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EventAlert  Popular! (More than 5000 hits)

Version: 4.7.6
by: CurtisTheGreat [More]

The addon will notify you in the middle of your screen with an icon, name of the spell that has procced, the time left on the proc and will make a subtle sound. EventAlert is also able to handle more than one proc at a time (this option was not available in previous versions).

I am not fond of addons that have very complicated installation and setups. The mod should work on install without any config, but if you wish to change any options use the following command: /ea options
To see a more detailed list of what options are avaiable to the mod, just check out the screenshot of the options pane.

This mod tracks the following events/procs:

  • Death Knight
    • Cinderglacier (Runeforging)
    • Dark Transformation
    • Killing Machine
    • Rime (Freezing Fog)
    • Rune Strike
    • Sudden Doom
    Druid
    • Combo Points
    • Eclipse
    • Nature's Grace
    • Predator's Swiftness
    • Omen of Clarity
    • Owlkin Frenzy
    • Shooting Stars
    Hunter
    • Counterstrike
    • Kill Shot
    • Master Marksman
    • Rapid Killing
    Mage
    • Arcane Blast
    • Arcane Concentration
    • Blazing Speed
    • Brain Freeze
    • Fingers of Frost
    • Firestarter
    • Hot Streak
    • Impact
    Paladin
    • Art of War
    • Daybreak
    • Denounce
    • Grand Crusader
    • Hand of Light
    • Infusion of Light
    • Hammer of Wrath
    • Holy Power
    • Sacred Duty
    • Surge of Light
    Priest
    • Borrowed Time
    • Dark Evangelism
    • Evangelism
    • Serendipity
    • Shadow Orb
    • Surge of Light
    Rogue
    • Combo Points
    Shaman
    • Elemental Focus
    • Lava Surge
    • Lightning Shield
    • Maelstrom Weapon
    • Tidal Waves
    Warlock
    • Backdraft
    • Backlash
    • Decimation
    • Empowered Imp
    • Eradication
    • Molten Core
    • Nightfall
    • Shadowburn
    Warrior
    • Battle Trance
    • Bloodsurge
    • Execute
    • Incite
    • Lambs to the Slaughter
    • Overpower
    • Revenge
    • Sudden Death
    • Sword and Board
    • Taste for Blood
    • Thunderstruck
    • Victory Rush


Quick Backstory: I created this addon as a test for myself as my first "from the ground up" addon. Most of my coding in WoW LUA was taking other addons and just fixing them so they work from minor bugs or whatnot.

Anyhow, I needed a mod that was lightweight and did only what I wanted it to do, and that was warn me when one of my spells or talents procced something I needed. Thus, EventAlert was born. There are likely to be bugs, explosions and not so good things that may come from this mod. I'm sorry in advance! If you find a bug, please let me know so I can fix it.

Also, if anyone finds a spell/talent/etc that they want watched, please let me know and I will add it!

4.7.6
Bugfix: Fixed problem with spell charges not showing up on alerts.
Bugfix: Fixed problem with alerts not showing when options changed without a reload.
Change: Added option to show/hide spell charges.

To see the full change log, view the changelog.txt file included in the EventAlert zip file.
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Unread 01-09-09, 02:31 PM  
CurtisTheGreat
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Originally posted by whizque
can you make frame not overlapping previous buff when another new buff proc?
I'm currently working on that. I plan to have that in the next release.
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Unread 01-09-09, 05:25 AM  
whizque
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can you make frame not overlapping previous buff when another new buff proc?
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Unread 01-07-09, 02:50 PM  
CurtisTheGreat
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Re: Thanks

Originally posted by Relaya
I love this addon thank you for all of your hard work.

Though I am not sure it is possible, one thing I would like to see (and probably other warlocks) is an alert when a target's health falls below a certain percentage (25%). Affliction locks switch our filler spell at 25% it would be great if there was a notification.
I'm glad you enjoy the addon.

As far as the notification you're wanting, that doesn't really fall into the scope of this addon. This addon only checks for buffs that are on you, rather than on others or mobs. (Or HP levels, in this case.)

I've been considering, for a while now, creating a sister addon that will show notifications of different types of abilities and procs, and I may add what you're talking about here into that addon, if I ever do get around to coding it.
Last edited by CurtisTheGreat : 01-07-09 at 02:51 PM.
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Unread 01-06-09, 06:08 AM  
Relaya
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Thanks

I love this addon thank you for all of your hard work.

Though I am not sure it is possible, one thing I would like to see (and probably other warlocks) is an alert when a target's health falls below a certain percentage (25%). Affliction locks switch our filler spell at 25% it would be great if there was a notification.
Last edited by Relaya : 01-06-09 at 09:46 AM.
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Unread 01-06-09, 12:27 AM  
CurtisTheGreat
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Originally posted by mp1434
Just wanted to say great addon, exactly what i wanted thanks
I'm glad you're enjoying it.
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Unread 01-05-09, 05:02 PM  
mp1434
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Just wanted to say great addon, exactly what i wanted thanks
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Unread 01-02-09, 03:26 PM  
CurtisTheGreat
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That's odd... it's working on my end.

