Files
coa-weakauras/WeakAuras/Prototypes.lua
T
2025-01-18 17:23:16 +01:00

7288 lines
214 KiB
Lua

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 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 WeakAuras.ValidateNumericOrPercent(info, val)
if val ~= nil and val ~= "" then
local percent = string.match(val, "(%d+)%%")
local number = percent and tonumber(percent) or tonumber(val)
if(not number or number >= 2^31) then
return false;
end
end
return true
end
function 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"}
},
{
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
},
},
{
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"])
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"])
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"])
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)
if (triggerUnit == nil) then
return
end
if (triggerUnit == "multi") then
-- Handled by normal events"
elseif triggerUnit == "pet" then
tinsert(t, "PET_UPDATE")
elseif (triggerUnit == "nameplate") then
tinsert(t, "UNIT_CHANGED_nameplate")
local nameplates = C_NamePlate.GetNamePlates()
if nameplates then
for i, unitData in pairs(nameplates) do
if unitData then
WeakAuras.WatchUnitChange("nameplate" .. i)
end
end
end
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))
WeakAuras.WatchUnitChange(unit)
end
end
else
tinsert(t, "UNIT_CHANGED_" .. string.lower(triggerUnit))
WeakAuras.WatchUnitChange(triggerUnit)
end
end
end
local function AddWatchedUnits(triggerUnit, includePets)
if (triggerUnit == nil) then
return
end
if (triggerUnit == "multi") then
-- Handled by normal events"
elseif triggerUnit == "pet" then
WeakAuras.WatchForPetDeath();
elseif (triggerUnit == "nameplate") then
local nameplates = C_NamePlate.GetNamePlates()
if nameplates then
for i, unitData in pairs(nameplates) do
if unitData then
WeakAuras.WatchUnitChange("nameplate" .. i)
end
end
end
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
WeakAuras.WatchUnitChange(unit)
end
end
else
WeakAuras.WatchUnitChange(triggerUnit)
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
elseif trigger.unit == "nameplate" then
tinsert(events, {"UNIT_CHANGED_" .. trigger.unit})
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
elseif trigger.unit == "nameplate" then
tinsert(events, {"UNIT_CHANGED_" .. trigger.unit})
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)
AddUnitRoleChangeInternalEvents(unit, result)
if trigger.unitisunit then
AddUnitChangeInternalEvents(trigger.unitisunit, result)
end
return result
end,
loadFunc = function(trigger)
AddWatchedUnits(trigger.unit, 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
},
{
name = "unitisunit",
display = L["Unit is Unit"],
type = "unit",
init = "UnitIsUnit(unit, extraUnit) == 1 and true or false",
values = "actual_unit_types_with_specific",
test = "unitisunit",
store = true,
conditionType = "bool",
desc = function() return L["Can be used for e.g. checking if \"boss1target\" is the same as \"player\"."] end,
enable = function(trigger) return not Private.multiUnitUnits[trigger.unit] 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 = "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 = "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 = "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"],
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
},
["Experience"] = {
type = "unit",
canHaveDuration = false,
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
},
},
{
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",
canHaveDuration = true,
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
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
},
},
{
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
},
},
{
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"],
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 = "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",
canHaveDuration = true,
events = function(trigger)
local unit = trigger.unit
local result = {}
AddUnitEventForEvents(result, unit, "UNIT_MANA")
AddUnitEventForEvents(result, unit, "UNIT_RAGE")
AddUnitEventForEvents(result, unit, "UNIT_FOCUS")
AddUnitEventForEvents(result, unit, "UNIT_ENERGY")
AddUnitEventForEvents(result, unit, "UNIT_RUNIC_POWER")
AddUnitEventForEvents(result, unit, "UNIT_MAXMANA")
AddUnitEventForEvents(result, unit, "UNIT_MAXRAGE")
AddUnitEventForEvents(result, unit, "UNIT_MAXFOCUS")
AddUnitEventForEvents(result, unit, "UNIT_MAXENERGY")
AddUnitEventForEvents(result, unit, "UNIT_MAXRUNIC_POWER")
AddUnitEventForEvents(result, unit, "UNIT_DISPLAYPOWER")
AddUnitEventForEvents(result, unit, "UNIT_HAPPINESS")
AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE")
if trigger.use_ignoreDead or trigger.use_ignoreDisconnected then
AddUnitEventForEvents(result, unit, "UNIT_FLAGS")
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
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["Power"],
init = function(trigger)
trigger.unit = trigger.unit or "player";
local 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;
]=];
ret = ret:format(trigger.unit == "group" and "true" or "false", trigger.use_powertype and trigger.powertype or "nil");
ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger)
return ret
end,
statesParameter = "unit",
args = {
{
name = "unit",
required = true,
display = L["Unit"],
type = "unit",
init = "arg",
values = "actual_unit_types_cast",
desc = Private.actual_unit_types_cast_tooltip,
test = "true",
store = true
},
{
name = "powertype",
display = L["Power Type"],
type = "select",
values = "power_types",
init = "unitPowerType",
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 = "power",
display = L["Power"],
type = "number",
init = "UnitPower(unit, powerType)",
store = true,
