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EventHorizon  Popular! (More than 5000 hits)

Version: 0.11
by: Tifi [More]

Bad news, everyone: I quit WoW, my account expires on August 11th, and unfortunately Taroven quit too. Unless someone takes over, this addon is officially abandoned. So tick that "Load out of date AddOns" check box and hope for the best!
I just wanted to say thanks for using my AddOns and for all the support, feedback, bug reports, and kind words. Very much appreciated. Bye!


Description
Displays timer bars for you most important abilities' target debuffs (including DoT ticks), cooldowns, and player buffs. All bars share a common time scale to make it easier to plan the next casts in your rotation.
Currently supported classes are Druid, Hunter, Mage, Paladin (Retribution), Priest (Shadow), Rogue, Shaman (Elemental) and Warlock.

Dezzimal was kind enough to put a video on youtube, demonstrating and explaining the addon. Edit: I just found another video showing the AddOn on a Destru Warlock.

Here's what it looks like in action on a Shadow Priest (at 1 FPS ):

The big white line is the current time. Future events are on the right side, past events on the left. So 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).
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.

Settings
There's no options GUI, and there won't be.
You can move the frame around by dragging this little handle in the upper right corner.
You can toggle the main frame with /eventhorizon or /ehz.
If you want to change anything else, you have to edit the config.lua files. You can open these files in any text editor, for example notepad.
We try to keep these files clean and well-documented. (Comments start with "--".) If an option is not as clear as it should be, please let us know.

Let's say you've changed some settings. When a new version comes out, you'd have to manually merge the config.lua file. To prevent this, you can create a file named EventHorizon/myconfig.lua. If present, this file will be read after config.lua, thus overwriting the settings in config.lua. Here's my myconfig.lua:

Code:
local config = EventHorizon.config -- <-always keep this as the first line
config.bgcolor = {0,0,0,0.3}
config.bordercolor = {0,0,0,0.3}
config.gcdColor = {.5,.5,.5,.3}
config.future = 15
config.width = 150*(15+3)/(9+3)
config.iconborder = nil
If you'd like to show/hide the addon under certain conditions, please have a look at Goose. The frame you have to add is called EventHorizonFrame, a good start for a condition is "[combat] show;hide". If you're worried that you might accidentally move the frame while in combat, you could also use Goose to hide EventHorizonHandle.

FAQ
How can I change the colors for bars?
At the moment you can't. It's one of the features planned for v1.0.

What about trinkets?
I don't think that tracking trinket procs is a useful feature. EventHorizon is designed to present you with information relevant to decision-making. Sure, you could occasionally refresh a DoT when a trinket buff is about to fade. But the overall gain in DPS (assuming there even is one!) would be very small. So I don't think it's worth cluttering the interface with two more bars.
That being said, it's already possible to track the proc spells from trinkets. For an example look at the Sundial of the Exiled in the comments of the Priest module.

Notes
The addon is intended for level 80 raid chars. While leveling your rotation doesn't really matter anyways, mobs just die too fast.
If you want to help us develop and fine-tune the existing modules, please contact me via PM.
When you report a bug, please include as much relevant information as possible. (Class/spec/how to reproduce/etc) Get an addon like Bugsack for copypasteable error messages. If your bug report is very long, please send it as a PM.
If you have suggestions/feedback feel free to leave a comment.

Credits
Taroven for adding the Druid, Warlock, and Rogue modules, being helpful on IRC and for pushing me to add more features.
Dezzimal for the nice video.
Psychosomatic for the Paladin module.
Binkenstein for helping me with the Elemental module.

v0.11:
Class modules: The file myconfig.lua is now loaded if present, e.g. EventHorizon_Druid/myconfig.lua
Shaman: Added spells Lava Lash, Stormstrike, and Earth Shock when specced Enhancement.
Bugfix: Disabling the GCD indicator with config.gcdStyle=nil won't cause any more errors.

v0.10b:
Druid: Cleaned up comments. Added simple Eclipse tracking (duration and cooldown, no proc info). Rip set to refreshable to fix tick timing with Glyph of Shred.
Hunter: Arcane Shot not tracked when Explosive Shot is talented. Moved Steady Shot to above Kill Shot. Cleaned up some oddities with the comments.
Rogue: Moved ShS nearer to the bottom.
Warlock: Added Glyph of Life Tap for all specs. Added Drain Soul when specced Death's Embrace.

v0.10a:
Mage: Added Winter's Chill tracking to the Frostbolt bar. Also added Blizzard, but it's commented out by default.
Paladin: Added Protection spells, required talent Hammer of the Righteous.
Paladin: Changed required talent for shared Prot/Ret spells to Divine Strength.
Paladin: Reordered all spells to reflect current prioritization.
Warlock: Show Immolate only if Unstable Affliction isn't talented.

