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Updated:10-10-09 11:54 PM
Created:05-17-09 02:48 AM
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EventHorizon (Continued by Taroven)  Popular! (More than 5000 hits)

Version: Discontinued
by: Taroven [More]

This release has moved.
Please go here for newer versions.

v1.1.6:
* Core: Fixed timeless spells refreshing to timed breaking bars (Overkill is the only spell that comes to mind here, but should work for everything)
* Rogue: Added Overkill to the display if specced for it.
- v1.1.6a: Minor update. Auras flagged as "refreshable" with an auraunit other than target will no longer glitch on target changes.

v1.1.5: More glyph support.
* Core: Added requiredGlyph = <glyphID> to the spell config. See the Warlock module for reference. Note that if looking for the glyph on WowHead, you need to search for the glyph name and go to the uncategorized spells tab. The actual glyphID is the one with the gear icon, NOT the spell icon.
* Warlock: Warlock module has been updated. Thanks, Warlocomotif.
* Etc: TOC updates across the board. Sorry for being lazy with those, modules should no longer read as out of date.
- v1.1.5a corrects the glyph detection logic. There is a much more efficient way of doing this, which will make it in next release.

v1.1.4:
* Core: Fixed a very old (possibly ancient) bug involving spellcast delays.

v1.1.3: Glyph support!
- This release is somewhere between beta and release quality. I've ironed out as many bugs as I could find, but some may remain. Please let me know if you run into any issues.
* Class modules: A new variable has been added - glyphrefresh = {Stacks, GlyphID, "Trigger Spell"}
* Core: Glyphs are now detected on frame load/reload. Some extra glyph-related events have been added to make sure glyph changes aren't missed. Module hackers: Print EventHorizon.glyphs ingame if you need a list of currently equipped GlyphIDs.
* Core: When casting a spell that uses the glyphrefresh var, and currently using the appropriate glyph, the number of remaining glyph-based refreshes is displayed as a stack count on the spell's icon. This is much more complicated than it sounds and may result in unexpected bugs, but should be safe for all intents and purposes.
* Core: Gnomish fanatics have found their way to the CLEU filtering mechanisms. Let's hope they didn't break too much on their way out.
* Druid: Glyphs of Starfire and Shred have been added to Moonfire and Rip respectively.
* Rogue: Rupture somehow lost its refreshable tag, which has been corrected. Glyph of Backstab has been added to Rupture.

v1.1.2:
* Core: DoT tick recalculation was trying to calculate channeled spells, producing an error.
* Post-release fix: Repackaged the .zip to exclude myconfig.lua. I'll be using a script for that from now on, no more forgetting to remove files. Sorry about that.

v1.1.1:
* Config: Reverted the cooldown layout change for now.
* Priest: Missing stance flags added. Sorry about that, Shadow Priests.
* Mage/Arcane: Updated Arcane Blast for 3.2.2.

v1.1: Look, Feel, and Quirks update of d00m.
Major changes:
* Core: Class coloring has been implemented. Usage and examples are in config.lua.
* Core: Tick indicators may now recalculate based on the last tick to fire. This fixes all known cases of incorrect tick displays. This IS affected by your latency, and will take a tick once a spell is refreshed to update. A 200ms grace period is allowed after a spell ends for the last tick to show. If you have any issues with this, by all means let me know.
* Config: The following indicators/bars will now be class colored by default: 'sent', 'tick', 'debuffmine', 'debuff' (darkened). The background has been made slightly more opaque for visibility. Priests will find that their class color is automatically darkened a little

Minor changes:
* Core: The 'auraunit' class config setting should play nicely with target changes now.
* Core: Cooldown lines have had their placement adjusted slightly due to visibility issues. This change may not be final, expect tweaks over the next few releases.
* Config: Changed config.future from 9 to 12.
* Config: Class locals have been added to config.lua. This is mainly for copypaste over to myconfig.lua to make adjustments per class a little easier to type out.
* Config: The coloring section is now commented much more thoroughly.
* Config: Removed color.default from the color section, as it should never need to be changed anyway.
* Config: config.recalculate has been added, allowing the option to enable/disable the new tick checks. Enabled by default.
* Druid: HoT ticks have been added (copypaste is bad, mkay?).
* Priest: Renew now tracks target, not player (again with the copypaste).
* Etc: Changelog updated and hopefully easier to read.

