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# Changelog
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## 1.4.4.2 (2026-09-06)
|
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|
||||
Buff duration display update & bugfix. Replaces the 4-quadrant clock division for buff icons with a 32-step vertical duration wipe, offering much finer timer resolution, and fixes an <eof> syntax error when loading.
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|
||||
### English
|
||||
|
||||
**New & Changed**
|
||||
|
||||
- **32-step buff icon duration display.** The buff icons left of the health bar previously divided the remaining duration into 4 coarse quadrants (quarters). They now transition in 32 fine vertical steps (`FBBUFFICON_STEPS = 32`) from top to bottom. As a buff expires, the top portion is progressively desaturated and darkened in 32 increments. For a 30-minute buff like *Power Word: Fortitude* or *Divine Spirit*, the visual display now updates approximately every 56 seconds rather than once every 7.5 minutes.
|
||||
- **Optimised texture usage.** Replaced the 4 quadrant textures and 4 wash textures per buff icon with a single dynamically cropped desaturated overlay (`ic.qTex`) and dark wash (`ic.wTex`), reducing texture objects by 75 % per buff icon while increasing visual granularity eightfold.
|
||||
- **Shortened addon notes.** Better display in WoW-Launcher addon managers.
|
||||
|
||||
|
||||
### Deutsch
|
||||
|
||||
**Neu & Geaendert**
|
||||
|
||||
- **32-Stufen-Ablaufanzeige fuer Buff-Icons.** Die Buff-Symbole links neben dem Lebensbalken teilten die Restlaufzeit bisher in 4 grobe Bloecke (Quadranten) auf. Dies wurde auf 32 feine Ablaufstufen (`FBBUFFICON_STEPS = 32`) von oben nach unten umgestellt. Bei ablaufender Restzeit wird das Icon in 32 Teilschritten von oben nach unten schrittweise entsaettigt (schwarz-weiss) und abgedunkelt. Bei einem 30-Minuten-Buff (z. B. *Machtwort: Seelenstaerke*) aktualisiert sich die visuelle Anzeige nun ca. alle 56 Sekunden statt nur alle 7,5 Minuten.
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||||
- **Ressourcenschonende Textur-Struktur.** Statt 4 separaten Quadranten-Texturen und 4 Abdunklungs-Overlays nutzt jedes Icon nun nur noch je eine dynamisch skalierte und beschnittene Overlay-Textur (`ic.qTex` und `ic.wTex`). Das spart 75 % der Texturobjekte pro Icon ein und erhoeht gleichzeitig die Anzeigegenauigkeit um das Achtfache.
|
||||
- **Addon Beschreibung eingekuerzt** Fuer bessere Übersicht in WoW-Launchern.
|
||||
|
||||
|
||||
## 1.4.4.1 (2026-09-06)
|
||||
|
||||
Buff tracking & class spells update. Fixes buff clock icons (Divine Spirit, etc.) not appearing next to the health bar, adds group buff alternate matching, and completes the spell selection lists across all healer classes with buffs, utility and rez spells.
|
||||
|
||||
### English
|
||||
|
||||
**Fixed**
|
||||
|
||||
- **Buff tracking & Tooltip scanning.** In Vanilla 1.12.1, `ClearLines()` on the hidden scan tooltip (`FBHealBoxScanTip`) does not clear hidden text lines. Because `FBPredict_TooltipText` did not check `fs:IsShown()`, leftover lines from previously scanned heal spells (e.g. "Heals a friendly target...") lingered and were read when inspecting buff tooltips like *Divine Spirit*. This erroneously flagged `info.isHeal = true`, skipping buff duration detection (`info.buff`) and causing *Divine Spirit* not to display its clock icon and timer in the plate UI.
|
||||
- **Group buff alternate detection.** `FBPredict_BuildWatch` and `FBPredict_ScanUnit` now track group buff variants (`altTex`). When a group buff is applied or present (*Prayer of Fortitude*, *Prayer of Spirit*, *Gift of the Wild*, *Greater Blessings*), the addon correctly recognises the aura, confirms pending casts, and displays the buff clock icon.
|
||||
- **Buff watch textures.** `FBLoadSpellData` now flags all spells in `FBBuffWatchSpells` as addon spells (`isHealBoxSpell = true`), ensuring their textures and ranks are gathered and monitored even if they are not yet assigned to a heal button.
|
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- **Drag & drop instant sync.** Dropping a spell onto a button now immediately calls `FBPredict_BuildWatch()`, updating tracked buffs and predictions without requiring a `/reload`.
|
||||
|
||||
**New & Changed**
|
||||
|
||||
- **Expanded class spell lists.** Greatly expanded `Spell.Name` for all classes so that all relevant buffs, utility spells, dispels, and resurrections appear in the cascading spell menus:
|
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- **Priest:** Added *Power Word: Fortitude*, *Prayer of Fortitude*, *Divine Spirit*, *Prayer of Spirit*, *Shadow Protection*, *Prayer of Shadow Protection*, *Fear Ward*, *Power Infusion*, *Resurrection*.
|
||||
- **Druid:** Added *Mark of the Wild*, *Gift of the Wild*, *Thorns*, *Tranquility*, *Innervate*, *Rebirth*, *Cure Poison*.
|
||||
- **Paladin:** Added all normal and Greater Blessings (*Wisdom, Might, Kings, Salvation, Light, Sanctuary*), *Blessing of Freedom*, *Blessing of Sacrifice*, *Redemption*, *Divine Intervention*.
|
||||
- **Shaman:** Added *Ancestral Spirit*, *Purge*, *Water Walking*, *Water Breathing*, *Water Shield*.
|
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- Added optional support for **Mage** (*Remove Lesser Curse*, *Arcane Intellect*, *Arcane Brilliance*, *Dampen Magic*, *Amplify Magic*) and **Warlock** (*Unending Breath*, *Detect Invisibility*).
|
||||
- **Fear Ward in Buff Watch.** Added *Fear Ward* to `FBBuffWatchSpells` for Priests.
|
||||
|
||||
### Deutsch
|
||||
|
||||
**Behoben**
|
||||
|
||||
- **Buff-Erkennung & Tooltip-Scan.** Im 1.12.1-Client leert `ClearLines()` auf dem versteckten Scan-Tooltip (`FBHealBoxScanTip`) ausgeblendete Textzeilen nicht. Da `FBPredict_TooltipText` nicht pruefte, ob eine Zeile sichtbar ist (`fs:IsShown()`), wurden Textzeilen zuvor gescannter Heilzauber (z. B. „Heals a friendly target...") faelschlicherweise auch bei Buff-Tooltips wie *Goettlicher Willen* (*Divine Spirit*) mitgelesen. Dadurch wurde fehlerhaft `isHeal = true` gesetzt, was die Erkennung der Buff-Laufzeit (`info.buff`) verhinderte und dazu fuehrte, dass das Buff-Icon links am Lebensbalken nicht erschien.
|
||||
- **Erkennung von Gruppen-Buffs.** `FBPredict_BuildWatch` und `FBPredict_ScanUnit` unterstuetzen nun Gruppenversionen (`altTex`). Gruppen-Buffs (*Gebet der Seelenstaerke*, *Gebet der Willenskraft*, *Gabe der Wildnis*, *Grosse Segen*) werden nun zuverlaessig bestaetigt und mit Laufzeit/Icon dargestellt.
|
||||
- **Buff-Wache Texturen.** `FBLoadSpellData` markiert nun alle Zauber aus `FBBuffWatchSpells` automatisch als Addon-Zauber (`isHealBoxSpell = true`), sodass ihre Texturen und Daten auch dann geladen und getrackt werden, wenn sie noch auf keinem Button liegen.
|
||||
- **Drag & Drop Sofort-Synchronisation.** Das Ablegen eines Zaubers auf einen Button ruft nun direkt `FBPredict_BuildWatch()` auf, sodass neue Buffs und Vorhersagen ohne `/reload` sofort aktiv sind.
|
||||
|
||||
**Neu & Geaendert**
|
||||
|
||||
- **Vollstaendige Klassen-Zauberlisten.** `Spell.Name` fuer alle Heilerklassen stark erweitert, sodass saemtliche Heiler-Buffs, Gruppen-Buffs, Hilfszauber und Wiederbelebungen in den Auswahlmenues verfuegbar sind:
|
||||
- **Priester:** *Machtwort: Seelenstaerke*, *Gebet der Seelenstaerke*, *Goettlicher Willen*, *Gebet der Willenskraft*, *Schattenschutz*, *Gebet des Schattenschutzes*, *Furchtzauberschutz*, *Seele der Macht*, *Auferstehung* hinzugefuegt.
|
||||
- **Druide:** *Mal der Wildnis*, *Gabe der Wildnis*, *Dornen*, *Gelassenheit*, *Anregen*, *Wiedergeburt*, *Vergiftung heilen* hinzugefuegt.
|
||||
- **Paladin:** Alle normalen und Grossen Segen (*Weisheit, Macht, Koenige, Rettung, Licht, Schutz*), *Segen der Freiheit*, *Segen der Opferung*, *Erloesung*, *Goettliches Eingreifen* hinzugefuegt.
|
||||
- **Schamane:** *Geist der Ahnen*, *Reinigen*, *Wasserwandeln*, *Wasseratmung*, *Wasserschild* hinzugefuegt.
|
||||
- Zusaetzliche Unterstuetzung fuer **Magier** (*Geringen Fluch aufheben*, *Arkane Intelligenz*, *Arkane Brillanz*, *Magie daempfen*, *Magie verstaerken*) und **Hexenmeister** (*Unendlicher Atem*, *Unsichtbarkeit entdecken*) ergaenzt.
|
||||
- **Furchtzauberschutz in Buff-Wache.** *Fear Ward* fuer Priester in `FBBuffWatchSpells` aufgenommen.
|
||||
|
||||
|
||||
## 1.4.4 (2026-09-06)
|
||||
|
||||
Performance pass. No feature was added or changed; every visible behaviour is meant to be identical. A simulated five-second raid fight (40 players, aura and health events, mana changes, combat log, 60 frames per second) went from about 63,900 API and widget calls to about 14,450, a reduction of 77 %.
|
||||
|
||||
### English
|
||||
|
||||
**Changed (internals)**
|
||||
|
||||
- **Button states centralised.** The up to 260 heal buttons (10 plates x 10, 40 raid cells x 4) no longer carry their own `SPELL_UPDATE_USABLE` / `SPELL_UPDATE_COOLDOWN` handlers. One pass over the *visible* buttons queries usability and cooldown once per spell id and range once per button, and sets colours and cooldown sweeps only when the state changes. Several such events within one frame are merged into one pass.
|
||||
- **Display caches.** Health text, bar maxima, bar values, bar colour and mana strip visibility are only written when they change. Dispellable debuffs are searched on `UNIT_AURA` only; `UNIT_HEALTH` and the prediction tick reuse the last result.
|
||||
- **Aura scans shared.** A unit's buff textures are read once per frame and shared between the heal prediction and the buff watch. Buff names resolved through tooltip scans are remembered per texture, so a unit missing the watched buff no longer costs up to 32 tooltip scans per aura event. Raid units are only scanned when something depends on them (own cast pending, tracked HoT or shield, or a visible cell).
|
||||
- **Cheaper ticks.** Spell timers use precomputed base spell names instead of string parsing per button per tick and skip units without tracked HoTs or shields. Buff icons reuse their work tables, iterate a presorted list instead of sorting per tick, and update on change or once a second instead of five times a second. The attacked-member check skips entirely while there is no hostile target and nothing is marked, and compares names before calling `UnitIsUnit`.
|
||||
- **Event bursts coalesced.** `PARTY_MEMBERS_CHANGED`, `UNIT_PET` and `RAID_ROSTER_UPDATE` set a flag that is processed once in the next frame instead of rebuilding plates and grid for every event of a burst.
|
||||
- **Mana ticker.** Enabled/mana/full checks moved from every frame to mana events and option changes; the spark is re-anchored only when it has moved at least half a pixel; sizes and visibility are cached.
|
||||
- **Combat log.** Heal patterns run only for buff events, the absorb pattern only for hit events that contain the word absorbed. Smart Damage parses damage lines only while enabled and while there is a target being measured or an own cast waiting; its live target line is refreshed only while the options window is open.
|
||||
- Raid test ghost animation frame is hidden outside the raid test instead of running an empty update every frame.
|
||||
- **Client API compatibility.** `IsSpellInRange` and `IsUsableSpell` do not exist in the 1.12 client (they came with 2.0). All range and usability checks now go through wrappers that use them when a client offers them and otherwise fall back to 1.12 means: spell range from the tooltip against `UnitXP("distanceBetween")` where available, else `CheckInteractDistance` (28 m, beyond that undecided rather than red); mana cost from the tooltip against your current mana. Because clients differ (2.0 style `(id, "spell", unit)` versus the Turtle client's `(name, unit)`), the addon probes both signatures once at login with `pcall` and uses the one the client understands; a function that keeps throwing is switched off in favour of the fallback. `/fbp` reports the detected form. Without this the new central button pass crashed at login.
|
||||
|
||||
**Fixed**
|
||||
|
||||
- The old per-button event handler declared `this`, `event` and `arg1` as parameters, which shadowed the 1.12 globals; range colouring and cooldown sweeps on the buttons never worked in the game. They do now.
|
||||
|
||||
### Deutsch
|
||||
|
||||
**Geaendert (intern)**
|
||||
|
||||
- **Button-Zustaende zentral.** Die bis zu 260 Heil-Buttons (10 Plaketten x 10, 40 Raid-Zellen x 4) tragen keine eigenen `SPELL_UPDATE_USABLE`/`SPELL_UPDATE_COOLDOWN`-Handler mehr. Ein Durchgang ueber die *sichtbaren* Buttons fragt Nutzbarkeit und Cooldown je Zauber-ID einmal und die Reichweite je Button ab und setzt Farben und Cooldown-Uhren nur bei Zustandswechsel. Mehrere solche Events in einem Frame werden zu einem Durchgang zusammengefasst.
|
||||
- **Anzeige-Zwischenspeicher.** Lebenstext, Balkenmaxima, Balkenwerte, Balkenfarbe und Sichtbarkeit des Manastreifens werden nur geschrieben, wenn sie sich aendern. Entfernbare Debuffs werden nur bei `UNIT_AURA` gesucht; `UNIT_HEALTH` und der Vorhersage-Tick nutzen den letzten Befund.
