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local _G = ShaguTweaks.GetGlobalEnv()
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local L = ShaguTweaks.L
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local GetExpansion = ShaguTweaks.GetExpansion
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local libtipscan = ShaguTweaks.libtipscan
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local libspell = ShaguTweaks.libspell
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local hooksecurefunc = ShaguTweaks.hooksecurefunc
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local QueueFunction = ShaguTweaks.QueueFunction
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local cmatch = ShaguTweaks.cmatch
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-- return instantly if we're not on a vanilla client
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if GetExpansion() ~= "vanilla" then return end
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-- fix a typo (missing $) in ruRU capture index
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if GetLocale() == "ruRU" then
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SPELLREFLECTSELFOTHER = gsub(SPELLREFLECTSELFOTHER, "%%2s", "%%2%$s")
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end
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local libdebuff = CreateFrame("Frame", "ShaguTweaksDebuffsScanner", UIParent)
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local scanner = libtipscan:GetScanner("libdebuff")
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local _, class = UnitClass("player")
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local lastspell
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function libdebuff:GetDuration(effect, rank)
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if L["debuffs"][effect] then
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local rank = rank and tonumber((string.gsub(rank, RANK .. " ", ""))) or 0
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local rank = L["debuffs"][effect][rank] and rank or libdebuff:GetMaxRank(effect)
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local duration = L["debuffs"][effect][rank]
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if effect == L["dyndebuffs"]["Rupture"] then
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-- Rupture: +2 sec per combo point
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duration = duration + GetComboPoints()*2
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elseif effect == L["dyndebuffs"]["Kidney Shot"] then
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-- Kidney Shot: +1 sec per combo point
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duration = duration + GetComboPoints()*1
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elseif effect == L["dyndebuffs"]["Demoralizing Shout"] then
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-- Booming Voice: 10% per talent
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local _,_,_,_,count = GetTalentInfo(2,1)
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if count and count > 0 then duration = duration + ( duration / 100 * (count*10)) end
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elseif effect == L["dyndebuffs"]["Shadow Word: Pain"] then
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-- Improved Shadow Word: Pain: +3s per talent
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local _,_,_,_,count = GetTalentInfo(3,4)
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if count and count > 0 then duration = duration + count * 3 end
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elseif effect == L["dyndebuffs"]["Frostbolt"] then
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-- Permafrost: +1s per talent
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local _,_,_,_,count = GetTalentInfo(3,7)
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if count and count > 0 then duration = duration + count end
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elseif effect == L["dyndebuffs"]["Gouge"] then
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-- Improved Gouge: +.5s per talent
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local _,_,_,_,count = GetTalentInfo(2,1)
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if count and count > 0 then duration = duration + (count*.5) end
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end
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return duration
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else
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return 0
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end
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end
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function libdebuff:UpdateDuration(unit, unitlevel, effect, duration)
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if not unit or not effect or not duration then return end
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unitlevel = unitlevel or 0
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if libdebuff.objects[unit] and libdebuff.objects[unit][unitlevel] and libdebuff.objects[unit][unitlevel][effect] then
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libdebuff.objects[unit][unitlevel][effect].duration = duration
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end
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end
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function libdebuff:GetMaxRank(effect)
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local max = 0
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for id in pairs(L["debuffs"][effect]) do
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if id > max then max = id end
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end
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return max
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end
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function libdebuff:UpdateUnits()
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TargetDebuffButton_Update()
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end
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function libdebuff:AddPending(unit, unitlevel, effect, duration)
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if not unit then return end
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if not L["debuffs"][effect] then return end
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if duration > 0 and libdebuff.pending[3] ~= effect then
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libdebuff.pending[1] = unit
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libdebuff.pending[2] = unitlevel or 0
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libdebuff.pending[3] = effect
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libdebuff.pending[4] = duration or libdebuff:GetDuration(effect)
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end
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end
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function libdebuff:RemovePending()
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libdebuff.pending[1] = nil
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libdebuff.pending[2] = nil
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libdebuff.pending[3] = nil
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libdebuff.pending[4] = nil
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end
