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Updated:11-30-11 07:33 AM
Created:12-03-10 08:43 AM
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MedAlert

Version: 1.06
by: fredddredd [More]

MedAlert is a lightweight mod with one job and one only - to let you know when the health of a single unit (you or your focus) drops below a configurable threshold.

MedAlert started life as a personal health warning. I regularly tank for a group of friends. Our healer is a great guy, but it's not unknown for him to lose track of my health when things get busy. Most times, I won't notice that he has, either. MedAlert was my answer - when the siren goes off, I know it's time to break out the emergency moves, pots and spells. However, there's nothing about it that's class-specific.

Features:

Supports for alerts as some or all of
- "Red Alert" siren
- Moveable graphic
- Onscreen text message
- Full screen glow

Configurable threshold percentage and glow opacity

Option to monitor either the Player or the player's Focus.

(Note: This mod should be considered "functionally stabilised"; I'm unlikely to change it beyond updating the toc for new patches. For notifications with a great deal more function and configurability, I recommend Power Auras Classic.)

v1.06
- TOC tweak for v4.3 only
v1.05b
- toc tweak

v1.05
- updated toc for patch 4.1

v1.04
- set maximum haze at 0.85
- removed spurious alarms when ghosted

v1.03b
- Fixed a dumb, glaring bug

v1.03
- Added optional full screen glow
- Fixed a couple of bugs

v 1.02
- Made repeating error messages selectable

v1.01
- Added option of monitoring Focus instead of Player
- Added tooltips to configuration panel
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Unread 05-14-11, 01:39 PM  
tinyu
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very nice little addon, would you be willing to add a option for hunter pets i hate it when my pet dies and i didnt even know it was on low health.

I have changed it myself so instead of it watching player or focus it, for me it watches player or pet . some other hunters out there might want the feature.

edit: i also noticed that your .toc file still shows 40000 and version 1.04 instead of 40100 and 1.05 .
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Last edited by tinyu : 05-14-11 at 02:30 PM.
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Unread 04-27-11, 11:47 PM  
fredddredd
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Originally posted by Mugshot
(This is "fredddredd" posting under a pseudonym, as WoWInterface seems to have forgotten me - could be a short while before I can post an update, therefore. The current level seems to work fine with 4.1, apart from having an OOD toc, for what it's worth.)
OK, sorted (many thanks to Dolby).
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Unread 04-27-11, 01:43 PM  
Mugshot
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Originally posted by Zidomo
Sorry for the reply delay. Lost track of updates to this after the new year and stopped playing for a while after too many pre-4.0.3 heroic healing shocks to the system. Nice to see a new update to this .

The percentage certainly isn't distracting here. It may be for some people, but not for others, so the option not to show it is great. But two different values shown likely would be; have to process twice as much info in the same amount of time.

Still not a fan of showing the exact health amount once past the threshold as opposed to showing that the actual threshold number has been passed. Basically because its easier/faster to recall from memory that "past a (certain set percentage) number is critical, that number is now showing and I must act now". Its slower seeing various different (low) numbers and having to translate that into urgency.

There is a difference (size of difference varies between people) between having to perform that urgency judgement with a steady, well known, static number and numbers that vary all the time.
(This is "fredddredd" posting under a pseudonym, as WoWInterface seems to have forgotten me - could be a short while before I can post an update, therefore. The current level seems to work fine with 4.1, apart from having an OOD toc, for what it's worth.)

Point taken; I'll give it a mull. Although I must admit that I'm wondering how much longer I'll actually maintain this - I'm finding other ways of getting the same info that meet my own needs.
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Unread 04-13-11, 05:26 AM  
Zidomo
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Originally posted by fredddredd
Would it be useful if the message had both values in it? Or would that be too much information at a critical moment? Or, even, is having a percentage there at all distracting?
Sorry for the reply delay. Lost track of updates to this after the new year and stopped playing for a while after too many pre-4.0.3 heroic healing shocks to the system. Nice to see a new update to this .

The percentage certainly isn't distracting here. It may be for some people, but not for others, so the option not to show it is great. But two different values shown likely would be; have to process twice as much info in the same amount of time.