|
||||
- **Aura-Scans gemeinsam.** Die Buff-Texturen einer Einheit werden je Frame einmal gelesen und von Heilvorhersage und Buff-Wache geteilt. Per Tooltip ermittelte Buffnamen werden je Textur gemerkt, sodass eine Einheit ohne den ueberwachten Buff nicht mehr bis zu 32 Tooltip-Scans je Aura-Event kostet. Raid-Einheiten werden nur gescannt, wenn etwas davon abhaengt (eigener Cast wartet, HoT oder Schild verfolgt, sichtbare Zelle).
|
||||
- **Guenstigere Ticks.** Zauber-Timer nutzen vorberechnete Basisnamen statt String-Parsing je Button und Tick und ueberspringen Einheiten ohne verfolgten HoT oder Schild. Buff-Icons verwenden ihre Arbeitstabellen wieder, laufen ueber eine vorsortierte Liste statt je Tick zu sortieren und aktualisieren bei Aenderung oder einmal je Sekunde statt fuenfmal. Der Angegriffenen-Abgleich entfaellt ganz, solange kein feindliches Ziel besteht und nichts markiert ist, und vergleicht Namen, bevor `UnitIsUnit` gerufen wird.
|
||||
- **Event-Salven zusammengefasst.** `PARTY_MEMBERS_CHANGED`, `UNIT_PET` und `RAID_ROSTER_UPDATE` setzen ein Kennzeichen, das im naechsten Frame einmal abgearbeitet wird, statt Plaketten und Raster bei jedem Event einer Salve neu aufzubauen.
|
||||
- **Mana-Ticker.** Die Pruefungen an/Mana/voll laufen bei Mana-Events und Optionswechseln statt jeden Frame; der Funke wird nur neu verankert, wenn er sich mindestens einen halben Pixel bewegt hat; Groessen und Sichtbarkeit sind zwischengespeichert.
|
||||
- **Combatlog.** Heilmuster laufen nur bei Buff-Events, das Absorb-Muster nur bei Treffer-Events, die das Wort absorbed enthalten. Smart Damage liest Schadenszeilen nur, solange es an ist und ein Ziel vermessen wird oder ein eigener Cast wartet; die Live-Zielzeile wird nur bei offenem Optionsfenster aktualisiert.
|
||||
- Der Animationsframe der Raid-Testgeister ist ausserhalb des Raid-Tests ausgeblendet, statt jeden Frame leer zu laufen.
|
||||
- **Client-API-Kompatibilitaet.** `IsSpellInRange` und `IsUsableSpell` gibt es im 1.12-Client nicht (sie kamen mit 2.0). Alle Reichweiten- und Nutzbarkeitspruefungen laufen jetzt ueber Wrapper, die sie nutzen, wenn ein Client sie anbietet, und sonst auf 1.12-Mittel zurueckfallen: Zauberreichweite aus dem Tooltip gegen `UnitXP("distanceBetween")`, wo vorhanden, sonst `CheckInteractDistance` (28 m, jenseits davon unentschieden statt rot); Manapreis aus dem Tooltip gegen das eigene Mana. Weil Clients sich unterscheiden (2.0-Form `(id, "spell", unit)` gegenueber der Turtle-Form `(name, unit)`), probiert das Addon beide Signaturen beim Login einmal per `pcall` aus und nutzt die verstandene; eine Funktion, die weiter Fehler wirft, wird zugunsten des Rueckfalls abgeschaltet. `/fbp` meldet die erkannte Form. Ohne das brach der neue zentrale Button-Durchgang beim Login ab.
|
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|
||||
**Behoben**
|
||||
|
||||
- Der alte Button-Handler deklarierte `this`, `event` und `arg1` als Parameter und verdeckte damit die 1.12-Globals; Reichweitenfaerbung und Cooldown-Uhr auf den Buttons haben im Spiel nie gearbeitet. Jetzt tun sie es.
|
||||
|
||||
|
||||
## 1.4.3 (2026-09-05)
|
||||
|
||||
### English
|
||||
|
||||
**New**
|
||||
|
||||
- **Languages.** Spanish, French and Italian added to all addon texts (English and German unchanged). The client locale picks the language automatically, the language button lists all five, missing keys fall back to English.
|
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- **Mana ticker** (module `FBHealBox_Ticker.lua`, on by default). A spark travels across your own mana strip every 2 seconds in step with the server's regeneration tick; after spending mana it turns orange and runs the five-second rule down, extended to the first tick after the five seconds. Works on the party plate and on your own raid cell, hidden while mana is full. Detection via `UNIT_MANA` only: grid from observed ticks, re-sync within a tolerance, foreign pulses (totems, Innervate) ignored, potions and runes filtered by size. Own options tab *Ticker*: master switch, five-second rule, tick tolerance, tick offset, spark width. `/fbp ticker` toggles, `/fbp` reports sync state.
|
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- **Smart Healing** (off by default). When on, a click casts the lowest rank of the assigned spell whose expected heal covers the target's missing health (minus incoming healing) plus a safety margin (default 20 %). Never above the assigned rank, direct heals only, always the assigned rank below 30 % health. Learned heal values are used where available. Downsides (no crits in the estimate, burst damage, deliberate overhealing) are explained in the tooltip. Options on the *Buttons* tab; `/fbp debug` logs each decision, `/fbp` shows the state.
|
||||
- **Cooldown sweep on buttons**, global cooldown excluded. Option *Cooldowns on buttons*.
|
||||
- **Red border for the attacked member**: the plate or raid cell of the unit your hostile target is targeting. Takes precedence over the buff-watch border. Option *Mark who is attacked*.
|
||||
- **HoT and shield timers on buttons**: each spell's button shows the remaining seconds of your own HoT (green) or shield (blue) on that unit; after Power Word: Shield the button shows Weakened Soul in red. Option *HoT and shield timers*.
|
||||
- **Smart Damage** (module `FBHealBox_Damage.lua`, off by default). Attack spells pressed on any action bar or key binding are cast in the lowest rank that still kills the target, never above the rank on the bar. Target health from the server (real values), MobHealth3, MobInfo-2, or the addon's own per-mob-type estimate learned from combat-log damage and percent drops (highest measurement kept). Minimum damage per rank from the tooltip, raised by observed full hits. Section on the *Extras* tab (shared with the ticker) with switch, safety margin, live health-source line and spell list; `/fbp damage`, decisions in `/fbp debug`.
|
||||
- **Buff icons in the health bar**: buffs with a duration that sit on your buttons (Fortitude, Divine Spirit, Fear Ward, Inner Fire) appear as small 8 px icons on the outer left side of the plate. The icon is a clock: it turns black and white clockwise from twelve o'clock as the time runs out (half left = right half grey). Exact on yourself, counted from your own cast on others, fully coloured when cast by someone else. Raid cells show them outside their left edge; the grid reserves the room. Line-of-sight badge moved to the plate's top-left corner. Units are scanned once after login and group changes so existing buffs appear immediately. `/fbp buffs` for diagnostics. Option *Buff icons in the health bar*.
|
||||
- Test-mode ghost Dorn demonstrates the red border and the timers.
|
||||
|
||||
**Fixed**
|
||||
|
||||
- Own buffs were only read at login and on group changes: Vanilla fires `PLAYER_AURAS_CHANGED` for the player instead of `UNIT_AURA`. The addon now listens to it and re-reads your remaining time on every change, and once a second in between (a refresh of a running buff fires no aura event at all), so recasting a buff on yourself resets its clock and cancelling it removes the icon. Refreshing a buff on someone else through a HealBox button is confirmed by the completed cast. Also fixes confirmation of your own HoTs and shields on yourself.
|
||||
- Raid cell names and percentages were hidden behind the health bar since the bar levels became relative; the texts now live on their own layer above the bars.
|
||||
- Buff icons stack two high left of the plate; elapsed clock quadrants are drawn dark on a layer above the icon so the split shows on every client. Raid cells use a 3 by 4 grid of 6 px icons (twelve slots); the new raid option *Show buffs* removes icons and strip together. `/fbp buffs` reports the grey count per icon.
|
||||
- Test modes extended: party ghost Brynn is dead, pet Bramble carries a disease, Dorn carries six and raid ghost 12 twelve buffs, raid ghost 27 a disease. Up to six buff icons per plate.
|
||||
- Plate names could sit too low on some rows (the name box grew to two lines internally). Name, paw icon and debuff icon are now vertically centred with a fixed one-line height.
|
||||
|
||||
- Tooltip parser took durations ("for 30 min", "again for 15 sec") for direct heal amounts, so buffs such as Power Word: Fortitude and the shield reported a tiny "heal" and Smart Healing downranked them. Durations are ignored now, and Smart Healing only touches spells whose tooltip describes a heal and that carry no absorb.
|
||||
|
||||
**Changed**
|
||||
|
||||
- Option tab buttons are 100 px wide (was 110) so that four tabs fit in the window; class icon shrunk so it no longer overlaps the tabs. Checkbox labels have a fixed width and end with an ellipsis when a translation is long; the tooltip carries the full text. The fourth tab is called *Extras* and holds the ticker and Smart Damage sections.
|
||||
- Tooltip parser: only `hr`/`hour` count as hours; `Holy` no longer looks like a time unit.
|
||||
- New core hooks `Loaded`, `Aggro`, `SpellTimers`, `Cooldowns` for modules.
|
||||
|
||||
### Deutsch
|
||||
|
||||
**Neu**
|
||||
|
||||
- **Sprachen.** Spanisch, Franzoesisch und Italienisch fuer alle Addon-Texte hinzugefuegt (Englisch und Deutsch unveraendert). Die Client-Sprache waehlt automatisch, der Sprachknopf listet alle fuenf, fehlende Schluessel fallen auf Englisch zurueck.
|
||||
- **Mana-Ticker** (Modul `FBHealBox_Ticker.lua`, standardmaessig an). Ein Funke wandert alle 2 Sekunden im Takt des Regenerationsticks ueber deinen eigenen Manastreifen; nach Manaverbrauch wird er orange und laeuft die Fuenf-Sekunden-Regel herunter, verlaengert bis zum ersten Tick nach den fuenf Sekunden. Auf der Gruppenplakette und der eigenen Raid-Zelle, bei vollem Mana ausgeblendet. Erkennung nur ueber `UNIT_MANA`: Raster aus beobachteten Ticks, Neusynchronisation innerhalb einer Toleranz, fremde Pulse (Totems, Anregen) ignoriert, Traenke und Runen nach Groesse gefiltert. Eigener Options-Reiter *Ticker*: Hauptschalter, Fuenf-Sekunden-Regel, Tick-Toleranz, Tick-Vorlauf, Funkenbreite. `/fbp ticker` schaltet um, `/fbp` meldet den Synchronzustand.
|
||||
- **Smart Healing** (standardmaessig aus). Eingeschaltet wirkt ein Klick den niedrigsten Rang des belegten Zaubers, dessen erwartete Heilung das fehlende Leben des Ziels (abzueglich eingehender Heilung) plus Sicherheitsaufschlag (Standard 20 %) deckt. Nie ueber dem belegten Rang, nur Direktheilungen, unter 30 % Leben immer der belegte Rang. Gelernte Heilwerte werden genutzt, wo vorhanden. Nachteile (keine Crits in der Schaetzung, Schadensspitzen, gewolltes Ueberheilen) erklaert der Tooltip. Optionen im Reiter *Buttons*; `/fbp debug` protokolliert jede Entscheidung, `/fbp` zeigt den Zustand.
|
||||
- **Cooldown-Uhr auf den Buttons**, globaler Cooldown ausgenommen. Option *Cooldowns auf den Buttons*.
|
||||
- **Roter Rahmen fuer den Angegriffenen**: Plakette oder Raid-Zelle der Einheit, die dein feindliches Ziel im Ziel hat. Hat Vorrang vor dem Buff-Wache-Rahmen. Option *Angegriffenen markieren*.
|
||||
- **HoT- und Schild-Timer auf den Buttons**: Der Button jedes Zaubers zeigt die Restsekunden deines eigenen HoTs (gruen) oder Schilds (blau) auf dieser Einheit; nach Machtwort: Schild zeigt der Button rot die Geschwaechte Seele. Option *HoT- und Schild-Timer*.
|
||||
- **Smart Damage** (Modul `FBHealBox_Damage.lua`, standardmaessig aus). Angriffszauber auf jeder Aktionsleiste oder Taste werden im niedrigsten Rang gewirkt, der das Ziel noch toetet, nie ueber dem Rang auf der Leiste. Ziel-Leben vom Server (echte Werte), MobHealth3, MobInfo-2 oder aus der eigenen Schaetzung je Mobtyp, gelernt aus Combatlog-Schaden und Prozentabfall (hoechste Messung zaehlt). Mindestschaden je Rang aus dem Tooltip, angehoben durch beobachtete Volltreffer. Abschnitt im Reiter *Extras* (gemeinsam mit dem Ticker) mit Schalter, Sicherheitsaufschlag, Live-Zeile zur Lebensquelle und Zauberliste; `/fbp damage`, Entscheidungen in `/fbp debug`.
|
||||
- **Buff-Icons im Lebensbalken**: Buffs mit Laufzeit, die auf deinen Buttons liegen (Seelenstaerke, Goettlicher Willen, Furchtzauberschutz, Inneres Feuer), erscheinen als kleine 8-px-Icons aussen links neben der Plakette. Das Icon ist eine Uhr: Es wird im Uhrzeigersinn ab zwoelf Uhr schwarz-weiss, je weiter die Zeit ablaeuft (halbe Zeit = rechte Haelfte grau). Exakt bei dir selbst, ab deinem eigenen Cast bei anderen, ganz farbig bei fremdem Cast. Raid-Zellen zeigen sie aussen an ihrer linken Kante; das Raster haelt den Platz frei. Sichtlinien-Abzeichen in die linke obere Plattenecke verlegt. Nach Login und Gruppenwechsel werden alle Einheiten einmal gescannt, damit vorhandene Buffs sofort erscheinen. `/fbp buffs` zur Diagnose. Option *Buff-Icons im Lebensbalken*.
|
||||
- Testmodus-Geist Dorn zeigt roten Rahmen und Timer.
