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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: | 200,886 |
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 |
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Taroven |
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11-18-09, 05:35 PM | |
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I've got hasted periodic spells working nicely now. Fixing the Warlock curse issue will be far more difficult.
With any luck I should have a release out within a few hours, but no guarantees. The curse issue affects a couple other classes as well, which really does need to be fixed. |
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Taroven |
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11-18-09, 07:41 PM | |
A Kobold Labourer
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How about the ability to adjust the size of the spell icons? Also priest haste is going to affect how quickly their dots tick in shadow form for patch 3.3, just heads up cuz that will definitely need to be incorporated.
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whisp |
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11-18-09, 09:27 PM | ||
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Spell icon size depends on bar height. It's impossible to increase or decrease an icon's size without changing that. It's config.height if you'd like to adjust the setting (refer to the blogs in my sig for how). Update for everyone else: I've got full-frame casting lines done. There will be a new option in config.lua, enabled by default, config.castLine. This adds a vertical line across EH for the end of any cast over 1.5 seconds, using the same coloring as the 'sent' indicators (class colored and adjustable). Gimme another few minutes to make sure everything's working correctly and I'll release everything. |
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Taroven |
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11-18-09, 10:22 PM | |
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I've released EventHorizon Continued v1.3.
Notes: * Hasted spells aren't enabled on live. If you have a PTR account, feel free to test. * Warlock curse bars work correctly now as far as I am able to test. Please let me know if issues continue. * The full-frame cast line is very shiny and a lot easier to put in than I thought it would be. Took me about 10 minutes total, should obey delays and cast cancels. The casting line will not show for any cast under 1.5 seconds, to avoid clashing with the GCD line. * This has had no testing on live realms. Please report errors if you see any. I don't see any issues that could pop up, but you never know. * Pink Floyd played a large part in the development of this version, while Armin van Buuren served as testing music. Odd? Yes. Effective? I'd hope so. * I've spent the last ten hours staring at my computer screen while dealing with multiple portions of a 52kb (52754 characters over 1661 lines at last count) file. None of my normal debugging addons were used, meaning lots of typing ingame to see what was going on with bars that weren't working correctly. TLDR: I've got a giant headache and need to ignore coding for the rest of the night, please don't expect prompt responses to questions or error reports for another day or two. Changelog: v1.3: Patch 3.3 update with some extra goodies. * Core: Hasted periodic (DoT/HoT) spells are now fully supported. A new spell config var has been added: haste = glyphID or {talentTab,talentIndex}. This piggybacks on tick recalculation and is heavily affected by lag, but is as accurate as WoW's API allows. Ticks may seem a little jumpy depending on your latency. Hasted tick recalculation is only enabled when playing Patch 3.3. * Core: When a bar has multiple spells assigned to it, spells cast by others should no longer interfere with the showing of your own buffs/debuffs. Warlock curses were affected most by this. * Core: A vertical line, extending the full height of EH's frame, has been added to signify the end of any cast longer than 1.5 seconds. This uses the 'sent' coloring for those wishing to change it, and config.castLine for those wishing to remove it. * Core: Bars watching multiple buffs/debuffs now have the ability to track periodic ticks on the bar's initial spell (spellID field) without bugging out. This allows the Warlock curse bar to provide tick info for CoA without messing up other curses, and has potential for a few other classes as well. * Config: config.castLine has been added. Any value other than 'true' will disable full-frame casting lines if you dislike them. * Config: config.recalculate is now mandatory and the option to disable it has been removed (as with its config entry). * Warlock: Corruption is now considered a hasted DoT when using a Glyph of Rapid Decay. - The Warlock curse bar should now work properly in the presence of other Warlocks. - Curse of Agony is now able to show its ticks. * Priest: Vampiric Touch and Devouring Plague are now considered as hasted DoTs as long as Shadowform is talented. * Druid: Rejuvenation is now considered a hasted HoT when using a Glyph of Rapid Rejuvenation. * Warrior: You may now use myconfig.lua with the Warrior module without needing to modify EventHorizon_Warrior.toc. No other class needed changing. |
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Taroven |
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11-19-09, 06:01 AM | |
A Murloc Raider
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May I know how I can change the colors of each individual debuff?
For example: I would like Mangle to be purple, Rake to be green, Rip to be red, etc. so that I can glance at the bars and color recognition will kick in without having to check the icons to the left. Would this be possible? |
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Aisenfaire |
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11-19-09, 07:02 AM | ||
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Taroven |
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11-20-09, 12:38 AM | |
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I've just uploaded v1.3a.
No changes other than a typo fix. If you don't play a healing class (or don't use EH with your healer) you likely have no need for an update. |
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Taroven |
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11-20-09, 01:06 PM | |
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I downloaded 1.3 the other day, and noticed some small errors/changes in the Warlock module.
