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Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-24-14 08:00 PM
Created:04-09-09 11:46 AM
Downloads:18,741
Favorites:147
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rFilter3  Popular! (More than 5000 hits)

Version: 60000.01
by: zork [More]


!!! This mod eats puppies. If you are a puppy, stay away from it. It will bite you. !!!

INTRO

rFilter3 is a buff, debuff and cooldown filter mod.

You can track a single spell by spellid or a full list of spellids having a similar effect. Example: many buffs give +5% crit, those could be combined to a spelllist.
SLASH COMMANDS
Code:
/rfilter
/rfillter unlock
/rfillter lock
/rfillter reset
DOC
http://rothui.googlecode.com/svn/tru...umentation.txt
SVN
http://code.google.com/p/rothui/sour...ow6.0/rFilter3


60000.01
- updated for patch 6.0.2

50400.01
- updated toc to 50400

50200.01
- updated for patch 5.2

50100.03
- Merged Buff/Debuff checks into Aura checks
- attribute "ismine" is deprecated
- added a new attribute: "caster"

50100.02
- added spelllist tracking for cooldowns (useful to track cooldowns of talents the same tier)

50100.01
- updated for patch 5.1

50001.04
- Added a petbattle handler to hide the icons in petbattle

50001.03
- Added charspecific.lua to rFilter3
- Fixed GetSpecilization() (now the spec will match your current spec id correctly)
- Updated the documentation

50001.02
- fixed the spellid checks
- fixed the size reset

50001.01
- initial release

40300.03
- added the visibility_state attribute for buffs, debuffs and cooldowns

40300.02
- changed the talent tree identifictation based on a suggestion of Monolit. The spec value now acepts: nil, 1, 2 or 3. Check the documentation for more info.

40300.01
- updated for patch 4.3

4.011
- updated toc for patch 4.2

4.010
- added slash command for locking / unlocking. Use "/rf" or "/rfilter" for more info ingame
- all frames that have the move attribute and are in the same spec that you have defined can be moved

4.009
- added ingame movability again
Code:
  - Add the move attribute to any spell you want to move ingame (see documentation)
  - Ingame: LEFT MOUSE+ALT+SHIFT = DRAG
                RIGHT MOUSE+ALT+SHIFT = RESIZE
4.008
- rFilter3 has a new config attribute for buffs and debuffs called "match_spellid". The value can be true or false. With the spell given is nailed down by spellid in.

4.007
- updated TOC for patch 4.1

4.006
- removed the global spec settings
- it is now possible to set a spec per icon

Code:
        -- 1 is your first spec 
        -- 2 is your second spec
        -- false or nil will remove the spec tracking
Check config.lua for examples

4.005
- added the updatetimer to the config
- added two new config options to hide icons if the unit being tracked is not available or if you are out of combat. check config.lua examples.

Code:
        validate_unit = true, --only show the icon if unit is found
        hide_ooc      = true, --hide icon out of combat
* validate_unit is possible for buff/debuff tracking. icons will only be displayed if the unit being tacked exists.
* hide_ooc is possible for buffs, debuffs and cooldowns. icons will be hidden if out of combat if that value is available and set to true.

4.004
- added spelllists for buffs and debuffs

4.003
- added ismine check to confg

4.002
- added cooldowns
- specs are now part of the config aswell
- positions are now part of the config
- ingame moving/sizing removed

Btw...cooldowns FINALLY work correctly even with global CD . Showed some l0ve.

4.001
- cata release with ingame moving and sizing aswell as locking

002
- empty table if the char is not set

001
- err
Optional Files (0)


Archived Files (22)
File Name
Version
Size
Author
Date
50400.01
57kB
zork
09-16-13 04:58 AM
50400.01
58kB
zork
03-04-13 05:40 PM
50100.03
57kB
zork
12-20-12 12:39 PM
50100.02
57kB
zork
12-14-12 04:32 AM
50100.01
57kB
zork
11-28-12 01:24 PM
50001.04
57kB
zork
09-25-12 12:38 PM
50001.03
57kB
zork
09-21-12 01:44 PM
40300.03
75kB
zork
03-15-12 12:43 PM
40300.02
75kB
zork
01-14-12 07:41 AM
40300.01
75kB
zork
11-30-11 12:50 PM
4.011
80kB
zork
06-29-11 04:18 PM
4.010
79kB
zork
06-03-11 08:39 AM
4.009
78kB
zork
06-03-11 07:18 AM
4.008
77kB
zork
06-03-11 05:03 AM
4.007
77kB
zork
04-28-11 02:26 PM
4.006
77kB
zork
02-25-11 03:22 PM
4.005
77kB
zork
02-25-11 03:04 PM
4.004
77kB
zork
11-05-10 07:51 AM
4.003
77kB
zork
10-30-10 04:36 AM
4.002
76kB
zork
10-26-10 04:44 PM
4.001
77kB
zork
10-24-10 03:43 PM
002
4kB
zork
04-10-09 04:15 AM


Post A Reply Comment Options
Unread 12-15-12, 09:02 AM  
kkot
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Ah right, I'm an idiot.
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Unread 12-15-12, 06:16 AM  
zork
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No everything is Ok. You have activated "show_value = 1". Thus the icon extracts the first tooltip value of the spell. Either make sure to track the correct "show_value". Options are : nil,1,2,3 or just remove the line from the spell definition.

Blood Charge only has stacks. No value. Show value is meant to extract Attack Power or Absorb tooltip information from auras that change dynamically.
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Last edited by zork : 12-15-12 at 09:11 AM.
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Unread 12-14-12, 09:24 PM  
kkot
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rFilter seems to be having a bit of trouble with Blood Tap.