v0.10:
Warlock fixed: The spell ID of Conflagrate changed.
Hunter: Added Black Arrow.
Removed stuff for 3.09.

v0.9c
Fixed: Using the slash command will now completely disable the addon. The state is saved in the SavedVar.
Fixed: Indicators are now hidden when their bar is hidden.

v0.9b
Fixed: Ticks from channeled spells were not properly unregistered. This could sometimes lead to disappearing ticks in other spells bars.

v0.9a
Fixed: Overlapping segments won't flicker anymore.
Added config.auraunit field for spell configs to specify a non-default unit (e.g. 'player' for debuffs).
Paladin: Set Divine Storm as required talent for all spells to make the module Retribution-only.
Mage: Added Arcane and (some) Frost spells. Added talent requirements for Fire spells. Added Fireball.
Getting ready for 3.1: Druids' Berserk and Paladins' Divine Storm talent index changes, Warlocks' Siphon Life gets removed. These also should work now on the PTR.

v0.9
The spell bars that depend on talents are now created/shown/hidden when the talents change. Reloading the UI is no longer necessary. Should be working in both 3.0 and 3.1.
Added Paladin module from Psychosomatic. Retribution only, still needs talent dependencies.
Priest: Added talent dependencies.

v0.8
Bar segments are optionally textured now instead of using a solid color.
Added slash commands /eventhorizon and /ehz to toggle the visibility of the main frame.
Added the ability to track debuffs which are unique per mob. The debuff bars get a slightly different color when they were not applied by you.
Druid: The Mangle bars now track Mangle and Trauma debuffs. Added cooldown for Mangle - Bear. Added DoT ticks for Insect Swarm and Moonfire.
Mage: The Scorch bar now tracks both Imp Scorch and Winter's Chill.
Tweaked the default texture a bit.

v0.7b
Removed some settings in the class files that were overwriting settings in the master config.

v0.7a
Warlock: Show Incinerate if Emberstorm is talented, otherwise show Shadow Bolt. Removed Molten Core bar and Backdraft tracking from the default config, as they have no influence on the rotation.
Bugfix: The default anchoring of the handle wasn't working.

v0.7
Added config.spacing = <number> to set the space between two bars.
Added config.iconborder = <boolean> option to toggle the default Blizzard icon border.
Added config.scale = <number> option to scale the main frame.
Added GCD indicator:
config.gcdStyle = 'line' displays the end of the GCD as a thin line.
config.gcdStyle = 'bar' displays the GCD as a bar from now to the end.
config.gcdStyle = nil disables the GCD indicator.
config.gcdColor = {r,g,b,a} sets the color.
The handle and the background frame are now parented to the main frame. If you use Goose to show/hide EventHorizon, you only need to specify conditions for EventHorizonFrame.

v0.6a
Added minstacks=<number> syntax. The Imp. Scorch debuff bar is shown only when five stacks are applied.
Fixed Rogue Hunger for Blood talent index.
Major bug fixed: In some cases the main frame was created multiple times.

v0.5
Added modules for Druids, Hunters, [FFB-]Mages, Rogues and Warlocks.
Most of the settings were moved to the config.lua files. When you want to change something, look there first.
Spell frames can now be shown/hidden depending on stance. Look at the Druid config for an example.
Spell frames can now be created depending on talents. When changing the spec, you may need to reload the interface. Again, look at the Druid config.
Added an (optional) backdrop frame. Enabled by default.

v0.4
Bugfix: When the target dies, predicted ticks are now removed.
Bugfix: Textures of 1 pixel width should now be visible even when the UI scale is low.

v0.3
Minor bug fix.

v0.2
Predicted DoT/MF ticks lying in the past are now replaced by actual ticks taken from the combat log.
If SWP is refreshed after the last tick occured, it's treated like it was recast.

v0.1a
Forgot to add the background texture. -.-

v0.1
Initial beta release.
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Unread 03-26-09, 03:04 AM  
Manaman
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Originally posted by Thizzelle
i like this addon alot, is it possible to have an option to not show when not in combat? and lock the movement?
Read the description. There are instructions and a link to an addon called Goose that can handle what you ask.
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Unread 03-26-09, 01:15 AM  
Thizzelle
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i like this addon alot, is it possible to have an option to not show when not in combat? and lock the movement?
Last edited by Thizzelle : 03-26-09 at 01:21 AM.
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Unread 03-24-09, 09:19 PM  
cawfee
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This is one of the most well-thought out addons I've seen so far, and it works like a dream on both rogues and 'locks

Thanks for all the work you've done!
Last edited by cawfee : 03-24-09 at 09:19 PM.
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Unread 03-24-09, 09:47 AM  
Tifi
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New version 0.9

From the changelog:
The spell bars that depend on talents are now created/shown/hidden when the talents change. Reloading the UI is no longer necessary. Should be working in both 3.0 and 3.1.
Please let me know if you run into any problems, as I'm not going to test this thoroughly on live. It works well on the PTR for me.