conditionType = "number",
multiEntry = {
operator = "and",
limit = 2
},
},
{
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
},
},
{
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"],
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 = "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"
}
},
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"],
},
{
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"],
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"],
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"],
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)",
testGroup = "spell",
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)",
testGroup = "spell",
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 == "_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"
},
{
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,
},
["Cooldown Progress (Spell)"] = {
type = "spell",
events = {},
internal_events = function(trigger, untrigger)
local events = {
"SPELL_COOLDOWN_CHANGED",
"COOLDOWN_REMAINING_CHECK",
"WA_DELAYED_PLAYER_ENTERING_WORLD"
};
if (trigger.use_showgcd) then
tinsert(events, "GCD_START");
tinsert(events, "GCD_CHANGE");
tinsert(events, "GCD_END");
end
return events;
end,
force_events = "SPELL_COOLDOWN_FORCE",
name = L["Cooldown/Charges/Count"],
loadFunc = function(trigger)
trigger.spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0;
local spellName;
if (trigger.use_exact_spellName) then
spellName = trigger.spellName;
else
spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName;
end
WeakAuras.WatchSpellCooldown(spellName, trigger.use_matchedRune);
if (trigger.use_showgcd) then
WeakAuras.WatchGCD();
end
end,
init = function(trigger)
trigger.spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0;
local spellName;
if (trigger.use_exact_spellName) then
spellName = trigger.spellName;
else
spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName;
end
trigger.realSpellName = spellName; -- Cache
local ret = [=[
local spellname = %s
local ignoreRuneCD = %s
local showgcd = %s;
local 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;
]=];
local showOnCheck = "false";
if (trigger.genericShowOn == "showOnReady") then
showOnCheck = "startTime and startTime == 0 or gcdCooldown";
elseif (trigger.genericShowOn == "showOnCooldown") then
showOnCheck = "startTime and startTime > 0 and not gcdCooldown";
elseif (trigger.genericShowOn == "showAlways") then
showOnCheck = "startTime ~= nil";
end
if (type(spellName) == "string") then
spellName = "[[" .. spellName .. "]]";
end
ret = ret:format(spellName,
(trigger.use_matchedRune and "true" or "false"),
(trigger.use_showgcd and "true" or "false"),
showOnCheck
);
ret = ret .. [=[
if (state.expirationTime ~= expirationTime) then
state.expirationTime = expirationTime;
state.changed = true;
end
if (state.duration ~= duration) then
state.duration = duration;
state.changed = true;
end
state.progressType = 'timed';
]=];
if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then
local ret2 = [[
local remaining = 0;
if (expirationTime and expirationTime > 0) then
remaining = expirationTime - GetTime();
local remainingCheck = %s;
if(remaining >= remainingCheck and remaining > 0) then
Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck);
end
end
]];
ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0);
end
return ret;
end,
statesParameter = "one",
canHaveDuration = "timed",
args = {
{
}, -- Ignore first argument (id)
{
name = "spellName",
required = true,
display = L["Spell"],
type = "spell",
test = "true",
forceExactOption = true,
},
{
name = "extra Cooldown Progress (Spell)",
display = function(trigger)
return function()
local text = "";
if trigger.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["Stacks"],
type = "number",
store = true,
conditionType = "number"
},
{
name = "spellCount",
display = L["Spell Count"],
type = "number",
store = true,
conditionType = "number"
},
{
name = "stacks",
init = "stacks",
hidden = true,
test = "true",
store = true
},
{
hidden = true,
name = "maxCharges",
store = true,
display = L["Max Charges"],
conditionType = "number",
test = "true",
},
{
name = "genericShowOn",
display = L["Show"],
type = "select",
values = "cooldown_progress_behavior_types",
test = "true",
required = true,
default = "showOnCooldown"
},
{
hidden = true,
name = "onCooldown",
test = "true",
display = L["On Cooldown"],
conditionType = "bool",
conditionTest = function(state, needle)
return state and state.show and (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime()) == (needle == 1)
end,
},
{
hidden = true,
name = "gcdCooldown",
store = true,
test = "true"
},
{
name = "spellUsable",
display = L["Spell Usable"],
hidden = true,
test = "true",
conditionType = "bool",
conditionTest = function(state, needle)
return state and state.show and ((IsUsableSpell(state.spellname) == 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(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"
}
},
nameFunc = function(trigger)
local name = GetSpellInfo(trigger.realSpellName or 0);
if(name) then
return name;
end
name = GetSpellInfo(trigger.spellName or 0);
if (name) then
return name;
end
return "Invalid";
end,
iconFunc = function(trigger)
local _, _, icon = GetSpellInfo(trigger.realSpellName or 0);
if (not icon) then
icon = select(3, GetSpellInfo(trigger.spellName or 0));
end
return icon;
end,
hasSpellID = true,
automaticrequired = true,
},
["Cooldown Ready (Spell)"] = {
type = "spell",
events = {},
internal_events = {
"SPELL_COOLDOWN_READY",
},
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
trigger.realSpellName = spellName; -- Cache
WeakAuras.WatchSpellCooldown(spellName);
end,
init = function(trigger)
trigger.spellName = trigger.spellName or 0;
