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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 So tick that "Load out of date AddOns" check box and hope for the best!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 05-26-09, 02:47 PM  
Mindrila
A Kobold Labourer

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Well so here I am again, now with another question, perhaps I didn't really understand the configuration but here goes:

I tried to write my own configuration file for different specs.
Is there an elegant method for implementing this? Basically I just added for each spell one spec-exlusive talent, don't know if this is the way to go or not.

While doing that I encountered the problem, that soulfire always showed up. I'm trying to set up a minimalist example where this happens. Perhaps that will solve things already, so much to do, so little time....
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Unread 05-24-09, 08:19 AM  
ole1510
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.
Last edited by ole1510 : 05-24-09 at 08:36 AM.
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Unread 05-24-09, 06:07 AM  
Tifi
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Why would that be useful? You're GCD-constrained anyways.

Blame Blizzard IMO.
Last edited by Tifi : 05-24-09 at 06:08 AM.
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Unread 05-22-09, 11:15 PM  
Taroven
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Not as far as I'm aware, though it might be easy enough to hack in. I'll keep a note of it and see about adding it to my beta branch.
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Unread 05-22-09, 07:03 PM  
Repaxan
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Love this addon. The minimalist timing bars are great for my Marks hunter.

A minor niggle: it doesn't track "hidden cast" spells, those that have are not instant, yet have a short enough cast time that WoW doesn't pop up a casting bar for them, such as Multi-Shot. It has a 0.5 second cast time and it doesn't bring up a cast bar, but it's still a noticeable delay. Is there any way I could make EH display its casting?
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Unread 05-20-09, 12:12 AM  
Taroven
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Well, that wasn't the exact reason behind the change, but I'm glad you like it.

FYI, you can achieve the same effect with the following code in your EventHorizon/myconfig.lua with less jumping between files (config.foo can be anything, add and subtract as you please):

Code:
--Set something for a specific class. Will take any class in uppercase only. Death knights are "DEATHKNIGHT":
if UnitClass("player") == "DRUID" then
config.foo = 42
end

--Set something for a specific character
if UnitName("player") == "Yournamehere" then
config.foo = 42
end

--Set the same thing for multiple classes, set something else for a specific class, and leave the rest at a value:
if (UnitClass("player") == "ROGUE") or (UnitClass("player") == "DRUID") then
config.foo = 42
elseif UnitClass("player") == "WARRIOR" then
config.foo = 24
else
config.foo = 12
end
Last edited by Taroven : 05-20-09 at 12:13 AM.
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Unread 05-19-09, 01:35 PM  
gibreel
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So I haven't been paying attention WoW mods much of late but I would like to say that the following from the latest release is simply excellent. As someone with a significant number of alts, all different classes, this change makes me very happy!

Class modules: The file myconfig.lua is now loaded if present, e.g. EventHorizon_Druid/myconfig.lua
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Unread 05-18-09, 03:59 PM  
JannikN
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wow this mod is really nice.

ive been using dotimer for some time but i couldnt get it todo exactly what i wanted

this is all i need
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Unread 05-18-09, 03:56 PM  
Taroven
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Originally posted by Astiar
How would one go about changing the bars to not show spell icons and to show text/name of spell/debuff?

My UI is more simplistic and having icons is rather jarring.
May be a future module. For now, would involve a good bit of hacking.
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Unread 05-18-09, 03:37 PM  
Astiar
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How would one go about changing the bars to not show spell icons and to show text/name of spell/debuff?

My UI is more simplistic and having icons is rather jarring.
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Unread 05-17-09, 12:01 AM  
Taroven
A Cyclonian
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Just got coloring for buffs working correctly. Currently working on adjusting the color scheme a bit.

In addition, I've made auraunit checks a little more robust, and applied them to a few extra areas. Commit is on the way.

I'll be starting up a personal beta branch of EventHorizon tonight so that people other than myself and Tifi will be able to experience new changes as they come.