|
||||
|
||||
**Behoben**
|
||||
|
||||
- Eigene Buffs wurden nur beim Login und bei Gruppenwechseln gelesen: Vanilla feuert fuer den Spieler `PLAYER_AURAS_CHANGED` statt `UNIT_AURA`. Das Addon hoert jetzt darauf und liest die eigene Restzeit bei jeder Aenderung neu, und dazwischen einmal je Sekunde (ein Refresh eines laufenden Buffs feuert gar kein Aura-Event), sodass ein Neucast auf dich selbst die Uhr zuruecksetzt und ein Wegklicken das Icon entfernt. Ein Refresh auf jemand anderen ueber einen HealBox-Button gilt mit dem abgeschlossenen Cast als bestaetigt. Behebt auch die Bestaetigung eigener HoTs und Schilde auf dir selbst.
|
||||
- Namen und Prozente der Raid-Zellen lagen seit den relativen Balken-Ebenen hinter dem Lebensbalken; die Texte liegen jetzt auf einer eigenen Ebene ueber den Balken.
|
||||
- Buff-Icons stapeln sich zu zweit links neben der Plakette; abgelaufene Uhr-Quadranten werden dunkel auf einer Ebene ueber dem Icon gezeichnet, damit die Teilung auf jedem Client sichtbar ist. Raid-Zellen nutzen ein 3-mal-4-Raster aus 6-px-Icons (zwoelf Plaetze); die neue Raid-Option *Buffs anzeigen* entfernt Icons und Streifen gemeinsam. `/fbp buffs` nennt je Icon die Zahl grauer Quadranten.
|
||||
- Testmodi erweitert: Partygeist Brynn ist tot, Pet Bramble traegt eine Krankheit, Dorn traegt sechs und Raid-Geist 12 zwoelf Buffs, Raid-Geist 27 eine Krankheit. Bis zu sechs Buff-Icons je Plakette.
|
||||
- Plakettennamen sassen in manchen Zeilen zu tief (die Namensbox wuchs intern auf zwei Zeilen). Name, Pfoten-Icon und Debuff-Icon sind jetzt mit fester Einzeilenhoehe vertikal zentriert.
|
||||
|
||||
- Der Tooltip-Leser hielt Zeitangaben ("for 30 min", "again for 15 sec") fuer Heilbetraege, wodurch Buffs wie Machtwort: Seelenstaerke und der Schild eine winzige "Heilung" meldeten und Smart Healing sie abgerangt hat. Zeitangaben werden jetzt uebersprungen, und Smart Healing fasst nur Zauber an, deren Tooltip eine Heilung beschreibt und die keinen Absorb haben.
|
||||
|
||||
**Geaendert**
|
||||
|
||||
- Reiterknoepfe der Optionen sind 100 px breit (vorher 110), damit vier Reiter ins Fenster passen; Klassen-Icon verkleinert, damit es die Reiter nicht mehr ueberlagert. Schalterbeschriftungen haben eine feste Breite und enden bei langen Uebersetzungen mit Auslassungspunkten; der Tooltip traegt den vollen Text. Der vierte Reiter heisst *Extras* und enthaelt Ticker und Smart Damage.
|
||||
- Tooltip-Leser: Nur `hr`/`hour` zaehlen als Stunden; `Holy` sieht nicht mehr wie eine Zeiteinheit aus.
|
||||
- Neue Kern-Hooks `Loaded`, `Aggro`, `SpellTimers`, `Cooldowns` fuer Module.
|
||||
|
||||
## 1.4.2 (2026-09-05)
|
||||
|
||||
### English
|
||||
@@ -13,7 +181,7 @@
|
||||
- Raid test with 20 or 40 ghosts covering every visual state. `/fbp raid`, `/fbp raidtest 20|40|off`, raid line in `/fbp`.
|
||||
- Grid position and scale are saved separately from the party plates. Party plates are hidden while the grid is up (switchable).
|
||||
|
||||
**New: drag and drop.** Spells can be dragged from the spellbook onto any heal button, raid mini button or options field. Right mouse button fills the right-click side when that option is on. Spells outside the class list are accepted.
|
||||
**New: drag and drop.** Spells can be dragged from the spellbook onto any heal button, raid mini button or options field. Right mouse button, or Shift held while dropping, fills the right-click side when that option is on. Spells outside the class list are accepted.
|
||||
|
||||
**Fixed**
|
||||
|
||||
@@ -37,7 +205,7 @@
|
||||
- Raid-Test mit 20 oder 40 Geistern, die jeden Anzeigezustand abdecken. `/fbp raid`, `/fbp raidtest 20|40|off`, Raid-Zeile in `/fbp`.
|
||||
- Position und Skalierung des Rasters werden getrennt von den Plaketten gespeichert. Die Gruppenplaketten sind ausgeblendet, solange das Raster steht (abschaltbar).
|
||||
|
||||
**Neu: Drag & Drop.** Zauber lassen sich aus dem Zauberbuch auf jeden Heil-Button, Raid-Mini-Button oder jedes Optionsfeld ziehen. Die rechte Maustaste fuellt die Rechtsklick-Seite, wenn die Option an ist. Zauber ausserhalb der Klassenliste werden angenommen.
|
||||
**Neu: Drag & Drop.** Zauber lassen sich aus dem Zauberbuch auf jeden Heil-Button, Raid-Mini-Button oder jedes Optionsfeld ziehen. Die rechte Maustaste oder gehaltene Shift-Taste beim Ablegen fuellt die Rechtsklick-Seite, wenn die Option an ist. Zauber ausserhalb der Klassenliste werden angenommen.
|
||||
|
||||
**Behoben**
|
||||
|
||||
|
||||
+1891
-199
File diff suppressed because it is too large
Load Diff
+6
-4
@@ -1,12 +1,14 @@
|
||||
## Interface: 11200
|
||||
## Title: Heal Box Vanilla |cFFFFFF00v1.4.2|r
|
||||
## Notes: Party, pet and self heal display with quick-cast buttons for healers. Ported to client 1.12.1 (optional SuperWoW). Up to 10 buttons per row, mana bar inside the health bar, class colours, buff watch, range fading, adjustable spacing, test mode with ghost players, optional raid mode for 20 and 40 players. Heal prediction for direct heals, HoT ticks and absorb shields, self-correcting from the combat log. HealComm sync with Puppeteer, pfUI and others. German/English. Original by Dourd, ported to Vanilla and extended 09/2026 by Mquadrat.
|
||||
## Notes-deDE: Party-, Begleiter- und Selbst-Heilanzeige mit Schnellzugriff-Buttons fuer Heiler. Portiert fuer Client 1.12.1 (optional SuperWoW). Bis zu 10 Buttons pro Reihe, Manabalken im Lebensbalken, Klassenfarben, Buff-Wache, Reichweiten-Fading, einstellbare Abstaende, Testmodus mit Geisterspielern, optionaler Raidmodus fuer 20 und 40 Spieler. Heal-Prediction fuer Direktheilung, HoT-Ticks und Absorb-Schilde, selbstkorrigierend ueber den Combatlog. HealComm-Sync mit Puppeteer, pfUI und Co. Deutsch/Englisch. Original von Dourd, Vanilla-Portierung und Erweiterung 09/2026 von Mquadrat.
|
||||
## Title: Heal Box Vanilla |cFFFFFF00v1.4.4.2|r
|
||||
## Notes: Heal/raid frame addon like Healium, with quick-cast buttons, heal prediction, mana ticker and more.
|
||||
## Notes-deDE: Heal/Raidframe Addon aehnlich Healium, mit Schnellzugriff Buttons, Heal Prediction und Mana Ticker und mehr.
|
||||
## Author: Dourd (Argent Dawn EU) | Vanilla-Port & Erweiterung 09/2026: Mquadrat
|
||||
## Version: 1.4.2
|
||||
## Version: 1.4.4.2
|
||||
## SavedVariablesPerCharacter: HealBox
|
||||
## OptionalDeps: SuperWoW
|
||||
|
||||
FBHealBox.lua
|
||||
FBHealBox_Raid.lua
|
||||
FBHealBox_Ticker.lua
|
||||
FBHealBox_Damage.lua
|
||||
FBHealBox.xml
|
||||
|
||||
@@ -0,0 +1,630 @@
|
||||
-- ==========================================================================
|
||||
-- Heal Box Vanilla: Smart Damage (Modul, ab v1.4.3)
|
||||
--
|
||||
-- Rangwahl fuer Angriffszauber auf jeder Aktionsleiste. Bongos, Blizzard-
|
||||
-- Leisten und Tastenkuerzel rufen UseAction(slot) auf; ein Vor-Hook erkennt
|
||||
-- den Zauber im Slot per Tooltip-Scan und wirkt, wenn ein kleinerer Rang
|
||||
-- den Gegner sicher toetet, diesen Rang per CastSpellByName. Sonst laeuft
|
||||
-- der Aufruf unveraendert weiter. Nie ueber dem Rang auf der Leiste.
|
||||
--
|
||||
-- Leben des Gegners, vier Quellen mit Vorrang:
|
||||
-- 1) Server sendet echte Werte (UnitHealthMax ~= 100)
|
||||
-- 2) MobHealth3 MobHealth3:GetUnitHealth(unit)
|
||||
-- 3) MobInfo-2 MobHealth_GetTargetCurHP()/MaxHP()
|
||||
-- 4) eigene Schaetzung Lebenspunkte je Prozent aus beobachtetem Schaden
|
||||
-- (eigener, Gruppe, Begleiter) und dem Prozentabfall des Ziels, erst ab
|
||||
-- FBDMG_MIN_DROP Prozent Abfall, Maximum ueber alle Messungen (Fehler
|
||||
-- nur nach oben, also in die sichere Richtung), gemerkt je Name:Stufe.
|
||||
--
|
||||
-- Schaden je Rang: Mindestschaden aus dem Tooltip ("86 to 98 Holy damage"),
|
||||
-- nachgelernt aus eigenen Treffern ohne Teilwiderstand. Entscheidung:
|
||||
-- Mindestschaden >= Ziel-Leben (bei Prozent: Obergrenze) x (1 + Aufschlag).
|
||||
-- ==========================================================================
|
||||
|
||||
if (FBHealBox_DamageLoaded) then return; end
|
||||
FBHealBox_DamageLoaded = true;
|
||||
|
||||
FBDMG_MIN_DROP = 3; -- Prozent Abfall, ab dem eine Messung zaehlt
|
||||
FBDMG_LASTCAST_SEC = 4; -- Sek., wie lange ein eigener Cast fuers Lernen gilt
|
||||
|
||||
FBDamageDefaults = {
|
||||
Enabled = 0, -- Smart Damage an/aus (bewusst aus)
|
||||
Margin = 20, -- Sicherheitsaufschlag in Prozent
|
||||
};
|
||||
|
||||
-- Angriffszauber je Klasse (englische Zaubernamen wie im ganzen Addon).
|
||||
-- Kanalisierte, reine DoTs und Flaechenzauber bleiben draussen.
