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EventHorizon  Popular! (More than 5000 hits)
Version: 0.11
by: Tifi [More]
Bad news, everyone: I quit WoW, my account expires on August 11th, and unfortunately Taroven quit too. Unless someone takes over, this addon is officially abandoned. So tick that "Load out of date AddOns" check box and hope for the best!
I just wanted to say thanks for using my AddOns and for all the support, feedback, bug reports, and kind words. Very much appreciated. Bye!


Description
Displays timer bars for you most important abilities' target debuffs (including DoT ticks), cooldowns, and player buffs. All bars share a common time scale to make it easier to plan the next casts in your rotation.
Currently supported classes are Druid, Hunter, Mage, Paladin (Retribution), Priest (Shadow), Rogue, Shaman (Elemental) and Warlock.

Dezzimal was kind enough to put a video on youtube, demonstrating and explaining the addon. Edit: I just found another video showing the AddOn on a Destru Warlock.

Here's what it looks like in action on a Shadow Priest (at 1 FPS ):

The big white line is the current time. Future events are on the right side, past events on the left. So as time goes by, the events scroll from right to left.
The green bars are your cast bars. They use exactly the same times that your normal cast bar would display, with all haste modifiers applied.
You can also see cooldowns, DoTs, and their ticks (predicted in the future, and from the combat log in the past).
The white lines that appear before the cast times are the times when you press the button (send the cast message to the server). The difference between this line and the start of the cast is your lag.

Settings
There's no options GUI, and there won't be.
You can move the frame around by dragging this little handle in the upper right corner.
You can toggle the main frame with /eventhorizon or /ehz.
If you want to change anything else, you have to edit the config.lua files. You can open these files in any text editor, for example notepad.
We try to keep these files clean and well-documented. (Comments start with "--".) If an option is not as clear as it should be, please let us know.

Let's say you've changed some settings. When a new version comes out, you'd have to manually merge the config.lua file. To prevent this, you can create a file named EventHorizon/myconfig.lua. If present, this file will be read after config.lua, thus overwriting the settings in config.lua. Here's my myconfig.lua:
Code:
local config = EventHorizon.config -- <-always keep this as the first line
config.bgcolor = {0,0,0,0.3}
config.bordercolor = {0,0,0,0.3}
config.gcdColor = {.5,.5,.5,.3}
config.future = 15
config.width = 150*(15+3)/(9+3)
config.iconborder = nil
If you'd like to show/hide the addon under certain conditions, please have a look at Goose. The frame you have to add is called EventHorizonFrame, a good start for a condition is "[combat] show;hide". If you're worried that you might accidentally move the frame while in combat, you could also use Goose to hide EventHorizonHandle.

FAQ
How can I change the colors for bars?
At the moment you can't. It's one of the features planned for v1.0.

What about trinkets?
I don't think that tracking trinket procs is a useful feature. EventHorizon is designed to present you with information relevant to decision-making. Sure, you could occasionally refresh a DoT when a trinket buff is about to fade. But the overall gain in DPS (assuming there even is one!) would be very small. So I don't think it's worth cluttering the interface with two more bars.
That being said, it's already possible to track the proc spells from trinkets. For an example look at the Sundial of the Exiled in the comments of the Priest module.

Notes
The addon is intended for level 80 raid chars. While leveling your rotation doesn't really matter anyways, mobs just die too fast.
If you want to help us develop and fine-tune the existing modules, please contact me via PM.
When you report a bug, please include as much relevant information as possible. (Class/spec/how to reproduce/etc) Get an addon like Bugsack for copypasteable error messages. If your bug report is very long, please send it as a PM.
If you have suggestions/feedback feel free to leave a comment.

Credits
Taroven for adding the Druid, Warlock, and Rogue modules, being helpful on IRC and for pushing me to add more features.
Dezzimal for the nice video.
Psychosomatic for the Paladin module.
Binkenstein for helping me with the Elemental module.
v0.11:
Class modules: The file myconfig.lua is now loaded if present, e.g. EventHorizon_Druid/myconfig.lua
Shaman: Added spells Lava Lash, Stormstrike, and Earth Shock when specced Enhancement.
Bugfix: Disabling the GCD indicator with config.gcdStyle=nil won't cause any more errors.

v0.10b:
Druid: Cleaned up comments. Added simple Eclipse tracking (duration and cooldown, no proc info). Rip set to refreshable to fix tick timing with Glyph of Shred.
Hunter: Arcane Shot not tracked when Explosive Shot is talented. Moved Steady Shot to above Kill Shot. Cleaned up some oddities with the comments.
Rogue: Moved ShS nearer to the bottom.
Warlock: Added Glyph of Life Tap for all specs. Added Drain Soul when specced Death's Embrace.

