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Compatibility: | Dragonflight (10.0.2) Shadowlands patch (9.2.7) Dragonflight Pre-patch (10.0.0) |
Updated: | 01-02-23 03:01 PM |
Created: | 10-12-09 06:05 AM |
Downloads: | 200,891 |
Favorites: | 380 |
MD5: | |
Categories: | Casting Bars, Cooldowns, Buff, Debuff, Spell, DPS, Healers, Tank, Combat Mods |
EventHorizon now has a Discord: https://discord.gg/mR8xUUK. Come say hi!
Also, EventHorizon is now on github: https://github.com/Brusalk/EventHorizon_Continued -- You can find the latest changes there, but releases will still be released here and on Curse.
-Brusalk (Kilrogg-US)
EventHorizon is now updated and working for Shadowlands. Just download the most recent version and you should be good to go!
If you have and comments, concerns, questions, suggestions, anything, don't hesitate to contact me either through comments here or via mail or whisper in game.
If you feel that the class config for your class is not up to snuff then please let me know why and update it yourself!
There is now a how-to on class configuration below!
There is also a how-to on customization of how EH looks below as well. Check it out!
Please be aware that I'm rewriting this addon from scratch to be released officially soon (tm). Addon development has had to take a backseat to real life for the past few months though I've been working on it as much as I can. (Also, coming in the rewrite is an in-game configuration menu as well as the ability to alter class-configs in-game to make it easier to customize EH.)
If you have a few extra bucks this month and you like all my work, consider chipping in
What does EventHorizon do?
EventHorizon displays all of your class/spec's rotational abilities on a common time scale. This means that instead of seeing a regular percentage-based timer bar, EH shows you exactly what is happening in relation to everything else. If that sounds complicated at all, just look at the screenshots.
The basic idea: An ability that lasts 12 seconds and has 6 seconds remaining shouldn't look exactly the same as one that lasts 5 minutes and has 2.5 minutes remaining.
Videos showing EH in action:
Dezzimal posted a great instructional video using a Shadow Priest for reference.
breakingsong demonstrated EH on a Destro Warlock.
Also, for instant gratification, here's a quick snippet showing a Shadow Priest's rotation at 1 frame per second, using an older layout:
The big white line is the current time. Future events are on the right side, past events on the left. 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). EventHorizon is extremely intelligent when dealing with most things DoT/HoT-related.
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.
How do I set it up?
EventHorizon does not include an in-game configuration UI. However, it really doesn't need one - Everything should "just work".
Power users and those wishing to theme EventHorizon for a specific UI, please read on to the advanced portion of this section. Don't worry, it's easier than it may seem.
The basics:
* The window may be moved via the drag-handle on the upper right frame corner. It may be a little hard to see at first, but will light up as soon as you mouse over it.
* You can show/hide EventHorizon manually by using /eventhorizon or /ehz.
Advanced configuration:
Note: I would highly recommend an advanced text editor such as VS Code if you wish to edit the configuration files. While this isn't required by any means, an editor with syntax highlighting makes changing the files MUCH easier.
* The default configuration for EventHorizon is located in EventHorizon\config.lua. This file contains every setting available for EH and is heavily commented to help tweak things to your liking. This file may be deleted and EventHorizon will maintain its functionality (not that I would ever recommend doing that).
* Any changes you make to config.lua will be removed when you update EventHorizon. This is by design. HOWEVER, there's an easy way to get around that. Simply create a new file (or a copy of config.lua) named "myconfig.lua". This file is automatically loaded, and because it loads after config.lua, the settings in myconfig.lua will always be the ones to appear in-game.
Files
There are 2 files which you can edit to change the physical appearance of EventHorizon including colors, size, global functionality and other things. I'm going to assume that you have the most recent version of the configuration file provided in the most recent version of EventHorizon.
config.lua:
You can think of this as the default settings of EventHorizon. If you want to change settings then you can do so here, but when you download a new version of EventHorizon you have to be careful as the new version includes config.lua and will overwrite any changes you've made to this file. You can always skip this file when overwriting, but it's better to use myconfig.lua as it's intended to avoid this problem.
myconfig.lua:
This file overwrites any values in config.lua with the values changed inside it. So if you have config.width set to 375 in config.lua and config.width set to 200 in myconfig.lua, EventHorizon will use 200 as the value.
