if not WeakAuras.IsCorrectVersion() then return end -- Lua APIs local tinsert, tsort = table.insert, table.sort local tostring = tostring local select, pairs, type = select, pairs, type local ceil, min = ceil, min -- WoW APIs local GetTalentInfo = GetTalentInfo local UnitClass, UnitHealth, UnitHealthMax, UnitName, UnitStagger, UnitPower, UnitPowerMax = UnitClass, UnitHealth, UnitHealthMax, UnitName, UnitStagger, UnitPower, UnitPowerMax local GetSpellInfo, GetItemInfo, GetItemCount, GetItemIcon = GetSpellInfo, GetItemInfo, GetItemCount, GetItemIcon local GetShapeshiftFormInfo, GetShapeshiftForm = GetShapeshiftFormInfo, GetShapeshiftForm local GetRuneCooldown, UnitCastingInfo, UnitChannelInfo = GetRuneCooldown, UnitCastingInfo, UnitChannelInfo local CastingInfo, ChannelInfo = CastingInfo, ChannelInfo local WeakAuras = WeakAuras local L = WeakAuras.L local SpellRange = LibStub("SpellRange-1.0") function WeakAuras.IsSpellInRange(spellId, unit) return SpellRange.IsSpellInRange(spellId, unit) end local LibRangeCheck = LibStub("LibRangeCheck-2.0") function WeakAuras.GetRange(unit, checkVisible) return LibRangeCheck:GetRange(unit, checkVisible); end function WeakAuras.CheckRange(unit, range, operator) local min, max = LibRangeCheck:GetRange(unit, true); if (type(range) ~= "number") then range = tonumber(range); end if (not range) then return end if (operator == "<=") then return (max or 999) <= range; else return (min or 0) >= range; end end local RangeCacheStrings = {friend = "", harm = "", misc = ""} local function RangeCacheUpdate() local friend, harm, misc = {}, {}, {} local friendString, harmString, miscString for range in LibRangeCheck:GetFriendCheckers() do tinsert(friend, range) end tsort(friend) for range in LibRangeCheck:GetHarmCheckers() do tinsert(harm, range) end tsort(harm) for range in LibRangeCheck:GetMiscCheckers() do tinsert(misc, range) end tsort(misc) for _, key in pairs(friend) do friendString = (friendString and (friendString .. ", ") or "") .. key end for _, key in pairs(harm) do harmString = (harmString and (harmString .. ", ") or "") .. key end for _, key in pairs(misc) do miscString = (miscString and (miscString .. ", ") or "") .. key end RangeCacheStrings.friend, RangeCacheStrings.harm, RangeCacheStrings.misc = friendString, harmString, miscString end LibRangeCheck:RegisterCallback(LibRangeCheck.CHECKERS_CHANGED, RangeCacheUpdate) WeakAuras.function_strings = { count = [[ return function(count) if(count %s %s) then return true else return false end end ]], count_fraction = [[ return function(count, max) local fraction = count/max if(fraction %s %s) then return true else return false end end ]], always = [[ return function() return true end ]] }; local hsvFrame = CreateFrame("Colorselect") -- HSV transition, for a much prettier color transition in many cases -- see http://www.wowinterface.com/forums/showthread.php?t=48236 function WeakAuras.GetHSVTransition(perc, r1, g1, b1, a1, r2, g2, b2, a2) --get hsv color for colorA hsvFrame:SetColorRGB(r1, g1, b1) local h1, s1, v1 = hsvFrame:GetColorHSV() -- hue, saturation, value --get hsv color for colorB hsvFrame:SetColorRGB(r2, g2, b2) local h2, s2, v2 = hsvFrame:GetColorHSV() -- hue, saturation, value local h3 = floor(h1 - (h1 - h2) * perc) -- find the shortest arc through the color circle, then interpolate local diff = h2 - h1 if diff < -180 then diff = diff + 360 elseif diff > 180 then diff = diff - 360 end h3 = (h1 + perc * diff) % 360 local s3 = s1 - ( s1 - s2 ) * perc local v3 = v1 - ( v1 - v2 ) * perc --get the RGB values of the new color hsvFrame:SetColorHSV(h3, s3, v3) local r, g, b = hsvFrame:GetColorRGB() --interpolate alpha local a = a1 - ( a1 - a2 ) * perc --return the new color return r, g, b, a end WeakAuras.anim_function_strings = { straight = [[ function(progress, start, delta) return start + (progress * delta) end ]], straightTranslate = [[ function(progress, startX, startY, deltaX, deltaY) return startX + (progress * deltaX), startY + (progress * deltaY) end ]], straightScale = [[ function(progress, startX, startY, scaleX, scaleY) return startX + (progress * (scaleX - startX)), startY + (progress * (scaleY - startY)) end ]], straightColor = [[ function(progress, r1, g1, b1, a1, r2, g2, b2, a2) return r1 + (progress * (r2 - r1)), g1 + (progress * (g2 - g1)), b1 + (progress * (b2 - b1)), a1 + (progress * (a2 - a1)) end ]], straightHSV = [[ function(progress, r1, g1, b1, a1, r2, g2, b2, a2) return WeakAuras.GetHSVTransition(progress, r1, g1, b1, a1, r2, g2, b2, a2) end ]], circle = [[ function(progress, startX, startY, deltaX, deltaY) local angle = progress * 2 * math.pi return startX + (deltaX * math.cos(angle)), startY + (deltaY * math.sin(angle)) end ]], circle2 = [[ function(progress, startX, startY, deltaX, deltaY) local angle = progress * 2 * math.pi return startX + (deltaX * math.sin(angle)), startY + (deltaY * math.cos(angle)) end ]], spiral = [[ function(progress, startX, startY, deltaX, deltaY) local angle = progress * 2 * math.pi return startX + (progress * deltaX * math.cos(angle)), startY + (progress * deltaY * math.sin(angle)) end ]], spiralandpulse = [[ function(progress, startX, startY, deltaX, deltaY) local angle = (progress + 0.25) * 2 * math.pi return startX + (math.cos(angle) * deltaX * math.cos(angle*2)), startY + (math.abs(math.cos(angle)) * deltaY * math.sin(angle*2)) end ]], shake = [[ function(progress, startX, startY, deltaX, deltaY) local prog if(progress < 0.25) then prog = progress * 4 elseif(progress < .75) then prog = 2 - (progress * 4) else prog = (progress - 1) * 4 end return startX + (prog * deltaX), startY + (prog * deltaY) end ]], starShakeDecay = [[ function(progress, startX, startY, deltaX, deltaY) local spokes = 10 local fullCircles = 4 local r = min(abs(deltaX), abs(deltaY)) local xScale = deltaX / r local yScale = deltaY / r local deltaAngle = fullCircles *2 / spokes * math.pi local p = progress * spokes local i1 = floor(p) p = p - i1 local angle1 = i1 * deltaAngle local angle2 = angle1 + deltaAngle local x1 = r * math.cos(angle1) local y1 = r * math.sin(angle1) local x2 = r * math.cos(angle2) local y2 = r * math.sin(angle2) local x, y = p * x2 + (1-p) * x1, p * y2 + (1-p) * y1 local ease = math.sin(progress * math.pi / 2) return ease * x * xScale, ease * y * yScale end ]], bounceDecay = [[ function(progress, startX, startY, deltaX, deltaY) local prog = (progress * 3.5) % 1 local bounce = math.ceil(progress * 3.5) local bounceDistance = math.sin(prog * math.pi) * (bounce / 4) return startX + (bounceDistance * deltaX), startY + (bounceDistance * deltaY) end ]], bounce = [[ function(progress, startX, startY, deltaX, deltaY) local bounceDistance = math.sin(progress * math.pi) return startX + (bounceDistance * deltaX), startY + (bounceDistance * deltaY) end ]], flash = [[ function(progress, start, delta) local prog if(progress < 0.5) then prog = progress * 2 else prog = (progress - 1) * 2 end return start + (prog * delta) end ]], pulse = [[ function(progress, startX, startY, scaleX, scaleY) local angle = (progress * 2 * math.pi) - (math.pi / 2) return startX + (((math.sin(angle) + 1)/2) * (scaleX - 1)), startY + (((math.sin(angle) + 1)/2) * (scaleY - 1)) end ]], alphaPulse = [[ function(progress, start, delta) local angle = (progress * 2 * math.pi) - (math.pi / 2) return start + (((math.sin(angle) + 1)/2) * delta) end ]], pulseColor = [[ function(progress, r1, g1, b1, a1, r2, g2, b2, a2) local angle = (progress * 2 * math.pi) - (math.pi / 2) local newProgress = ((math.sin(angle) + 1)/2); return r1 + (newProgress * (r2 - r1)), g1 + (newProgress * (g2 - g1)), b1 + (newProgress * (b2 - b1)), a1 + (newProgress * (a2 - a1)) end ]], pulseHSV = [[ function(progress, r1, g1, b1, a1, r2, g2, b2, a2) local angle = (progress * 2 * math.pi) - (math.pi / 2) local newProgress = ((math.sin(angle) + 1)/2); return WeakAuras.GetHSVTransition(newProgress, r1, g1, b1, a1, r2, g2, b2, a2) end ]], fauxspin = [[ function(progress, startX, startY, scaleX, scaleY) local angle = progress * 2 * math.pi return math.cos(angle) * scaleX, startY + (progress * (scaleY - startY)) end ]], fauxflip = [[ function(progress, startX, startY, scaleX, scaleY) local angle = progress * 2 * math.pi return startX + (progress * (scaleX - startX)), math.cos(angle) * scaleY end ]], backandforth = [[ function(progress, start, delta) local prog if(progress < 0.25) then prog = progress * 4 elseif(progress < .75) then prog = 2 - (progress * 4) else prog = (progress - 1) * 4 end return start + (prog * delta) end ]], wobble = [[ function(progress, start, delta) local angle = progress * 2 * math.pi return start + math.sin(angle) * delta end ]], hide = [[ function() return 0 end ]] }; WeakAuras.anim_presets = { -- Start and Finish slidetop = { type = "custom", duration = 0.25, use_translate = true, x = 0, y = 50, use_alpha = true, alpha = 0 }, slideleft = { type = "custom", duration = 0.25, use_translate = true, x = -50, y = 0, use_alpha = true, alpha = 0 }, slideright = { type = "custom", duration = 0.25, use_translate = true, x = 50, y = 0, use_alpha = true, alpha = 0 }, slidebottom = { type = "custom", duration = 0.25, use_translate = true, x = 0, y = -50, use_alpha = true, alpha = 0 }, fade = { type = "custom", duration = 0.25, use_alpha = true, alpha = 0 }, grow = { type = "custom", duration = 0.25, use_scale = true, scalex = 2, scaley = 2, use_alpha = true, alpha = 0 }, shrink = { type = "custom", duration = 0.25, use_scale = true, scalex = 0, scaley = 0, use_alpha = true, alpha = 0 }, spiral = { type = "custom", duration = 0.5, use_translate = true, x = 100, y = 100, translateType = "spiral", use_alpha = true, alpha = 0 }, bounceDecay = { type = "custom", duration = 1.5, use_translate = true, x = 50, y = 50, translateType = "bounceDecay", use_alpha = true, alpha = 0 }, starShakeDecay = { type = "custom", duration = 1, use_translate = true, x = 50, y = 50, translateType = "starShakeDecay", use_alpha = true, alpha = 0 }, -- Main shake = { type = "custom", duration = 0.5, use_translate = true, x = 10, y = 0, translateType = "circle2" }, spin = { type = "custom", duration = 1, use_scale = true, scalex = 1, scaley = 1, scaleType = "fauxspin" }, flip = { type = "custom", duration = 1, use_scale = true, scalex = 1, scaley = 1, scaleType = "fauxflip" }, wobble = { type = "custom", duration = 0.5, use_rotate = true, rotate = 3, rotateType = "wobble" }, pulse = { type = "custom", duration = 0.75, use_scale = true, scalex = 1.05, scaley = 1.05, scaleType = "pulse" }, alphaPulse = { type = "custom", duration = 0.5, use_alpha = true, alpha = 0.5, alphaType = "alphaPulse" }, rotateClockwise = { type = "custom", duration = 4, use_rotate = true, rotate = -360 }, rotateCounterClockwise = { type = "custom", duration = 4, use_rotate = true, rotate = 360 }, spiralandpulse = { type = "custom", duration = 6, use_translate = true, x = 100, y = 100, translateType = "spiralandpulse" }, circle = { type = "custom", duration = 4, use_translate = true, x = 100, y = 100, translateType = "circle" }, orbit = { type = "custom", duration = 4, use_translate = true, x = 100, y = 100, translateType = "circle", use_rotate = true, rotate = 360 }, bounce = { type = "custom", duration = 0.6, use_translate = true, x = 0, y = 25, translateType = "bounce" } }; function WeakAuras.CheckTalentByIndex(index) local tab = ceil(index / MAX_NUM_TALENTS) local num_talent = (index - 1) % MAX_NUM_TALENTS + 1 local _, _, _, _, rank = GetTalentInfo(tab, num_talent) return rank and rank > 0; end function WeakAuras.CheckString(ids, currentId) if (not ids or not currentId) then return false; end for id in ids:gmatch('([^,]+)') do if id:trim() == currentId then return true end end return false; end function WeakAuras.ValidateNumeric(info, val) if val ~= nil and val ~= "" and (not tonumber(val) or tonumber(val) >= 2^31) then return false; end return true end function WeakAuras.ValidateNumericOrPercent(info, val) if val ~= nil and val ~= "" then local percent = string.match(val, "(%d+)%%") local number = percent and tonumber(percent) or tonumber(val) if(not number or number >= 2^31) then return false; end end return true end function WeakAuras.CheckChargesDirection(direction, triggerDirection) return triggerDirection == "CHANGED" or (triggerDirection == "GAINED" and direction > 0) or (triggerDirection == "LOST" and direction < 0) end function WeakAuras.CheckCombatLogFlags(flags, flagToCheck) if type(flags) ~= "number" then return end if (flagToCheck == "InGroup") then return bit.band(flags, 7) > 0; elseif (flagToCheck == "NotInGroup") then return bit.band(flags, 7) == 0; end end function WeakAuras.CheckCombatLogFlagsReaction(flags, flagToCheck) if type(flags) ~= "number" then return end if (flagToCheck == "Hostile") then return bit.band(flags, 64) ~= 0; elseif (flagToCheck == "Neutral") then return bit.band(flags, 32) ~= 0; elseif (flagToCheck == "Friendly") then return bit.band(flags, 16) ~= 0; end end local objectTypeToBit = { Object = 16384, Guardian = 8192, Pet = 4096, NPC = 2048, Player = 1024, } function WeakAuras.CheckCombatLogFlagsObjectType(flags, flagToCheck) if type(flags) ~= "number" then return end local bitToCheck = objectTypeToBit[flagToCheck] if not bitToCheck then return end return bit.band(flags, bitToCheck) ~= 0; end function WeakAuras.CheckRaidFlags(flags, flagToCheck) flagToCheck = tonumber(flagToCheck) if not flagToCheck or not flags then return end --bailout if flagToCheck == 0 then --no raid mark return bit.band(flags, COMBATLOG_OBJECT_RAIDTARGET_MASK) == 0 elseif flagToCheck == 9 then --any raid mark return bit.band(flags, COMBATLOG_OBJECT_RAIDTARGET_MASK) > 0 else -- specific raid mark return bit.band(flags, _G['COMBATLOG_OBJECT_RAIDTARGET'..flagToCheck]) > 0 end end function WeakAuras.GetSpellCritChance() local spellCrit = GetSpellCritChance(2) for i = 3, MAX_SPELL_SCHOOLS do spellCrit = min(spellCrit, GetSpellCritChance(i)) end return spellCrit end function WeakAuras.IsSpellKnownForLoad(spell, exact) local result = WeakAuras.IsSpellKnown(spell) if exact or result then return result end -- Dance through the spellname to the current spell id spell = GetSpellInfo(spell) if spell then return WeakAuras.IsSpellKnown(spell) end end function WeakAuras.IsSpellKnown(spell, pet) if (spell and tonumber(spell)) then if (pet) then return IsSpellKnown(spell, pet); end return IsSpellKnown(spell); end end function WeakAuras.IsSpellKnownIncludingPet(spell) if (not spell) then return false; end if (WeakAuras.IsSpellKnown(spell) or WeakAuras.IsSpellKnown(spell, true)) then return true; end end function WeakAuras.GetNumSetItemsEquipped(setID) if not setID or not type(setID) == "number" then return end if not WeakAuras.IsClassic() then local itemList = C_LootJournal.GetItemSetItems(setID) if not itemList then return end local setName = GetItemSetInfo(setID) local max = #itemList local equipped = 0 for _,v in ipairs(itemList) do if IsEquippedItem(v.itemID) then equipped = equipped + 1 end end return equipped, max, setName else local equipped = 0 local setName = GetItemSetInfo(setID) for i = 1, 18 do local item = GetInventoryItemID("player", i) if item and select(16, GetItemInfo(item)) == setID then equipped = equipped + 1 end end return equipped, 18, setName end end local function valuesForTalentFunction(trigger) return function() local single_class; -- First check to use if the class load is on multi-select with only one class selected if(trigger.use_class == false and trigger.class