v0.10a:
Mage: Added Winter's Chill tracking to the Frostbolt bar. Also added Blizzard, but it's commented out by default.
Paladin: Added Protection spells, required talent Hammer of the Righteous.
Paladin: Changed required talent for shared Prot/Ret spells to Divine Strength.
Paladin: Reordered all spells to reflect current prioritization.
Warlock: Show Immolate only if Unstable Affliction isn't talented.

v0.10:
Warlock fixed: The spell ID of Conflagrate changed.
Hunter: Added Black Arrow.
Removed stuff for 3.09.

v0.9c
Fixed: Using the slash command will now completely disable the addon. The state is saved in the SavedVar.
Fixed: Indicators are now hidden when their bar is hidden.

v0.9b
Fixed: Ticks from channeled spells were not properly unregistered. This could sometimes lead to disappearing ticks in other spells bars.

v0.9a
Fixed: Overlapping segments won't flicker anymore.
Added config.auraunit field for spell configs to specify a non-default unit (e.g. 'player' for debuffs).
Paladin: Set Divine Storm as required talent for all spells to make the module Retribution-only.
Mage: Added Arcane and (some) Frost spells. Added talent requirements for Fire spells. Added Fireball.
Getting ready for 3.1: Druids' Berserk and Paladins' Divine Storm talent index changes, Warlocks' Siphon Life gets removed. These also should work now on the PTR.

v0.9
The spell bars that depend on talents are now created/shown/hidden when the talents change. Reloading the UI is no longer necessary. Should be working in both 3.0 and 3.1.
Added Paladin module from Psychosomatic. Retribution only, still needs talent dependencies.
Priest: Added talent dependencies.

v0.8
Bar segments are optionally textured now instead of using a solid color.
Added slash commands /eventhorizon and /ehz to toggle the visibility of the main frame.
Added the ability to track debuffs which are unique per mob. The debuff bars get a slightly different color when they were not applied by you.
Druid: The Mangle bars now track Mangle and Trauma debuffs. Added cooldown for Mangle - Bear. Added DoT ticks for Insect Swarm and Moonfire.
Mage: The Scorch bar now tracks both Imp Scorch and Winter's Chill.
Tweaked the default texture a bit.

v0.7b
Removed some settings in the class files that were overwriting settings in the master config.

v0.7a
Warlock: Show Incinerate if Emberstorm is talented, otherwise show Shadow Bolt. Removed Molten Core bar and Backdraft tracking from the default config, as they have no influence on the rotation.
Bugfix: The default anchoring of the handle wasn't working.

v0.7
Added config.spacing = <number> to set the space between two bars.
Added config.iconborder = <boolean> option to toggle the default Blizzard icon border.
Added config.scale = <number> option to scale the main frame.
Added GCD indicator:
config.gcdStyle = 'line' displays the end of the GCD as a thin line.
config.gcdStyle = 'bar' displays the GCD as a bar from now to the end.
config.gcdStyle = nil disables the GCD indicator.
config.gcdColor = {r,g,b,a} sets the color.
The handle and the background frame are now parented to the main frame. If you use Goose to show/hide EventHorizon, you only need to specify conditions for EventHorizonFrame.

v0.6a
Added minstacks=<number> syntax. The Imp. Scorch debuff bar is shown only when five stacks are applied.
Fixed Rogue Hunger for Blood talent index.
Major bug fixed: In some cases the main frame was created multiple times.

v0.5
Added modules for Druids, Hunters, [FFB-]Mages, Rogues and Warlocks.
Most of the settings were moved to the config.lua files. When you want to change something, look there first.
Spell frames can now be shown/hidden depending on stance. Look at the Druid config for an example.
Spell frames can now be created depending on talents. When changing the spec, you may need to reload the interface. Again, look at the Druid config.
Added an (optional) backdrop frame. Enabled by default.

v0.4
Bugfix: When the target dies, predicted ticks are now removed.
Bugfix: Textures of 1 pixel width should now be visible even when the UI scale is low.

v0.3
Minor bug fix.

v0.2
Predicted DoT/MF ticks lying in the past are now replaced by actual ticks taken from the combat log.
If SWP is refreshed after the last tick occured, it's treated like it was recast.

v0.1a
Forgot to add the background texture. -.-

v0.1
Initial beta release.
Optional Files (0)