local spellName;
if (trigger.use_exact_spellName) then
spellName = trigger.spellName;
else
spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName;
end
if (type(spellName) == "string") then
spellName = "[[" .. spellName .. "]]";
end
local ret = [=[
local spellname = %s
]=]
return ret:format(spellName);
end,
args = {
{
name = "spellName",
required = true,
display = L["Spell"],
type = "spell",
init = "arg",
showExactOption = true,
test = "spellname == spellName"
}
},
nameFunc = function(trigger)
local name = GetSpellInfo(trigger.realSpellName or 0);
if(name) then
return name;
end
name = GetSpellInfo(trigger.spellName or 0);
if (name) then
return name;
end
return "Invalid";
end,
iconFunc = function(trigger)
local _, _, icon = GetSpellInfo(trigger.realSpellName or 0);
if (not icon) then
icon = select(3, GetSpellInfo(trigger.spellName or 0));
end
return icon;
end,
hasSpellID = true,
timedrequired = true
},
["Charges Changed"] = {
type = "spell",
events = {},
internal_events = {
"SPELL_CHARGES_CHANGED",
},
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
trigger.realSpellName = spellName; -- Cache
WeakAuras.WatchSpellCooldown(spellName);
end,
init = function(trigger)
local spellName;
if (trigger.use_exact_spellName) then
spellName = trigger.spellName;
else
spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName;
end
spellName = string.format("%q", spellName or "");
return string.format("local spell = %s;\n", spellName);
end,
statesParameter = "one",
args = {
{
name = "spellName",
required = true,
display = L["Spell"],
type = "spell",
init = "arg",
showExactOption = true,
test = "spell == spellName"
},
{
name = "direction",
required = true,
display = L["Charge gained/lost"],
type = "select",
values = "charges_change_type",
init = "arg",
test = "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"
}
},
nameFunc = function(trigger)
local name = GetSpellInfo(trigger.realSpellName or 0);
if(name) then
return name;
end
name = GetSpellInfo(trigger.spellName or 0);
if (name) then
return name;
end
return "Invalid";
end,
iconFunc = function(trigger)
local _, _, icon = GetSpellInfo(trigger.realSpellName or 0);
if (not icon) then
icon = select(3, GetSpellInfo(trigger.spellName or 0));
end
return icon;
end,
hasSpellID = true,
timedrequired = true
},
["Cooldown Progress (Item)"] = {
type = "item",
events = {},
internal_events = function(trigger, untrigger)
local events = {
"ITEM_COOLDOWN_READY",
"ITEM_COOLDOWN_CHANGED",
"ITEM_COOLDOWN_STARTED",
"COOLDOWN_REMAINING_CHECK",
}
if (trigger.use_showgcd) then
tinsert(events, "GCD_START");
tinsert(events, "GCD_CHANGE");
tinsert(events, "GCD_END");
end
return events
end,
force_events = "ITEM_COOLDOWN_FORCE",
name = L["Cooldown Progress (Item)"],
loadFunc = function(trigger)
trigger.itemName = trigger.itemName or 0;
local itemName = type(trigger.itemName) == "number" and trigger.itemName or "[["..trigger.itemName.."]]";
WeakAuras.WatchItemCooldown(trigger.itemName);
if (trigger.use_showgcd) then
WeakAuras.WatchGCD();
end
end,
init = function(trigger)
trigger.itemName = trigger.itemName or 0;
local itemName = type(trigger.itemName) == "number" and trigger.itemName or "[["..trigger.itemName.."]]";
local ret = [=[
local itemname = %s;
local showgcd = %s
local startTime, duration, enabled, gcdCooldown = WeakAuras.GetItemCooldown(itemname, showgcd);
local genericShowOn = %s
state.itemname = itemname;
]=];
if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then
local ret2 = [[
local expirationTime = startTime + duration
local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0;
local remainingCheck = %s;
if(remaining >= remainingCheck and remaining > 0) then
Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck);
end
]];
ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0);
end
return ret:format(itemName,
trigger.use_showgcd and "true" or "false",
"[[" .. (trigger.genericShowOn or "") .. "]]");
end,
statesParameter = "one",
args = {
{
name = "itemName",
required = true,
display = L["Item"],
type = "item",
test = "true"
},
{
name = "remaining",
display = L["Remaining Time"],
type = "number",
enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end,
init = "remaining"
},
{
name = "extra Cooldown Progress (Item)",
display = function(trigger)
return function()
local text = "";
if trigger.use_showgcd then
if text ~= "" then text = text .. "; " end
text = text .. L["Show GCD"]
end
if text == "" then
return L["|cFFffcc00Extra Options:|r None"]
end
return L["|cFFffcc00Extra Options:|r %s"]:format(text)
end
end,
type = "collapse",
},
{
name = "showgcd",
display = L["Show Global Cooldown"],
type = "toggle",
test = "true",
collapse = "extra Cooldown Progress (Item)"
},
{
name = "genericShowOn",
display = L["Show"],
type = "select",
values = "cooldown_progress_behavior_types",
test = "true",
required = true,
default = "showOnCooldown"
},
{
hidden = true,
name = "enabled",
store = true,
test = "true",
},
{
hidden = true,
name = "onCooldown",
test = "true",
display = L["On Cooldown"],
conditionType = "bool",
conditionTest = function(state, needle)
return state and state.show and (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime() or state.enabled == 0) == (needle == 1)
end,
},
{
name = "itemInRange",
display = L["Item in Range"],
hidden = true,
test = "true",
conditionType = "bool",
conditionTest = function(state, needle)
return state and state.show and (UnitExists('target') and IsItemInRange(state.itemname, 'target')) == (needle == 1)
end,
conditionEvents = {
"PLAYER_TARGET_CHANGED",
"WA_SPELL_RANGECHECK",
}
},
{
hidden = true,
name = "gcdCooldown",
store = true,
test = "true"
},
{
hidden = true,
test = "(genericShowOn == \"showOnReady\" and (startTime == 0 and enabled == 1 or gcdCooldown))" ..