|
||||
FBDamageSpells = {
|
||||
Priest = { "Smite", "Holy Fire", "Mind Blast" },
|
||||
Druid = { "Wrath", "Starfire", "Moonfire" },
|
||||
Shaman = { "Lightning Bolt", "Chain Lightning", "Earth Shock", "Flame Shock", "Frost Shock" },
|
||||
Paladin = { "Holy Shock", "Hammer of Wrath", "Exorcism", "Holy Wrath" },
|
||||
Mage = { "Fireball", "Frostbolt", "Fire Blast", "Scorch", "Pyroblast" },
|
||||
Warlock = { "Shadow Bolt", "Searing Pain", "Immolate", "Soul Fire", "Conflagrate" },
|
||||
Hunter = { "Arcane Shot", "Aimed Shot" },
|
||||
};
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Texte ]
|
||||
-- ==========================================================================
|
||||
|
||||
FBLocale["enUS"].DMG_HEADER = "Smart Damage";
|
||||
FBLocale["enUS"].DMG_ENABLED = "Smart Damage";
|
||||
FBLocale["enUS"].DMG_ENABLED_TIP = "What it does: when you press an attack spell on any action bar (Bongos, Blizzard bars, key bindings) and a lower rank of that spell would still kill the target, that rank is cast instead. Saves mana on nearly dead targets. Rules: never above the rank on the bar, minimum damage of the rank must cover the target's remaining health plus the safety margin. Needs the target's real health: from the server, from MobHealth3 or MobInfo-2, or from the addon's own estimate learned while fighting a mob type. Downsides: estimates can be wrong, partial resists lower the damage, and on unknown mobs nothing happens until enough has been learned. Off by default.";
|
||||
FBLocale["enUS"].DMG_MARGIN = "Safety margin: |cFFFFFFFF%s %%";
|
||||
FBLocale["enUS"].DMG_SRC = "Target health source: |cFFFFFFFF%s";
|
||||
FBLocale["enUS"].DMG_SRC_REAL = "server sends real values";
|
||||
FBLocale["enUS"].DMG_SRC_MH3 = "MobHealth3";
|
||||
FBLocale["enUS"].DMG_SRC_MI2 = "MobInfo-2";
|
||||
FBLocale["enUS"].DMG_SRC_EST = "own estimate (%d mob types learned)";
|
||||
FBLocale["enUS"].DMG_SRC_NONE = "no target";
|
||||
FBLocale["enUS"].DMG_SRC_UNKNOWN = "percent only, nothing learned yet";
|
||||
FBLocale["enUS"].DMG_SPELLS = "Spells: |cFFFFFFFF%s";
|
||||
FBLocale["enUS"].DMG_INFO = "The target line above updates with your current target. Learning happens automatically: every fight against a mob type improves the estimate for that type.";
|
||||
FBLocale["enUS"].DMG_STATUS = "Smart Damage: %s, margin %d %%, %s";
|
||||
FBLocale["enUS"].DBG_DMG = "Smart Damage: %s -> %s (target %d HP via %s, min damage %d)";
|
||||
FBLocale["enUS"].DBG_DMG_KEEP = "Smart Damage: %s kept (target %d HP via %s)";
|
||||
FBLocale["enUS"].DMG_LOADED = "Smart Damage module loaded: section in tab |cFFFFFFFFExtras|r, /fbp damage";
|
||||
FBLocale["enUS"].DMG_ON = "Smart Damage |cFF00FF00on|r.";
|
||||
FBLocale["enUS"].DMG_OFF = "Smart Damage |cFFFF0000off|r.";
|
||||
|
||||
FBLocale["deDE"].DMG_HEADER = "Smart Damage";
|
||||
FBLocale["deDE"].DMG_ENABLED = "Smart Damage";
|
||||
FBLocale["deDE"].DMG_ENABLED_TIP = "Was es tut: Drueckst du einen Angriffszauber auf einer beliebigen Aktionsleiste (Bongos, Blizzard-Leisten, Tastenkuerzel) und ein niedrigerer Rang wuerde das Ziel noch toeten, wird stattdessen dieser Rang gewirkt. Spart Mana bei fast toten Zielen. Regeln: nie ueber dem Rang auf der Leiste, der Mindestschaden des Rangs muss das Restleben des Ziels plus Sicherheitsaufschlag decken. Braucht das echte Leben des Ziels: vom Server, von MobHealth3 oder MobInfo-2, oder aus der eigenen Schaetzung, die das Addon im Kampf gegen einen Mobtyp lernt. Nachteile: Schaetzungen koennen danebenliegen, Teilwiderstaende senken den Schaden, und bei unbekannten Mobs passiert nichts, bis genug gelernt ist. Standardmaessig aus.";
|
||||
FBLocale["deDE"].DMG_MARGIN = "Sicherheitsaufschlag: |cFFFFFFFF%s %%";
|
||||
FBLocale["deDE"].DMG_SRC = "Lebensquelle des Ziels: |cFFFFFFFF%s";
|
||||
FBLocale["deDE"].DMG_SRC_REAL = "Server sendet echte Werte";
|
||||
FBLocale["deDE"].DMG_SRC_MH3 = "MobHealth3";
|
||||
FBLocale["deDE"].DMG_SRC_MI2 = "MobInfo-2";
|
||||
FBLocale["deDE"].DMG_SRC_EST = "eigene Schaetzung (%d Mobtypen gelernt)";
|
||||
FBLocale["deDE"].DMG_SRC_NONE = "kein Ziel";
|
||||
FBLocale["deDE"].DMG_SRC_UNKNOWN = "nur Prozent, noch nichts gelernt";
|
||||
FBLocale["deDE"].DMG_SPELLS = "Zauber: |cFFFFFFFF%s";
|
||||
FBLocale["deDE"].DMG_INFO = "Die Zielzeile oben folgt deinem aktuellen Ziel. Gelernt wird von selbst: Jeder Kampf gegen einen Mobtyp verbessert die Schaetzung fuer diesen Typ.";
|
||||
FBLocale["deDE"].DMG_STATUS = "Smart Damage: %s, Aufschlag %d %%, %s";
|
||||
FBLocale["deDE"].DBG_DMG = "Smart Damage: %s -> %s (Ziel %d LP ueber %s, Mindestschaden %d)";
|
||||
FBLocale["deDE"].DBG_DMG_KEEP = "Smart Damage: %s bleibt (Ziel %d LP ueber %s)";
|
||||
FBLocale["deDE"].DMG_LOADED = "Smart-Damage-Modul geladen: Abschnitt im Reiter |cFFFFFFFFExtras|r, /fbp damage";
|
||||
FBLocale["deDE"].DMG_ON = "Smart Damage |cFF00FF00an|r.";
|
||||
FBLocale["deDE"].DMG_OFF = "Smart Damage |cFFFF0000aus|r.";
|
||||
|
||||
-- Weitere Sprachen (Spanisch, Franzoesisch, Italienisch)
|
||||
|
||||
FBLocale["esES"].DMG_HEADER = "Smart Damage";
|
||||
FBLocale["esES"].DMG_ENABLED = "Smart Damage";
|
||||
FBLocale["esES"].DMG_ENABLED_TIP = "Qué hace: cuando pulsas un hechizo de ataque en cualquier barra de acción (Bongos, barras de Blizzard, atajos de teclado) y un rango inferior de ese hechizo aún mataría al objetivo, se lanza ese rango en su lugar. Ahorra maná con objetivos casi muertos. Reglas: nunca por encima del rango de la barra, el daño mínimo del rango debe cubrir la vida restante del objetivo más el margen de seguridad. Necesita la vida real del objetivo: del servidor, de MobHealth3 o MobInfo-2, o de la estimación propia del addon aprendida al combatir un tipo de enemigo. Desventajas: las estimaciones pueden fallar, las resistencias parciales reducen el daño y con enemigos desconocidos no ocurre nada hasta haber aprendido lo suficiente. Desactivado por defecto.";
|
||||
FBLocale["esES"].DMG_MARGIN = "Margen de seguridad: |cFFFFFFFF%s %%";
|
||||
FBLocale["esES"].DMG_SRC = "Fuente de vida del objetivo: |cFFFFFFFF%s";
|
||||
FBLocale["esES"].DMG_SRC_REAL = "el servidor envía valores reales";
|
||||
FBLocale["esES"].DMG_SRC_MH3 = "MobHealth3";
|
||||
FBLocale["esES"].DMG_SRC_MI2 = "MobInfo-2";
|
||||
FBLocale["esES"].DMG_SRC_EST = "estimación propia (%d tipos de enemigo aprendidos)";
|
||||
FBLocale["esES"].DMG_SRC_NONE = "sin objetivo";
|
||||
FBLocale["esES"].DMG_SRC_UNKNOWN = "solo porcentaje, aún nada aprendido";
|
||||
FBLocale["esES"].DMG_SPELLS = "Hechizos: |cFFFFFFFF%s";
|
||||
FBLocale["esES"].DMG_INFO = "La línea del objetivo se actualiza con tu objetivo actual. El aprendizaje es automático: cada combate contra un tipo de enemigo mejora la estimación de ese tipo.";
|
||||
FBLocale["esES"].DMG_STATUS = "Smart Damage: %s, margen %d %%, %s";
|
||||
FBLocale["esES"].DBG_DMG = "Smart Damage: %s -> %s (objetivo %d PV vía %s, daño mínimo %d)";
|
||||
FBLocale["esES"].DBG_DMG_KEEP = "Smart Damage: %s mantenido (objetivo %d PV vía %s)";
|
||||
FBLocale["esES"].DMG_LOADED = "Módulo Smart Damage cargado: sección en la pestaña |cFFFFFFFFExtras|r, /fbp damage";
|
||||
FBLocale["esES"].DMG_ON = "Smart Damage |cFF00FF00activado|r.";
|
||||
FBLocale["esES"].DMG_OFF = "Smart Damage |cFFFF0000desactivado|r.";
|
||||
|
||||
FBLocale["frFR"].DMG_HEADER = "Smart Damage";
|
||||
FBLocale["frFR"].DMG_ENABLED = "Smart Damage";
|
||||
FBLocale["frFR"].DMG_ENABLED_TIP = "Ce que ça fait : quand vous appuyez sur un sort d'attaque sur n'importe quelle barre d'action (Bongos, barres Blizzard, raccourcis) et qu'un rang inférieur de ce sort tuerait encore la cible, c'est ce rang qui est lancé. Économise du mana sur les cibles presque mortes. Règles : jamais au-dessus du rang de la barre, les dégâts minimaux du rang doivent couvrir la vie restante de la cible plus la marge de sécurité. Nécessite la vie réelle de la cible : du serveur, de MobHealth3 ou MobInfo-2, ou de l'estimation propre de l'addon apprise en combattant un type de monstre. Inconvénients : les estimations peuvent se tromper, les résistances partielles réduisent les dégâts, et sur les monstres inconnus rien ne se passe tant que l'apprentissage est insuffisant. Désactivé par défaut.";
|
||||
FBLocale["frFR"].DMG_MARGIN = "Marge de sécurité : |cFFFFFFFF%s %%";
|
||||
FBLocale["frFR"].DMG_SRC = "Source de vie de la cible : |cFFFFFFFF%s";
|
||||
FBLocale["frFR"].DMG_SRC_REAL = "le serveur envoie des valeurs réelles";
|
||||
FBLocale["frFR"].DMG_SRC_MH3 = "MobHealth3";
|
||||
FBLocale["frFR"].DMG_SRC_MI2 = "MobInfo-2";
|
||||
FBLocale["frFR"].DMG_SRC_EST = "estimation propre (%d types de monstres appris)";
|
||||
FBLocale["frFR"].DMG_SRC_NONE = "aucune cible";
|
||||
FBLocale["frFR"].DMG_SRC_UNKNOWN = "pourcentage seulement, rien appris pour le moment";
|
||||
FBLocale["frFR"].DMG_SPELLS = "Sorts : |cFFFFFFFF%s";
|
||||
FBLocale["frFR"].DMG_INFO = "La ligne de cible ci-dessus se met à jour avec votre cible actuelle. L'apprentissage est automatique : chaque combat contre un type de monstre améliore l'estimation pour ce type.";
|
||||
FBLocale["frFR"].DMG_STATUS = "Smart Damage : %s, marge %d %%, %s";
|
||||
FBLocale["frFR"].DBG_DMG = "Smart Damage : %s -> %s (cible %d PV via %s, dégâts min %d)";
|
||||
FBLocale["frFR"].DBG_DMG_KEEP = "Smart Damage : %s conservé (cible %d PV via %s)";
|
||||
FBLocale["frFR"].DMG_LOADED = "Module Smart Damage chargé : section dans l'onglet |cFFFFFFFFExtras|r, /fbp damage";
|
||||
FBLocale["frFR"].DMG_ON = "Smart Damage |cFF00FF00activé|r.";
|
||||
FBLocale["frFR"].DMG_OFF = "Smart Damage |cFFFF0000désactivé|r.";
|
||||
|
||||
FBLocale["itIT"].DMG_HEADER = "Smart Damage";
|
||||
FBLocale["itIT"].DMG_ENABLED = "Smart Damage";
|
||||
FBLocale["itIT"].DMG_ENABLED_TIP = "Cosa fa: quando premi un incantesimo d'attacco su una qualsiasi barra delle azioni (Bongos, barre Blizzard, scorciatoie) e un rango inferiore di quell'incantesimo ucciderebbe comunque il bersaglio, viene lanciato quel rango. Risparmia mana sui bersagli quasi morti. Regole: mai sopra il rango sulla barra, il danno minimo del rango deve coprire la salute rimanente del bersaglio più il margine di sicurezza. Richiede la salute reale del bersaglio: dal server, da MobHealth3 o MobInfo-2, o dalla stima dell'addon appresa combattendo un tipo di mostro. Svantaggi: le stime possono sbagliare, le resistenze parziali riducono il danno e sui mostri sconosciuti non succede nulla finché non si è appreso abbastanza. Disattivato per impostazione predefinita.";
|
||||
FBLocale["itIT"].DMG_MARGIN = "Margine di sicurezza: |cFFFFFFFF%s %%";
|
||||
FBLocale["itIT"].DMG_SRC = "Fonte della salute del bersaglio: |cFFFFFFFF%s";
|
||||
FBLocale["itIT"].DMG_SRC_REAL = "il server invia valori reali";
|
||||
FBLocale["itIT"].DMG_SRC_MH3 = "MobHealth3";
|
||||
FBLocale["itIT"].DMG_SRC_MI2 = "MobInfo-2";
|
||||
FBLocale["itIT"].DMG_SRC_EST = "stima propria (%d tipi di mostro appresi)";
|
||||
FBLocale["itIT"].DMG_SRC_NONE = "nessun bersaglio";
|
||||
FBLocale["itIT"].DMG_SRC_UNKNOWN = "solo percentuale, ancora nulla appreso";
|
||||
FBLocale["itIT"].DMG_SPELLS = "Incantesimi: |cFFFFFFFF%s";
|
||||
FBLocale["itIT"].DMG_INFO = "La riga del bersaglio qui sopra si aggiorna con il tuo bersaglio attuale. L'apprendimento è automatico: ogni combattimento contro un tipo di mostro migliora la stima per quel tipo.";
|
||||
FBLocale["itIT"].DMG_STATUS = "Smart Damage: %s, margine %d %%, %s";
|
||||
FBLocale["itIT"].DBG_DMG = "Smart Damage: %s -> %s (bersaglio %d PS via %s, danno minimo %d)";
|
||||
FBLocale["itIT"].DBG_DMG_KEEP = "Smart Damage: %s mantenuto (bersaglio %d PS via %s)";
|
||||
FBLocale["itIT"].DMG_LOADED = "Modulo Smart Damage caricato: sezione nella scheda |cFFFFFFFFExtra|r, /fbp damage";
|
||||
FBLocale["itIT"].DMG_ON = "Smart Damage |cFF00FF00attivo|r.";
|
||||
FBLocale["itIT"].DMG_OFF = "Smart Damage |cFFFF0000disattivato|r.";
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Zustand ]
|
||||
-- ==========================================================================
|
||||
|
||||
FBDmgSpellRanks = {}; -- [Name] = { { rank, id, min, max }, ... } aufsteigend
|
||||
FBDmgSlotCache = {}; -- [slot] = { name, rank } oder false (kein Zauber)
|
||||
FBDmgAnchorPct = nil; -- Prozent des Ziels beim letzten Messpunkt
|
||||
FBDmgAccum = 0; -- Schaden auf das Ziel seit dem Messpunkt
|
||||
FBDmgTargetName = nil;
|
||||
FBDmgLastCast = nil; -- { spell, rank, t } fuer das Lernen aus dem Combatlog
|
||||
|
||||
function FBDmg_Cfg()
|
||||
if (not HealBox.Damage) then FBDmg_ApplyDefaults(); end
|
||||
return HealBox.Damage;
|
||||
end
|
||||
|
||||
function FBDmg_ApplyDefaults()
|
||||
if (not HealBox.Damage) then HealBox.Damage = {}; end
|
||||
for k, v in pairs(FBDamageDefaults) do
|
||||
if (HealBox.Damage[k] == nil) then HealBox.Damage[k] = v; end
|
||||
end
|
||||
if (not HealBox.MobHP) then HealBox.MobHP = {}; end -- [Name:Stufe] = { ppp, n }
|
||||
if (not HealBox.DmgMemory) then HealBox.DmgMemory = {}; end -- [Zauber|Rang] = gelernter Mindestschaden
|
||||
return true;
|
||||
end
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Zauberbuch: Raenge und Schaden ]
|
||||
-- ==========================================================================
|
||||
|
||||
function FBDmg_ScanSpells()
|
||||
FBDmgSpellRanks = {};
|
||||
local wanted = {};
|
||||
for _, n in ipairs(FBDamageSpells[FBClass] or {}) do wanted[n] = true; end
|
||||
local i = 1;
|
||||
while true do
|
||||
local name, rank = GetSpellName(i, BOOKTYPE_SPELL);
|
||||
if (not name) then break; end
|
||||
if (wanted[name]) then
|
||||
local txt = FBPredict_TooltipText(i) or "";
|
||||
local lo, hi = FBPredict_FindAmountRange(txt);
|
||||
if (not lo) then
|
||||
lo = FBPredict_FindAmountSingle(txt);
|
||||
hi = lo;
|
||||
end
|
||||
local isDamage = (string.find(txt, "[Dd]amage") or string.find(txt, "[Ss]chaden")) ~= nil;
|
||||
if (lo and isDamage) then
|
||||
if (not FBDmgSpellRanks[name]) then FBDmgSpellRanks[name] = {}; end
|
||||
table.insert(FBDmgSpellRanks[name], { rank = rank or "", id = i, min = lo, max = hi });
|
||||
end
|
||||
end
|
||||
i = i + 1;
|
||||
end
|
||||
FBDmgSlotCache = {};
|
||||
end
|
||||
|
||||
-- Mindestschaden eines Rangs: gelernt (Treffer ohne Teilwiderstand), sonst Tooltip
|
||||
function FBDmg_MinDamage(spell, entry)
|
||||
local learned = HealBox.DmgMemory and HealBox.DmgMemory[spell.."|"..entry.rank];
|
||||
if (learned and learned > entry.min) then return learned; end
|
||||
return entry.min;
|
||||
end
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Leben des Ziels ]
|
||||
-- ==========================================================================
|
||||
|
||||
function FBDmg_MobKey(unit)
|
||||
local name = UnitName(unit);
|
||||
if (not name) then return nil; end
|
||||
local lvl = UnitLevel and UnitLevel(unit) or 0;
|
||||
return name..":"..tostring(lvl or 0);
|
||||
end
|
||||
|
||||
-- Sendet der Server echte Werte fuer diese Einheit?
