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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: | 201,148 |
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 |
Taroven |
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10-23-09, 01:42 AM | ||
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Re: Re: Life Tap still an issue
It may take a while to track down what exactly is going on, but I've got it as high priority for v1.3 or an interim release. In the meantime, try commenting out the requiredGlyph line in EventHorizon_Warlock/config.lua (double hyphen, --).
Last edited by Taroven : 10-23-09 at 01:52 AM.
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Taroven |
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10-22-09, 03:34 PM | |
A Kobold Labourer
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AP Reduction Abilities
I have a question about adding an ability. I play feral druid most often & I was wondering how easy it would be to implement Attack Power Reduction abilities. Ex. A warrior has demo shout up & it appears on my tracking for demo roar. Also does the mod have any way of displaying that the current debuff is weaker than mine ie. I have talented demo roar & the warrior that currently has demo shout up does not have a talented version. Thanks again.
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oscillator |
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10-22-09, 03:27 PM | ||
A Kobold Labourer
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Re: Life Tap still an issue
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oscillator |
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10-22-09, 12:29 PM | |
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Life Tap still an issue
Ive updated Event Horizon to the latest version and whenever I enter an instance the Life Tap disappears from EV's display
its solvable with a /reloadui but I believe this was stated to be addressed in a previous update however it is still failing for me. here is the spec I use 90% of the time in raids. Regardless, fantastic addon...huge boost to my dps. thanks
Last edited by froshaka : 10-22-09 at 12:30 PM.
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froshaka |
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10-20-09, 05:07 PM | ||
A Kobold Labourer
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Thank you. That fix did the trick.
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jeffy |
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10-20-09, 03:57 PM | |
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Whoops. Looks like the cast flag was omitted for some reason when I was updating the Warlock config.
You can fix this by changing the Haunt portion of EventHorizon_Warlock/config.lua to include this line: Code:
cast = true, It will be fixed in v1.3, which will be released around the time WoW 3.3 goes live.
Last edited by Taroven : 10-20-09 at 03:58 PM.
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Taroven |
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10-20-09, 02:07 PM | |
A Kobold Labourer
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Thank you very much for continuing this great add-on.
I would like to report a small problem with the current version v1.2.1a... Class: Affliction Warlock Issue: The green "cast" bar is not rendered when casting the Haunt spell. Both the cooldown and debuff portions of the Haunt bar work correctly, but the cast portion does not appear at all. It did work in a much older version of EventHorizon that I was using up until today. The bars for all spells other than Haunt are also working okay, too. Thanks! |
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jeffy |
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10-20-09, 12:11 AM | ||
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Re: Re: Re: 3.3 haste changes
Rather than screw with complicated math, haste coefficients, and direct haste modifiers (if the spells that will now be affected by haste are actually affected by them, which would be good to know), I've found a pretty easy solution. Well, easy code-wise. Looks like Rejuvenation, Shadow Word: Pain, Vampiric Touch, Devouring Plague, Corruption, and possibly a few other spells will be haste-affected as of 3.3 via different means. Rejuvenation's support is through a glyph, Shadow Priest spells are through the Shadowform talent (not Shadowform itself, which makes things a lot easier), Corruption I can't recall at the moment. I'll be adding a new spell config flag to go alongside "dot": Code:
hasteAffected = {<ticks>,<talentTab OR glyphID>,[talentIndex]} Since hasted spells will have their duration shortened by haste as well as the tick intervals, the math is easy: Code:
tickinterval = duration/ticks TLDR: Looks like it'll be easier than I thought. I definitely need information as to when the haste effects are applied to a dot. If the dot's haste is rechecked every time the spell is refreshed via another spell (Shadow Word: Pain refreshed by Mind Flay) then it becomes slightly more complicated. |
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Taroven |
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10-18-09, 01:09 AM | ||
A Kobold Labourer
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Re: Re: 3.3 haste changes
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srsface |
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10-18-09, 12:05 AM | ||
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Re: 3.3 haste changes
Let me know exactly how and when the haste modifications are applied, and the specific formula used, and I can implement them. Long version: I can do most of the work with a new spell config flag (dotHasteMod = {talent or stance}) and a little extra code in the UNIT_AURA functions. All I really need to know is the math behind the haste modifications and how/when exactly the haste mods are applied. The more information you lovely Shadow Priests can give me, the faster the change goes through. |
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Taroven |
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10-17-09, 11:54 PM | ||
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Re: Coloured bars.
