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Battle for Azeroth (8.0.1)
Updated:09-02-18 03:36 AM
Created:04-09-09 11:46 AM
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rFilter  Popular! (More than 5000 hits)

Version: 800.20180901
by: zork [More]


Intro

Buff, debuff and cooldown filter button framework. Does nothing on its own. Needs a layout like rFilter_Zork.
Slash Command
/rfilter
API documentation
rFilter API documentation
Requires
rLib
Git
https://github.com/zorker/rothui/tre...wow8.0/rFilter

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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
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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
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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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