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Taroven's Portal Bug Reports Feature Requests
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Version:
1.6
Date:
03-13-2010 06:02 AM
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Pictures
EH doing its thing on a Shadow Priest.
Intentionally cluttering the frame a bit - Button spamming = BAD.
Click to enlarge
EH on a Prot Warrior, featuring EventHorizon_Vitals and a clean config.
Click to enlarge
Same thing, but add in my personal config. It's very easy to get similar results.
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"But wait, it's a DPS addon!"
EventHorizon Continued   Updated this week!   Popular! (More than 5000 hits)
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.

I've published a series of articles defining EventHorizon, aimed at helping understand what the addon can and cannot do, how to adjust EH's options, and how to change up the class configs to suit your preferences.

If you'd like to know more about EH, or need help configuring it, hit up the links. A shortcut is always available in my sig as well.

EventHorizon Course 1: A Brief Introduction
EventHorizon Course 2: What EH Is Not
EventHorizon Course 3: Pimping EH
EventHorizon Course 4: Mucking With the Class Config
(These haven't been updated in a while, but much of the information is still quite valid and useful.)

What does EventHorizon do?
Take a look at EventHorizon Course 1: A Brief Introduction for a more in-depth look at how EventHorizon works. For the impatient and link-wary, here's a good old-fashioned general description.

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:
Take a look at EventHorizon Course 3: Pimping EH and EventHorizon Course 4: Mucking With the Class Config for more detailed instructions and a list of every available option. For the link-wary and impatient, here's a short rundown.

Note: I would highly recommend an advanced text editor such as Notepad++ 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.

For example, these are the contents of my personal myconfig.lua, located in the EventHorizon directory:
Code:
local config = EventHorizon.config

config.past = -1
config.future = 12
config.width = 150
config.height = 14
config.spacing = 0
config.scale = 1
config.anchor = {"TOPLEFT", "EventHorizonHandle", "TOPLEFT"}
config.texturedbars = true
config.texturealphamultiplier = 2
config.backdrop = true
config.iconborder = false
config.gcdStyle = 'line'
config.gcdColor = {1,1,1,0.5}
config.bartexture = "Interface\\Addons\\EventHorizon\\Smooth"
--config.bartexture = "Interface\\Addons\\SharedMedia\\MyMedia files\\statusbar\\TaroF"
config.barbgcolor = {1,1,1,0}
config.bg = "Interface\\ChatFrame\\ChatFrameBackground"
config.border = "Interface\\AddOns\\SharedMedia\\MyMedia files\\border\\IshBorder"
config.bgcolor = {0,0,0,0.6}
config.bordercolor = {1,1,1,1}
config.inset = {top = 2, bottom = 2, left = 2, right = 2}
config.padding = 3
config.edgesize = 8

local _, class = UnitClass("player")
if class == "ROGUE" then
	config.lines = {2.01}
else
	config.lines = nil
end
config.linesColor = {1,1,1,0.2}
* If you would like to show/hide the frame under specific circumstances take a look at EventHorizon_Redshift, which is located in the Optional Files section of this page.
* If you're a Goose user, or have another addon managing your frame visibility, EventHorizonFrame is what you'll want to track.

EventHorizon_Redshift has a similar configuration to EventHorizon itself, though is much simpler in nature.

What's changed from the original EventHorizon?
Check the changelog for the long version, but for a very quick summary of some of the changes:
* ALL classes and specs are now supported. This includes both healing and tanking.
* Class coloring has been implemented, giving a more personal touch to the addon and also providing a more differentiated layout.
* Glyphs that add time to an existing spell now display a stack count on the affected spell's icon. Check the Balance Druid screenshot for an example, it's on the Moonfire bar.
* Much more support has been added for custom spell configuration. Check out the class module code for examples, they're all over the place.
* DoT and HoT ticks are now recalculated every time they occur. This makes EH much, much more accurate than it was previously.

What still needs to be changed?
EventHorizon is past due for a complete rewrite. This is in progress. In its current incarnation, however, it is pretty much feature-complete.