Do you get any errors at all or does it just say TIME LEFT and that's it?
Originally posted by olystice
Haven't used this in a while, but I re-downloaded it today to track stuff on my DK.

I'm not sure if it's fully implemented, but it seems to be. However, when Freezing Fog procs it just says "TIME LEFT" and doesn't give the actual time.
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Unread 01-02-09, 01:11 PM  
olystice
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Haven't used this in a while, but I re-downloaded it today to track stuff on my DK.

I'm not sure if it's fully implemented, but it seems to be. However, when Freezing Fog procs it just says "TIME LEFT" and doesn't give the actual time.
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Unread 12-18-08, 06:39 PM  
metalchoir
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about "Toggle Alert" option

When I click the button "Toggle Alert" in option frame, I meet the error frame
So, I fixed that in EventAlertOptions.lua like this

--------------------------------
function EventAlert_Options_ToggleAlertFrame()
if EA_Frame:IsVisible() then
EA_Frame:Hide();
EA_Frame:SetScript("OnUpdate", EventAlert_OnUpdate) -- insert code
else
EA_Frame:SetScript("OnUpdate", nil) -- insert code
EA_Frame:SetBackdrop({bgFile = "Interface/Icons/Spell_Nature_Polymorph_Cow"});
.
.
.
---------------------------------

Check it, plz
and Thanks again
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Unread 12-18-08, 11:21 AM  
CurtisTheGreat
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Re: Hi

I appreciate the coding suggestions.

Maelstom Weapon's code is only partially done. I don't have a shaman to test the code, so I've one put partial coding in, getting ready to implement it. So really, don't worry about that code, as it isn't even finished yet.

Originally posted by metalchoir
In this update, I think that something need to be changed

At first, the position to define "spellID = arg9"
In my thinking, this position is better like this
---------------------------------------------------
if(event == "COMBAT_LOG_EVENT_UNFILTERED") then
local eventType = arg2;
if(eventType == "SPELL_AURA_APPLIED" and arg7 == UnitName("player")) then
if (EA_Items[playerClass][arg9] or EA_Items["Other"][arg9]) then
spellID = arg9; -- key point
.
.
----------------------------------------------------

And another one in EventAlert_OnUpdate function
I found a bug about the expirationTime which has a nil value sometimes
So I use fixed code like this
----------------------------------------------------
function EventAlert_OnUpdate()
if (EA_Config.ShowTimer == true) then
local name, rank = GetSpellInfo(spellID);
local _,_,_,_,_,_,expirationTime,_,_ = UnitAura("player", name, rank)
if not expirationTime then return end -- key point
currentTime = GetTime();
timeLeft = expirationTime - currentTime;
if timeLeft > 0 then
EA_Alert_Timer:SetFormattedText("%d", timeLeft);
else
EA_Alert_Timer:SetText("");
end
else
EA_Alert_Timer:SetText("");
end
end
---------------------------

The codes about "Time" are redundant
-----------------------------------
local time = 0;
time = time + expirationTime;
.
.
time = 0;
-----------------------------------
It's meaningless


And the last one
I can use "Maelstrom Weapon" Alert only if it's fired as 5th
Of course, You must add the SpellID in EventAlertSpellArray.lua
-----------------------------------------------------------------
if(event == "COMBAT_LOG_EVENT_UNFILTERED") then
local eventType = arg2;
if(eventType == "SPELL_AURA_APPLIED" or eventType == "SPELL_AURA_APPLIED_DOSE") then
if arg7 == UnitName("player") then
if arg9 == 53817 then
if arg13 == 5 then
trigger = true
else
trigger = false
end
else
trigger = true
end

if trigger then
if (EA_Items[playerClass][arg9] or EA_Items["Other"][arg9]) then
spellID = arg9;
_, _, gsiIcon, _, _, _, _, _, _ = GetSpellInfo(arg9);
EventAlert_DoAlert();
end
end
end
end
.
.
.
---------------------------------------------------

Check it, plz
I appreciate your mod, Thanks
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Unread 12-18-08, 12:16 AM  
metalchoir
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Hi

In this update, I think that something need to be changed

At first, the position to define "spellID = arg9"
In my thinking, this position is better like this
---------------------------------------------------
if(event == "COMBAT_LOG_EVENT_UNFILTERED") then
local eventType = arg2;
if(eventType == "SPELL_AURA_APPLIED" and arg7 == UnitName("player")) then
if (EA_Items[playerClass][arg9] or EA_Items["Other"][arg9]) then
spellID = arg9; -- key point
.
.
----------------------------------------------------