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function libdebuff:PersistPending(effect)
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if not libdebuff.pending[3] then return end
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if libdebuff.pending[3] == effect or ( effect == nil and libdebuff.pending[3] ) then
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libdebuff:AddEffect(libdebuff.pending[1], libdebuff.pending[2], libdebuff.pending[3], libdebuff.pending[4])
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libdebuff:RemovePending()
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end
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end
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function libdebuff:RevertLastAction()
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lastspell.start = lastspell.start_old
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lastspell.start_old = nil
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libdebuff:UpdateUnits()
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end
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function libdebuff:AddEffect(unit, unitlevel, effect, duration)
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if not unit or not effect then return end
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unitlevel = unitlevel or 0
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if not libdebuff.objects[unit] then libdebuff.objects[unit] = {} end
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if not libdebuff.objects[unit][unitlevel] then libdebuff.objects[unit][unitlevel] = {} end
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if not libdebuff.objects[unit][unitlevel][effect] then libdebuff.objects[unit][unitlevel][effect] = {} end
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-- save current effect as lastspell
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lastspell = libdebuff.objects[unit][unitlevel][effect]
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libdebuff.objects[unit][unitlevel][effect].effect = effect
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libdebuff.objects[unit][unitlevel][effect].start_old = libdebuff.objects[unit][unitlevel][effect].start
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libdebuff.objects[unit][unitlevel][effect].start = GetTime()
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libdebuff.objects[unit][unitlevel][effect].duration = duration or libdebuff:GetDuration(effect)
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libdebuff:UpdateUnits()
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end
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-- scan for debuff application
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libdebuff:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE")
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libdebuff:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE")
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libdebuff:RegisterEvent("CHAT_MSG_SPELL_FAILED_LOCALPLAYER")
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libdebuff:RegisterEvent("CHAT_MSG_SPELL_SELF_DAMAGE")
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libdebuff:RegisterEvent("PLAYER_TARGET_CHANGED")
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libdebuff:RegisterEvent("SPELLCAST_STOP")
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libdebuff:RegisterEvent("UNIT_AURA")
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-- register seal handler
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if class == "PALADIN" then
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libdebuff:RegisterEvent("CHAT_MSG_COMBAT_SELF_HITS")
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end
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-- Remove Pending
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libdebuff.rp = { SPELLIMMUNESELFOTHER, IMMUNEDAMAGECLASSSELFOTHER,
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SPELLMISSSELFOTHER, SPELLRESISTSELFOTHER, SPELLEVADEDSELFOTHER,
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SPELLDODGEDSELFOTHER, SPELLDEFLECTEDSELFOTHER, SPELLREFLECTSELFOTHER,
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SPELLPARRIEDSELFOTHER, SPELLLOGABSORBSELFOTHER }
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libdebuff.objects = {}
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libdebuff.pending = {}
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-- Gather Data by Events
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libdebuff:SetScript("OnEvent", function()
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-- paladin seal refresh
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if event == "CHAT_MSG_COMBAT_SELF_HITS" then
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local hit = cmatch(arg1, COMBATHITSELFOTHER)
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local crit = cmatch(arg1, COMBATHITCRITSELFOTHER)
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if hit or crit then
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for seal in L["judgements"] do
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local name = UnitName("target")
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local level = UnitLevel("target")
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if name and libdebuff.objects[name] then
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if level and libdebuff.objects[name][level] and libdebuff.objects[name][level][seal] then
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libdebuff:AddEffect(name, level, seal)
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elseif libdebuff.objects[name][0] and libdebuff.objects[name][0][seal] then
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libdebuff:AddEffect(name, 0, seal)
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end
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end
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end
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end
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-- Add Combat Log
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elseif event == "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE" or event == "CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE" then
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local unit, effect = cmatch(arg1, AURAADDEDOTHERHARMFUL)
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if unit and effect then
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local unitlevel = UnitName("target") == unit and UnitLevel("target") or 0
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if not libdebuff.objects[unit] or not libdebuff.objects[unit][unitlevel] or not libdebuff.objects[unit][unitlevel][effect] then
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libdebuff:AddEffect(unit, unitlevel, effect)
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end
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end
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-- Add Missing Buffs by Iteration
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elseif ( event == "UNIT_AURA" and arg1 == "target" ) or event == "PLAYER_TARGET_CHANGED" then
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for i=1, 16 do
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local effect, rank, texture, stacks, dtype, duration, timeleft = libdebuff:UnitDebuff("target", i)
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-- abort when no further debuff was found