Still not a fan of showing the exact health amount once past the threshold as opposed to showing that the actual threshold number has been passed. Basically because its easier/faster to recall from memory that "past a (certain set percentage) number is critical, that number is now showing and I must act now". Its slower seeing various different (low) numbers and having to translate that into urgency.

There is a difference (size of difference varies between people) between having to perform that urgency judgement with a steady, well known, static number and numbers that vary all the time.
Last edited by Zidomo : 04-13-11 at 05:33 AM.
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Unread 12-16-10, 11:56 PM  
fredddredd
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Originally posted by Zidomo
Issue with v1.03b. The text appearing onscreen when your health falls below a certain percent...doesn't reflect your set percentage. For example, have it set to "90". But instead of the (non-repeating) text message alerting you to 90% health, you get the following: "88%". Another go and its "89%".

It appears to be alerting what your health is at the particular moment it crosses the threshold instead of alerting that the actual set threshold has been crossed. Have memories of it alerting at the exact percentages you had it set to in earlier versions. But if those memories are wrong, still would be nice to have it respect what your alert percentage setting is; TNE Low Health Alert did.
As the phrase has it - "That's not a bug, that's a feature..."

The percentage is your actual health at the time that the message pops (and always has been). The presence of an alert is what tells you that your threshold (which, in theory, you already know) has been reached or passed; having the true percentage in the message is there to tell you how bad things are.

Would it be useful if the message had both values in it? Or would that be too much information at a critical moment? Or, even, is having a percentage there at all distracting?
Last edited by fredddredd : 12-17-10 at 12:40 AM.
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Unread 12-16-10, 07:43 PM  
Zidomo
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Issue with v1.03b. The text appearing onscreen when your health falls below a certain percent...doesn't reflect your set percentage. For example, have it set to "90". But instead of the (non-repeating) text message alerting you to 90% health, you get the following: "88%". Another go and its "89%".

It appears to be alerting what your health is at the particular moment it crosses the threshold instead of alerting that the actual set threshold has been crossed. Have memories of it alerting at the exact percentages you had it set to in earlier versions. But if those memories are wrong, still would be nice to have it respect what your alert percentage setting is; TNE Low Health Alert did.

Also for reference, LibSink-2.0 has nothing to do with Ace3; it can function without it. And the :Pour(...) method is totally limited by the output the user chooses to use. For example, if they want to output to chat, they won't get a font size of 36 if that's what you've set it to. If they output to MikSBT, there is more flexibility in the colors and font size you can use. And so on.
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Unread 12-14-10, 11:55 PM  
Mabrah
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Originally posted by fredddredd
If it's not working, then fair enough. OK - I've added a full screen glow option with a configurable alpha (I experimented with the Blizzard screen edge flash textures, but I couldn't get them to look reasonable as something on the screen for more than a few instants - and I don't want to add more calls to the mod than I can avoid, just for the sake of keeping a natty effect going).

TBH, I'm probably going to hold back on doing much more, other than bug fixes now (although I'll think about such things as output location support, as suggested a few posts back) - there's a limit to how many different ways you can sensibly tell someone that something has happened, and I don't want to put too much stuff in that I'm unlikely ever to use myself.
Thankyou!!!
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Unread 12-14-10, 11:51 PM  
fredddredd
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Originally posted by tkb24
Great addon - I love the repeating factor of the health warning. Is there a way to increase the gap though? For example if I want to be warned every 5% or 10% from the threshold I set that would be great. Also, maybe just added an increase in the font size if that is possible at all. I know WoW is limited in the font size to 32 I think so it may be maxed already.

