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This file is a Addon for EventHorizon Continued by Taroven. You must have that installed before this Addon will work.

Author:
Version:
1.6 (beta 1)
Date:
03-13-2010 06:10 AM
Size:
8.29 Kb
Downloads:
1,530
Favorites:
40
MD5:
Pictures
Combo user layout: Displays energy at left, CPs in center. Weapon enchants are always on the right.
DK: Death runes are colored differently. Ready rune = Dash, on CD = blank, CD under 4 secs is shown.
EventHorizon Vitals   Updated this week!
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.
  Change Log - EventHorizon Vitals
v1.6b1: Far, far too many changes to actually list. Here's the concise version. This is technically a beta release, as there are several issues that do need to be fixed, however it is still quite usable.
* Reworked quite a few functions and at least tried to further improve efficiency... and failed miserably on the memory front. Memory usage went from a steady 10k to a slightly leaking 20k (goes to 40k-ish, then garbage collection kicks in and back to 20k). CPU usage is still extremely low. Another rewrite is due.
* Made the necessary changes for EventHorizon v1.6 compatibility.
* Weapon enchants are now only enabled for Rogues, Warlocks, and Shamans. Priests, Warriors, and Hunters get some special features.
* Priest: Inner Fire charges are displayed on the right side of the frame. If Inner Fire is not active, a bright red "IF" will be displayed instead.
* Warrior: If it would behoove you to yell at yourself or your groupmates, a bright red "shout" will appear on the right side of the frame. This is actually very intelligent - If Battle and Commanding Shouts are both active, or Blessing of Might and Commanding Shout, it won't yell at you. Simple enough, eh?
* Hunter: If you are not in Aspect of the Hawk/Dragonhawk/Viper, a bright red "aspect" warning appears. Otherwise, it will display "hawk" or "viper" accordingly. If in Viper, the text turns red. If under 50% mana, the text turns red. Generally, red text = pay attention to what you're doing.
* Many other changes, I think. This has been sitting around in my AddOns directory forever and a day, I've been actively avoiding a new release. Let me know if you run into any issues.

Code:
v1.2.1:
Note: Reversioned according to EventHorizon's version scheme. Renamed from Clobber to EventHorizon_Vitals.
* Class coloring implemented for certain text fields and power types.
* Weapon enchants have been implemented.
* Death Knight: Layout for runes/RP has been adjusted to account for weapon enchants.

v0.4:
New and changed:
* Updated toc to 30100 to indicate complete patch 3.1 functionality.
* Ulduar vehicle power and ammunition is now correctly tracked. Additions have been made to config.lua for the new power types that are tracked.
* The combo point display has had a minor rewrite and a few additions. Details below.
 - Combo points are now shown in the center of the frame, instead of the far left. Still working on a good way to fully customize where everything is shown.
 - Combo points are hidden when CP=0 and not in a form to use it (Druids will definitely notice this).
 - Vehicles no longer have a combo point display, with the exception of Malygos drakes. Thanks to Orgo and his excellent addon MalygosCP for the method.

Fixed:
* Event (de)registration is a little cleaner. There were some potential problems with how it was done before.
* Power type handling is now quite a lot more robust.
* Entering/exiting a vehicle would spawn additional backdrop frames in earlier versions. This has been remedied.

v0.3:
* IMPORTANT: config.lua has had a minor overhaul. If you are using a myconfig.lua file, please check your settings against the new version.
New and changed:
* Added Death Knight rune cooldown tracking. CDs will show when under 4 seconds (configurable and can be disabled, refer to config.lua).
* Default rune spacing has been increased a little to account for cooldown numbers.

Fixed:
* Vehicle display no longer shows runes when playing a Death Knight.
* Vehicle display will no longer provoke nil errors when no target is selected.

Performance note: Rune cooldown tracking is disabled at all times except for when the rune display is active on the Clobber frame. Cooldowns will not be tracked when using another class or a vehicle with power of its own, for example. The rune cooldown updates are heavily throttled and done as efficiently as possible, meaning Clobber should use far less CPU compared to many other rune tracking addons.

v0.2b: Transition version, unreleased. Full notes in 0.3.

v0.2a: EventHorizon's bar frame is now exposed to the API, no more need for the framename workaround.

v0.2: Added vehicle power and combo tracking. Uses the Rogue/Druid layout for now.

v0.1: Initial release.
  Archived Versions - EventHorizon Vitals
File Name
Version
Size
Author
Date
1.6 (beta 1)
7kB
Taroven
10-12-2009 09:07 PM
  Comments - EventHorizon Vitals
Post A Reply Comment Options
Old 01-15-2010, 03:21 AM  
Taroven
A Deviate Faerie Dragon
Interface Author - Click to view interfaces

Forum posts: 17
File comments: 438
Uploads: 10
Re: Threat addition

Quote:
Originally posted by ashankt
First of all, great work on the modules!

It would be great to see a threat display like:

My threat / Targets Target threat

All as % with colour indicators (where when you're within 3 % for example it goes red etc) so could look like:

107% / 110%
It'd be tough fitting that on the frame for every class.

I do, however, have a threat bar module that's in the process of playtesting and general tweaks. I may release it over the weekend, just have some issues to iron out.
__________________
Author of EventHorizon Continued and its modules. Enjoy my work? Buy me a cookie!
Follow me on Twitter, and check out the instructional EH Blogs at Casters R Us.

Last edited by Taroven : 01-15-2010 at 03:21 AM.
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Old 01-15-2010, 02:37 AM  
ashankt
A Defias Bandit

Forum posts: 3
File comments: 2
Uploads: 0
Threat addition

First of all, great work on the modules!