and trigger.class.multi) then local num_classes = 0; for class in pairs(trigger.class.multi) do single_class = class; num_classes = num_classes + 1; end if(num_classes ~= 1) then single_class = nil; end end -- If that is not the case, see if it is on single-select if((not single_class) and trigger.use_class and trigger.class and trigger.class.single) then single_class = trigger.class.single end if (trigger.use_class == nil) then -- no class selected, fallback to current class single_class = select(2, UnitClass("player")); end -- If a single specific class was found, load the specific list for it if(single_class and WeakAuras.talent_types_specific[single_class] and WeakAuras.talent_types_specific[single_class]) then return WeakAuras.talent_types_specific[single_class]; else return WeakAuras.talent_types; end end end WeakAuras.load_prototype = { args = { { name = "combat", display = L["In Combat"], type = "tristate", width = WeakAuras.normalWidth, init = "arg", optional = true, events = {"PLAYER_REGEN_DISABLED", "PLAYER_REGEN_ENABLED"} }, { name = "never", display = L["Never"], type = "toggle", width = WeakAuras.normalWidth, init = "false", }, { name = "vehicle", display = L["In Vehicle"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, optional = true, events = {"VEHICLE_UPDATE", "UNIT_ENTERED_VEHICLE", "UNIT_EXITED_VEHICLE", "UNIT_FLAGS"} }, { name = "vehicleUi", display = L["Has Vehicle UI"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, optional = true, events = {"VEHICLE_UPDATE", "UNIT_ENTERED_VEHICLE", "UNIT_EXITED_VEHICLE"} }, { name = "ingroup", display = L["In Group"], type = "multiselect", width = WeakAuras.normalWidth, init = "arg", values = "group_types", events = {"PARTY_MEMBERS_CHANGED", "RAID_ROSTER_UPDATE"} }, { name = "name", display = L["Player Name"], type = "tristatestring", init = "arg" }, { name = "realm", display = L["Realm"], type = "tristatestring", init = "arg" }, { name = "class", display = L["Player Class"], type = "multiselect", values = "class_types", init = "arg" }, { name = "talent", display = L["Talent selected"], type = "multiselect", values = valuesForTalentFunction, test = "WeakAuras.CheckTalentByIndex(%d)", events = {"PLAYER_TALENT_UPDATE"} }, { name = "talent2", display = L["And Talent selected"], type = "multiselect", values = valuesForTalentFunction, test = "WeakAuras.CheckTalentByIndex(%d)", enable = function(trigger) return trigger.use_talent ~= nil or trigger.use_talent2 ~= nil; end, events = {"PLAYER_TALENT_UPDATE"} }, { name = "talent3", display = L["And Talent selected"], type = "multiselect", values = valuesForTalentFunction, test = "WeakAuras.CheckTalentByIndex(%d)", enable = function(trigger) return (trigger.use_talent ~= nil and trigger.use_talent2 ~= nil) or trigger.use_talent3 ~= nil; end, events = {"PLAYER_TALENT_UPDATE"} }, { name = "spellknown", display = L["Spell Known"], type = "spell", test = "WeakAuras.IsSpellKnownForLoad(%s, %s)", events = {"SPELLS_CHANGED"}, showExactOption = true }, { name = "faction", display = L["Player Faction"], type = "multiselect", values = "faction_group", init = "arg" }, { name = "level", display = L["Player Level"], type = "number", init = "arg", events = {"PLAYER_LEVEL_UP"} }, { name = "zone", display = L["Zone Name"], type = "string", init = "arg", test = "WeakAuras.CheckString(%q, zone)", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "VEHICLE_UPDATE"}, desc = L["Supports multiple entries, separated by commas"] }, { name = "size", display = L["Instance Type"], type = "multiselect", values = "instance_types", init = "arg", control = "WeakAurasSortedDropdown", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA"} }, { name = "difficulty", display = L["Instance Difficulty"], type = "multiselect", values = "difficulty_types", init = "arg", events = {"PLAYER_DIFFICULTY_CHANGED", "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA"} }, { name = "itemequiped", display = L["Item Equipped"], type = "item", test = "IsEquippedItem(%s)", events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"} } } }; local function AddUnitChangeInternalEvents(triggerUnit, t) if (triggerUnit == nil) then return end if (triggerUnit == "multi") then -- Handled by normal events" elseif triggerUnit == "pet" then WeakAuras.WatchForPetDeath(); tinsert(t, "PET_UPDATE") else if WeakAuras.multiUnitUnits[triggerUnit] then for unit in pairs(WeakAuras.multiUnitUnits[triggerUnit]) do tinsert(t, "UNIT_CHANGED_" .. string.lower(unit)) WeakAuras.WatchUnitChange(unit) end else tinsert(t, "UNIT_CHANGED_" .. string.lower(triggerUnit)) WeakAuras.WatchUnitChange(triggerUnit) end end end local function AddUnitEventForEvents(result, unit, event) if unit then if not result.unit_events then result.unit_events = {} end if not result.unit_events[unit] then result.unit_events[unit] = {} end tinsert(result.unit_events[unit], event) else if not result.events then result.events = {} end tinsert(result.events, event) end end local unitHelperFunctions = { UnitChangedForceEvents = function(trigger) local events = {} if WeakAuras.multiUnitUnits[trigger.unit] then for unit in pairs(WeakAuras.multiUnitUnits[trigger.unit]) do tinsert(events, {"UNIT_CHANGED_" .. unit, unit}) end else if trigger.unit then tinsert(events, {"UNIT_CHANGED_" .. trigger.unit, trigger.unit}) end end return events end, SpecificUnitCheck = function(trigger) if not trigger.use_specific_unit then return "local specificUnitCheck = true\n" end if trigger.unit == nil then return "local specificUnitCheck = false\n" end return string.format([=[ local specificUnitCheck = UnitIsUnit(%q, unit) ]=], trigger.unit or "") end } WeakAuras.event_prototypes = { ["Unit Characteristics"] = { type = "status", events = function(trigger) local unit = trigger.unit local result = {} AddUnitEventForEvents(result, unit, "UNIT_LEVEL") AddUnitEventForEvents(result, unit, "UNIT_FACTION") return result; end, internal_events = function(trigger) local unit = trigger.unit local result = {} AddUnitChangeInternalEvents(unit, result) if trigger.unitisunit then AddUnitChangeInternalEvents(trigger.unitisunit, result) end return result end, force_events = unitHelperFunctions.UnitChangedForceEvents, name = L["Unit Characteristics"], init = function(trigger) trigger.unit = trigger.unit or "target"; local ret = [=[ unit = string.lower(unit) local smart = %s local extraUnit = %q; ]=]; ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger) return ret:format(trigger.unit == "group" and "true" or "false", trigger.unitisunit or ""); end, statesParameter = "unit", args = { { name = "unit", required = true, display = L["Unit"], type = "unit", init = "arg", values = "actual_unit_types_cast", test = "true", store = true }, { name = "unitisunit", display = L["Unit is Unit"], type = "unit", init = "UnitIsUnit(unit, extraUnit)", values = "actual_unit_types_with_specific", test = "unitisunit", store = true, conditionType = "bool", desc = function() return L["Can be used for e.g. checking if \"boss1target\" is the same as \"player\"."] end, enable = function(trigger) return not WeakAuras.multiUnitUnits[trigger.unit] end }, { name = "name", display = L["Name"], type = "string", init = "UnitName(unit)", store = true, conditionType = "string" }, { name = "class", display = L["Class"], type = "select", init = "select(2, UnitClass(unit))", values = "class_types", store = true, conditionType = "select" }, { name = "classification", display = L["Classification"], type = "multiselect", init = "UnitClassification(unit)", values = "classification_types", store = true, conditionType = "select" }, { name = "hostility", display = L["Hostility"], type = "select", init = "WeakAuras.GetPlayerReaciton(unit)", values = "hostility_types", store = true, conditionType = "select", }, { name = "character", display = L["Character Type"], type = "select", init = "UnitIsPlayer(unit) and 'player' or 'npc'", values = "character_types", store = true, conditionType = "select" }, { name = "level", display = L["Level"], type = "number", init = "UnitLevel(unit)", store = true, conditionType = "number" }, { name = "npcId", display = L["Npc ID"], type = "string", store = true, conditionType = "string", test = "tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) == %q", }, { name = "attackable", display = L["Attackable"], type = "tristate", init = "UnitCanAttack('player', unit)", store = true, conditionType = "bool" }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck" } }, automaticrequired = true }, ["Health"] = { type = "status", canHaveDuration = true, events = function(trigger) local unit = trigger.unit local result = {} AddUnitEventForEvents(result, unit, "UNIT_HEALTH") return result end, internal_events = function(trigger) local unit = trigger.unit local result = {} AddUnitChangeInternalEvents(unit, result) return result end, force_events = unitHelperFunctions.UnitChangedForceEvents, name = L["Health"], init = function(trigger) trigger.unit = trigger.unit or "player"; local ret = [=[ unit = string.lower(unit) local smart = %s ]=]; ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger) return ret:format(trigger.unit == "group" and "true" or "false"); end, statesParameter = "unit", args = { { name = "unit", required = true, display = L["Unit"], type = "unit", init = "arg", values = "actual_unit_types_cast", test = "true", store = true }, { name = "health", display = L["Health"], type = "number", init = "UnitHealth(unit)", store = true, conditionType = "number" }, { name = "value", hidden = true, init = "health", store = true, test = "true" }, { name = "total", hidden = true, init = "UnitHealthMax(unit)", store = true, test = "true" }, { name = "progressType", hidden = true, init = "'static'", store = true, test = "true" }, { name = "percenthealth", display = L["Health (%)"], type = "number", init = "total ~= 0 and (value / total) * 100", store = true, conditionType = "number" }, { name = "name", display = L["Unit Name"], type = "string", init = "UnitName(unit)", store = true, conditionType = "string" }, { name = "npcId", display = L["Npc ID"], type = "string", store = true, conditionType = "string", test = "tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) == %q", }, { name = "class", display = L["Class"], type = "select", init = "select(2, UnitClass(unit))", values = "class_types", store = true, conditionType = "select" }, { name = "name", hidden = true, init = "UnitName(unit)", test = "true" }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck" } }, automaticrequired = true }, ["Power"] = { type = "status", canHaveDuration = true, events = function(trigger) local unit = trigger.unit local result = {} AddUnitEventForEvents(result, unit, "UNIT_MANA") AddUnitEventForEvents(result, unit, "UNIT_RAGE") AddUnitEventForEvents(result, unit, "UNIT_FOCUS") AddUnitEventForEvents(result, unit, "UNIT_ENERGY") AddUnitEventForEvents(result, unit, "UNIT_RUNIC_POWER") AddUnitEventForEvents(result, unit, "UNIT_MAXMANA") AddUnitEventForEvents(result, unit, "UNIT_MAXRAGE") AddUnitEventForEvents(result, unit, "UNIT_MAXFOCUS") AddUnitEventForEvents(result, unit, "UNIT_MAXENERGY") AddUnitEventForEvents(result, unit, "UNIT_MAXRUNIC_POWER") AddUnitEventForEvents(result, unit, "UNIT_DISPLAYPOWER") AddUnitEventForEvents(result, unit, "UNIT_HAPPINESS") return result; end, internal_events = function(trigger) local unit = trigger.unit local result = {} AddUnitChangeInternalEvents(unit, result) return result end, force_events = unitHelperFunctions.UnitChangedForceEvents, name = L["Power"], init = function(trigger) trigger.unit = trigger.unit or "player"; local ret = [=[ unit = string.lower(unit) local smart = %s local powerType = %s; local unitPowerType = UnitPowerType(unit); local powerTypeToCheck = powerType or unitPowerType; ]=]; ret = ret:format(trigger.unit == "group" and "true" or "false", trigger.use_powertype and trigger.powertype or "nil"); ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger) return ret end, statesParameter = "unit", args = { { name = "unit", required = true, display = L["Unit"], type = "unit", init = "arg", values = "actual_unit_types_cast", test = "true", store = true }, { name = "powertype", display = L["Power Type"], type = "select", values = "power_types", init = "unitPowerType", test = "true", store = true, conditionType = "select" }, { name = "requirePowerType", display = L["Only if Primary"], type = "toggle", test = "unitPowerType == powerType", enable = function(trigger) return trigger.use_powertype end, }, { name = "power", display = L["Power"], type = "number", init = "UnitPower(unit, powerType)", store = true, conditionType = "number", }, { name = "value", hidden = true, init = "power", store = true, test = "true" }, { name = "total", hidden = true, init = "math.max(1, UnitPowerMax(unit, powerType))", store = true, test = "true" }, { name = "stacks", hidden = true, init = "power", store = true, test = "true" }, { name = "progressType", hidden = true, init = "'static'", store = true, test = "true" }, { name = "percentpower", display = L["Power (%)"], type = "number", init = "total ~= 0 and (value / total) * 100", store = true, conditionType = "number" }, { name = "name", display = L["Unit Name"], type = "string", init = "UnitName(unit)", store = true, conditionType = "string" }, { name = "npcId", display = L["Npc ID"], type = "string", store = true, conditionType = "string", test = "tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) == %q", }, { name = "class", display = L["Class"], type = "select", init = "select(2, UnitClass(unit))", values = "class_types", store = true, conditionType = "select" }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck" } }, automaticrequired = true }, -- Todo: Give useful options to condition based on GUID and flag info ["Combat Log"] = { type = "event", events = { ["events"] = {"COMBAT_LOG_EVENT_UNFILTERED"} }, init = function(trigger) local ret = [[ local use_cloneId = %s; ]]; return ret:format(trigger.use_cloneId and "true" or "false"); end, name = L["Combat Log"], canHaveAuto = true, statesParameter = "all", args = { {}, -- timestamp ignored with _ argument {}, -- messageType ignored with _ argument (it is checked before the dynamic function) { name = "sourceGUID", init = "arg", hidden = "true", test = "true", store = true }, { name = "sourceUnit", display = L["Source Unit"], type = "unit", test = "(sourceGUID or '') == (UnitGUID(%q) or '') and sourceGUID", values = "actual_unit_types_with_specific", enable = function(trigger) return not (trigger.subeventPrefix == "ENVIRONMENTAL") end, store = true, conditionType = "select", conditionTest = function(state, needle, op) return state and state.show and ((state.sourceGUID or '') == (UnitGUID(needle) or '')) == (op == "==") end }, { name = "sourceName", display = L["Source Name"], type = "string", init = "arg", store = true, conditionType = "string" }, { name = "sourceNpcId", display = L["Source NPC Id"], type = "string", test = "select(6, strsplit('-', sourceGUID or '')) == %q", enable = function(trigger) return not (trigger.subeventPrefix == "ENVIRONMENTAL") end, }, { name = "sourceFlags", display = L["Source In Group"], type = "select", values = "combatlog_flags_check_type", init = "arg", store = true, test = "WeakAuras.CheckCombatLogFlags(sourceFlags, %q)", conditionType = "select", conditionTest = function(state, needle) return state and state.show and WeakAuras.CheckCombatLogFlags(state.sourceFlags, needle); end }, { name = "sourceFlags2", display = L["Source Reaction"], type = "select", values = "combatlog_flags_check_reaction", test = "WeakAuras.CheckCombatLogFlagsReaction(sourceFlags, %q)", conditionType = "select", conditionTest = function(state, needle) return state and state.show and WeakAuras.CheckCombatLogFlagsReaction(state.sourceFlags, needle); end }, { name = "sourceFlags3", display = L["Source Object Type"], type = "select", values = "combatlog_flags_check_object_type", test = "WeakAuras.CheckCombatLogFlagsObjectType(sourceFlags, %q)", conditionType = "select", conditionTest = function(state, needle) return state and state.show and WeakAuras.CheckCombatLogFlagsObjectType(state.sourceFlags, needle); end }, { name = "destGUID", init = "arg", hidden = "true", test = "true", store = true }, { name = "destUnit", display = L["Destination Unit"], type = "unit", test = "(destGUID or '') == (UnitGUID(%q) or '') and destGUID", values = "actual_unit_types_with_specific", enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, store = true, conditionType = "select", conditionTest = function(state, needle, op) return state and state.show and ((state.destGUID or '') == (UnitGUID(needle) or '')) == (op == "==") end }, { name = "destName", display = L["Destination Name"], type = "string", init = "arg", enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, store = true, conditionType = "string" }, { name = "destNpcId", display = L["Destination NPC Id"], type = "string", test = "select(6, strsplit('-', destGUID or '')) == %q", enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { -- destName ignore for SPELL_CAST_START enable = function(trigger) return (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end }, { name = "destFlags", display = L["Destination In Group"], type = "select", values = "combatlog_flags_check_type", init = "arg", store = true, test = "WeakAuras.CheckCombatLogFlags(destFlags, %q)", conditionType = "select", conditionTest = function(state, needle) return state and state.show and WeakAuras.CheckCombatLogFlags(state.destFlags, needle); end, enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { name = "destFlags2", display = L["Destination Reaction"], type = "select", values = "combatlog_flags_check_reaction", test = "WeakAuras.CheckCombatLogFlagsReaction(destFlags, %q)", conditionType = "select", conditionTest = function(state, needle) return state and state.show and WeakAuras.CheckCombatLogFlagsReaction(state.destFlags, needle); end, enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { name = "destFlags3", display = L["Destination Object Type"], type = "select", values = "combatlog_flags_check_object_type", test = "WeakAuras.CheckCombatLogFlagsObjectType(destFlags, %q)", conditionType = "select", conditionTest = function(state, needle) return state and state.show and WeakAuras.CheckCombatLogFlagsObjectType(state.destFlags, needle); end, enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, {-- destFlags ignore for SPELL_CAST_START enable = function(trigger) return (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { name = "spellId", display = L["Spell Id"], type = "string", init = "arg", enable = function(trigger) return trigger.subeventPrefix and (trigger.subeventPrefix:find("SPELL") or trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix:find("DAMAGE")) end, store = true, conditionType = "number" }, { name = "spellName", display = L["Spell Name"], type = "string", init = "arg", enable = function(trigger) return trigger.subeventPrefix and (trigger.subeventPrefix:find("SPELL") or trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix:find("DAMAGE")) end, store = true, conditionType = "string" }, { enable = function(trigger) return trigger.subeventPrefix and (trigger.subeventPrefix:find("SPELL") or trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix:find("DAMAGE")) end }, -- spellSchool ignored with _ argument { name = "environmentalType", display = L["Environment Type"], type = "select", init = "arg", values = "environmental_types", enable = function(trigger) return trigger.subeventPrefix == "ENVIRONMENTAL" end, store = true, conditionType = "select" }, { name = "missType", display = L["Miss Type"], type = "select", init = "arg", values = "miss_types", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_MISSED" or trigger.subeventPrefix == "DAMAGE_SHIELD_MISSED") end, conditionType = "select", store = true }, { enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL") end }, -- extraSpellId ignored with SPELL_INTERRUPT { name = "extraSpellName", display = L["Extra Spell Name"], type = "string", init = "arg", enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL") end, store = true, conditionType = "string" }, { enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL") end }, -- extraSchool ignored with _ argument { name = "auraType", display = L["Aura Type"], type = "select", init = "arg", values = "aura_types", store = true, enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix:find("AURA") or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_STOLEN") end, conditionType = "select" }, { name = "amount", display = L["Amount"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventSuffix == "_HEAL" or trigger.subeventSuffix == "_ENERGIZE" or trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH" or trigger.subeventPrefix:find("DAMAGE")) end, store = true, conditionType = "number" }, { name = "overkill", display = L["Overkill"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end, store = true, conditionType = "number" }, { name = "overhealing", display = L["Overhealing"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventSuffix == "_HEAL" end, store = true, conditionType = "number" }, { enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end }, -- damage school ignored with _ argument { name = "resisted", display = L["Resisted"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end, store = true, conditionType = "number" }, { name = "blocked", display = L["Blocked"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end, store = true, conditionType = "number" }, { name = "absorbed", display = L["Absorbed"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT" or trigger.subeventSuffix == "_HEAL") end, store = true, conditionType = "number" }, { name = "critical", display = L["Critical"], type = "tristate", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT" or trigger.subeventSuffix == "_HEAL") end, store = true, conditionType = "bool" }, { name = "glancing", display = L["Glancing"], type = "tristate", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end, store = true, conditionType = "bool" }, { name = "crushing", display = L["Crushing"], type = "tristate", init = "arg", enable = function(trigger) return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT") end, store = true, conditionType = "bool" }, { name = "number", display = L["Number"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_EXTRA_ATTACKS" or trigger.subeventSuffix:find("DOSE")) end, store = true, conditionType = "number" }, { enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_ENERGIZE") end }, -- unknown argument for _ENERGIZE ignored { name = "powerType", display = L["Power Type"], type = "select", init = "arg", values = "power_types", store = true, enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_ENERGIZE" or trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH") end, conditionType = "select" }, { name = "extraAmount", display = L["Extra Amount"], type = "number", init = "arg", enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_ENERGIZE" or trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH") end, store = true, conditionType = "number" }, { enable = function(trigger) return trigger.subeventSuffix == "_CAST_FAILED" end }, -- failedType ignored with _ argument - theoretically this is not necessary because it is the last argument in the event, but it is added here for completeness { name = "cloneId", display = L["Clone per Event"], type = "toggle", test = "true", init = "use_cloneId and WeakAuras.GetUniqueCloneId() or ''" }, { hidden = true, name = "icon", init = "spellId and select(3, GetSpellInfo(spellId)) or 'Interface\\\\Icons\\\\INV_Misc_QuestionMark'", store = true, test = "true" } }, timedrequired = true }, ["Cooldown Progress (Spell)"] = { type = "status", events = {}, internal_events = function(trigger, untrigger) local events = { "SPELL_COOLDOWN_CHANGED", "COOLDOWN_REMAINING_CHECK", "WA_DELAYED_PLAYER_ENTERING_WORLD" }; if (trigger.use_showgcd) then tinsert(events, "GCD_START"); tinsert(events, "GCD_CHANGE"); tinsert(events, "GCD_END"); end return events; end, force_events = "SPELL_COOLDOWN_FORCE", name = L["Cooldown Progress (Spell)"], loadFunc = function(trigger) trigger.spellName = trigger.spellName or 0; local spellName; if (trigger.use_exact_spellName) then spellName = trigger.spellName; else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName; end WeakAuras.WatchSpellCooldown(spellName, trigger.use_matchedRune); if (trigger.use_showgcd) then WeakAuras.WatchGCD(); end end, init = function(trigger) trigger.spellName = trigger.spellName or 0; local spellName; if (trigger.use_exact_spellName) then spellName = trigger.spellName; else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName; end trigger.realSpellName = spellName; -- Cache local ret = [=[ local spellname = %s local ignoreRuneCD = %s local showgcd = %s; local track = %q local startTime, duration, gcdCooldown = WeakAuras.GetSpellCooldown(spellname, ignoreRuneCD, showgcd, track); local spellCount = WeakAuras.GetSpellCharges(spellname); local stacks = (spellCount and spellCount > 0 and spellCount) or nil; local genericShowOn = %s local expirationTime = startTime and duration and startTime + duration state.spellname = spellname; ]=]; local showOnCheck = "false"; if (trigger.genericShowOn == "showOnReady") then showOnCheck = "startTime and startTime == 0 or gcdCooldown"; elseif (trigger.genericShowOn == "showOnCooldown") then showOnCheck = "startTime and startTime > 0 and not gcdCooldown"; elseif (trigger.genericShowOn == "showAlways") then showOnCheck = "startTime ~= nil"; end if (type(spellName) == "string") then spellName = "[[" .. spellName .. "]]"; end ret = ret:format(spellName, (trigger.use_matchedRune and "true" or "false"), (trigger.use_showgcd and "true" or "false"), (trigger.track or "auto"), showOnCheck ); if (not trigger.use_trackcharge or not trigger.trackcharge) then ret = ret .. [=[ if (state.expirationTime ~= expirationTime) then state.expirationTime = expirationTime; state.changed = true; end if (state.duration ~= duration) then state.duration = duration; state.changed = true; end state.progressType = 'timed'; ]=]; else local ret2 = [=[ local trackedCharge = %s if (charges < trackedCharge) then if (state.value ~= duration) then state.value = duration; state.changed = true; end if (state.total ~= duration) then state.total = duration; state.changed = true; end state.expirationTime = nil; state.duration = nil; state.progressType = 'static'; elseif (charges > trackedCharge) then if (state.expirationTime ~= 0) then state.expirationTime = 0; state.changed = true; end if (state.duration ~= 0) then state.duration = 0; state.changed = true; end state.value = nil; state.total = nil; state.progressType = 'timed'; else if (state.expirationTime ~= expirationTime) then state.expirationTime = expirationTime; state.changed = true; state.changed = true; end if (state.duration ~= duration) then state.duration = duration; state.changed = true; end state.value = nil; state.total = nil; state.progressType = 'timed'; end ]=]; local trackedCharge = tonumber(trigger.trackcharge or 1) or 1; ret = ret .. ret2:format(trackedCharge - 1); end if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then local ret2 = [[ local remaining = 0; if (expirationTime and expirationTime > 0) then remaining = expirationTime - GetTime(); local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then WeakAuras.ScheduleScan(expirationTime - remainingCheck); end end ]]; ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0); end return ret; end, statesParameter = "one", canHaveDuration = "timed", args = { { }, -- Ignore first argument (id) { name = "spellName", required = true, display = L["Spell"], type = "spell", test = "true", forceExactOption = true, }, { name = "extra Cooldown Progress (Spell)", display = function(trigger) return function() local text = ""; if trigger.track == "charges" then text = L["Tracking Charge CDs"] elseif trigger.track == "cooldown" then text = L["Tracking Only Cooldown"] end if trigger.use_showgcd then if text ~= "" then text = text .. "; " end text = text .. L["Show GCD"] end if trigger.use_matchedRune then if text ~= "" then text = text .. "; " end text = text ..L["Ignore Rune CDs"] end if trigger.genericShowOn ~= "showOnReady" and trigger.track ~= "cooldown" then if trigger.use_trackcharge and trigger.trackcharge then if text ~= "" then text = text .. "; " end text = text .. L["Tracking Charge %i"]:format(trigger.trackcharge) end end if text == "" then return L["|cFFffcc00Extra Options:|r None"] end return L["|cFFffcc00Extra Options:|r %s"]:format(text) end end, type = "collapse", }, { name = "track", display = L["Track Cooldowns"], type = "select", values = "cooldown_types", collapse = "extra Cooldown Progress (Spell)", test = "true", required = true, default = "auto" }, { name = "showgcd", display = L["Show Global Cooldown"], type = "toggle", test = "true", collapse = "extra Cooldown Progress (Spell)" }, { name = "matchedRune", display = L["Ignore Rune CD"], type = "toggle", test = "true", collapse = "extra Cooldown Progress (Spell)" }, { name = "trackcharge", display = L["Show CD of Charge"], type = "number", enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") and trigger.track ~= "cooldown" end, test = "true", noOperator = true, collapse = "extra Cooldown Progress (Spell)" }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end }, { name = "charges", display = L["Stacks"], type = "number", store = true, conditionType = "number" }, { name = "spellCount", display = L["Spell Count"], type = "number", store = true, conditionType = "number" }, { name = "stacks", init = "stacks", hidden = true, test = "true", store = true }, { hidden = true, name = "maxCharges", store = true, display = L["Max Charges"], conditionType = "number", test = "true", }, { name = "genericShowOn", display = L["Show"], type = "select", values = "cooldown_progress_behavior_types", test = "true", required = true, default = "showOnCooldown" }, { hidden = true, name = "onCooldown", test = "true", display = L["On Cooldown"], conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime()) == (needle == 1) end, }, { hidden = true, name = "gcdCooldown", store = true, test = "true" }, { name = "spellUsable", display = L["Spell Usable"], hidden = true, test = "true", conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (IsUsableSpell(state.spellname) == (needle == 1)) end, conditionEvents = { "SPELL_UPDATE_USABLE", "PLAYER_TARGET_CHANGED", "UNIT_POWER_FREQUENT", }, }, { name = "insufficientResources", display = L["Insufficient Resources"], hidden = true, test = "true", conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (select(2, IsUsableSpell(state.spellname)) == (needle == 1)); end, conditionEvents = { "SPELL_UPDATE_USABLE", "PLAYER_TARGET_CHANGED", "UNIT_POWER_FREQUENT", } }, { name = "spellInRange", display = L["Spell in Range"], hidden = true, test = "true", conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (UnitExists('target') and state.spellname and WeakAuras.IsSpellInRange(state.spellname, 'target') == needle) end, conditionEvents = { "PLAYER_TARGET_CHANGED", "WA_SPELL_RANGECHECK", } }, { hidden = true, test = "genericShowOn" } }, nameFunc = function(trigger) local name = GetSpellInfo(trigger.realSpellName or 0); if(name) then return name; end name = GetSpellInfo(trigger.spellName or 0); if (name) then return name; end return "Invalid"; end, iconFunc = function(trigger) local _, _, icon = GetSpellInfo(trigger.realSpellName or 0); if (not icon) then icon = select(3, GetSpellInfo(trigger.spellName or 0)); end return icon; end, hasSpellID = true, automaticrequired = true, }, ["Cooldown Ready (Spell)"] = { type = "event", events = {}, internal_events = { "SPELL_COOLDOWN_READY", }, name = L["Cooldown Ready (Spell)"], loadFunc = function(trigger) trigger.spellName = trigger.spellName or 0; local spellName; if (trigger.use_exact_spellName) then spellName = trigger.spellName; else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName; end trigger.realSpellName = spellName; -- Cache WeakAuras.WatchSpellCooldown(spellName); end, init = function(trigger) trigger.spellName = trigger.spellName or 0; local spellName; if (trigger.use_exact_spellName) then spellName = trigger.spellName; else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName; end if (type(spellName) == "string") then spellName = "[[" .. spellName .. "]]"; end local ret = [=[ local spellname = %s ]=] return ret:format(spellName); end, args = { { name = "spellName", required = true, display = L["Spell"], type = "spell", init = "arg", showExactOption = true, test = "spellname == spellName" } }, nameFunc = function(trigger) local name = GetSpellInfo(trigger.realSpellName or 0); if(name) then return name; end name = GetSpellInfo(trigger.spellName or 0); if (name) then return name; end return "Invalid"; end, iconFunc = function(trigger) local _, _, icon = GetSpellInfo(trigger.realSpellName or 0); if (not icon) then icon = select(3, GetSpellInfo(trigger.spellName or 0)); end return icon; end, hasSpellID = true, timedrequired = true }, ["Charges Changed (Spell)"] = { type = "event", events = {}, internal_events = { "SPELL_CHARGES_CHANGED", }, name = L["Charges Changed (Spell)"], loadFunc = function(trigger) trigger.spellName = trigger.spellName or 0; local spellName; if (trigger.use_exact_spellName) then spellName = trigger.spellName; else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName; end trigger.realSpellName = spellName; -- Cache WeakAuras.WatchSpellCooldown(spellName); end, init = function(trigger) local spellName; if (trigger.use_exact_spellName) then spellName = trigger.spellName; else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName; end spellName = string.format("%q", spellName or ""); return string.format("local spell = %s;\n", spellName); end, statesParameter = "one", args = { { name = "spellName", required = true, display = L["Spell"], type = "spell", init = "arg", showExactOption = true, test = "spell == spellName" }, { name = "direction", required = true, display = L["Charge gained/lost"], type = "select", values = "charges_change_type", init = "arg", test = "WeakAuras.CheckChargesDirection(direction, %q)", store = true, conditionType = "select", conditionValues = "charges_change_condition_type"; conditionTest = function(state, needle) return state and state.show and WeakAuras.CheckChargesDirection(state.direction, needle) end, }, { name = "charges", display = L["Charges"], type = "number", init = "arg", store = true, conditionType = "number" } }, nameFunc = function(trigger) local name = GetSpellInfo(trigger.realSpellName or 0); if(name) then return name; end name = GetSpellInfo(trigger.spellName or 0); if (name) then return name; end return "Invalid"; end, iconFunc = function(trigger) local _, _, icon = GetSpellInfo(trigger.realSpellName or 0); if (not icon) then icon = select(3, GetSpellInfo(trigger.spellName or 0)); end return icon; end, hasSpellID = true, timedrequired = true }, ["Cooldown Progress (Item)"] = { type = "status", events = {}, internal_events = function(trigger, untrigger) local events = { "ITEM_COOLDOWN_READY", "ITEM_COOLDOWN_CHANGED", "ITEM_COOLDOWN_STARTED", "COOLDOWN_REMAINING_CHECK", } if (trigger.use_showgcd) then tinsert(events, "GCD_START"); tinsert(events, "GCD_CHANGE"); tinsert(events, "GCD_END"); end return events end, force_events = "ITEM_COOLDOWN_FORCE", name = L["Cooldown Progress (Item)"], loadFunc = function(trigger) trigger.itemName = trigger.itemName or 0; local itemName = type(trigger.itemName) == "number" and trigger.itemName or "[["..trigger.itemName.."]]"; WeakAuras.WatchItemCooldown(trigger.itemName); if (trigger.use_showgcd) then WeakAuras.WatchGCD(); end end, init = function(trigger) --trigger.itemName = WeakAuras.CorrectItemName(trigger.itemName) or 0; trigger.itemName = trigger.itemName or 0; local itemName = type(trigger.itemName) == "number" and trigger.itemName or "[["..trigger.itemName.."]]"; local ret = [=[ local itemname = %s; local showgcd = %s local startTime, duration, enabled, gcdCooldown = WeakAuras.GetItemCooldown(itemname, showgcd); local genericShowOn = %s state.itemname = itemname; ]=]; if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then local ret2 = [[ local expirationTime = startTime + duration local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0; local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then WeakAuras.ScheduleScan(expirationTime - remainingCheck); end ]]; ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0); end return ret:format(itemName, trigger.use_showgcd and "true" or "false", "[[" .. (trigger.genericShowOn or "") .. "]]"); end, statesParameter = "one", args = { { name = "itemName", required = true, display = L["Item"], type = "item", test = "true" }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end, init = "remaining" }, { name = "extra Cooldown Progress (Item)", display = function(trigger) return function() local text = ""; if trigger.use_showgcd then if text ~= "" then text = text .. "; " end text = text .. L["Show GCD"] end if text == "" then return L["|cFFffcc00Extra Options:|r None"] end return L["|cFFffcc00Extra Options:|r %s"]:format(text) end end, type = "collapse", }, { name = "showgcd", display = L["Show Global Cooldown"], type = "toggle", test = "true", collapse = "extra Cooldown Progress (Item)" }, { name = "genericShowOn", display = L["Show"], type = "select", values = "cooldown_progress_behavior_types", test = "true", required = true, default = "showOnCooldown" }, { hidden = true, name = "enabled", store = true, test = "true", }, { hidden = true, name = "onCooldown", test = "true", display = L["On Cooldown"], conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime() or state.enabled == 0) == (needle == 1) end, }, { name = "itemInRange", display = L["Item in Range"], hidden = true, test = "true", conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (UnitExists('target') and IsItemInRange(state.itemname, 'target')) == (needle == 1) end, conditionEvents = { "PLAYER_TARGET_CHANGED", "WA_SPELL_RANGECHECK", } }, { hidden = true, name = "gcdCooldown", store = true, test = "true" }, { hidden = true, test = "(genericShowOn == \"showOnReady\" and (startTime == 0 and enabled == 1 or gcdCooldown))" .. "or (genericShowOn == \"showOnCooldown\" and (startTime > 0 or enabled == 0) and not gcdCooldown) " .. "or (genericShowOn == \"showAlways\")" } }, durationFunc = function(trigger) local startTime, duration = WeakAuras.GetItemCooldown(type(trigger.itemName) == "number" and trigger.itemName or 0, trigger.use_showgcd); startTime = startTime or 0; duration = duration or 0; return duration, startTime + duration; end, nameFunc = function(trigger) local name = GetItemInfo(trigger.itemName or 0); if(name) then return name; else return "Invalid"; end end, iconFunc = function(trigger) local _, _, _, _, _, _, _, _, _, icon = GetItemInfo(trigger.itemName or 0); return icon; end, hasItemID = true, automaticrequired = true, automaticAutoHide = false }, ["Cooldown Progress (Equipment Slot)"] = { type = "status", events = { ["unit_events"] = { ["player"] = {"UNIT_INVENTORY_CHANGED"} } }, internal_events = function(trigger, untrigger) local events = { "ITEM_SLOT_COOLDOWN_STARTED", "ITEM_SLOT_COOLDOWN_CHANGED", "COOLDOWN_REMAINING_CHECK", "ITEM_SLOT_COOLDOWN_ITEM_CHANGED", "ITEM_SLOT_COOLDOWN_READY", "WA_DELAYED_PLAYER_ENTERING_WORLD" } if (trigger.use_showgcd) then tinsert(events, "GCD_START"); tinsert(events, "GCD_CHANGE"); tinsert(events, "GCD_END"); end return events end, force_events = "ITEM_COOLDOWN_FORCE", name = L["Cooldown Progress (Equipment Slot)"], loadFunc = function(trigger) WeakAuras.WatchItemSlotCooldown(trigger.itemSlot); if (trigger.use_showgcd) then WeakAuras.WatchGCD(); end end, init = function(trigger) local ret = [[ local showgcd = %s local startTime, duration, enable, gcdCooldown = WeakAuras.GetItemSlotCooldown(%s, showgcd); local genericShowOn = %s local remaining = startTime + duration - GetTime(); ]]; if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then local ret2 = [[ local expirationTime = startTime + duration local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0; local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then WeakAuras.ScheduleScan(expirationTime - remainingCheck); end ]]; ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0); end return ret:format(trigger.use_showgcd and "true" or "false", trigger.itemSlot or "0", "[[" .. (trigger.genericShowOn or "") .. "]]"); end, statesParameter = "one", args = { { name = "itemSlot", required = true, display = L["Equipment Slot"], type = "select", values = "item_slot_types", test = "true" }, { name = "extra Cooldown Progress (Equipment Slot)", display = function(trigger) return function() local text = ""; if trigger.use_showgcd then if text ~= "" then text = text .. "; " end text = text .. L["Show GCD"] end if text == "" then return L["|cFFffcc00Extra Options:|r None"] end return L["|cFFffcc00Extra Options:|r %s"]:format(text) end end, type = "collapse", }, { name = "showgcd", display = L["Show Global Cooldown"], type = "toggle", test = "true", collapse = "extra Cooldown Progress (Equipment Slot)" }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end, init = "remaining" }, { name = "testForCooldown", display = L["is useable"], type = "toggle", test = "enable == 1" }, { name = "genericShowOn", display = L["Show"], type = "select", values = "cooldown_progress_behavior_types", test = "true", required = true, default = "showOnCooldown" }, { hidden = true, name = "onCooldown", test = "true", display = L["On Cooldown"], conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime()) == (needle == 1); end, }, { hidden = true, name = "gcdCooldown", store = true, test = "true" }, { hidden = true, test = "(genericShowOn == \"showOnReady\" and (startTime == 0 or gcdCooldown)) " .. "or (genericShowOn == \"showOnCooldown\" and startTime > 0 and not gcdCooldown) " .. "or (genericShowOn == \"showAlways\")" } }, durationFunc = function(trigger) local startTime, duration = WeakAuras.GetItemSlotCooldown(trigger.itemSlot or 0, trigger.use_showgcd); startTime = startTime or 0; duration = duration or 0; return duration, startTime + duration; end, nameFunc = function(trigger) local item = GetInventoryItemID("player", trigger.itemSlot or 0); if (item) then return GetItemInfo(item); end end, stacksFunc = function(trigger) local count = GetInventoryItemCount("player", trigger.itemSlot or 0) if ((count == 1) and (not GetInventoryItemTexture("player", trigger.itemSlot or 0))) then count = 0 end return count end, iconFunc = function(trigger) return GetInventoryItemTexture("player", trigger.itemSlot or 0) or "Interface\\Icons\\INV_Misc_QuestionMark"; end, automaticrequired = true, }, ["Cooldown Ready (Item)"] = { type = "event", events = {}, internal_events = { "ITEM_COOLDOWN_READY", }, name = L["Cooldown Ready (Item)"], loadFunc = function(trigger) trigger.itemName = trigger.itemName or 0; WeakAuras.WatchItemCooldown(trigger.itemName); end, init = function(trigger) --trigger.itemName = WeakAuras.CorrectItemName(trigger.itemName) or 0; trigger.itemName = trigger.itemName or 0; end, args = { { name = "itemName", required = true, display = L["Item"], type = "item", init = "arg" } }, nameFunc = function(trigger) local name = GetItemInfo(trigger.itemName or 0); if(name) then return name; else return "Invalid"; end end, iconFunc = function(trigger) local _, _, _, _, _, _, _, _, _, icon = GetItemInfo(trigger.itemName or 0); return icon; end, hasItemID = true, timedrequired = true }, ["Cooldown Ready (Equipment Slot)"] = { type = "event", events = {}, internal_events = { "ITEM_SLOT_COOLDOWN_READY" }, name = L["Cooldown Ready (Equipment Slot)"], loadFunc = function(trigger) WeakAuras.WatchItemSlotCooldown(trigger.itemSlot); end, init = function(trigger) end, args = { { name = "itemSlot", required = true, display = L["Equipment Slot"], type = "select", values = "item_slot_types", init = "arg" } }, nameFunc = function(trigger) return ""; end, iconFunc = function(trigger) return GetInventoryItemTexture("player", trigger.itemSlot or 0) or "Interface\\Icons\\INV_Misc_QuestionMark"; end, hasItemID = true, timedrequired = true }, ["GTFO"] = { type = "event", events = { ["events"] = {"GTFO_DISPLAY"} }, name = L["GTFO Alert"], statesParameter = "one", args = { { name = "alertType", display = L["Alert Type"], type = "select", init = "arg", values = "gtfo_types", store = true, conditionType = "select" }, }, timedrequired = true }, -- DBM events ["DBM Announce"] = { type = "event", events = {}, internal_events = { "DBM_Announce" }, name = L["DBM Announce"], init = function(trigger) WeakAuras.RegisterDBMCallback("DBM_Announce"); local ret = "local use_cloneId = %s;" return ret:format(trigger.use_cloneId and "true" or "false"); end, statesParameter = "all", canHaveAuto = true, args = { { name = "message", init = "arg", display = L["Message"], type = "longstring", store = true, conditionType = "string" }, { name = "name", init = "message", hidden = true, test = "true", store = true, }, { name = "icon", init = "arg", store = true, hidden = true, test = "true" }, { name = "cloneId", display = L["Clone per Event"], type = "toggle", test = "true", init = "use_cloneId and WeakAuras.GetUniqueCloneId() or ''" }, }, timedrequired = true }, ["DBM Timer"] = { type = "status", events = {}, internal_events = { "DBM_TimerStart", "DBM_TimerStop", "DBM_TimerStopAll", "DBM_TimerUpdate", "DBM_TimerForce" }, force_events = "DBM_TimerForce", name = L["DBM Timer"], canHaveAuto = true, canHaveDuration = "timed", triggerFunction = function(trigger) WeakAuras.RegisterDBMCallback("DBM_TimerStart") WeakAuras.RegisterDBMCallback("DBM_TimerStop") WeakAuras.RegisterDBMCallback("DBM_TimerUpdate") WeakAuras.RegisterDBMCallback("wipe") WeakAuras.RegisterDBMCallback("kill") local ret = [=[ return function (states, event, id) local triggerId = %q local triggerSpellId = %q local triggerText = %q local triggerTextOperator = %q local useClone = %s local extendTimer = %s local triggerUseRemaining = %s local triggerRemaining = %s local triggerCount = %q local triggerDbmType = %s local cloneId = useClone and id or "" local state = states[cloneId] function