Great add though.
This started as a quick-and-dirty, "I'm fed up with dying", mod (I ripped the initial code out of something else I'd been writing in, literally, a couple of hours, ahead of an instance run). So right now the message repeat is just triggering every time the unit takes additional damage. I could add a check to throttle it a bit, if that would be less annoying. As for fonts - they might be covered if I were to use the Ace Libsink "pour" functions for output (I'm not familiar with them, so I don't know 100% - didn't use them or any other libraries the first time around because I was trying to learn LUA and the WoW API, and I wanted to get the feel for writing a mod from scratch rather than have someone else "solve the problems" for me). Again, right now I'm just using what's there by sending the text to a vaguely-convenient one of Blizz's routines and getting whatever it gives me. I suspect you're right, that it's as big as it's going to get without a different approach.
Last edited by fredddredd : 12-15-10 at 12:04 AM.
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Unread 12-14-10, 08:15 PM  
tkb24
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Great addon - I love the repeating factor of the health warning. Is there a way to increase the gap though? For example if I want to be warned every 5% or 10% from the threshold I set that would be great. Also, maybe just added an increase in the font size if that is possible at all. I know WoW is limited in the font size to 32 I think so it may be maxed already.

Great add though.
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Unread 12-14-10, 01:24 PM  
fredddredd
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Originally posted by Mabrah
But that addon does not have the siren effect or onscreen message, nor is it working.
If it's not working, then fair enough. OK - I've added a full screen glow option with a configurable alpha (I experimented with the Blizzard screen edge flash textures, but I couldn't get them to look reasonable as something on the screen for more than a few instants - and I don't want to add more calls to the mod than I can avoid, just for the sake of keeping a natty effect going).

TBH, I'm probably going to hold back on doing much more, other than bug fixes now (although I'll think about such things as output location support, as suggested a few posts back) - there's a limit to how many different ways you can sensibly tell someone that something has happened, and I don't want to put too much stuff in that I'm unlikely ever to use myself.
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Unread 12-13-10, 10:02 PM  
Mabrah
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Originally posted by fredddredd
I'll look at it - but the obvious answer is that you've already found a mod that does that...
But that addon does not have the siren effect or onscreen message, nor is it working.
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Unread 12-13-10, 04:34 PM  
fredddredd
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Originally posted by Mabrah
Any chance you could add the option of colorizing the whole screen when health is low, like this addon....

http://wow.curse.com/downloads/wow-a...healthner.aspx
I'll look at it - but the obvious answer is that you've already found a mod that does that...
Last edited by fredddredd : 12-13-10 at 04:36 PM.
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Unread 12-12-10, 10:12 PM  
Mabrah
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Any chance you could add the option of colorizing the whole screen when health is low, like this addon....

http://wow.curse.com/downloads/wow-a...healthner.aspx
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Unread 12-12-10, 02:29 PM  
fredddredd
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Originally posted by Zidomo
Tremendous work on this.
...
One big issue with the new v1.01, though. The onscreen Message is now spamming on every percentage change of health under the warning threshold.
...
Perhaps change that to be a selectable option with the default being as it used to be in v1.0? As in the message shows up a single time for a few seconds when your health reaches the set threshold percentage, then goes away.
Flattery will get you everywhere...

OK - repeating message is now optional. I was actually intending that anyway - just hadn't gotten around to it. I'll take a look at your other suggestions when I've a bit more time. Thanks for the input.
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Unread 12-12-10, 11:16 AM  
Zidomo
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Tremendous work on this. With both MedAlert v1.0 and v1.01, no CPU time used on idle and very (very) little when active in combat: 0.011-0.025 CPU/second every other tick when taking damage, measured with OptionHouse. The best performance of any similar mod I've ever tested (including my old favorite--now dead: Low Health Warning).

One big issue with the new v1.01, though. The onscreen Message is now spamming on every percentage change of health under the warning threshold. Which is more than a little bothersome here. Sure, for some people, the constant text alerts can be useful. But not everyone; the graphic remaining up as long as you are under the threshold is more than enough. Its so bothersome here that have reverted back to v1.0.

Perhaps change that to be a selectable option with the default being as it used to be in v1.0? As in the message shows up a single time for a few seconds when your health reaches the set threshold percentage, then goes away.

As to other features, glad you were able to add the choice of monitoring the focus target without it affecting CPU usage. But hopefully can limit the piling on of features to keep this slim . LibSink-2.0 output for a choice of where to direct the text Message might be something. As well as LibSharedMedia-3.0 support for a choice of warning sounds. But as it is--other than the v1.01 spam problem--its great.
Last edited by Zidomo : 12-12-10 at 11:24 AM.
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