If you have a bug to report, please post it in the comments here.
If you would like to actively participate in EventHorizon's development and know how to work with Google Code's SVN (or are willing to learn), or if you just want to contact me directly, feel free to send me a PM and I'll reply with my contact details.
  Change Log - EventHorizon Continued
v1.6: Obligatory disclaimer - MANY Saronite Bombs and Target Dummies were harmed in the making of this release. Seriously though, while this has had some fairly in-depth testing, treat this release as beta quality.
* NOTE: YOU MAY NEED TO ADJUST YOUR MYCONFIG.LUA. A few things have been moved to different tables, and there has been an added line in the colors section. Nothing should error unless you're overwriting the color table at once instead of per value. Adjust accordingly.
* Core: Added support for equipped items (trinkets, anyone?) and Engineering tinkers via 'slotID = <slotnumber>' in the class config. Items are refreshed every time you swap gear (no hitching noticed when using the equipment manager, though performance could likely be improved). Please see trinkets.lua before adding anything to your class config.
* Core: Added support for inventory items via 'itemID = <ID>' in the class config. Again, please see trinkets.lua.
* Config: EH's background and border may now be class colored. To make this easier to implement, config.bgcolor and config.bordercolor have been moved to the EventHorizon.colors. Move your myconfig vars around accordingly.
* Config: The 'Now' line has been made less opaque by default, and its color may now be adjusted (including class coloring) via colors.nowLine. See config.lua.
* Config: Indicators without a texture (sent/tick/nowLine, etc) no longer have their opacity multiplied by config.texturealphamultiplier. If you were having issues with this you know what I'm talking about. Otherwise, don't worry about it.
* Class changes: Lots. If you see something different about your class setup, I likely forgot about it when writing this log.
* Hunter: Shuffled the bars around a bit to better reflect shot priorities. Removed Mend Pet from all specs. BM may have a screwy shot list as a result of all this.
* Priest: Lots of changes for playability.
- Shadow: Shuffled the bars a little. They feel a tiny bit more natural now, though they could likely use further changes.
- Holy/Disc: The bars should work a little better for healers using Clique or similar addons/macros for healing, showing more information when you're not actually targeting what you're healing, and more relevant info when you are. Be sure to spam yourself a bit to get the hang of things before using this release in a raid environment. More adjustments will be made over time. (If you play another healing class and would like this same treatment, by all means let me know what I can do for you.)
* Paladin: Added Art of War to Exorcism. Changed one of the Judgement bars yet again. Let me know if I broke anything (again).
* Warrior/Prot: Removed Concussion Blow.
* Misc: ...lots. I probably missed quite a few changes on this log. Have fun finding them!

Code:
v1.5c: No core changes. If you're completely happy with your class layouts, feel free to skip this release.
* Warrior: Arms rehaul, etc.
 - Arms: Reordered the bars. They feel less clunky now, IMHO.
 - Prot: Revenge bar now tracks Sword and Board instead of Improved Revenge's stun.
* Druid: Minor tweaks.
 - Feral: Reordered bear bars a bit. I haven't had an opportunity to test these changes, so please send feedback. Frenzied Regeneration isn't tracked on purpose, a dedicated cooldown monitor does a much better job for it.
 - Balance: The Typhoon bar now tracks pretty much every worthwhile idol proc.
* Mage: Fixed up +crit debuff tracking and made it consistent across specs.
* Rogue: The inactive/optional Expose Armor bar has been updated to track Sunder Armor as well.

v1.5b:
* Core: Cooldown bars have had their opacity lowered a bit.
* Warrior: Fixed an old typo that was messing up the bars a little for Arms and Fury.
* Priest: Vampiric Touch now uses on-the-fly tick recalculation until I can figure out a way to get its expected ticks working properly with 2t9.

v1.5a:
* Core: Reworked the stance code a bit and added a new spell config flag. See the Warrior module for the new stuff.
 - Multiple allowed stances for a spell may be set via the flag "stance = {x, y, ...}". Any number of stances may be specified.
 - Disallowed stances may be set via the flag "notstance", using the same format as "stance".
 - Cleaned up the stance code a little.
* Core: Cooldowns are now lower on the strata priority. Should make buffs and debuffs a little more visible.
* Druid: Feral abilities now have Ferocity as a required talent. Trees and boomkins, no more pointless bars when running around as a kitty.
 - Balance: Added a couple idol procs to Typhoon's bar.
* Paladin: Reordered bars a bit to better reflect the 969 tanking rotation and Ret changes. Let me know if I can further improve it.
* Warrior: Shockwave and Concussive Blow are now tracked. Added some extra talent requirements to trim unnecessary bars.

v1.5:
* Core: Glyph detection has been rewritten a bit and uses less CPU while being less of a pain to work with on my end.
* Core: Glyph-based periodic haste (Corruption/Rejuvenation) should work better now. It's still not 100%, though, due to oddities on Blizzard's end.
* Core: Converted textureID to uniqueID in core and class config. uniqueID tracks a single specific spellID for things like Eclipse and Sacred Shield.
* Core: Some general fixes and API updates that I've likely forgotten by now.
* Druid: Converted Eclipse tracking from textureID to uniqueID. Removed Faerie Fire and reordered Balance bars a bit.
* Paladin: Converted Sacred Shield tracking from textureID to uniqueID.
* Shaman: Thunderstorm removed. Fire Nova and Elemental Mastery added.
* Mage: Updated Frost and Arcane. Arcane now tracks AP and PoM. Frost now tracks most freeze effects, Deep Freeze, and Fingers of Frost (TLDR: EH is now much more usable for Frost).

v1.4: Patch 3.3 compatibility
* Core: Hasted periodic spells now calculate their interval once per cast rather than per tick. This may cause issues with target swapping and variable haste, please let me know if any issues pop up. (See the changed modules for how this works - To use the old per-tick behavior, remove or comment out the expectedTicks flag)
 - Note that the new code may cause issues when target switching with variable haste. Let me know if anything pops up.
 - Due to the new handling, a check has been added for Mage Armor on the hasted spell's target.
 - For hasted effects using the old handling, some extra logic has been added to make sure target swaps don't really screw things up. Future releases may remove the old handling completely. This is untested but should work fine.
* Core: Removed PTR check code. This release should still work in patch 3.2 if anyone is somehow still playing it, but v1.3c is preferred in that case.
* Warlock: Updated for the new haste handling.
* Priest: Updated for the new haste handling.
* Druid: Updated for the new haste handling.
* TOC: Updated for WoW 3.3.

