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Siege of Orgrimmar (5.4)
Updated:09-16-13 04:58 AM
Created:04-09-09 11:46 AM
Downloads:17,400
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 04:40 PM
50100.03
57kB
zork
12-20-12 11:39 AM
50100.02
57kB
zork
12-14-12 03:32 AM
50100.01
57kB
zork
11-28-12 12:24 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 06:41 AM
40300.01
75kB
zork
11-30-11 11:50 AM
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 02:22 PM
4.005
77kB
zork
02-25-11 02:04 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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Old 10-09-12, 02:33 PM  
zork
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Spec is your Specilization. Not your current talent spec. Example for warrior: 1 = arms, 2 = fury, 3 = prot
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Old 10-09-12, 12:21 PM  
Xully
A Murloc Raider

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thank you, I uncommented player_name and it worked, but now I don't understand the variable "spec = " because when I put nil, it works, when I put spec 1 it works as the secondary talent, when I put spec 2, it deosn't work, and I don't know what works for the Primary talent?
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Old 10-09-12, 04:29 AM  
zork
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You are adding all your charspecific stuff to the global config. Not to the charspecific.lua.

That would be OK if you had commented in the player_name variable at the top. Currently you check every name against nil.
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Last edited by zork : 10-09-12 at 04:34 AM.
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Old 10-09-12, 12:32 AM  
Xully
A Murloc Raider

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zork, could you please point to me where my wrong is in the config file? I'm dazzled by this, because I think everything is right, and the icons are not showing.... no errors in game, but no icons either.

http://pastebin.com/bZ5HyMx2

if you need i can post the whole code in here, but its kinda long for many classes.
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Old 10-08-12, 03:58 PM  
atticu5
A Defias Bandit

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holy avenger

Hi, loving rfilter3.

I started messing around with the code to have it work with my ret pally. I'm trying to get Holy Avenger tracked as a cooldown, but I would like the icon to only show if I have that talent selected and not while I'm using Sanctified Wrath or Divine Purpose.

help? lol
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Old 10-05-12, 05:23 AM  
zork
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That's right. You need to add another attribute to the config that stated "hideAbove10Sec = true" and check for that in the checkCooldown function in core.lua. If the time is still above you hide the icon.
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Last edited by zork : 10-05-12 at 05:24 AM.
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Old 10-05-12, 02:19 AM  
Romarioo
A Kobold Labourer

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What if I only want cooldowns to be visible with less than 10 seconds? I reckon something has to be changed in the core.

Thanks in advance.
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Old 10-04-12, 03:54 PM  
zork
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Of course. Set the alpha for an icon on cooldown to 0.
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Old 10-03-12, 11:27 AM  
Romarioo
A Kobold Labourer

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Is there a way for cooldowns to ONLY show when ready? Or something like show <10s only?
Last edited by Romarioo : 10-04-12 at 03:45 AM.
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Old 09-21-12, 01:49 PM  
zork
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Beta is over. rFilter3 got updated for MoP. Have fun.
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Last edited by zork : 09-21-12 at 01:49 PM.
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Old 09-09-12, 01:18 AM  
zork
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No you don't. Spec is the specilization you have specced into. (Demonology, Affliction or Destruction for example).

GetActiveSpecGroup is the current active talent group (1, 2 or nil). It says nothing about the spec of a character.
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Old 09-08-12, 08:28 PM  
care
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"spec = 1" is not work...

GetSpecialization() replace with GetActiveSpecGroup()
Last edited by care : 09-08-12 at 08:28 PM.
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Old 09-05-12, 05:52 AM  
zork
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Old 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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Old 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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