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Return to Karazhan (7.1.0)
Updated:11-30-16 02:12 PM
Created:04-09-09 11:46 AM
Downloads:22,893
Favorites:150
MD5:
7.1.0

rFilter  Popular! (More than 5000 hits)

Version: 710.20161130
by: zork [More]


Intro

Buff, debuff and cooldown filter button framework. Does nothing on its own. Needs a layout.

Layout:
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/rfilter
API documentation
rFilter API documentation
Requires
rLib
Git
https://github.com/zorker/rothui/tre...wow7.0/rFilter

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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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Unread 01-25-12, 01:10 PM  
leizeQ
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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
A Kobold Labourer

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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
A Kobold Labourer

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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
A Fallenroot Satyr

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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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