copyOrSchedule(bar, cloneId) if triggerUseRemaining then local remainingTime = bar.expirationTime - GetTime() + extendTimer if remainingTime %s triggerRemaining then WeakAuras.CopyBarToState(bar, states, cloneId, extendTimer) else local state = states[cloneId] if state and state.show then state.show = false state.changed = true end end if remainingTime >= triggerRemaining then WeakAuras.ScheduleDbmCheck(bar.expirationTime - triggerRemaining + extendTimer) end else WeakAuras.CopyBarToState(bar, states, cloneId, extendTimer) end end if useClone then if event == "DBM_TimerStart" then if WeakAuras.DBMTimerMatches(id, triggerId, triggerText, triggerTextOperator, triggerSpellId, triggerDbmType, triggerCount) then local bar = WeakAuras.GetDBMTimerById(id) if bar then copyOrSchedule(bar, cloneId) end end elseif event == "DBM_TimerStop" and state then local bar_remainingTime = GetTime() - state.expirationTime + (state.extend or 0) if state.extend == 0 or bar_remainingTime > 0.2 then state.show = false state.changed = true end elseif event == "DBM_TimerUpdate" then for id, bar in pairs(WeakAuras.GetAllDBMTimers()) do if WeakAuras.DBMTimerMatches(id, triggerId, triggerText, triggerTextOperator, triggerSpellId, triggerDbmType, triggerCount) then copyOrSchedule(bar, id) else local state = states[id] if state then local bar_remainingTime = GetTime() - state.expirationTime + (state.extend or 0) if state.extend == 0 or bar_remainingTime > 0.2 then state.show = false state.changed = true end end end end elseif event == "DBM_TimerForce" then wipe(states) for id, bar in pairs(WeakAuras.GetAllDBMTimers()) do if WeakAuras.DBMTimerMatches(id, triggerId, triggerText, triggerTextOperator, triggerSpellId, triggerDbmType, triggerCount) then copyOrSchedule(bar, cloneId) end end end else if event == "DBM_TimerStart" or event == "DBM_TimerUpdate" then if extendTimer ~= 0 then if WeakAuras.DBMTimerMatches(id, triggerId, triggerText, triggerTextOperator, triggerSpellId, triggerDbmType, triggerCount) then local bar = WeakAuras.GetDBMTimerById(id) WeakAuras.ScheduleDbmCheck(bar.expirationTime + extendTimer) end end end local bar = WeakAuras.GetDBMTimer(triggerId, triggerText, triggerTextOperator, triggerSpellId, extendTimer, triggerDbmType, triggerCount) if bar then if extendTimer == 0 or not (state and state.show) or (state and state.show and state.expirationTime > (bar.expirationTime + extendTimer)) then copyOrSchedule(bar, cloneId) end else if state and state.show then local bar_remainingTime = GetTime() - state.expirationTime + (state.extend or 0) if state.extend == 0 or bar_remainingTime > 0.2 then state.show = false state.changed = true end end end end return true end ]=] return ret:format( trigger.use_id and trigger.id or "", trigger.use_spellId and trigger.spellId or "", trigger.use_message and trigger.message or "", trigger.use_message and trigger.message_operator or "", trigger.use_cloneId and "true" or "false", trigger.use_extend and tonumber(trigger.extend or 0) or 0, trigger.use_remaining and "true" or "false", trigger.remaining or 0, trigger.use_count and trigger.count or "", trigger.use_dbmType and trigger.dbmType or "nil", trigger.remaining_operator or "<" ) end, statesParameter = "full", args = { { name = "id", display = L["Timer Id"], type = "string", }, { name = "spellId", display = L["Spell Id"], type = "string", store = true, conditionType = "string" }, { name = "message", display = L["Message"], type = "longstring", store = true, conditionType = "string" }, { name = "remaining", display = L["Remaining Time"], type = "number", }, { name = "extend", display = L["Offset Timer"], type = "string", }, { name = "count", display = L["Count"], desc = L["Only if DBM shows it on it's bar"], type = "string", conditionType = "string", }, { name = "dbmType", display = L["Type"], type = "select", values = "dbm_types", conditionType = "select", test = "true" }, { name = "cloneId", display = L["Clone per Event"], type = "toggle" } }, automaticrequired = true, automaticAutoHide = false }, -- BigWigs ["BigWigs Message"] = { type = "event", events = {}, internal_events = { "BigWigs_Message" }, name = L["BigWigs Message"], init = function(trigger) WeakAuras.RegisterBigWigsCallback("BigWigs_Message"); local ret = "local use_cloneId = %s;" return ret:format(trigger.use_cloneId and "true" or "false"); end, statesParameter = "all", canHaveAuto = true, args = { { name = "addon", init = "arg", display = L["BigWigs Addon"], type = "string" }, { name = "spellId", init = "arg", display = L["Spell Id"], type = "longstring" }, { name = "text", init = "arg", display = L["Message"], type = "longstring", store = true, conditionType = "string" }, { name = "name", init = "text", hidden = true, test = "true", store = true }, {}, -- Importance, might be useful { name = "icon", init = "arg", hidden = true, test = "true", store = true }, { name = "cloneId", display = L["Clone per Event"], type = "toggle", test = "true", init = "use_cloneId and WeakAuras.GetUniqueCloneId() or ''" }, }, timedrequired = true }, ["BigWigs Timer"] = { type = "status", events = {}, internal_events = { "BigWigs_StartBar", "BigWigs_StopBar", "BigWigs_Timer_Update", }, force_events = "BigWigs_Timer_Force", name = L["BigWigs Timer"], canHaveAuto = true, canHaveDuration = "timed", triggerFunction = function(trigger) WeakAuras.RegisterBigWigsTimer() local ret = [=[ return function(states, event, id) local triggerSpellId = %q local triggerText = %q local triggerTextOperator = %q local useClone = %s local extendTimer = %s local triggerUseRemaining = %s local triggerRemaining = %s local triggerEmphasized = %s local triggerCount = %q local triggerCast = %s local cloneId = useClone and id or "" local state = states[cloneId] function copyOrSchedule(bar, cloneId) if triggerUseRemaining then local remainingTime = bar.expirationTime - GetTime() + extendTimer if remainingTime %s triggerRemaining then WeakAuras.CopyBigWigsTimerToState(bar, states, cloneId, extendTimer) else local state = states[cloneId] if state and state.show then state.show = false state.changed = true end end if remainingTime >= triggerRemaining then WeakAuras.ScheduleBigWigsCheck(bar.expirationTime - triggerRemaining + extendTimer) end else WeakAuras.CopyBigWigsTimerToState(bar, states, cloneId, extendTimer) end end if useClone then if event == "BigWigs_StartBar" then if WeakAuras.BigWigsTimerMatches(id, triggerText, triggerTextOperator, triggerSpellId, triggerEmphasized, triggerCount, triggerCast) then local bar = WeakAuras.GetBigWigsTimerById(id) if bar then copyOrSchedule(bar, cloneId) end end elseif event == "BigWigs_StopBar" and state then local bar_remainingTime = GetTime() - state.expirationTime + (state.extend or 0) if state.extend == 0 or bar_remainingTime > 0.2 then state.show = false state.changed = true end elseif event == "BigWigs_Timer_Update" then for id, bar in pairs(WeakAuras.GetAllBigWigsTimers()) do if WeakAuras.BigWigsTimerMatches(id, triggerText, triggerTextOperator, triggerSpellId, triggerEmphasized, triggerCount, triggerCast) then copyOrSchedule(bar, id) end end elseif event == "BigWigs_Timer_Force" then wipe(states) for id, bar in pairs(WeakAuras.GetAllBigWigsTimers()) do if WeakAuras.BigWigsTimerMatches(id, triggerText, triggerTextOperator, triggerSpellId, triggerEmphasized, triggerCount, triggerCast) then copyOrSchedule(bar, id) end end end else if event == "BigWigs_StartBar" then if extendTimer ~= 0 then if WeakAuras.BigWigsTimerMatches(id, triggerText, triggerTextOperator, triggerSpellId, triggerEmphasized, triggerCount, triggerCast) then local bar = WeakAuras.GetBigWigsTimerById(id) WeakAuras.ScheduleBigWigsCheck(bar.expirationTime + extendTimer) end end end local bar = WeakAuras.GetBigWigsTimer(triggerText, triggerTextOperator, triggerSpellId, extendTimer, triggerEmphasized, triggerCount, triggerCast) if bar then if extendTimer == 0 or not (state and state.show) or (state and state.show and state.expirationTime > (bar.expirationTime + extendTimer)) then copyOrSchedule(bar, cloneId) end else if state and state.show then local bar_remainingTime = GetTime() - state.expirationTime + (state.extend or 0) if state.extend == 0 or bar_remainingTime > 0.2 then state.show = false state.changed = true end end end end return true end ]=] return ret:format( trigger.use_spellId and trigger.spellId or "", trigger.use_text and trigger.text or "", trigger.use_text and trigger.text_operator or "", trigger.use_cloneId and "true" or "false", trigger.use_extend and tonumber(trigger.extend or 0) or 0, trigger.use_remaining and "true" or "false", trigger.remaining or 0, trigger.use_emphasized == nil and "nil" or trigger.use_emphasized and "true" or "false", trigger.use_count and trigger.count or "", trigger.use_cast == nil and "nil" or trigger.use_cast and "true" or "false", trigger.remaining_operator or "<" ) end, statesParameter = "full", args = { { name = "spellId", display = L["Spell Id"], type = "string", conditionType = "string", }, { name = "text", display = L["Message"], type = "longstring", store = true, conditionType = "string" }, { name = "remaining", display = L["Remaining Time"], type = "number", }, { name = "extend", display = L["Offset Timer"], type = "string", }, { name = "count", display = L["Count"], desc = L["Only if BigWigs shows it on it's bar"], type = "string", conditionType = "string", }, { name = "emphasized", display = L["Emphasized"], type = "tristate", desc = L["Emphasized option checked in BigWigs's spell options"], test = "true", init = "false", conditionType = "bool" }, { name = "cast", display = L["Cast Bar"], desc = L["Filter messages with format "], type = "tristate", test = "true", init = "false", conditionType = "bool" }, { name = "cloneId", display = L["Clone per Event"], type = "toggle", test = "true", init = "false" }, }, automaticrequired = true, }, ["Global Cooldown"] = { type = "status", events = {}, internal_events = { "GCD_START", "GCD_CHANGE", "GCD_END", "GCD_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, name = L["Global Cooldown"], loadFunc = function(trigger) WeakAuras.WatchGCD(); end, init = function(trigger) local ret = [[ local inverse = %s; local onGCD = WeakAuras.GetGCDInfo(); local hasSpellName = WeakAuras.GcdSpellName(); ]]; return ret:format(trigger.use_inverse and "true" or "false"); end, args = { { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { hidden = true, test = "(inverse and onGCD == 0) or (not inverse and onGCD > 0 and hasSpellName)" } }, durationFunc = function(trigger) local duration, expirationTime = WeakAuras.GetGCDInfo(); return duration, expirationTime; end, nameFunc = function(trigger) local _, _, name = WeakAuras.GetGCDInfo(); return name; end, iconFunc = function(trigger) local _, _, _, icon = WeakAuras.GetGCDInfo(); return icon; end, hasSpellID = true, automaticrequired = true, automaticAutoHide = false }, ["Swing Timer"] = { type = "status", events = {}, internal_events = { "SWING_TIMER_START", "SWING_TIMER_CHANGE", "SWING_TIMER_END" }, name = L["Swing Timer"], loadFunc = function(trigger) WeakAuras.InitSwingTimer(); end, init = function(trigger) trigger.hand = trigger.hand or "main"; local ret = [=[ local inverse = %s; local hand = %q; local duration, expirationTime = WeakAuras.GetSwingTimerInfo(hand); ]=]; return ret:format((trigger.use_inverse and "true" or "false"), trigger.hand); end, args = { { name = "hand", required = true, display = L["Weapon"], type = "select", values = "swing_types", test = "true" }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { hidden = true, test = "(inverse and duration == 0) or (not inverse and duration > 0)" } }, durationFunc = function(trigger) local duration, expirationTime = WeakAuras.GetSwingTimerInfo(trigger.hand); return duration, expirationTime; end, nameFunc = function(trigger) local _, _, name = WeakAuras.GetSwingTimerInfo(trigger.hand); return name; end, iconFunc = function(trigger) local _, _, _, icon = WeakAuras.GetSwingTimerInfo(trigger.hand); return icon; end, automaticrequired = true }, ["Action Usable"] = { type = "status", events = { ["events"] = { "SPELL_UPDATE_USABLE", "PLAYER_TARGET_CHANGED", "RUNE_POWER_UPDATE", "RUNE_TYPE_UPDATE", }, ["unit_events"] = { ["player"] = { "UNIT_POWER", "UNIT_ENERGY", "UNIT_MANA", "UNIT_RAGE" } } }, internal_events = { "SPELL_COOLDOWN_CHANGED", }, force_events = "SPELL_UPDATE_USABLE", name = L["Action Usable"], statesParameter = "one", loadFunc = function(trigger) trigger.spellName = trigger.spellName or 0; local spellName; if (trigger.use_exact_spellName) then spellName = trigger.spellName; else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName; end trigger.realSpellName = spellName; -- Cache WeakAuras.WatchSpellCooldown(spellName); end, init = function(trigger) trigger.spellName = trigger.spellName or 0; local spellName; if (trigger.use_exact_spellName) then spellName = trigger.spellName; else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName; end trigger.realSpellName = spellName; -- Cache local ret = [=[ local spellName = %s local startTime, duration = WeakAuras.GetSpellCooldown(spellName); startTime = startTime or 0 duration = duration or 0 local ready = startTime == 0 local active = IsUsableSpell(spellName) and ready ]=] if(trigger.use_targetRequired) then ret = ret.."active = active and WeakAuras.IsSpellInRange(spellName or '', 'target')\n"; end if(trigger.use_inverse) then ret = ret.."active = not active\n"; end if (type(spellName) == "string") then spellName = "[[" .. spellName .. "]]"; end return ret:format(spellName) end, args = { { name = "spellName", display = L["Spell"], required = true, type = "spell", test = "true", store = true, conditionType = "string" }, -- This parameter uses the IsSpellInRange API function, but it does not check spell range at all -- IsSpellInRange returns nil for invalid targets, 0 for out of range, 1 for in range (0 and 1 are both "positive" values) { name = "targetRequired", display = L["Require Valid Target"], type = "toggle", test = "true" }, { name = "charges", display = L["Charges"], type = "number", enable = function(trigger) return not(trigger.use_inverse) end, store = true, conditionType = "number" }, { name = "spellCount", display = L["Spell Count"], type = "number", enable = function(trigger) return not(trigger.use_inverse) end, store = true, conditionType = "number" }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true", reloadOptions = true }, { name = "spellInRange", display = L["Spell in Range"], hidden = true, test = "true", conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (UnitExists('target') and state.spellName and WeakAuras.IsSpellInRange(state.spellName, 'target') == needle) end, conditionEvents = { "PLAYER_TARGET_CHANGED", "WA_SPELL_RANGECHECK", } }, { hidden = true, test = "active" } }, nameFunc = function(trigger) local name = GetSpellInfo(trigger.realSpellName or 0); if(name) then return name; end name = GetSpellInfo(trigger.spellName or 0); if (name) then return name; end return "Invalid"; end, iconFunc = function(trigger) local _, _, icon = GetSpellInfo(trigger.realSpellName or 0); if (not icon) then icon = select(3, GetSpellInfo(trigger.spellName or 0)); end return icon; end, stacksFunc = function(trigger) local spellCount = WeakAuras.GetSpellCharges(trigger.realSpellName); if spellCount and spellCount > 0 then return spellCount end end, hasSpellID = true, automaticrequired = true }, ["Talent Known"] = { type = "status", events = function() return { ["events"] = {"PLAYER_TALENT_UPDATE"} } end, force_events = "PLAYER_TALENT_UPDATE", name = L["Talent Selected"], init = function(trigger) local inverse = trigger.use_inverse; if (trigger.use_talent) then -- Single selection local index = trigger.talent and trigger.talent.single; local tier = index and ceil(index / MAX_NUM_TALENTS) local column = index and ((index - 1) % MAX_NUM_TALENTS + 1) local ret = [[ local tier = %s; local column = %s; local active, _, rank _, _, _, _, rank = GetTalentInfo(tier, column) active = rank > 0 ]] if (inverse) then ret = ret .. [[ active = not (active); ]] end return ret:format(tier or 0, column or 0) elseif (trigger.use_talent == false) then if (trigger.talent.multi) then local ret = [[ local tier local column local active = false; local activeIcon; local activeName; ]] for index in pairs(trigger.talent.multi) do local tier, column local tier = index and ceil(index / MAX_NUM_TALENTS) local column = index and ((index - 1) % MAX_NUM_TALENTS + 1) local ret2 = [[ if (not active) then tier = %s column = %s local name, icon, _, _, rank = GetTalentInfo(tier, column) if rank > 0 then active = true; activeName = name; activeIcon = icon; end end ]] ret = ret .. ret2:format(tier, column); end if (inverse) then ret = ret .. [[ active = not (active); ]] end return ret; end end return ""; end, args = { { name = "talent", display = L["Talent selected"], type = "multiselect", values = function() local class = select(2, UnitClass("player")); if WeakAuras.talent_types_specific[class] then return WeakAuras.talent_types_specific[class]; else return WeakAuras.talent_types; end end, test = "active", }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { hidden = true, name = "icon", init = "activeIcon", store = "true", test = "true" }, { hidden = true, name = "name", init = "activeName", store = "true", test = "true" }, }, automaticrequired = true, statesParameter = "one", canHaveAuto = true }, ["Totem"] = { type = "status", events = { ["events"] = { "PLAYER_TOTEM_UPDATE", "PLAYER_ENTERING_WORLD" } }, internal_events = { "COOLDOWN_REMAINING_CHECK", }, force_events = "PLAYER_ENTERING_WORLD", name = L["Totem"], statesParameter = "full", canHaveAuto = true, canHaveDuration = "timed", triggerFunction = function(trigger) local ret = [[return function (states) local totemType = %s; local triggerTotemName = %q local triggerTotemPattern = %q local triggerTotemPatternOperator = %q local clone = %s local inverse = %s local remainingCheck = %s local function checkActive(remaining) return remaining %s remainingCheck; end if (totemType) then -- Check a specific totem slot local _, totemName, startTime, duration, icon = GetTotemInfo(totemType); active = (startTime and startTime ~= 0); if not WeakAuras.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemPatternOperator) then active = false; end if (inverse) then active = not active; if (triggerTotemName) then icon = select(3, GetSpellInfo(triggerTotemName)); end elseif (active and remainingCheck) then local expirationTime = startTime and (startTime + duration) or 0; local remainingTime = expirationTime - GetTime() if (remainingTime >= remainingCheck) then WeakAuras.ScheduleScan(expirationTime - remainingCheck); end active = checkActive(remainingTime); end states[""] = states[""] or {} local state = states[""]; state.show = active; state.changed = true; if (active) then state.name = totemName; state.totemName = totemName; state.progressType = "timed"; state.duration = duration; state.expirationTime = startTime and (startTime + duration); state.icon = icon; end elseif inverse then -- inverse without a specific slot local found = false; for i = 1, 4 do local _, totemName, startTime, duration, icon = GetTotemInfo(i); if ((startTime and startTime ~= 0) and WeakAuras.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemPatternOperator) ) then found = true; end end local cloneId = ""; states[cloneId] = states[cloneId] or {}; local state = states[cloneId]; state.show = not found; state.changed = true; state.name = triggerTotemName; state.totemName = triggerTotemName; if (triggerTotemName) then state.icon = select(3, GetSpellInfo(triggerTotemName)); end else -- check all slots for i = 1, 4 do local _, totemName, startTime, duration, icon = GetTotemInfo(i); active = (startTime and startTime ~= 0); if not WeakAuras.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemPatternOperator) then active = false; end if (active and remainingCheck) then local expirationTime = startTime and (startTime + duration) or 0; local remainingTime = expirationTime - GetTime() if (remainingTime >= remainingCheck) then WeakAuras.ScheduleScan(expirationTime - remainingCheck); end active = checkActive(remainingTime); end local cloneId = clone and tostring(i) or ""; states[cloneId] = states[cloneId] or {}; local state = states[cloneId]; state.show = active; state.changed = true; if (active) then state.name = totemName; state.totemName = totemName; state.progressType = "timed"; state.duration = duration; state.expirationTime = startTime and (startTime + duration); state.icon = icon; end if (active and not clone) then break; end end end return true; end ]]; local totemName = tonumber(trigger.totemName) and GetSpellInfo(tonumber(trigger.totemName)) or trigger.totemName; ret = ret:format(trigger.use_totemType and tonumber(trigger.totemType) or "nil", trigger.use_totemName and totemName or "", trigger.use_totemNamePattern and trigger.totemNamePattern or "", trigger.use_totemNamePattern and trigger.totemNamePattern_operator or "", trigger.use_clones and "true" or "false", trigger.use_inverse and "true" or "false", trigger.use_remaining and trigger.remaining or "nil", trigger.use_remaining and trigger.remaining_operator or "<"); return ret; end, args = { { name = "totemType", display = L["Totem Number"], type = "select", values = "totem_types" }, { name = "totemName", display = L["Totem Name"], type = "string", conditionType = "string", store = true }, { name = "totemNamePattern", display = L["Totem Name Pattern Match"], type = "longstring", }, { name = "clones", display = L["Clone per Match"], type = "toggle", test = "true", enable = function(trigger) return not trigger.use_totemType end, }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return not(trigger.use_inverse) end }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true", enable = function(trigger) return (trigger.use_totemName or trigger.use_totemNamePattern) and not trigger.use_clones end } }, automaticrequired = true }, ["Item Count"] = { type = "status", events = { ["events"] = { "BAG_UPDATE", "BAG_UPDATE_COOLDOWN", "PLAYER_ENTERING_WORLD" } }, force_events = "BAG_UPDATE", name = L["Item Count"], init = function(trigger) --trigger.itemName = WeakAuras.CorrectItemName(trigger.itemName) or 0; trigger.itemName = trigger.itemName or 0; local itemName = type(trigger.itemName) == "number" and trigger.itemName or "[["..trigger.itemName.."]]"; local ret = [[ local count = GetItemCount(%s, %s); ]]; return ret:format(itemName, trigger.use_includeBank and "true" or "nil"); end, args = { { name = "itemName", required = true, display = L["Item"], type = "item", test = "true" }, { name = "includeBank", display = L["Include Bank"], type = "toggle", test = "true" }, { name = "count", display = L["Item Count"], type = "number" } }, durationFunc = function(trigger) local count = GetItemCount(trigger.itemName, trigger.use_includeBank); return count, 0, true; end, stacksFunc = function(trigger) local count = GetItemCount(trigger.itemName, trigger.use_includeBank); return count, 0, true; end, nameFunc = function(trigger) return trigger.itemName; end, iconFunc = function(trigger) return GetItemIcon(trigger.itemName); end, hasItemID = true, automaticrequired = true }, ["Stance/Form/Aura"] = { type = "status", events = { ["events"] = { "UPDATE_SHAPESHIFT_FORM", "UPDATE_SHAPESHIFT_COOLDOWN" } }, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "WA_DELAYED_PLAYER_ENTERING_WORLD", name = L["Stance/Form/Aura"], init = function(trigger) local inverse = trigger.use_inverse; local ret = [[ local form = GetShapeshiftForm() local active = false ]] if trigger.use_form and trigger.form and trigger.form.single then -- Single selection ret = ret .. [[ local trigger_form = %d active = form == trigger_form ]] if inverse then ret = ret .. [[ active = not active ]] end return ret:format(trigger.form.single) elseif trigger.use_form == false and trigger.form and trigger.form.multi then for index in pairs(trigger.form.multi) do local ret2 = [[ if not active then local index = %d active = form == index end ]] ret = ret .. ret2:format(index) end if inverse then ret = ret .. [[ active = not active ]] end return ret elseif trigger.use_form == nil then ret = ret .. [[ active = true ]] return ret end end, statesParameter = "one", args = { { name = "form", display = L["Form"], type = "multiselect", values = "form_types", test = "active", store = true, conditionType = "select" }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true", enable = function(trigger) return type(trigger.use_form) == "boolean" end }, }, nameFunc = function(trigger) local _, class = UnitClass("player"); local name if(class == trigger.class) then local form = GetShapeshiftForm(); if form > 0 then local _, name = GetShapeshiftFormInfo(form); else name = "Humanoid"; end return name; else local types = WeakAuras[class:lower().."_form_types"]; if(types) then return types[GetShapeshiftForm()]; end end end, iconFunc = function(trigger) local icon = "Interface\\Icons\\Spell_Nature_WispSplode" local form = GetShapeshiftForm() if form and form > 0 then icon = GetShapeshiftFormInfo(form); end return icon or "Interface\\Icons\\Spell_Nature_WispSplode" end, automaticrequired = true }, ["Weapon Enchant"] = { type = "status", events = {}, internal_events = { "TENCH_UPDATE", }, force_events = "TENCH_UPDATE", name = L["Weapon Enchant"], init = function(trigger) WeakAuras.TenchInit(); local ret = [[ local triggerWeaponType = %q local triggerName = %q local triggerStack = %s local triggerRemaining = %s local triggerShowOn = %q local _, expirationTime, duration, name, stack if triggerWeaponType == "main" then expirationTime, duration, name, shortenedName, _, stack = WeakAuras.GetMHTenchInfo() else expirationTime, duration, name, shortenedName, _, stack = WeakAuras.GetOHTenchInfo() end local remaining = expirationTime and expirationTime - GetTime() local nameCheck = triggerName == "" or name and triggerName == name or shortenedName and triggerName == shortenedName local stackCheck = not triggerStack or stack and stack %s triggerStack local remainingCheck = not triggerRemaining or remaining and remaining %s triggerRemaining local found = expirationTime and nameCheck and stackCheck and remainingCheck if(triggerRemaining and remaining and remaining >= triggerRemaining and remaining > 0) then WeakAuras.ScheduleScan(expirationTime - triggerRemaining, "TENCH_UPDATE"); end ]]; return ret:format(trigger.weapon or "main", trigger.use_enchant and trigger.enchant or "", trigger.use_stack and tonumber(trigger.stack or 0) or "nil", trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil", trigger.showOn or "showOnActive", trigger.stack_operator or "<", trigger.remaining_operator or "<") end, args = { { name = "weapon", display = L["Weapon"], type = "select", values = "weapon_types", test = "true", default = "main", required = true }, { name = "enchant", display = L["Weapon Enchant"], desc = L["Enchant Name"], type = "string", test = "true" }, { name = "stack", display = L["Stack Count"], type = "number", test = "true", }, { name = "remaining", display = L["Remaining Time"], type = "number", test = "true" }, { name = "showOn", display = L["Show On"], type = "select", values = "weapon_enchant_types", test = 'true', default = "showOnActive", required = true }, { hidden = true, test = "(triggerShowOn == 'showOnActive' and found) " .. "or (triggerShowOn == 'showOnMissing' and not found) " .. "or (triggerShowOn == 'showAlways')" } }, durationFunc = function(trigger) local expirationTime, duration; if(trigger.weapon == "main") then expirationTime, duration = WeakAuras.GetMHTenchInfo(); elseif(trigger.weapon == "off") then expirationTime, duration = WeakAuras.GetOHTenchInfo(); end if(expirationTime) then return duration, expirationTime; else return 0, math.huge; end end, nameFunc = function(trigger) local _, name; if(trigger.weapon == "main") then _, _, name = WeakAuras.GetMHTenchInfo(); elseif(trigger.weapon == "off") then _, _, name = WeakAuras.GetOHTenchInfo(); end return name; end, iconFunc = function(trigger) local _, icon; if(trigger.weapon == "main") then _, _, _, _, icon = WeakAuras.GetMHTenchInfo(); elseif(trigger.weapon == "off") then _, _, _, _, icon = WeakAuras.GetOHTenchInfo(); end return icon; end, stacksFunc = function(trigger) local _, charges; if(trigger.weapon == "main") then _, _, _, _, _, charges = WeakAuras.GetMHTenchInfo(); elseif(trigger.weapon == "off") then _, _, _, _, _, charges = WeakAuras.GetOHTenchInfo(); end return charges; end, automaticrequired = true }, ["Chat Message"] = { type = "event", events = { ["events"] = { "CHAT_MSG_BATTLEGROUND", "CHAT_MSG_BATTLEGROUND_LEADER", "CHAT_MSG_BG_SYSTEM_ALLIANCE", "CHAT_MSG_BG_SYSTEM_HORDE", "CHAT_MSG_BG_SYSTEM_NEUTRAL", "CHAT_MSG_BN_WHISPER", "CHAT_MSG_CHANNEL", "CHAT_MSG_EMOTE", "CHAT_MSG_GUILD", "CHAT_MSG_MONSTER_EMOTE", "CHAT_MSG_MONSTER_PARTY", "CHAT_MSG_MONSTER_SAY", "CHAT_MSG_MONSTER_WHISPER", "CHAT_MSG_MONSTER_YELL", "CHAT_MSG_OFFICER", "CHAT_MSG_PARTY", "CHAT_MSG_PARTY_LEADER", "CHAT_MSG_RAID", "CHAT_MSG_RAID_LEADER", "CHAT_MSG_RAID_BOSS_EMOTE", "CHAT_MSG_RAID_BOSS_WHISPER", "CHAT_MSG_RAID_WARNING", "CHAT_MSG_SAY", "CHAT_MSG_WHISPER", "CHAT_MSG_YELL", "CHAT_MSG_SYSTEM", "CHAT_MSG_TEXT_EMOTE" } }, name = L["Chat Message"], init = function(trigger) local ret = [[ if (event:find('LEADER')) then event = event:sub(1, -8); end if (event == 'CHAT_MSG_TEXT_EMOTE') then event = 'CHAT_MSG_EMOTE'; end local use_cloneId = %s; ]]; return ret:format(trigger.use_cloneId and "true" or "false"); end, statesParameter = "all", args = { { name = "messageType", display = L["Message Type"], type = "select", values = "chat_message_types", test = "event == %q", control = "WeakAurasSortedDropdown" }, { name = "message", display = L["Message"], init = "arg", type = "longstring", store = true, conditionType = "string", }, { name = "sourceName", display = L["Source Name"], init = "arg", type = "string", store = true, conditionType = "string", }, { -- language Name }, { -- Channel Name }, { name = "destName", display = L["Destination Name"], init = "arg", type = "string", store = true, conditionType = "string", }, { name = "cloneId", display = L["Clone per Event"], type = "toggle", test = "true", init = "use_cloneId and WeakAuras.GetUniqueCloneId() or ''", reloadOptions = true }, }, timedrequired = function(trigger) return trigger.use_cloneId end }, ["Ready Check"] = { type = "event", events = { ["events"] = {"READY_CHECK"} }, name = L["Ready Check"], args = {}, timedrequired = true }, ["Combat Events"] = { type = "event", events = { ["events"] = { "PLAYER_REGEN_ENABLED", "PLAYER_REGEN_DISABLED" } }, name = L["Entering/Leaving Combat"], args = { { name = "eventtype", required = true, display = L["Type"], type = "select", values = "combat_event_type", test = "event == %q" } }, timedrequired = true }, ["Death Knight Rune"] = { type = "status", events = { ["events"] = {"RUNE_POWER_UPDATE"} }, internal_events = { "RUNE_COOLDOWN_READY", "RUNE_COOLDOWN_CHANGED", "RUNE_COOLDOWN_STARTED", "COOLDOWN_REMAINING_CHECK", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "RUNE_COOLDOWN_FORCE", name = L["Death Knight Rune"], loadFunc = function(trigger) trigger.rune = trigger.rune or 0; if (trigger.use_rune) then WeakAuras.WatchRuneCooldown(trigger.rune); else for i = 1, 6 do WeakAuras.WatchRuneCooldown(i); end end end, init = function(trigger) trigger.rune = trigger.rune or 0; local ret = [[ local rune = %s; local startTime, duration = WeakAuras.GetRuneCooldown(rune); local genericShowOn = %s local numRunes = 0; for index = 1, 6 do local startTime = WeakAuras.GetRuneCooldown(index); if startTime == 0 then numRunes = numRunes + 1; end end ]]; if(trigger.use_remaining and not trigger.use_inverse) then local ret2 = [[ local expirationTime = startTime + duration local remaining = expirationTime - GetTime(); local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then WeakAuras.ScheduleScan(expirationTime - remainingCheck); end ]]; ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0); end return ret:format(trigger.rune, "[[" .. (trigger.genericShowOn or "") .. "]]"); end, args = { { name = "rune", display = L["Rune"], type = "select", values = "rune_specific_types", test = "(genericShowOn == \"showOnReady\" and (startTime == 0)) " .. "or (genericShowOn == \"showOnCooldown\" and startTime > 0) " .. "or (genericShowOn == \"showAlways\")", enable = function(trigger) return not trigger.use_runesCount end, reloadOptions = true }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return trigger.use_rune and not(trigger.genericShowOn == "showOnReady") end }, { name = "genericShowOn", display = L["Show"], type = "select", values = "cooldown_progress_behavior_types", test = "true", enable = function(trigger) return trigger.use_rune end }, { name = "runesCount", display = L["Runes Count"], type = "number", init = "numRunes", enable = function(trigger) return not trigger.use_rune end }, { hidden = true, name = "onCooldown", test = "true", display = L["On Cooldown"], conditionType = "bool", conditionTest = function(state, needle) return state and state.show and (state.expirationTime and state.expirationTime > GetTime()) == (needle == 1) end, enable = function(trigger) return trigger.use_rune end }, }, durationFunc = function(trigger) if trigger.use_rune then local startTime, duration if not(trigger.use_inverse) then startTime, duration = WeakAuras.GetRuneCooldown(trigger.rune); end startTime = startTime or 0; duration = duration or 0; return duration, startTime + duration; else local numRunes = 0; for index = 1, 6 do local startTime = GetRuneCooldown(index); if startTime == 0 then numRunes = numRunes + 1; end end return numRunes, 6, true; end end, stacksFunc = function(trigger) local numRunes = 0; for index = 1, 6 do local startTime = select(1, GetRuneCooldown(index)); if startTime == 0 then numRunes = numRunes + 1; end end return numRunes; end, iconFunc = function(trigger) return "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-SingleRune"; end, automaticrequired = true, }, ["Item Equipped"] = { type = "status", events = { ["events"] = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED", } }, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD", }, force_events = "UNIT_INVENTORY_CHANGED", name = L["Item Equipped"], init = function(trigger) --trigger.itemName = WeakAuras.CorrectItemName(trigger.itemName) or 0; trigger.itemName = trigger.itemName or 0; local itemName = type(trigger.itemName) == "number" and trigger.itemName or "[[" .. trigger.itemName .. "]]"; local ret = [[ local inverse = %s; local equipped = IsEquippedItem(%s); ]]; return ret:format(trigger.use_inverse and "true" or "false", itemName); end, args = { { name = "itemName", display = L["Item"], type = "item", required = true, test = "true" }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { hidden = true, test = "(inverse and not equipped) or (equipped and not inverse)" } }, nameFunc = function(trigger) if not trigger.use_inverse then local name = GetItemInfo(trigger.itemName); return name; else return nil; end end, iconFunc = function(trigger) if not trigger.use_inverse then local _, _, _, _, _, _, _, _, _, icon = GetItemInfo(trigger.itemName or 0); return icon; else return nil; end end, hasItemID = true, automaticrequired = true }, ["Item Set"] = { type = "status", events = { ["events"] = {"PLAYER_EQUIPMENT_CHANGED"} }, force_events = "PLAYER_EQUIPMENT_CHANGED", name = L["Item Set Equipped"], automaticrequired = true, init = function(trigger) return string.format("local setid = %s;\n", trigger.itemSetId and tonumber(trigger.itemSetId) or "0"); end, statesParameter = "one", args = { { name = "itemSetId", display = L["Item Set Id"], type = "string", test = "true", store = "true", required = true, validate = WeakAuras.ValidateNumeric, desc = function() return L["Set IDs can be found on websites such as classic.wowhead.com/item-sets"] end }, { name = "equipped", display = L["Equipped"], type = "number", init = "WeakAuras.GetNumSetItemsEquipped(setid)", store = true, required = true, conditionType = "number" } }, durationFunc = function(trigger) return WeakAuras.GetNumSetItemsEquipped(trigger.itemSetId and tonumber(trigger.itemSetId) or 0) end, nameFunc = function(trigger) return select(3, WeakAuras.GetNumSetItemsEquipped(trigger.itemSetId and tonumber(trigger.itemSetId) or 0)); end }, ["Equipment Set"] = { type = "status", events = { ["events"] = { "PLAYER_EQUIPMENT_CHANGED", "WEAR_EQUIPMENT_SET", "EQUIPMENT_SETS_CHANGED", "EQUIPMENT_SWAP_FINISHED", } }, internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD"}, force_events = "PLAYER_EQUIPMENT_CHANGED", name = L["Equipment Set Equipped"], init = function(trigger) trigger.itemSetName = trigger.itemSetName or ""; local itemSetName = type(trigger.itemSetName) == "string" and ("[=[" .. trigger.itemSetName .. "]=]") or "nil"; local ret = [[ local useItemSetName = %s; local triggerItemSetName = %s; local inverse = %s; local partial = %s; ]]; return ret:format(trigger.use_itemSetName and "true" or "false", itemSetName, trigger.use_inverse and "true" or "false", trigger.use_partial and "true" or "false"); end, statesParameter = "one", args = { { name = "itemSetName", display = L["Equipment Set"], type = "string", test = "true", store = true, conditionType = "string", init = "WeakAuras.GetEquipmentSetInfo(useItemSetName and triggerItemSetName or nil, partial)" }, { name = "partial", display = L["Allow partial matches"], type = "toggle", test = "true" }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { hidden = true, test = "(inverse and itemSetName == nil) or (not inverse and itemSetName)" } }, nameFunc = function(trigger) return WeakAuras.GetEquipmentSetInfo(trigger.use_itemSetName and trigger.itemSetName or nil, trigger.use_partial); end, iconFunc = function(trigger) local _, icon = WeakAuras.GetEquipmentSetInfo(trigger.use_itemSetName and trigger.itemSetName or nil, trigger.use_partial); return icon; end, durationFunc = function(trigger) local _, _, numEquipped, numItems = WeakAuras.GetEquipmentSetInfo(trigger.use_itemSetName and trigger.itemSetName or nil, trigger.use_partial); return numEquipped, numItems, true; end, hasItemID = true, automaticrequired = true }, ["Threat Situation"] = { type = "status", events = { ["unit_events"] = { ["player"] = {"UNIT_THREAT_SITUATION_UPDATE"} } }, internal_events = function(trigger) local result = {} AddUnitChangeInternalEvents(trigger.unit, result) return result end, force_events = "UNIT_THREAT_SITUATION_UPDATE", name = L["Threat Situation"], init = function(trigger) local ret = [[ local status = UnitThreatSituation('player', %s) or -1; local aggro = status == 2 or status == 3; ]]; return ret:format(trigger.threatUnit and trigger.threatUnit ~= "none" and "[["..trigger.threatUnit.."]]" or "nil"); end, args = { { name = "threatUnit", display = L["Unit"], required = true, type = "unit", values = "threat_unit_types", test = "true", default = "target" }, { name = "status", display = L["Status"], type = "select", values = "unit_threat_situation_types" }, { name = "aggro", display = L["Aggro"], type = "tristate" }, { hidden = true, test = "status ~= -1" }, }, automaticrequired = true }, ["Crowd Controlled"] = { type = "status", events = { ["unit_events"] = { ["player"] = {"UNIT_AURA"} } }, force_events = "UNIT_AURA", name = L["Crowd Controlled"], args = { { name = "controlled", display = L["Crowd Controlled"], type = "tristate", init = "not HasFullControl()" } }, automaticrequired = true }, ["Cast"] = { type = "status", events = function(trigger) local result = {} local unit = trigger.unit AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_START") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_DELAYED") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_STOP") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_CHANNEL_START") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_CHANNEL_UPDATE") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_CHANNEL_STOP") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_INTERRUPTIBLE") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_NOT_INTERRUPTIBLE") AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_INTERRUPTED") AddUnitEventForEvents(result, unit, "UNIT_TARGET") return result end, internal_events = function(trigger) local unit = trigger.unit local result = {"CAST_REMAINING_CHECK"} AddUnitChangeInternalEvents(unit, result) return result end, force_events = unitHelperFunctions.UnitChangedForceEvents, canHaveAuto = true, canHaveDuration = "timed", name = L["Cast"], init = function(trigger) trigger.unit = trigger.unit or "player"; local ret = [=[ unit = string.lower(unit) local smart = %s local remainingCheck = %s local inverseTrigger = %s local show, expirationTime, castType, spell, icon, startTime, endTime, interruptible, remaining spell, _, _, icon, startTime, endTime, _, _, interruptible = UnitCastingInfo(unit) if spell then castType = "cast" else spell, _, _, icon, startTime, endTime, _, interruptible = UnitChannelInfo(unit) if spell then castType = "channel" end end interruptible = not interruptible expirationTime = endTime and endTime > 0 and (endTime / 1000) or 0 remaining = expirationTime - GetTime() if remainingCheck and remaining >= remainingCheck and remaining > 0 then WeakAuras.ScheduleCastCheck(expirationTime - remainingCheck, unit) end ]=]; ret = ret:format(trigger.unit == "group" and "true" or "false", trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil", trigger.use_inverse and "true" or "false"); ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger) return ret end, statesParameter = "unit", args = { { name = "unit", required = true, display = L["Unit"], type = "unit", init = "arg", values = function(trigger) if trigger.use_inverse then return WeakAuras.actual_unit_types_with_specific else return WeakAuras.actual_unit_types_cast end end, test = "true", store = true }, { name = "spell", display = L["Spell Name"], type = "string", enable = function(trigger) return not trigger.use_inverse end, conditionType = "string", store = true, }, { name = "spellId", display = L["Spell Id"], type = "spell", enable = function(trigger) return not trigger.use_inverse end, conditionType = "number", forceExactOption = true, test = "GetSpellInfo(%s) == spell", store = true, }, { name = "castType", display = L["Cast Type"], type = "select", values = "cast_types", enable = function(trigger) return not trigger.use_inverse end, store = true, conditionType = "select" }, { name = "interruptible", display = L["Interruptible"], type = "tristate", enable = function(trigger) return not trigger.use_inverse end, store = true, conditionType = "bool" }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return not trigger.use_inverse end, }, { name = "name", hidden = true, init = "spell", test = "true", store = true }, { name = "icon", hidden = true, init = "icon or 'Interface\\AddOns\\WeakAuras\\Media\\Textures\\icon'", test = "true", store = true }, { name = "duration", hidden = true, init = "endTime and startTime and (endTime - startTime)/1000 or 0", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = true }, { name = "progressType", hidden = true, init = "'timed'", test = "true", store = true }, { name = "inverse", hidden = true, init = "castType == 'cast'", test = "true", store = true }, { name = "autoHide", hidden = true, init = "true", test = "true", store = true }, { name = "npcId", display = L["Npc ID"], type = "string", store = true, conditionType = "string", test = "tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) == %q", enable = function(trigger) return not trigger.use_inverse end }, { name = "class", display = L["Class"], type = "select", init = "select(2, UnitClass(unit))", values = "class_types", store = true, conditionType = "select", enable = function(trigger) return not trigger.use_inverse end }, { name = "sourceUnit", init = "unit", display = L["Caster"], type = "unit", values = "actual_unit_types_with_specific", conditionType = "unit", conditionTest = function(state, unit, op) return state and state.show and state.unit and (UnitIsUnit(state.sourceUnit, unit) == (op == "==")) end, store = true, hidden = true, enable = function(trigger) return not trigger.use_inverse end, test = "true" }, { name = "sourceName", display = L["Caster Name"], store = true, hidden = true, test = "true", init = "UnitName(unit)", enable = function(trigger) return not trigger.use_inverse end, }, { name = "destUnit", display = L["Caster's Target "], type = "unit", values = "actual_unit_types_with_specific", init = "unit .. '-target'", conditionType = "unit", conditionTest = function(state, unit, op) return state and state.show and state.destUnit and (UnitIsUnit(state.destUnit, unit) == (op == "==")) end, store = true, enable = function(trigger) return not trigger.use_inverse end, test = "UnitIsUnit(destUnit, [[%s]])" }, { name = "destName", display = L["Name of Caster's Target"], store = true, hidden = true, test = "true", init = "UnitName(destUnit)", enable = function(trigger) return not trigger.use_inverse end, }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true", reloadOptions = true }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and ((not inverseTrigger and spell) or (inverseTrigger and not spell)) and specificUnitCheck" } }, automaticrequired = true, }, ["Character Stats"] = { type = "status", name = L["Character Stats"], events = { ["events"] = { "COMBAT_RATING_UPDATE", "PLAYER_TARGET_CHANGED" }, ["unit_events"] = { ["player"] = {"UNIT_STATS"} } }, internal_events = function(trigger, untrigger) local events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" } if trigger.use_moveSpeed then tinsert(events, "PLAYER_MOVE_SPEED_UPDATE") end return events end, loadFunc = function(trigger) if trigger.use_moveSpeed then WeakAuras.WatchPlayerMoveSpeed() end end, force_events = "CONDITIONS_CHECK", statesParameter = "one", args = { { name = "strength", display = L["Strength"], type = "number", init = "UnitStat('player', 1)", store = true, conditionType = "number" }, { name = "agility", display = L["Agility"], type = "number", init = "UnitStat('player', 2)", store = true, conditionType = "number" }, { name = "stamina", display = L["Stamina"], type = "number", init = "UnitStat('player', 3)", store = true, conditionType = "number" }, { name = "intellect", display = L["Intellect"], type = "number", init = "UnitStat('player', 4)", store = true, conditionType = "number" }, { name = "spirit", display = L["Spirit"], type = "number", init = "UnitStat('player', 5)", store = true, conditionType = "number" }, { name = "meleecriticalrating", display = L["Melee Critical Rating"], type = "number", init = "GetCombatRating(CR_CRIT_MELEE)", store = true, conditionType = "number", }, { name = "rangedcriticalrating", display = L["Ranged Critical Rating"], type = "number", init = "GetCombatRating(CR_CRIT_RANGED)", store = true, conditionType = "number", }, { name = "spellcriticalrating", display = L["Spell Critical Rating"], type = "number", init = "GetCombatRating(CR_CRIT_SPELL)", store = true, conditionType = "number", }, { name = "meleecriticalpercent", display = L["Mele Critical (%)"], type = "number", init = "GetCritChance()", store = true, conditionType = "number" }, { name = "rangedcriticalpercent", display = L["Ranged Critical (%)"], type = "number", init = "GetRangedCritChance()", store = true, conditionType = "number" }, { name = "spellcriticalpercent", display = L["Spell Critical (%)"], type = "number", init = "WeakAuras.GetSpellCritChance()", store = true, conditionType = "number" }, { name = "meleehasterating", display = L["Melee Haste Rating"], type = "number", init = "GetCombatRating(CR_HASTE_MELEE)", store = true, conditionType = "number" }, { name = "rangedhasterating", display = L["Ranged Haste Rating"], type = "number", init = "GetCombatRating(CR_HASTE_RANGED)", store = true, conditionType = "number" }, { name = "spellhasterating", display = L["Spell Haste Rating"], type = "number", init = "GetCombatRating(CR_HASTE_SPELL)", store = true, conditionType = "number" }, { name = "resistancefire", display = L["Fire Resistance"], type = "number", init = "select(2, UnitResistance('player', 2))", store = true, conditionType = "number" }, { name = "resistancenature", display = L["Nature Resistance"], type = "number", init = "select(2, UnitResistance('player', 3))", store = true, conditionType = "number" }, { name = "resistancefrost", display = L["Frost Resistance"], type = "number", init = "select(2, UnitResistance('player', 4))", store = true, conditionType = "number" }, { name = "resistanceshadow", display = L["Shadow Resistance"], type = "number", init = "select(2, UnitResistance('player', 5))", store = true, conditionType = "number" }, { name = "resistancearcane", display = L["Arcane Resistance"], type = "number", init = "select(2, UnitResistance('player', 6))", store = true, conditionType = "number" }, { name = "moveSpeed", display = L["Continously update Movement Speed"], type = "boolean", test = true, width = WeakAuras.doubleWidth }, { name = "movespeedpercent", display = L["Movement Speed (%)"], type = "number", init = "GetUnitSpeed('player') / 7 * 100", store = true, conditionType = "number" }, { name = "dodgerating", display = L["Dodge Rating"], type = "number", init = "GetCombatRating(CR_DODGE)", store = true, conditionType = "number" }, { name = "dodgepercent", display = L["Dodge (%)"], type = "number", init = "GetDodgeChance()", store = true, conditionType = "number" }, { name = "parryrating", display = L["Parry Rating"], type = "number", init = "GetCombatRating(CR_PARRY)", store = true, conditionType = "number" }, { name = "parrypercent", display = L["Parry (%)"], type = "number", init = "GetParryChance()", store = true, conditionType = "number" }, { name = "blockrating", display = L["Block Rating"], type = "number", init = "GetCombatRating(CR_BLOCK)", store = true, conditionType = "number" }, { name = "blockpercent", display = L["Block (%)"], type = "number", init = "GetBlockChance()", store = true, conditionType = "number" }, { name = "armorrating", display = L["Armor Rating"], type = "number", init = "select(2, UnitArmor('player'))", store = true, conditionType = "number" }, { name = "armorpercent", display = L["Armor (%)"], type = "number", init = "PaperDollFrame_GetArmorReduction(select(2, UnitArmor('player')), UnitLevel('player'))", store = true, conditionType = "number" }, }, automaticrequired = true }, ["Conditions"] = { type = "status", events = function(trigger, untrigger) local events = {} if trigger.use_incombat ~= nil then tinsert(events, "PLAYER_REGEN_ENABLED") tinsert(events, "PLAYER_REGEN_DISABLED") tinsert(events, "PLAYER_ENTERING_WORLD") end if trigger.use_pvpflagged ~= nil then tinsert(events, "PLAYER_FLAGS_CHANGED") end if trigger.use_alive ~= nil then tinsert(events, "PLAYER_DEAD") tinsert(events, "PLAYER_ALIVE") tinsert(events, "PLAYER_UNGHOST") end if trigger.use_resting ~= nil then tinsert(events, "PLAYER_UPDATE_RESTING") tinsert(events, "PLAYER_ENTERING_WORLD") end if trigger.use_mounted ~= nil then tinsert(events, "COMPANION_UPDATE") tinsert(events, "PLAYER_ENTERING_WORLD") tinsert(events, "MOUNTED_UPDATE") end local unit_events = {} local pet_unit_events = {} if trigger.use_vehicle ~= nil then tinsert(unit_events, "UNIT_ENTERED_VEHICLE") tinsert(unit_events, "UNIT_EXITED_VEHICLE") tinsert(events, "PLAYER_ENTERING_WORLD") end if trigger.use_HasPet ~= nil then tinsert(pet_unit_events, "UNIT_HEALTH") end if trigger.use_ingroup ~= nil then tinsert(events, "PARTY_MEMBERS_CHANGED") tinsert(events, "RAID_ROSTER_UPDATE") end if trigger.use_instance_size then tinsert(events, "ZONE_CHANGED") tinsert(events, "ZONE_CHANGED_INDOORS") tinsert(events, "ZONE_CHANGED_NEW_AREA") end if trigger.use_instance_difficulty then tinsert(events, "PLAYER_DIFFICULTY_CHANGED") tinsert(events, "ZONE_CHANGED") tinsert(events, "ZONE_CHANGED_INDOORS") tinsert(events, "ZONE_CHANGED_NEW_AREA") end return { ["events"] = events, ["unit_events"] = { ["player"] = unit_events, ["pet"] = pet_unit_events } } end, internal_events = function(trigger, untrigger) local events = { "CONDITIONS_CHECK"}; if (trigger.use_HasPet ~= nil) then AddUnitChangeInternalEvents("pet", events) end return events; end, force_events = "CONDITIONS_CHECK", name = L["Conditions"], init = function(trigger) if(trigger.use_mounted ~= nil) then WeakAuras.WatchForMounts(); end return ""; end, args = { { name = "alwaystrue", display = L["Always active trigger"], type = "tristate", init = "true" }, { name = "incombat", display = L["In Combat"], type = "tristate", init = "UnitAffectingCombat('player')" }, { name = "pvpflagged", display = L["PvP Flagged"], type = "tristate", init = "UnitIsPVP('player')", }, { name = "alive", display = L["Alive"], type = "tristate", init = "not UnitIsDeadOrGhost('player')" }, { name = "vehicle", display = L["In Vehicle"], type = "tristate", init = "UnitInVehicle('player')", }, { name = "resting", display = L["Resting"], type = "tristate", init = "IsResting()" }, { name = "mounted", display = L["Mounted"], type = "tristate", init = "IsMounted()" }, { name = "HasPet", display = L["HasPet"], type = "tristate", init = "UnitExists('pet') and not UnitIsDead('pet')" }, { name = "ingroup", display = L["In Group"], type = "multiselect", values = "group_types", init = "WeakAuras.GroupType()", events = {"PARTY_MEMBERS_CHANGED", "RAID_ROSTER_UPDATE"} }, { name = "instance_size", display = L["Instance Type"], type = "multiselect", values = "instance_types", init = "WeakAuras.InstanceType()", control = "WeakAurasSortedDropdown", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA"} }, { name = "instance_difficulty", display = L["Instance Difficulty"], type = "multiselect", values = "difficulty_types", init = "WeakAuras.InstanceDifficulty()" }, }, automaticrequired = true }, ["Spell Known"] = { type = "status", events = { ["events"] = {"SPELLS_CHANGED"}, ["unit_events"] = { ["player"] = {"UNIT_PET"} } }, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "SPELLS_CHANGED", name = L["Spell Known"], init = function(trigger) local spellId = trigger.spellId or ""; local ret = [[ local spellId = tonumber(%q); local usePet = %s; ]] return ret:format(spellId, trigger.use_petspell and "true" or "false"); end, args = { { name = "spellId", required = true, display = L["Spell Id"], type = "spell", test = "true", conditionType = "number", forceExactOption = true }, { name = "petspell", display = L["Pet Spell"], type = "toggle", test = "true" }, { hidden = true, test = "spellId and WeakAuras.IsSpellKnown(spellId, usePet)"; } }, nameFunc = function(trigger) return GetSpellInfo(trigger.spellId or 0) end, iconFunc = function(trigger) local _, _, icon = GetSpellInfo(trigger.spellId or 0); return icon; end, automaticrequired = true }, ["Pet Behavior"] = { type = "status", events = function(trigger) local result = {}; if (trigger.use_behavior) then tinsert(result, "PET_BAR_UPDATE"); end return { ["events"] = result, ["unit_events"] = { ["player"] = {"UNIT_PET"} } }; end, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "WA_DELAYED_PLAYER_ENTERING_WORLD", name = L["Pet"], init = function(trigger) local ret = "local activeIcon\n"; if (trigger.use_behavior) then ret = [[ local inverse = %s local check_behavior = %s local name, i, token, active, behavior, _ for index = 1, NUM_PET_ACTION_SLOTS do name, _, i, token, active = GetPetActionInfo(index) if active then activeIcon = not token and i or _G[i] if name == "PET_MODE_AGGRESSIVE" then behavior = "aggressive" break elseif name == "PET_MODE_DEFENSIVE" then behavior = "defensive" break elseif name == "PET_MODE_PASSIVE" then behavior = "passive" break end end end ]] ret = ret:format(trigger.use_inverse and "true" or "false", trigger.use_behavior and ('"' .. (trigger.behavior or "") .. '"') or "nil"); end return ret; end, statesParameter = "one", canHaveAuto = true, args = { { name = "behavior", display = L["Pet Behavior"], type = "select", values = "pet_behavior_types", test = "UnitExists('pet') and (not check_behavior or (inverse and check_behavior ~= behavior) or (not inverse and check_behavior == behavior))", }, { name = "inverse", display = L["Inverse Pet Behavior"], type = "toggle", test = "true", enable = function(trigger) return trigger.use_behavior end }, { hidden = true, name = "icon", init = "activeIcon", store = "true", test = "true" }, }, automaticrequired = true }, ["Range Check"] = { type = "status", events = { ["events"] = {"FRAME_UPDATE"} }, name = L["Range Check"], init = function(trigger) trigger.unit = trigger.unit or "target"; local ret = [=[ local unit = %q; local min, max = WeakAuras.GetRange(unit, true); min = min or 0; max = max or 999; local triggerResult = true; ]=] if (trigger.use_range) then trigger.range = trigger.range or 8; if (trigger.range_operator == "<=") then ret = ret .. "triggerResult = max <= " .. tostring(trigger.range) .. "\n"; else ret = ret .. "triggerResult = min >= " .. tostring(trigger.range).. "\n"; end end return ret:format(trigger.unit); end, statesParameter = "one", args = { { name = "note", type = "description", display = "", text = function() return L["Note: This trigger type estimates the range to the hitbox of a unit. The actual range of friendly players is usually 3 yards more than the estimate. Range checking capabilities depend on your current class and known abilities as well as the type of unit being checked. Some of the ranges may also not work with certain NPCs.|n|n|cFFAAFFAAFriendly Units:|r %s|n|cFFFFAAAAHarmful Units:|r %s|n|cFFAAAAFFMiscellanous Units:|r %s"]:format(RangeCacheStrings.friend or "", RangeCacheStrings.harm or "", RangeCacheStrings.misc or "") end }, { name = "unit", required = true, display = L["Unit"], type = "unit", init = "unit", values = "unit_types_range_check", test = "true", store = true }, { hidden = true, name = "minRange", display = L["Minimum Estimate"], type = "number", init = "min", store = true, test = "true" }, { hidden = true, name = "maxRange", display = L["Maximum Estimate"], type = "number", init = "max", store = true, test = "true" }, { name = "range", display = L["Distance"], type = "number", operator_types_without_equal = true, test = "triggerResult", conditionType = "number", conditionTest = function(state, needle, needle2) return state and state.show and WeakAuras.CheckRange(state.unit, needle, needle2); end, }, { hidden = true, test = "UnitExists(unit)" } }, automaticrequired = true }, }; WeakAuras.event_prototypes["DBM Announce"] = nil WeakAuras.event_prototypes["DBM Timer"] = nil WeakAuras.event_prototypes["BigWigs Message"] = nil WeakAuras.event_prototypes["BigWigs Timer"] = nil WeakAuras.event_prototypes["Item Set"] = nil WeakAuras.event_prototypes["Equipment Set"] = nil WeakAuras.dynamic_texts = { ["p"] = { func = function(state, region) if not state then return "" end if state.progressType == "static" then return state.value or "" end if state.progressType == "timed" then if not state.expirationTime or not state.duration then return "" end local remaining = state.expirationTime - GetTime(); local duration = state.duration; local remainingStr = ""; if remaining == math.huge then remainingStr = " "; elseif remaining > 60 then remainingStr = string.format("%i:", math.floor(remaining / 60)); remaining = remaining % 60; remainingStr = remainingStr..string.format("%02i", remaining); elseif remaining > 0 then local progressPrecision = region.progressPrecision and math.abs(region.progressPrecision) or 1 -- remainingStr = remainingStr..string.format("%."..(data.progressPrecision or 1).."f", remaining); if progressPrecision == 4 and remaining <= 3 then remainingStr = remainingStr..string.format("%.1f", remaining); elseif progressPrecision == 5 and remaining <= 3 then remainingStr = remainingStr..string.format("%.2f", remaining); elseif (progressPrecision == 4 or progressPrecision == 5) and remaining > 3 then remainingStr = remainingStr..string.format("%d", remaining); else remainingStr = remainingStr..string.format("%.".. progressPrecision .."f", remaining); end else remainingStr = " "; end return remainingStr end end }, ["t"] = { func = function(state, region) if not state then return "" end if state.progressType == "static" then return state.total or "" end if state.progressType == "timed" then if not state.duration then return "" end -- Format a duration time string local durationStr = ""; local duration = state.duration if math.abs(duration) == math.huge or tostring(duration) == "nan" then durationStr = " "; elseif duration > 60 then durationStr = string.format("%i:", math.floor(duration / 60)); duration = duration % 60; durationStr = durationStr..string.format("%02i", duration); elseif duration > 0 then local totalPrecision = region.totalPrecision and math.abs(region.totalPrecision) or 1 if totalPrecision == 4 and duration <= 3 then durationStr = durationStr..string.format("%.1f", duration); elseif totalPrecision == 5 and duration <= 3 then durationStr = durationStr..string.format("%.2f", duration); elseif (totalPrecision == 4 or totalPrecision == 5) and duration > 3 then durationStr = durationStr..string.format("%d", duration); else durationStr = durationStr..string.format("%."..totalPrecision.."f", duration); end else durationStr = " "; end return durationStr end end }, ["n"] = { func = function(state) if not state then return "" end return state.name or state.id end }, ["i"] = { func = function(state) if not state or not state.icon then return "|TInterface\\Icons\\INV_Misc_QuestionMark:12:12:0:0:64:64:4:60:4:60|t" end return "|T".. state.icon ..":12:12:0:0:64:64:4:60:4:60|t" end }, ["s"] = { func = function(state) if not state or state.stacks == 0 then return "" end return state.stacks end } };