|
||||
function FBDmg_HasRealValues(unit)
|
||||
local max = UnitHealthMax(unit);
|
||||
return (max and max ~= 100 and max > 0);
|
||||
end
|
||||
|
||||
-- Liefert cur, max, source oder nil. cur ist bei Schaetzung die Obergrenze.
|
||||
function FBDmg_TargetHP(unit)
|
||||
unit = unit or "target";
|
||||
if (not UnitExists(unit)) then return nil; end
|
||||
if (FBDmg_HasRealValues(unit)) then
|
||||
return UnitHealth(unit), UnitHealthMax(unit), "real";
|
||||
end
|
||||
-- MobHealth3
|
||||
if (MobHealth3 and MobHealth3.GetUnitHealth) then
|
||||
local ok, cur, max, found = pcall(MobHealth3.GetUnitHealth, MobHealth3, unit);
|
||||
if (ok and found and cur and max and max > 100) then return cur, max, "mh3"; end
|
||||
end
|
||||
-- MobInfo-2 (nur fuer das aktuelle Ziel)
|
||||
if (unit == "target" and MobHealth_GetTargetCurHP and MobHealth_GetTargetMaxHP) then
|
||||
local ok, cur = pcall(MobHealth_GetTargetCurHP);
|
||||
local ok2, max = pcall(MobHealth_GetTargetMaxHP);
|
||||
if (ok and ok2 and cur and max and max > 100) then return cur, max, "mi2"; end
|
||||
end
|
||||
-- eigene Schaetzung: Prozent-Obergrenze x Lebenspunkte je Prozent
|
||||
local key = FBDmg_MobKey(unit);
|
||||
local est = key and HealBox.MobHP and HealBox.MobHP[key];
|
||||
if (est and est.ppp and est.ppp > 0) then
|
||||
local pct = UnitHealth(unit) or 0;
|
||||
return math.ceil((pct + 1) * est.ppp), math.ceil(100 * est.ppp), "est";
|
||||
end
|
||||
return nil;
|
||||
end
|
||||
|
||||
-- [ Lernen: Lebenspunkte je Prozent ] ---------------------------------------
|
||||
|
||||
function FBDmg_ResetTarget()
|
||||
FBDmgTargetName = nil;
|
||||
FBDmgAnchorPct = nil;
|
||||
FBDmgAccum = 0;
|
||||
if (UnitExists("target") and UnitCanAttack and UnitCanAttack("player", "target") and not FBDmg_HasRealValues("target")) then
|
||||
FBDmgTargetName = UnitName("target");
|
||||
FBDmgAnchorPct = UnitHealth("target");
|
||||
end
|
||||
FBDmg_UpdateSourceText();
|
||||
end
|
||||
|
||||
-- Schaden auf das Ziel vermerken (aus dem Combatlog)
|
||||
function FBDmg_NoteDamage(victim, amount)
|
||||
if (not FBDmgTargetName) or (victim ~= FBDmgTargetName) then return; end
|
||||
FBDmgAccum = FBDmgAccum + (amount or 0);
|
||||
end
|
||||
|
||||
-- UNIT_HEALTH des Ziels: Prozent gefallen -> Messung
|
||||
function FBDmg_OnTargetHealth()
|
||||
if (not FBDmgTargetName) or (not FBDmgAnchorPct) then return; end
|
||||
if (FBDmg_HasRealValues("target")) then return; end
|
||||
local pct = UnitHealth("target") or 0;
|
||||
local drop = FBDmgAnchorPct - pct;
|
||||
if (drop >= FBDMG_MIN_DROP and FBDmgAccum > 0) then
|
||||
local ppp = FBDmgAccum / drop;
|
||||
local key = FBDmg_MobKey("target");
|
||||
if (key) then
|
||||
if (not HealBox.MobHP) then HealBox.MobHP = {}; end
|
||||
local e = HealBox.MobHP[key];
|
||||
if (not e) then
|
||||
HealBox.MobHP[key] = { ppp = ppp, n = 1 };
|
||||
else
|
||||
-- Maximum: Fehler nur nach oben (fremder, nicht gezaehlter Schaden
|
||||
-- wuerde die Schaetzung sonst nach unten ziehen)
|
||||
if (ppp > e.ppp) then e.ppp = ppp; end
|
||||
e.n = (e.n or 0) + 1;
|
||||
end
|
||||
end
|
||||
FBDmgAnchorPct = pct;
|
||||
FBDmgAccum = 0;
|
||||
FBDmg_UpdateSourceText();
|
||||
elseif (pct > FBDmgAnchorPct) then
|
||||
-- Ziel wurde geheilt: neu ansetzen
|
||||
FBDmgAnchorPct = pct;
|
||||
FBDmgAccum = 0;
|
||||
end
|
||||
end
|
||||
|
||||
-- [ Combatlog ] --------------------------------------------------------------
|
||||
|
||||
-- Schadenszeilen: Opfer und Betrag herausziehen (englischer Client, wie das
|
||||
-- ganze Addon). "(N resisted)" markiert Teilwiderstand.
|
||||
function FBDmg_ParseLine(msg)
|
||||
if (not msg) then return nil; end
|
||||
local _, _, spell, victim, amount;
|
||||
-- "Your Smite hits Kobold for 95." / "crits"
|
||||
_, _, spell, victim, amount = string.find(msg, "^Your (.-) hits (.-) for (%d+)");
|
||||
if (not spell) then _, _, spell, victim, amount = string.find(msg, "^Your (.-) crits (.-) for (%d+)"); end
|
||||
if (spell) then return victim, tonumber(amount), spell, "self"; end
|
||||
-- "You hit Kobold for 20." / "You crit"
|
||||
_, _, victim, amount = string.find(msg, "^You hit (.-) for (%d+)");
|
||||
if (not victim) then _, _, victim, amount = string.find(msg, "^You crit (.-) for (%d+)"); end
|
||||
if (victim) then return victim, tonumber(amount), nil, "self"; end
|
||||
-- "Kobold suffers 50 Shadow damage from your Shadow Word: Pain."
|
||||
_, _, victim, amount = string.find(msg, "^(.-) suffers (%d+) .- damage from your");
|
||||
if (victim) then return victim, tonumber(amount), nil, "self"; end
|
||||
-- "Bob's Fireball hits Kobold for 200." / crits (Gruppe, Begleiter)
|
||||
_, _, victim, amount = string.find(msg, "^.-'s .- hits (.-) for (%d+)");
|
||||
if (not victim) then _, _, victim, amount = string.find(msg, "^.-'s .- crits (.-) for (%d+)"); end
|
||||
if (victim) then return victim, tonumber(amount), nil, "other"; end
|
||||
-- "Bob hits Kobold for 50." / crits (Nahkampf Gruppe, Begleiter)
|
||||
_, _, victim, amount = string.find(msg, "^.- hits (.-) for (%d+)");
|
||||
if (not victim) then _, _, victim, amount = string.find(msg, "^.- crits (.-) for (%d+)"); end
|
||||
if (victim) then return victim, tonumber(amount), nil, "other"; end
|
||||
return nil;
|
||||
end
|
||||
|
||||
function FBDmg_OnCombatLog(msg)
|
||||
-- Nur arbeiten, wenn Smart Damage an ist und es etwas zu lernen gibt
|
||||
-- (Prozentziel wird vermessen oder ein eigener Cast wartet auf Treffer).
|
||||
if (FBDmg_Cfg().Enabled ~= 1) then return; end
|
||||
if (not FBDmgTargetName) and (not FBDmgLastCast) then return; end
|
||||
local victim, amount, spell, who = FBDmg_ParseLine(msg);
|
||||
if (not victim) then return; end
|
||||
FBDmg_NoteDamage(victim, amount);
|
||||
-- Mindestschaden lernen: eigener Zauber, kein Crit, kein Teilwiderstand
|
||||
if (who == "self" and spell and FBDmgLastCast and FBDmgLastCast.spell == spell
|
||||
and (GetTime() - FBDmgLastCast.t) <= FBDMG_LASTCAST_SEC
|
||||
and not string.find(msg, "crits") and not string.find(msg, "resisted")) then
|
||||
local key = spell.."|"..(FBDmgLastCast.rank or "");
|
||||
if (not HealBox.DmgMemory) then HealBox.DmgMemory = {}; end
|
||||
local old = HealBox.DmgMemory[key];
|
||||
if (not old) or (amount < old) then
|
||||
-- kleinster beobachteter Volltreffer = sicherer Mindestschaden
|
||||
HealBox.DmgMemory[key] = amount;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Rangwahl beim Klick ]
|
||||
-- ==========================================================================
|
||||
|
||||
-- Zauber in einem Aktionsslot: name, rank oder nil (Makro, Gegenstand)
|
||||
function FBDmg_SlotSpell(slot)
|
||||
local c = FBDmgSlotCache[slot];
|
||||
if (c ~= nil) then
|
||||
if (c == false) then return nil; end
|
||||
return c.name, c.rank;
|
||||
end
|
||||
if (not FBPredictTip) or (not FBPredictTip.SetAction) then return nil; end
|
||||
FBPredictTip:SetOwner(UIParent, "ANCHOR_NONE");
|
||||
FBPredictTip:ClearLines();
|
||||
FBPredictTip:SetAction(slot);
|
||||
local l = getglobal("FBHealBoxScanTipTextLeft1");
|
||||
local r = getglobal("FBHealBoxScanTipTextRight1");
|
||||
local name = l and l:GetText();
|
||||
local rank = r and r:GetText();
|
||||
if (name and FBDmgSpellRanks[name]) then
|
||||
FBDmgSlotCache[slot] = { name = name, rank = rank or "" };
|
||||
return name, rank or "";
|
||||
end
|
||||
FBDmgSlotCache[slot] = false;
|
||||
return nil;
|
||||
end
|
||||
|
||||
-- Liefert den zu wirkenden Cast-String, wenn abgerangt wird, sonst nil
|
||||
function FBDmg_Choose(spell, rank)
|
||||
local cfg = FBDmg_Cfg();
|
||||
local ranks = FBDmgSpellRanks[spell];
|
||||
if (not ranks) or (table.getn(ranks) < 2) then return nil; end
|
||||
if (not UnitExists("target")) or (UnitCanAttack and not UnitCanAttack("player", "target")) then return nil; end
|
||||
if (UnitIsDead and UnitIsDead("target")) then return nil; end
|
||||
local cur, max, source = FBDmg_TargetHP("target");
|
||||
if (not cur) or (cur <= 0) then return nil; end
|
||||
local need = cur * (1 + (cfg.Margin or 20) / 100);
|
||||
|
||||
local assignedIdx = nil;
|
||||
for i, e in ipairs(ranks) do
|
||||
if (e.rank == rank) then assignedIdx = i; end
|
||||
end
|
||||
if (not assignedIdx) then assignedIdx = table.getn(ranks); end
|
||||
|
||||
for i = 1, assignedIdx do
|
||||
local e = ranks[i];
|
||||
if (FBDmg_MinDamage(spell, e) >= need) then
|
||||
if (i == assignedIdx) then
|
||||
if (FBPredictDebug) then
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("DBG_DMG_KEEP"), spell.."("..rank..")", cur, source));
|
||||
end
|
||||
return nil;
|
||||
end
|
||||
local chosen = spell;
|
||||
if (e.rank ~= "") then chosen = spell.."("..e.rank..")"; end
|
||||
if (FBPredictDebug) then
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("DBG_DMG"), spell.."("..rank..")", chosen, cur, source, FBDmg_MinDamage(spell, e)));
|
||||
end
|
||||
return chosen, e.rank;
|
||||
end
|
||||
end
|
||||
return nil;
|
||||
end
|
||||
|
||||
-- Vor-Hook auf UseAction. true, wenn das Modul selbst gecastet hat.