And another one in EventAlert_OnUpdate function
I found a bug about the expirationTime which has a nil value sometimes
So I use fixed code like this
----------------------------------------------------
function EventAlert_OnUpdate()
if (EA_Config.ShowTimer == true) then
local name, rank = GetSpellInfo(spellID);
local _,_,_,_,_,_,expirationTime,_,_ = UnitAura("player", name, rank)
if not expirationTime then return end -- key point
currentTime = GetTime();
timeLeft = expirationTime - currentTime;
if timeLeft > 0 then
EA_Alert_Timer:SetFormattedText("%d", timeLeft);
else
EA_Alert_Timer:SetText("");
end
else
EA_Alert_Timer:SetText("");
end
end
---------------------------

The codes about "Time" are redundant
-----------------------------------
local time = 0;
time = time + expirationTime;
.
.
time = 0;
-----------------------------------
It's meaningless


And the last one
I can use "Maelstrom Weapon" Alert only if it's fired as 5th
Of course, You must add the SpellID in EventAlertSpellArray.lua
-----------------------------------------------------------------
if(event == "COMBAT_LOG_EVENT_UNFILTERED") then
local eventType = arg2;
if(eventType == "SPELL_AURA_APPLIED" or eventType == "SPELL_AURA_APPLIED_DOSE") then
if arg7 == UnitName("player") then
if arg9 == 53817 then
if arg13 == 5 then
trigger = true
else
trigger = false
end
else
trigger = true
end

if trigger then
if (EA_Items[playerClass][arg9] or EA_Items["Other"][arg9]) then
spellID = arg9;
_, _, gsiIcon, _, _, _, _, _, _ = GetSpellInfo(arg9);
EventAlert_DoAlert();
end
end
end
end
.
.
.
---------------------------------------------------

Check it, plz
I appreciate your mod, Thanks
Last edited by metalchoir : 12-18-08 at 12:18 AM.
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Unread 12-14-08, 12:45 PM  
CurtisTheGreat
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I think that will indeed help, thank you!

I have been trying to use the "count" value off of the UnitAura API... but it hasn't been working all that fantastically.

Thanks! I'll give that a shot.
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Unread 12-14-08, 04:37 AM  
Veev
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Originally posted by CurtisTheGreat
ATM, no.

My issue is A) I don't have a shaman to test this, so my testing is limited and B) I was leveling my DK.

haha. I plan to work heavily on the mod this weekend. I'll see if I can hijack a shaman for some testing.
Used your list of procs to add some additional class support to one of my mods, so figure I can return the favor and try to help with this. ;P

Code:
12/13 17:08:53.458  SPELL_AURA_APPLIED,0x000000000184C7CE,"Kalahad",0x10512,0x000000000184C7CE,"Kalahad",0x10512,53817,"Maelstrom Weapon",0x1,BUFF
12/13 17:08:56.097  SPELL_AURA_APPLIED_DOSE,0x0000000000000000,nil,0x80000000,0x000000000184C7CE,"Kalahad",0x10512,53817,"Maelstrom Weapon",0x1,BUFF,2
12/13 17:08:56.097  SPELL_AURA_APPLIED_DOSE,0x0000000000000000,nil,0x80000000,0x000000000184C7CE,"Kalahad",0x10512,53817,"Maelstrom Weapon",0x1,BUFF,3
12/13 17:08:58.629  SPELL_AURA_APPLIED_DOSE,0x0000000000000000,nil,0x80000000,0x000000000184C7CE,"Kalahad",0x10512,53817,"Maelstrom Weapon",0x1,BUFF,4
12/13 17:08:58.629  SPELL_AURA_APPLIED_DOSE,0x0000000000000000,nil,0x80000000,0x000000000184C7CE,"Kalahad",0x10512,53817,"Maelstrom Weapon",0x1,BUFF,5
Since the first application uses a different event, here's what my code looks like:

Code:
if (spellName=="Maelstrom Weapon") and (amount==5) and (type=="SPELL_AURA_APPLIED_DOSE") then
			DisplayBig("Maelstrom charged!","green")
			PlaySound("ding")
First time I left out the _DOSE check, and proc warning would fire again on 1st application since amount variable would remain as 5, so just added the DOSE check and seems to work fine

Hope this helped
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Unread 12-12-08, 01:40 PM  
CurtisTheGreat
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Originally posted by ragnarok00
Still no way to track Malestorm Weapon?
I really need it
ATM, no.

My issue is A) I don't have a shaman to test this, so my testing is limited and B) I was leveling my DK.

haha. I plan to work heavily on the mod this weekend. I'll see if I can hijack a shaman for some testing.
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Unread 12-12-08, 09:54 AM  
ragnarok00
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Still no way to track Malestorm Weapon?
I really need it
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