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Updated:11-04-10 10:01 PM
Created:10-12-09 08:07 PM
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EventHorizon Vitals  Popular! (More than 5000 hits)
Version: 2.3
by: Taroven [More]
Please remember that your continued donations help to keep EventHorizon alive. I do not play WoW anymore, and though my account is active and currently in good standing, I do not have the financial resources to keep it up for the sole purpose of maintaining addons.

I apologize for the donation window when you download this addon, but I find it does the best job of bringing this situation to the attention of EH's users.

What is EventHorizon_Vitals?
EH_Vitals is a plugin for EventHorizon that displays information EventHorizon normally can or will not. This includes your current power (energy/mana/rage/runic power/runes), weapon enchant timers, and combo points.

All of this information is displayed in a little frame positioned on EventHorizon's edge.

This module also fully supports vehicles, for Ulduar runs and the occasional Malygos kill.

How do I set it up?
EventHorizon_Vitals uses a very similar configuration to EventHorizon itself. This means that it should work quite well without any tweaking whatsoever.

By default, EH_Vitals copies EventHorizon's background and border. Most text is class colored (Exceptions: Runes and vehicle power are colored by type, combo points use a custom coloring scheme).

If you would like to change the behavior of EH_Vitals, have a look at EventHorizon_Vitals/config.lua. This file holds all of the settings for the addon. A file named myconfig.lua may be created for settings that you want to stick around between updates.

There are enough options in there to satisfy even the most power-hungry addon tweaker. If you have any questions, feel free to ask in the comments here.
v2.3: API updates.
* Class warnings will use EventHorizon's info instead of collecting it on their own.
* Priests should no longer see a Vampiric Embrace warning when in a healing spec.
* Added a level check for most class warnings.
* Fixed the useClassColor option.

v2.2: Using an older myconfig with this release probably won't work well. Be sure to check against the new and changed options.
* 4.0.1 and Cataclysm compatibility.
* Cleaned up a lot of code, added notifications for a lot of classes. The actual list of changes is pretty huge.
Archived Files (8)
File Name
Version
Size
Author
Date
2.2
10kB
Taroven
10-16-10 06:15 PM
2.0
9kB
Taroven
06-03-10 03:41 PM
2.0 (beta 2)
9kB
Taroven
04-21-10 10:32 AM
2.0 (beta 1) FI
9kB
Taroven
04-21-10 02:32 AM
2.0 (beta 1) FI
8kB
Taroven
04-21-10 02:24 AM
2.0 (beta 1)
8kB
Taroven
04-21-10 02:20 AM
1.6 (beta 1)
8kB
Taroven
03-13-10 06:10 AM
1.6 (beta 1)
7kB
Taroven
10-12-09 08:07 PM


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Unread 01-13-12, 05:53 PM  
Neloangelo13
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Re: Re: Death Knight's Rune Cooldown

Originally Posted by Taroven
I'm familiar with the new rune mechanics, but unfortunately I have no idea what would be involved for a fix. I'll take a look sometime in the next few days, but for now I would recommend finding a small rune timer and disabling rune cooldowns via config.lua.

You can do this by setting ns.config.runeCooldown (line 38 in config.lua) to false.
Yeah i was thinking the same. If u find any fix for that it would be awesome.
Thank you so much for answering to this. It means a lot for us that still use this addon to see that its author still cares
Keep up the good work!!
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Unread 01-11-12, 03:18 PM  
Taroven
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Re: Death Knight's Rune Cooldown

I'm familiar with the new rune mechanics, but unfortunately I have no idea what would be involved for a fix. I'll take a look sometime in the next few days, but for now I would recommend finding a small rune timer and disabling rune cooldowns via config.lua.

You can do this by setting ns.config.runeCooldown (line 38 in config.lua) to false.
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Unread 01-11-12, 02:52 PM  
Neloangelo13
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Death Knight's Rune Cooldown

First of all i would like to thank you for this great addon. Like a guy said before me this addon really helped my performance in raids.

Now about my problem. Like you i havent played WoW for one year now. Recently i decided to start again and one of the core things i had to do was to set my addons working again. Everything went perfect except this one. On all my chars Eventhorizon and Eventhorizon_Vitals is working as intended. All except my death knight. The problem is the way it calculates the Rune Cooldown. I've set the parameters at the config.lua to fit my needs but this isnt the source of the problem. The problem is that the rune cooldown mechanic has changed. When a rune goes on cooldown the second one of the same class (unholy, frost, blood) wont recharge unless the first one that was used go off cooldown. That meshes up the vitals frame and causes the rune that waits the first to go off cooldown to be shown as a "runeReady". This is a lot confusing when u are trying to dps properly. So i am asking if it is possible to paste something here so it wont show it as ready and instead show it as "runeCooling". I know that u arent playing anymore so if u could do that i would really appreciate it.

p.s. sorry if i made any grammar mistakes. English isnt my native language :P

Ty in advance
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Unread 09-03-11, 09:43 PM  
Taroven
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Re: Re: Re: Mana percents

Originally posted by NarrillNezzurh
Hehe, thanks
Doh. p and pm are probably reversed there. You'll probably want this line instead:
Code:
left:SetText( ( pt == 0 or pts == 'MANA' ) and Round( (p/pm) * 100 ) or p)
My bad. Down with the flu, not quite thinking clearly.
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Unread 09-03-11, 09:00 PM  
NarrillNezzurh
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Re: Re: Mana percents

Originally posted by Taroven
There's no option, but it's easy to do. Line 281 in EventHorizon_Vitals\core.lua is where you'll want to look.

