if not WeakAuras.IsLibsOK() then return end local AddonName, Private = ... -- 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 = UnitClass local GetSpellInfo, GetItemInfo, GetItemCount, GetItemIcon = GetSpellInfo, GetItemInfo, GetItemCount, GetItemIcon local GetShapeshiftFormInfo, GetShapeshiftForm = GetShapeshiftFormInfo, GetShapeshiftForm local UnitDetailedThreatSituation = UnitDetailedThreatSituation local MONEY = MONEY 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) function WeakAuras.UnitDetailedThreatSituation(unit1, unit2) local ok, aggro, status, threatpct, rawthreatpct, threatvalue = pcall(UnitDetailedThreatSituation, unit1, unit2) if ok then return aggro, status, threatpct, rawthreatpct, threatvalue end end local constants = { nameRealmFilterDesc = L[" Filter formats: 'Name', 'Name-Realm', '-Realm'. \n\nSupports multiple entries, separated by commas\nCan use \\ to escape -."], } WeakAuras.UnitRaidRole = function(unit) local raidID = UnitInRaid(unit) if raidID then return select(10, GetRaidRosterInfo(raidID + 1)) or "NONE" end end function WeakAuras.SpellSchool(school) return Private.combatlog_spell_school_types[school] or "" end function WeakAuras.RaidFlagToIndex(flag) return Private.combatlog_raidFlags[flag] or 0 end Private.function_strings = { count = [[ return function(count) if(count %s %s) then return true else return false end end ]], count_fraction = [[ return function(count, max) if max == 0 then return false end 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 Private.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 ]] }; Private.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.CheckNumericIds(loadids, currentId) if (not loadids or not currentId) then return false; end local searchFrom = 0; local startI, endI = string.find(loadids, currentId, searchFrom); while (startI) do searchFrom = endI + 1; -- start next search from end if (startI == 1 or tonumber(string.sub(loadids, startI - 1, startI - 1)) == nil) then -- Either right at start, or character before is not a number if (endI == string.len(loadids) or tonumber(string.sub(loadids, endI + 1, endI + 1)) == nil) then return true; end end startI, endI = string.find(loadids, currentId, searchFrom); 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.ValidateTime(info, val) if val ~= nil and val ~= "" then if not tonumber(val) then if val:sub(1,1) == "-" then val = val:sub(2, #val) end return (val:match("^%d+:%d+:[%d%.]+$") or val:match("^%d+:[%d+%.]+$")) and true or false elseif tonumber(val) >= 2^31 then return false end end return true end function WeakAuras.TimeToSeconds(val) if tonumber(val) then return tonumber(val) else local sign = 1 if val:sub(1,1) == "-" then sign = -1 val = val:sub(2, #val) end local h, m, s = val:match("^(%d+):(%d+):([%d%.]+)$") if h and m and s then return (h*3600 + m*60 + s) * sign else local m, s = val:match("^(%d+):([%d%.]+)$") if m and s then return (m*60 + s) * sign end end end end Private.tinySecondFormat = function(value) if type(value) == "string" then value = tonumber(value) end if type(value) == "number" then local negative = value < 0 value = math.abs(value) local fraction = value - math.floor(value) local ret if value > 3600 then ret = ("%i:%02i:%02i"):format(math.floor(value / 3600), math.floor((value % 3600) / 60), value % 60) elseif value > 60 then ret = ("%i:%02i"):format(math.floor(value / 60), value % 60) else ret = ("%i"):format(value) end local negSign = negative and "-" or "" if fraction > 0 then return negSign .. ret .. tostring(Round(fraction * 100) / 100):sub(2) else return negSign .. ret end end end function Private.ExecEnv.ParseStringCheck(input) if not input then return end local matcher = { entries = {}, negativeEntries = {}, Check = function(self, e) return false end, CheckBoth = function(self, e) return self.entries[e] and not self.negativeEntries[e] end, CheckPositive = function(self, e) return self.entries[e] end, CheckNegative = function(self, e) return not self.negativeEntries[e] end, Add = function(self, e, negate) if negate then self.negativeEntries[e] = true else self.entries[e] = true end end } local start = 1 local escaped = false local partial = "" local negate = false for i = 1, #input do local c = input:sub(i, i) if escaped then escaped = false elseif c == '\\' then partial = partial .. input:sub(start, i - 1) start = i + 1 escaped = true elseif c == "," then matcher:Add(partial .. input:sub(start, i - 1):trim(), negate) start = i + 1 partial = "" negate = false elseif c == "-" and partial:trim() == "" and input:sub(start, i - 1):trim() == "" then start = i + 1 negate = true end end matcher:Add(partial .. input:sub(start, #input):trim(), negate) -- Update check function if next(matcher.entries) and next(matcher.negativeEntries) then matcher.Check = matcher.CheckBoth elseif next(matcher.entries) then matcher.Check = matcher.CheckPositive elseif next(matcher.negativeEntries) then matcher.Check = matcher.CheckNegative end return matcher end function WeakAuras.ValidateNumericOrPercent(info, val) if val ~= nil and val ~= "" then local index = val:find("%% *$") local number = index and tonumber(val:sub(1, index-1)) or tonumber(val) if(not number or number >= 2^31) then return false; end end return true end function Private.ExecEnv.CheckGroupMemberType(loadSetting, currentFlags) if loadSetting == "LEADER" then return bit.band(currentFlags, 1) == 1 elseif loadSetting == "ASSIST" then return bit.band(currentFlags, 2) == 2 else return currentFlags == 0 end end function Private.ExecEnv.CheckChargesDirection(direction, triggerDirection) return triggerDirection == "CHANGED" or (triggerDirection == "GAINED" and direction > 0) or (triggerDirection == "LOST" and direction < 0) end function Private.ExecEnv.CheckCombatLogFlags(flags, flagToCheck) if type(flags) ~= "number" then return end if(flagToCheck == "Mine") then return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_MINE) > 0 elseif (flagToCheck == "InGroup") then return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_OUTSIDER) == 0 elseif (flagToCheck == "InParty") then return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_PARTY) > 0 elseif (flagToCheck == "NotInGroup") then return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_OUTSIDER) > 0 end end function Private.ExecEnv.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 Private.ExecEnv.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 Private.ExecEnv.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) then if tonumber(spell) then if (pet) then return IsSpellKnown(spell, pet); end return IsSpellKnown(spell); else return (GetSpellInfo(spell)) and true or false end end return false 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.GetEffectiveAttackPower() local base, pos, neg = UnitAttackPower("player") return base + pos + neg end function WeakAuras.GetEffectiveSpellPower() -- Straight from the PaperDoll local spellPower = 0 for i = 2, MAX_SPELL_SCHOOLS or 7 do spellPower = max(spellPower, GetSpellBonusDamage(i)) end return spellPower end function WeakAuras.GetEffectiveRangedAttackPower() local base, pos, neg = UnitRangedAttackPower("player") return base + pos + neg 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 Private.talents_ids[single_class] then if not Private.talent_types_specific[single_class] then Private.talent_types_specific[single_class] = {} for tab = 1, #Private.talents_ids[single_class] do for num_talent = 1, #Private.talents_ids[single_class][tab] do local spellName, _, spellIcon = GetSpellInfo(Private.talents_ids[single_class][tab][num_talent]) local talentId = (tab - 1) * MAX_NUM_TALENTS + num_talent if spellName and spellIcon then Private.talent_types_specific[single_class][talentId] = ("|T%s:24|t %s"):format(spellIcon, spellName) end end end end return Private.talent_types_specific[single_class]; else return Private.talent_types; end end end Private.load_prototype = { -- Each entry -- name: name of argument for load function/option for options/setting in saved data -- Options data -- display: name to be displayed in the options -- type: type to be used for the options -- width: width in the options -- hidden: whether the option is shown in the options, defaults to false -- Load Function Data -- enable: whether the test should be tested or not, defaults to true -- test: overrides the default test -- init: whether the argument should be a function parameter or not. "arg" for yes. Defaults to no argument -- events: the events on which the test must be reevaluated -- optional: whether the test is relevant for the options classification between loaded and unloaded, defaults to false args = { { name ="generalTitle", display = L["General"], type = "description", }, { 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 = "alive", display = L["Alive"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, optional = true, events = {"PLAYER_DEAD", "PLAYER_ALIVE", "PLAYER_UNGHOST"} }, { name = "pvpmode", display = L["PvP Mode Active"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, optional = true, events = {"PLAYER_FLAGS_CHANGED", "UNIT_FACTION", "ZONE_CHANGED"} }, { 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"} }, { -- broken, fix later COMPANION_UPDATE fires too early for an check, needs some custom stuff name = "mounted", display = L["Mounted"], type = "tristate", init = "arg", width = WeakAuras.normalWidth, optional = true, --events = {"PLAYER_MOUNT_DISPLAY_CHANGED"} }, { name ="playerTitle", display = L["Player"], type = "description", }, { name = "player", hidden = true, init = "arg", test = "true" }, { name = "realm", hidden = true, init = "arg", test = "true" }, { name = "namerealm", display = L["Player Name/Realm"], type = "string", multiline = true, test = "nameRealmChecker:Check(player, realm)", preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", desc = constants.nameRealmFilterDesc, }, { name = "ignoreNameRealm", display = L["|cFFFF0000Not|r Player Name/Realm"], type = "string", multiline = true, test = "not nameRealmIgnoreChecker:Check(player, realm)", preamble = "local nameRealmIgnoreChecker = Private.ExecEnv.ParseNameCheck(%q)", desc = constants.nameRealmFilterDesc, }, { name = "class", display = L["Player Class"], type = "multiselect", values = "class_types", init = "arg" }, { name = "talent", display = L["Talent"], type = "multiselect", values = valuesForTalentFunction, test = "WeakAuras.CheckTalentByIndex(%d)", events = {"PLAYER_TALENT_UPDATE", "SPELL_UPDATE_USABLE"} }, { name = "talent2", display = L["And Talent"], type = "multiselect", values = valuesForTalentFunction, test = "WeakAuras.CheckTalentByIndex(%d)", enable = function(trigger) return trigger.use_talent ~= nil or trigger.use_talent2 ~= nil end, hidden = function(trigger) return not (trigger.use_talent ~= nil or trigger.use_talent2 ~= nil) end, events = {"PLAYER_TALENT_UPDATE", "SPELL_UPDATE_USABLE"} }, { name = "talent3", display = L["And Talent"], 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, hidden = function(trigger) return not ((trigger.use_talent ~= nil and trigger.use_talent2 ~= nil) or trigger.use_talent3 ~= nil) end, events = {"PLAYER_TALENT_UPDATE", "SPELL_UPDATE_USABLE"} }, { name = "spellknown", display = L["Spell Known"], type = "spell", test = "WeakAuras.IsSpellKnownForLoad(%s, %s)", events = {"SPELLS_CHANGED", "UNIT_PET"}, showExactOption = true }, { name = "not_spellknown", display = WeakAuras.newFeatureString .. L["|cFFFF0000Not|r Spell Known"], type = "spell", test = "not WeakAuras.IsSpellKnownForLoad(%s, %s)", events = {"SPELLS_CHANGED", "UNIT_PET"}, showExactOption = true }, { name = "race", display = L["Player Race"], type = "multiselect", values = "race_types", init = "arg" }, { 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"}, multiEntry = { operator = "and", limit = 2 }, }, { name = "raid_role", display = L["Raid Role"], type = "multiselect", values = "raid_role_types", init = "arg", events = {"PLAYER_ROLES_ASSIGNED"} }, { name = "ingroup", display = L["Group Type"], type = "multiselect", width = WeakAuras.normalWidth, init = "arg", values = "group_types", events = {"PARTY_MEMBERS_CHANGED", "RAID_ROSTER_UPDATE"}, optional = true, }, { name = "groupSize", display = L["Group Size"], type = "number", init = "arg", events = {"PARTY_MEMBERS_CHANGED", "RAID_ROSTER_UPDATE"}, multiEntry = { operator = "and", limit = 2 }, optional = true, }, { name = "group_leader", display = WeakAuras.newFeatureString .. L["Group Leader/Assist"], type = "multiselect", init = "arg", events = {"PARTY_LEADER_CHANGED", "RAID_ROSTER_UPDATE"}, values = "group_member_types", test = "Private.ExecEnv.CheckGroupMemberType(%s, group_leader)", optional = true, }, { name ="locationTitle", display = L["Location"], type = "description", }, { name = "zone", display = L["Zone Name"], type = "string", multiline = true, init = "arg", preamble = "local zoneChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "zoneChecker:Check(zone)", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "VEHICLE_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, desc = function() return ("\n|cffffd200%s|r%s\n\n%s"):format(L["Current Zone\n"], GetRealZoneText(), L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."]) end, optional = true, }, { name = "zoneId", display = L["Zone ID(s)"], type = "string", multiline = true, init = "arg", test = "WeakAuras.CheckNumericIds(%q, zoneId)", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "VEHICLE_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, desc = function() return ("\n|cffffd200%s|r%s: %d\n\n%s"):format(L["Current Zone\n"], GetRealZoneText(), GetCurrentMapAreaID(), L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."]) end, optional = true, }, { name = "subzone", display = L["Subzone Name"], type = "string", multiline = true, init = "arg", preamble = "local subzoneChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "subzoneChecker:Check(subzone)", events = { "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "VEHICLE_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, desc = function() return ("\n|cffffd200%s|r%s\n\n%s"):format(L["Current Zone\n"], GetMinimapZoneText(), L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."]) end, optional = true, }, { name = "size", display = L["Instance Size Type"], type = "multiselect", values = "instance_types", sorted = true, init = "arg", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, optional = true, }, { name = "difficulty", display = L["Instance Difficulty"], type = "multiselect", values = "difficulty_types", sorted = true, init = "arg", events = {"PLAYER_DIFFICULTY_CHANGED", "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, optional = true, }, { name ="equipmentTitle", display = L["Equipment"], type = "description", }, { name = "itemequiped", display = L["Item Equipped"], type = "item", multiEntry = { operator = "or" }, test = "IsEquippedItem(GetItemInfo(%s))", events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"} }, { name = "not_itemequiped", display = WeakAuras.newFeatureString .. L["|cFFFF0000Not|r Item Equipped"], type = "item", multiEntry = { operator = "or" }, test = "not IsEquippedItem(GetItemInfo(%s))", events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"} }, } }; local function AddUnitChangeInternalEvents(triggerUnit, t, includePets, unitisunit) if (triggerUnit == nil) then return end if (triggerUnit == "multi") then -- Handled by normal events" elseif triggerUnit == "pet" then tinsert(t, "PET_UPDATE") else if Private.multiUnitUnits[triggerUnit] then local isPet for unit in pairs(Private.multiUnitUnits[triggerUnit]) do isPet = WeakAuras.UnitIsPet(unit) if (includePets ~= nil and isPet) or (includePets ~= "PetsOnly" and not isPet) then tinsert(t, "UNIT_CHANGED_" .. string.lower(unit)) if unitisunit then tinsert(t, "UNIT_IS_UNIT_CHANGED_" .. string.lower(unit) .. "_" .. string.lower(unitisunit)) end end end else tinsert(t, "UNIT_CHANGED_" .. string.lower(triggerUnit)) if unitisunit then tinsert(t, "UNIT_IS_UNIT_CHANGED_" .. string.lower(triggerUnit) .. "_" .. string.lower(unitisunit)) end end end end local function AddWatchedUnits(triggerUnit, includePets, unitisunit) if (triggerUnit == nil) then return end if (triggerUnit == "multi") then -- Handled by normal events" elseif triggerUnit == "pet" then WeakAuras.WatchForPetDeath(); else if Private.multiUnitUnits[triggerUnit] then local isPet for unit in pairs(Private.multiUnitUnits[triggerUnit]) do isPet = WeakAuras.UnitIsPet(unit) if (includePets ~= nil and isPet) or (includePets ~= "PetsOnly" and not isPet) then if unitisunit then WeakAuras.WatchUnitChange(unitisunit) end WeakAuras.WatchUnitChange(unit) end end else if unitisunit then WeakAuras.WatchUnitChange(unitisunit) end WeakAuras.WatchUnitChange(triggerUnit) end end end local function AddUnitSpecChangeInternalEvents(triggerUnit, t) if Private.multiUnitUnits[triggerUnit] then for unit in pairs(Private.multiUnitUnits[triggerUnit]) do local isPet = WeakAuras.UnitIsPet(unit) if (not isPet) then tinsert(t, "UNIT_SPEC_CHANGED_" .. string.lower(unit)) end end end end local function AddUnitRoleChangeInternalEvents(triggerUnit, t) if (triggerUnit == nil) then return end if Private.multiUnitUnits[triggerUnit] then for unit in pairs(Private.multiUnitUnits[triggerUnit]) do if not WeakAuras.UnitIsPet(unit) then tinsert(t, "UNIT_ROLE_CHANGED_" .. string.lower(unit)) end end else if not WeakAuras.UnitIsPet(triggerUnit) then tinsert(t, "UNIT_ROLE_CHANGED_" .. string.lower(triggerUnit)) end end end local function AddRemainingCastInternalEvents(triggerUnit, t) if (triggerUnit == nil) then return end if Private.multiUnitUnits[triggerUnit] then for unit in pairs(Private.multiUnitUnits[triggerUnit]) do tinsert(t, "CAST_REMAINING_CHECK_" .. string.lower(unit)) end else tinsert(t, "CAST_REMAINING_CHECK_" .. string.lower(triggerUnit)) 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 = { UnitChangedForceEventsWithPets = function(trigger) local events = {} local includePets = trigger.use_includePets == true and trigger.includePets or nil if Private.multiUnitUnits[trigger.unit] then local isPet for unit in pairs(Private.multiUnitUnits[trigger.unit]) do isPet = WeakAuras.UnitIsPet(unit) if (includePets ~= nil and isPet) or (includePets ~= "PetsOnly" and not isPet) then tinsert(events, {"UNIT_CHANGED_" .. unit, unit}) end end else if trigger.unit then tinsert(events, {"UNIT_CHANGED_" .. trigger.unit, trigger.unit}) end end return events end, UnitChangedForceEvents = function(trigger) local events = {} if Private.multiUnitUnits[trigger.unit] then for unit in pairs(Private.multiUnitUnits[trigger.unit]) do if not WeakAuras.UnitIsPet(unit) then tinsert(events, {"UNIT_CHANGED_" .. unit, unit}) end 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 } Private.event_categories = { spell = { name = L["Spell"], default = "Cooldown Progress (Spell)" }, item = { name = L["Item"], default = "Cooldown Progress (Item)" }, unit = { name = L["Player/Unit Info"], default = "Health" }, addons = { name = L["Other Addons"], default = "GTFO" }, combatlog = { name = L["Combat Log"], default = "Combat Log", }, event = { name = L["Other Events"], default = "Chat Message" }, custom = { name = L["Custom"], } } Private.event_prototypes = { ["Combo Points"] = { type = "unit", events = { ["events"] = { "UNIT_COMBO_POINTS", "PLAYER_TARGET_CHANGED", "PLAYER_FOCUS_CHANGED" } }, force_events = "UNIT_COMBO_POINTS", name = L["Combo Points"], args = { { name = "combopoints", display = L["Combo Points"], type = "number", init = "GetComboPoints(UnitInVehicle('player') and 'vehicle' or 'player', 'target')" } }, durationFunc = function(trigger) return GetComboPoints(UnitInVehicle("player") and "vehicle" or "player", "target"), 5, true; end, stacksFunc = function(trigger) return GetComboPoints(UnitInVehicle("player") and "vehicle" or "player", "target"); end, automaticrequired = true }, ["Unit Characteristics"] = { type = "unit", events = function(trigger) local unit = trigger.unit local result = {} AddUnitEventForEvents(result, unit, "UNIT_LEVEL") AddUnitEventForEvents(result, unit, "UNIT_FACTION") AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE") AddUnitEventForEvents(result, unit, "UNIT_FLAGS") AddUnitEventForEvents(result, unit, "PLAYER_FLAGS_CHANGED") if trigger.use_inRange then AddUnitEventForEvents(result, unit, "UNIT_IN_RANGE_UPDATE") end return result; end, internal_events = function(trigger) local unit = trigger.unit local result = {} AddUnitChangeInternalEvents(unit, result, nil, trigger.use_unitisunit and trigger.unitisunit or nil) if trigger.use_specId then AddUnitSpecChangeInternalEvents(unit, result) end return result end, loadFunc = function(trigger) AddWatchedUnits(trigger.unit, nil, trigger.use_unitisunit and trigger.unitisunit or nil) 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; local name, realm = WeakAuras.UnitNameWithRealm(unit) ]=]; 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", desc = Private.actual_unit_types_cast_tooltip, test = "true", store = true, reloadOptions = true, }, { name = "unitisunit", display = L["Unit is Unit"], type = "unit", init = "UnitIsUnit(unit, extraUnit) == 1 and true or false", values = function(trigger) if Private.multiUnitUnits[trigger.unit] then return Private.actual_unit_types else return Private.actual_unit_types_with_specific end end, test = "unitisunit", desc = function() return L["Can be used for e.g. checking if \"boss1target\" is the same as \"player\"."] end, }, { name = "name", display = L["Name"], type = "string", store = true, hidden = true, test = "true" }, { name = "realm", display = L["Realm"], type = "string", store = true, hidden = true, test = "true" }, { name = "namerealm", display = L["Unit Name/Realm"], desc = constants.nameRealmFilterDesc, type = "string", multiline = true, preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", test = "nameRealmChecker:Check(name, realm)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseNameCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.name, state.realm) end, operator_types = "none", }, { name = "class", display = L["Class"], type = "select", init = "select(2, UnitClass(unit))", values = "class_types", store = true, conditionType = "select" }, { name = "specId", display = L["Specialization"], type = "multiselect", init = "WeakAuras.SpecForUnit(unit)", values = "spec_types_all", store = true, conditionType = "select", desc = L["Requires syncing the specialization via LibGroupTalents."], }, { name = "classification", display = L["Classification"], type = "multiselect", init = "UnitClassification(unit)", values = "classification_types", store = true, conditionType = "select" }, { name = "raid_role", display = L["Raid Role"], type = "select", init = "WeakAuras.UnitRaidRole(unit)", values = "raid_role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "raidMarkIndex", display = L["Raid Mark"], type = "select", values = "raid_mark_check_type", store = true, conditionType = "select", init = "GetRaidTargetIndex(unit) or 0" }, { name = "raidMark", display = L["Raid Mark Icon"], store = true, hidden = true, test = "true", init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''" }, { name = "dead", display = L["Dead"], type = "tristate", width = WeakAuras.doubleWidth, init = "UnitIsDeadOrGhost(unit)", store = true, conditionType = "bool", }, { name = "ignoreSelf", display = L["Ignore Self"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsUnit(\"player\", unit)" }, { name = "ignoreDisconnected", display = L["Ignore Disconnected"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "UnitIsConnected(unit)" }, { name = "inRange", display = L["In Range"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "UnitInRange(unit)" }, { name = "hostility", display = L["Hostility"], type = "select", init = "WeakAuras.GetPlayerReaction(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", multiEntry = { operator = "and", limit = 2 }, }, { name = "npcId", display = L["Npc ID"], type = "string", multiline = true, store = true, init = "tostring(tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) or '')", conditionType = "string", preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "npcIdChecker:Check(npcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.npcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."], enable = function(trigger) return not trigger.use_inverse end, }, { name = "attackable", display = L["Attackable"], type = "tristate", init = "UnitCanAttack('player', unit) == 1 and true or false", store = true, conditionType = "bool" }, { name = "inCombat", display = L["In Combat"], type = "tristate", init = "UnitAffectingCombat(unit) == 1 and true or false", store = true, conditionType = "bool" }, { name = "afk", display = L["Afk"], type = "tristate", init = "UnitIsAFK(unit) == 1 and true or false", store = true, conditionType = "bool" }, { name = "dnd", display = L["Do Not Disturb"], type = "tristate", init = "UnitIsDND(unit) == 1 and true or false", store = true, conditionType = "bool" }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck" } }, automaticrequired = true, progressType = "none" }, ["Experience"] = { type = "unit", progressType = "static", events = { ["events"] = { "PLAYER_XP_UPDATE", } }, internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD"}, force_events = "PLAYER_XP_UPDATE", name = L["Player Experience"], init = function(trigger) return "" end, statesParameter = "one", args = { { name = "level", display = L["Level"], required = false, type = "number", store = true, init = [[UnitLevel("player")]], conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "currentXP", display = L["Current Experience"], type = "number", store = true, init = [[UnitXP("player")]], conditionType = "number", multiEntry = { operator = "and", limit = 2 }, progressTotal = "totalXP" }, { name = "totalXP", display = L["Total Experience"], type = "number", store = true, init = [[UnitXPMax("player")]], conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "value", type = "number", store = true, init = "currentXP", hidden = true, test = "true", }, { name = "total", type = "number", store = true, init = "totalXP", hidden = true, test = "true", }, { name = "progressType", hidden = true, init = "'static'", store = true, test = "true" }, { name = "percentXP", display = L["Experience (%)"], type = "number", init = "total ~= 0 and (value / total) * 100 or nil", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { type = "header", name = "restedExperienceHeader", display = L["Rested Experience"], }, { name = "showRested", display = L["Show Rested Overlay"], type = "toggle", test = "true", reloadOptions = true, }, { name = "restedXP", display = L["Rested Experience"], init = [[GetXPExhaustion() or 0]], type = "number", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "percentrested", display = L["Rested Experience (%)"], init = "total ~= 0 and (restedXP / total) * 100 or nil", type = "number", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, }, overlayFuncs = { { name = L["Rested"], func = function(trigger, state) return "forward", state.restedXP end, enable = function(trigger) return trigger.use_showRested end }, }, automaticrequired = true }, ["Health"] = { type = "unit", includePets = "true", progressType = "static", events = function(trigger) local unit = trigger.unit local result = {} AddUnitEventForEvents(result, unit, "UNIT_HEALTH") AddUnitEventForEvents(result, unit, "UNIT_MAXHEALTH") AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE") if trigger.use_ignoreDead or trigger.use_ignoreDisconnected then AddUnitEventForEvents(result, unit, "UNIT_FLAGS") end if trigger.use_inRange then AddUnitEventForEvents(result, unit, "UNIT_IN_RANGE_UPDATE") end return result end, internal_events = function(trigger) local unit = trigger.unit local result = {} local includePets = trigger.use_includePets == true and trigger.includePets or nil AddUnitChangeInternalEvents(unit, result, includePets) if includePets ~= "PetsOnly" then AddUnitRoleChangeInternalEvents(unit, result) end if trigger.use_specId then AddUnitSpecChangeInternalEvents(unit, result) end return result end, loadFunc = function(trigger) local includePets = trigger.use_includePets == true and trigger.includePets or nil AddWatchedUnits(trigger.unit, includePets) end, force_events = unitHelperFunctions.UnitChangedForceEventsWithPets, name = L["Health"], init = function(trigger) trigger.unit = trigger.unit or "player"; local ret = [=[ unit = string.lower(unit) local name, realm = WeakAuras.UnitNameWithRealm(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", desc = Private.actual_unit_types_cast_tooltip, test = "true", store = true }, { name = "health", display = L["Health"], type = "number", init = "UnitHealth(unit)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, progressTotal = "maxhealth" }, { 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 or nil", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "deficit", display = L["Health Deficit"], type = "number", init = "total - value", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, progressTotal = "total" }, { name = "maxhealth", display = WeakAuras.newFeatureString .. L["Max Health"], type = "number", init = "total", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "name", display = L["Unit Name"], type = "string", store = true, hidden = true, test = "true" }, { name = "realm", display = L["Realm"], type = "string", store = true, hidden = true, test = "true" }, { type = "header", name = "unitCharacteristicsHeader", display = L["Unit Characteristics"], }, { name = "namerealm", display = L["Unit Name/Realm"], type = "string", multiline = true, preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", test = "nameRealmChecker:Check(name, realm)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseNameCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.name, state.realm) end, operator_types = "none", desc = constants.nameRealmFilterDesc, }, { name = "npcId", display = L["Npc ID"], type = "string", multiline = true, store = true, init = "tostring(tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) or '')", conditionType = "string", preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "npcIdChecker:Check(npcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.npcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."], 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" }, { name = "specId", display = L["Specialization"], type = "multiselect", init = "WeakAuras.SpecForUnit(unit)", values = "spec_types_all", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, desc = L["Requires syncing the specialization via LibGroupTalents."], }, { name = "raid_role", display = L["Raid Role"], type = "select", init = "WeakAuras.UnitRaidRole(unit)", values = "raid_role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "raidMarkIndex", display = L["Raid Mark"], type = "select", values = "raid_mark_check_type", store = true, conditionType = "select", init = "GetRaidTargetIndex(unit) or 0" }, { name = "raidMark", display = L["Raid Mark Icon"], store = true, hidden = true, test = "true", init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''" }, { type = "header", name = "miscellaneousHeader", display = L["Miscellaneous"], enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, }, { name = "includePets", display = L["Include Pets"], type = "select", values = "include_pets_types", width = WeakAuras.normalWidth, test = "true", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "ignoreSelf", display = L["Ignore Self"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsUnit(\"player\", unit)" }, { name = "ignoreDead", display = L["Ignore Dead"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsDeadOrGhost(unit)" }, { name = "ignoreDisconnected", display = L["Ignore Disconnected"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "UnitIsConnected(unit)" }, { name = "inRange", display = L["In Range"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "UnitInRange(unit)" }, { name = "nameplateType", display = L["Nameplate Type"], type = "select", init = "WeakAuras.GetPlayerReaction(unit)", values = "hostility_types", conditionType = "select", store = true, }, { name = "name", hidden = true, init = "UnitName(unit)", test = "true" }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck" } }, automaticrequired = true }, ["Power"] = { type = "unit", progressType = "static", 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") AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE") if trigger.use_ignoreDead or trigger.use_ignoreDisconnected then AddUnitEventForEvents(result, unit, "UNIT_FLAGS") end -- The api for spell power costs is not meant to be for other units if trigger.use_showCost and trigger.unit == "player" then AddUnitEventForEvents(result, "player", "UNIT_SPELLCAST_START") AddUnitEventForEvents(result, "player", "UNIT_SPELLCAST_STOP") AddUnitEventForEvents(result, "player", "UNIT_SPELLCAST_FAILED") AddUnitEventForEvents(result, "player", "UNIT_SPELLCAST_SUCCEEDED") AddUnitEventForEvents(result, "player", "UPDATE_SHAPESHIFT_FORM") end if unit and not Private.multiUnitUnits[unit] then if not result.events then result.events = {} end tinsert(result.events, "FRAME_UPDATE") end if trigger.use_inRange then AddUnitEventForEvents(result, unit, "UNIT_IN_RANGE_UPDATE") end return result; end, internal_events = function(trigger) local unit = trigger.unit local result = {} local includePets = trigger.use_includePets == true and trigger.includePets or nil AddUnitChangeInternalEvents(unit, result, includePets) if includePets ~= "PetsOnly" then AddUnitRoleChangeInternalEvents(unit, result) end if trigger.use_specId then AddUnitSpecChangeInternalEvents(unit, result) end if trigger.use_showCost and trigger.unit == "player" then tinsert(result, "WA_UNIT_QUEUED_SPELL_CHANGED"); end return result end, loadFunc = function(trigger) if trigger.use_showCost and trigger.unit == "player" then WeakAuras.WatchForQueuedSpell() end local includePets = trigger.use_includePets == true and trigger.includePets or nil AddWatchedUnits(trigger.unit, includePets) end, force_events = unitHelperFunctions.UnitChangedForceEventsWithPets, name = L["Power"], init = function(trigger) trigger.unit = trigger.unit or "player"; local ret = {} table.insert(ret, ([=[ unit = string.lower(unit) local name, realm = WeakAuras.UnitNameWithRealm(unit) local smart = %s local powerType = %s; local unitPowerType = UnitPowerType(unit); local powerTypeToCheck = powerType or unitPowerType; ]=]):format(trigger.unit == "group" and "true" or "false", trigger.use_powertype and trigger.powertype or "nil")) table.insert(ret, unitHelperFunctions.SpecificUnitCheck(trigger)) local canEnableShowCost = (not trigger.use_powertype) and trigger.unit == "player"; if (canEnableShowCost and trigger.use_showCost) then table.insert(ret, [[ if (event == "UPDATE_SHAPESHIFT_FORM") then local cost = WeakAuras.GetSpellCost(powerTypeToCheck) if state.cost ~= cost then state.cost = cost state.changed = true end elseif ( (event == "UNIT_SPELLCAST_START" or event == "UNIT_SPELLCAST_STOP" or event == "UNIT_SPELLCAST_FAILED" or event == "UNIT_SPELLCAST_SUCCEEDED") and unit == "player") or event == "WA_UNIT_QUEUED_SPELL_CHANGED" then local cost = WeakAuras.GetSpellCost(powerTypeToCheck) if state.cost ~= cost then state.cost = cost state.changed = true end end ]]) end return table.concat(ret) end, statesParameter = "unit", args = { { name = "unit", required = true, display = L["Unit"], type = "unit", init = "arg", values = "actual_unit_types_cast", desc = Private.actual_unit_types_cast_tooltip, test = "true", store = true }, { name = "powertype", display = L["Power Type"], type = "select", values = "power_types", init = "powerTypeToCheck", test = "true", store = true, conditionType = "select", reloadOptions = true }, { name = "requirePowerType", display = L["Only if Primary"], type = "toggle", test = "unitPowerType == powerType", enable = function(trigger) return trigger.use_powertype end, }, { name = "showCost", display = L["Overlay Cost of Casts"], type = "toggle", test = "true", enable = function(trigger) return (not trigger.use_powertype) and trigger.unit == "player"; end, reloadOptions = true }, { name = "power", display = L["Power"], type = "number", init = "UnitPower(unit, powerType)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, progressTotal = "total" }, { 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 or nil", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "deficit", display = L["Power Deficit"], type = "number", init = "total - value", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, progressTotal = "total" }, { name = "maxpower", display = WeakAuras.newFeatureString .. L["Max Power"], type = "number", init = "total", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "name", display = L["Unit Name"], type = "string", store = true, hidden = true, test = "true" }, { name = "realm", display = L["Realm"], type = "string", store = true, hidden = true, test = "true" }, { type = "header", name = "unitCharacteristicsHeader", display = L["Unit Characteristics"], }, { name = "namerealm", display = L["Unit Name/Realm"], type = "string", multiline = true, preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", test = "nameRealmChecker:Check(name, realm)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseNameCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.name, state.realm) end, operator_types = "none", desc = constants.nameRealmFilterDesc, }, { name = "npcId", display = L["Npc ID"], type = "string", multiline = true, store = true, init = "tostring(tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) or '')", conditionType = "string", preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "npcIdChecker:Check(npcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.npcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."], 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" }, { name = "specId", display = L["Specialization"], type = "multiselect", init = "WeakAuras.SpecForUnit(unit)", values = "spec_types_all", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, desc = L["Requires syncing the specialization via LibGroupTalents."], }, { name = "raid_role", display = L["Raid Role"], type = "select", init = "WeakAuras.UnitRaidRole(unit)", values = "raid_role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "raidMarkIndex", display = L["Raid Mark"], type = "select", values = "raid_mark_check_type", store = true, conditionType = "select", init = "GetRaidTargetIndex(unit) or 0" }, { name = "raidMark", display = L["Raid Mark Icon"], store = true, hidden = true, test = "true", init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''" }, { type = "header", name = "miscellaneousHeader", display = L["Miscellaneous"], enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, }, { name = "includePets", display = L["Include Pets"], type = "select", values = "include_pets_types", width = WeakAuras.normalWidth, test = "true", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "ignoreSelf", display = L["Ignore Self"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsUnit(\"player\", unit)" }, { name = "ignoreDead", display = L["Ignore Dead"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsDeadOrGhost(unit)" }, { name = "ignoreDisconnected", display = L["Ignore Disconnected"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "UnitIsConnected(unit)" }, { name = "inRange", display = L["In Range"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "UnitInRange(unit)" }, { name = "nameplateType", display = L["Nameplate Type"], type = "select", init = "WeakAuras.GetPlayerReaction(unit)", values = "hostility_types", store = true, conditionType = "select", }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck" } }, overlayFuncs = { { name = L["Spell Cost"], func = function(trigger, state) return "back", type(state.cost) == "number" and state.cost; end, enable = function(trigger) return trigger.use_showCost and (not trigger.use_powertype) and trigger.unit == "player"; end }, }, automaticrequired = true }, ["Combat Log"] = { type = "combatlog", 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"], statesParameter = "all", args = { {}, -- timestamp ignored with _ argument {}, -- messageType ignored with _ argument (it is checked before the dynamic function) { type = "header", name = "sourceHeader", display = L["Source Info"], }, { name = "sourceGUID", init = "arg", hidden = "true", test = "true", store = true, display = L["Source GUID"] }, { 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", multiline = true, init = "arg", store = true, conditionType = "string", preamble = "local sourceNameChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "sourceNameChecker:Check(sourceName)", desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."], }, { name = "sourceNpcId", display = L["Source NPC Id"], type = "string", multiline = true, init = "tostring(tonumber(string.sub(sourceGUID or '', 8, 12), 16) or '')", store = true, conditionType = "string", preamble = "local sourceNpcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "sourceNpcIdChecker:Check(sourceNpcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.sourceNpcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."], enable = function(trigger) return not (trigger.subeventPrefix == "ENVIRONMENTAL") end, }, { name = "sourceFlags", display = L["Source Affiliation"], type = "select", values = "combatlog_flags_check_type", init = "arg", store = true, test = "Private.ExecEnv.CheckCombatLogFlags(sourceFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlags(state.sourceFlags, needle) == (op == "==") end end }, { name = "sourceFlags2", display = L["Source Reaction"], type = "select", values = "combatlog_flags_check_reaction", test = "Private.ExecEnv.CheckCombatLogFlagsReaction(sourceFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlagsReaction(state.sourceFlags, needle) == (op == "==") end end }, { name = "sourceFlags3", display = L["Source Object Type"], type = "select", values = "combatlog_flags_check_object_type", test = "Private.ExecEnv.CheckCombatLogFlagsObjectType(sourceFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlagsObjectType(state.sourceFlags, needle) == (op == "==") end end }, { name = "sourceRaidFlags", display = L["Source Raid Mark"], type = "select", values = "combatlog_raid_mark_check_type", init = "arg", store = true, test = "Private.ExecEnv.CheckRaidFlags(sourceRaidFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckRaidFlags(state.sourceRaidFlags, needle) == (op == "==") end end }, { name = "sourceRaidMarkIndex", display = WeakAuras.newFeatureString .. L["Source unit's raid mark index"], init = "WeakAuras.RaidFlagToIndex(sourceRaidFlags)", test = "true", store = true, hidden = true, }, { name = "sourceRaidMark", display = WeakAuras.newFeatureString .. L["Source unit's raid mark texture"], test = "true", init = "sourceRaidMarkIndex > 0 and '{rt'..sourceRaidMarkIndex..'