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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:22,800
Favorites:150
MD5:
7.1.0

rFilter  Updated this week!  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:
Slash Command
/rfilter
API documentation
rFilter API documentation
Requires
rLib
Git
https://github.com/zorker/rothui/tre...wow7.0/rFilter

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Post A Reply Comment Options
Unread 11-03-10, 10:15 AM  
Slaxi81
A Murloc Raider
 
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Hey Zork,

is there a way to show me the "count numbers" of an ability, like 3 charges of the lightning shield?
that would turn this in an perfect buff/debuff/cooldown/showmewhatimustknow mod : )


Have a nice day

Slaxi

Edit: Oh, that already do this... I LOVE IT : )
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Last edited by Slaxi81 : 11-03-10 at 11:33 AM.
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Unread 11-03-10, 12:46 PM  
fir3fly
A Defias Bandit

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I'm going to adjust rFilter3 to allow the use of spelllists so tracking buffs debuffs of the same effect will be alot easier. Need it myself. [/b]
Looking forward to this, was going to suggest it because of Jinx on my warlock, but thought I'd already asked you enough crap :P
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Unread 11-05-10, 07:50 AM  
zork
A Pyroguard Emberseer
 
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Spell-lists are now included:


Version 4.004
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Unread 11-06-10, 10:10 AM  
zohar101
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I am playing with the cooldown display and from what I'm seeing on my spells, the RDY/change in opacity is a full second behind the actual time the spell is up. Like for example my 10 sec Prayer of Mending or Circle of Healing will actually be up when the countdown hits 0, not RDY so RDY is actually up at 11 secs. As these spells are part of my main rotation, it makes a difference. Any way I can adjust this?
Last edited by zohar101 : 11-06-10 at 10:16 AM.
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Unread 11-06-10, 10:51 AM  
zork
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Icons get updated once a second to keep the cpu usage at minimum. Thus if your spell was at a cooldown of 0.1 seconds on the last update the rdy will appear if you are at 0.9 seconds after the spell went rdy. Well you could decrease the onupdate timer but I cannot recommend that. I think it's more of a get used to it kind of thing.

Actually I don't know why would someone not put his most important spells on the actionbars and track cooldown on the actionbutton directly.

The cooldown is mostly for spels that may not be your most used spells.
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Last edited by zork : 11-06-10 at 10:53 AM.
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Unread 11-06-10, 11:00 AM  
zohar101
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Originally posted by zork
Icons get updated once a second to keep the cpu usage at minimum. Thus if your spell was at a cooldown of 0.1 seconds on the last update the rdy will appear if you are at 0.9 seconds after the spell went rdy. Well you could decrease the onupdate timer but I cannot recommend that. I think it's more of a get used to it kind of thing.

Actually I don't know why would someone not put his most important spells on the actionbars and track cooldown on the actionbutton directly.

The cooldown is mostly for spels that may not be your most used spells.
It's the way my UI is built. I need a few of my most important cds next to my raidframes, and actionbars are too far away (and too small) for it.
Anyway, got the desired effect by changing line 226 to 0.99 instead of 0. Maybe a hack way to do it but it works for me. Thanks for the explanation though Yeah you're right, messing with an onupdate timer would have defeated the purpose of a lightweight addon.

Code:
local checkCooldown = function(f)
    if f.name and f.spellid then
      local start, duration, enable = GetSpellCooldown(f.spellid)
      if start and duration then
        local now = GetTime()        
        local value = start+duration-now
        if(value > 0.99) and duration > 2 then
Last edited by zohar101 : 11-06-10 at 11:03 AM.
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Unread 11-08-10, 01:08 PM  
Slaxi81
A Murloc Raider
 
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Hey,

can you please tell me what the "desaturate" function does? (Irgendwas mit sättigen hab ich rausbekommen, aber nicht mehr).

And why had you removed the ingame movability and scaleability? (scaling was difficult, but the move function was great in my opinion).

Have a nice evening

Slaxi
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Unread 11-08-10, 02:39 PM  
fir3fly
A Defias Bandit

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Originally posted by Slaxi81
Hey,

can you please tell me what the "desaturate" function does? (Irgendwas mit sättigen hab ich rausbekommen, aber nicht mehr).
Desaturate handles the colour/gray scale effect...for example if you look at zorks screens you'll see CDs are shown in colour when ready, whereas if you turn it off they will be grayed (like the debuffs). Example of part of my set up I changed the CD style to match debuffs/buffs:
http://imgur.com/9UPK2.jpg

Originally posted by Slaxi81

And why had you removed the ingame movability and scaleability? (scaling was difficult, but the move function was great in my opinion).

Have a nice evening

Slaxi
As Zork said: "...had to many backholes. Especially when it comes to saving the position even after spec-switch."

I prefer the LUA config myself, find it more accurate.
Last edited by fir3fly : 11-08-10 at 02:41 PM.
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Unread 11-10-10, 10:41 AM  
Slaxi81
A Murloc Raider
 
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thank you very much fir3fly : )


have a nice day

slaxi
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Unread 11-11-10, 09:21 AM  
rashkaldo
A Deviate Faerie Dragon

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hi zork, i have a question. is this normal that the rfilter and default blizzard debuff timer are aren't synchron?
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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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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 11-14-10, 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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"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
Last edited by zork : 11-14-10 at 05:09 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, 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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