local GetTotemInfo = GetTotemInfo;
-- character specific frames
+-- TODO try with auraFilter, remove characters, change to classes
+--[[local classes = {
+ ["PALADIN"] = {
+ ["PLAYER HELPFUL"] = {
+ {
+ unit = "player",
+ auras = {["Divine Shield"]=1, ""},
+ frames = {
+ [1] = {
+ x = 0,
+ y = 0,
+ width = 1,
+ height = 1,
+ },
+ },
+ },
+ },
+ },
+};
+local specs = {
+ [retSpecid] = {
+ ["PLAYER HELPFUL"] = {
+ {
+ unit = "player",
+ auras = {["Judgment"]=1},
+ frames = {
+ [1] = {
+ },
+ },
+ },
+ },
+ ["PLAYER HARMFUL"] = {
+ {
+ },
+ },
+ },
+};
+--]]
local chars = {
+ ["Sylvanas"] = {
+ ["Vildana"] = {
+ {
+ unit = "target",
+ spec = 3, -- Retribution
+ auras = {"Judgment"},
+ auraFilter = "PLAYER HARMFUL",
+ x = 570, -- placed over Innervate frame
+ y = 440,
+ width = 80,
+ height = 80,
+ },
+ {
+ unit = "player",
+ spec = 3, -- Retribution
+ auras = {"Divine Purpose"},
+ auraFilter = "PLAYER HELPFUL",
+ x = 570,
+ y = 530,
+ width = 80,
+ height = 80,
+ },
+ {
+ unit = "player",
+ spec = 2, -- Protection
+ auras = {"Shield of the Righteous"},
+ auraFilter = "PLAYER HELPFUL",
+ x = 570,
+ y = 440,
+ width = 80,
+ height = 80,
+ },
+ {
+ unit = "player",
+ auras = {"Divine Shield"},
+ auraFilter = "PLAYER HELPFUL",
+ x = 660,
+ y = 440,
+ width = 80,
+ height = 80,
+ },
+ },
+ },
["Stormreaver"] = {
["Vildan"] = {
{
["Gedren"] = {
{
totems = {1}, -- Efflorescence
- x = 570,
+ x = 660,
y = 440,
width = 80,
height = 80,
},
},
+ ["Gazden"] = {
+ {
+ unit = "player",
+ auras = {"Tidal Waves"},
+ auraFilter = "PLAYER HELPFUL",
+ x = 660,
+ y = 440,
+ width = 40,
+ height = 40,
+ },
+ {
+ unit = "player",
+ auras = {"Healing Rain"},
+ auraFilter = "PLAYER HELPFUL",
+ x = 700,
+ y = 440,
+ width = 40,
+ height = 40,
+ },
+ },
},
};
-- unit = unitID where to check auras, not required for totem checkers
-- spec = player spec index to show frame, if nil show always
-- auras = list of auras to track, in priority order
--- iterateAuras = iterate over UnitAura() instead of auras list
-- auraFilter = filter for UnitAura
-- totems = list of totem slots to track, in priority order, only checked if auras is nil
-- x = x position relative to UIParent bottom left
auras = {
"Delusions", "Entropic Blast", "Necrotic Embrace", "Flametouched", "Shadowtouched",
"Blazing Eruption", "Shattering Scream", "Consuming Hunger", "Unstable Soul",
- "Time Bomb", "Broken Shard", "Demolished",
+ "Time Bomb", "Broken Shard", "Demolished", "Fetid Rot", "Roiling Deceit",
+ "Putrid Blood", "Endemic Virus", "Lingering Infection", "Gigavolt Charge",
+ "Crackling Lightning", "Storm's Wail", "Death's Door", "Deathly Withering",
+ "Chilling Touch", "Volatile Charge", "Liquid Gold", "Drained Soul"
},
- iterateAuras = true, -- typically fewer debuffs on player than this list
auraFilter = "HARMFUL",
x = 660,
y = 530,
if UnitExists(unit) and (not frame.spec or frame.spec == currentSpec) then
local name, icon, count, duration, expires;
local auraFilter = frame.auraFilter;
- if frame.iterateAuras then
- local i = 1;
- while true do
- name, _, icon, count, _, duration, expires = UnitAura(unit, i, auraFilter);
- if not name then break end
- -- possible improvement to add spellID as an option
- if frame.auras[name] then
- if count > 0 then
- frame.stack:SetText(count);
- frame.stack:Show();
- else
- frame.stack:Hide();
- end
- if expires > 0 then
- frame.cd:SetCooldown(expires - duration, duration);
- frame.cd:Show();
- else
- frame.cd:Hide();
- end
- frame.icon:SetTexture(icon);
- frame:Show();
- return;
+ local i = 1;
+ while true do
+ name, icon, count, _, duration, expires = UnitAura(unit, i, auraFilter);
+ if not name then break end
+ -- possible improvement to add spellID as an option
+ if frame.auras[name] then
+ if count > 1 then
+ frame.stack:SetText(count);
+ frame.stack:Show();
+ else
+ frame.stack:Hide();
end
- i = i + 1;
- end
- else
- for _, aura in pairs(frame.auras) do
- name, _, icon, count, _, duration, expires = UnitAura(unit, aura, nil, auraFilter);
- if name then
- if count > 0 then
- frame.stack:SetText(count);
- frame.stack:Show();
- else
- frame.stack:Hide();
- end
- if expires > 0 then
- frame.cd:SetCooldown(expires - duration, duration);
- frame.cd:Show();
- else
- frame.cd:Hide();
- end
- frame.icon:SetTexture(icon);
- frame:Show();
- return;
+ if expires > 0 then
+ frame.cd:SetCooldown(expires - duration, duration);
+ frame.cd:Show();
+ else
+ frame.cd:Hide();
end
+ frame.icon:SetTexture(icon);
+ frame:Show();
+ return;
end
+ i = i + 1;
end
end
frame:Hide();
frame:SetPoint("BOTTOMRIGHT", parent, "BOTTOMLEFT", config.x+config.width, config.y);
frame.unit = config.unit;
frame.spec = config.spec;
- frame.iterateAuras = config.iterateAuras;
- if frame.iterateAuras then
+ if config.auras then
frame.auras = {};
for _, v in pairs(config.auras) do
frame.auras[v] = true;
end
- else
- frame.auras = config.auras;
end
frame.auraFilter = config.auraFilter;
frame.totems = config.totems;