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);
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
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