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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: | 200,879 |
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 |
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v1.9.3 |
71kB |
11-05-10 07:02 AM |
Patch |
Comment Options |
10-27-09, 05:54 AM | ||
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With a little help from a Shaman friend a few days back, I did get everything fixed, but got sidetracked into some work on EH's slash commands that I wanted to get done before firing off a new version. I'll have v1.2.3 out tomorrow to fix the Shaman module. In the meantime, the code block at the bottom of this post contains the updated code which should fix the incorrect spells being shown. As for the frame acting strangely on respec, I haven't noticed any issues myself but I'll doublecheck ingame and run through the involved code to see what might be going on. For a temporary solution until the new release is pushed, here's the updated Shaman config. Replace the contents of EventHorizon_Shaman/config.lua with the following: Code:
local config = EventHorizon.config function EventHorizon:InitializeClass() self.config.gcdSpellID = 57960 -- Water Shield -- Stormstrike self:NewSpell({ spellID = 17364, cooldown = true, requiredTalent = {2,21}, }) -- Lava Lash self:NewSpell({ spellID = 60103, cooldown = true, requiredTalent = {2,23}, }) -- Earth Shock self:NewSpell({ spellID = 49231, cooldown = true, requiredTalent = {2,9}, -- Shamanistic Focus }) -- Flame Shock self:NewSpell({ spellID = 49233, debuff = true, dot = 3, cooldown = true, requiredTalent = {1,2}, -- We just don't need it as resto. }) -- Maelstrom Weapon self:NewSpell({ spellID = 53817, playerbuff = true, requiredTalent = {2,28}, }) -- Lava Burst self:NewSpell({ spellID = 60043, cast = true, cooldown = true, requiredTalent = {1,15}, }) -- Lightning Bolt self:NewSpell({ spellID = 49238, cast = true, requiredTalent = {1,15}, }) -- Chain Lightning self:NewSpell({ spellID = 49271, cast = true, cooldown = true, requiredTalent = {1,15}, }) -- Thunderstorm self:NewSpell({ spellID = 51490, cooldown = true, requiredTalent = {1,25}, }) -- Earthliving Weapon self:NewSpell({ spellID = 52000, playerbuff = true, refreshable = true, auraunit = "target", requiredTalent = {3,17}, }) -- Riptide self:NewSpell({ spellID = 61300, playerbuff = true, auraunit = "target", requiredTalent = {3,26}, }) -- Lesser Healing Wave (including Ancestral Fortitude/Inspiration) self:NewSpell({ spellID = 10468, playerbuff = {15359, 16237}, auraunit = "target", cast = true, requiredTalent = {3,17}, }) -- Healing Wave, secondary effect TBA self:NewSpell({ spellID = 25357, cast = true, requiredTalent = {3,17}, }) -- Chain Heal (including Tidal Waves) self:NewSpell({ spellID = 1064, playerbuff = 53390, auraunit = "target", cast = true, requiredTalent = {3,17}, }) -- Earth Shield self:NewSpell({ spellID = 49284, playerbuff = true, auraunit = "target", requiredTalent = {3,23}, }) return true end If I had any energy left at all right now, I'd dig in and work on finding out what's going on with spec swapping, but it'll have to wait until I wake up. |
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Taroven |
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Valcry |
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10-28-09, 01:17 PM | |
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Huge issue with your way of determining what shock to show: Shamanistic Focus (enhancement talent tree) is a core talent in any elemental raiding spec.
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Vilkku |
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Dmi |
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10-28-09, 02:30 PM | |
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Dmi and Valcry: Grr. I'm really starting to wonder wtf is going on with Lifetap.
Until I can get a fix in, make a macro with this: Code:
/script EventHorizon:CheckTalents() Vilkku: Doh. I'll just tie it in to Windfury or something next release... |
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Taroven |
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10-28-09, 03:32 PM | ||
A Kobold Labourer
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Last edited by phyltr : 10-28-09 at 03:33 PM.
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phyltr |
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10-28-09, 04:15 PM | |
A Deviate Faerie Dragon
Forum posts: 13
File comments: 55
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Thanks for the macro, Taroven. I will try it tomorrow during the raid.