I'd also like to know any additional talent requirements for the spell bars. For example most Priest bars require that Shadowform is talented. Druids are probably fine. I'm not sure which adjustments the other classes might need.
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Unread 03-24-09, 02:58 AM  
Tifi
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Psychosomantic, I added your module. Thank you by the way.
What remains to be done is to add a required talent for the spell bars.
Code:
	self:NewSpell({
		spellID = ...,
		requiredTalent = {tab,index},
	})
I guess it would be best to add one talent for each spell in order to keep EventHorizon from displaying anything when the player is specced Holy.
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Unread 03-24-09, 02:30 AM  
Tifi
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Re: Re: Texture

Originally posted by Pretzle
Should be easily done - Just replace the Smooth.tga file in the EventHorizon directory with a Otravi.tga and rename it.

You'd just need to do this anytime you update the addon (Or not overwrite the file)
There's a better way to do this. You see the line
Code:
config.bartexture = "Interface\\Addons\\EventHorizon\\Smooth"
in config.lua? Just add a similar line in your myconfig.lua, like for example
Code:
config.bartexture = "Interface\\Addons\\<path to Otravi Addon>\\Otravi"
Just put in the right directory that contains the Otravi.tga file.
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Unread 03-23-09, 08:57 PM  
Pretzle
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Re: Texture

Originally posted by phyltr
How would you go about changing the texture? I like to have my UI using a consistent texture (Otravi) and was wondering how you'd go about doing that in the myconfig.lua file.
Should be easily done - Just replace the Smooth.tga file in the EventHorizon directory with a Otravi.tga and rename it.

You'd just need to do this anytime you update the addon (Or not overwrite the file)
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Unread 03-23-09, 03:15 PM  
phyltr
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Texture

How would you go about changing the texture? I like to have my UI using a consistent texture (Otravi) and was wondering how you'd go about doing that in the myconfig.lua file.
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Unread 03-23-09, 01:15 PM  
Psychosomatic
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Hi all, I'm the one who made the Ret module that Tifi linked to on EJ. For those who can't be bothered to go and find it, here's a download link of my most current version.

Just a few notes about why I've set it up the way I did:

Judgement - it tracks on cooldown, and as all three judgement spells are linked, it will work regardless of which you use
Consecrate - I gave up on trying to track the DoT ticks, mostly because it's not useful information
Holy Wrath - I removed this from the default display, as it is seldom used. You can remove the comments to add it back in if you like, though.
Exorcism - I left this one in mostly because it will be usable on everything come 3.1
Hammer of Wrath - I can't find any way to toggle it to only display when it's available, so I left it in. It's huge DPS on the end of a boss fight.
Other effects like Avenging Wrath, Righteous Vengeance, etc. I just don't find useful to track with EventHorizon.

Anyway, I'm planning on getting it set up to play nice with Prot paladins too. Right now I'm just waiting for Blizzard to come up with finalized 3.1 trees so that I can properly configure the module to detect Prot spec vs Ret spec and display accordingly.
Last edited by Psychosomatic : 03-23-09 at 01:16 PM.
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Unread 03-20-09, 07:47 AM  
DexterBelgium
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Originally posted by Tifi
Someone already started implementing a Ret module, he posted about it here. Maybe you can get some inspiration from it.

Regarding Consecrate: EventHorizon only displays stuff that affects your target. If there's no debuff involved, then there's no way to tell if your target is going to be hit. It might have moved out of the AoE radius for example. The question is: How important is it for you to know the ticks, or the remaining duration? Is Consecrate an ability that Rets usually use in a Boss fight?
NICE! thanks for the tip, I'll take a look at what he's got there, and maybe indeed take some inspiration from that.

Indeed, for consecration, I was thinking that that would have been the trouble. It is, however, a large part of our (even single target) DPS. Though you could argue whether knowing the ticks actually makes that much of a difference, given that it is a once a second tick (so not much time to do anything else) and that you can typically only recast once it's run its course. So that would more be an aesthetic/interesting feature rather than something that's actually useful.

I don't suppose you can toggle a bar on the basis of the "Track undead" buff being active, can you? Because that would help with undead only spells. However, given that exorcism is going "free-for-all" next patch, that's also kind of a moot point, really.

This is going better than expected, so far

EDIT: I seem to be running into the "lacerate"-problem with my righteous vengeance debuff.