v1.3c:
* Core: Fixed a minor Lua error resulting from delaying (and possibly cancelling) a tracked spellcast under 1.5 seconds. Once again, copypasta kills.

v1.3b:
* Core: Fixed errors related to the casting line. Not sure how they got there, to be honest.
* Warlock: Corruption is once more spec-specific, recovering from its status as a debug spell.

v1.3a:
* Core: Fixed a minor non-fatal typo in UnitBuffUnique (the function used to check status of multiple buffs at once) that caused buffs tagged as unique (Inspiration/AF, Grace) to not track other players' versions. Thanks, hungtar.

v1.3: Patch 3.3 update with some extra goodies.
* Core: Hasted periodic (DoT/HoT) spells are now fully supported. A new spell config var has been added: haste = glyphID or {talentTab,talentIndex}. This piggybacks on tick recalculation and is heavily affected by lag, but is as accurate as WoW's API allows. Ticks may seem a little jumpy depending on your latency. Hasted tick recalculation is only enabled when playing Patch 3.3.
* Core: When a bar has multiple spells assigned to it, spells cast by others should no longer interfere with the showing of your own buffs/debuffs. Warlock curses were affected most by this.
* Core: A vertical line, extending the full height of EH's frame, has been added to signify the end of any cast longer than 1.5 seconds. This uses the 'sent' coloring for those wishing to change it, and config.castLine for those wishing to remove it.
* Core: Bars watching multiple buffs/debuffs now have the ability to track periodic ticks on the bar's initial spell (spellID field) without bugging out. This allows the Warlock curse bar to provide tick info for CoA without messing up other curses, and has potential for a few other classes as well.
* Config: config.castLine has been added. Any value other than 'true' will disable full-frame casting lines if you dislike them.
* Config: config.recalculate is now mandatory and the option to disable it has been removed (as with its config entry).
* Warlock: Corruption is now considered a hasted DoT when using a Glyph of Rapid Decay.
 - The Warlock curse bar should now work properly in the presence of other Warlocks.
 - Curse of Agony is now able to show its ticks.
* Priest: Vampiric Touch and Devouring Plague are now considered as hasted DoTs as long as Shadowform is talented.
* Druid: Rejuvenation is now considered a hasted HoT when using a Glyph of Rapid Rejuvenation.
* Warrior: You may now use myconfig.lua with the Warrior module without needing to modify EventHorizon_Warrior.toc. No other class needed changing.

v1.2.4c: All Warlocks should now see the curse bar. In addition, the curse bar's icon has been changed to CoA.

v1.2.4b: Made a few changes to the frame reloading code to keep CPU usage down and prevent the frame from randomly reappearing if EH is hidden.

v1.2.4a: Corrected an event call that was being overwritten, preventing EventHorizon from initializing until reloadui. Sorry about that.

v1.2.4:
* Core: DoT/HoT recalculation was throwing errors if a spell ticked between the time a unit hit zero health and actually died (the timing differs between players and most mobs). A workaround has been added.
* Core: The frame is now reloaded when entering/exiting combat, changing zones and areas within zones, and at a few other points. This should hopefully resolve disappearing spells. A better fix is in the works.
* Paladin: Reworked the module a bit. Judgements will now show for all specs (including untalented). Judgement of Justice is tracked by default.
 - Holy: If Judgements of the Pure is talented, the Judgement bar will change to JoW + JotP.
 - Prot/Ret: Changed talentIDs a bit to handle lower levels and cross-speccing a bit better.
* Shaman: Changed the talentID for Earth Shock to Dual Wield.

v1.2.3:
* Shaman: Updates and fixes to the module. Talents got messed up a bit when I was working with the Resto config.
 - All specs: Flame Shock now requires Concussion. Earth Shock now requires Shamanistic Focus. This is for Resto's sake, and there are other ways to handle it if anyone has issues due to the change.
 - Elemental: Thunderstorm is now only shown when it's actually talented.
 - Enhance: Maelstrom Weapon is now tracked on its own bar.
 - Resto: Talent requirements have been fixed. Sorry about that. Also, corrected the spellID for Ancestral Fortitude.
* Priest/Heal: Corrected the spellID for Shaman's Ancestral Fortitude (unique tracking alongside Inspiration).

v1.2.2: Minor fixes and updates while we get ready for partial recoding in v1.3.
* Core: Zoning should no longer break spells that use the requiredGlyph setting. The fix had a 100% success rate in tests on two computers with a friend involved, but your mileage may vary.
* Shaman: Config has been revamped for personal sanity reasons.
 - Elemental: Swapped Lightning Bolt and Chain Lightning. Thunderstorm is now tracked.
* Warlock: Haunt once again has a cast time.
* Warrior:
 - Protection: Shield Slam will now only appear when Shield Mastery is talented, appears in all stances, and now tracks Glyph of Blocking.
 - Arms: Unrelenting Assault's talent index has been fixed.

v1.2.1:
* Core: Fixed a typo that was causing glyph checks to fail. Please let me know if the issues continue.
 - v1.2.1a: Added all Warlock curses to the display under a single bar. Be aware that Curse of Agony has no DoT tick display.

