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Updated: | 05-09-09 03:53 AM |
Created: | 12-19-08 10:21 AM |
Downloads: | 100,816 |
Favorites: | 369 |
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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 So tick that "Load out of date AddOns" check box and hope for the best!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:
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
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Taroven |
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09-15-09, 12:38 AM | |
A Kobold Labourer
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solution to the problem regarding the spells that are shown
how to reproduce
1 go into one spec 2 call /ehz then again to hide it 3 /ehz 4 respec to a different spec 4 /ehz result: the eventhorizon has the data for your first spec. the only way to allow eventhorizon to see your new spells is to reloadui or respec again twice, which will empty your mana and cannot be done in combat. I added after line 1120 in EventHorizon.lua Code:
EventHorizon:CheckTalents() Code:
SlashCmdList['EVENTHORIZON'] = function() if self.isActive then self:Deactivate() mainframe:UnregisterEvent('PLAYER_TALENT_UPDATE') else self:Activate() EventHorizon:CheckTalents() end self.db.isActive = self.isActive end if not self.db.isActive then self:Deactivate() mainframe:UnregisterEvent('PLAYER_TALENT_UPDATE') end this will make eventhorizon check your talents when ever you call upon it. so it wont be outdated if you, for example: have it disabled for restoration spec, respec, then open up eventhorizon for your dps spec.
Last edited by docmidnight : 09-15-09 at 12:41 AM.
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docmidnight |
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09-14-09, 11:39 PM | |
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Re: Re: Help...need to move interface
Would someone mind testing this for me?
Using my branch (under the Optional Files section here), add the following entry to line#1094 of EventHorizon.lua. Code:
mainframe:SetClampedToScreen(1) --New line, next 2 are for reference and don't need to be modified mainframe:SetPoint(unpack(anchor)) handle:SetPoint(unpack(self.db.point)) |
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Taroven |
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09-14-09, 11:11 AM | |
A Kobold Labourer
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Help...need to move interface
I had accidently moved my EventHorizon add-on flush with the upper portion of the screen. I can't click on the tab on the upper right corner of the add-on to move it. I've tried deleting EventHorizon and resinstalling it but it still ends up flush with the top of my screen. I've even played with screen resolutions but that didn't work. I need the add-on for my rotation. Can someone help me resolve this?
-Insideurhead |
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InsideURhead |
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09-09-09, 02:33 PM | ||
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Taroven |
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09-09-09, 10:21 AM | ||
A Kobold Labourer
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Re: Help with config.
You will need to know spell ID's to add or remove the things you want to change. I have fiddled with it just make sure you keep a working copy. I am no programmer so I do not understand all of the stuff I see in there but I did add life tap before they did. Theirs was much nicer when they got it done. Sorry to here they quit working on it. Good Luck |
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chinsaw |
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09-07-09, 07:01 AM | |
A Kobold Labourer
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Playing a SP in raids i'm very interested in every addon that helps me to maximize my dps.
Regarding Event Horizon, how does this addon manages dotting multiple targets? Does it keeps track of every mob or only the one targeted? |
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Lordzakken |
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09-06-09, 04:56 PM | |
A Kobold Labourer
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Help with config.
Love the addon, but unfortunetly the lock model does not support my build/rotation. I was wondering if their is anyone out there willing to explain to me how to configure this addon because i have no idea how. Some things i would like to do is remove some spells such as corruption and curse of agony and add curse of doom. Another thing is to change the order of spells to accomodate my rotation like putting it- immolate, chaos bolt, conflagrate, incinerate, and life tap instead of the current build. I heard that there is no way to configure it without working on lua. (and unfortunetly i have no idea what lua. is). is their anyone out there willing to help???
P.S.- this willl be my first time working with codes/lua. and all that stuff so a detailed guide would help extremely. |
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teco222 |
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09-06-09, 12:53 AM | ||
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Re: Showing Overkill Buff
if you're talking about the rogue talent and theres another spell like that i'm missing |
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cinjinta |
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09-05-09, 05:06 AM | ||
A Deviate Faerie Dragon
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nonameform |
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09-03-09, 11:18 PM | |
A Defias Bandit
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is someone else taking this addon over or is there a similar one I should switch to?
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Promega |
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08-27-09, 06:37 AM | |
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Re: Showing Overkill Buff
Troubleshooting Broken Bars 101:
1) Empty bar, but you still get an icon? Try a different spellID. 58426 may work a little better. 2) No bar at all? Try commenting out the requiredTalent line first. If that doesn't work and you have Lua errors disabled ingame, enable them and see if one is being thrown. If all else fails, Overkill might just be one of the very few buffs EH can't track. I'd be willing to bet something's going on during the stealthed portion of the buff. As far as I can recall EH doesn't have any special handling in place for timeless buffs, which could be affecting the bar.
Last edited by Taroven : 08-27-09 at 06:49 AM.
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Taroven |
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08-26-09, 03:36 PM | |
A Kobold Labourer
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Showing Overkill Buff
Hi there
I tried to add the Overkill Buff to EH using this code -- Overkill self:NewSpell({ spellID = 58427, playerbuff = true, requiredTalent = {1,19}, })-- But I can't get it to work. Anyone got an idea, what's wrong? |
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Barlow |
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08-25-09, 01:13 AM | |
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I've attempted to make a DK module, with all their CD's talents and what not
I used the rogue config and .toc as the basis for the DK module. I am interested in updating this addon but don't have any experience using coding in lua, I have done a little in python and pascal though. 2nd Edit: Got a decent red for DK so nvm.
Last edited by Tyno : 08-25-09 at 03:30 AM.
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Tyno |
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08-24-09, 04:33 AM | |
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Pardon the slow reply, I've been migrating myself to Linux over the past few days. It's been interesting so far.
Anyway, it's really pretty easy to make a new class module. I made a very simple (three bars) DK module a long while ago when I was developing Clobber, took about ten minutes total. The hardest part is finding the spellIDs for your bars, which just involves a few Wowhead searches. Snag Notepad++ and open up one of the class module .lua files with it. You'll see what I mean. |
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Taroven |
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