- SPELL_AURA_APPLIED doesn't fire on refreshes. I'd imagine this is legacy holdover from the old log, but by glub I want the information, and there's no compelling reason not to include it.
Yup, I want this info also...but if I can nitpick for a second, the aura isn't applied, it's refreshed. Whether their reasoning is legacy-related or language nitpick-related, I don't know. I'd be happy with a SPELL_AURA_REFRESHED event, or repeated firing of SAA.
Also, I think the source unit could be included here. I know there's some potentially tricky issues that we've discussed about auras and paladins, but at the moment of application, I think it has to have a source (aside from zone buffs, etc.). Whether the source of the aura changes at some point (two paladins in group used same aura, one switched), I don't really care if the "source" of the aura changes in the future, but I would like to know who initially applied it.
Quote from Funkydude »
Not all casted spells fire a SPELL_CAST_SUCCESS event, just a spell cast start.
As far as warlocks go, the distinction for combat spells was those with a cast time (UA/Immolate) do not fire it, but those without cast time (curses, corruption, siphon) do. All my combat spells fired the UNIT_SPELLCAST_START, though. It'd be *really* nice to be able to parse just CLEU, and toss out UNIT_SPELLCAST_*, so my code doesn't call two event handlers when one should suffice.
Also, the SPELL_CAST_SUCCESS message should include the target, as there's no logical reason to exclude it. Any mod reading those events could figure it out by checking "target", "focus", and "mouseover" units.
I'll dig through my code for MoarDots and figure out exactly what happens, and add it here later.
Quote from Funkydude »
Mages creating a portal (not casting teleport) gives 0 combat log events, it should give a cast start and success.
Same should happen for summons, soulwells, mage tables, etc. I haven't checked to see if those fire the relevant events, but being of similar nature, it would behoove us to check.
Using Flame Caps produces no combat log events. It should at least give an event for the buff gained and lost.
Casting mounts, and the mount buff/debuffs are not shown in the combat log. But something like Swift Flight Form is shown.
The combat log refiltering (Blizzard_CombatLog) is doing it backwards, its adding the newest to the oldest event to the chatframe, confusing people, especially those without combat time stamps enabled.
But spellID and itemID are inverted in the report. You get the spell name of the spell that happens to have the same ID as the item being damaged, and you get the item name of the item that happens to have the same ID as the spell being used.
5/1 00:29:24.086 SPELL_DURABILITY_DAMAGE,0xF130002CEE0003D5,"Ragnaros",0xa48,0x000000000031C95D,"Raineroct",0x20514,32254,"Rough Stone Statue",0x1,21388,"Avenger's Greaves"
This event is not firing for me at all. The default Combat Log itself is also not functioning, either. The following code should give me lots of chat spam, but it doesn't.
local function print(...)
local args = select("#", ...)
local msg = ""
if args > 0 then
local next = select(1, ...)
for i = 2, args do
msg = msg .. ', ' .. tostring(select(i, ...))
local f = CreateFrame("Frame")
function(self, event, ...)
Sometimes source Flags will return a string (usually when it's a negative number, this tends to happen when I'm coming out of stealth) which will really screw you up if you're using bit.band (which only takes numbers).