"or (genericShowOn == \"showOnCooldown\" and (startTime > 0 or enabled == 0) and not gcdCooldown) " ..
"or (genericShowOn == \"showAlways\")"
}
},
durationFunc = function(trigger)
local startTime, duration = WeakAuras.GetItemCooldown(type(trigger.itemName) == "number" and trigger.itemName or 0, trigger.use_showgcd);
startTime = startTime or 0;
duration = duration or 0;
return duration, startTime + duration;
end,
nameFunc = function(trigger)
local name = GetItemInfo(trigger.itemName or 0);
if(name) then
return name;
else
return "Invalid";
end
end,
iconFunc = function(trigger)
local _, _, _, _, _, _, _, _, _, icon = GetItemInfo(trigger.itemName or 0);
return icon;
end,
hasItemID = true,
automaticrequired = true,
},
["Cooldown Progress (Equipment Slot)"] = {
type = "item",
events = {
["unit_events"] = {
["player"] = {"UNIT_INVENTORY_CHANGED"}
}
},
internal_events = function(trigger, untrigger)
local events = {
"ITEM_SLOT_COOLDOWN_STARTED",
"ITEM_SLOT_COOLDOWN_CHANGED",
"COOLDOWN_REMAINING_CHECK",
"ITEM_SLOT_COOLDOWN_ITEM_CHANGED",
"ITEM_SLOT_COOLDOWN_READY",
"WA_DELAYED_PLAYER_ENTERING_WORLD"
}
if (trigger.use_showgcd) then
tinsert(events, "GCD_START");
tinsert(events, "GCD_CHANGE");
tinsert(events, "GCD_END");
end
return events
end,
force_events = "ITEM_COOLDOWN_FORCE",
name = L["Cooldown Progress (Slot)"],
loadFunc = function(trigger)
WeakAuras.WatchItemSlotCooldown(trigger.itemSlot);
if (trigger.use_showgcd) then
WeakAuras.WatchGCD();
end
end,
init = function(trigger)
local ret = [[
local showgcd = %s
local startTime, duration, enable, gcdCooldown = WeakAuras.GetItemSlotCooldown(%s, showgcd);
local genericShowOn = %s
local remaining = startTime + duration - GetTime();
]];
if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then
local ret2 = [[
local expirationTime = startTime + duration
local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0;
local remainingCheck = %s;
if(remaining >= remainingCheck and remaining > 0) then
Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck);
end
]];
ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0);
end
return ret:format(trigger.use_showgcd and "true" or "false",
trigger.itemSlot or "0",
"[[" .. (trigger.genericShowOn or "") .. "]]");
end,
statesParameter = "one",
args = {
{
name = "itemSlot",
required = true,
display = L["Equipment Slot"],
type = "select",
values = "item_slot_types",
test = "true"
},
{
name = "extra Cooldown Progress (Equipment Slot)",
display = function(trigger)
return function()
local text = "";
if trigger.use_showgcd then
if text ~= "" then text = text .. "; " end
text = text .. L["Show GCD"]
end
if text == "" then
return L["|cFFffcc00Extra Options:|r None"]
end
return L["|cFFffcc00Extra Options:|r %s"]:format(text)
end
end,
type = "collapse",
},
{
name = "showgcd",
display = L["Show Global Cooldown"],
type = "toggle",
test = "true",
collapse = "extra Cooldown Progress (Equipment Slot)"
},
{
name = "remaining",
display = L["Remaining Time"],
type = "number",
enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end,
init = "remaining"
},
{
name = "testForCooldown",
display = L["is useable"],
type = "toggle",
test = "enable == 1"
},
{
name = "genericShowOn",
display = L["Show"],
type = "select",
values = "cooldown_progress_behavior_types",
test = "true",
required = true,
default = "showOnCooldown"
},
{
hidden = true,
name = "onCooldown",
test = "true",
display = L["On Cooldown"],
conditionType = "bool",
conditionTest = function(state, needle)
return state and state.show and (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime()) == (needle == 1);
end,
},
{
hidden = true,
name = "gcdCooldown",
store = true,
test = "true"
},
{
hidden = true,
test = "(genericShowOn == \"showOnReady\" and (startTime == 0 or gcdCooldown)) " ..