Code:
left:SetText(p)
Change that to:
Code:
left:SetText( ( pt == 0 or pts == 'MANA' ) and Round( (pm/p) * 100 ) or p)
It'll be a bit more cpu usage, but not really enough to affect things.

Edit: As a side note, I'm a bit shocked that I still remember the code that well after a year of not really looking at it...
Hehe, thanks
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Unread 09-03-11, 03:23 PM  
Taroven
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Re: Mana percents

Originally posted by NarrillNezzurh
How would I go about displaying mana as a percent, but leaving rage, focus, and energy as absolute values?
There's no option, but it's easy to do. Line 281 in EventHorizon_Vitals\core.lua is where you'll want to look.

Code:
left:SetText(p)
Change that to:
Code:
left:SetText( ( pt == 0 or pts == 'MANA' ) and Round( (pm/p) * 100 ) or p)
It'll be a bit more cpu usage, but not really enough to affect things.

Edit: As a side note, I'm a bit shocked that I still remember the code that well after a year of not really looking at it...
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Last edited by Taroven : 09-03-11 at 03:24 PM.
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Unread 09-03-11, 12:59 PM  
NarrillNezzurh
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Mana percents

How would I go about displaying mana as a percent, but leaving rage, focus, and energy as absolute values?
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Unread 11-05-10, 03:33 PM  
Taroven
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Originally posted by Jzar
As long as you're making changes, could you change like 409 to:

Code:
if not EventHorizon.config.Redshift.hideVitals or EventHorizon.mainframe:IsShown() then frame:Show() end
Would keep the vitals frame hidden when the EH mainframe is hidden via Redshift. Thanks!
I'll fix that whenever I get around to another release. Just removing the line should work fine, as the frame is already declared, shown, and managed by Redshift from the start.

Edit: I lied, the enable function still kicks Redshift's ass. I'll work something out.
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Last edited by Taroven : 11-05-10 at 03:35 PM.
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Unread 11-05-10, 03:25 PM  
Jzar
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As long as you're making changes, could you change like 409 to:

Code:
if not EventHorizon.config.Redshift.hideVitals or EventHorizon.mainframe:IsShown() then frame:Show() end
Would keep the vitals frame hidden when the EH mainframe is hidden via Redshift. Thanks!
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Unread 11-04-10, 10:13 PM  
Taroven
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Alright, the long-awaited and [edit: Not sure how that sentence wasn't completed...] anticlimactic release.

v2.3 focuses on reusing EventHorizon's data instead of gathering its own. This means better performance, but there may be a few little bugs to contend with.

The useClassColor option actually does stuff now. Level and spec are checked for various class warnings, and other random odds and ends.
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Last edited by Taroven : 11-04-10 at 10:17 PM.
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Unread 10-22-10, 07:56 PM  
Taroven
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Haven't had time to look things over. I've been trying to whip my Linux install into shape over the last few days.

Don't worry, I'll figure out what's going on when I find the time to.
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Unread 10-22-10, 04:33 PM  
Baltizan
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Any ideas for me?
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Unread 10-19-10, 12:44 AM  
Baltizan
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ns.color = {
fade = 0.5, -- Severity of the text fade when power is at "base" levels.
normal = 1, -- Opacity otherwise.
useClassColor = false, -- true = Use your class's color rather than the color of the resource being tracked. false/nil = Always use the resource color. {red,green,blue} = use that color and nothing else.

**Combo and Rune stuff**

enchantFresh = select(2,UnitClass('player')) == 'WARLOCK' and {0, 1, 0, 0.5} or {true,1,0.5}, -- Normal color to use for weapon enchants, the enchant separator, class warnings, and a few other things. Defaults to class colored, you'll want to change this if you set useClassColor differently.

enchantExpiring = {1,0,0}, -- Use this color for enchants with under 5 minutes remaining and some of the class-specific warnings.
}




Tried this with useClassColor set to both true and false.
Last edited by Baltizan : 10-19-10 at 12:45 AM.
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Unread 10-19-10, 12:20 AM  
Taroven
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Works fine for me.

Mind pasting the color section as you have it here so I can take a look?

Edit: Going to sleep, I'll get back to you in the morning if needed.
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Last edited by Taroven : 10-19-10 at 12:42 AM.
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Unread 10-19-10, 12:11 AM  
Baltizan
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No joy :/
Still deep purple.

I changed the EnchantFresh line right under the block dealing with runes.
I tried both the Warlock specific fix you gave and the more general one.

And with useClassColor set to both 'true' and 'false'
I also tried different colors for the more general one.
I did check another char class and they were still working under class colors.

In all cases, my warlock and I were mocked by a deep dark purple mana number.
I did check another char class and they were still working under class colors.


Another other quick ideas? Or shall I just wait until the new release?

Thanks for your time and the quick response.
Last edited by Baltizan : 10-19-10 at 12:14 AM.
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