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)
Killing Machine (Frost)
Rime (Frost)
Rune Strike
Druid
Eclipse (Balance)
Nature's Grace (Balance)
Omen of Clarity (Restoration)
Owlkin Frenzy (Balance)
Wrath of Elune (PvP gear proc)
Elune's Wrath (T8 set proc)
Hunter
Improved Steady Shot (Marksmanship)
Kill Shot
Lock and Load (Survival)
Rapid Killing (Marksmanship)
Mage
Arcane Concentration (Arcane)
Blazing Speed (Fire)
Brain Freeze (Frost)
Fingers of Frost (Frost)
Firestarter (Fire)
Missile Barrage (Arcane)
Hot Streak (Fire)
Paladin
Art of War (Retribution)
Infusion of Light (Holy)
Sacred Shield
Hammer of Wrath
Priest
Borrowed Time
Holy Concentration
Martyrdom (Discipline)
Serendipity (Holy)
Surge of Light (Holy)
Rogue
Riposte
Shaman
Elemental Focus (Elemental)
Maelstrom Weapon (Fifth stack) (Enhancement)
Tidal Waves (Restoration)
Warlock
Backdraft (Destruction)
Backlash (Destruction)
Decimation (Demonology)
Eradication
Empowered Imp (Demonology)
Molten Core (Destruction)
Nightfall (Affliction)
Glyph of Lifetap
Warrior
Bloodsurge (Fury)
Overpower
Execute
Revenge
Sudden Death (Arms)
Sword and Board (Protection)
Taste for Blood (Arms)
Victory Rush
Glyph of Revenge
Other
Healing Trance (Gruul healing trinket proc)
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!
Change Log - EventAlert
4.2.26 - Change: More CPU load changes. This should be a pretty big improvement. Let me know on WoWInterface or Curse. Feedback is important!
To see the full change log, view the changelog.txt file included in the EventAlert zip file.
Great Addon! 2 questions.
Is there a way to make the event icons be vertical instead of horizontal.
and how do I add more sound options. It would be neat if I could set up a sound for event 1 and a different sound for event 2... so on.
If not can I insert a small mp3 clip in a folder somewhere to have the option for more sounds.
Originally posted by Clark This new version has no detectable CPU usage at all on OptionlessHouse.
Only when idle, though.
Finally got around to testing this again. v4.2.26 & OptionlessHouse (only mods loaded), WoW 3.1.3 live, on an 80 Mage.
No CPU time is used at all when a character is idle. Nor in combat if a proc has not occurred and the EventAlert frame isn't present on-screen. But when you proc, it medians approximately 0.9-1.0 CPU/second for the entire time the EventAlert frame is onscreen. It returns to 0.0 when the frame goes away.
So its much (much) improved . Still about 5 times more CPU than SurgeTrack uses when a proc occurs, though.
Tested that with the Ace3 libraries it needs disembedded (when the full library package is loaded alone, they use between 0.1 to 0.2 CPU/second with no Ace3 mods loaded). When a proc occurs, the Ace3 libraries go up from 0.1-0.2 to 0.3-0.4 CPU/second (with SurgeAlert itself using 0.0) giving a net use for SurgeTrack of approx. 0.2 CPU/second. Like EventAlert, it reduces to a net use of 0.0 when idle or in combat when no proc is occurring.
So nice work on the resource usage improvements currently, but still room for a bit more .
This might start a landslide of requests, but given the extremely popular nature of the Greatness trinkets, you may want to add that as a proc, since I know some classes (notably melee) will pop certain things during that proc. If it helps, the exact buff name is "Greatness" and lasts 15s.
Originally posted by Clark Thank you very much for the explanation. I take it this was how nao! was doing it as well.
I never did look at Nao actually.
I just started disabling large chunks of code and seeing where the memory problem was. Nao did help in a way though. I thought "if Nao can do it, so can EventAlert". haha
Originally posted by CurtisTheGreat The problem was how I was setting up the frames.
EventAlert pre-creates all the frames (all invisible until something procs) it needs while the game is loading. Anytime you see a spell on the screen when something procs, that's a frame. So for every spell and every rank of that spell that it's tracking for your character, there is a frame. When you create a frame, you have to set up code that is used when the frame is "updated" on the screen. Which is usually a few times a second.
So if you look at a class that has a lot of tracked items, such as warriors, then you end up with 10-20 frames that are all running code every time the screen updates (even when the frames are not visible)... which needless to say, is a lot of stuff running code all at once.
What I did was not set the frames to see that code before-hand. Now, when something procs and the frame shows, it assigns the update code right when the frame appears, then removes the code assignment when the proc has finished and the frame disappears.
Doing it this way adds a very small amount of overhead right when something procs (there is no way this is noticeable) but completely removes any code being executed over and over by 10+ frames.
Hopefully that answered your question.
Thank you very much for the explanation. I take it this was how nao! was doing it as well.
Originally posted by Clark This new version has no detectable CPU usage at all on OptionlessHouse.
Nice job. What did you do? in layman's terms.
The problem was how I was setting up the frames.
EventAlert pre-creates all the frames (all invisible until something procs) it needs while the game is loading. Anytime you see a spell on the screen when something procs, that's a frame. So for every spell and every rank of that spell that it's tracking for your character, there is a frame. When you create a frame, you have to set up code that is used when the frame is "updated" on the screen. Which is usually a few times a second.
So if you look at a class that has a lot of tracked items, such as warriors, then you end up with 10-20 frames that are all running code every time the screen updates (even when the frames are not visible)... which needless to say, is a lot of stuff running code all at once.
What I did was not set the frames to see that code before-hand. Now, when something procs and the frame shows, it assigns the update code right when the frame appears, then removes the code assignment when the proc has finished and the frame disappears.
Doing it this way adds a very small amount of overhead right when something procs (there is no way this is noticeable) but completely removes any code being executed over and over by 10+ frames.
Hopefully that answered your question.
Last edited by CurtisTheGreat : 07-09-2009 at 11:11 AM.
Originally posted by Arkive This might not be considered under the scope of this mod, but a trigger for when Curse of Doom explodes would be a *great* reminder to refresh.