If it works, don't worry about the glyph (maybe if you really have quite enough time). A simple macro is just fine. Thanks a lot. If i would have a faster PC /rl would be fine as well
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Valcry |
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10-28-09, 06:20 PM | |
A Kobold Labourer
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I am curious if EH will factor in the hasted durations for our DoTs come 3.3 in the Shadow Priest Module, or will we have to wait for an update?
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Minko |
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10-29-09, 05:01 AM | |
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phyltr: Done deal.
Valcry: I don't see any reason why the macro shouldn't work if you do see Life Tap in the first place, but in the end I don't want ANY user to need a macro to get their bars back. I'll likely end up adding all the zone change events (including subzone) and possibly combat start/stop to the list of events that spark a talent check. It's inefficient and shouldn't be needed in the first place, but Blizzard seems to have forced my hand here. Minko: EH will properly detect the duration of your DoTs when 3.3 hits, but I need to wait until it's released before I can get the tick markers back in order. Here's what I've gathered so far about hasted DoT/HoT spells: 1) The affected spells are apparently: - Priest: Shadow Word: Pain, Vampiric Touch, Devouring Plague (Shadowform) - Warlock: Corruption (Glyph of Quick Decay) - Druid: Rejuvenation (Glyph of Rapid Rejuvenation) If anyone knows of other DoT/HoTs that are affected by haste, please let me know. 2) At the time of writing, I'm aware of two haste types for DoT/HoT-affected spells: - Reduced duration, faster ticks (easiest to calculate, just use an expected number of ticks per cast, set within the spell config). - Same duration, faster ticks (harder to calculate, needs a timer within the tick recalculation code to get somewhat accurate results, which lag will throw off. Potentially inaccurate but hard to break code-wise). 3) Circumstances can throw off the matter. For example, as far as I'm aware, when Shadow Word: Pain is refreshed via Mind Flay it goes from the first haste type to the second (ie, the ticks are hasted but the duration is maxed). The same can be assumed for Corruption refreshes. This can be worked around with either the tick recalculation code, which will probably be enabled for both hasted-tick types, or with some special handling in the refresh functions. I do need to wait for 3.3 to verify all this, as the general function of everything may change when the patch is released to the masses. On the bright side, once I know what's going on with hasted over-time effects, it should be pretty quick to get everything in order.
Last edited by Taroven : 10-29-09 at 05:05 AM.
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Taroven |
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10-30-09, 10:25 AM | ||
A Fallenroot Satyr
Forum posts: 26
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Re: Re: Coloured bars.
Looking at the default debuffmine line: Code:
c.debuffmine = {true,Priest and 0.7 or 1,0.3} Your example to make it red lists {1,0,0,0.3}, is this setting both true and Priest to the value of one or do I still need the class bit in there? Reading this in the preview post pane I think what is happening is we are removing the class part and overriding it with a set colour, if that's the case then my question below is more relevant than I hoped. I am still unsure which myconfig.lua I am supposed to change too, if it is the main one with the examples in do I need a different line for each class I play specifying the colours? If I am understanding this correctly I can only colour my buffs and debuffs one colour each, so I can't have Rip be red and Rake be orange? |
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Cluey |
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10-30-09, 03:01 PM | ||
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Re: Re: Re: Coloured bars.