Where this is useful is that myconfig.lua is never included in the updated versions of EventHorzion, and as such will never be overwritten when downloading a new version of EventHorizon.
As such best practice is to alter any values you wish to change in config.lua by changing the values inside myconfig.lua.
Configuration
In order to change settings of something you just have to change the text after the equals sign on the line with the setting you want to change.
For example if you wanted to change the width of the addon you would change line 33 which normally reads (by default)
config.width = 375 -- Width of a single bar....
config.width = 200 -- Width of a single bar....
local EHN,ns = ... local config = EventHorizon.config local c = EventHorizon.colors local _,class = UnitClass('player') -- These locals make in-line conditions a little easier. See the color section for a few examples. local DK = class == "DEATHKNIGHT" local Druid = class == "DRUID" local Hunter = class == "HUNTER" local Mage = class == "MAGE" local Paladin = class == "PALADIN" local Priest = class == "PRIEST" local Rogue = class == "ROGUE" local Shaman = class == "SHAMAN" local Warlock = class == "WARLOCK" local Warrior = class == "WARRIOR" --[[ EDIT BELOW THIS LINE ]]--
-- Vampiric Touch/swd cd self:newSpell({ debuff = {34914,3}, cast = 34914, cooldown = 32379, refreshable = true, hasted = true, requiredTree = 3, requiredLevel = 28, stance = 1, })
self:newSpell({ itemID = 1543 })
self:newSpell({ itemID = { 1543, 1544, ... , 1243 }, })
self:newSpell({ slotID = 13, })
self:newSpell({ cast = 1543 })
self:newSpell({ cast = { 1543, 1544, ... , 1243 }, })
self:newSpell({ channel = {1543,3}, })
self:newSpell({ channeled = { {1543,2}, {1544,4}, ... , {1254, 6} }, })
self:newSpell({ cooldown = 1543, })
self:newSpell({ cooldown = {1543, 1642, ... , 1274}, })
self:newSpell({ debuff = {1543, 3}, })
self:newSpell({ debuff = 1543, })
self:newSpell({ playerbuff = {1543, 3}, })
self:newSpell({ playerbuff = 1543, })
self:newSpell({ debuff = {1543, 3}, hasted = true, })
self:newSpell({ debuff = {1543, 3}, recast = true, })
self:newSpell({ playerbuff = {1543, 3}, minstacks = 2, })
self:newSpell({ slotID = 14, internalcooldown = 45, })
self:newSpell({ debuff = {1543, 3}, unique = true, })
self:newSpell({ debuff = {1543, 3}, keepIcon = true, })
self:newSpell({ debuff = {1543, 3}, icon = 1544, })
self:newSpell({ cooldown = 1543, smallCooldown = true, })
self:newSpell({ cooldown = 1543, smallCooldown = true, requiredGlyph = 12456, })
self:newSpell({ cooldown = 1543, smallCooldown = true, requiredTree = 3, })
self:newSpell({ cooldown = 1543, smallCooldown = true, requiredTree = {0,1,3}, })
self:newSpell({ cooldown = 1543, smallCooldown = true, requiredLevel = 84, })
self:newSpell({ cooldown = 1543, smallCooldown = true, stance = 1, })
self:newspell({ cooldown = 1543, smallCooldown = true, stance = {0, 1, 4}, })
File Name |
Version |
Size |
Author |
Date |
Type |
2.3e |
78kB |
11-10-14 11:20 PM |
Addon |
||
v1.9.3 |
71kB |
11-05-10 07:02 AM |
Patch |
Comment Options |
12-11-09, 02:05 AM | |
A Kobold Labourer
Forum posts: 1
File comments: 4
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little bug
The Shaman spell Riptide (spellID: 61300) has a cooldown |
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w4andy |
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Taroven |
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Taroven |
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12-09-09, 12:46 PM | |
A Kobold Labourer
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Apparently, going into my WTF folder and deleting the savedvariable for EVZ fixed it.
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Zamphire |
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12-09-09, 11:33 AM | ||
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Re: Doesn't show
Does this happen with every character you have? Edit: I just tried again with every class in the game using default settings, and it loads and works fine for me.
Last edited by Taroven : 12-09-09 at 11:43 AM.
