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Siege of Orgrimmar (5.4)
Updated:09-16-13 04:58 AM
Created:04-09-09 11:46 AM
Downloads:17,947
Favorites:145
MD5:
5.4
rFilter3  Popular! (More than 5000 hits)
Version: 50400.01
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.
Visibility settings
  • Active spec
  • Visibility state macro condition
  • Unit validation
  • Combat status
  • Ismine (Only show my buff/debuff)
  • Match spellid (Spellid of the aura found has to fully match)
  • Opacity values based on active/inactive
  • Supports spelllists for buffs/debuffs/cooldowns

Slash commands
Code:
/rfilter
/rfillter unlock
/rfillter lock
/rfillter reset
Config Documentation
Lua config only.
http://rothui.googlecode.com/svn/tru...umentation.txt
SVN
http://code.google.com/p/rothui/sour...ow5.0/rFilter3
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 (21)
File Name
Version
Size
Author
Date
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


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Unread 09-05-12, 05:18 AM  
F1NCH
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Hi, hätte da eine kleine Frage^^
Wie (und geht das überhaupt) kann ich die Farbe der Zeit ändern, ab 9 Sekunden wird diese ja rötlich.
Leider kann ich diese Farbe nicht so gut lesen^^
Thx schonmal

EDIT: Danke für die schnelle Antwort!
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Last edited by F1NCH : 09-05-12 at 07:43 AM.
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Unread 07-09-12, 04:18 PM  
frenzy20
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Cooldown Clocks

A while ago I modified this to use the built in cooldown clocks that work with tullaCC/OmniCC instead of the text without the visual indicator. I haven't updated since before Zork added the in game move/resize functionality, but this should still work. You will need to have some clue what you're doing with lua. You can just comment out code instead of removing it but I'm going to say remove for simplicity.

1. Remove the entire GetFormattedTime function. It won't be needed anymore.

2. Find the createIcon function. Remove everything related to the variable "time". In it's place, add the following lines:
Code:
local cd = CreateFrame("COOLDOWN", nil, i)
cd:SetAllPoints(i)
cd:SetReverse(1)
Where you see i.time = time, remove it and add i.cd = cd

3. In both the checkDebuff and checkBuff fuctions, find the block like this:
Code:
local value = expires - GetTime()
if value < 10 then
    f.iconframe.time:SetTextColor(1, 0.4, 0)
else
    f.iconframe.time:SetTextColor(1, 0.8, 0)
end
f.iconframe.time:SetText(GetFormattedTime(value))
and replace it with this:
Code:
if(duration and duration > 0) then
    f.iconframe.cd:Show()
    f.iconframe.cd:SetCooldown(expires - duration, duration)
else
    f.iconframe.cd:Hide()
end
Also remove the two lines near the bottom of each function that say f.iconframe.time:SetText and SetTextColor.

4. Do something similar to the checkCooldown function. Replace the following:
Code:
if value < 10 then
    f.iconframe.time:SetTextColor(1, 0.4, 0)
else
    f.iconframe.time:SetTextColor(1, 0.8, 0)
end
f.iconframe.time:SetText(GetFormattedTime(value))
with
Code:
f.iconframe.cd:Show()
f.iconframe.cd:SetCooldown(start, duration)
and remove the same two text related lines as you did in the buff and debuff sections.

5. In the "for i,_ in ipairs(rf3_CooldownList) do" loop, add "f.iconframe.cd:SetReverse(0)" to the line following "createIcon(f,i,"Cooldown")" This makes the circle go the same way as it does on cooldowns in the default UI.

That should be all that is necessary. Enjoy.

Note: The whitespace is significantly different in the actual core.lua than what is posted here, so ctrl+F won't quite work and if you care what the file looks like you'll have to pretty it up yourself.
Also, this could be implemented with a switch in the config but I had no use for the default version of the timers so I hard coded it.
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Unread 05-27-12, 04:44 PM  
zork
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Nope. It's no actionbutton. Additonally refreshing cooldowns can be pretty hard to do.
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Unread 05-27-12, 03:40 PM  
zin99
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hi zork,

is there a way to enable the cooldown animation for rfilter icons, that clockwise sweep?
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Unread 04-14-12, 06:36 AM  
suin
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I really love rFilter3! Thanks for the great work!
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Unread 04-03-12, 09:08 AM  
zork
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Depends. If the icon is displayed under your player auras you can track it. Otherwise it is a server side effect and you need special holypower addons to track it.
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Last edited by zork : 04-03-12 at 09:09 AM.
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Unread 04-03-12, 08:06 AM  
WAHAHAHA
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HI ,this addon is very cool .

I have a little problem, how to track pal's holy power?