v1.2: The long-promised Special-Cases update!
 - NOTE: This release marks the official re-release of EventHorizon's continued branch as its own addon. Please update your bookmarks and favorites accordingly. I'll get in touch with Tifi to have him update the original EH page with the new link once it's up.
* Core: Added "textureID" to spell config, allowing a user-specified texture to be used as a filter for any aura. See the Druid config for usage.
* Core: Buffs/debuffs with casting time have had their logic altered. The small recast line (Vampiric Touch, Immolate, etc) is now only displayed if the aura being tracked is the same as the spell being cast. This fixes undesired behavior with many spells, while leaving the spells it was intended for intact.
* Core: Auras using the "playerbuff" spell flag now accept tables as valid entries. This allows multiple buffs to be tracked on the same bar, same as debuffs.
* Core: All auras may now use the "unique" flag, rather than just debuffs.
* Config: Bar backgrounds are now hidden by default.
* Shaman: Updated module, Resto spec now included. Tracked in order: Earthliving Weapon, Riptide, Lesser Healing Wave (includes Ancestral Healing/Inspiration), Healing Wave, Chain Heal (includes Tidal Waves), Earth Shield.
* Paladin: Updated module, Holy spec now included. Tracked in order: Beacon of Light (on Focus), Sacred Shield (on target), Holy Shock, Holy Light (including Light's Grace), Flash of Light (including Sacred Shield HoT effect).
* Rogue: All ranks of Deadly Poison are now tracked. Leveling Rogues no longer have a bar that does absolutely nothing. Note: Due to limitations in combat log filtering, DP ranks lower than max level will have limited functionality. They will not recalculate, nor will ticks appear in the 'past' section of the bar. There is no way to fix this at the moment without massively increasing EventHorizon's cpu usage.
* Priest: Updated module, spell flags should all be correct now. Inspiration tracking now includes unique buff tracking for Ancestral Healing and other priests' Inspiration.
* Druid: Eclipse tracking is now done via Wrath and Starfire, with procs tracked independently.

v1.1.6:
* Core: Fixed timeless spells refreshing to timed breaking bars (Overkill is the only spell that comes to mind here, but should work for everything)
* Rogue: Added Overkill to the display if specced for it.
 - v1.1.6a: Minor update. Auras flagged as "refreshable" with an auraunit other than target will no longer glitch on target changes.

v1.1.5: More glyph support.
* Core: Added requiredGlyph = <glyphID> to the spell config. See the Warlock module for reference. Note that if looking for the glyph on WowHead, you need to search for the glyph name and go to the uncategorized spells tab. The actual glyphID is the one with the gear icon, NOT the spell icon.
* Warlock: Warlock module has been updated. Thanks, Warlocomotif.
* Etc: TOC updates across the board. Sorry for being lazy with those, modules should no longer read as out of date.
 - v1.1.5a corrects the glyph detection logic. There is a much more efficient way of doing this, which will make it in next release.

v1.1.4:
* Core: Fixed a very old (possibly ancient) bug involving spellcast delays.

v1.1.3: Glyph support!
 - This release is somewhere between beta and release quality. I've ironed out as many bugs as I could find, but some may remain. Please let me know if you run into any issues.
* Class modules: A new variable has been added - glyphrefresh = {Stacks, GlyphID, "Trigger Spell"}
* Core: Glyphs are now detected on frame load/reload. Some extra glyph-related events have been added to make sure glyph changes aren't missed. Module hackers: Print EventHorizon.glyphs ingame if you need a list of currently equipped GlyphIDs.
* Core: When casting a spell that uses the glyphrefresh var, and currently using the appropriate glyph, the number of remaining glyph-based refreshes is displayed as a stack count on the spell's icon. This is much more complicated than it sounds and may result in unexpected bugs, but should be safe for all intents and purposes.
* Core: Gnomish fanatics have found their way to the CLEU filtering mechanisms. Let's hope they didn't break too much on their way out.
* Druid: Glyphs of Starfire and Shred have been added to Moonfire and Rip respectively.
* Rogue: Rupture somehow lost its refreshable tag, which has been corrected. Glyph of Backstab has been added to Rupture.

v1.1.2:
* Core: DoT tick recalculation was trying to calculate channeled spells, producing an error.

v1.1.1:
* Config: Reverted the cooldown layout change for now.
* Priest: Missing stance flags added. Sorry about that, Shadow Priests.
* Mage/Arcane: Updated Arcane Blast for 3.2.2.

v1.1: Look, Feel, and Quirks update of d00m.
Major changes:
* Core: Class coloring has been implemented. Usage and examples are in config.lua.
* Core: Tick indicators may now recalculate based on the last tick to fire. This fixes all known cases of incorrect tick displays. This IS affected by your latency, and will take a tick once a spell is refreshed to update. A 200ms grace period is allowed after a spell ends for the last tick to show. If you have any issues with this, by all means let me know.
* Config: The following indicators/bars will now be class colored by default: 'sent', 'tick', 'debuffmine', 'debuff' (darkened). The background has been made slightly more opaque for visibility. Priests will find that their class color is automatically darkened a little 