Code:
124x rFilter3\core\core.lua:43: attempt to compare number with nil
rFilter3\core\core.lua:43: in function <rFilter3\core\core.lua:42>
rFilter3\core\core.lua:356: in function <rFilter3\core\core.lua:276>
rFilter3\core\core.lua:447: in function <rFilter3\core\core.lua:435>
rFilter3\core\core.lua:526: in function <rFilter3\core\core.lua:525>

Locals:
f = <table> {
 texture = "Icons\Spell_DeathKnight_BloodTap"
 alpha = <table> {}
 unit = "player"
 iconframe = <unnamed> {}
 rank = ""
 name = "Blood Charge"
 pos = <table> {}
 desaturate = true
 show_value = 1
 spellid = 114851
 size = 26
}
spellid = nil
tmp_spellid = 114851
name = "Blood Charge"
rank = ""
icon = "Icons\Spell_DeathKnight_BloodTap"
count = 2
dispelType = nil
duration = 25
expires = 519186.217
caster = "player"
isStealable = nil
shouldConsolidate = nil
spID = 114851
canApplyAura = false
isBossDebuff = nil
casterIsPlayer = true
value1 = nil
value2 = nil
value3 = nil
time = 24.737000000023
value = nil
(*temporary) = <func> =[C]:-1
(*temporary) = <unnamed> {
 0 = <userdata>
}
cfg = <unnamed> {
 rf3_DebuffList = <table> {}
 highlightPlayerSpells = true
 countFontSize = 18
 timeFontSize = 16
 rf3_BuffList = <table> {}
 updatetime = 0.3
 rf3_CooldownList = <table> {}
 0 = <userdata>
}
GetFormattedTime = <func> @rFilter3\..\core.lua:23
numFormat = <func> @rFilter3\..\core.lua:42
Original code:
Code:
      {
        spellid       = 114851,
        size          = 26,
        unit          = "player",
        show_value    = 1,
        desaturate    = true,
        --spec          = 2,
        pos           = {
                          a1 = "BOTTOM",
                          a2 = "BOTTOM",
                          af = "UIParent",
                          x  = -350,
                          y  = 368
                        },
        alpha         = {
                          found     = { frame = 1,  icon = 1 },
                          not_found = { frame = 1,  icon = 1 }
                        }
      }
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Unread 12-14-12, 11:35 AM  
kkot
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Sweet, thanks!
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Unread 12-14-12, 03:47 AM  
zork
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Originally Posted by kkot
Would you consider implementing something akin to `spelllist` for cooldowns? It'd be useful for things like the top-tier talents.
Uhhh. Nice catch, I had the same problem using Shockwave/DragonBreath. To make it possible I need to a spellbook check and match the icons in the spellbook.

Sounds possible, gonna try it.

Ok I found the function.

/run print(GetSpellBookItemName(spellName))

That returns nil if the spell fails.

*edit*

Thanks for the suggestion. Added it. Upload is coming.

Preview:



Thanks.
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Last edited by zork : 12-14-12 at 04:35 AM.
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Unread 12-13-12, 05:29 PM  
kkot
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Would you consider implementing something akin to `spelllist` for cooldowns? It'd be useful for things like the top-tier talents.
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Unread 12-08-12, 02:18 AM  
zork
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Sure. But don't let it bite you.
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Unread 12-08-12, 12:54 AM  
Greensleeper
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Hey Zork !
Can this mod be used to track stacks or do i need another mod for that? Things like taste for blood for example?

Thanks in advance
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Unread 10-23-12, 03:46 AM  
zork
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Hmm sure. I can add that.
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Unread 10-22-12, 11:30 AM  
leizeQ
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Zork ... do you remember the request to add FrameLevel to buffs so I could make something like a priority list? (from beta rFilter)

Will you be adding that ?

thanks
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Unread 10-20-12, 07:34 AM  
zork
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I'm going to update this mod. Currently I'm not able to display the strength of certain buffs like Vengeance or Shield Barrier.

But there are new values in UnitAura that give exactly that information. Thus I'm going to add another attribute to make it possible to show that value. (value1, 2 and 3)

lua Code:
  1. local name, rank, icon, count, dispelType, duration, expires, caster, isStealable, shouldConsolidate, spellID, canApplyAura, isBossDebuff, value1, value2, value3 = UnitAura("unit", index [, "filter"]) or UnitAura("unit", "name" [, "rank" [, "filter"]])
http://wowprogramming.com/docs/api/UnitAura

So an update is coming reflecting that.

Thus it will be able to track auras and even see the strength of the current aura applied.

Result:
http://imgur.com/a/poj24

.
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Last edited by zork : 10-20-12 at 08:08 AM.
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Unread 10-09-12, 02:33 PM  
zork
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Spec is your Specilization. Not your current talent spec. Example for warrior: 1 = arms, 2 = fury, 3 = prot
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Unread 10-09-12, 12:21 PM  
Xully
A Fallenroot Satyr

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thank you, I uncommented player_name and it worked, but now I don't understand the variable "spec = " because when I put nil, it works, when I put spec 1 it works as the secondary talent, when I put spec 2, it deosn't work, and I don't know what works for the Primary talent?
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Unread 10-09-12, 04:29 AM  
zork
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You are adding all your charspecific stuff to the global config. Not to the charspecific.lua.

That would be OK if you had commented in the player_name variable at the top. Currently you check every name against nil.
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Last edited by zork : 10-09-12 at 04:34 AM.
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Unread 10-09-12, 12:32 AM  
Xully
A Fallenroot Satyr

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zork, could you please point to me where my wrong is in the config file? I'm dazzled by this, because I think everything is right, and the icons are not showing.... no errors in game, but no icons either.

http://pastebin.com/bZ5HyMx2

if you need i can post the whole code in here, but its kinda long for many classes.
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