This is a 2.4 patch update to the old Spell Alert mod. I also made many of my own modifications to get the alerts more to my liking. Feel free to make suggestions on how to make it better.
Type /spellalert to bring up the options menu.
Basic information on how it works:
- There are two lines the alerts can show up on , a main alert line, and a second alert line where I send dangerous/powerful/cooldown type abilities that you should pay particular attention to (such as Divine Shield, Evasion, Bloodlust, Cloak of Shadows, etc.)
- Heal spells show up in blue on the 1st alert line.
- Attack spells show up in red on the 1st alert line.
- CC spells show up in yellow on the 1st alert line.
- Other misc spells show up in green on the 1st alert line (I suggest you turn these off if you want less "spam").
- Totems show up in orange in the 1st alert line.
- Dangerous/powerful/cooldown type spells show up in purple on the 2nd alert line. In addition, most of these spells will show an alert when they fade. These spells get their own alert line because they are more important to see, and there's less chance of them getting spammed off the screen on a 2nd line.
- In general, most instant cast spells are ignored. They tend to be very spammy and they are instant, so you can't interrupt/react to them anyway. There are exceptions, and certain instant cast spells do show up if I have determined they are particularly important to monitor (such as Divine Shield, Cloak of Shadows, Nether Protection, and many others.)
- Any of the spell types can be edited manually in the localization.lua file. The format should be fairly obvious and easy to change.
- If you want to cut down on most of the "spam", then type /spellalert and choose the option to only show casts from your target and focus target.
Is it possible to change a spell name in the output message? For example instead of INNERVATE I want my own OMG_DISPEL_IT
Such request sounds a bit stupid, but I really want to change several spell names.
Thanks.
Not easily, no. Lots of stuff keys off the spell name, such as which altert window to go into, and what color to make the alert.
It's possible of course, but you'd have to go into the SpellAlert_banner funtion, and right before it prints to the alert frame, you could parse the msg, search for the word Innervate and replace it with your text. I don't know the syntax for that off the top of my head though. You'd have to figure it out.
Originally posted by Civrock Any chance of a WotLK compatibility update? The original Spellalert SCT was updated with it recently so I figured you could edit it with your changes and filter (original SASCT spams too much, etc).
I'd have to have a WotLK beta account to do that, which I don't have. Is there some easy way to go about getting one? I'm guessing no.
By the way, is it giving errors in WotLK, or do just the spells need updated for the new spells/abilities?
Any chance of a WotLK compatibility update? The original Spellalert SCT was updated with it recently so I figured you could edit it with your changes and filter (original SASCT spams too much, etc).
Originally posted by dymas Hi, I am a warrior who needs this for pvp. All this xyz begins casting-stuff is kind of too much to read to react fast enough and reflect the spell. The cast only whould do it just fine.
can you help me?
Edit: got it myself, did some digging, changed
"SpellAlert_alert(eventtype, srcGUID, spellName, saTextColor..saPrintName.." begins to cast "..saTextColorEnd..saSpellColor..spellName..saSpellColorEnd..saDestName..".");"
Hi, I am a warrior who needs this for pvp. All this xyz begins casting-stuff is kind of too much to read to react fast enough and reflect the spell. The cast only whould do it just fine.
can you help me?
Edit: got it myself, did some digging, changed
"SpellAlert_alert(eventtype, srcGUID, spellName, saTextColor..saPrintName.." begins to cast "..saTextColorEnd..saSpellColor..spellName..saSpellColorEnd..saDestName..".");"
Originally posted by balyn This fontsize problem you refer to that fixes itself when you access the game options....does this occur with the normal version you downloaded from here? Or does this only occur after you manually changed the font in the .lua files?
If it only occurs when you manually changed the font, well, make sure you manually changed the font in 4 places (lines 225, 226, and lines 1217, 1218.) I suspect that you might have changed the font only on lines 1217 and 1218, and not also changed the font on lines 225 and 226 of the SpellAlert.lua file.
Yes, I edited it in both places. But after making sure I did, I noticed that I had a typo in one of the lines... d'oh. Should work fine now, thanks for the reply.
Originally posted by Civrock I'd like an option to be able to change the font (preferably LibSharedMedia-3.0 support). I tried to change it manually in the LUA files but that seems to be causing fontsize problems.
To be more exact, spellalerts show up way too big when first loading the game but it fixes itself after accessing the addon's options (/spellalert) once. I have to do that after every UI reload or game restart.
This fontsize problem you refer to that fixes itself when you access the game options....does this occur with the normal version you downloaded from here? Or does this only occur after you manually changed the font in the .lua files?
If it only occurs when you manually changed the font, well, make sure you manually changed the font in 4 places (lines 225, 226, and lines 1217, 1218.) I suspect that you might have changed the font only on lines 1217 and 1218, and not also changed the font on lines 225 and 226 of the SpellAlert.lua file.
I'd like an option to be able to change the font (preferably LibSharedMedia-3.0 support). I tried to change it manually in the LUA files but that seems to be causing fontsize problems.
To be more exact, spellalerts show up way too big when first loading the game but it fixes itself after accessing the addon's options (/spellalert) once. I have to do that after every UI reload or game restart.
EDIT: Thinking about it, would there be a way to move the checkbox and text to the bottom of the list?
That is easy to do yes. It would take me all of about 2 minutes. You'd have to edit and modify several things though in the .xml file and it wouldn't exactly be easy to describe what you have to change. I guess you can give me your email address and I'll send you a .xml file with that change. I still think it's kinda goofy to bother with though =) No offense.
Originally posted by Nanase OCD about how options are presented, lol.
I would have to remove any 'TargetOnly' strings from .lua and the .xml file?
Thanks.
Well, that depends. You could edit the .xml only and leave the .lua alone and remove the "Alerts from the selected target/focus only" text from within the quotes of the line that says:
getglobal(this:GetName().."Text"):SetText("Alerts from the selected target/focus only");
However, that won't remove the actual checkbox. If you want to remove the actual checkbox, I don't know off the top of my head, and I'd have to spend some time editing things and making sure there isn't a compile error from what's removed. I don't really see myself spending the time to do that.
Thank you for an amazing addon, but I have a question: how would you remove the 'alerts from target only / focus' message string completely from the .lua file so that it doesn't show up in the options menu (while maintaining that the option is disabled)?
Would I just have to erase the strings relative to 'TargetOnly' in the file?
Thanks.
You'd have to edit/modify the .xml file as well. I'm confused though, why would you want to remove the option from the menu? What exactly are you trying to accomplish?