Archived Files (14)
File Name
Version
Size
Author
Date
0.10b
23kB
Tifi
05-03-09 03:24 AM
0.10a
25kB
Tifi
04-25-09 02:00 AM
0.10
24kB
Tifi
04-16-09 06:43 AM
0.9c
23kB
Tifi
04-06-09 05:01 AM
0.9
22kB
Tifi
03-24-09 09:24 AM
0.8a
20kB
Tifi
03-14-09 04:58 AM
0.8
19kB
Tifi
02-21-09 10:57 AM
0.7b
19kB
Tifi
02-18-09 03:28 PM
0.7a
19kB
Tifi
02-18-09 10:09 AM
0.6a
18kB
Tifi
02-15-09 09:20 AM
0.4
8kB
Tifi
01-09-09 11:48 AM
0.3
8kB
Tifi
12-30-08 03:35 PM
0.2
8kB
Tifi
12-20-08 09:57 AM
0.1a
8kB
Tifi
12-19-08 09:47 AM


Post A Reply Comment Options
Old 09-15-09, 04:52 PM  
Taroven
A Cyclonian
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Re: solution to the problem regarding the spells that are shown

Originally posted by docmidnight
<snip>
this will make eventhorizon check your talents when ever you call upon it. so it wont be outdated if you, for example: have it disabled for restoration spec, respec, then open up eventhorizon for your dps spec.
Thanks. I'll apply the changes to my branch immediately. Expect a new version within the hour.

Edit: For the DIY types using my branch, the line number you're looking for is 1134.

Edit2: Still need someone to test the potential fix for dragging the frame offscreen a few posts below.
Last edited by Taroven : 09-15-09 at 04:56 PM.
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Old 09-15-09, 12:38 AM  
docmidnight
A Kobold Labourer

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solution to the problem regarding the spells that are shown

how to reproduce
1 go into one spec
2 call /ehz
then again to hide it
3 /ehz
4 respec to a different spec
4 /ehz

result:
the eventhorizon has the data for your first spec.

the only way to allow eventhorizon to see your new spells is to reloadui or respec again twice, which will empty your mana and cannot be done in combat.




I added after line 1120 in EventHorizon.lua
Code:
			EventHorizon:CheckTalents()
so that portion starting at line 1115 looks like this
Code:
	SlashCmdList['EVENTHORIZON'] = function()
		if self.isActive then
			self:Deactivate()
			mainframe:UnregisterEvent('PLAYER_TALENT_UPDATE')
		else
			self:Activate()
			EventHorizon:CheckTalents()

		end
		self.db.isActive = self.isActive
	end

	if not self.db.isActive then
		self:Deactivate()
		mainframe:UnregisterEvent('PLAYER_TALENT_UPDATE')
	end

this will make eventhorizon check your talents when ever you call upon it. so it wont be outdated if you, for example: have it disabled for restoration spec, respec, then open up eventhorizon for your dps spec.
Last edited by docmidnight : 09-15-09 at 12:41 AM.
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Old 09-14-09, 11:39 PM  
Taroven
A Cyclonian
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Re: Re: Help...need to move interface

Would someone mind testing this for me?

Using my branch (under the Optional Files section here), add the following entry to line#1094 of EventHorizon.lua.

Code:
		mainframe:SetClampedToScreen(1) --New line, next 2 are for reference and don't need to be modified
		mainframe:SetPoint(unpack(anchor))
		handle:SetPoint(unpack(self.db.point))
If it doesn't throw an error at you, try dragging EH off screen and tell me what happens.
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Old 09-14-09, 10:30 PM  
Repaxan
A Kobold Labourer
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Re: Help...need to move interface

Originally posted by InsideURhead
I had accidently moved my EventHorizon add-on flush with the upper portion of the screen. I can't click on the tab on the upper right corner of the add-on to move it. I've tried deleting EventHorizon and resinstalling it but it still ends up flush with the top of my screen. I've even played with screen resolutions but that didn't work. I need the add-on for my rotation. Can someone help me resolve this?

-Insideurhead
Delete Eventhorizon's settings in your WTF folder.
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Old 09-14-09, 11:11 AM  
InsideURhead
A Kobold Labourer

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Help...need to move interface

I had accidently moved my EventHorizon add-on flush with the upper portion of the screen. I can't click on the tab on the upper right corner of the add-on to move it. I've tried deleting EventHorizon and resinstalling it but it still ends up flush with the top of my screen. I've even played with screen resolutions but that didn't work. I need the add-on for my rotation. Can someone help me resolve this?

-Insideurhead
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Old 09-09-09, 02:33 PM  
Taroven
A Cyclonian
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Originally posted by Lordzakken
Playing a SP in raids i'm very interested in every addon that helps me to maximize my dps.
Regarding Event Horizon, how does this addon manages dotting multiple targets?
Does it keeps track of every mob or only the one targeted?
EH is tuned for tunnel vision, meaning it will only show your current target. Target switches are seamless, as the addon does retain enough info about previous targets to give accurate tick counters on a switch.
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Old 09-09-09, 10:21 AM  
chinsaw
A Kobold Labourer

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Re: Help with config.