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Taroven |
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12-09-09, 10:09 AM | |
A Kobold Labourer
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File comments: 4
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Doesn't show
With the newest version I can't get Event Horizon to show up, I made sure it was loaded in addons, but it won't show up ingame. /eh and /eventhorizon doesn't do anything, just gives the Type "/help". Any ideas?
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Zamphire |
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12-09-09, 04:09 AM | |
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Alright, looks like the new code's working great. I'll be releasing EH v1.4 within the next half hour (need to write a readable changelog).
Update: Uploaded and waiting for approval. Changelog as follows. v1.4: Patch 3.3 compatibility * Core: Hasted periodic spells now calculate their interval once per cast rather than per tick. This may cause issues with target swapping and variable haste, please let me know if any issues pop up. (See the changed modules for how this works - To use the old per-tick behavior, remove or comment out the expectedTicks flag) - Note that the new code may cause issues when target switching with variable haste. Let me know if anything pops up. - Due to the new handling, a check has been added for Mage Armor on the hasted spell's target. - For hasted effects using the old handling, some extra logic has been added to make sure target swaps don't really screw things up. Future releases may remove the old handling completely. This is untested but should work fine. * Core: Removed PTR check code. This release should still work in patch 3.2 if anyone is somehow still playing it, but v1.3c is preferred in that case. * Warlock: Updated for the new haste handling. * Priest: Updated for the new haste handling. * Druid: Updated for the new haste handling. * TOC: Updated for WoW 3.3.
Last edited by Taroven : 12-09-09 at 05:30 AM.
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Taroven |
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12-07-09, 04:33 PM | ||
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For future reference, check out the Optional Files tab here on EH's page, and read through the complete description of the addon. |
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Taroven |
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12-07-09, 03:14 PM | |
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Please do excuse me if this has been answered and I just somehow skipped through it but I did look around before asking.
I'm wondering if there is a way to make EventHorizon only show up while in combat. |
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sikfrk |
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12-07-09, 01:05 AM | |
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I'll be releasing EventHorizon Continued v1.4 soon after Patch 3.3 hits (likely this Tuesday).
Note: Some of the wording here is a little long, and I don't want to confuse people further with abbreviations or aliases. Bear with me, it's a little technical. Preliminary changelog (wording subject to change): * (Status: Implemented drycode, needs testing) Core: Changed how hasted periodic effects are handled slightly. Added a new spell config variable, expectedTicks, to determine this. Note that these only apply to periodic spells affected by haste: - If expectedTicks is defined (as the number of ticks in the spell's duration), the tick interval is judged by duration/expectedTicks and handled as a standard interval. This means higher accuracy in general, as the tick intervals aren't being mangled by lag, and also much less jumpiness when ticks happen. - Otherwise, the tick interval is recalculated every time a tick fires (which is generally accurate but can be somewhat jumpy with higher latency). * (Status: Implemented drycode, needs testing) Core: Added a little extra logic to the initial tick recalculation for hasted periodic effects that do not have a defined number of ticks, making tick indicators on target swaps a little more reliable. * (Status: NYI, just need some time for wowhead hunting) Minor module updates for classes with dots/hots to comply with the new expectedTicks variable. * (Status: NYI) Removed version checks for haste code, increasing performance slightly versus v1.3(x). * (Status: NYI, this is actually serious - See note below) Updated TOC for WoW Patch 3.3, showing general compatibility with the new features introduced by the patch. A note on TOC files: Some authors (myself included) will hold off on updating the game version in the addon's .toc file until the addon has been updated and fully tested with the new game version. That "out of date" warning isn't for nothing, folks. Especially in a big patch such as this, I want to be absolutely certain that I'm releasing a quality product. This means that until I'm comfortable with the new haste mechanics placed into EH, I won't be updating the TOC version, or releasing EH v1.4, until I'm satisfied that everything is running as smoothly as possible. I won't keep anyone waiting long, it'll be out by the weekend at the very latest. |
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Taroven |
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12-06-09, 12:35 PM | |
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Re: end of cast-line and sp dot accuracy
Thanks for the feedback.