}' or ''", store = true, hidden = true, }, { type = "header", name = "destHeader", display = L["Destination Info"], enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { name = "destGUID", init = "arg", hidden = "true", test = "true", store = true, display = L["Destination GUID"] }, { 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", multiline = true, init = "arg", store = true, conditionType = "string", preamble = "local destNameChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "destNameChecker:Check(destName)", desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."], enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { name = "destNpcId", display = L["Destination NPC Id"], type = "string", multiline = true, init = "tostring(tonumber(string.sub(destGUID or '', 8, 12), 16) or '')", store = true, conditionType = "string", preamble = "local destNpcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "destNpcIdChecker:Check(destNpcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.destNpcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."], 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 Affiliation"], type = "select", values = "combatlog_flags_check_type", init = "arg", store = true, test = "Private.ExecEnv.CheckCombatLogFlags(destFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlags(state.destFlags, needle) == (op == "==") end 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 = "Private.ExecEnv.CheckCombatLogFlagsReaction(destFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlagsReaction(state.destFlags, needle) == (op == "==") end 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 = "Private.ExecEnv.CheckCombatLogFlagsObjectType(destFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckCombatLogFlagsObjectType(state.destFlags, needle) == (op == "==") end 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 = "destRaidFlags", display = L["Dest Raid Mark"], type = "select", values = "combatlog_raid_mark_check_type", init = "arg", store = true, test = "Private.ExecEnv.CheckRaidFlags(destRaidFlags, %q)", conditionType = "select", conditionTest = function(state, needle, op) if state and state.show then return Private.ExecEnv.CheckRaidFlags(state.destRaidFlags, needle) == (op == "==") end end, enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { -- destRaidFlags ignore for SPELL_CAST_START enable = function(trigger) return (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end }, { name = "destRaidMarkIndex", display = WeakAuras.newFeatureString .. L["Destination unit's raid mark index"], init = "WeakAuras.RaidFlagToIndex(destRaidFlags)", test = "true", store = true, hidden = true, enable = function(trigger) return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START"); end, }, { name = "destRaidMark", display = WeakAuras.newFeatureString .. L["Destination unit's raid mark texture"], test = "true", init = "destRaidMarkIndex > 0 and '{rt'..destRaidMarkIndex..'}' or ''", store = true, hidden = true, 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, }, { type = "header", name = "subeventHeader", display = L["Subevent Info"], enable = function(trigger) return trigger.subeventPrefix and ( trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix == "ENVIRONMENTAL" or trigger.subeventPrefix:find("DAMAGE") or trigger.subeventPrefix:find("SPELL")) or trigger.subeventSuffix and ( trigger.subeventSuffix == "_ABSORBED" or trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL" or trigger.subeventSuffix == "_DAMAGE" or trigger.subeventSuffix == "_HEAL" or trigger.subeventSuffix == "_ENERGIZE" or trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH" or trigger.subeventSuffix == "_DAMAGE" or trigger.subeventSuffix == "_MISSED" or trigger.subeventSuffix == "_EXTRA_ATTACKS" or trigger.subeventSuffix == "_CAST_FAILED" or trigger.subeventSuffix:find("DOSE") or trigger.subeventSuffix:find("AURA")) end, }, { name = "spellId", display = L["Spell Id"], 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, preambleGroup = "spell", preamble = "local spellChecker = WeakAuras.CreateSpellChecker()", multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddExact(%q)" }, test = "spellChecker:Check(spellId)", conditionType = "number", type = "spell", showExactOption = false, noProgressSource = true }, { name = "spellName", display = L["Spell Name"], type = "spell", noValidation = true, 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, preambleGroup = "spell", preamble = "local spellChecker = WeakAuras.CreateSpellChecker()", multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddName(%q)" }, test = "spellChecker:Check(spellId)", conditionType = "string" }, { name = "spellSchool", display = L["Spell School"], type = "select", values = "combatlog_spell_school_types_for_ui", sorted = true, test = "spellSchool == %d", init = "arg", conditionType = "select", store = true, enable = function(trigger) return trigger.subeventPrefix and (trigger.subeventPrefix:find("SPELL") or trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix:find("DAMAGE")) end }, { 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 }, { name = "extraSpellId", display = WeakAuras.newFeatureString .. L["Extra Spell Id"], init = "arg", enable = function(trigger) return trigger.subeventSuffix and (trigger.subeventSuffix == "_ABSORBED" or trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL") end, type = "spell", showExactOption = false, store = true, conditionType = "number", noProgressSource = true }, { name = "extraSpellName", display = L["Extra Spell Name"], type = "string", noValidation = true, 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 { type = "header", name = "miscellaneousHeader", display = L["Miscellaneous"], }, { 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" }, }, countEvents = true, delayEvents = true, timedrequired = true, progressType = "timed" }, ["Cooldown Progress (Spell)"] = { type = "spell", events = {}, loadInternalEventFunc = function(trigger, untrigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0; if spellName == nil then return {} end local events = { "SPELL_COOLDOWN_CHANGED:" .. spellName, "COOLDOWN_REMAINING_CHECK:" .. spellName, "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/Charges/Count"], loadFunc = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0; WeakAuras.WatchSpellCooldown(spellName, trigger.use_matchedRune) if (trigger.use_showgcd) then WeakAuras.WatchGCD(); end end, init = function(trigger) local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0 local ret = {} 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 table.insert(ret, ([=[ local spellname = %s local ignoreRuneCD = %s local showgcd = %s; local name, _, icon = GetSpellInfo(spellname) local startTime, duration, gcdCooldown = WeakAuras.GetSpellCooldown(spellname, ignoreRuneCD, showgcd); 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; ]=]):format(spellName, (trigger.use_matchedRune and "true" or "false"), (trigger.use_showgcd and "true" or "false"), showOnCheck )) table.insert(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'; ]=])) if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then table.insert(ret, ([[ local remaining = 0; if (expirationTime and expirationTime > 0) then remaining = expirationTime - GetTime(); local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then local event = "COOLDOWN_REMAINING_CHECK:" .. %s Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck, event); end end ]]):format(tonumber(trigger.remaining or 0) or 0, spellName)) end return table.concat(ret) end, GetNameAndIcon = function(trigger) local name, _, icon = GetSpellInfo(trigger.spellName or 0) return name or "Invalid", icon end, statesParameter = "one", progressType = "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.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 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 (Spell)" }, { name = "matchedRune", display = L["Ignore Rune CD"], type = "toggle", test = "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["Charges"], type = "number", store = true, conditionType = "number", progressTotal = "maxCharges" }, { 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((type(state.spellname) == "number" and GetSpellInfo(state.spellname)) or state.spellname) == 1 and true or false) == (needle == 1)) end, conditionEvents = { "SPELL_UPDATE_USABLE", "PLAYER_TARGET_CHANGED", "UNIT_MANA", "UNIT_RAGE", "UNIT_FOCUS", "UNIT_ENERGY", "UNIT_RUNIC_POWER" }, }, { 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((type(state.spellname) == "number" and GetSpellInfo(state.spellname)) or state.spellname)) == 1 and true or false) == (needle == 1)) end, conditionEvents = { "SPELL_UPDATE_USABLE", "PLAYER_TARGET_CHANGED", "UNIT_MANA", "UNIT_RAGE", "UNIT_FOCUS", "UNIT_ENERGY", "UNIT_RUNIC_POWER" } }, { 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" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, }, hasSpellID = true, automaticrequired = true, }, ["Cooldown Ready (Spell)"] = { type = "spell", events = {}, loadInternalEventFunc = function(trigger, untrigger) 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 spellName == nil then return {} end return { "SPELL_COOLDOWN_READY:" .. spellName } end, name = L["Cooldown Ready Event"], 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); 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 local name, _, icon = GetSpellInfo(spellname) ]=] return ret:format(spellName); end, GetNameAndIcon = function(trigger) local spellName if (trigger.use_exact_spellName) then spellName = tonumber(trigger.spellName) else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName end if spellName then local name, _, icon = GetSpellInfo(spellName) return name, icon end end, statesParameter = "one", args = { { name = "spellName", required = true, display = L["Spell"], type = "spell", init = "arg", showExactOption = true, test = "spellname == spellName" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, }, hasSpellID = true, timedrequired = true, progressType = "timed" }, ["Charges Changed"] = { type = "spell", events = {}, loadInternalEventFunc = function(trigger, untrigger) 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 spellName == nil then return {} end return { "SPELL_CHARGES_CHANGED:" .. spellName } end, name = L["Charges Changed Event"], 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); 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 spellName = spellName or "" end if (type(spellName) == "string") then spellName = string.format("%q", spellName) end local ret = [=[ local spellname = %s local name, _, icon = GetSpellInfo(spellname) ]=] return ret:format(spellName) end, statesParameter = "one", GetNameAndIcon = function(trigger) local spellName if (trigger.use_exact_spellName) then spellName = tonumber(trigger.spellName) else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName end if spellName then local name, _, icon = GetSpellInfo(spellName) return name, icon end end, 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 = "Private.ExecEnv.CheckChargesDirection(direction, %q)", store = true, conditionType = "select", conditionValues = "charges_change_condition_type"; conditionTest = function(state, needle) return state and state.show and state.direction and Private.ExecEnv.CheckChargesDirection(state.direction, needle) end, }, { name = "charges", display = L["Charges"], type = "number", init = "arg", store = true, conditionType = "number" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, }, hasSpellID = true, timedrequired = true, progressType = "timed" }, ["Cooldown Progress (Item)"] = { type = "item", events = {}, internal_events = function(trigger, untrigger) local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0") local events = { "ITEM_COOLDOWN_READY:" .. itemName, "ITEM_COOLDOWN_CHANGED:" .. itemName, "ITEM_COOLDOWN_STARTED:" .. itemName, "COOLDOWN_REMAINING_CHECK:" .. itemName, } 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) WeakAuras.WatchItemCooldown(trigger.itemName or 0) if (trigger.use_showgcd) then WeakAuras.WatchGCD(); end end, init = function(trigger) local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0") local ret = [=[ local itemname = %s; local name = GetItemInfo(itemname or 0) or "Invalid" local icon = GetItemIcon(itemname) or "" local showgcd = %s local startTime, duration, enabled, gcdCooldown = WeakAuras.GetItemCooldown(itemname, showgcd); local expirationTime = startTime + duration local genericShowOn = %s state.itemname = itemname; ]=]; if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then local ret2 = [=[ local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0; local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then local event = "COOLDOWN_REMAINING_CHECK:" .. %s Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck, event); end ]=]; ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0, itemName); end return ret:format(itemName, trigger.use_showgcd and "true" or "false", "[[" .. (trigger.genericShowOn or "") .. "]]"); end, GetNameAndIcon = function(trigger) local name = GetItemInfo(trigger.itemName or 0) local icon = GetItemIcon(trigger.itemName or 0) return name, icon 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) if not state or not state.show or not UnitExists('target') then return false end if InCombatLockdown() and not UnitCanAttack('player', 'target') then return false end return IsItemInRange(state.itemname, 'target') == (needle == 1) end, conditionEvents = { "PLAYER_TARGET_CHANGED", "WA_SPELL_RANGECHECK", } }, { hidden = true, name = "gcdCooldown", store = true, test = "true" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "progressType", hidden = true, init = "'timed'", store = true, test = "true" }, { name = "duration", hidden = true, init = "duration", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = 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\")" } }, hasItemID = true, automaticrequired = true, progressType = "timed" }, ["Cooldown Progress (Equipment Slot)"] = { type = "item", events = { ["unit_events"] = { ["player"] = {"UNIT_INVENTORY_CHANGED"} } }, internal_events = function(trigger, untrigger) local slot = trigger.itemSlot or 0 local events = { "ITEM_SLOT_COOLDOWN_STARTED:" .. slot, "ITEM_SLOT_COOLDOWN_CHANGED:" .. slot, "COOLDOWN_REMAINING_CHECK:" .. slot, "ITEM_SLOT_COOLDOWN_ITEM_CHANGED:" .. slot, "ITEM_SLOT_COOLDOWN_READY:" .. slot, "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 (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 itemSlot = %s local startTime, duration, enable, gcdCooldown = WeakAuras.GetItemSlotCooldown(itemSlot, showgcd) local expirationTime = startTime + duration local genericShowOn = %s local remaining = startTime + duration - GetTime(); local name = "" local item = GetInventoryItemID("player", itemSlot or 0) if item then name = GetItemInfo(item) end local icon = GetInventoryItemTexture("player", itemSlot or 0) local stacks = GetInventoryItemCount("player", itemSlot or 0) if ((stacks == 1) and (not GetInventoryItemTexture("player", itemSlot or 0))) then stacks = 0 end ]]; if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then local ret2 = [[ local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0; local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then local event = "COOLDOWN_REMAINING_CHECK:" .. %s Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck, event); end ]]; ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0, trigger.itemSlot or 0); end return ret:format(trigger.use_showgcd and "true" or "false", trigger.itemSlot