"or (genericShowOn == \"showOnCooldown\" and startTime > 0 and not gcdCooldown) " ..
"or (genericShowOn == \"showAlways\")"
}
},
durationFunc = function(trigger)
local startTime, duration = WeakAuras.GetItemSlotCooldown(trigger.itemSlot or 0, trigger.use_showgcd);
startTime = startTime or 0;
duration = duration or 0;
return duration, startTime + duration;
end,
nameFunc = function(trigger)
local item = GetInventoryItemID("player", trigger.itemSlot or 0);
if (item) then
return (GetItemInfo(item))
end
end,
stacksFunc = function(trigger)
local count = GetInventoryItemCount("player", trigger.itemSlot or 0)
if ((count == 1) and (not GetInventoryItemTexture("player", trigger.itemSlot or 0))) then
count = 0
end
return count
end,
iconFunc = function(trigger)
return GetInventoryItemTexture("player", trigger.itemSlot or 0) or "Interface\\Icons\\INV_Misc_QuestionMark";
end,
automaticrequired = true,
},
["Cooldown Ready (Item)"] = {
type = "item",
events = {},
internal_events = {
"ITEM_COOLDOWN_READY",
},
name = L["Cooldown Ready Event (Item)"],
loadFunc = function(trigger)
trigger.itemName = trigger.itemName or 0;
WeakAuras.WatchItemCooldown(trigger.itemName);
end,
init = function(trigger)
trigger.itemName = trigger.itemName or 0;
end,
args = {
{
name = "itemName",
required = true,
display = L["Item"],
type = "item",
init = "arg"
}
},
nameFunc = function(trigger)
local name = GetItemInfo(trigger.itemName or 0);
if(name) then
return name;
else
return "Invalid";
end
end,
iconFunc = function(trigger)
local _, _, _, _, _, _, _, _, _, icon = GetItemInfo(trigger.itemName or 0);
return icon;
end,
hasItemID = true,
timedrequired = true
},
["Cooldown Ready (Equipment Slot)"] = {
type = "item",
events = {},
internal_events = {
"ITEM_SLOT_COOLDOWN_READY"
},
name = L["Cooldown Ready Event (Slot)"],
loadFunc = function(trigger)
WeakAuras.WatchItemSlotCooldown(trigger.itemSlot);
end,
init = function(trigger)
end,
args = {
{
name = "itemSlot",
required = true,
display = L["Equipment Slot"],
type = "select",
values = "item_slot_types",
init = "arg"
}
},
nameFunc = function(trigger)
return "";
end,
iconFunc = function(trigger)
return GetInventoryItemTexture("player", trigger.itemSlot or 0) or "Interface\\Icons\\INV_Misc_QuestionMark";
end,
hasItemID = true,
timedrequired = true
},
["GTFO"] = {
type = "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
},
["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 onGCD = WeakAuras.GetGCDInfo();
local hasSpellName = WeakAuras.GcdSpellName();
]];
return ret:format(trigger.use_inverse and "true" or "false");
end,
args = {
{
name = "inverse",
display = L["Inverse"],
type = "toggle",
test = "true"
},
{
hidden = true,
test = "(inverse and onGCD == 0) or (not inverse and onGCD > 0 and hasSpellName)"
}
},
durationFunc = function(trigger)
local duration, expirationTime = WeakAuras.GetGCDInfo();
return duration, expirationTime;
end,
nameFunc = function(trigger)
local _, _, name = WeakAuras.GetGCDInfo();
return name;
end,
iconFunc = function(trigger)
local _, _, _, icon = WeakAuras.GetGCDInfo();
return icon;
end,
hasSpellID = true,
automaticrequired = true,
},
["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 = "spell",
test = "true",
store = true
},
{
name = "icon",
hidden = true,
init = "icon or 'Interface\\AddOns\\WeakAuras\\Media\\Textures\\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,
canHaveDuration = true,
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" }
}
},
internal_events = {
"SPELL_COOLDOWN_CHANGED",
},
force_events = "SPELL_UPDATE_USABLE",
name = L["Action Usable"],
statesParameter = "one",
loadFunc = function(trigger)
trigger.spellName = trigger.spellName or 0;
local spellName;
if (trigger.use_exact_spellName) then
spellName = trigger.spellName;
else
spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName;
end
trigger.realSpellName = spellName; -- Cache
WeakAuras.WatchSpellCooldown(spellName);
end,
init = function(trigger)
trigger.spellName = trigger.spellName or 0;
local spellName;
if (trigger.use_exact_spellName) then
spellName = trigger.spellName;
else
spellName = type(trigger.spellName) == "number" and GetSpellInfo(trigger.spellName) or trigger.spellName;
end
trigger.realSpellName = spellName; -- Cache
local ret = [=[
local spellName = %s
local startTime, duration = WeakAuras.GetSpellCooldown(spellName);
startTime = startTime or 0
duration = duration or 0
local ready = startTime == 0
local active = IsUsableSpell(spellName) and ready
]=]
if(trigger.use_targetRequired) then
ret = ret.."active = active and WeakAuras.IsSpellInRange(spellName or '', 'target')\n";
end
if(trigger.use_inverse) then
ret = ret.."active = not active\n";
end
if (type(spellName) == "string") then
spellName = "[[" .. spellName .. "]]";
end
return ret:format(spellName)
end,
args = {
{
name = "spellName",
display = L["Spell"],
required = true,
type = "spell",
test = "true",
store = true,
conditionType = "string"
},
-- This parameter uses the IsSpellInRange API function, but it does not check spell range at all
-- IsSpellInRange returns nil for invalid targets, 0 for out of range, 1 for in range (0 and 1 are both "positive" values)
{
name = "targetRequired",
display = L["Require Valid Target"],
type = "toggle",
test = "true"
},
{
name = "charges",
display = L["Charges"],
type = "number",
enable = function(trigger) return not(trigger.use_inverse) end,
store = true,
conditionType = "number"
},
{
name = "spellCount",