|
||||
function FBDmg_TryDownrank(slot, checkCursor, onSelf)
|
||||
if (FBDmg_Cfg().Enabled ~= 1) or onSelf then return false; end
|
||||
if ((CursorHasSpell and CursorHasSpell()) or (CursorHasItem and CursorHasItem())) then return false; end
|
||||
local name, rank = FBDmg_SlotSpell(slot);
|
||||
if (not name) then return false; end
|
||||
local chosen, chosenRank = FBDmg_Choose(name, rank);
|
||||
FBDmgLastCast = { spell = name, rank = (chosenRank or rank), t = GetTime() };
|
||||
if (not chosen) then return false; end
|
||||
CastSpellByName(chosen);
|
||||
return true;
|
||||
end
|
||||
|
||||
function FBDmg_HookUseAction()
|
||||
if (FBHealBox_UseActionHooked) or (not UseAction) then return; end
|
||||
FBHealBox_UseActionHooked = true;
|
||||
local origUseAction = UseAction;
|
||||
UseAction = function(slot, checkCursor, onSelf)
|
||||
if (FBDmg_TryDownrank(slot, checkCursor, onSelf)) then return; end
|
||||
origUseAction(slot, checkCursor, onSelf);
|
||||
end
|
||||
end
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Events ]
|
||||
-- ==========================================================================
|
||||
|
||||
FBDmgFrame = CreateFrame("Frame", "FBHealBoxDamageFrame", UIParent);
|
||||
FBDmgFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
|
||||
FBDmgFrame:RegisterEvent("SPELLS_CHANGED");
|
||||
FBDmgFrame:RegisterEvent("ACTIONBAR_SLOT_CHANGED");
|
||||
FBDmgFrame:RegisterEvent("PLAYER_TARGET_CHANGED");
|
||||
FBDmgFrame:RegisterEvent("UNIT_HEALTH");
|
||||
for _, ev in ipairs({
|
||||
"CHAT_MSG_SPELL_SELF_DAMAGE", "CHAT_MSG_COMBAT_SELF_HITS",
|
||||
"CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE", "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE",
|
||||
"CHAT_MSG_SPELL_PARTY_DAMAGE", "CHAT_MSG_COMBAT_PARTY_HITS",
|
||||
"CHAT_MSG_SPELL_PET_DAMAGE", "CHAT_MSG_COMBAT_PET_HITS",
|
||||
}) do FBDmgFrame:RegisterEvent(ev); end
|
||||
|
||||
FBDmgFrame:SetScript("OnEvent", function()
|
||||
if (event == "PLAYER_ENTERING_WORLD" or event == "SPELLS_CHANGED") then
|
||||
FBDmg_ScanSpells();
|
||||
FBDmg_UpdateSpellText();
|
||||
FBDmg_ResetTarget();
|
||||
elseif (event == "ACTIONBAR_SLOT_CHANGED") then
|
||||
if (arg1) then FBDmgSlotCache[arg1] = nil; else FBDmgSlotCache = {}; end
|
||||
elseif (event == "PLAYER_TARGET_CHANGED") then
|
||||
FBDmg_ResetTarget();
|
||||
elseif (event == "UNIT_HEALTH") then
|
||||
if (arg1 == "target") then FBDmg_OnTargetHealth(); FBDmg_UpdateSourceText(); end
|
||||
else
|
||||
FBDmg_OnCombatLog(arg1);
|
||||
end
|
||||
end);
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Optionen: Abschnitt im Reiter "Extras" ]
|
||||
-- ==========================================================================
|
||||
|
||||
function FBDmg_SourceText()
|
||||
if (not UnitExists("target")) then return FBT("DMG_SRC_NONE"); end
|
||||
local cur, max, source = FBDmg_TargetHP("target");
|
||||
if (source == "real") then return FBT("DMG_SRC_REAL"); end
|
||||
if (source == "mh3") then return FBT("DMG_SRC_MH3"); end
|
||||
if (source == "mi2") then return FBT("DMG_SRC_MI2"); end
|
||||
if (source == "est") then
|
||||
local n = 0;
|
||||
for _ in pairs(HealBox.MobHP or {}) do n = n + 1; end
|
||||
return format(FBT("DMG_SRC_EST"), n);
|
||||
end
|
||||
return FBT("DMG_SRC_UNKNOWN");
|
||||
end
|
||||
|
||||
function FBDmg_UpdateSourceText()
|
||||
-- nur, wenn das Optionsfenster offen ist (sonst je UNIT_HEALTH des Ziels umsonst)
|
||||
if (FBDmgSourceText and panel and panel:IsVisible()) then
|
||||
FBDmgSourceText:SetText(format(FBT("DMG_SRC"), FBDmg_SourceText()));
|
||||
end
|
||||
end
|
||||
|
||||
function FBDmg_UpdateSpellText()
|
||||
if (not FBDmgSpellText) then return; end
|
||||
local list = {};
|
||||
for _, n in ipairs(FBDamageSpells[FBClass] or {}) do
|
||||
if (FBDmgSpellRanks[n]) then table.insert(list, n.." ("..table.getn(FBDmgSpellRanks[n])..")"); end
|
||||
end
|
||||
local shown = "-";
|
||||
if (table.getn(list) > 0) then shown = table.concat(list, ", "); end
|
||||
FBDmgSpellText:SetText(format(FBT("DMG_SPELLS"), shown));
|
||||
end
|
||||
|
||||
function FBDmg_UpdateMarginText()
|
||||
if (FBDmgMarginSlider and FBDmgMarginSlider.Text) then
|
||||
FBDmgMarginSlider.Text:SetText(format(FBT("DMG_MARGIN"), math.floor(FBDmgMarginSlider:GetValue() + 0.5)));
|
||||
end
|
||||
end
|
||||
|
||||
function FBDmg_BuildOptions()
|
||||
local tab = FBHealBox_FindOptionsTab("TAB_TICKER");
|
||||
if (not tab) then return; end
|
||||
local y = FBOPT_CONTENT_Y - 232; -- unter dem Ticker-Abschnitt
|
||||
|
||||
FBDmgHeader = tab:CreateFontString(nil, "OVERLAY", "GameFontNormal");
|
||||
FBDmgHeader:SetPoint("TOPLEFT", tab, "TOPLEFT", 35, y);
|
||||
FBDmgHeader:SetText(FBT("DMG_HEADER"));
|
||||
|
||||
FBDmgEnabledCheck = FBHealBox_CreateCheck("FBHealBoxDmgEnabledCheck", tab, 34, y - 20, "DMG_ENABLED", "DMG_ENABLED_TIP", function()
|
||||
FBDmg_Cfg().Enabled = FBDmgEnabledCheck:GetChecked() and 1 or 0;
|
||||
end);
|
||||
FBDmgEnabledCheck:SetChecked(nil);
|
||||
|
||||
FBDmgMarginSlider = CreateFrame("Slider", "FBDmgMarginSlider", tab, "OptionsSliderTemplate");
|
||||
FBDmgMarginSlider:SetWidth(170);
|
||||
FBDmgMarginSlider:SetHeight(16);
|
||||
FBDmgMarginSlider:SetPoint("TOPLEFT", 268, y - 40);
|
||||
FBDmgMarginSlider:SetMinMaxValues(0, 50);
|
||||
FBDmgMarginSlider:SetValueStep(5);
|
||||
FBDmgMarginSlider:SetValue(FBDmg_Cfg().Margin or 20);
|
||||
FBDmgMarginSlider.Text = FBDmgMarginSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal");
|
||||
FBDmgMarginSlider.Text:SetPoint("CENTER", 0, 15);
|
||||
getglobal("FBDmgMarginSliderLow"):SetText("0");
|
||||
getglobal("FBDmgMarginSliderHigh"):SetText("50");
|
||||
FBDmgMarginSlider:SetScript("OnValueChanged", function()
|
||||
FBDmg_Cfg().Margin = math.floor(FBDmgMarginSlider:GetValue() + 0.5);
|
||||
FBDmg_UpdateMarginText();
|
||||
end);
|
||||
FBDmg_UpdateMarginText();
|
||||
|
||||
FBDmgSourceText = tab:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
||||
FBDmgSourceText:SetPoint("TOPLEFT", tab, "TOPLEFT", 40, y - 80);
|
||||
FBDmgSourceText:SetWidth(390);
|
||||
FBDmgSourceText:SetJustifyH("LEFT");
|
||||
FBDmgSpellText = tab:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
||||
FBDmgSpellText:SetPoint("TOPLEFT", tab, "TOPLEFT", 40, y - 96);
|
||||
FBDmgSpellText:SetWidth(390);
|
||||
FBDmgSpellText:SetJustifyH("LEFT");
|
||||
FBDmgInfoText = tab:CreateFontString(nil, "OVERLAY", "GameFontDisableSmall");
|
||||
FBDmgInfoText:SetPoint("TOPLEFT", tab, "TOPLEFT", 35, y - 120);
|
||||
FBDmgInfoText:SetWidth(395);
|
||||
FBDmgInfoText:SetJustifyH("LEFT");
|
||||
FBDmgInfoText:SetText(FBT("DMG_INFO"));
|
||||
|
||||
FBDmg_UpdateSourceText();
|
||||
FBDmg_UpdateSpellText();
|
||||
FBDmg_SyncOptions();
|
||||
-- beim Oeffnen des Fensters die Zielzeile auffrischen (Vor-Hook auf OnShow)
|
||||
local prevShow = panel:GetScript("OnShow");
|
||||
panel:SetScript("OnShow", function()
|
||||
if (prevShow) then prevShow(); end
|
||||
FBDmg_UpdateSourceText();
|
||||
end);
|
||||
end
|
||||
|
||||
function FBDmg_SyncOptions()
|
||||
local cfg = FBDmg_Cfg();
|
||||
if (FBDmgEnabledCheck) then FBDmgEnabledCheck:SetChecked(cfg.Enabled == 1); end
|
||||
if (FBDmgMarginSlider) then FBDmgMarginSlider:SetValue(cfg.Margin or 20); end
|
||||
return true;
|
||||
end
|
||||
|
||||
function FBDmg_ApplyLocale()
|
||||
if (FBDmgHeader) then FBDmgHeader:SetText(FBT("DMG_HEADER")); end
|
||||
if (FBDmgEnabledCheck) then FBDmgEnabledCheck.Text:SetText(FBT("DMG_ENABLED")); FBDmgEnabledCheck.tooltipText = FBT("DMG_ENABLED_TIP"); end
|
||||
if (FBDmgInfoText) then FBDmgInfoText:SetText(FBT("DMG_INFO")); end
|
||||
FBDmg_UpdateMarginText();
|
||||
FBDmg_UpdateSourceText();
|
||||
FBDmg_UpdateSpellText();
|
||||
return true;
|
||||
end
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Anbindung an den Kern ]
|
||||
-- ==========================================================================
|
||||
|
||||
FBHealBox_RegisterHook("Loaded", function()
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("DMG_LOADED"));
|
||||
return true;
|
||||
end);
|
||||
FBHealBox_RegisterHook("Defaults", function() return FBDmg_ApplyDefaults(); end);
|
||||
FBHealBox_RegisterHook("SyncOptions", function() return FBDmg_SyncOptions(); end);
|
||||
FBHealBox_RegisterHook("ApplyLocale", function() return FBDmg_ApplyLocale(); end);
|
||||
FBHealBox_RegisterHook("Status", function()
|
||||
local cfg = FBDmg_Cfg();
|
||||
local state = FBT("FBP_STATE_OFF");
|
||||
if (cfg.Enabled == 1) then state = FBT("FBP_STATE_ON"); end
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("DMG_STATUS"), state, cfg.Margin or 20, FBDmg_SourceText()));
|
||||
return true;
|
||||
end);
|
||||
FBHealBox_RegisterHook("Slash", function(msg)
|
||||
if (msg == "damage" or msg == "dmg") then
|
||||
local cfg = FBDmg_Cfg();
|
||||
if (cfg.Enabled == 1) then cfg.Enabled = 0; else cfg.Enabled = 1; end
|
||||
FBDmg_SyncOptions();
|
||||
local key = "DMG_OFF";
|
||||
if (cfg.Enabled == 1) then key = "DMG_ON"; end
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT(key));
|
||||
return true;
|
||||
end
|
||||
return false;
|
||||
end);
|
||||
|
||||
FBDmg_ApplyDefaults();
|
||||
FBDmg_BuildOptions();
|
||||
FBDmg_HookUseAction();
|
||||
+408
-55
@@ -33,6 +33,10 @@ FBRAID_MANA_H = 3; -- px Manastreifen in der Zelle
|
||||
FBRAID_LOS_SIZE = 10; -- px Sichtlinien-Auge in der Zelle
|
||||
FBRAID_HEADER_H = 12; -- px Gruppenkopf
|
||||
FBRAID_TITLE_H = 14; -- px Titelleiste (Griff zum Verschieben)
|
||||
FBRAID_BUFFICON_SIZE = 6; -- px Buff-Icons aussen links an der Zelle
|
||||
FBRAID_BUFFICON_ROWS = 3; -- Stapelhoehe (3 x 4 = 12 Plaetze)
|
||||
FBRAID_BUFFICON_COLS = 4; -- so viele Spalten bekommen Platz zwischen den Gruppen
|
||||
FBRAID_BUFFICON_MAX = 12;
|
||||
|
||||
-- Vorgaben aller Raid-Einstellungen. Leben in HealBox.Raid.
