Every Buff gets into the array of filters one after another. The filters get the buff in the order that they have in the settings window, the topmost is the first.
The set of conditions, that every filter inherits, is checked against the Buff and settings like "the inversion of the result" are applied. Now the filter has a combination of 4 options what he could do if he found a buff that was fulfilling everything you stated before.
- The filter increments the condense by one.
- The filter will make a copy of the Buff to display it in a tooltip.
- End Filtering
- The filter will abort the filtering for this Buff, all following filter will never be called.
- Delete Buff
- The filter will delete the Buff, none of the following filter are called with this Buff and this Buff will never occour in the standard Frame.
- Change Color
- Every Buff will get the specified Border/Icon Color.
You've got some very specific Buffs you want to process in a condition ?
Simply click left on the specific Buff and it will be added to an internal list where you can move it on to a list you created for a condition.
- "trackerPriority" as condition type matches all CC Immunities
- If you leftclick a Effect in a frame the effect will be added into an internal List in the Listmanger. This Effect can be used to create a list wich can be referenced from a filter through "abilityId" as a condition type.
This little Example will show you how you can set up your first own filter that will remove all YOUR effects from the frame and will still display all the other.
- Basic settings and filter creation
- Make sure you deactivated all standard filter so the advanced filter get all effects they need.
- Activate the Advanced Filter for your Frame
- Click at "Add Filter"
All the exsitent filter can stay disabled as they are.
- rename your filter to a more verbose name than "new_FilterX"
- Filter: Actions
- enable the delete checkbox because we dont want to see "matching" effects
- also enable the end filtering checkbox because we already deleted the effect
- disable the condense checkbox because we dont need to know how many things we filtered
- if you want to enable this filter for only a set of classes you can define this here, but we dont care in this guide
- Filter: Condititons
- Add one Condition
because we have only one condition the right one is already selected in the "Select Condition" Combobox.
In this example we just Ignore the first Combobox because it is one of the high-end utilitys for filter creation.
- change the Type in the "Condition Type" Combobox from "isHealing" to "isCastByPlayer"
the last Combobox is already true as we need it, because we want to delete all effects that are cast by us
- Add one Condition
- Filter: Environment for the Condition
- we dont need to touch the invert and linking options because this example is too simple
- Filter: Miscellaneous Filtersettings
- ignore this for the first try, it will keep things simpler
- Test the filter if it does what he was build for.
Now you can play a little around with the options,
like adding anonther condition and maybe change the linking from AND to OR.