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Updated: 05/01/14 04:54 AM
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Live (1.0)
Updated:05/01/14 04:54 AM
Created:05/01/14 04:54 AM
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Total downloads:1,088
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EventCapture
Version: 1.0.0
by: LilBudyWizer [More]
Another quick and dirty. This is for discovering events. It has no interface, it just saves the data it captured to saved variables which you can view live using zgoo. It builds a cross reference of events and captures events as they fire. The structure of that saved variable is:

Lua Code:
  1. EventCapture_DB =
  2. {
  3.     Dictionary = {},
  4.     EventList = {},
  5.     EventNames = {},
  6.     EventCodes = {},
  7.     Sessions =
  8.     {
  9.         Count = 1,
  10.         History =
  11.         {
  12.             {
  13.                 Sequence = {},
  14.                 FiredEvents = {},
  15.             },
  16.         }
  17.     }
  18. }

The Dictionary, EventList, EventNames and EventCodes are cross references for functions. The EventNames and EventCodes are simply lists of events indexed by name or code. Dictionary is indexed by word, i.e. EVENT_CRAFT_STARTED would appear under EVENT, CRAFT and STARTED. EventList is a tree built off the name. So EVENT_PLEDGE_OF_MARA_RESULT is under EVENT.PLEDGE_OF_MARA.RESULT. Not as useful as it might have been had they been more structured in their choices of event names.

Entries under Sequence are of the form:

Lua Code:
  1. {
  2.     EVENT_FAST_TRAVEL_KEEP_NETWORK_UPDATED =
  3.     {
  4.         Time = 357259,
  5.         Interval = 107,
  6.         Parms =
  7.         {
  8.             [1] = 131355,
  9.         },
  10.     },
  11. },

Time is the game time at which the event fired, Interval is how long since the previous event fired and Parms are the parameters to the event when it fired. By default only the first ten firings of a given event during a session will appear in Sequence.

Entries under FiredEvents are of the form:

Lua Code:
  1. EVENT_GUILD_CLAIM_KEEP_CAMPAIGN_NOTIFICATION =
  2. {
  3.     HitCount = 1,
  4.     FirstTime = 649383,
  5.     Parms =
  6.     {
  7.         [1] = 327726,
  8.         [2] = 7,
  9.         [3] = 70,
  10.         [4] = "Legends of Evermoor",
  11.         [5] = "Halison Castle",
  12.     },
  13.     History =
  14.     {
  15.         {
  16.             Time = 649383,
  17.             Interval = 154,
  18.             Prev = "EVENT_COMBAT_EVENT",
  19.             Parms =
  20.             {
  21.                 [1] = 327726,
  22.                 [2] = 7,
  23.                 [3] = 70,
  24.                 [4] = "Legends of Evermoor",
  25.                 [5] = "Halison Castle",
  26.             },
  27.         },
  28.     },
  29. },

HitCount is the number of times the event has fired, FirstTime is the game time at which event first fired, Parms are the paramters passed to it the last time it fired. History is limited to ten entries by default and for each entry Time is the game time of that particular firing, Interval is the elapsed time since the preceding event fired, Prev is the name of the event that preceded it and Parms are the parameters passed for that particular firing. By default only the first ten firings of an event will be logged per session.

What do you do with it? Try to figure out what's happening and what you need to do. It's by session so easiest is get setup for what you want to capture, reload the ui, do whatever then reload the ui again. You can also use it for a reference on events though most of the information readily available on this site. It's mainly the capturing of the events. You can see what the actual parameters passed to it were and what sequence event fire in.
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Unread 05/01/14, 06:41 AM  
Mitsarugi
 
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