or "0", "[[" .. (trigger.genericShowOn or "") .. "]]"); end, GetNameAndIcon = function(trigger) local item = GetInventoryItemID("player", trigger.itemSlot or 0); local name if (item) then name = GetItemInfo(item) end local icon = GetInventoryItemTexture("player", trigger.itemSlot or 0) return name, icon 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" }, { name = "progressType", hidden = true, init = "'timed'", store = true, test = "true" }, { name = "duration", hidden = true, init = "duration", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = true }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "stacks", display = L["Stacks"], init = "stacks", hidden = true, test = "true", store = true, conditionType = "number" }, { 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\")" } }, automaticrequired = true, progressType = "timed" }, ["Cooldown Ready (Item)"] = { type = "item", events = {}, internal_events = function(trigger) return { "ITEM_COOLDOWN_READY:" .. (trigger.itemName or 0) } end, name = L["Cooldown Ready Event (Item)"], loadFunc = function(trigger) WeakAuras.WatchItemCooldown(trigger.itemName or 0) end, init = function(trigger) local ret = [[ local itemName = %s local name = GetItemInfo(itemName) or "Invalid" local icon = GetItemIcon(itemName) or "" ]] local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0") return ret:format(itemName) end, GetNameAndIcon = function(trigger) local name = GetItemInfo(trigger.itemName or 0) local icon = GetItemIcon(trigger.itemName or 0) return name, icon end, statesParameter = "one", args = { { name = "itemName", required = true, display = L["Item"], type = "item", init = "arg" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, }, hasItemID = true, timedrequired = true, progressType = "timed" }, ["Cooldown Ready (Equipment Slot)"] = { type = "item", events = {}, internal_events = function(trigger) return { "ITEM_SLOT_COOLDOWN_READY:" .. (trigger.itemSlot or 0) } end, name = L["Cooldown Ready Event (Slot)"], loadFunc = function(trigger) WeakAuras.WatchItemSlotCooldown(trigger.itemSlot); end, init = function(trigger) local ret = [[ local itemSlot = %s local item = GetInventoryItemID("player", itemSlot) local name = "" if (item) then name = GetItemInfo(item) end local icon = GetInventoryItemTexture("player", itemSlot) ]] return ret:format(trigger.itemSlot or 0) end, GetNameAndIcon = function(trigger) local item = GetInventoryItemID("player", trigger.itemSlot or 0) local name = item and GetItemInfo(item) or nil local icon = GetInventoryItemTexture("player", trigger.itemSlot or 0) return name, icon end, statesParameter = "one", args = { { name = "itemSlot", required = true, display = L["Equipment Slot"], type = "select", values = "item_slot_types", init = "arg" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, }, hasItemID = true, timedrequired = true, progressType = "timed" }, ["GTFO"] = { type = "addons", 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, progressType = "timed" }, ["Global Cooldown"] = { type = "spell", events = {}, internal_events = { "GCD_START", "GCD_CHANGE", "GCD_END", "GCD_UPDATE", "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "GCD_UPDATE", name = L["Global Cooldown"], loadFunc = function(trigger) WeakAuras.WatchGCD(); end, init = function(trigger) local ret = [[ local inverse = %s; local duration, expirationTime, name, icon = WeakAuras.GetGCDInfo() local hasSpellName = WeakAuras.GcdSpellName(); ]]; return ret:format(trigger.use_inverse and "true" or "false"); end, statesParameter = "one", args = { { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "duration", hidden = true, init = "duration", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = true }, { name = "progressType", hidden = true, init = "'timed'", test = "true", store = true }, { hidden = true, test = "(inverse and duration == 0) or (not inverse and duration > 0 and hasSpellName)" } }, hasSpellID = true, automaticrequired = true, progressType = "timed" }, ["Swing Timer"] = { type = "unit", events = {}, internal_events = { "SWING_TIMER_START", "SWING_TIMER_CHANGE", "SWING_TIMER_END", "SWING_TIMER_UPDATE" }, force_events = "SWING_TIMER_UPDATE", name = L["Swing Timer"], loadFunc = function() WeakAuras.InitSwingTimer(); end, init = function(trigger) local ret = [=[ local inverse = %s; local hand = %q; local triggerRemaining = %s local duration, expirationTime, name, icon = WeakAuras.GetSwingTimerInfo(hand) local remaining = expirationTime and expirationTime - GetTime() local remainingCheck = not triggerRemaining or remaining and remaining %s triggerRemaining if triggerRemaining and remaining and remaining >= triggerRemaining and remaining > 0 then Private.ExecEnv.ScheduleScan(expirationTime - triggerRemaining, "SWING_TIMER_UPDATE") end ]=]; return ret:format( (trigger.use_inverse and "true" or "false"), trigger.hand or "main", trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil", trigger.remaining_operator or "<" ); end, args = { { name = "hand", required = true, display = L["Weapon"], type = "select", values = "swing_types", test = "true" }, { name = "duration", hidden = true, init = "duration", 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 = "name", hidden = true, init = "name", test = "true", store = true }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "remaining", display = L["Remaining Time"], type = "number", enable = function(trigger) return not trigger.use_inverse end, test = "true" }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { hidden = true, test = "(inverse and duration == 0) or (not inverse and duration > 0)" } }, automaticrequired = true, progressType = "timed", statesParameter = "one" }, ["Action Usable"] = { type = "spell", events = { ["events"] = { "SPELL_UPDATE_USABLE", "ACTIONBAR_UPDATE_USABLE", "PLAYER_TARGET_CHANGED", "RUNE_POWER_UPDATE", "RUNE_TYPE_UPDATE", }, ["unit_events"] = { ["player"] = { "UNIT_POWER", "UNIT_ENERGY", "UNIT_MANA", "UNIT_RAGE" } } }, loadInternalEventFunc = 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 spellName == nil then return {} end return { "SPELL_COOLDOWN_CHANGED:" .. spellName } end, force_events = "SPELL_UPDATE_USABLE", name = L["Spell 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 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 local ret = [=[ local spellName = %s local name, _, icon = GetSpellInfo(spellName) local startTime, duration, gcdCooldown, readyTime = WeakAuras.GetSpellCooldown(spellName) local charges = WeakAuras.GetSpellCharges(spellName) if (charges == nil) then charges = (duration == 0 or gcdCooldown) and 1 or 0; end local ready = startTime == 0 or charges > 0 local active = IsUsableSpell(spellName or "") 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 = string.format("%q", spellName) end return ret:format(spellName) end, GetNameAndIcon = function(trigger) local spellName if (trigger.use_exact_spellName) then spellName = tonumber(trigger.spellName) else spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName end if spellName then local name, _, icon = GetSpellInfo(spellName) return name, icon end end, args = { { name = "spellName", display = L["Spell"], required = true, type = "spell", test = "true", showExactOption = true, store = true }, -- 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", }, { hidden = true, name = "readyTime", display = L["Since Ready"], conditionType = "elapsedTimer", store = true, test = "true" }, { hidden = true, name = "chargeGainTime", display = L["Since Charge Gain"], conditionType = "elapsedTimer", store = true, test = "true" }, { hidden = true, name = "chargeLostTime", display = L["Since Charge Lost"], conditionType = "elapsedTimer", store = true, test = "true" }, { 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", } }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "stacks", display = L["Stacks"], hidden = true, init = "stacks", test = "true", store = true, conditionType = "number" }, { hidden = true, test = "active" } }, hasSpellID = true, automaticrequired = true, progressType = "none" }, ["Talent Known"] = { type = "unit", events = function() return { ["events"] = {"PLAYER_TALENT_UPDATE", "SPELL_UPDATE_USABLE"} } 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 = 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 and 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 Private.talent_types_specific[class] then return Private.talent_types_specific[class]; else return Private.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", progressType = "none" }, ["Totem"] = { type = "spell", events = { ["events"] = { "PLAYER_TOTEM_UPDATE", "PLAYER_ENTERING_WORLD" } }, internal_events = { "COOLDOWN_REMAINING_CHECK", }, force_events = "PLAYER_ENTERING_WORLD", name = L["Totem"], statesParameter = "full", progressType = "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 Private.ExecEnv.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 Private.ExecEnv.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 Private.ExecEnv.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 Private.ExecEnv.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 Private.ExecEnv.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 tonumber(trigger.remaining or 0) 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, desc = L["Enter a name or a spellId"] }, { 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 = "item", events = { ["events"] = { "BAG_UPDATE", "BAG_UPDATE_COOLDOWN", "PLAYER_ENTERING_WORLD" } }, internal_events = { "ITEM_COUNT_UPDATE", }, force_events = "BAG_UPDATE", name = L["Item Count"], loadFunc = function(trigger) if(trigger.use_includeCharges) then WeakAuras.RegisterItemCountWatch(); end end, init = function(trigger) local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0") local ret = [[ local itemName = %s local exactSpellMatch = %s local name = GetItemInfo(itemName) or "Invalid" local icon = GetItemIcon(itemName) or "" if not exactSpellMatch and tonumber(itemName) then itemName = name end local count = GetItemCount(itemName or "", %s, %s); ]]; return ret:format( itemName, trigger.use_exact_itemName and "true" or "nil", trigger.use_includeBank and "true" or "nil", trigger.use_includeCharges and "true" or "nil" ) end, args = { { name = "itemName", required = true, display = L["Item"], type = "item", showExactOption = true, test = "true" }, { name = "name", display = L["Name"], init = "itemName", type = "string", hidden = true, store = true, test = "true", conditionType = "string" }, { name = "includeBank", display = L["Include Bank"], type = "toggle", test = "true" }, { name = "includeCharges", display = L["Include Charges"], type = "toggle", test = "true" }, { name = "count", display = L["Item Count"], type = "number" }, { name = "stacks", display = L["Stacks"], init = "count", hidden = true, store = true, test = "true", conditionType = "number" }, { name = "value", init = "count", hidden = true, store = true, test = "true", display = L["Progress Value"], conditionType = "number" }, { name = "total", init = 0, hidden = true, store = true, test = "true", display = L["Progress Total"], conditionType = "number" }, { name = "progressType", init = "'static'", hidden = true, store = true, test = "true", }, { name = "icon", init = "icon or ''", hidden = true, store = true, test = "true" }, { name = "name", init = "name or itemName", hidden = true, store = true, test = "true" }, }, statesParameter = "one", hasItemID = true, automaticrequired = true, progressType = "static" }, ["Stance/Form/Aura"] = { type = "unit", 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 table.insert(ret, ([[ local trigger_form = %d active = form == trigger_form ]]):format(trigger.form.single)) if inverse then table.insert(ret, [[ active = not active ]]) end elseif trigger.use_form == false and trigger.form and trigger.form.multi then for index in pairs(trigger.form.multi) do table.insert(ret, ([[ if not active then local index = %d active = form == index end ]]):format(index)) end if inverse then table.insert(ret, [[ active = not active ]]) end elseif trigger.use_form == nil then table.insert(ret, [[ active = true ]]) end return table.concat(ret) 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, progressType = "none" }, ["Weapon Enchant"] = { type = "item", events = {}, internal_events = { "TENCH_UPDATE", }, force_events = "TENCH_UPDATE", name = L["Weapon Enchant / Fishing Lure"], 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, icon, stacks if triggerWeaponType == "main" then expirationTime, duration, name, shortenedName, icon, stacks = WeakAuras.GetMHTenchInfo() elseif triggerWeaponType == "off" then expirationTime, duration, name, shortenedName, icon, stacks = WeakAuras.GetOHTenchInfo() elseif triggerWeaponType == "ranged" then expirationTime, duration, name, shortenedName, icon, stacks = 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 stacks and stacks %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 Private.ExecEnv.ScheduleScan(expirationTime - triggerRemaining, "TENCH_UPDATE"); end if not found then expirationTime = nil duration = nil remaining = nil end ]]; local showOnActive = trigger.showOn == 'showOnActive' or not trigger.showOn return ret:format(trigger.weapon or "main", trigger.use_enchant and trigger.enchant or "", showOnActive and trigger.use_stacks and tonumber(trigger.stacks or 0) or "nil", showOnActive and trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil", trigger.showOn or "showOnActive", trigger.stacks_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 or ID"], type = "string", test = "true" }, { name = "enchantID", hidden = true, test = "true", display = L["Enchant ID"], store = true, conditionType = "number", operator_types = "only_equal", noProgressSource = true }, { name = "stacks", display = L["Stack Count"], type = "number", conditionType = "number", test = "true", store = true }, { name = "duration", hidden = true, init = "duration", test = "true", store = true }, { name = "expirationTime", init = "expirationTime", hidden = true, test = "true", store = true }, { name = "progressType", hidden = true, init = "duration and 'timed'", test = "true", store = true }, { name = "name", hidden = true, init = "spell", test = "true", store = true }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "enchanted", display = L["Enchanted"], hidden = true, init = "found == true", test = "true", store = true, conditionType = "bool", conditionTest = function(state, needle) return state and state.show and state.enchanted == (needle == 1) end, }, { 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')" } }, automaticrequired = true, progressType = "timed", statesParameter = "one" }, ["Chat Message"] = { type = "event", events = function(trigger) if trigger.use_messageType and trigger.messageType and Private.chat_message_types[trigger.messageType] then local events = {trigger.messageType} if Private.chat_message_leader_event[trigger.messageType] then table.insert(events, Private.chat_message_leader_event[trigger.messageType]) end return { events = events } end return { ["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", "CHAT_MSG_LOOT", } } end, 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", sorted = true, test = "event == %q", }, { name = "message", display = L["Message"], init = "arg", type = "longstring", canBeCaseInsensitive = true, 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", }, { -- flags }, { -- zone Channel id }, { -- channel index }, { -- channel base name }, { -- language id }, { -- line id }, { name = "sourceGUID", display = L["Source GUID"], 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 ''", reloadOptions = true }, }, countEvents = true, delayEvents = true, timedrequired = true, progressType = "timed" }, -- fixing later --[[ ["Spell Cast Succeeded"] = { type = "event", events = function(trigger) local result = {} local unit = trigger.unit AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_SUCCEEDED") return result end, name = L["Spell Cast Succeeded"], statesParameter = "unit", args = { { name = "unit", init = "arg", display = L["Caster Unit"], type = "unit", test = "true", values = "actual_unit_types_cast", store = true, conditionType = "select", conditionTest = function(state, needle, op) return state and state.show and (UnitIsUnit(needle, state.unit or '') == (op == "==")) end }, { }, { -- castGUID }, { name = "spellNames", display = L["Name(s)"], type = "spell", multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddName(%q)" }, preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()", preambleGroup = "spell", test = "spellChecker:Check(spellId)", noValidation = true, }, { name = "spellId", display = L["Exact Spell ID(s)"], type = "spell", init = "arg", store = true, multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddExact(%q)" }, preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()", preambleGroup = "spell", test = "spellChecker:Check(spellId)", conditionType = "number", noProgressSource = true }, { name = "icon", hidden = true, init = "GetSpellIcon(spellId or 0)", store = true, test = "true" }, { name = "name", hidden = true, init = "GetSpellInfo(spellId or 0)", store = true, test = "true" }, }, countEvents = true, delayEvents = true, timedrequired = true, progressType = "timed" }, ]] ["Ready Check"] = { type = "event", events = { ["events"] = {"READY_CHECK"} }, name = L["Ready Check"], args = {}, statesParameter = "one", delayEvents = true, timedrequired = true, progressType = "timed" }, ["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" } }, statesParameter = "one", countEvents = true, delayEvents = true, timedrequired = true, progressType = "timed" }, ["Death Knight Rune"] = { type = "unit", events = { ["events"] = { "RUNE_POWER_UPDATE", "RUNE_TYPE_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; WeakAuras.WatchRuneCooldown(trigger.rune); end, init = function(trigger) trigger.rune = trigger.rune or 0; WeakAuras.WatchRuneCooldown(trigger.rune); local ret = [[ local rune = %s; local genericShowOn = %s local includeDeathRunes = %s; local startTime, duration = WeakAuras.GetRuneCooldown(rune); local numBloodRunes = 0; local numUnholyRunes = 0; local numFrostRunes = 0; local numDeathRunes = 0; local numRunes = 0; local isDeathRune = GetRuneType(rune) == 4 for index = 1, 6 do local startTime = GetRuneCooldown(index); if startTime == 0 then numRunes = numRunes + 1; local runeType = GetRuneType(index) if runeType == 1 then numBloodRunes = numBloodRunes + 1; elseif runeType == 2 then numFrostRunes = numFrostRunes + 1; elseif runeType == 3 then numUnholyRunes = numUnholyRunes + 1; elseif runeType == 4 then numDeathRunes = numDeathRunes + 1; end end end if includeDeathRunes then numBloodRunes = numBloodRunes + numDeathRunes; numUnholyRunes = numUnholyRunes + numDeathRunes; numFrostRunes = numFrostRunes + numDeathRunes; end ]]; if trigger.use_remaining then local ret2 = [[ local expirationTime = startTime + duration local remaining = expirationTime - GetTime(); local remainingCheck = %s; if(remaining >= remainingCheck and remaining > 0) then Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck); end ]]; ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0); end return ret:format( trigger.rune, "[[" .. (trigger.genericShowOn or "") .. "]]", (trigger.use_includeDeathRunes and "true" or "false") ); end, statesParameter = "one", 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\")", reloadOptions = true }, { name = "isDeathRune", display = L["Is Death Rune"], type = "tristate", init = "isDeathRune", store = true, conditionType = "bool", enable = function(trigger) return trigger.use_rune end, }, { 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, required = true }, { name = "runesCount", display = L["Rune 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 }, { name = "bloodRunes", display = L["Rune Count - Blood"], type = "number", init = "numBloodRunes", store = true, conditionType = "number", enable = function(trigger) return not trigger.use_rune end, }, { name = "frostRunes", display = L["Rune Count - Frost"], type = "number", init = "numFrostRunes", store = true, conditionType = "number", enable = function(trigger) return not trigger.use_rune end, }, { name = "unholyRunes", display = L["Rune Count - Unholy"], type = "number", init = "numUnholyRunes", store = true, conditionType = "number", enable = function(trigger) return not trigger.use_rune end, }, { name = "includeDeathRunes", display = L["Include Death Runes"], type = "toggle", test = "true", enable = function(trigger) return trigger.use_bloodRunes or trigger.use_unholyRunes or trigger.use_frostRunes end, }, }, durationFunc = function(trigger) if trigger.use_rune then local startTime, duration = WeakAuras.GetRuneCooldown(trigger.rune) return duration, startTime + duration else local numRunes = 0; for index = 1, 6 do if GetRuneCooldown(index) == 0 then numRunes = numRunes + 1; end end return numRunes, 6, true; end end, stacksFunc = function(trigger) local numRunes = 0; for index = 1, 6 do if GetRuneCooldown(index) == 0 then numRunes = numRunes + 1; end end return numRunes; end, nameFunc = function(trigger) local runeNames = { L["Blood"], L["Frost"], L["Unholy"], L["Death"] } return runeNames[GetRuneType(trigger.rune)]; end, iconFunc = function(trigger) if trigger.rune then local runeIcons = { "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Blood", "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Frost", "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Unholy", "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Death" }; return runeIcons[GetRuneType(trigger.rune)]; end end, automaticrequired = true, progressType = function(trigger) if trigger.use_rune then return "timed" else return "static" end end }, ["Item Equipped"] = { type = "item", events = { ["events"] = { "PLAYER_EQUIPMENT_CHANGED", }, ["unit_events"] = { ["player"] = {"UNIT_INVENTORY_CHANGED"} } }, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD", }, force_events = "UNIT_INVENTORY_CHANGED", name = L["Item Equipped"], init = function(trigger) local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0") local ret = [[ local inverse = %s local triggerItemName = %s local icon = GetItemIcon(triggerItemName) or "" local itemSlot = %s ]] if trigger.use_exact_itemName then ret = ret ..[[ local itemName = triggerItemName local equipped = WeakAuras.CheckForItemEquipped(triggerItemName, itemSlot) ]] else ret = ret ..[[ local itemName = GetItemInfo(triggerItemName) local equipped = WeakAuras.CheckForItemEquipped(itemName, itemSlot) ]] end return ret:format(trigger.use_inverse and "true" or "false", itemName, trigger.use_itemSlot and trigger.itemSlot or "nil"); end, GetNameAndIcon = function(trigger) local name = GetItemInfo(trigger.itemName or 0) local icon = GetItemIcon(trigger.itemName or 0) return name, icon end, statesParameter = "one", args = { { name = "itemName", display = L["Item"], type = "item", required = true, test = "true", showExactOption = true }, { name = "itemSlot", display = WeakAuras.newFeatureString .. L["Item Slot"], type = "select", values = "item_slot_types", test = "true", }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { name = "name", display = L["Name"], hidden = true, init = "itemName", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { hidden = true, test = "(inverse and not equipped) or (equipped and not inverse)" } }, hasItemID = true, automaticrequired = true, progressType = "none" }, ["Equipment Set"] = { type = "item", 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; local itemSetName, icon, numEquipped, numItems = WeakAuras.GetEquipmentSetInfo(useItemSetName and triggerItemSetName or nil, partial); ]]; 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, GetNameAndIcon = function(trigger) local name, icon = WeakAuras.GetEquipmentSetInfo(trigger.use_itemSetName and trigger.itemSetName or nil, true) return name, icon end, statesParameter = "one", args = { { name = "itemSetName", display = L["Equipment Set"], type = "string", test = "true", store = true, conditionType = "string", init = "itemSetName" }, { name = "partial", display = L["Allow partial matches"], type = "toggle", test = "true" }, { name = "inverse", display = L["Inverse"], type = "toggle", test = "true" }, { name = "name", display = L["Name"], hidden = true, init = "name", store = true, test = "true", conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { name = "value", init = "numEquipped", hidden = true, store = true, test = "true", }, { name = "total", init = "numItems", hidden = true, store = true, test = "true", }, { name = "progressType", init = "'static'", hidden = true, store = true, test = "true", }, { hidden = true, test = "(inverse and itemSetName == nil) or (not inverse and itemSetName)" }, }, hasItemID = true, automaticrequired = true, progressType = "static" }, ["Threat Situation"] = { type = "unit", events = function(trigger) local unit = trigger.unit local result = {} if unit and unit ~= "none" then AddUnitEventForEvents(result, unit, "UNIT_THREAT_LIST_UPDATE") else AddUnitEventForEvents(result, "player", "UNIT_THREAT_SITUATION_UPDATE") end return result end, internal_events = function(trigger) local unit = trigger.unit local result = {} if unit and unit ~= "none" then AddUnitChangeInternalEvents(unit, result) end return result end, loadFunc = function(trigger) local unit = trigger.unit if unit and unit ~= "none" then AddWatchedUnits(unit) end end, force_events = unitHelperFunctions.UnitChangedForceEvents, name = L["Threat Situation"], init = function(trigger) trigger.unit = trigger.unit or "target"; local ret = [[ unit = string.lower(unit) local name = UnitName(unit, false) local ok = true local aggro, status, threatpct, rawthreatpct, threatvalue, threattotal if unit and unit ~= "none" then aggro, status, threatpct, rawthreatpct, threatvalue = WeakAuras.UnitDetailedThreatSituation('player', unit) threattotal = (threatvalue or 0) * 100 / (threatpct ~= 0 and threatpct or 1) else status = UnitThreatSituation('player') aggro = status == 2 or status == 3 threatpct, rawthreatpct, threatvalue, threattotal = 100, 100, 0, 100 end ]]; return ret .. unitHelperFunctions.SpecificUnitCheck(trigger); end, progressType = "static", statesParameter = "unit", args = { { name = "unit", display = L["Unit"], required = true, type = "unit", init = "arg", values = "threat_unit_types", test = "true", store = true, default = "target" }, { name = "status", display = L["Status"], type = "select", values = "unit_threat_situation_types", store = true, conditionType = "select" }, { name = "aggro", display = L["Aggro"], type = "tristate", store = true, conditionType = "bool", }, { name = "threatpct", display = L["Threat Percent"], desc = L["Your threat on the mob as a percentage of the amount required to pull aggro. Will pull aggro at 100."], type = "number", store = true, conditionType = "number", enable = function(trigger) return trigger.unit ~= "none" end, multiEntry = { operator = "and", limit = 2 }, }, { name = "rawthreatpct", display = L["Raw Threat Percent"], desc = L["Your threat as a percentage of the tank's current threat."], type = "number", store = true, conditionType = "number", enable = function(trigger) return trigger.unit ~= "none" end, multiEntry = { operator = "and", limit = 2 }, }, { name = "threatvalue", display = L["Threat Value"], desc = L["Your total threat on the mob."], type = "number", store = true, conditionType = "number", enable = function(trigger) return trigger.unit ~= "none" end, multiEntry = { operator = "and", limit = 2 }, }, { name = "name", display = L["Unit Name"], type = "string", store = true, multiline = true, preamble = "local nameChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "nameChecker:Check(name)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.name) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."] }, { name = "npcId", display = L["Npc ID"], type = "string", multiline = true, store = true, init = "tostring(tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) or '')", conditionType = "string", preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "npcIdChecker:Check(npcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.npcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."] }, { name = "value", hidden = true, init = "threatvalue", store = true, test = "true" }, { name = "total", hidden = true, init = "threattotal", store = true, test = "true" }, { name = "progressType", hidden = true, init = "'static'", store = true, test = "true" }, { hidden = true, test = "status ~= nil and ok" }, { hidden = true, test = "WeakAuras.UnitExistsFixed(unit, false) and specificUnitCheck" } }, automaticrequired = true }, ["Crowd Controlled"] = { type = "unit", 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 = "unit", 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_NAME_UPDATE") AddUnitEventForEvents(result, unit, "UNIT_TARGET") return result end, internal_events = function(trigger) local unit = trigger.unit local result = {} if unit == "nameplate" and trigger.use_onUpdateUnitTarget then tinsert(result, "WA_UNIT_TARGET_NAME_PLATE") end AddRemainingCastInternalEvents(unit, result) local includePets = trigger.use_includePets == true and trigger.includePets or nil AddUnitChangeInternalEvents(unit, result, includePets) if includePets ~= "PetsOnly" then AddUnitRoleChangeInternalEvents(unit, result) end return result end, loadFunc = function(trigger) if trigger.use_showLatency and trigger.unit == "player" then WeakAuras.WatchForCastLatency() end if trigger.unit == "nameplate" and trigger.use_onUpdateUnitTarget then WeakAuras.WatchForNameplateTargetChange() end local includePets = trigger.use_includePets == true and trigger.includePets or nil AddWatchedUnits(trigger.unit, includePets) end, force_events = unitHelperFunctions.UnitChangedForceEventsWithPets, progressType = "timed", name = L["Cast"], init = function(trigger) trigger.unit = trigger.unit or "player"; local ret = [=[ unit = string.lower(unit) local destUnit = unit .. '-target' local sourceName, sourceRealm = WeakAuras.UnitNameWithRealm(unit) local destName, destRealm = WeakAuras.UnitNameWithRealm(destUnit) destName = destName or "" destRealm = destRealm or "" 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 Private.ExecEnv.