Code:
-- Color of individual bar segments. Format is R,G,B,Alpha with a max of 1 and a minimum of 0. Math and other references may be done within these tables for finer control. Example: {125/255,125/255,240/255,1} or {0.15*1.38, 3/16, 0.1+c.debuff[3], 0.5} -- Class coloring has two options, burn (darkness) and alpha (opacity). Burn has no max, but be careful how high the value is adjusted or you'll end up with pure white. Alpha is 0 to 1. -- To color a bar or indicator by class, use {true, <burn>, <alpha>}. Note that the alpha portion is affected by config.texturealphamultiplier as with manual coloring. local c = EventHorizon.colors c.sent = {true,Priest and 0.7 or 1,1} -- Marker line when a spellcast is sent to the server. Default = {true,1,1} (class colored, bright and opaque) c.tick = {true,Priest and 0.7 or 1,1} -- Tick markers. Default = {true,1,1} (class colored, bright and opaque) c.casting = {0,1,0,0.3} -- Casting bars. Default = {0,1,0,0.3} (green, 0.3 unmodified alpha) c.cooldown = {1,1,1,0.3} -- Cooldown bars. Default = {1,1,1,0.3} (white, 0.3 unmodified alpha) c.debuffmine = {true,Priest and 0.7 or 1,0.3} -- YOUR debuff bars. Default = {true,1,0.3} (class colored, bright, 0.3 unmodified alpha) c.debuff = {true,0.5,0.3} -- OTHER PLAYERS' debuff bars. Default = {true,0.5,0.3} (class colored, darkened by 50%, 0.3 unmodified alpha) c.playerbuff = {true,Priest and 0.7 or 1,0.3} -- Buff bars. Default = {true,1,0.3} (class colored, bright, 0.3 unmodified alpha) To make your debuffs red, find "debuffmine" and set the color to {1,0,0,0.3}. Again: Format is Red, Green, Blue, Alpha. To class color a portion of a bar, use set the first number in the field to "true" without the quotes and follow the directions from there. The bars are class colored by default because any other default setup I could come up with looked ugly to a lot of people. It's not as functional that way, but it IS what many are used to from the original EventHorizon (everything one color) with the added perk of better visibility between cooldowns and debuffs. Edit: Prolly shoulda mentioned that the changes you're making are within config.lua, or preferably within myconfig.lua to prevent losing them in an update. Read the addon description for how to get myconfig working.
Last edited by Taroven : 10-18-09 at 12:07 AM.
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Taroven |
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10-17-09, 10:38 PM | |
A Kobold Labourer
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3.3 haste changes
Not sure if you saw, but on the 3.3 PTR apparently Shadowform allows DoTs to scale with haste (reduces duration b/t each tick, and thus overall duration). Although this will probably end up being pretty easy to code, just changing bar lengths and tick spacing by haste*(whatever dot multiplier), I realize that the theorycraft behind this scaling change might end up being messy or annoying in some instances, for example depending on how the game engine ends up treating SW:P refreshing and haste.
So basically what I'm wondering is, will this change go in there? And how fast might that happen? I really love this addon and just discovered it the other day; it's done wonders for my raid experience by allowing me to max my dps without having my brain explode I'm just afraid that if I become used to it, but then the haste change will make it pretty much worthless for me, and I'll have to readapt at a very inconvenient time (Icecrown Citadel progression). So I would love some feedback on how that might go down. No matter what, you've made an amazing addon and I'm really glad you released it to the community! |
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srsface |
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10-17-09, 09:57 AM | |
A Fallenroot Satyr
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Coloured bars.
Firstly thanks for continuing the development of this mod as it is really quite handy.
When I saw this had been picked up for continued updating I glanced at the changes and saw "colors" mentioned somewhere. I thought that would be great as the one thing stopping me moving from NeedToKnow is coloured bars. Now I have grabbed it and fully read the descriptions I see it isn't really coloured bars, frankly the bars being gray or orange (I'm a druid) doesn't really make any difference. So what I am wondering is how I colour different timed bars different colours, looking at your examples it isn't clear if that is currently possible with me leaning more towards it not being possible yet. Why am I interested in different coloured bars? Well I find it easier to notice that the yellow bar is running out so I need to Savage Roar while the red one running out means Rip. |
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Cluey |
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10-16-09, 05:46 AM | ||
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It's in the works, but the code involved (which has been written before and was nearly working, but is now so deprecated that it needs to be written from scratch) is going to be a dire pain. On the bright side, other than the Warrior config, I'm happy with the present release. There don't seem to be any outstanding bugs, which gives me an opportunity to develop some new features. |
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Taroven |
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