You may disable the end-of-cast line if you wish through config.castLine. I can't please everyone with the defaults. Refer to the blogs in my sig for instructions, or just take a look through config.lua. As for the dot ticks moving around, this is because they're essentially taking a double hit from latency - One from positioning, which you were seeing before v1.3, and one from the interval recalc, which is new. The reason for the interval recalc is because not every spell has the same exact handling of haste, or the same number of ticks across all specs and gear/glyph setups. As for the extremely short tick intervals, I'll see what I can do tonight. I'd fixed that once for Corruption + Haunt, I'm pretty sure I can fix it again if it's broken somewhere else. TLDR version: I'll be coming up with better ways to handle all this as time goes on, and hopefully get a better solution in pretty quickly, but for now all I can give is basic first-draft functionality. Remember that features are never finished, nor is EH's development. |
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Taroven |
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12-06-09, 08:35 AM | |
A Kobold Labourer
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end of cast-line and sp dot accuracy
Hi,
first of all, thank you for your continued work and effort to keep this great addon available. I have tested EH 1.3c on the PTR with my shadow priest and to my horror it's worse than i expected ... i cant quite understand why the dot ticks are moving all over the place.. and even the last dot tick (which always comes up just before the debuff runs out) is moving about, although the end of the debuff seems to be correctly shown (thus being the the correct position of the last tick). I think that all the recalculations based on actual dot ticks that appeared arent neccesary.. Correct me if i dont see this right, but after all we want to know when the server thinks the dot has ticked and not when that dmg tick was transmit to my client and displayed (so that i could plan my dot recasts after BL to avoid clipping ticks that are just about to come up). Another thing i come to notice: when switching between dotted targets, EH sometimes displayed an existing dot on the target to have really small dot intervals until the next tick had been recorded. The same phenomenon i had on single targets with a spell-haste totem present.. (very dense dot ticks displayed until first real tick) Why is the interval even recalculated at every dot tick, if the interval is only ever changed on a recast? the second thing i noticed was the end-of-cast-line that mind fray now has.. this feature doesnt really make sense on a shadow priest.. maybe you could introduce another option for that rather than displaying it for each cast > 1.5s. Addressing these issues would be greatly appreciated! regards, Gurfon EU Blackrock |
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gurfon |
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11-29-09, 05:21 AM | ||
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Re: BugSack Error Message
Update: Version 1.3c has been released and is currently pending approval.
Last edited by Taroven : 11-29-09 at 05:39 AM.
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Taroven |
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11-29-09, 02:03 AM | |
A Kobold Labourer
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BugSack Error Message
[2009/11/29 00:02:38-x4@local]: EventHorizon-1.3b\EventHorizon.lua:396: attempt to index field 'castLine' (a nil value)
EventHorizon-1.3b\EventHorizon.lua:60: in function <EventHorizon\EventHorizon.lua:57> |
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greatbayernfan |
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11-20-09, 04:04 PM | |
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Knew I forgot something. I was tracking Corruption for all specs to make testing for hasted dots a little easier.
As for the errors, I'll have those fixed in a moment. Edit: Can you give a screenshot of the misplaced cast line? Edit2: Also, the curse bar defaulting to Curse of Agony is intentional, as that's the only way to track DoT ticks for CoA until I can get settings to work independently per aura on a bar. Edit3: Alright, got the errors dealt with. Note to self: When adding new variables, check for them before trying to modify them. Backdraft seems to have a larger effect on the GCD than advertised, which provokes some optical illusions. Allow me a moment for an example: My PTR lock has 496 haste, 15.13%. Note that I've added Soul Fire to my EH bars for comparison and testing. Cast times completely unbuffed: Incinerate - 1.95 seconds - Cast line is seen and accurate, GCD line appears to be about 2/3 through the cast (GCD time: around 1.3 seconds) Soul Fire - 3.47 seconds - Cast line is seen. GCD line is in the first third of the cast. Cast times with Backdraft: Incinerate - 1.37 seconds - Cast line is not seen, GCD line appears to be about 2/3 through the cast (GCD time: a tiny bit over a second). Soul Fire - 2.43 seconds - Cast line is seen. GCD line is still in the first third or so. This is all correct. The cast line does not show when casting Incinerate with Backdraft because the cast is under 1.5 seconds. It's coded that way to avoid interfering with the GCD line in low-haste situations. Anyway, I've got everything fixed and a new release will be out momentarily. Let me know if there are any issues with it.
Last edited by Taroven : 11-20-09 at 04:55 PM.
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Taroven |
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