local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
local InCombatLockdown, IsResting = InCombatLockdown, IsResting;
+local UnitInRange, UnitInPhase = UnitInRange, UnitInPhase;
local dispelcolor = addon.Colors.OverlayColorDispel;
local charmcolor = addon.Colors.OverlayColorCharm;
local ignoredAuras = {
[315176] = true, -- Grasping Tendrils
+ [313759] = true, -- Cursed Blood (Il'gynoth)
+ [312486] = true, -- Recurring Nightmare (Il'gynoth)
};
local powerColors = {
-- range check (doesn't have an event) frames can be marked constantly visible
if not frame.constant then
local inrange, checked = UnitInRange(unit);
- if checked and not inrange then
+ local inphase = UnitPhaseReason(unit);
+ if (checked and not inrange) or inphase then
frame:SetAlpha(0.55);
else
frame:SetAlpha(1);
else
if UnitIsAFK(unit) then
frame.text.status = true;
+ frame.prev.htext = nil;
frame.text:SetText("afk");
if not frame.text:IsShown() then frame.text:Show() end
elseif UnitIsDND(unit) then
frame.text.status = true;
+ frame.prev.htext = nil;
frame.text:SetText("dnd");
if not frame.text:IsShown() then frame.text:Show() end
else
-- health
local current, hmax = UnitHealth(unit), UnitHealthMax(unit);
if frame.prev.health ~= current or frame.prev.hmax ~= hmax then
- if not frame.raid and not frame.text.status and frame.prev.htext ~= current then
- frame.prev.htext = current;
- if frame.boss then
- if hmax < current or hmax <= 1 then
- frame.text:SetText("100");
- if not frame.text:IsShown() then frame.text:Show() end
- elseif current <= 0 then
- if frame.text:IsShown() then frame.text:Hide() end
- else
- frame.text:SetFormattedText("%.1f", current/hmax*100);
- if not frame.text:IsShown() then frame.text:Show() end
- end
- else
- if current > 1000000000 then -- 1.0B
- frame.text:SetFormattedText("%.2fB", current / 1000000000);
- elseif current > 1000000 then -- 1.0M
- frame.text:SetFormattedText("%.2fM", current / 1000000);
- elseif current > 1000 then -- 1.0K
- frame.text:SetFormattedText("%.1fK", current / 1000);
- end
- if not frame.text:IsShown() then frame.text:Show() end
- end
- end
frame.prev.health = current;
frame.prev.hmax = hmax;
if hmax < current or hmax <= 1 then
if not frame.health:IsShown() then frame.health:Show() end
end
end
+ -- health text
+ if not frame.raid and not frame.text.status and frame.prev.htext ~= current then
+ frame.prev.htext = current;
+ if frame.boss then
+ if hmax < current or hmax <= 1 then
+ frame.text:SetText("100");
+ if not frame.text:IsShown() then frame.text:Show() end
+ elseif current <= 0 then
+ if frame.text:IsShown() then frame.text:Hide() end
+ else
+ frame.text:SetFormattedText("%.1f", current/hmax*100);
+ if not frame.text:IsShown() then frame.text:Show() end
+ end
+ else
+ if current > 1000000000 then -- 1.0B
+ frame.text:SetFormattedText("%.2fB", current / 1000000000);
+ elseif current > 1000000 then -- 1.0M
+ frame.text:SetFormattedText("%.2fM", current / 1000000);
+ elseif current > 1000 then -- 1.0K
+ frame.text:SetFormattedText("%.1fK", current / 1000);
+ else
+ frame.text:SetFormattedText("%i", current);
+ end
+ if not frame.text:IsShown() then frame.text:Show() end
+ end
+ end
-- shield
local hwidth = frame.health.width;
current = UnitGetTotalAbsorbs(unit) or 0;
if frame.prev.mana ~= current or frame.prev.mmax ~= max then
frame.prev.mana = current;
frame.prev.mmax = max;
- if max < current or max <= 1 then
+ if max < 1 then
+ if frame.mana:IsShown() then frame.mana:Hide() end
+ if frame.manatext:IsShown() then frame.manatext:Hide() end
+ elseif max < current then
frame.mana:SetWidth(width);
frame.manatext:SetText("100");
if not frame.mana:IsShown() then frame.mana:Show() end
frame.stacks = {};
frame.heal = {};
frame.buff1 = {};
+ frame.buff2 = {};
+ frame.stagger = {};
addon.SetAuras(frame.unit, frame.guid);
frame.rounds = 0;
end
local _, amount = next(frame.stacks);
frame.stack:SetText(amount);
if not frame.stack:IsShown() then frame.stack:Show() end
+ elseif next(frame.hits) then
+ local _, amount = next(frame.hits);
+ frame.stack:SetText(amount);
+ if not frame.stack:IsShown() then frame.stack:Show() end
elseif frame.stack:IsShown() then
frame.stack:Hide();
end
elseif frame.glow:IsShown() then
frame.glow:Hide();
end
+ -- DK Death Strike and Monk Stagger tracking
+ if frame.rolename == "TANK" then
+ if frame.classname == "DEATHKNIGHT" then
+ local power = UnitPower(unit);
+ if power < 45 then
+ if not frame.bottomwarn:IsShown() then frame.bottomwarn:Show() end
+ elseif frame.bottomwarn:IsShown() then
+ frame.bottomwarn:Hide();
+ end
+ elseif frame.classname == "MONK" then
+ if next(frame.stagger) then -- Heavy Stagger
+ if not frame.bottomwarn:IsShown() then frame.bottomwarn:Show() end
+ elseif frame.bottomwarn:IsShown() then
+ frame.bottomwarn:Hide();
+ end
+ end
+ elseif frame.bottomwarn:IsShown() then
+ frame.bottomwarn:Hide();
+ end
-- overlays
if next(frame.alert) then
-- major