Minor changes:
* Core: The 'auraunit' class config setting should play nicely with target changes now.
* Core: Cooldown lines have had their placement adjusted slightly due to visibility issues. This change may not be final, expect tweaks over the next few releases.
* Config: Changed config.future from 9 to 12.
* Config: Class locals have been added to config.lua. This is mainly for copypaste over to myconfig.lua to make adjustments per class a little easier to type out.
* Config: The coloring section is now commented much more thoroughly.
* Config: Removed color.default from the color section, as it should never need to be changed anyway.
* Config: config.recalculate has been added, allowing the option to enable/disable the new tick checks. Enabled by default.
* Druid: HoT ticks have been added (copypaste is bad, mkay?).
* Priest: Renew now tracks target, not player (again with the copypaste).
* Etc: Changelog updated and hopefully easier to read.

v1.0 (v0.2 again?): Healer support!
- Major version bump. Postrelease note: This should've been a beta.
- Didn't get to the coloring portion this time around, expect it in the next update. Buffs and casts for healer specs may be a little hard to tell apart for now.
* Core: Heal-over-time spells are now fully supported. Consult the Priest and Druid modules for usage.
* Core: Many changes to the UNIT_AURA code. Hopefully there will be no more cases of bars acting oddly.
* Core: Tidied up CLEU filtering a bit. There may be a performance improvement with this build (one table check versus a LOT of comparitive statements).
* Core: Fixed many issues involving buffs tied to spells with casting times.
* Core: Added an alias for the spell config flag 'cleu'. You may now use 'event' instead. Consult the Priest module for usage. Warning: Only use the flag when you can't get ticks to show in the past section of the bar in any other way. Doing otherwise will provoke a nil error which I haven't been able to track down.
* Priest: Holy and Disc are now fully supported. Lesser Heal tracks Serendipity, Greater Heal tracks Inspiration (self-casted only for the moment), Penance tracks Grace. Can't track PW:S alongside Weakened Soul quite yet. Bars will show when not in shadowform.
* Druid: Resto is now fully supported. Nourish also tracks Nature's Grace, for the curious. Requires Swiftmend talented to see the bars.

v1.0 (v0.12) Beta 5:
* Core: Buffs may now use the 'dot' flag to signify a heal-over-time spell. SPELL_PERIODIC_HEAL is automatically tracked. Heal-over-time spells will now be able to track ticks with no additional config required. Refer to the Hunter module for an example.
* Hunter: Added Mend Pet with a working tick display. Should be fully accurate.

v1.0 (v0.12) Beta 4:
* Core: Drycode fix, can't use SetFrameLevel on the nowIndicator. Addon is usable again, sorry about that.

v1.0 (v0.12) Beta 3:
* Core: Talents are now updated when using /ehz to unhide the addon.
* Etc: Added class modules to the beta release. The original EH files are no longer required.
* Warrior: Added EventHorizon_Warrior to the release.
* Deathknight: Added Tyno's excellent EventHorizon_Deathknight to the release, with some minor changes.

v1.0 (v0.12) Beta 2:
* Config: Color settings are now included in config.lua. The provided defaults are not final. (Taroven)
* Core: Handle is now clamped to the screen, preventing loss of the frame outside of the screen edges. (Tifi)

v1.0 (v0.12) Beta 1:
* Class modules: Added NewSpell config "auraunit = 'unitID'" to playerbuff settings. (Taroven)
* Core: Moved "interesting event" application to a new function. Users will see no difference, module developers may find some use. Documentation will come when modules have finer access to EventHorizon's bars. (Taroven)
* Bar config: Buffs are now correctly colored. (Taroven)

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.
  Optional Files - EventHorizon Continued
File Name
Version
Size
Author
Date
Type
1.6 (beta 1)
8kB
03-13-2010 06:10 AM
Addon
1.2.1
2kB
10-14-2009 05:19 AM
Addon
1.1
1kB
10-12-2009 09:13 PM
Addon
  Archived Versions - EventHorizon Continued
File Name
Version
Size
Author
Date
1.5c
38kB
Taroven
01-10-2010 06:31 PM
1.5b
38kB
Taroven
01-03-2010 02:11 PM
1.5a
38kB
Taroven
12-24-2009 12:41 PM
1.5
37kB
Taroven
12-16-2009 02:44 AM
1.4
37kB
Taroven
12-09-2009 05:30 AM
1.3c
36kB
Taroven
11-29-2009 05:38 AM
1.3b
36kB
Taroven
11-20-2009 05:05 PM
1.3a
36kB
Taroven
11-20-2009 12:37 AM
1.3
36kB
Taroven
11-18-2009 10:10 PM
1.2.4c
35kB
Taroven
11-12-2009 09:54 PM
1.2.4b
35kB
Taroven
11-06-2009 12:44 AM
1.2.4a
35kB
Taroven
11-04-2009 12:58 AM
1.2.4
35kB
Taroven
11-03-2009 05:48 AM
1.2.3
34kB
Taroven
10-28-2009 07:01 AM
1.2.2
34kB
Taroven
10-23-2009 05:42 AM
1.2.1a
34kB
Taroven
10-14-2009 01:09 AM
1.2.1
34kB
Taroven
10-14-2009 12:49 AM
1.2
34kB
Taroven
10-12-2009 07:05 AM
  Comments - EventHorizon Continued
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Old Today, 02:37 AM  
Taroven
A Deviate Faerie Dragon
Interface Author - Click to view interfaces

Forum posts: 17
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News! Got the mouseover code working pretty well, just a couple kinks to work out before I push out a release.

