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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:18,746
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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 11-19-10, 01:47 PM  
Annme
A Kobold Labourer

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Quick question, and I know this mod eats puppy, I would like to add a condition where the debuff watched is only mine. For example : I have a mage alt, in the fire spec you have to watch for several debuffs on target. I've got the right debuffs configured and positioned, so everything works fine. However, if we're two fire mage on the target I see not only my debuff but the other mages debuffs. This doesn't help alot with some debuff as I have to watch out for them because I don't want them to wear off.

What kind of code should I add in the debuff config part. It has to be a code added so that only this debuffs works this way (some debuff have to be checked differently as there added value are the wether I put them or someone else does).
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Unread 11-19-10, 03:02 AM  
groin
A Cyclonian
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Originally posted by Murm3l
<puppyeyes>

Could any of you share your druid tank/resto code please?

</puppyeyes>
the same eyes here

i need a priest config, chakra and holyword gameplay
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Unread 11-16-10, 02:45 PM  
Murm3l
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<puppyeyes>

Could any of you share your druid tank/resto code please?

</puppyeyes>
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Unread 11-14-10, 10:09 AM  
Bytales
A Murloc Raider

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Originally posted by Bytales
IF "Use conditions to split them up" means create a different IF for each spec, than i have to say, as i posted in the roth ui section, it works, but i have to activate the console reload ui.

Cant we do something like:
When im in protection spec, the icon on 40,138 is concussion blow, and when im on arms spec the icon is throwdown ?

Because i hate reloaduing ui everytime i change spec, allthough i dont change spec that often...
Looks like you answered it in the roth ui section:

"@Bytales
That is correct. rFilter3 requires /reload after you change your spec and want different bufffilters."

The only way to fix this is to have the buffs from one spec in , lets say, left, the ones from the other spec, right, and the common ones in the middle.

Unless there is a way to fix the reload issue, this is the only way i see to fix the problem.

But tell me, could you code the addon so that it wont require reload ui ?
Im not asking you do it, im just asking you if it would be possible.

Its a great addon anyway. I didnt find something similar.

THis seems to be the only thing that's buggin me in the rothui beta. IN rest, you did a good job with it.
Hopefully, in the future, the 3d portrets will work too.
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Unread 11-14-10, 09:39 AM  
Bytales
A Murloc Raider

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Originally posted by zork
That does mean, this mod eats puppies and you are a puppie! STAY AWAY FROM IT!
IF "Use conditions to split them up" means create a different IF for each spec, than i have to say, as i posted in the roth ui section, it works, but i have to activate the console reload ui.

Cant we do something like:
When im in protection spec, the icon on 40,138 is concussion blow, and when im on arms spec the icon is throwdown ?

Because i hate reloaduing ui everytime i change spec, allthough i dont change spec that often...
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Unread 11-14-10, 09:19 AM  
zork
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That does mean, this mod eats puppies and you are a puppie! STAY AWAY FROM IT!
__________________
| Simple is beautiful.
| Roth UI | Roth UI FAQ | GoogleCode | Zork | TDMOG

"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
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Unread 11-14-10, 08:51 AM  
Bytales
A Murloc Raider

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"You can define different buff, debuff and cooldown lists for different chars and different specs. Use conditions to split them up."

Can we define different "buff, debuff and cooldown" for different stances ?

What does it mean, use conditions to split them up ?
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Unread 11-14-10, 08:01 AM  
Drunken
A Kobold Labourer

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Unfortunately not.

Thank you.
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Unread 11-14-10, 07:22 AM  
Bytales
A Murloc Raider

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I think, delete the
},
beneath the spellid
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Unread 11-14-10, 06:31 AM  
Drunken
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Hello everyone -

Code:
  if player_name == "Starscre‚m" and player_class == "ROGUE" and (spec == 1 or spec == 2) then
  
    --Starscre‚ms Buff List
  
    cfg.rf3_BuffList = {
      [1] = {
        spellid = 73651, --recuperate
        },
        size = 26,
        pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = 130, y = 107 },
        unit = "player",
        ismine = false,
        desaturate = true,
        alpha = {
          found = {
            frame = 1,
            icon = 1,
          },
          not_found = {
            frame = 0.4,
            icon = 0.6,          
          },
doesn't work. I'm just a LUA noob, so where is the failure?

Thanks for help.
Last edited by Drunken : 11-14-10 at 06:39 AM.
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Unread 11-14-10, 06:05 AM  
Bytales
A Murloc Raider

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Regardind the double spec issue, i pseudo made it work.

I used the variables as they were, but i made 2 ifs, one for the first spec and another one for the second spec, with the same variables.

