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There is also an event for arg2 called PARTY_KILL. This fires when a unit dies... I don't know more yet, I was killing random mobs.
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--[[User:Sharandris|Sharandris]] ([[User talk:Sharandris|talk]]) 21:42, 17 July 2008 (UTC)
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I've added "pet happiness" to the power type. The only time I've encountered this value was for a SPELL_PERIODIC_ENERGIZE log event where someone's pet was energized by "Feed Pet Effect".
 
I've added "pet happiness" to the power type. The only time I've encountered this value was for a SPELL_PERIODIC_ENERGIZE log event where someone's pet was energized by "Feed Pet Effect".
   

Revision as of 21:42, 17 July 2008

There is also an event for arg2 called PARTY_KILL. This fires when a unit dies... I don't know more yet, I was killing random mobs.

--Sharandris (talk) 21:42, 17 July 2008 (UTC)


I've added "pet happiness" to the power type. The only time I've encountered this value was for a SPELL_PERIODIC_ENERGIZE log event where someone's pet was energized by "Feed Pet Effect".


While investigating the possibilities of writing a parser for the text combat log, I've been investigating the blizzard interface data. Are there any serious reasons around here why I shouldn't put that info up here? PleegWat 20:36, 27 March 2008 (UTC)

What "info"? Posted by: EGingell (T|C|F) on 21:49, 12 June 2008 (UTC)


Event Descriptions

Summary Of what I have learned about when events fire and when they don't: (Preliminary)

Prefixes

Event Prefix Description
SPELL_ Spell is the prefix for most effects even if the spell is a DoT or channeled. IE when the spell begins to be cast, SPELL_CAST_START is fired and not SPELL_PERIODIC_CAST_START. This is the same with _MISS, _FAILED, ect.
SPELL_PERIODIC Spell_PERIODIC Only the effects that are periodic start with this PREFIX. IE: Successfully casting a DoT only happens once therefor even though the spell is periodic use the SPELL_ prefix. However, the damage is periodic so it will start with SPELL_PERIODIC_. 90% of the time you will only care about _DAMAGE or _HEAL.

Suffexes

Event Prefix Description
_DAMAGE Triggered on damage to health. Nothing Special
_MISSED Triggered When Effect isn't applied but mana/energy is used IE: ABSORB BLOCK DEFLECT DODGE EVADE IMMUNE MISS PARRY REFLECT RESIST
_HEAL Triggered when a unit is healed
_ENERGIZE Any effect that restores energy/mana. Spell/trinket/item set bonuses can trigger this event. IE: Vampiric Touch, or Mark of Defiance (Trinket)
_DRAIN Same as _ENERGIZE but this time you are loosing energy/mana. Caused by enemies.
_LEECH
_INTERRUPT
_DISPEL_FAILED
_AURA_DISPELLED AURA means buff/debuff. Any effect that can be seen in the combat frame is handled by aura events. This event is triggered when a buff/debuff is removed early.
_AURA_STOLEN
_EXTRA_ATTACKS
_AURA_APPLIED Triggered When Buffs/Debuffs are Applied. Note: This event doesn't fire if a debuff is applied twice without being removed. IE: casting Vampiric Embrace twice in a row only triggers this event once. This can make it dificult to track whether a debuff was sucessfully reapplied to the target. However, for instant cast spells, SPELL_CAST_SUCCESS can be used.
_AURA_REMOVED Triggered When Buffs/Debuffs expire.
_AURA_APPLIED_DOSE Triggered by stacking Debuffs if the debuff is already applied to a target. IE: If you cast Mind Flay twice it causes 2 doses of shadow vunerability, the first time it will trigger, SPELL_AURA_APPLIED (arg10 = shadow vulnerability), and SPELL_AURA_APPLIED_DOSE (arg10 = shadow vunerability) the second
_AURA_REMOVED_DOSE
_CAST_START Triggered when a spell begins casting. Instant Cast and channeled spells don't invoke this event. They trigger _CAST_SUCCESS, _MISS instead.
_CAST_SUCCESS Triggered when channeled spells begin or when instant cast spells are cast. This (obviously) isn't triggered when this spell misses. On a miss SPELL_MISS will be triggered instead. Also, spells that invoke _CAST_START don't trigger this event when they are done casting. Use _SPELL_MISS or _SPELL_DAMAGE or _SPELL_AURA_APPLIED to see when they were cast
_CAST_FAILED If the cast fails before it starts (IE invalid target), then _CAST_START never triggers. However it is possible for a cast to fail after beginning. (IE you jump, move, hit escape etc.)
_INSTAKILL
_DURABILITY_DAMAGE
_DURABILITY_DAMAGE_ALL
_CREATE
_SUMMON