There were actually two problems getting everything working as intended:
1) UPDATE_MOUSEOVER_UNIT does not fire when the mouse leaves a unit, nor does much of anything else. Not a huge deal for most intents and purposes, but EventHorizon is not your usual intent or purpose.
2) UNIT_AURA('mouseover') doesn't occur naturally either. I'm glad Blizzard doesn't fire UNIT_AURA for every visible unit, but it's still a pain.

I hate using OnUpdate scripts. However, sometimes my hand is forced and we end up with something pretty cool. The script I came up with does a great job of emulating UPDATE_MOUSEOVER_UNIT in reverse, while also running UNIT_AURA('mouseover') everywhere it's needed every 150ms or so.

It even unregisters itself when it has nothing to do, saving CPU cycles.

Kinks:
* Some extra function tweaks need to be done before this can be released. PLAYER_TARGET_CHANGED and its _refreshable version (for certain debuffs) need to be reworked a bit.
* 150ms is slow. I have a feeling that I'll be running some 5mans with an averaging script to get a better estimate.
* I'll be changing the healer configs to support mouseover targeting, which means some confused comments here as soon as v1.7 is released. I'll be including a one-line toggle in each healing class config to make things easier for everyone, but people who don't read comments and changelogs (90% of the userbase) won't know to look there.

It'll probably be ready tomorrow.
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Last edited by Taroven : 03-18-2010 at 02:37 AM.
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Old 03-15-2010, 07:00 PM  
Taroven
A Deviate Faerie Dragon
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Forum posts: 17
File comments: 435
Uploads: 10
Little update on the next release:

For some reason Blizzard doesn't fire UNIT_AURA for mouseover units. So, in my endeavors to make EH a little more healer-friendly (and, as a side effect, more friendly to multi-mob dotters), there's a lot more hacking and testing involved. Stay tuned.

Changes so far (not a log):
Code:
* Support for auraunit = 'mouseover' in spell config.
 - New baseunit = 'unitID' flag for when auraunit is set to mouseover. (default = 'target')
 - This means that when everything is set up for it and mousing over a unit, EH will show the buffs/debuffs on that unit. When NOT mousing over a unit, it defaults to your current target (or whatever the baseunit is set to).

* Completely rewrote the bar layout code.
 - EventHorizon.layouts is now externally accessible and included in config.lua.
 - Due to the changes, EventHorizon's bars are cleaner and more consistent than they used to be. This also means that changing the bar height no longer screws up their layout.

* Random code cleanup. May add some blue quality trinkets to trinkets.lua if I find the time and patience.
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Old 03-14-2010, 01:52 PM  
Taroven
A Deviate Faerie Dragon
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Forum posts: 17
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Uploads: 10
Re: Re: Re: Re: Re: Curse Updater

I may end up moving DP just above or below SWP (or just swap them). I see no reason to move other spells.

Why I said it fits the bill for the top spot isn't because of its relative priority, but more because it's the longest duration dot (without SWP+MF considered) and it does have a habit of fading at awkward moments.

In the end, it's a matter of personal preference. I found the original layout awkward to use, but stuck with it because I didn't want to change something that had remained the same for two years. Some will prefer the original, some will prefer the new layout - In the end, that's what myconfig files are for.
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Old 03-14-2010, 08:28 AM  
Shishi
A Kobold Labourer

Forum posts: 0
File comments: 2
Uploads: 0
Re: Re: Re: Re: Curse Updater

Quote:
Originally posted by Taroven
Texture: It works fine. Looking at your post, it seems you just missed a directory in your path.

Interface\\Addons\\SharedMedia\\statusbar\\Armory

Try that and it should be fine.
Woops indeed missed a directory ... yes, that works, thank you.

Quote:

SPriest bar order: Bit of a tough subject. The layout was a copy of the original author's action bars, and it's been that way forever. There's a long story of why and how the changes went though, but in the end the only real difference is the location of SWP and DP - SWP is always up once you've cast it and is rather low on the chain of priority, DP just fits the bill for the top spot.

Might take some getting used to, but I personally find it to be an improvement.
In my opinion DP should absolutely not be at the top. VT is the spell you cast first to get Misery up, and it's the most powerful of the dots that should always be on a target. DP is a decent damaging spell and should certainly be up on targets that will be up for a while still, but it's also for a single target only. I can't see any reason for DP to be first in the list.

I can agree that SWP's old position at the top is dubious. Personally I like it there though, as it would be the first thing I cast if it has fallen off on a boss.

Quote:

Tick markers: If you're up for a little hacking, open up EventHorizon.lua and find line 162. That table makes the spice flow, and has thrown error after error when trying to manipulate it via the configs. Edit as you please, the next release is killing it off in favor of something more configurable and consistent.
Thanks, that helps some. The new release will look a lot better I see!
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Old 03-13-2010, 07:27 PM  
Taroven
A Deviate Faerie Dragon
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Forum posts: 17
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Uploads: 10
Re: ToC change?