I use spellID=85705 ,but it can't show

Thx
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Unread 03-16-12, 02:26 AM  
zork
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Actually you brought me a good idea. That counts.
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Unread 03-15-12, 08:45 PM  
F1NCH
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Originally Posted by zork
Added it and updated the documentation. Example

That is actually pretty neat. You can now show/hide an icon based ony any macro condition possible.
Sehr geil

Aber sorry nochmal für die Arbeit^^
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Unread 03-15-12, 12:45 PM  
zork
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Added it and updated the documentation. Example

That is actually pretty neat. You can now show/hide an icon based ony any macro condition possible.
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Last edited by zork : 03-15-12 at 12:53 PM.
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Unread 03-15-12, 03:07 AM  
zork
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Hmm...interesting. Not yet possible but I got an idea.

visibility state-driver
http://www.wowace.com/addons/bartend...-state-header/

Code:
    actionbar:1/.../6 or bar:1/.../6 — Given action bar page is selected
    bonusbar:5 — The possess bar is active (controlling a vehicle or another player)
    button:1/.../5/<virtual click> or btn:1/.../5/<virtual click> — Macro activated with the given mouse button
    channeling:<spell name> — Channeling the given spell
    combat — In combat
    cursor — What the cursor is currently holding, see API_GetCursorInfo for types
    dead — Target is dead
    equipped:<item type> or worn:<item type> — item type is equipped (item type can be an inventory slot, item type, or item subtype)
    exists — Target exists
    flyable — In a zone where flying is allowed (this does not check if you have Cold Weather Flying, if you are in a flyable zone, but do not have this skill, the macro fails)
    flying — Mounted or in flight form AND in the air
    group:party/raid — You are in the given type of group
    harm — Can cast harmful spells on the target
    help — Can cast helpful spells on the target
    indoors — Self explanatory
    modifier:shift/ctrl/alt or mod:shift/ctrl/alt — Holding the given key
    mounted — Self explanatory
    outdoors — Self explanatory
    party — Target is in your party
    pet:<pet name or type> — The given pet is out
    raid — Target is in your raid/party
    spec:1/2 — Currently active talents
    stance:0/1/2/.../n — In a stance
    form:0/.../n — In a form which is no stance by itself (shadowdance)
    stealth — Stealthed
    swimming — Self explanatory
    unithasvehicleui — The target of the macro has vehicle UI
    vehicleui — The player has vehicle UI
Example:
Code:
RegisterStateDriver(myIconFrame, "visibility", "[spec:1]hide;[nocombat]fade:30;[target=target,noexists]fade:30;show")
The state driver would only affect the condition under which the icon frame can be shown at all. The check on the icon itself is a different story.
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Last edited by zork : 03-15-12 at 12:15 PM.
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Unread 03-14-12, 05:25 PM  
F1NCH
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Originally Posted by zork
PUPPY DETECTED. LOADING GUNS.

Hint...the info page tell you about the spec attribute.
Das mit dem Talent Spec weiß ich ja, geht aber allgemein um Katze/Bär, im selben Spec^^
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Unread 03-14-12, 09:48 AM  
zork
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PUPPY DETECTED. LOADING GUNS.

Hint...the info page tell you about the spec attribute.
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Last edited by zork : 03-14-12 at 10:00 AM.
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Unread 03-14-12, 09:26 AM  
F1NCH
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Hi^^
Erstmal, tolles Addon!
Habe leider aber ein kleines Problem...
Ich bin Druide und als Katze brauche ich Wildes Brüllen, als Bär Pulverisieren. Wie bekomme ich es hin das wenn ich in Katzengestalt bin Wildes Brüllen und in Bärengestalt Pulverisieren an der selben Stelle angezeigt wird? Gibt es einen Stance-Befehl?

Habe mal einen Screen gemacht, im roten Kreis sieht man, das obwohl ich Katze bin das Pulverisieren Icon dort ist, es wechselt zwar wenn ich Wildes Brüllen nutze, aber sobald der Kampf vorbei ist, ist dort wieder das Pulverisieren Icon^^

http://www.abload.de/img/rfilter3-probpkky4.jpg

Hoffe kannst mir evtl. helfen^^
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Last edited by F1NCH : 03-14-12 at 09:28 AM.
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Unread 01-30-12, 05:08 AM  
Monolit
A Black Drake
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Originally Posted by leizeQ
Originally Posted by zork
Hmm. I think I got you. Gonna add it.

*edit*
Update is available. You can now change the spec setting to: nil, 1, 2 or 3
when we are this far ... what about making it this way:
1. tree = 1 (2^0)
2. tree = 2 (2^1)
3. tree = 4 (2^2)

and then we can make some multitree version:
1.+3. tree = 5
1.+2. tree = 3
2.+3. tree = 6
1.+2.+3. tree = 7(=nil)

so then you can set spec = 1 or 2 or 3 or 4 or 5 or 6 or 7 and do some binary magic around it (;

just my thought
or you could just add another optional var for secondary spec and modify spec checking function a little:
Code:
    if f.spec and f.spec ~= GetPrimaryTalentTree(false, false, GetActiveTalentGroup()) then
	  if not f.spec2 or f.spec2 and  f.spec2 ~= GetPrimaryTalentTree(false, false, GetActiveTalentGroup()) then 
		  f.iconframe:SetAlpha(0)
		  return
	   end
    end
then in config you can just do it like this (example from my warrior config)
Code:
	  table.insert(cfg.rf3_CooldownList, {
		spec = 1, -- for arms 
		spec2 = 2, -- and fury
        spellid = 86346, -- Colossus Smash
        pos = { a1 = "BOTTOMLEFT", a2 = "BOTTOM", af = "MainFilterFrame", x = 3, y = 0 },
        size = 36,
        desaturate = true,
        move_ingame     = false,
        alpha = {
          cooldown = {
            frame = 1,
            icon = 0.6,
          },
          no_cooldown = {
            frame = 1,
            icon = 1,
          },
        },
	  })
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