Color tables can be in two forms. 1) Manually colored, via {R,G,B,Alpha}. Straight red at standard bar opacity would be {1,0,0,0.3}. Yellow would be {1,1,0,0.3}. 2) Class colored, which is just as simple but requires some understanding of how it works. When class coloring a bar, you're doing 3 things: a) Tell EH the bar is class colored instead of manually colored. b) Specify how much the coloring is diminished (known as class burn internally). This directly adjusts the coloring of the class itself, with a value of zero being black and a value of 1 being the full class color. c) Specify the opacity of the bar. Part of the confusion there is related to the special handling I put in for Priest bars. At the top of config.lua, you likely noticed a bunch of locals involving the various character classes. Long story short, if you're currently playing a Druid, the 'Druid' local's content will read "DRUID" and every other class will read "nil" (no information). This gives you an easy way to create in-line conditional statements without a lot of typing. To give you a better idea: Code:
Priest and 0.7 or 1 --...can be written as... UnitClass('player') == "PRIEST" and 0.7 or 1 --...can be written as... (the syntax of this one is screwed up but it gets the point across) if UnitClass('player') == "PRIEST" then 1 else 0.7 end In the end, you can do some neat things with that. For example, to color a bar manually for Druids but keep the rest class colored, with parenthesis for easier reading: Code:
c.debuffmine = {(Druid and 1) or true, (Druid and 0) or (Priest and 0.7) or 1, (Druid and 0) or 0.3, (not Druid) and 0.3} --The "not Druid" means exactly what it says, with the lack of an "or" meaning no alternative handling. TLDR: You can kill off the conditions in there and just write in everything yourself without breaking anything. It's only complicated when it needs to be. Edit: As for WHICH myconfig.lua to use, you can copy your changes over to EventHorizon/myconfig.lua and either use the method I just explained or wrap everything in if/else statements like so: Code:
if Druid then c.debuffmine = {1,0,0,0.3} -- Straight red else c.debuffmine = {true, Priest and 0.7 or 1, 0.3} -- Class colored, burnt down a bit if you're playing a priest end
Last edited by Taroven : 10-30-09 at 03:10 PM.
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Taroven |
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11-01-09, 02:39 PM | ||
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I did quite a bit of testing last night using multiple characters, accounts, and circumstances, yet I was unable to reproduce this. If you've been seeing it happen since the v1.2.3 update, I'll need some more details to see what's going on. The best possible info would be your config.lua and myconfig.lua files. |
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Taroven |
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11-01-09, 03:33 PM | |
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I'm waiting on a little testing before releasing v1.2.4. Hopefully it'll be tonight after I get back from work, but I do have tomorrow to work on it and test for myself.
Changelog: v1.2.4: * Core: Unit death from DoT spells in PvP and certain raid encounters should no longer cause tick recalculation to produce an error. * Core: Registered a few more events to check glyphs and reload the frame. Begone, evil disappearing glyph issues. * Shaman: Earth Shock's talent requirement has changed to Dual Wield. I'll see about adding in module support for /eventhorizon and /ehz as well, though no guarantees. Redshift and Vitals will also be updated in the near future. Todo: Vitals: * Add activate and deactivate functions for use with EventHorizon's slash commands. * Vehicle code rewrite to improve how Vitals reacts to Flame Leviathan and PvP passenger vehicles, especially for characters that use combo points. * Streamline event registration to make future changes easier and improve event handling in general, using something like activeEvents["EVENT_NAME"] = true/nil and a little looping magic. Redshift: * Instead of using Show/Hide calls, (de)activate the frames directly to save on cpu and reduce the chances of frame parenting screwing things up. Should make Redshift much more intelligent while allowing /ehz to show the frame(s) if show conditions aren't met.
Last edited by Taroven : 11-01-09 at 03:37 PM.
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Taroven |
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11-01-09, 05:03 PM | |
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EH Disc priest
I've been using EventHorizon for a while now for my Warlock, but recently changed my UI and decided to also start using EH for my other characters.