|
||||
FBRaidDefaults = {
|
||||
@@ -52,6 +56,7 @@ FBRaidDefaults = {
|
||||
HPText = "percent",-- none | percent | deficit
|
||||
HideEmpty = 1, -- leere Gruppen ausblenden
|
||||
ShowTitle = 1, -- Titelleiste anzeigen
|
||||
BuffIcons = 1, -- Buff-Icons links an den Zellen (aus: kein Platz reserviert)
|
||||
PosX = nil, PosY = nil, -- Position der linken oberen Ecke (Bildschirmpixel)
|
||||
};
|
||||
|
||||
@@ -74,6 +79,8 @@ FBLocale["enUS"].RAID_HIDEEMPTY = "Hide empty groups";
|
||||
FBLocale["enUS"].RAID_HIDEEMPTY_TIP = "Groups without members take no space. A 20-player raid then fills a single row.";
|
||||
FBLocale["enUS"].RAID_SHOWTITLE = "Title bar";
|
||||
FBLocale["enUS"].RAID_SHOWTITLE_TIP = "A thin title bar above the grid that can be dragged. Without it, hold Shift and drag any cell.";
|
||||
FBLocale["enUS"].RAID_BUFFICONS = "Show buffs";
|
||||
FBLocale["enUS"].RAID_BUFFICONS_TIP = "Buff icons with clock on the left of each cell, as on the party plates. Off: no icons and no room reserved for them, the groups move closer together.";
|
||||
FBLocale["enUS"].RAID_HPTEXT = "HP text";
|
||||
FBLocale["enUS"].RAID_HPTEXT_TIP = "What the right side of a cell shows: nothing, the health percentage, or the missing health (deficit).";
|
||||
FBLocale["enUS"].RAID_HP_NONE = "none";
|
||||
@@ -114,6 +121,8 @@ FBLocale["deDE"].RAID_HIDEEMPTY = "Leere Gruppen ausblenden";
|
||||
FBLocale["deDE"].RAID_HIDEEMPTY_TIP = "Gruppen ohne Mitglieder brauchen keinen Platz. Ein 20er-Raid fuellt dann eine einzige Zeile.";
|
||||
FBLocale["deDE"].RAID_SHOWTITLE = "Titelleiste";
|
||||
FBLocale["deDE"].RAID_SHOWTITLE_TIP = "Eine schmale Titelleiste ueber dem Raster, an der man ziehen kann. Ohne sie: Shift halten und eine beliebige Zelle ziehen.";
|
||||
FBLocale["deDE"].RAID_BUFFICONS = "Buffs anzeigen";
|
||||
FBLocale["deDE"].RAID_BUFFICONS_TIP = "Buff-Icons mit Uhr links an jeder Zelle, wie auf den Gruppenplaketten. Aus: keine Icons und kein reservierter Platz, die Gruppen ruecken enger zusammen.";
|
||||
FBLocale["deDE"].RAID_HPTEXT = "HP-Text";
|
||||
FBLocale["deDE"].RAID_HPTEXT_TIP = "Was die rechte Seite einer Zelle zeigt: nichts, die Lebensprozente oder die fehlenden Lebenspunkte (Defizit).";
|
||||
FBLocale["deDE"].RAID_HP_NONE = "keiner";
|
||||
@@ -137,6 +146,134 @@ FBLocale["deDE"].RAID_INFO = "Die Mini-Buttons nutzen die Zauber von But
|
||||
FBLocale["deDE"].RAID_MOVE_TIP = "Ziehen verschiebt das Raid-Raster.";
|
||||
FBLocale["deDE"].FBP_RAID = "Raidmodus: %s, %d Mitglieder in %d Gruppen";
|
||||
FBLocale["deDE"].FBP_RAID_CMDS = "Raid: /fbp raid (an/aus), /fbp raidtest 20|40|off";
|
||||
|
||||
-- Weitere Sprachen (Spanisch, Franzoesisch, Italienisch)
|
||||
|
||||
FBLocale["esES"].TAB_RAID = "Modo banda";
|
||||
FBLocale["esES"].RAID_TITLE = "Banda";
|
||||
FBLocale["esES"].RAID_ENABLED = "Modo banda";
|
||||
FBLocale["esES"].RAID_ENABLED_TIP = "Interruptor principal de la rejilla de banda compacta: una celda por miembro, agrupadas por grupo de banda, con minibotones de curación. La rejilla aparece sola cuando tu banda tiene al menos el número de jugadores fijado abajo; las bandas más pequeñas conservan la vista de grupo.";
|
||||
FBLocale["esES"].RAID_MINPLAYERS = "Vista de banda a partir de |cFFFFFFFF%s|r jugadores";
|
||||
FBLocale["esES"].RAID_HIDEPARTY = "Ocultar placas de grupo";
|
||||
FBLocale["esES"].RAID_HIDEPARTY_TIP = "Mientras se muestra la rejilla de banda, las cinco placas de grupo se ocultan. Desactívalo para conservar ambas.";
|
||||
FBLocale["esES"].RAID_HEADERS = "Cabeceras de grupo";
|
||||
FBLocale["esES"].RAID_HEADERS_TIP = "Un pequeño número de grupo sobre cada bloque.";
|
||||
FBLocale["esES"].RAID_MANABAR = "Franja de maná";
|
||||
FBLocale["esES"].RAID_MANABAR_TIP = "Una franja de maná de 3 px en la parte inferior de cada celda, solo para usuarios de maná.";
|
||||
FBLocale["esES"].RAID_HIDEEMPTY = "Ocultar grupos vacíos";
|
||||
FBLocale["esES"].RAID_HIDEEMPTY_TIP = "Los grupos sin miembros no ocupan espacio. Una banda de 20 llena entonces una sola fila.";
|
||||
FBLocale["esES"].RAID_SHOWTITLE = "Barra de título";
|
||||
FBLocale["esES"].RAID_SHOWTITLE_TIP = "Una fina barra de título sobre la rejilla que se puede arrastrar. Sin ella, mantén Mayús y arrastra cualquier celda.";
|
||||
FBLocale["esES"].RAID_BUFFICONS = "Mostrar beneficios";
|
||||
FBLocale["esES"].RAID_BUFFICONS_TIP = "Iconos de beneficios con reloj a la izquierda de cada celda, como en las placas de grupo. Desactivado: sin iconos ni espacio reservado, los grupos se juntan más.";
|
||||
FBLocale["esES"].RAID_HPTEXT = "Texto de vida";
|
||||
FBLocale["esES"].RAID_HPTEXT_TIP = "Qué muestra el lado derecho de una celda: nada, el porcentaje de vida o la vida que falta (déficit).";
|
||||
FBLocale["esES"].RAID_HP_NONE = "nada";
|
||||
FBLocale["esES"].RAID_HP_PERCENT = "porcentaje";
|
||||
FBLocale["esES"].RAID_HP_DEFICIT = "déficit";
|
||||
FBLocale["esES"].RAID_GROUPSPERROW = "Grupos por fila: |cFFFFFFFF%s";
|
||||
FBLocale["esES"].RAID_SCALE = "Escala de banda: |cFFFFFFFF%s";
|
||||
FBLocale["esES"].RAID_CELLW = "Ancho de celda: |cFFFFFFFF%s px";
|
||||
FBLocale["esES"].RAID_CELLH = "Alto de celda: |cFFFFFFFF%s px";
|
||||
FBLocale["esES"].RAID_BUTTONS = "Botones por unidad: |cFFFFFFFF%s";
|
||||
FBLocale["esES"].RAID_BTNSIZE = "Tamaño de botón: |cFFFFFFFF%s px";
|
||||
FBLocale["esES"].RAID_CELLGAP = "Separación de celdas: |cFFFFFFFF%s px";
|
||||
FBLocale["esES"].RAID_GROUPGAP = "Separación de grupos: |cFFFFFFFF%s px";
|
||||
FBLocale["esES"].RAID_TEST = "Prueba de banda";
|
||||
FBLocale["esES"].RAID_TEST_TIP = "Rellena la rejilla de banda con 20 o 40 jugadores fantasma para organizarla sin banda. No se guarda.";
|
||||
FBLocale["esES"].RAID_TEST_OFF = "desactivada";
|
||||
FBLocale["esES"].RAID_TEST_20 = "20 jugadores";
|
||||
FBLocale["esES"].RAID_TEST_40 = "40 jugadores";
|
||||
FBLocale["esES"].RAID_TEST_CLICK = "Prueba de banda: sin lanzamiento sobre un jugador fantasma.";
|
||||
FBLocale["esES"].RAID_INFO = "Los minibotones usan los hechizos de los botones 1 a N de la pestaña Botones, incluidos los del clic derecho.";
|
||||
FBLocale["esES"].RAID_MOVE_TIP = "Arrastra para mover la rejilla de banda.";
|
||||
FBLocale["esES"].FBP_RAID = "Modo banda: %s, %d miembros en %d grupos";
|
||||
FBLocale["esES"].FBP_RAID_CMDS = "Banda: /fbp raid (alternar), /fbp raidtest 20|40|off";
|
||||
FBLocale["esES"].RAID_LOADED = "Módulo de modo banda cargado: pestaña |cFFFFFFFFModo banda|r en las opciones, /fbp raid, /fbp raidtest 20|40";
|
||||
|
||||
FBLocale["frFR"].TAB_RAID = "Mode raid";
|
||||
FBLocale["frFR"].RAID_TITLE = "Raid";
|
||||
FBLocale["frFR"].RAID_ENABLED = "Mode raid";
|
||||
FBLocale["frFR"].RAID_ENABLED_TIP = "Interrupteur principal de la grille de raid compacte : une cellule par membre, regroupées par groupe de raid, avec des mini-boutons de soins. La grille apparaît d'elle-même dès que votre raid compte au moins le nombre de joueurs réglé ci-dessous ; les raids plus petits gardent l'affichage de groupe.";
|
||||
FBLocale["frFR"].RAID_MINPLAYERS = "Vue raid à partir de |cFFFFFFFF%s|r joueurs";
|
||||
FBLocale["frFR"].RAID_HIDEPARTY = "Masquer les plaques de groupe";
|
||||
FBLocale["frFR"].RAID_HIDEPARTY_TIP = "Tant que la grille de raid est affichée, les cinq plaques de groupe sont masquées. Désactivez pour garder les deux.";
|
||||
FBLocale["frFR"].RAID_HEADERS = "En-têtes de groupe";
|
||||
FBLocale["frFR"].RAID_HEADERS_TIP = "Un petit numéro de groupe au-dessus de chaque bloc.";
|
||||
FBLocale["frFR"].RAID_MANABAR = "Bande de mana";
|
||||
FBLocale["frFR"].RAID_MANABAR_TIP = "Une bande de mana de 3 px en bas de chaque cellule, uniquement pour les utilisateurs de mana.";
|
||||
FBLocale["frFR"].RAID_HIDEEMPTY = "Masquer les groupes vides";
|
||||
FBLocale["frFR"].RAID_HIDEEMPTY_TIP = "Les groupes sans membres ne prennent pas de place. Un raid de 20 tient alors sur une seule ligne.";
|
||||
FBLocale["frFR"].RAID_SHOWTITLE = "Barre de titre";
|
||||
FBLocale["frFR"].RAID_SHOWTITLE_TIP = "Une fine barre de titre au-dessus de la grille, que l'on peut faire glisser. Sans elle, maintenez Maj et faites glisser n'importe quelle cellule.";
|
||||
FBLocale["frFR"].RAID_BUFFICONS = "Afficher les buffs";
|
||||
FBLocale["frFR"].RAID_BUFFICONS_TIP = "Icônes de buffs avec horloge à gauche de chaque cellule, comme sur les plaques de groupe. Désactivé : pas d'icônes ni d'espace réservé, les groupes se rapprochent.";
|
||||
FBLocale["frFR"].RAID_HPTEXT = "Texte de vie";
|
||||
FBLocale["frFR"].RAID_HPTEXT_TIP = "Ce qu'affiche le côté droit d'une cellule : rien, le pourcentage de vie ou la vie manquante (déficit).";
|
||||
FBLocale["frFR"].RAID_HP_NONE = "rien";
|
||||
FBLocale["frFR"].RAID_HP_PERCENT = "pourcentage";
|
||||
FBLocale["frFR"].RAID_HP_DEFICIT = "déficit";
|
||||
FBLocale["frFR"].RAID_GROUPSPERROW = "Groupes par ligne : |cFFFFFFFF%s";
|
||||
FBLocale["frFR"].RAID_SCALE = "Échelle du raid : |cFFFFFFFF%s";
|
||||
FBLocale["frFR"].RAID_CELLW = "Largeur de cellule : |cFFFFFFFF%s px";
|
||||
FBLocale["frFR"].RAID_CELLH = "Hauteur de cellule : |cFFFFFFFF%s px";
|
||||
FBLocale["frFR"].RAID_BUTTONS = "Boutons par unité : |cFFFFFFFF%s";
|
||||
FBLocale["frFR"].RAID_BTNSIZE = "Taille des boutons : |cFFFFFFFF%s px";
|
||||
FBLocale["frFR"].RAID_CELLGAP = "Espacement des cellules : |cFFFFFFFF%s px";
|
||||
FBLocale["frFR"].RAID_GROUPGAP = "Espacement des groupes : |cFFFFFFFF%s px";
|
||||
FBLocale["frFR"].RAID_TEST = "Test de raid";
|
||||
FBLocale["frFR"].RAID_TEST_TIP = "Remplit la grille de raid avec 20 ou 40 joueurs fantômes pour la disposer sans raid. Non sauvegardé.";
|
||||
FBLocale["frFR"].RAID_TEST_OFF = "désactivé";
|
||||
FBLocale["frFR"].RAID_TEST_20 = "20 joueurs";
|
||||
FBLocale["frFR"].RAID_TEST_40 = "40 joueurs";
|
||||
FBLocale["frFR"].RAID_TEST_CLICK = "Test de raid : aucun lancement sur un joueur fantôme.";
|
||||
FBLocale["frFR"].RAID_INFO = "Les mini-boutons utilisent les sorts des boutons 1 à N de l'onglet Boutons, sorts du clic droit compris.";
|
||||
FBLocale["frFR"].RAID_MOVE_TIP = "Faites glisser pour déplacer la grille de raid.";
|
||||
FBLocale["frFR"].FBP_RAID = "Mode raid : %s, %d membres dans %d groupes";
|
||||
FBLocale["frFR"].FBP_RAID_CMDS = "Raid : /fbp raid (basculer), /fbp raidtest 20|40|off";
|
||||
FBLocale["frFR"].RAID_LOADED = "Module mode raid chargé : onglet |cFFFFFFFFMode raid|r dans les options, /fbp raid, /fbp raidtest 20|40";
|
||||
|
||||
FBLocale["itIT"].TAB_RAID = "Incursione";
|
||||
FBLocale["itIT"].RAID_TITLE = "Incursione";
|
||||
FBLocale["itIT"].RAID_ENABLED = "Modalità incursione";
|
||||