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if not texture then return end
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if texture and effect and effect ~= "" then
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-- don't overwrite existing timers
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local unitlevel = UnitLevel("target") or 0
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local unit = UnitName("target")
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if not libdebuff.objects[unit] or not libdebuff.objects[unit][unitlevel] or not libdebuff.objects[unit][unitlevel][effect] then
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libdebuff:AddEffect(unit, unitlevel, effect)
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end
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end
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end
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-- Update Pending Spells
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elseif event == "CHAT_MSG_SPELL_FAILED_LOCALPLAYER" or event == "CHAT_MSG_SPELL_SELF_DAMAGE" then
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-- Remove pending spell
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for _, msg in pairs(libdebuff.rp) do
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local effect = cmatch(arg1, msg)
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if effect and libdebuff.pending[3] == effect then
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-- instant removal of the pending spell
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libdebuff:RemovePending()
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return
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elseif effect and lastspell and lastspell.start_old and lastspell.effect == effect then
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-- late removal of debuffs (e.g hunter arrows as they hit late)
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libdebuff:RevertLastAction()
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return
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end
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end
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elseif event == "SPELLCAST_STOP" then
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QueueFunction(libdebuff.PersistPending)
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end
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end)
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-- Gather Data by User Actions
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hooksecurefunc("CastSpell", function(id, bookType)
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local effect = GetSpellName(id, bookType)
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local _, rank = libspell.GetSpellInfo(id, bookType)
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local duration = libdebuff:GetDuration(effect, rank)
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libdebuff:AddPending(UnitName("target"), UnitLevel("target"), effect, duration)
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end)
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hooksecurefunc("CastSpellByName", function(effect, target)
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local _, rank = libspell.GetSpellInfo(effect)
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local duration = libdebuff:GetDuration(effect, rank)
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libdebuff:AddPending(UnitName("target"), UnitLevel("target"), effect, duration)
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end)
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hooksecurefunc("UseAction", function(slot, target, button)
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if GetActionText(slot) or not IsCurrentAction(slot) then return end
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scanner:SetAction(slot)
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local effect, rank = scanner:Line(1)
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local duration = libdebuff:GetDuration(effect, rank)
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libdebuff:AddPending(UnitName("target"), UnitLevel("target"), effect, duration)
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end)
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function libdebuff:UnitDebuff(unit, id)
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local unitname = UnitName(unit)
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local unitlevel = UnitLevel(unit)
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local texture, stacks, dtype = UnitDebuff(unit, id)
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local duration, timeleft = nil, -1
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local rank = nil -- no backport
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local effect
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if texture then
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scanner:SetUnitDebuff(unit, id)
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effect = scanner:Line(1) or ""
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end
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if libdebuff.objects[unitname] and libdebuff.objects[unitname][unitlevel] and libdebuff.objects[unitname][unitlevel][effect] then
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-- clean up cache
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if libdebuff.objects[unitname][unitlevel][effect].duration and libdebuff.objects[unitname][unitlevel][effect].duration + libdebuff.objects[unitname][unitlevel][effect].start < GetTime() then
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libdebuff.objects[unitname][unitlevel][effect] = nil
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else
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duration = libdebuff.objects[unitname][unitlevel][effect].duration
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timeleft = duration + libdebuff.objects[unitname][unitlevel][effect].start - GetTime()
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end
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-- no level data
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elseif libdebuff.objects[unitname] and libdebuff.objects[unitname][0] and libdebuff.objects[unitname][0][effect] then
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-- clean up cache
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if libdebuff.objects[unitname][0][effect].duration and libdebuff.objects[unitname][0][effect].duration + libdebuff.objects[unitname][0][effect].start < GetTime() then
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libdebuff.objects[unitname][0][effect] = nil
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else
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duration = libdebuff.objects[unitname][0][effect].duration
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timeleft = duration + libdebuff.objects[unitname][0][effect].start - GetTime()
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end
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end
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return effect, rank, texture, stacks, dtype, duration, timeleft
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end
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ShaguTweaks.libdebuff = libdebuff
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