And my window is getting huge now, ten bars is too much! Ah well, first get it working, then go to refining ;-)
Last edited by DexterBelgium : 03-21-09 at 05:30 AM.
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Unread 03-20-09, 06:20 AM  
Tifi
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Someone already started implementing a Ret module, he posted about it here. Maybe you can get some inspiration from it.

Regarding Consecrate: EventHorizon only displays stuff that affects your target. If there's no debuff involved, then there's no way to tell if your target is going to be hit. It might have moved out of the AoE radius for example. The question is: How important is it for you to know the ticks, or the remaining duration? Is Consecrate an ability that Rets usually use in a Boss fight?
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Unread 03-20-09, 01:43 AM  
DexterBelgium
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Re: Re: Ret paladin support?

Originally posted by Taroven
It really shouldn't be too hard. Prot and Ret are pretty simple to build up, compared to the relative nightmares of Warlocks and Feral Druids. My paladin is only 40ish on a server I hardly play on (and I've barely been playing lately), so I haven't taken the time quite yet.

Send Tifi or myself a PM if you've got something good built up and we'll definitely add it in.
Played with it while watching tv for an hour yesterday, and at the end of the hour had a first bash ready for testing: had my judgements, Crusader Strike, Divine Storm and Consecration cooldowns displaying nicely. not bad for someone who hadn't so much as looked sideways at a .lua file. Testament to what a great job you guys did in making understandable and logical code and commenting it well!

Stuff I need to figure out:
1. can I get the three Judgements (Light, Wisdom, Justice) on one bar, taking into account the specific paladin "one per" rule (one judgement per pally, which means that, while I can't put multiple judgements on, some other pally certainly can). I'll mess with that some more over the weekend.
2. can I get Consecrate to display upcoming ticks? It displays "past" ticks fine now, but as it isn't really a debuff (more of an area effect), it doesn't display
3. I need to do some serious thinking as to which buffs I want to show, and on what bars. We have a number of things that can proc off a number of spells/criticals, as well as a number of buffs which are important to keep in mind.

4. More of a personal one: how can I make the Pally screen a little more interesting to look at, because, now, due to the fact that it's "all instants, all the time", it's a bit of a grey mess. That may change with buffs added of course.

All in all, I'm psyched, and will certainly come back with where I ended up.

BTW: I'm a Prot pally by nature, so once I get Ret sorted, I will also take a look at Prot. I just never needed it there, as the rotation for Prot is so predictable, I can do it in my sleep 9-6-9-6-9... etc.

You can imagine how shocked I was to get to ret. But from what I hear from you guys, it's a good thing I didn't roll a lock or feral drood then .

EDIT: thinking about judgements some more, it might be interesting, for the raiding pally, to be able to see which debuffs are already being provided by the other pallies in the raid. Therefore, keeping the three bars (making them unique/refreshable) might be ideal after all. Only thing is that I might need to specify which debuff to track, because right now it's taking the "Heart of the crusader debuff", rather than the Judgement effect proper.
Last edited by DexterBelgium : 03-20-09 at 05:39 AM.
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Unread 03-20-09, 01:28 AM  
Evilzlo
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Ret support would be great! Since we don't have a steady rotation and it's good to know which CD is coming first. It's pretty hard when there's like .5 sec difference in cooldown left. Esp if you play with a bad latency.
Hope pallys will get some love <3
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Unread 03-19-09, 01:19 PM  
Taroven
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Re: Ret paladin support?

Originally posted by DexterBelgium
What level of skill would it take to add ret pally support? I would be able to invest some time, but not any existing skill (other than being willing to learn) to that end.

In the end, that seems minor compared to my first born I'd have been willing to promise you for adding ret pallies. Our 'first come first serve" rotation blows

EDIT: been digging through the lua files, and at first blush it seems to be doable. I'm gonna poke around with this tonight, and maybe see how far I can get! Once again, thanks for this addon!
It really shouldn't be too hard. Prot and Ret are pretty simple to build up, compared to the relative nightmares of Warlocks and Feral Druids. My paladin is only 40ish on a server I hardly play on (and I've barely been playing lately), so I haven't taken the time quite yet.

Send Tifi or myself a PM if you've got something good built up and we'll definitely add it in.
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Unread 03-19-09, 04:40 AM  
DexterBelgium
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Ret paladin support?

What level of skill would it take to add ret pally support? I would be able to invest some time, but not any existing skill (other than being willing to learn) to that end.

In the end, that seems minor compared to my first born I'd have been willing to promise you for adding ret pallies. Our 'first come first serve" rotation blows

EDIT: been digging through the lua files, and at first blush it seems to be doable. I'm gonna poke around with this tonight, and maybe see how far I can get! Once again, thanks for this addon!
Last edited by DexterBelgium : 03-19-09 at 11:55 AM.
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