED") then
        if (args[1] == "BloodyScreen") then
            BS_Init();
        end
    end
    
    if ((event == "UNIT_COMBO_POINTS") and (BS_BloodBehaviour == 1)) then
        if (((BS_EnableOnPVP) and (UnitIsPlayer("target"))) or ((BS_EnableOnPVE) and (not UnitIsPlayer("target")))) then BS_AddSplatters(args); end
    end
    
    if ((event == "COMBAT_LOG_EVENT_UNFILTERED") and (BS_BloodBehaviour > 1)) then
        if (((BS_EnableOnPVP) and (UnitIsPlayer("target"))) or ((BS_EnableOnPVE) and (not UnitIsPlayer("target")))) then BS_AddSplatters(args); end
    end
    

    end

    --This function is called, whenever the texture frame is updated. It determines, which textures have to be hidden. function BSTexturesOnUpdate()

    if (math.min(BS_TextureFrame:GetWidth(), BS_TextureFrame:GetHeight()) < 0) then
        BS_AjustTextureFrame();
    end
    
    if (not BS_ConfigFrameOpen) then
        if (BS_BloodBehaviour == 1) then
            for i = 0,BS_MaximumTextures-1 do
                if ((i >= GetComboPoints("player")) and ((BS_Textures[i]:IsVisible()) and (BS_FadingIterator[i] <= 0))) then
                    BS_FadingIterator[i] = 1;
                end
            end
        end
    
        if (BS_BloodBehaviour == 2) then
            if (UnitAffectingCombat("player") == nil) then
                for i = 0, BS_MaximumTextures-1 do
                    if ((BS_Textures[i]:IsVisible()) and (BS_FadingIterator[i] <= 0)) then
                        BS_FadingIterator[i] = 1;
                    end
                end
            end
        end
    
        if (BS_BloodBehaviour == 3) then
            for i = 0,BS_MaximumTextures-1 do
                if ((BS_Timers[i] > 0) or (BS_Textures[i]:IsVisible())) then
                    if ((BS_Timers[i] < time()-BS_Timer_RunTime) and (BS_FadingIterator[i] <= 0)) then
                        BS_Timers[i] = 0;
                        BS_FadingIterator[i] = 1;
                    end
                end
            end
        end
    
        if (BS_BloodBehaviour == 4) then
            if (BS_GlobalTimer > 0) then
                if (BS_GlobalTimer < time()-BS_Timer_RunTime) then
                    BS_GlobalTimer = 0;
                    for i = 0, BS_MaximumTextures-1 do
                        BS_FadingIterator[i] = 1;
                    end
                end
            end
        end     
        BS_Textures_Hide();
    end
    

    end

    --This function shows all actually used textures. function BS_ShowAllTextures()

    for i = 0,BS_MaximumTextures-1 do
        if (not BS_Textures[i]:IsVisible()) then
            BS_Textures[i]:Show();
            BS_Texture_OnShow(i, BS_MaximalScalingFactor);
        end
    end
    

    end

    --This function hides all shown textures and sets their timer to zero. function BS_HideAllTextures()

    BS_GlobalTimer = 0;
    BS_CritCount = 0;
    for i = 0,BS_MaximumTextures-1 do
        BS_FadingIterator[i] = 1;
        BS_Timers[i] = 0;
    end
    

    end

    --This function dynamically creates textures for later use. function BS_CreateTextures()

    for i = 0,(BS_MaximumTextures-1) do
        if (BS_Textures[i] == nil) then
            BS_Textures[i] = BS_TextureFrame:CreateTexture("BS_Splatter"..i, "BACKGROUND");
            BS_Textures[i]:SetTexture(BS_TexturePath..((i%BS_NumberOfTextureFiles)+1));
            BS_Textures[i]:SetWidth(266);
            BS_Textures[i]:SetHeight(266);
            BS_Textures[i]:SetBlendMode("MOD");
            BS_Textures[i]:Hide();
        end
        if (BS_Timers[i] == nil) then
            BS_Timers[i] = 0;
        end
        if (BS_Alpha[i] == nil) then
            BS_Alpha[i] = 1;
        end
        if (BS_FadingIterator[i] == nil) then
            BS_FadingIterator[i] = 0;
        end             
    end
    

    end

    --This function handles the display option of each texture, when it gets visible; it rotates them randomly and sets their scaling. function BSTextureOnShow(i, s)