Edit: The personal beta branch has been released, it can be found under EventHorizon's optional files. Please note that you do need EventHorizon installed for the patch to do anything, as it is only a modified version of the core files (no class modules included).
Last edited by Taroven : 05-17-09 at 03:22 AM.
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Unread 05-16-09, 04:23 AM  
Taroven
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Little update: I've committed the following changes to the SVN, and have a few extras in progress. Keep in mind, none of these will be seen here on WoWInterface until Tifi releases a new version, and any changes I make are up to his approval. Most of my work lately has been dealing with internal gimmicks for module creation.

Commit 1) Buffs now accept the auraunit NewSpell option, allowing a bar to track for units not normally covered by debuff/playerbuff.
-Usage for both buffs and debuffs: auraunit = "unit", where "unit" can be any valid unitid (player, target, focus, targettarget, pet, etc).

Commit 2) Internal bar configuration (event registration and CLEU handlers) is now handled through a separate function. I haven't exposed it to the API yet, as I still need to write in a few more changes before it's actually useful to anyone.

In the works:
* Custom combatlog event registration through bar config. This means the ability to track a few procs and such that EventHorizon currently cannot (Rapture and Improved Leader of the Pack, for example), and also healing spells. I have it written on my local copy, just needs testing before I commit the change.

* Looking for a way to add empty bars+icons to EventHorizon's frame. I have some extremely cool ideas for that, but if it involves too much of a rewrite, I may end up skipping on the plan and doing things another way.

Edit: Also trying to figure out how to implement playerbuff coloring rather than have it handled as a debuff. And for anyone curious, the color tables I posted for myconfig.lua a little further down in the comments work just fine.
Last edited by Taroven : 05-16-09 at 04:28 AM.
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Unread 05-15-09, 10:48 AM  
Taroven
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Not at this point, sorry Mindrila.
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Unread 05-15-09, 09:19 AM  
Mindrila
A Kobold Labourer

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I just started using this addon recently and am not quite used to it, but I see the potential, I am playing a warlock and changed the config a bit to my needs, I have one question though: Is there a possibility to configure a bar which covers two spells?

Why do I need something like that? I'm casting filler spells, and well I don't care if it is a Soulfire or Shadowbolt, so it would be cool if both spells could be tracked in one bar, because it would be easier to see which spell to cast next, an half empty shadowbolt bar is a bit confusing.
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Unread 05-14-09, 03:29 PM  
Taroven
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Re: Changing Bar Colors

The color table format is {R,G,B,A}, with a max of 1 and a minimum of 0. You may perform math within the table if you would like. Commas separate the values, decimals to any number of places can be used, and spaces don't matter.

For example:
Code:
 Bright yellow: {1,1,0,1}
Bright orange: {1,0.5,0,1}
Translucent teal using fractions: {0, 190/255, 240/255, 0.65}
That should be enough to get you started. Playerbuff coloring currently doesn't work, I've been meaning to try and find a fix for it.

Also, if you would like to add the color table to your myconfig.lua, you may be able to do so via two methods. Please note that I haven't tested these, so they may or may not work due to load orders and such.

1:
Code:
EventHorizon.colors = {
	sent = {1,1,1,1},
	tick = {1,1,1,1},
	casting = {0,1,0,0.3},
	cooldown = {1,1,1,0.3},
	debuffmine = {1,1,1,0.3},
	debuff = {0.6,0.6,0.6,0.3},
	playerbuff = {0,1,0,0.3},
	default = {1,1,1,1},
}
Or 2, if you don't want to keep the whole table in there:
Code:
local c = EventHorizon.colors
c.sent = {1,1,1,1}
c.tick = {1,1,1,1}
c.casting = {0,1,0,0.3}
c.cooldown = {1,1,1,0.3}
c.debuffmine = {1,1,1,0.3}
c.debuff = {0.6,0.6,0.6,0.3}
c.playerbuff = {0,1,0,0.3}
c.default = {1,1,1,1}
...which will let you remove any of the lines if you don't want to override them.
Last edited by Taroven : 05-14-09 at 03:29 PM.
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