v1.0 (v0.2 again?): Healer support!
- Major version bump. Postrelease note: This should've been a beta.
- Didn't get to the coloring portion this time around, expect it in the next update. Buffs and casts for healer specs may be a little hard to tell apart for now.
* Core: Heal-over-time spells are now fully supported. Consult the Priest and Druid modules for usage.
* Core: Many changes to the UNIT_AURA code. Hopefully there will be no more cases of bars acting oddly.
* Core: Tidied up CLEU filtering a bit. There may be a performance improvement with this build (one table check versus a LOT of comparitive statements).
* Core: Fixed many issues involving buffs tied to spells with casting times.
* Core: Added an alias for the spell config flag 'cleu'. You may now use 'event' instead. Consult the Priest module for usage. Warning: Only use the flag when you can't get ticks to show in the past section of the bar in any other way. Doing otherwise will provoke a nil error which I haven't been able to track down.
* Priest: Holy and Disc are now fully supported. Lesser Heal tracks Serendipity, Greater Heal tracks Inspiration (self-casted only for the moment), Penance tracks Grace. Can't track PW:S alongside Weakened Soul quite yet. Bars will show when not in shadowform.
* Druid: Resto is now fully supported. Nourish also tracks Nature's Grace, for the curious. Requires Swiftmend talented to see the bars.

v1.0 (v0.12) Beta 5:
* Core: Buffs may now use the 'dot' flag to signify a heal-over-time spell. SPELL_PERIODIC_HEAL is automatically tracked. Heal-over-time spells will now be able to track ticks with no additional config required. Refer to the Hunter module for an example.
* Hunter: Added Mend Pet with a working tick display. Should be fully accurate.

v1.0 (v0.12) Beta 4:
* Core: Drycode fix, can't use SetFrameLevel on the nowIndicator. Addon is usable again, sorry about that.

v1.0 (v0.12) Beta 3:
* Core: Talents are now updated when using /ehz to unhide the addon.
* Etc: Added class modules to the beta release. The original EH files are no longer required.
* Warrior: Added EventHorizon_Warrior to the release.
* Deathknight: Added Tyno's excellent EventHorizon_Deathknight to the release, with some minor changes.

v1.0 (v0.12) Beta 2:
* Config: Color settings are now included in config.lua. The provided defaults are not final. (Taroven)
* Core: Handle is now clamped to the screen, preventing loss of the frame outside of the screen edges. (Tifi)

v1.0 (v0.12) Beta 1:
* Class modules: Added NewSpell config "auraunit = 'unitID'" to playerbuff settings. (Taroven)
* Core: Moved "interesting event" application to a new function. Users will see no difference, module developers may find some use. Documentation will come when modules have finer access to EventHorizon's bars. (Taroven)
* Bar config: Buffs are now correctly colored. (Taroven)

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.
Archived Files (15)
File Name
Version
Size
Author
Date
1.1.6
32kB
Taroven
10-09-09 07:04 PM
1.1.5a
32kB
Taroven
10-05-09 11:40 AM
1.1.5
32kB
Taroven
10-05-09 04:22 AM
1.1.4
32kB
Taroven
10-04-09 12:12 AM
1.1.3
32kB
Taroven
10-02-09 06:35 AM
1.1.2 (.zip fix
31kB
Taroven
09-27-09 11:53 PM
1.1.2
32kB
Taroven
09-25-09 03:50 AM
1.1.1
31kB
Taroven
09-23-09 03:24 PM
1.1
31kB
Taroven
09-22-09 01:29 PM
0.2 (Stable)
29kB
Taroven
09-18-09 06:31 AM
0.12 Beta 5
28kB
Taroven
09-18-09 12:10 AM
0.12 Beta 5
28kB
Taroven
09-16-09 01:06 AM
0.12 Beta 3
27kB
Taroven
09-15-09 06:54 PM
0.11b2
16kB
Taroven
05-31-09 01:31 AM
0.11b1
16kB
Taroven
05-17-09 02:48 AM


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Unread 10-08-09, 05:53 PM  
TristanPEJ
A Kobold Labourer

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love that this isn't dead. Would love to be able to add magma totem and Thunderstorm onto the Elemental module.

Great work on picking it up.
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Unread 10-06-09, 04:44 PM  
Taroven
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Re: Overkill

Originally posted by Tyx
Thank you very much

I actually did have it working. The first time I typed in the code and reloaded the ui, it worked perfectly (as in, empty while dead, counted down and even reset when I used vanish). But then I moved envenom down so just above TotT, and it didnt work. I changed everything back to how it was, saved and reloaded the ui, and nothing. Could not replicate it again.