display = L["Spell Count"],
type = "number",
enable = function(trigger) return not(trigger.use_inverse) end,
store = true,
conditionType = "number"
},
{
name = "inverse",
display = L["Inverse"],
type = "toggle",
test = "true",
reloadOptions = true
},
{
name = "spellInRange",
display = L["Spell in Range"],
hidden = true,
test = "true",
conditionType = "bool",
conditionTest = function(state, needle)
return state and state.show and (UnitExists('target') and state.spellName and WeakAuras.IsSpellInRange(state.spellName, 'target') == needle)
end,
conditionEvents = {
"PLAYER_TARGET_CHANGED",
"WA_SPELL_RANGECHECK",
}
},
{
hidden = true,
test = "active"
}
},
nameFunc = function(trigger)
local name = GetSpellInfo(trigger.realSpellName or 0);
if(name) then
return name;
end
name = GetSpellInfo(trigger.spellName or 0);
if (name) then
return name;
end
return "Invalid";
end,
iconFunc = function(trigger)
local _, _, icon = GetSpellInfo(trigger.realSpellName or 0);
if (not icon) then
icon = select(3, GetSpellInfo(trigger.spellName or 0));
end
return icon;
end,
stacksFunc = function(trigger)
local spellCount = WeakAuras.GetSpellCharges(trigger.realSpellName);
if spellCount and spellCount > 0 then
return spellCount
end
end,
hasSpellID = true,
automaticrequired = true
},
["Talent Known"] = {
type = "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",
},
["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",
canHaveDuration = "timed",
triggerFunction = function(trigger)
local ret = [[return
function (states)
local totemType = %s;
local triggerTotemName = %q
local triggerTotemPattern = %q
local triggerTotemPatternOperator = %q
local clone = %s
local inverse = %s
local remainingCheck = %s
local function checkActive(remaining)
return remaining %s remainingCheck;
end
if (totemType) then -- Check a specific totem slot
local _, totemName, startTime, duration, icon = GetTotemInfo(totemType);
active = (startTime and startTime ~= 0);
if not 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)
trigger.itemName = trigger.itemName or 0;
local itemName = type(trigger.itemName) == "number" and trigger.itemName or "[["..trigger.itemName.."]]";
local ret = [[
local itemName = %s
local exactSpellMatch = %s
if not exactSpellMatch and tonumber(itemName) then
itemName = GetItemInfo(itemName)
end
local count = GetItemCount(itemName, %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",
conditionType = "number"
},
{
name = "icon",
init = "GetItemIcon(itemName)",
hidden = true,
store = true,
test = "true"
},
{
name = "name",
init = "itemName",
hidden = true,
store = true,
test = "true"
},
},
statesParameter = "one",
hasItemID = true,
automaticrequired = true
},
["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
ret = ret .. [[
local trigger_form = %d
active = form == trigger_form
]]
if inverse then
ret = ret .. [[
active = not active
]]
end
return ret:format(trigger.form.single)
elseif trigger.use_form == false and trigger.form and trigger.form.multi then
for index in pairs(trigger.form.multi) do
local ret2 = [[
if not active then
local index = %d
active = form == index
end
]]
ret = ret .. ret2:format(index)
end
if inverse then
ret = ret .. [[
active = not active
]]
end
return ret
elseif trigger.use_form == nil then
ret = ret .. [[
active = true
]]
return ret
end
end,
statesParameter = "one",
args = {
{
name = "form",
display = L["Form"],
type = "multiselect",
values = "form_types",
test = "active",
store = true,
conditionType = "select"
},
{
name = "inverse",
display = L["Inverse"],
type = "toggle",
test = "true",
enable = function(trigger) return type(trigger.use_form) == "boolean" end
},
},
nameFunc = function(trigger)
local _, class = UnitClass("player");
local name
if(class == trigger.class) then
local form = GetShapeshiftForm();
if form > 0 then
local _, name = GetShapeshiftFormInfo(form);
else
name = "Humanoid";
end
return name;
else
local types = WeakAuras[class:lower().."_form_types"];
if(types) then
return types[GetShapeshiftForm()];
end
end
end,
iconFunc = function(trigger)
local icon = "Interface\\Icons\\Spell_Nature_WispSplode"
local form = GetShapeshiftForm()
if form and form > 0 then
icon = GetShapeshiftFormInfo(form);
end
return icon or "Interface\\Icons\\Spell_Nature_WispSplode"
end,
automaticrequired = true
},
["Weapon Enchant"] = {
type = "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()
else
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_stack and tonumber(trigger.stack or 0) or "nil",
showOnActive and trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil",
trigger.showOn or "showOnActive",
trigger.stack_operator or "<",
trigger.remaining_operator or "<")
end,
args = {
{
name = "weapon",
display = L["Weapon"],
type = "select",
values = "weapon_types",
test = "true",
default = "main",
required = true
},
{
name = "enchant",
display = L["Weapon Enchant"],
desc = L["Enchant Name"],
type = "string",
test = "true"
},
{
name = "stacks",
display = L["Stack Count"],
type = "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 or 'Interface\\AddOns\\WeakAuras\\Media\\Textures\\icon'",
test = "true",
store = true
},
{
name = "remaining",
display = L["Remaining Time"],
type = "number",
test = "true"
},
{
name = "showOn",
display = L["Show On"],
type = "select",
values = "weapon_enchant_types",
test = 'true',
default = "showOnActive",
required = true
},
{
hidden = true,
test = "(triggerShowOn == 'showOnActive' and found) " ..
