Originally Posted by ZOS_ChipHilseberg
unitTag == "player" or better yet:
self.control:AddFilterForEvent(EVENT_EFFECT_CHANGED, REGISTER_FILTER_UNIT_TAG, "player")
EVENT_MANAGER:AddFilterForEvent("Name", EVENT_EFFECT_CHANGED, REGISTER_FILTER_UNIT_TAG, "player")
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This would only track buffs/debuffs that are applied on the player but would also exclude buffs or debuffs that the player cast on someone else.
A common use on buff trackers is to get the uptime of your dot's or debuffs and recast them when necessary. The change made this a bit harder
Though I'm considering to use EVENT_COMBAT_EVENT with the results ACTION_RESULT_EFFECT_GAINED, ACTION_RESULT_EFFECT_GAINED_DURATION, ACTION_RESULT_EFFECT_FADED instead to track effects since you have source and target info there.
There are just many dummy events that need to be taken care of