Tbh, it would be nice, but don't sweat it if its too much effort. Its just icing on the cake of an already great addon
That might explain it actually. Please post your entire config.lua.
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Unread 10-06-09, 09:15 AM  
Tyx
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Overkill

Thank you very much

I actually did have it working. The first time I typed in the code and reloaded the ui, it worked perfectly (as in, empty while dead, counted down and even reset when I used vanish). But then I moved envenom down so just above TotT, and it didnt work. I changed everything back to how it was, saved and reloaded the ui, and nothing. Could not replicate it again.

Tbh, it would be nice, but don't sweat it if its too much effort. Its just icing on the cake of an already great addon
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Unread 10-05-09, 11:34 AM  
Taroven
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Re: Glyph requirements don't work

Originally posted by mic666
Hi,

the glyph requirements function does not work correctly, at least with my lvl 62 affli wl.
Here is how I fixed it:

-----------------
Change the file EventHorizon\EventHorizon.lua at line 800:

if EventHorizon.glyphs[config.requiredGlyph] then

to

if (config.requiredGlyph == gsID) then
----------------

I got life tap to work after applying the changes.
Strange. That logic worked just fine on mine. I tested a few times.

Ah well. I'll take another stab at it real quick.

Edit: Yikes, I didn't even take out the debug. Fixing now.
Edit 2: And done. That'll teach me to code at early hours of the morning when I have the flu.
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Last edited by Taroven : 10-05-09 at 11:44 AM.
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Unread 10-05-09, 11:17 AM  
mic666
A Kobold Labourer

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Glyph requirements don't work

Hi,

the glyph requirements function does not work correctly, at least with my lvl 62 affli wl.
Here is how I fixed it:

-----------------
Change the file EventHorizon\EventHorizon.lua at line 800:

if EventHorizon.glyphs[config.requiredGlyph] then

to

if (config.requiredGlyph == gsID) then
----------------

I got life tap to work after applying the changes.
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Unread 10-04-09, 05:27 AM  
Taroven
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Re: Overkill

Originally posted by Tyx
Absolutely amazing addon. Dont know how I'd survive without it

I did want to ask something though. I wanted to add the ability to track Overkill, but for some reason it wont work

Code:
-- Overkill
self:NewSpell({
	spellID = 58426,
	playerbuff = true,
	requiredTalent = {1,19},
})
The Overkill icon appears, but it never tracks the buff. I have tried removing the required talent line, and no success.
You're not the first to have issues with Overkill, and I'm not aware of anyone being able to get it working. It's a rather unique buff in that it switches between timeless and expiring on a regular basis. I believe it's the timeless portion that's messing things up, and unfortunately my many attempts at fixing it haven't worked.

I'll take another stab at it tomorrow night when I have some time, but I can't make any promises.

HOWEVER, I may be able to whip up something for EventHorizon_Vitals (formerly known as Clobber, it's in the middle of a complete rewrite at the moment), which uses some much more rigid rules when it comes to aura management. I'll post an update and send you a PM once progress has been made either way.
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Unread 10-04-09, 02:26 AM  
Tyx
A Kobold Labourer

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Overkill

Absolutely amazing addon. Dont know how I'd survive without it

I did want to ask something though. I wanted to add the ability to track Overkill, but for some reason it wont work

Code:
-- Overkill
self:NewSpell({
	spellID = 58426,
	playerbuff = true,
	requiredTalent = {1,19},
})
The Overkill icon appears, but it never tracks the buff. I have tried removing the required talent line, and no success.
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Unread 10-03-09, 11:33 PM  
Taroven
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Re: Error

Originally posted by Machiavelli
I really love this addon, makes my life a lot easier, and I am greatefull for that
Thanks!

Message: ..\AddOns\EventHorizon\EventHorizon.lua line 329:
attempt to index field 'stop' (a number value)[/b]
Interesting. That's a portion of the code that handles spell cast delays, such as when you get hit mid-cast.

That bug must've been around for quite a long time, considering the code there hasn't been touched since at least EH v0.9. I'll see if I can reproduce and fix it tonight.

Update: Tested and released a fix as v1.1.4. I have no idea how that got missed for so long, just needed to rename a var that was highly outdated. Thanks for the report.
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Last edited by Taroven : 10-04-09 at 12:08 AM.
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Unread 10-03-09, 07:31 AM  
Machiavelli
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Error

I really love this addon, makes my life a lot easier, and I am greatefull for that

Just having a small error message time to time when playing my mage or SP

Date: 2009-10-03 10:22:24
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\EventHorizon\EventHorizon.lua line 329:
attempt to index field 'stop' (a number value)
Debug:
[C]: ?
EventHorizon\EventHorizon.lua:329: f()
EventHorizon\EventHorizon.lua:41:
EventHorizon\EventHorizon.lua:38

Tx again for this wonderful addon
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Unread 10-02-09, 11:15 PM  
Taroven
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Originally posted by watashig
Do I need to download the old EH from Tifi? WoWInterface says I do, but I'm not so sure.
Final answer: Nope.

