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Siege of Orgrimmar (5.4)
Updated:09-16-13 04:58 AM
Created:04-09-09 11:46 AM
Downloads:17,930
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


Post A Reply Comment Options
Unread 01-25-12, 01:10 PM  
leizeQ
A Murloc Raider
 
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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
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Unread 01-25-12, 03:53 AM  
zork
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Unread 01-22-12, 10:39 AM  
zork
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It's actually not that bad at all. The onUpdated checks every icon available. The UNIT_AURA and other EVENTS would be fired per icon. Which may result in more function calls.
Plus if you don't like the update every 0.2 seconds just change the timer.
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Last edited by zork : 01-22-12 at 10:40 AM.
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Unread 01-22-12, 08:51 AM  
Monolit
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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
good news

I was working on that add-on a little, trying to modify it to fit my needs and noticed 1 interesting thing... even if nothing goes on it still checks 5 times a second (0.2 timer) for every added icon which produce pretty high CPU usage if you have allot of stuff added there.

OnUpdate is only needed to get our timer working.
So would it make sense to actually go with handling icon updates on per-event basis? i.e. we don't need to always check for cooldowns, we can just start our OnUpdate script for timer once SPELL_UPDATE_COOLDOWN event was fired, same thing with Buffs and Debuffs: we just watch for UNIT_AURA and then start our timer.
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Unread 01-14-12, 07:11 AM  
zork
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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
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Last edited by zork : 01-14-12 at 07:43 AM.
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Unread 01-14-12, 03:30 AM  
Monolit
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Originally Posted by zork
Well you can make a config for a full class by removing the name in the condition and just leaving the class.
Yeah, obviously you can simply make a list of spells for class, but tracking, let's say, Lava Burst cooldown is critical for elemental spec, but absolutely useless for restoration, that's why determining a spec is a very useful feature to have in the config file imho.
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Unread 01-13-12, 03:18 PM  
zork
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Well you can make a config for a full class by removing the name in the condition and just leaving the class.
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Unread 01-13-12, 09:02 AM  
Monolit
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hello zork, I tried rfilter the other night to track some cooldowns mainly and it works quite well, however I'd like to have generic configs for classes, but the way you currently handle your 'spec' detection (identifying active spec) you can't really do that.

Lets say I want to track lava burst on all my shaman characters with main elemental spec... right now I can not do that, so I would like to suggest you change all
GetActiveTalentGroup() calls to
GetPrimaryTalentTree(false, false, GetActiveTalentGroup())

in all 3 'check...' functions

This way in config file you'll be able to simply set spec = N, where N would be the desired talent tree number for given class.

Aaaaand we will be able to start building some massive generic config file for all classes/specs
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Unread 12-01-11, 12:37 PM  
elegos
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Ahhhh stupid typo! Used to work in C++

Thanks!
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Unread 12-01-11, 12:30 PM  
zork
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Re: Bane of Doom not working?

Index has to start with 1. So make it
Code:
[1] = 603, -- Bane of Doom
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Unread 12-01-11, 11:30 AM  
elegos
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Bane of Doom not working?

Hello zork!

Thank you for this addon! I've got a problem with the config file. It runs smoothly, but it seems it doesn't like Bane of Doom. I've double-checked in-game and the debuff applied is 603, but it won't find it for some strange reason. I've set in the spelllist Bane of Agony, and the addon finds it. This is my debuff configuration, may you please have a look into it?

Code:
  			[2] = {
  				spec = nil,
  				spellid = 603, -- Bane of Doom
  				spelllist = {
  					[0] = 603, -- Bane of Doom
  					[1] = 980  -- Bane of Agony
  				},
  				size = 48,
  				pos = {
  					a1	= "BOTTOM",
  					a2	= "BOTTOM",
  					af	= "UIParent",
  					x	= 0,
  					y	= 210
  				},
  				unit			= "target",
  				validate_unit	= true,
  				ismine			= true,
  				desaturate		= true,
  				move_ingame		= false,
  				alpha = {
  					found = {
  						frame	= 1,
  						icon	= 1
  					},
  					not_found = {
  						frame	= 0.4,
  						icon	= 0.6
  					}
  				}
  			}
EDIT: same issue with Curse of the Elements, spell ID 1490... Curse of Weakness works (Curse of Tongues IDK as the target dummy is immune)

P.S.
May you please explain me the buff/debuff option "match_spellid"? I haven't understood it from the docs, since I haven't found any spell name property...
Last edited by elegos : 12-01-11 at 11:38 AM.
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Unread 11-24-11, 07:44 AM  
Bhumi
A Kobold Labourer

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Thanks a lot, Zork for your great work on this addon and all the Roth UI pack. Danke schön !


EDIT : got it, nvm
Last edited by Bhumi : 11-25-11 at 07:10 PM.
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Unread 11-08-11, 09:46 AM  
zork
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No.
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Unread 11-08-11, 05:22 AM  
Xully
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ive been trying to track RAging blow "Fury warrior" proc. to add it into rfilter3, but its hard to do it because if you add raging blow spellid nothing will happen, cause it opens up whenever you are enrage or have bezerker rage active on you, and if i add thoose spellid it will show the picture of enrage or bezerker rage, I want picture of raging blow to show upon if i'm enrage or better whenever raging blow is clickable, it shows, is that possible? thanks
Last edited by Xully : 11-08-11 at 05:22 AM.
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Unread 10-26-11, 03:06 PM  
reflectional
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Amazing addon been looking for something to track my debuffs/buffs and couldent find anything that fit me i am new to Lua (dont know anything but trying to learn) thought i would give this a shot despite the warning ;p and i was able to get everything working and figure out the error messeges and fix it when it did work. Thank You!!!
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