But the downside is i have to load the ui to make it work between spec changes.

Any ideea how i can acctualy make it work ?

And i have another question, is it possible to make certain buff "ON" or "Make it dissapear" based on the stance i am in ?

For instance hamstrig is available only in battle stance and berserker stance. Thus, the icon should be grayed out, or NOT visible when i am in defensive stance.

Is that even possible ? And more than that, is that even possible without /console reloadui ?

Another question in this regard is the following issue:
Spell reflect works only in battle and defensive stance and not in berserker stance. But only if you have a shield equiped.

So if i am in berserker stance, or in battle stance without a shield, it should be visible at all, when it is in the category COOLDOWN.
But if it is placed in the category buff(like i used it), for instance it should be visible, since i could use the spell and then change to berseker.

Oh man, this is gettin to complicated.
Last edited by Bytales : 11-14-10 at 06:21 AM.
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Unread 11-14-10, 05:45 AM  
Bytales
A Murloc Raider

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Ok, thanks for answer.
But let me get this straight ?
Every Spell/Buff, needs the definition of the spelllist included ?
What if i dont include this spelllist definition ?

Basicaly, the list includes spells that cause the same effect ? is that correct ?
If this is so, this is gettin heavy.
How am i suppose to know all spells that cause similar effects to the spell i am actualy using ?

Or it doesn\t work this way and i misunderstand something.
For the example beneath, i have erased all spell lists, and left it without.



Now, in that config, i tried to make 2 ifs, one for primary spec, and another one for secondary spec.

I have defined another set of local variables for that and the first one i labeled them _1 and the second ones _2
cfg.rf3_BuffList_1, cfg.rf3_DebuffList_1, cfg.rf3_CooldownList_1 = {}, {}, {}
and
cfg.rf3_BuffList_2, cfg.rf3_DebuffList_2, cfg.rf3_CooldownList_2 = {}, {}, {}

I used the first set to define buffs that will appear with my primary spec, and the second set to define the variables that appear with the second spec.

It is important to note that some buffs appear in both definitions.

But i got an error loading it in wow. lua eror. Maybe something else needs to be modified somewhere else. I dont know how this lua programming works, i know a little bit of programing but i have no idea how to make this work.

Here is the error message:

Message: Interface\AddOns\rFilter3\core.lua:316: bad argument #1 to 'ipairs' (table expected, got nil)
Time: 11/14/10 13:39:52
Count: 1
Stack: [C]: in function `ipairs'
Interface\AddOns\rFilter3\core.lua:316: in main chunk

Locals: (*temporary) = nil
(*temporary) = "table expected, got nil"
= <function> defined =[C]:-1


Another question>
Where can i find the spell corespunding to a certain ID ?
Hope you can help Zork.
Last edited by Bytales : 11-14-10 at 05:51 AM.
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Unread 11-14-10, 05:08 AM  
zork
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You define your icon as normal. This the basis. You can check my config. My Thunderclap icon will have the spellid of thunderclap doubled. Once for the iconframe itself, so that the frame knows what the actual icon is and ontop of that a list of that that could cause the same effect, including the iconframe spellid itself.

thunderclap without spelllist
Code:
      [2] = {
        spellid = 6343, --thunderclap
        size = 26,
        pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -100, y = 107 },
thunderclap with spelllist
Code:
      [2] = {
        spellid = 6343, --thunderclap
        spelllist = { --check a list instead because other classes can do the same
          [1] = 6343, --thunderclap
          [2] = 55095,
          [3] = 58180,
          [4] = 68055,
          [5] = 8042,
          [6] = 90315,
          [7] = 54404,
        },
        size = 26,
        pos = { a1 = "BOTTOM", a2 = "BOTTOM", af = "UIParent", x = -100, y = 107 },
Only 1 icon will appear. But the icon texture will change based on what buff/debuff is found based on the spelllist.
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Last edited by zork : 11-14-10 at 05:09 AM.
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Unread 11-14-10, 03:43 AM  
Bytales
A Murloc Raider

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How is this spelllist working ?
For instance:
spelllist = { --check a list instead because other classes can do the same
[1] = 6673,
[2] = 57330,
[3] = 8076,
[4] = 93435,

Means that in thhat icon, 4 spells will appear depending on class ? Or depending or wether or not that spell is available to that class ?
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Unread 11-11-10, 09:28 AM  
zork
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Yes. For two reasons. I use my own function to display the timestring that should differ from the Blizzard one and I'm checking buffs every second and not on UNIT_AURA event. That is becasue the UNIT_AURA event gets fired veeeeeery often and checking all your buffs each UNIT_AURA event would kill the CPU usage.
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