I'll be rereleasing this as its own addon instead of a "patch" (this is not a patch, it's the whole shebang, but WoWI doesn't think so) when v1.2 is released. Also, I'll be getting in touch with Tifi to update EH's old page with the new links.

Edited for clarification.
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Last edited by Taroven : 10-03-09 at 02:10 AM.
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Unread 10-02-09, 06:21 PM  
ballagarba
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Originally posted by watashig
Do I need to download the old EH from Tifi? WoWInterface says I do, but I'm not so sure.
Nope, this is pretty much stand-alone nowadays. So you'd be best off just downloading this.
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Unread 10-02-09, 03:57 PM  
watashig
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Do I need to download the old EH from Tifi? WoWInterface says I do, but I'm not so sure.
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Unread 10-02-09, 01:48 PM  
Taroven
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Originally posted by Wimpface
Interesting, but exactly how many checks are in place? Also, are you sure you don't have ANY useless checks that just eat performance, as this can be a real hog.

Let me know if I can help with anything, Taroven.
Unless coding at 4am really got the best of me, there shouldn't be anything redundant. Lemme know if you see a performance hit though.
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Unread 10-02-09, 11:58 AM  
Wimpface
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Interesting, but exactly how many checks are in place? Also, are you sure you don't have ANY useless checks that just eat performance, as this can be a real hog.

Let me know if I can help with anything, Taroven.
Originally posted by Taroven
Working on an interesting update brought on by Astryl, which will add support for Glyphs of Shred, Backstab, and Moonfire to the stacks display of Rake, Rupture, and Moonfire respectively.

It's a pretty minor thing which I'm unaware exists in any other addon presently... but it does involve some pretty severe changes to how EventHorizon handles spells in general.

Update: All done with the core code. All said and done it should be very accurate.

Basically, EventHorizon now keeps track of the glyphs you have active. Here's how it works:

Let's say you're a Balance Druid with the Starfire glyph. The SF glyph gives +3 seconds to Moonfire every time SF lands, up to 3 times.

1) You cast Moonfire. Notice Moonfire's icon on EventHorizon, it now tells you that there are 3 stacks left on it. This is new!
2) You cast Starfire. Notice that the Moonfire's stack count has dropped to 2. Another cast and it's down to 1. The final cast of Starfire makes the stack count disappear.
3) Okay, cool. Let's say you replace that Starfire glyph with something else.
4) Try again! Cast MF. Notice - No stack count. Lo and behold, it's intelligent.

The stack count is affected by target and spell expiration, so you shouldn't be seeing inaccurate numbers, and there's a good many checks in place to be sure.

It took 6 hours straight of debugging to get it working to satisfaction, but it definitely does work and seems to be free of bugs as far as I'm willing to test.

v1.1.3 incoming.
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Unread 10-02-09, 04:01 AM  
Taroven
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Working on an interesting update brought on by Astryl, which will add support for Glyphs of Shred, Backstab, and Moonfire to the stacks display of Rake, Rupture, and Moonfire respectively.

It's a pretty minor thing which I'm unaware exists in any other addon presently... but it does involve some pretty severe changes to how EventHorizon handles spells in general.

Update: All done with the core code. All said and done it should be very accurate.

Basically, EventHorizon now keeps track of the glyphs you have active. Here's how it works:

Let's say you're a Balance Druid with the Starfire glyph. The SF glyph gives +3 seconds to Moonfire every time SF lands, up to 3 times.

1) You cast Moonfire. Notice Moonfire's icon on EventHorizon, it now tells you that there are 3 stacks left on it. This is new!
2) You cast Starfire. Notice that the Moonfire's stack count has dropped to 2. Another cast and it's down to 1. The final cast of Starfire makes the stack count disappear.
3) Okay, cool. Let's say you replace that Starfire glyph with something else.
4) Try again! Cast MF. Notice - No stack count. Lo and behold, it's intelligent.

The stack count is affected by target and spell expiration, so you shouldn't be seeing inaccurate numbers, and there's a good many checks in place to be sure.

It took 6 hours straight of debugging to get it working to satisfaction, but it definitely does work and seems to be free of bugs as far as I'm willing to test.

v1.1.3 incoming.
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Last edited by Taroven : 10-02-09 at 06:01 AM.
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