"or (triggerShowOn == 'showOnMissing' and not found) " ..
"or (triggerShowOn == 'showAlways')"
}
},
automaticrequired = true,
canHaveDuration = true,
statesParameter = "one"
},
["Chat Message"] = {
type = "event",
events = {
["events"] = {
"CHAT_MSG_BATTLEGROUND",
"CHAT_MSG_BATTLEGROUND_LEADER",
"CHAT_MSG_BG_SYSTEM_ALLIANCE",
"CHAT_MSG_BG_SYSTEM_HORDE",
"CHAT_MSG_BG_SYSTEM_NEUTRAL",
"CHAT_MSG_BN_WHISPER",
"CHAT_MSG_CHANNEL",
"CHAT_MSG_EMOTE",
"CHAT_MSG_GUILD",
"CHAT_MSG_MONSTER_EMOTE",
"CHAT_MSG_MONSTER_PARTY",
"CHAT_MSG_MONSTER_SAY",
"CHAT_MSG_MONSTER_WHISPER",
"CHAT_MSG_MONSTER_YELL",
"CHAT_MSG_OFFICER",
"CHAT_MSG_PARTY",
"CHAT_MSG_PARTY_LEADER",
"CHAT_MSG_RAID",
"CHAT_MSG_RAID_LEADER",
"CHAT_MSG_RAID_BOSS_EMOTE",
"CHAT_MSG_RAID_BOSS_WHISPER",
"CHAT_MSG_RAID_WARNING",
"CHAT_MSG_SAY",
"CHAT_MSG_WHISPER",
"CHAT_MSG_YELL",
"CHAT_MSG_SYSTEM",
"CHAT_MSG_TEXT_EMOTE"
}
},
name = L["Chat Message"],
init = function(trigger)
local ret = [[
if (event:find('LEADER')) then
event = event:sub(1, -8);
end
if (event == 'CHAT_MSG_TEXT_EMOTE') then
event = 'CHAT_MSG_EMOTE';
end
local use_cloneId = %s;
]];
return ret:format(trigger.use_cloneId and "true" or "false");
end,
statesParameter = "all",
args = {
{
name = "messageType",
display = L["Message Type"],
type = "select",
values = "chat_message_types",
sorted = true,
test = "event == %q",
},
{
name = "message",
display = L["Message"],
init = "arg",
type = "longstring",
store = true,
conditionType = "string",
},
{
name = "sourceName",
display = L["Source Name"],
init = "arg",
type = "string",
store = true,
conditionType = "string",
},
{ -- language Name
},
{ -- Channel Name
},
{
name = "destName",
display = L["Destination Name"],
init = "arg",
type = "string",
store = true,
conditionType = "string",
},
{
name = "cloneId",
display = L["Clone per Event"],
type = "toggle",
test = "true",
init = "use_cloneId and WeakAuras.GetUniqueCloneId() or ''",
reloadOptions = true
},
},
countEvents = true,
delayEvents = true,
timedrequired = true
},
-- 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
},
{
name = "spellName",
type = "string",
init = "arg",
test = "true",
store = true,
hidden = true
},
{
name = "rank",
type = "string",
init = "arg",
test = "true",
store = true,
hidden = true
},
{
name = "spellId",
display = L["Spell Id"],
type = "string",
store = true,
conditionType = "number"
},
{
name = "icon",
hidden = true,
init = "select(3, GetSpellInfo(spellId))",
store = true,
test = "true"
},
{
name = "name",
hidden = true,
init = "GetSpellInfo(spellId)",
store = true,
test = "true"
},
},
countEvents = true,
delayEvents = true,
timedrequired = true
},]]
["Ready Check"] = {
type = "event",
events = {
["events"] = {"READY_CHECK"}
},
name = L["Ready Check"],
args = {},
statesParameter = "one",
delayEvents = true,
timedrequired = true
},
["Combat Events"] = {
type = "event",
events = {
["events"] = {
"PLAYER_REGEN_ENABLED",
"PLAYER_REGEN_DISABLED"
}
},
name = L["Entering/Leaving Combat"],
args = {
{
name = "eventtype",
required = true,
display = L["Type"],
type = "select",
values = "combat_event_type",
test = "event == %q"
}
},
statesParameter = "one",
countEvents = true,
delayEvents = true,
timedrequired = true
},
["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,
},
["Item Equipped"] = {
type = "item",
events = {
["events"] = {
"UNIT_INVENTORY_CHANGED",
"PLAYER_EQUIPMENT_CHANGED",
}
},
internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD", },
force_events = "UNIT_INVENTORY_CHANGED",
name = L["Item Equipped"],
init = function(trigger)
trigger.itemName = trigger.itemName or 0;
local itemName = type(trigger.itemName) == "number" and trigger.itemName or "[[" .. trigger.itemName .. "]]";
local ret = [[
local inverse = %s;
local equipped = IsEquippedItem(GetItemInfo(%s));
]];
return ret:format(trigger.use_inverse and "true" or "false", itemName);
end,
args = {
{
name = "itemName",
display = L["Item"],
type = "item",
required = true,
test = "true"
},
{
name = "inverse",
display = L["Inverse"],
type = "toggle",
test = "true"
},
{
hidden = true,