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 Private.actual_unit_types_with_specific else return Private.actual_unit_types_cast end end, test = "true", store = true }, { name = "spellNames", display = L["Name(s)"], type = "spell", enable = function(trigger) return not trigger.use_inverse end, preambleGroup = "spell", preamble = "local spellChecker = WeakAuras.CreateSpellChecker()", multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddName(%q)" }, test = "spellChecker:CheckName(spell)", noValidation = true, }, { name = "spellIds", display = L["Exact Spell ID(s)"], type = "spell", enable = function(trigger) return not trigger.use_inverse end, preambleGroup = "spell", preamble = "local spellChecker = WeakAuras.CreateSpellChecker()", multiEntry = { operator = "preamble", preambleAdd = "spellChecker:AddName(GetSpellInfo(%q))" }, test = "spellChecker:CheckName(spell)", }, { name = "spellId", display = L["Spell ID"], conditionType = "number", store = true, test = "true", hidden = true, noProgressSource = true }, { name = "spell", display = L["Spellname"], type = "string", conditionType = "string", store = true, test = "true", hidden = 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", 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 }, { type = "header", name = "unitCharacteristicsHeader", display = L["Unit Characteristics"], }, { name = "npcId", display = L["Npc ID"], type = "string", multiline = true, store = true, init = "tostring(tonumber(string.sub(UnitGUID(unit) or '', 8, 12), 16) or '')", conditionType = "string", preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)", test = "npcIdChecker:Check(npcId)", conditionPreamble = function(input) return Private.ExecEnv.ParseStringCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.npcId) end, operator_types = "none", desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."], 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 = "raid_role", display = L["Raid Role"], type = "select", init = "WeakAuras.UnitRaidRole(unit)", values = "raid_role_types", store = true, conditionType = "select", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" and not trigger.use_inverse end }, { name = "raidMarkIndex", display = L["Raid Mark"], type = "select", values = "raid_mark_check_type", store = true, conditionType = "select", init = "GetRaidTargetIndex(unit) or 0" }, { name = "raidMark", display = L["Raid Mark Icon"], store = true, hidden = true, test = "true", init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''" }, { name = "nameplateType", display = L["Nameplate Type"], type = "select", init = "WeakAuras.GetPlayerReaction(unit)", values = "hostility_types", store = true, conditionType = "select", }, { 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) == 1 and true or false) == (op == "==")) end, store = true, hidden = true, enable = function(trigger) return not trigger.use_inverse end, test = "true" }, { name = "sourceName", display = L["Caster Name"], type = "string", store = true, hidden = true, test = "true", enable = function(trigger) return not trigger.use_inverse end, }, { name = "sourceRealm", display = L["Caster Realm"], type = "string", store = true, hidden = true, test = "true", enable = function(trigger) return not trigger.use_inverse end, }, { name = "sourceNameRealm", display = L["Source Unit Name/Realm"], type = "string", multiline = true, preamble = "local sourceNameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", test = "sourceNameRealmChecker:Check(sourceName, sourceRealm)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseNameCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.sourceName, state.sourceRealm) end, operator_types = "none", enable = function(trigger) return not trigger.use_inverse end, desc = constants.nameRealmFilterDesc, }, { name = "destUnit", display = L["Caster's Target"], type = "unit", values = "actual_unit_types_with_specific", conditionType = "unit", conditionTest = function(state, unit, op) return state and state.show and state.destUnit and ((UnitIsUnit(state.destUnit, unit) == 1 and true or false) == (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"], type = "string", store = true, hidden = true, test = "true", enable = function(trigger) return not trigger.use_inverse end, }, { name = "destRealm", display = L["Realm of Caster's Target"], type = "string", store = true, hidden = true, test = "true", enable = function(trigger) return not trigger.use_inverse end, }, { name = "destNameRealm", display = L["Name/Realm of Caster's Target"], type = "string", multiline = true, preamble = "local destNameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)", test = "destNameRealmChecker:Check(destName, destRealm)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseNameCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.destName, state.destRealm) end, operator_types = "none", enable = function(trigger) return not trigger.use_inverse end, desc = constants.nameRealmFilterDesc, }, { type = "header", name = "miscellaneousHeader", display = L["Miscellaneous"], }, { name = "showLatency", display = L["Overlay Latency"], type = "toggle", test = "true", enable = function(trigger) return trigger.unit == "player" and not trigger.use_inverse end, reloadOptions = true }, { name = "includePets", display = L["Include Pets"], type = "select", values = "include_pets_types", width = WeakAuras.normalWidth, test = "true", enable = function(trigger) return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end }, { name = "ignoreSelf", display = L["Ignore Self"], type = "toggle", width = WeakAuras.doubleWidth, enable = function(trigger) return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party" end, init = "not UnitIsUnit(\"player\", unit)" }, { name = "onUpdateUnitTarget", display = WeakAuras.newFeatureString .. L["Advanced Caster's Target Check"], desc = L["Check nameplate's target every 0.2s"], type = "toggle", test = "true", enable = function(trigger) return trigger.unit == "nameplate" 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" } }, overlayFuncs = { { name = L["Latency"], func = function(trigger, state) local latency = WeakAuras.GetCastLatency() if not latency then return 0, 0 end return 0, latency end, enable = function(trigger) return trigger.use_showLatency and trigger.unit == "player" end }, }, GetNameAndIcon = function(trigger) local name, icon, spellId, _ if trigger.use_spellNames and type(trigger.spellNames) == "table" then for _, spellName in ipairs(trigger.spellNames) do spellId = WeakAuras.SafeToNumber(spellName) if spellId then name, _, icon = GetSpellInfo(spellName) if name and icon then return name, icon end elseif not tonumber(spellName) then name, _, icon = GetSpellInfo(spellName) if name and icon then return name, icon end end end end if trigger.use_spellIds and type(trigger.spellIds) == "table" then for _, spellIdString in ipairs(trigger.spellIds) do spellId = WeakAuras.SafeToNumber(spellIdString) if spellId then name, _, icon = GetSpellInfo(spellIdString) if name and icon then return name, icon end end end end end, automaticrequired = true, }, ["Character Stats"] = { type = "unit", name = L["Character Stats"], events = { ["events"] = { "COMBAT_RATING_UPDATE", "PLAYER_TARGET_CHANGED" }, ["unit_events"] = { ["player"] = {"UNIT_STATS", "UNIT_ATTACK_POWER", "UNIT_AURA", "UNIT_RESISTANCES"} } }, 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 = { { type = "header", name = "primaryStatsHeader", display = L["Primary Stats"], }, { name = "strength", display = L["Strength"], type = "number", init = "UnitStat('player', 1)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "agility", display = L["Agility"], type = "number", init = "UnitStat('player', 2)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "stamina", display = L["Stamina"], type = "number", init = "UnitStat('player', 3)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "intellect", display = L["Intellect"], type = "number", init = "UnitStat('player', 4)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "spirit", display = L["Spirit"], type = "number", init = "UnitStat('player', 5)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { type = "header", name = "secondaryStatsHeader", display = L["Secondary Stats"], }, { name = "attackpower", display = L["Attack Power"], type = "number", init = "WeakAuras.GetEffectiveAttackPower()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "spellpower", display = L["Spell Power"], type = "number", init = "WeakAuras.GetEffectiveSpellPower()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "rangedattackpower", display = L["Ranged Attack Power"], type = "number", init = "WeakAuras.GetEffectiveRangedAttackPower()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "criticalrating", display = L["Critical Rating"], type = "number", init = "max(GetCombatRating(CR_CRIT_MELEE), GetCombatRating(CR_CRIT_RANGED), GetCombatRating(CR_CRIT_SPELL))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "criticalpercent", display = L["Critical (%)"], type = "number", init = "WeakAuras.GetCritChance()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "hitrating", display = L["Hit Rating"], type = "number", init = "max(GetCombatRating(CR_HIT_MELEE), GetCombatRating(CR_HIT_RANGED), GetCombatRating(CR_HIT_SPELL))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "hitpercent", display = L["Hit (%)"], type = "number", init = "WeakAuras.GetHitChance()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "hasterating", display = L["Haste Rating"], type = "number", init = "max(GetCombatRating(CR_HASTE_SPELL), GetCombatRating(CR_HASTE_MELEE), GetCombatRating(CR_HASTE_RANGED))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "hastepercent", display = L["Haste (%)"], type = "number", init = "max(GetCombatRatingBonus(CR_HASTE_SPELL), GetCombatRatingBonus(CR_HASTE_MELEE), GetCombatRatingBonus(CR_HASTE_RANGED))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "expertiserating", display = L["Expertise Rating"], type = "number", init = "GetCombatRating(CR_EXPERTISE)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "expertisebonus", display = L["Expertise Bonus"], type = "number", init = "GetCombatRatingBonus(CR_EXPERTISE)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "armorpenrating", display = L["Armor Peneration Rating"], type = "number", init = "GetCombatRating(CR_ARMOR_PENETRATION)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "armorpenpercent", display = L["Armor Peneration (%)"], type = "number", init = "GetArmorPenetration()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "spellpenpercent", display = L["Spell Peneration (%)"], type = "number", init = "GetSpellPenetration()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resiliencerating", display = L["Resilience Rating"], type = "number", init = "min(GetCombatRating(CR_CRIT_TAKEN_MELEE), GetCombatRating(CR_CRIT_TAKEN_RANGED), GetCombatRating(CR_CRIT_TAKEN_SPELL))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resiliencepercent", display = L["Resilience (%)"], type = "number", init = "WeakAuras.GetResilienceDamageReduction()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { type = "header", name = "resistanceHeader", display = L["Resistances"], }, { name = "resistancefire", display = L["Fire Resistance"], type = "number", init = "select(2, UnitResistance('player', 2))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resistancenature", display = L["Nature Resistance"], type = "number", init = "select(2, UnitResistance('player', 3))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resistancefrost", display = L["Frost Resistance"], type = "number", init = "select(2, UnitResistance('player', 4))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resistanceshadow", display = L["Shadow Resistance"], type = "number", init = "select(2, UnitResistance('player', 5))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "resistancearcane", display = L["Arcane Resistance"], type = "number", init = "select(2, UnitResistance('player', 6))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { type = "header", name = "tertiaryStatsHeader", display = L["Tertiary Stats"], }, { name = "moveSpeed", display = L["Continuously 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", multiEntry = { operator = "and", limit = 2 }, }, { type = "header", name = "defensiveStatsHeader", display = L["Defensive Stats"], }, { name = "dodgerating", display = L["Dodge Rating"], type = "number", init = "GetCombatRating(CR_DODGE)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "dodgepercent", display = L["Dodge (%)"], type = "number", init = "GetDodgeChance()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "parryrating", display = L["Parry Rating"], type = "number", init = "GetCombatRating(CR_PARRY)", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "parrypercent", display = L["Parry (%)"], type = "number", init = "GetParryChance()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "blockpercent", display = L["Block (%)"], type = "number", init = "GetBlockChance()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "blockvalue", display = L["Block Value"], type = "number", init = "GetShieldBlock()", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "armorrating", display = L["Armor Rating"], type = "number", init = "select(2, UnitArmor('player'))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, { name = "armorpercent", display = L["Armor (%)"], type = "number", init = "PaperDollFrame_GetArmorReduction(select(2, UnitArmor('player')), UnitLevel('player'))", store = true, conditionType = "number", multiEntry = { operator = "and", limit = 2 }, }, }, automaticrequired = true, progressType = "none" }, ["Conditions"] = { type = "unit", 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 or trigger.use_afk ~= 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_difficulty ~= nil or trigger.use_instance_size ~= nil then tinsert(events, "PLAYER_DIFFICULTY_CHANGED") 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_ismoving ~= nil then tinsert(events, "PLAYER_MOVE_SPEED_UPDATE"); end if trigger.use_instance_difficulty ~= nil or trigger.use_instance_size ~= nil or trigger.use_pvpflagged ~= nil then tinsert(events, "WA_DELAYED_PLAYER_ENTERING_WORLD") end if (trigger.use_HasPet ~= nil) then AddUnitChangeInternalEvents("pet", events); end return events; end, force_events = "CONDITIONS_CHECK", name = L["Conditions"], loadFunc = function(trigger) if (trigger.use_ismoving ~= nil) then WeakAuras.WatchPlayerMoveSpeed(); end if (trigger.use_mounted ~= nil) then WeakAuras.WatchForMounts(); end if (trigger.use_HasPet ~= nil) then AddWatchedUnits("pet") end end, init = function(trigger) 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 = "ismoving", display = L["Is Moving"], type = "tristate", init = "GetUnitSpeed('player') > 0" }, { name = "afk", display = L["Is Away from Keyboard"], type = "tristate", init = "UnitIsAFK('player')" }, { name = "ingroup", display = L["Group Type"], type = "multiselect", values = "group_types", init = "Private.ExecEnv.GroupType()", events = {"PARTY_MEMBERS_CHANGED", "RAID_ROSTER_UPDATE"} }, { name = "instance_size", display = L["Instance Type"].." "..L["|cffff0000deprecated|r"], type = "multiselect", values = "instance_types", sorted = true, init = "WeakAuras.InstanceType()", events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA"} }, { name = "instance_difficulty", display = L["Instance Difficulty"].." "..L["|cffff0000deprecated|r"], type = "multiselect", values = "difficulty_types", init = "WeakAuras.InstanceDifficulty()" }, }, automaticrequired = true, progressType = "none" }, ["Spell Known"] = { type = "spell", events = { ["events"] = {"SPELLS_CHANGED"}, ["unit_events"] = { ["player"] = {"UNIT_PET"} } }, internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" }, force_events = "SPELLS_CHANGED", name = L["Spell Known"], statesParameter = "one", init = function(trigger) local spellName; local ret = {}; spellName = type(trigger.spellName) == "number" and trigger.spellName or 0; table.insert(ret, ([[ local spellName = %s; local name, _, icon = GetSpellInfo(spellName) ]]):format(spellName)) local spellCheck = spellName ~= 0 and "true" or "false" if (trigger.use_inverse) then table.insert(ret, ([[ local usePet = %s; local active = %s and IsSpellKnown(spellName, usePet) or false ]]):format(trigger.use_petspell and "true" or "false", spellCheck)) else table.insert(ret, ([[ local usePet = %s; local active = %s and IsSpellKnown(spellName, usePet) ]]):format(trigger.use_petspell and "true" or "false", spellCheck)) end return table.concat(ret) end, GetNameAndIcon = function(trigger) local name, _, icon = GetSpellInfo(trigger.spellName or 0) return name, icon end, args = { { name = "spellName", required = true, display = L["Spell"], type = "spell", test = "true", }, { name = "petspell", display = L["Pet Spell"], type = "toggle", test = "true" }, { name = "inverse", display = WeakAuras.newFeatureString .. L["Inverse"], type = "toggle", test = "true", }, { name = "name", display = L["Name"], hidden = true, init = "name", test = "true", store = true, conditionType = "string" }, { name = "icon", hidden = true, init = "icon", test = "true", store = true }, { hidden = true, test = "active" } }, automaticrequired = true, progressType = "none" }, ["Pet Behavior"] = { type = "unit", 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", 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, progressType = "none" }, ["Queued Action"] = { type = "spell", events = { ["events"] = {"ACTIONBAR_UPDATE_STATE"} }, internal_events = { "ACTIONBAR_SLOT_CHANGED", "ACTIONBAR_PAGE_CHANGED" }, name = L["Queued Action"], loadFunc = function() WeakAuras.WatchQueuedAction() end, init = function(trigger) trigger.spellName = trigger.spellName or 0 local ret = [=[ local button = WeakAuras.FindSpellActionButtons(%d) ]=] return ret:format(trigger.spellName) end, args = { { name = "spellName", required = true, display = L["Spell"], type = "spell", test = "true", forceExactOption = true, }, { hidden = true, test = "button and IsCurrentAction(button)"; }, }, iconFunc = function(trigger) local _, _, icon = GetSpellInfo(trigger.spellName or 0); return icon; end, automaticrequired = true, progressType = "none" }, ["Range Check"] = { type = "unit", 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", 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, progressType = "none" }, ["Money"] = { type = "unit", statesParameter = "one", progressType = "none", automaticrequired = true, events = { ["events"] = {"PLAYER_MONEY"} }, internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD"}, force_events = "WA_DELAYED_PLAYER_ENTERING_WORLD", name = WeakAuras.newFeatureString..L["Player Money"], init = function() return [=[ local money = GetMoney() local gold = floor(money / 1e4) local silver = floor(money / 100 % 100) local copper = money % 100 local icon = "interface/moneyframe/ui-goldicon" ]=] end, args = { { name = "money", init = "money", type = "number", display = L["Money"], store = true, hidden = true, test = "true", }, { name = "gold", init = "gold", type = "number", display = Private.coin_icons.gold .. L["Gold"], store = true, conditionType = "number", }, { name = "silver", init = "silver", type = "number", display = Private.coin_icons.silver .. L["Silver"], store = true, hidden = true, test = "true", }, { name = "copper", init = "copper", type = "number", display = Private.coin_icons.copper .. L["Copper"], store = true, hidden = true, test = "true", }, { name = "icon", init = "icon", store = true, hidden = true, test = "true", }, }, GetNameAndIcon = function(trigger) return MONEY, "interface/moneyframe/ui-goldicon" end, }, --[[ Some day i will finish this, soonTM ["Currency"] = { type = "unit", progressType = "static", events = { ["events"] = { "CURRENCY_DISPLAY_UPDATE", } }, force_events = "CURRENCY_DISPLAY_UPDATE", name = WeakAuras.newFeatureString..L["Currency"], init = function(trigger) local ret = [=[ local currencyInfo = { name = GetItemInfo(%d), quantity = GetItemCount(%d), iconFileID = select(6, GetItemInfo(%d)), totalEarned = Private.GetTotalCountCurrencies(%d), discovered = Private.GetDiscoveredCurencies(%d), } if not currencyInfo.name then currencyInfo = { name = "Unknown Currency", quantity = 0, iconFileID = "Interface\\Icons\\INV_Misc_QuestionMark", totalEarned = 0, discovered = false } end ]=] return ret:format(trigger.currencyId or 1, trigger.currencyId or 1, trigger.currencyId or 1, trigger.currencyId or 1, trigger.currencyId or 1) end, statesParameter = "one", args = { { name = "currencyId", type = "currency", itemControl = "Dropdown-Currency", values = Private.GetDiscoveredCurencies, headers = Private.GetDiscoveredCurenciesHeaders, sorted = true, sortOrder = function() local discovered_currencies_sorted = Private.GetDiscoveredCurenciesSorted() local sortOrder = {} for key, value in pairs(Private.GetDiscoveredCurencies()) do tinsert(sortOrder, key) end table.sort(sortOrder, function(aKey, bKey) local aValue = discovered_currencies_sorted[aKey] local bValue = discovered_currencies_sorted[bKey] return aValue < bValue end) return sortOrder end, required = true, display = L["Currency"], store = true, test = "true", }, { name = "name", init = "currencyInfo.name", hidden = true, store = true, test = "true", }, { name = "value", init = "currencyInfo.quantity", type = "number", display = L["Quantity"], store = true, conditionType = "number", }, { name = "total", init = "currencyInfo.maxQuantity", type = "number", hidden = true, store = true, test = "true", }, { name = "progressType", init = "'static'", hidden = true, store = true, test = "true", }, { name = "icon", init = "currencyInfo.iconFileID", store = true, hidden = true, test = "true", }, { name = "totalEarned", init = "currencyInfo.totalEarned", type = "number", display = L["Total Earned in this Season"], store = true, conditionType = "number", enable = function(trigger) -- soonTM end }, { name = "description", init = "currencyInfo.description", type = "string", display = L["Description"], store = true, hidden = true, test = "true", }, { name = "discovered", init = "currencyInfo.discovered", type = "tristate", display = L["Discovered"], store = true, conditionType = "bool", }, }, GetNameAndIcon = function(trigger) local currencyInfo = Private.GetCurrencyInfoForTrigger(trigger) return currencyInfo and currencyInfo.name, currencyInfo and currencyInfo.iconFileID end, automaticrequired = true }, ]] ["Location"] = { type = "unit", events = { ["events"] = { "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "PLAYER_DIFFICULTY_CHANGED", "WA_DELAYED_PLAYER_ENTERING_WORLD", } }, internal_events = {"INSTANCE_LOCATION_CHECK"}, force_events = "INSTANCE_LOCATION_CHECK", name = WeakAuras.newFeatureString..L["Location"], init = function(trigger) local ret = [=[ local instanceName, instanceType, difficultyID = GetInstanceInfo() local minimapZoneText = GetMinimapZoneText() local zoneText = GetZoneText() local MapId = GetCurrentMapAreaID() ]=] return ret end, statesParameter = "one", args = { { name = "zoneIds", display = L["Player Location ID(s)"], desc = function() return ("\n|cffffd200%s|r%s: %d\n\n%s"):format(L["Current Zone\n"], GetRealZoneText(), GetCurrentMapAreaID(), L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."]) end, type = "string", multiline = true, preamble = "local zoneChecker = Private.ExecEnv.ParseZoneCheck(%q)", test = "zoneChecker:Check(MapId)", conditionType = "string", conditionPreamble = function(input) return Private.ExecEnv.ParseZoneCheck(input) end, conditionTest = function(state, needle, op, preamble) return preamble:Check(state.zoneId) end, operator_types = "none", }, { name = "zoneId", display = L["Zone ID"], init = "MapId", store = true, hidden = true, test = "true", }, { name = "zone", display = L["Zone Name"], desc = function() return ("|cffffd200%s|r%s"):format(L["Current Zone\n"], GetRealZoneText()) end, type = "string", conditionType = "string", store = true, init = "zoneText", multiEntry = { operator = "or", } }, { name = "subzone", display = L["Subzone Name"], desc = function() return ("%s\n\n|cffffd200%s|r%s"):format(L["Name of the (sub-)zone currently shown above the minimap."], L["Current Zone\n"], GetMinimapZoneText()) end, type = "string", conditionType = "string", store = true, init = "minimapZoneText", multiEntry = { operator = "or", }, }, { type = "header", name = "instanceHeader", display = L["Instance Info"], }, { name = "instance", display = L["Instance Name"], test = "true", hidden = "true", store = true, }, { name = "instanceSize", display = L["Instance Size Type"], type = "multiselect", values = "instance_types", sorted = true, init = "WeakAuras.InstanceType()", conditionType = "select", store = true, }, { name = "instanceDifficulty", display = L["Instance Difficulty"], type = "multiselect", values = "difficulty_types", init = "WeakAuras.InstanceDifficulty()", conditionType = "select", store = true, }, }, automaticrequired = true, progressType = "none" }, }; if not (DBM and DBM.ReleaseRevision >= 7003) then Private.event_prototypes["DBM Announce"] = nil Private.event_prototypes["DBM Timer"] = nil end if not (DBM and DBM.ReleaseRevision >= 7005) then Private.event_prototypes["DBM Stage"] = nil end Private.event_prototypes["BigWigs Message"] = nil Private.event_prototypes["BigWigs Timer"] = nil Private.category_event_prototype = {} for name, prototype in pairs(Private.event_prototypes) do Private.category_event_prototype[prototype.type] = Private.category_event_prototype[prototype.type] or {} Private.category_event_prototype[prototype.type][name] = prototype.name end Private.dynamic_texts = { ["p"] = { get = function(state) if not state then return nil end if state.progressType == "static" then return state.value or nil end if state.progressType == "timed" then if state.paused then return state.remaining and state.remaining >= 0 and state.remaining or nil end if not state.expirationTime or not state.duration then return nil end local remaining = state.expirationTime - GetTime(); return remaining >= 0 and remaining or nil end end, func = function(remaining, state, progressPrecision) progressPrecision = progressPrecision or 1 if not state or state.progressType ~= "timed" then return remaining end if type(remaining) ~= "number" then return "" end 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 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 == 6 and remaining <= 3 then remainingStr = remainingStr..string.format("%.3f", remaining); elseif (progressPrecision == 4 or progressPrecision == 5 or progressPrecision == 6) 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 }, ["t"] = { get = function(state) if not state then return "" end if state.progressType == "static" then return state.total, false end if state.progressType == "timed" then if not state.duration then return nil end return state.duration, true end end, func = function(duration, state, totalPrecision) if not state or state.progressType ~= "timed" then return duration end if type(duration) ~= "number" then return "" end local durationStr = ""; 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 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 == 6 and duration <= 3 then durationStr = durationStr..string.format("%.3f", duration); elseif (totalPrecision == 4 or totalPrecision == 5 or totalPrecision == 6) 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 }, ["n"] = { get = function(state) if not state then return "" end return state.name or state.id or "", true end, func = function(v) return v end }, ["i"] = { get = function(state) if not state then return "" end return state.icon or "Interface\\Icons\\INV_Misc_QuestionMark" end, func = function(v) return "|T".. v ..":12:12:0:0:64:64:4:60:4:60|t" end }, ["s"] = { get = function(state) if not state or state.stacks == 0 then return "" end return state.stacks end, func = function(v) return v end } }; Private.InternalEventByIDList = { ITEM_COOLDOWN_STARTED = true, ITEM_COOLDOWN_CHANGED = true, ITEM_COOLDOWN_READY = true, ITEM_SLOT_COOLDOWN_STARTED = true, ITEM_SLOT_COOLDOWN_CHANGED = true, ITEM_SLOT_COOLDOWN_READY = true, ITEM_SLOT_COOLDOWN_ITEM_CHANGED = true, SPELL_COOLDOWN_CHANGED = true, SPELL_COOLDOWN_READY = true, SPELL_CHARGES_CHANGED = true, WA_UPDATE_OVERLAY_GLOW = true, }