A few notes about my disc priest; at first the "lighter color" for grace and Inspiration were a bit confusing, but on the flip side its useful to have them. Something I don't really like is having both a cast bar for greater heal and flash heal, for what it's worth- they're both fillers, they don't really need to have separate bars (I don't know if there's any support for merging casts into 1 bar, but it would be good). Second, I guess Discipline has a lot of things to pay attention to, and EH would kind of lose it's simplicity if you had 11 bars stacked on top of eachother- but I do think that spells like Prayer of Mending and Shadowfiend should probably take priority over glyph of prayer of healing/renew. Third, after playing with it a little bit I got an error, posted below: Code:
Message: Interface\AddOns\EventHorizon\EventHorizon.lua:563: attempt to perform arithmetic on field 'stop' (a nil value) Time: 11/01/09 23:50:25 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:563: in function `COMBAT_LOG_EVENT_UNFILTERED' Interface\AddOns\EventHorizon\EventHorizon.lua:1015: in function `f' Interface\AddOns\EventHorizon\EventHorizon.lua:41: in function <Interface\AddOns\EventHorizon\EventHorizon.lua:38> Locals: self = <unnamed> { Activate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:814 AuraFunction = <function> defined =[C]:-1 alwaysrefresh = true dot = 3 RemoveTicksAfter = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:493 OnUpdate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:217 UpdateDoT = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:666 isType = "playerbuff" isActive = true NotInteresting = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:80 auraname = "Renew" indicators = <table> { } interestingCLEU = <table> { } stacks = <unnamed> { } auraunit = "target" AddIndicator = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:135 PLAYER_TARGET_CHANGED = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:448 COMBAT_LOG_EVENT_UNFILTERED = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:534 spellname = "Renew" latesttick = 5611.686 Remove = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:199 0 = <userdata> UNIT_SPELLCAST_SENT = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:270 UNIT_AURA = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:348 lasttick = 5611.732 AddSegment = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:189 icon = <unnamed> { } interestingEvent = <table> { } stance = 0 } time = 1257115827.096 event = "SPELL_PERIODIC_HEAL" srcguid = "0x01000000020F692D" srcname = "Shirrla" srcflags = 66833 destguid = "0x01000000020F692D" destname = "Shirrla" destflags = 66833 spellid = 48068 spellname = "Renew" now = 5611.904 tick = <unnamed> { time = 5611.904 parent = <unnamed> { } happened = true 0 = <userdata> typeid = "tick" } nexttick = 5614.904 (*temporary) = nil (*temporary) = 5611.904 (*temporary) = <table> { 1 = <unnamed> { } 2 = <unnamed> { } } (*temporary) = 1 (*temporary) = 1 (*temporary) = "attempt to perform arithmetic on field 'stop' (a nil value)" EventHorizon = <table> { CreateSpellBar = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:1213 Activate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:1279 glyphs = <table> { } layouts = <table> { } CheckTalents = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:878 InitializeClass = <function> defined @Interface\AddOns\EventHorizon_Priest\config.lua:3 mainframe = <unnamed> { } LoadClassModule = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:1020 db = <table> { } isReady = true Renew = <unnamed> { } ApplyConfig = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:1455 Prayer of Healing = <unnamed> { } Greater Heal = <unnamed> { } barconfigs = <table> { } Flash Heal = <unnamed> { } Penance = <unnamed> { } isActive = true classcolor = <table> { } NewSpell = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:1049 config = <table> { } colors = <table> { } Weakened Soul = <unnamed> { } barframes = <table> { } otherIDs = <table> { } Deactivate = <function> defined @Interface\AddOns\EventHorizon\EventHorizon.lua:1306 } tickevents = <table> { SPELL_PERIODIC_ENERGIZE = true SPELL_DAMAGE = true SPELL_HEAL = true SPELL_PERIODIC_LEACH = true SPELL_PERIODIC_DAMAGE = true SPELL_PERI |
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Warlocomotif |
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11-02-09, 12:48 AM | |
A Kobold Labourer
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Problem with Eventhorizon on one character
Hello, I've been using EventHorizon for quite a long while on my shadow priest and it's been working pretty well, but I'm having an issue with my pallie.
It did work for quite a while after I leveled enough to get a few more spells/skills, but then after I respecced it stopped displaying anything for the pallie. I would have the frame and the drag bar I could drag, but nothing would be displayed. I've tried deleting files out of the WTF directory, upgrading versions, reloading the UI, using that script command to recheck talents (and yes, I've reselected talents since I was wanting to grab crusader strike in the first place.) I'm at a loss of anything else to do short of reinstalling Warcraft. It continues to work great for my shadow priest (actually, I had to comment out all the healing lines since I dual spec for pvp discipline) and haven't seen any issues with it. (And no, I don't have duel spec on the pallie.) Do you have any ideas on what could be causing it and how to fix it? |
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