Originally posted by teco222
Love the addon, but unfortunetly the lock model does not support my build/rotation. I was wondering if their is anyone out there willing to explain to me how to configure this addon because i have no idea how. Some things i would like to do is remove some spells such as corruption and curse of agony and add curse of doom. Another thing is to change the order of spells to accomodate my rotation like putting it- immolate, chaos bolt, conflagrate, incinerate, and life tap instead of the current build. I heard that there is no way to configure it without working on lua. (and unfortunetly i have no idea what lua. is). is their anyone out there willing to help???

P.S.- this willl be my first time working with codes/lua. and all that stuff so a detailed guide would help extremely.
You can open the .lua file with word pad to alter the code. Most of you alteration should be done in the class you are trying to alter. The .lua file is located inside the add on folder.

You will need to know spell ID's to add or remove the things you want to change.

I have fiddled with it just make sure you keep a working copy. I am no programmer so I do not understand all of the stuff I see in there but I did add life tap before they did. Theirs was much nicer when they got it done.

Sorry to here they quit working on it.

Good Luck
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Old 09-07-09, 07:01 AM  
Lordzakken
A Kobold Labourer

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Playing a SP in raids i'm very interested in every addon that helps me to maximize my dps.
Regarding Event Horizon, how does this addon manages dotting multiple targets?
Does it keeps track of every mob or only the one targeted?
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Old 09-06-09, 04:56 PM  
teco222
A Kobold Labourer

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Question Help with config.

Love the addon, but unfortunetly the lock model does not support my build/rotation. I was wondering if their is anyone out there willing to explain to me how to configure this addon because i have no idea how. Some things i would like to do is remove some spells such as corruption and curse of agony and add curse of doom. Another thing is to change the order of spells to accomodate my rotation like putting it- immolate, chaos bolt, conflagrate, incinerate, and life tap instead of the current build. I heard that there is no way to configure it without working on lua. (and unfortunetly i have no idea what lua. is). is their anyone out there willing to help???

P.S.- this willl be my first time working with codes/lua. and all that stuff so a detailed guide would help extremely.
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Old 09-06-09, 12:53 AM  
cinjinta
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Re: Showing Overkill Buff

Originally posted by Barlow
Hi there
I tried to add the Overkill Buff to EH using this code

-- Overkill
self:NewSpell({
spellID = 58427,
playerbuff = true,
requiredTalent = {1,19},
})--

But I can't get it to work. Anyone got an idea, what's wrong?
overkill is spell id 58426

if you're talking about the rogue talent and theres another spell like that i'm missing
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Old 09-05-09, 05:06 AM  
nonameform
A Deviate Faerie Dragon

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Originally posted by Promega
is someone else taking this addon over or is there a similar one I should switch to?
As of 3.2 this addon is fully functional, if you edit .toc or just use "Load out of date addons" option.
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Old 09-03-09, 11:18 PM  
Promega
A Defias Bandit

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is someone else taking this addon over or is there a similar one I should switch to?
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Old 08-27-09, 06:37 AM  
Taroven
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Re: Showing Overkill Buff

Troubleshooting Broken Bars 101:

1) Empty bar, but you still get an icon? Try a different spellID. 58426 may work a little better.

2) No bar at all? Try commenting out the requiredTalent line first. If that doesn't work and you have Lua errors disabled ingame, enable them and see if one is being thrown.

If all else fails, Overkill might just be one of the very few buffs EH can't track. I'd be willing to bet something's going on during the stealthed portion of the buff. As far as I can recall EH doesn't have any special handling in place for timeless buffs, which could be affecting the bar.
Last edited by Taroven : 08-27-09 at 06:49 AM.
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Old 08-26-09, 03:36 PM  
Barlow
A Kobold Labourer

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Showing Overkill Buff

Hi there
I tried to add the Overkill Buff to EH using this code

-- Overkill
self:NewSpell({
spellID = 58427,
playerbuff = true,
requiredTalent = {1,19},
})--

But I can't get it to work. Anyone got an idea, what's wrong?
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Old 08-25-09, 01:13 AM  
Tyno
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I've attempted to make a DK module, with all their CD's talents and what not

I used the rogue config and .toc as the basis for the DK module.

I am interested in updating this addon but don't have any experience using coding in lua, I have done a little in python and pascal though.

2nd Edit: Got a decent red for DK so nvm.
Last edited by Tyno : 08-25-09 at 03:30 AM.
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