test = "(inverse and not equipped) or (equipped and not inverse)"
}
},
nameFunc = function(trigger)
local name = GetItemInfo(trigger.itemName);
return name;
end,
iconFunc = function(trigger)
local icon = select(10, GetItemInfo(trigger.itemName or 0));
return icon;
end,
hasItemID = true,
automaticrequired = true
},
["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;
]];
return ret:format(trigger.use_itemSetName and "true" or "false", itemSetName, trigger.use_inverse and "true" or "false", trigger.use_partial and "true" or "false");
end,
statesParameter = "one",
args = {
{
name = "itemSetName",
display = L["Equipment Set"],
type = "string",
test = "true",
store = true,
conditionType = "string",
init = "WeakAuras.GetEquipmentSetInfo(useItemSetName and triggerItemSetName or nil, partial)"
},
{
name = "partial",
display = L["Allow partial matches"],
type = "toggle",
test = "true"
},
{
name = "inverse",
display = L["Inverse"],
type = "toggle",
test = "true"
},
{
hidden = true,
test = "(inverse and itemSetName == nil) or (not inverse and itemSetName)"
}
},
nameFunc = function(trigger)
return WeakAuras.GetEquipmentSetInfo(trigger.use_itemSetName and trigger.itemSetName or nil, trigger.use_partial);
end,
iconFunc = function(trigger)
local _, icon = WeakAuras.GetEquipmentSetInfo(trigger.use_itemSetName and trigger.itemSetName or nil, trigger.use_partial);
return icon;
end,
durationFunc = function(trigger)
local _, _, numEquipped, numItems = WeakAuras.GetEquipmentSetInfo(trigger.use_itemSetName and trigger.itemSetName or nil, trigger.use_partial);
return numEquipped, numItems, true;
end,
hasItemID = true,
automaticrequired = true
},
["Threat Situation"] = {
type = "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.threatUnit
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,
canHaveDuration = true,
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"]
},
{
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"]
},
{
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,
canHaveDuration = "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)"
},
testGroup = "spell",
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 or 'Interface\\AddOns\\WeakAuras\\Media\\Textures\\icon'",
test = "true",
store = true
},
{
name = "duration",
hidden = true,
init = "endTime and startTime and (endTime - startTime)/1000 or 0",
test = "true",
store = true
},
{
name = "expirationTime",
init = "expirationTime",
hidden = true,
test = "true",
store = true
},
{
name = "progressType",
hidden = true,
init = "'timed'",
test = "true",
store = true
},
{
name = "inverse",
hidden = true,
init = "castType == 'cast'",
test = "true",
store = true
},
{
name = "autoHide",
hidden = true,
init = "true",
test = "true",
store = true
},
{
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"],
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
},
["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
},
["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"],
init = function(trigger)
local spellId = trigger.spellId or "";
local ret = [[
local spellId = tonumber(%q);
local usePet = %s;
]]
return ret:format(spellId, trigger.use_petspell and "true" or "false");
end,
args = {
{
name = "spellId",
required = true,
display = L["Spell Id"],
type = "spell",
test = "true",
conditionType = "number",
forceExactOption = true
},
{
name = "petspell",
display = L["Pet Spell"],
type = "toggle",
test = "true"
},
{
hidden = true,
test = "spellId and WeakAuras.IsSpellKnown(spellId, usePet)";
}
},
nameFunc = function(trigger)
return (GetSpellInfo(trigger.spellId or 0))
end,
iconFunc = function(trigger)
local _, _, icon = GetSpellInfo(trigger.spellId or 0);
return icon;
end,
automaticrequired = true
},
["Pet Behavior"] = {
type = "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
},
["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
},
["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
},
["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"])
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
}
};