    if (266*s > math.min(BS_TextureFrame:GetWidth(),BS_TextureFrame:GetHeight())) then
        s = math.floor(math.min(BS_TextureFrame:GetWidth(),BS_TextureFrame:GetHeight())/26.6)/10;
    end
    if (s ~= 0) then
        BS_Alpha[i] = 1;
        BS_Textures[i]:SetTexture(BS_TexturePath..((i%BS_NumberOfTextureFiles)+1).."_"..BS_Alpha[i]);
        BS_Textures[i]:SetRotation(math.rad(random(360)));
        BS_Textures[i]:ClearAllPoints();
        BS_Textures[i]:SetWidth(266*s);
        BS_Textures[i]:SetHeight(266*s);
        local width = BS_TextureFrame:GetWidth()-BS_Textures[i]:GetWidth();
        local height = BS_TextureFrame:GetHeight()-BS_Textures[i]:GetHeight();
        if (with == 0) then width = 1; end
        if (height == 0) then height = 1; end
        BS_Textures[i]:SetPoint("CENTER", BS_TextureFrame, "CENTER", random(width)-(width/2), random(height)-(height/2));
    else
        print("|cff0000ffBloodyScreen: |cffff0000"..BS_String_Error_TextureFrameSize.."|r");
    end
    

    end

    --This function handles the fading of the vanishing textures function BSTexturesHide()

    for i = 0,BS_MaximumTextures-1 do
        if ((BS_FadingIterator[i] > 0) and (BS_Textures[i]:IsVisible())) then
            BS_FadingIterator[i] = BS_FadingIterator[i]+1;
            local miniteratorvalue = (BS_FadingTime*GetFramerate())/10;
            if (BS_FadingIterator[i] > miniteratorvalue) then
                BS_FadingIterator[i] = BS_FadingIterator[i] - math.floor(miniteratorvalue);
                BS_Texture_ChangeAlpha(i);
            end
        end
    end
    

    end

    --This function reduces the alpha value of the given texture by 10% function BSTextureChangeAlpha(i)

    BS_Alpha[i] = BS_Alpha[i]+1;
    if (BS_Alpha[i] > 10) then
        BS_Timers[i] = 0;
        BS_FadingIterator[i] = 0;
        BS_Textures[i]:Hide();
        if (BS_CritCount > 0) then
            BS_CritCount=0;
        end
    else
        BS_Textures[i]:SetTexture(BS_TexturePath..((i%BS_NumberOfTextureFiles)+1).."_"..BS_Alpha[i]);
    end
    

    end

    --This function is used by the damage measurement option. function BSDamageMeasurementEvaluate(dmg)

    BS_DamageMeasurement_AverageDamage=BS_DamageMeasurement_AverageDamage*BS_DamageMeasurement_HitsCounted+dmg;
    BS_DamageMeasurement_HitsCounted=BS_DamageMeasurement_HitsCounted+1;
    BS_DamageMeasurement_AverageDamage=BS_DamageMeasurement_AverageDamage/BS_DamageMeasurement_HitsCounted;
    BS_DamageMeasurement_MaximalDamage = math.max(BS_DamageMeasurement_MaximalDamage,dmg);
    if (BS_DamageMeasurement_HitsCounted >= BS_DamageMeasurement_NumberOfHits) then
        BS_MeasurementActive = false;
        BS_DamageReference_UpperDamageLimit = BS_DamageMeasurement_MaximalDamage;
        BS_DamageReference_AverageDamage = BS_DamageMeasurement_AverageDamage;
        BS_EvaluateDamageData();
        print("|cff0000ffBloodyScreen: |cff00ff00"..BS_String_Notification_MeasurementFinished.."|r");
    end
    

    end

    --This function checks if the target is in combat range. It returns true if the target is in range or a check isn't possible. function BS_InRange()

    local _,class = UnitClass("player");
    if (BS_RangeCheckAction[class] > 0) then
        local spellname, _, _, _, _, _, _, _, _ = GetSpellInfo(BS_RangeCheckAction[class]);
        if (IsSpellInRange(spellname, "target") == 0) then
            return false;
        end
    end
    return true;
    

    end

  2. COMBATLOGEVENT_UNFILTERED event was modified in 4.3.

    I drycoded fix - not tested it.

     local srcGUID = args[3]; -> local srcGUID = args[4];
    
     local destGUID = args[6]; -> local destGUID = args[8];
    

    And then replace all:

     args[15] with args[21]
    
     args[9] with args[15]
    
     args[18] with args[21]
    
     args[12] with args[15]
    
  3. Wtf man it works, thanks a LOT, but where do you find these changes?

  4. I don't read about them anywhere :-)

    After I examined the code I just checked new field numbers here:

    http://wowprogramming.com/docs/events/COMBATLOGEVENT_UNFILTERED

    http://www.wowwiki.com/APICOMBATLOG_EVENT