It would be great to see a threat display like:

My threat / Targets Target threat

All as % with colour indicators (where when you're within 3 % for example it goes red etc) so could look like:

107% / 110%
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Old 01-11-2010, 07:02 AM  
Taroven
A Deviate Faerie Dragon
Interface Author - Click to view interfaces

Forum posts: 17
File comments: 438
Uploads: 10
Actually, I made Vitals specifically for my Rogue. The enchant/poison timers track in minutes, not seconds. If you're looking to see something different in the timer position, by all means let me know and I'll see what I can do.

Random trivia, the timers were originally made as a separate addon. Didn't make a whole lot of sense since it was essentially a module for a module, and Vitals and the little timers shared a lot of the same event and update code anyway. I ended up merging them.
__________________
Author of EventHorizon Continued and its modules. Enjoy my work? Buy me a cookie!
Follow me on Twitter, and check out the instructional EH Blogs at Casters R Us.

Last edited by Taroven : 01-11-2010 at 07:06 AM.
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Old 01-10-2010, 11:57 PM  
Demise_
A Kobold Labourer

Forum posts: 0
File comments: 1
Uploads: 0
This addon is an aweomse addition to eventhorizon, thanks so much.

There is a small issue i came across though, and that is my weapon enchant cd timer is 30minutes instead of 30 seconds.

Edit: my bad, thought it tracked weapon enchants not posions. Still good though.

Last edited by Demise_ : 01-11-2010 at 12:23 AM.
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Old 11-13-2009, 09:53 AM  
pär
A Murloc Raider
 
pär's Avatar

Forum posts: 5
File comments: 84
Uploads: 0
Your work is much appreciated.
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Old 10-24-2009, 04:14 AM  
Taroven
A Deviate Faerie Dragon
Interface Author - Click to view interfaces

Forum posts: 17
File comments: 438
Uploads: 10
Quote:
Originally posted by Cowberty
Firstly, thank you for the quick reply.

However, your macro solution didn't quite work for me. It'd work for the currently selected target, but as soon as I acquired a new target the vitals frame would show again. I'm guessing this is happening because vitals is trying to update the combo points every time i swap targets. (yes I'm playing a feral druid.)

I suppose I can just disable vitals and reload UI every time i hit arenas until you get around to implementing this feature as it won't be too terrible of an inconvenience to me. Anyways, it's great to see you're still developing this addon and I'm grateful for that. ^_^
Only reason I can see for that happening is if you have Redshift enabled (edit: and set to hide Vitals), but I'll take another look.

The next version of Vitals will be much more adept at showing/hiding the frame, that's for sure.

Side note, I'm pretty much going for a full rewrite of Vitals now. The way it currently does things is horrible, to say the least. Efficient, yes, but saying it could do better would be a complete and total understatement. I've got all of tomorrow to work on it, expect results soonish.
__________________
Author of EventHorizon Continued and its modules. Enjoy my work? Buy me a cookie!
Follow me on Twitter, and check out the instructional EH Blogs at Casters R Us.

Last edited by Taroven : 10-24-2009 at 04:19 AM.
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Old 10-24-2009, 03:20 AM  
Cowberty
A Murloc Raider

Forum posts: 8
File comments: 41
Uploads: 0
Firstly, thank you for the quick reply.

However, your macro solution didn't quite work for me. It'd work for the currently selected target, but as soon as I acquired a new target the vitals frame would show again. I'm guessing this is happening because vitals is trying to update the combo points every time i swap targets. (yes I'm playing a feral druid.)

I suppose I can just disable vitals and reload UI every time i hit arenas until you get around to implementing this feature as it won't be too terrible of an inconvenience to me. Anyways, it's great to see you're still developing this addon and I'm grateful for that. ^_^
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Old 10-24-2009, 12:51 AM  
Taroven
A Deviate Faerie Dragon
Interface Author - Click to view interfaces

Forum posts: 17
File comments: 438
Uploads: 10
Quote:
Originally posted by Cowberty
I've looked around a little, and I'd like to know if there is a way to hide the vitals bar when I do "/eventhorizon." My apologies if this feature is already implemented, but if it's not then I'm requesting it.

(also, in case you just tell me to get redshift: I want it to just hide all together regardless. I'd like to be able to toggle EH for times like when I'm doing arenas or leveling on an alt.)

Love the whole addon btw. Thanks for any support. <3
It's a little odd that I never did add that feature, isn't it?

I prefer to always have Vitals showing myself, and never got around to writing one in because of that, but it does need a toggle.

For the short term, I can add in a separate slash command to Vitals (/ehv and /eventhorizon_vitals). Longer term, I would definitely prefer /eventhorizon and /ehz having the ability to hide all attached frames at once.

Vitals is in the middle of a minor rewrite to fix some vehicle issues and add a self-hiding feature for when it's pointless to be shown anyway, so it may be a while before I can throw in the slash.

In the meantime you can paste this into a new macro to show/hide both Vitals and EventHorizon at will.
Code:
/script local f = EventHorizon_VitalsFrame; if f:IsVisible() then f:Hide() else f:Show() end
/eventhorizon
__________________
Author of EventHorizon Continued and its modules. Enjoy my work? Buy me a cookie!
Follow me on Twitter, and check out the instructional EH Blogs at Casters R Us.
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Old 10-23-2009, 09:05 PM  
Cowberty
A Murloc Raider

Forum posts: 8
File comments: 41
Uploads: 0
I've looked around a little, and I'd like to know if there is a way to hide the vitals bar when I do "/eventhorizon." My apologies if this feature is already implemented, but if it's not then I'm requesting it.

(also, in case you just tell me to get redshift: I want it to just hide all together regardless. I'd like to be able to toggle EH for times like when I'm doing arenas or leveling on an alt.)

Love the whole addon btw. Thanks for any support. <3
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