Quote:
Originally posted by cormanthor
On your next scheduled update, can you include a '## Title:' entry in the ToC so that Minion can parse it for the updates? Right now it's skipping your addon due to the lack of this one field.

Thanks for an outstanding addon!
I'd just done that when I read your comment, actually. Was looking at the toc and saying "I KNOW something's missing".
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Old 03-13-2010, 06:33 PM  
cormanthor
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ToC change?

On your next scheduled update, can you include a '## Title:' entry in the ToC so that Minion can parse it for the updates? Right now it's skipping your addon due to the lack of this one field.

Thanks for an outstanding addon!
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Old 03-13-2010, 04:21 PM  
Taroven
A Deviate Faerie Dragon
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Re: Re: Re: Re: Curse Updater

Next release will revamp the bar layout a bit. Here's how it's going to change.

* Bar layouts are now judged by straight percentages rather than relying on pixel coordinates. This simplifies both the code required to create a bar segment and the code required to adjust the look of things in the config.
* Yes, I said config. The layout table is now externally accessible.
* Due to these changes, the bar layout isn't going to be exactly the same as before. Rather than tell you the difference, I'll just show it.



Tick markers are a little smaller and aligned to the top of the bars (rather than cutting through the top), the bars are ever so slightly thicker in the default config, and it's far more consistent all-around. Honestly, looking at the comparison won't help much, it just feels better this way.

The big reason for it? This looks EXACTLY the same when changing the bar height. The old layout system didn't scale well at all.

Next up, it's time for some fun with dynamic bar coloring.
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Last edited by Taroven : 03-13-2010 at 04:24 PM.
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Old 03-13-2010, 02:20 PM  
Taroven
A Deviate Faerie Dragon
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Re: Re: Re: Curse Updater

Well damn. I was hoping for some improvement with Curse. I'll keep hunting for a fix.

Texture: It works fine. Looking at your post, it seems you just missed a directory in your path.

Interface\\Addons\\SharedMedia\\statusbar\\Armory

Try that and it should be fine.

SPriest bar order: Bit of a tough subject. The layout was a copy of the original author's action bars, and it's been that way forever. There's a long story of why and how the changes went though, but in the end the only real difference is the location of SWP and DP - SWP is always up once you've cast it and is rather low on the chain of priority, DP just fits the bill for the top spot.

Might take some getting used to, but I personally find it to be an improvement.

Tick markers: If you're up for a little hacking, open up EventHorizon.lua and find line 162. That table makes the spice flow, and has thrown error after error when trying to manipulate it via the configs. Edit as you please, the next release is killing it off in favor of something more configurable and consistent.
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Last edited by Taroven : 03-13-2010 at 02:25 PM.
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Old 03-13-2010, 12:37 PM  
Shishi
A Kobold Labourer

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Re: Re: Curse Updater

Quote:
Originally posted by Taroven
v1.6 is pending approval on Curse as I type this.

...and I sincerely hope that my poking and prodding in the Curse project settings has resolved this issue. Let me know either way please.
Well, I just updated it through the Curse client and my settings got lost.

I've been using EH for quite a while now (looking forward to Axis!) and the one obvious change was that the shadowpriest spell order has been changed. Some testing on a dummy quickly revealed to me that I was making errors in my spellcasting with this new version. Perhaps I could've rebinded my keys, but I chose to set the spells back to their original order and my dps is where it should be again.

I tried setting config.bartexture to Interface\\Addons\\SharedMedia\\Armory and that didn't work. Copying that texture over to the EH folder and changing the path to that worked however. Shouldn't this just have worked using the sharedmedia path?

Also, is there a way to make the dot-tick part of the bars a little smaller? There doesn't seem to be a setting for this, though I may have overlooked it.

In any case: thanks for the update!
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Old 03-13-2010, 06:48 AM  
Taroven
A Deviate Faerie Dragon
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Forum posts: 17
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Re: Curse Updater

v1.6 is pending approval on Curse as I type this.

Quote:
Originally posted by Abfahrt
If any of you guys use Curse updater, copy a backup of myconfig.lua to a different folder!

- Curse will say the addon was "modified"
- Upon upgrading/reinstalling EH, everything in the EventHorizon folder (including your myconfig.lua) will be deleted
...and I sincerely hope that my poking and prodding in the Curse project settings has resolved this issue. Let me know either way please.
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Old 03-13-2010, 05:30 AM  
Taroven
A Deviate Faerie Dragon
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Forum posts: 17
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And amazingly, it's alive.

EventHorizon v1.6 will be awaiting approval as soon as I collect five extremely sexy screenshots. Changelog at the bottom of this post, but here's the condensed version:

- Inventory and equipped items are FULLY SUPPORTED.
- Improved coloring by a small margin. The Now line can be colored as you see fit (including class colors). The backdrop and border colors may now be class colored as well. The defaults remain pretty much the same as always.
- A few class modules got updated. Marks Hunters actually have an order that makes sense now, Priests got a minor overhaul (still working on it though), Paladins got a few fixes and that elusive AoW proc, and Prot Warriors got a little tweak for good measure.