[1] Curse defaults to Curse of Agony [2] Corruption is always tracked Ideally this should be changed as follows: [1] If Everlasting Affliction is talented, default curse: Curse of Agony, otherwise default to Curse of Doom. [2] If Fire and Brimstone is talented, corruption should not be tracked. [edit] Also the "end of cast" line appears to be misplaced when backdraft is up. [/edit] I also got these 2 errors: Code:
Message: Interface\AddOns\EventHorizon\EventHorizon.lua:376: attempt to index field 'line' (a nil value) Time: 11/20/09 19:54:44 Count: 1 Stack: [string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:18: in function <[string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:4> [C]: ? Interface\AddOns\EventHorizon\EventHorizon.lua:376: in function `f' Interface\AddOns\EventHorizon\EventHorizon.lua:60: in function <Interface\AddOns\EventHorizon\EventHorizon.lua:57> Locals: self = <unnamed> { 0 = <userdata> Activate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:905 indicators = <table> { } AuraFunction = <function> defined =[C]:-1 UNIT_SPELLCAST_START = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:360 interestingCLEU = <table> { } cast = true stacks = <unnamed> { } auraunit = "target" dot = 3 AddIndicator = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:176 UNIT_SPELLCAST_STOP = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:371 icon = <unnamed> { } UpdateDoT = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:733 isType = "debuffmine" OnUpdate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:258 spellname = "Immolate" useSmalldebuff = true isActive = true UNIT_SPELLCAST_SENT = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:311 NotInteresting = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:117 PLAYER_TARGET_CHANGED = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:510 UNIT_AURA = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:399 AddSegment = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:230 casting = <unnamed> { } auraname = "Immolate" interestingEvent = <table> { } } unitid = "player" spellname = "Immolate" spellrank = "Rank 11" now = 1046242.561 (*temporary) = nil (*temporary) = <unnamed> { 0 = <userdata> Activate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:905 indicators = <table> { } AuraFunction = <function> defined =[C]:-1 UNIT_SPELLCAST_START = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:360 interestingCLEU = <table> { } cast = true stacks = <unnamed> { } auraunit = "target" dot = 3 AddIndicator = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:176 UNIT_SPELLCAST_STOP = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:371 icon = <unnamed> { } UpdateDoT = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:733 isType = "debuffmine" OnUpdate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:258 spellname = "Immolate" useSmalldebuff = true isActive = true UNIT_SPELLCAST_SENT = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:311 NotInteresting = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:117 PLAYER_TARGET_CHANGED = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:510 UNIT_AURA = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:399 AddSegment = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:230 casting = <unnamed> { } auraname = "Immolate" interestingEvent = <table> { } } (*temporary) = "player" (*temporary) = "Immolate" (*temporary) = "attempt to index field 'line' (a nil value)" Code:
Message: Interface\AddOns\EventHorizon\EventHorizon.lua:376: attempt to index field 'line' (a nil value) Time: 11/20/09 20:03:43 Count: 3 Stack: [string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:18: in function <[string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:4> [C]: ? Interface\AddOns\EventHorizon\EventHorizon.lua:376: in function `f' Interface\AddOns\EventHorizon\EventHorizon.lua:60: in function <Interface\AddOns\EventHorizon\EventHorizon.lua:57> Locals: self = <unnamed> { 0 = <userdata> Activate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:905 indicators = <table> { } UNIT_SPELLCAST_START = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:360 UNIT_SPELLCAST_SENT = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:311 cast = true stacks = <unnamed> { } AddIndicator = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:176 UNIT_SPELLCAST_STOP = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:371 icon = <unnamed> { } spellname = "Incinerate" isActive = true NotInteresting = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:117 AddSegment = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:230 casting = <unnamed> { } interestingEvent = <table> { } OnUpdate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:258 } unitid = "player" spellname = "Incinerate" spellrank = "Rank 4" now = 1046782.052 (*temporary) = nil (*temporary) = <unnamed> { 0 = <userdata> Activate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:905 indicators = <table> { } UNIT_SPELLCAST_START = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:360 UNIT_SPELLCAST_SENT = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:311 cast = true stacks = <unnamed> { } AddIndicator = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:176 UNIT_SPELLCAST_STOP = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:371 icon = <unnamed> { } spellname = "Incinerate" isActive = true NotInteresting = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:117 AddSegment = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:230 casting = <unnamed> { } interestingEvent = <table> { } OnUpdate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:258 } (*temporary) = "player" (*temporary) = "Incinerate" (*temporary) = "attempt to index field 'line' (a nil value)"
Last edited by Warlocomotif : 11-20-09 at 01:13 PM.
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Warlocomotif |
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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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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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11-29-09, 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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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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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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12-07-09, 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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