Make sure you read through the top of TRINKETS.LUA if you would like to add trinkets or items to EventHorizon. The code is there, waiting for you, with some extra goodies and information.

This is among the first steps towards Axis that we'll be seeing. Next release will HOPEFULLY be in a few days, some epic things are planned for it.

Code:
v1.6: Obligatory disclaimer - MANY Saronite Bombs and Target Dummies were harmed in the making of this release. Seriously though, while this has had some fairly in-depth testing, treat this release as beta quality.
* NOTE: YOU MAY NEED TO ADJUST YOUR MYCONFIG.LUA. A few things have been moved to different tables, and there has been an added line in the colors section. Nothing should error unless you're overwriting the color table at once instead of per value. Adjust accordingly.
* Core: Added support for equipped items (trinkets, anyone?) and Engineering tinkers via 'slotID = <slotnumber>' in the class config. Items are refreshed every time you swap gear (no hitching noticed when using the equipment manager, though performance could likely be improved). Please see trinkets.lua before adding anything to your class config.
* Core: Added support for inventory items via 'itemID = <ID>' in the class config. Again, please see trinkets.lua.
* Config: EH's background and border may now be class colored. To make this easier to implement, config.bgcolor and config.bordercolor have been moved to the EventHorizon.colors. Move your myconfig vars around accordingly.
* Config: The 'Now' line has been made less opaque by default, and its color may now be adjusted (including class coloring) via colors.nowLine. See config.lua.
* Config: Indicators without a texture (sent/tick/nowLine, etc) no longer have their opacity multiplied by config.texturealphamultiplier. If you were having issues with this you know what I'm talking about. Otherwise, don't worry about it.
* Class changes: Lots. If you see something different about your class setup, I likely forgot about it when writing this log.
* Hunter: Shuffled the bars around a bit to better reflect shot priorities. Removed Mend Pet from all specs. BM may have a screwy shot list as a result of all this.
* Priest: Lots of changes for playability.
 - Shadow: Shuffled the bars a little. They feel a tiny bit more natural now, though they could likely use further changes.
 - Holy/Disc: The bars should work a little better for healers using Clique or similar addons/macros for healing, showing more information when you're not actually targeting what you're healing, and more relevant info when you are. Be sure to spam yourself a bit to get the hang of things before using this release in a raid environment. More adjustments will be made over time. (If you play another healing class and would like this same treatment, by all means let me know what I can do for you.)
* Paladin: Added Art of War to Exorcism. Changed one of the Judgement bars yet again. Let me know if I broke anything (again).
* Warrior/Prot: Removed Concussion Blow.
* Misc: ...lots. I probably missed quite a few changes on this log. Have fun finding them!
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Last edited by Taroven : 03-13-2010 at 05:32 AM.
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Old 03-12-2010, 01:43 PM  
Taroven
A Deviate Faerie Dragon
Interface Author - Click to view interfaces

Forum posts: 17
File comments: 435
Uploads: 10
Re: Saronite Bombs

Quote:
Originally posted by gcbirzan
I've been trying to add the cooldown from saronite bombs to EH, but I cannot figure it out. I used:

spellID = 56350,
cooldown = true,

Using GetSpellCooldown works for the spell, but no bar shows on EH when it's on cooldown.
Sorry for the delay in checking.

GetSpellCooldown("Saronite Bomb") = nil
GetItemCooldown("Saronite Bomb") = 2042174.833, 60, 1

Realizing now that the the cooldown functions actually have the same returns (I hadn't looked at them in forever), I can do some nifty things with that. Expect equipped item cooldowns by slot (no spellIDs to muck with!), inventory cooldown support (hopefully by name, we'll see), and some other niceties in the next release.

Yes, I said "next release". My philosophy on Axis has changed a bit, EventHorizon has another 1-2 releases in the works.

I'll try to push a release out today if at all possible, much of the work is already done via my local adjustments.

UPDATE: Doing quite a bit more than I anticipated with this release. I'll have a changelog ready soonish, but it probably won't be ready for release until late tonight or tomorrow.

EventHorizon 1.6 will add some extremely cool features, but does involve me writing a rather large database for one of them - Thus the reason for the delay. I'll just add the essentials and update it as I find time for more.
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Last edited by Taroven : 03-12-2010 at 04:50 PM.
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Old 03-12-2010, 01:09 PM  
Taroven
A Deviate Faerie Dragon
Interface Author - Click to view interfaces

Forum posts: 17
File comments: 435
Uploads: 10
Re: Warlock again

Immolate's recast line shows just fine for me. I really do need a screenshot showing what you mean.
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Last edited by Taroven : 03-12-2010 at 01:21 PM.
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Old 03-11-2010, 06:20 PM  
superbo
A Kobold Labourer

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Warlock again

ok u can see it on your own event pic's....
its the white/grey line a bit before the end, the one that shows when your dot's tick and when to cast next spell to keep up maximum dps.

that one won't show on my eventhorizon... :/ ind its pretty sad cuzz i rly need it to see when to cast next Immolate, to keep it presice

Hope this helps
thanks in advance.
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Old 03-11-2010, 12:08 PM  
Taroven
A Deviate Faerie Dragon
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Uploads: 10
Nope. The question has been asked many times - It's not something that can easily be done.
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