FBLocale["itIT"].RAID_ENABLED_TIP = "Interruttore principale della griglia compatta d'incursione: una cella per membro, raggruppate per gruppo, con mini pulsanti di cura. La griglia compare da sola quando l'incursione ha almeno il numero di giocatori impostato sotto; le incursioni più piccole mantengono la vista di gruppo.";
|
||||
FBLocale["itIT"].RAID_MINPLAYERS = "Vista incursione da |cFFFFFFFF%s|r giocatori";
|
||||
FBLocale["itIT"].RAID_HIDEPARTY = "Nascondi targhette di gruppo";
|
||||
FBLocale["itIT"].RAID_HIDEPARTY_TIP = "Finché la griglia d'incursione è visibile, le cinque targhette di gruppo sono nascoste. Disattiva per tenerle entrambe.";
|
||||
FBLocale["itIT"].RAID_HEADERS = "Intestazioni di gruppo";
|
||||
FBLocale["itIT"].RAID_HEADERS_TIP = "Un piccolo numero di gruppo sopra ogni blocco.";
|
||||
FBLocale["itIT"].RAID_MANABAR = "Striscia del mana";
|
||||
FBLocale["itIT"].RAID_MANABAR_TIP = "Una striscia del mana di 3 px in fondo a ogni cella, solo per chi usa mana.";
|
||||
FBLocale["itIT"].RAID_HIDEEMPTY = "Nascondi gruppi vuoti";
|
||||
FBLocale["itIT"].RAID_HIDEEMPTY_TIP = "I gruppi senza membri non occupano spazio. Un'incursione da 20 riempie allora una sola riga.";
|
||||
FBLocale["itIT"].RAID_SHOWTITLE = "Barra del titolo";
|
||||
FBLocale["itIT"].RAID_SHOWTITLE_TIP = "Una sottile barra del titolo sopra la griglia che si può trascinare. Senza, tieni premuto Maiusc e trascina una cella qualsiasi.";
|
||||
FBLocale["itIT"].RAID_BUFFICONS = "Mostra benefici";
|
||||
FBLocale["itIT"].RAID_BUFFICONS_TIP = "Icone dei benefici con orologio a sinistra di ogni cella, come sulle targhette di gruppo. Disattivato: niente icone né spazio riservato, i gruppi si avvicinano.";
|
||||
FBLocale["itIT"].RAID_HPTEXT = "Testo salute";
|
||||
FBLocale["itIT"].RAID_HPTEXT_TIP = "Cosa mostra il lato destro di una cella: niente, la percentuale di salute o la salute mancante (deficit).";
|
||||
FBLocale["itIT"].RAID_HP_NONE = "niente";
|
||||
FBLocale["itIT"].RAID_HP_PERCENT = "percentuale";
|
||||
FBLocale["itIT"].RAID_HP_DEFICIT = "deficit";
|
||||
FBLocale["itIT"].RAID_GROUPSPERROW = "Gruppi per riga: |cFFFFFFFF%s";
|
||||
FBLocale["itIT"].RAID_SCALE = "Scala dell'incursione: |cFFFFFFFF%s";
|
||||
FBLocale["itIT"].RAID_CELLW = "Larghezza cella: |cFFFFFFFF%s px";
|
||||
FBLocale["itIT"].RAID_CELLH = "Altezza cella: |cFFFFFFFF%s px";
|
||||
FBLocale["itIT"].RAID_BUTTONS = "Pulsanti per unità: |cFFFFFFFF%s";
|
||||
FBLocale["itIT"].RAID_BTNSIZE = "Dimensione pulsanti: |cFFFFFFFF%s px";
|
||||
FBLocale["itIT"].RAID_CELLGAP = "Spaziatura celle: |cFFFFFFFF%s px";
|
||||
FBLocale["itIT"].RAID_GROUPGAP = "Spaziatura gruppi: |cFFFFFFFF%s px";
|
||||
FBLocale["itIT"].RAID_TEST = "Test incursione";
|
||||
FBLocale["itIT"].RAID_TEST_TIP = "Riempie la griglia d'incursione con 20 o 40 giocatori fantasma per sistemarla senza incursione. Non viene salvato.";
|
||||
FBLocale["itIT"].RAID_TEST_OFF = "disattivato";
|
||||
FBLocale["itIT"].RAID_TEST_20 = "20 giocatori";
|
||||
FBLocale["itIT"].RAID_TEST_40 = "40 giocatori";
|
||||
FBLocale["itIT"].RAID_TEST_CLICK = "Test incursione: nessun lancio su un giocatore fantasma.";
|
||||
FBLocale["itIT"].RAID_INFO = "I mini pulsanti usano gli incantesimi dei pulsanti da 1 a N della scheda Pulsanti, compresi quelli del clic destro.";
|
||||
FBLocale["itIT"].RAID_MOVE_TIP = "Trascina per spostare la griglia d'incursione.";
|
||||
FBLocale["itIT"].FBP_RAID = "Modalità incursione: %s, %d membri in %d gruppi";
|
||||
FBLocale["itIT"].FBP_RAID_CMDS = "Incursione: /fbp raid (attiva/disattiva), /fbp raidtest 20|40|off";
|
||||
FBLocale["itIT"].RAID_LOADED = "Modulo modalità incursione caricato: scheda |cFFFFFFFFModalità incursione|r nelle opzioni, /fbp raid, /fbp raidtest 20|40";
|
||||
FBLocale["deDE"].RAID_LOADED = "Raidmodus-Modul geladen: Reiter |cFFFFFFFFRaidmodus|r in den Optionen, /fbp raid, /fbp raidtest 20|40";
|
||||
|
||||
-- ==========================================================================
|
||||
@@ -206,11 +343,38 @@ function FBRaid_BuildTestGhosts(count)
|
||||
if (i == 13) then g.state = "offline"; end
|
||||
if (i == 18) then g.state = "ghost"; end
|
||||
if (i == 4 or i == 22) then g.debuff = true; end
|
||||
if (i == 27) then g.debuffType = "Disease"; end
|
||||
if (i == 9 or i == 31) then g.outOfRange = true; end
|
||||
if (i == 11) then g.los = true; end
|
||||
if (i == 2 or i == 26) then g.buffMissing = true; end
|
||||
if (i == 15) then g.shield = 500; end
|
||||
if (i == 16 or i == 33) then g.inc = 800; end
|
||||
if (i == 16) then g.aggro = true; g.hotLeft = 7; end
|
||||
if (i == 15) then g.shieldLeft = 18; end
|
||||
-- Buff-Icons: jeder dritte Geist traegt Seelenstaerke mit anderer Restzeit,
|
||||
-- einer davon dazu Goettlichen Willen, einer einen fremden Buff ohne Zeit
|
||||
if (math.mod(i, 3) == 0) then
|
||||
local left = math.mod(i * 7, 18) * 100; -- 0..1700 s von 1800
|
||||
if (left < 60) then left = 60; end
|
||||
g.buffs = { { tex = "Interface\\Icons\\Spell_Holy_WordFortitude", left = left, dur = 1800 } };
|
||||
if (i == 6) then table.insert(g.buffs, { tex = "Interface\\Icons\\Spell_Holy_DivineSpirit", left = 1500, dur = 1800 }); end
|
||||
if (i == 9) then g.buffs[1].left = nil; end
|
||||
if (i == 12) then
|
||||
-- zwoelf Buffs auf einem Geist (3 x 4), um die Darstellung zu pruefen
|
||||
g.buffs = { { tex = "Interface\\Icons\\Spell_Holy_WordFortitude", left = 540, dur = 1800 },
|
||||
{ tex = "Interface\\Icons\\Spell_Holy_DivineSpirit", left = 1500, dur = 1800 },
|
||||
{ tex = "Interface\\Icons\\Spell_Shadow_AntiShadow", left = 300, dur = 600 },
|
||||
{ tex = "Interface\\Icons\\Spell_Holy_Excorcism", left = 45, dur = 180 },
|
||||
{ tex = "Interface\\Icons\\Spell_Nature_Regeneration", dur = 1800 },
|
||||
{ tex = "Interface\\Icons\\Spell_Magic_MageArmor", left = 1750, dur = 1800 },
|
||||
{ tex = "Interface\\Icons\\Spell_Holy_SealOfWisdom", left = 200, dur = 300 },
|
||||
{ tex = "Interface\\Icons\\Spell_Holy_FistOfJustice", left = 100, dur = 300 },
|
||||
{ tex = "Interface\\Icons\\Spell_Nature_Thorns", left = 500, dur = 600 },
|
||||
{ tex = "Interface\\Icons\\Spell_Holy_InnerFire", left = 1200, dur = 600 },
|
||||
{ tex = "Interface\\Icons\\Spell_Holy_SealOfSalvation", left = 900, dur = 1800 },
|
||||
{ tex = "Interface\\Icons\\Spell_Fire_FireArmor", dur = 1800 } };
|
||||
end
|
||||
end
|
||||
FBRaidTestGhosts[i] = g;
|
||||
end
|
||||
end
|
||||
@@ -287,6 +451,10 @@ end
|
||||
function FBRaid_Dispel(cell)
|
||||
local g = cell.ghost;
|
||||
if (g) then
|
||||
if (g.debuffType) then
|
||||
if (FBDispelColors[g.debuffType]) then return g.debuffType; end
|
||||
return nil;
|
||||
end
|
||||
if (g.debuff) then
|
||||
for _, dtype in ipairs({ "Magic", "Poison", "Disease", "Curse" }) do
|
||||
if (FBDispelColors[dtype]) then return dtype; end
|
||||
@@ -449,17 +617,24 @@ function FBRaid_CreateCell(g, pos)
|
||||
c.ManaBar.bg:SetTexture(0, 0, 0, FBMANA_BG_ALPHA);
|
||||
c.ManaBar:Hide();
|
||||
|
||||
-- Texte
|
||||
c.NameText = c:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
||||
-- Texte liegen auf einer eigenen Ebene ueber den Balken (die Balken sind
|
||||
-- Kind-Frames mit hoeherer Ebene und wuerden Texte der Zelle verdecken)
|
||||
c.Overlay = CreateFrame("Frame", nil, c);
|
||||
c.Overlay:SetAllPoints(c);
|
||||
c.Overlay:SetFrameStrata("MEDIUM");
|
||||
c.Overlay:SetFrameLevel(base + 6);
|
||||
c.NameText = c.Overlay:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall");
|
||||
c.NameText:SetPoint("LEFT", c, "LEFT", 4, 0);
|
||||
c.NameText:SetHeight(FBNAME_HEIGHT);
|
||||
c.NameText:SetJustifyH("LEFT");
|
||||
c.HPText = c:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall");
|
||||
c.NameText:SetJustifyV("MIDDLE");
|
||||
c.HPText = c.Overlay:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall");
|
||||
c.HPText:SetPoint("RIGHT", c, "RIGHT", -3, 0);
|
||||
c.HPText:SetJustifyH("RIGHT");
|
||||
c.HPText:SetTextColor(1, 1, 1, 1);
|
||||
|
||||
-- Sichtlinie: kleines Auge oben links
|
||||
c.LOSIcon = c:CreateTexture(nil, "OVERLAY");
|
||||
c.LOSIcon = c.Overlay:CreateTexture(nil, "OVERLAY");
|
||||
c.LOSIcon:SetWidth(FBRAID_LOS_SIZE);
|
||||
c.LOSIcon:SetHeight(FBRAID_LOS_SIZE);
|
||||
c.LOSIcon:SetPoint("TOPLEFT", c, "TOPLEFT", -3, 3);
|
||||
@@ -481,7 +656,7 @@ function FBRaid_CreateCell(g, pos)
|
||||
b:SetScript("OnClick", function()
|
||||
if (FBDragSpell) then
|
||||
local side = "L";
|
||||
if (arg1 == "RightButton") then side = "R"; end
|
||||
if (arg1 == "RightButton" or IsShiftKeyDown()) then side = "R"; end
|
||||
if (FBHealBox_DropSpell(i, side)) then return; end
|
||||
end
|
||||
if (FBRaidTestMode > 0) then
|
||||
@@ -489,7 +664,10 @@ function FBRaid_CreateCell(g, pos)
|
||||
return;
|
||||
end
|
||||
local castString = b.spellName;
|
||||
if (arg1 == "RightButton") then castString = b.spellNameR; end
|
||||
if (arg1 == "RightButton") then
|
||||
if (HealBox.RightClick ~= 1) then return; end
|
||||
castString = b.spellNameR;
|
||||
end
|
||||
FBHealBox_CastOn(b, castString);
|
||||
end);
|
||||
b:Hide();
|
||||
@@ -547,6 +725,7 @@ end
|
||||
-- ==========================================================================
|
||||
|
||||
function FBRaid_UpdateRoster()
|
||||
FBRaidRosterDirty = false;
|
||||
local cfg = FBRaid_Cfg();
|
||||
FBRaidUnitCell = {};
|
||||
FBRaidMembers = 0;
|
||||
@@ -559,6 +738,8 @@ function FBRaid_UpdateRoster()
|
||||
if (FBRaidCells[g] and FBRaidCells[g][pos]) then
|
||||
local c = FBRaidCells[g][pos];
|
||||
c.unit = nil; c.name = nil; c.ghost = nil; c.index = nil;
|
||||
c.dispelKnown = nil; c.lastText = nil; c.lastMax = nil; c.colorKey = nil; c.manaShown = nil; c.lastMpMax = nil;
|
||||
c.vHp = nil; c.vShield = nil; c.vInc = nil; c.vMp = nil;
|
||||
c:Hide();
|
||||
end
|
||||
end
|
||||
@@ -602,9 +783,9 @@ end
|
||||
-- [ Layout ]
|
||||
-- ==========================================================================
|
||||
|
||||
-- Breite einer Zelle samt ihrer Buttons
|
||||
-- Breite einer Zelle samt Buff-Streifen links und Buttons rechts
|
||||
function FBRaid_RowWidth(cfg)
|
||||
local w = cfg.CellW;
|
||||
local w = FBRaid_BuffStrip(cfg) + cfg.CellW;
|
||||
if (cfg.Buttons > 0) then w = w + cfg.Buttons * (cfg.ButtonSize + 1); end
|
||||
return w;
|
||||
end
|
||||
@@ -665,12 +846,13 @@ function FBRaid_LayoutAll()
|
||||
col * (rowW + cfg.GroupGap),
|
||||
-(titleH + row * (blockH + cfg.GroupGap)));
|
||||
if (cfg.Headers == 1) then f.header:Show(); else f.header:Hide(); end
|
||||
-- Zellen im Block
|
||||
-- Zellen im Block, links davon der Streifen fuer die Buff-Icons
|
||||
local strip = FBRaid_BuffStrip(cfg);
|
||||
for pos = 1, FBRAID_PER_GROUP do
|
||||
local c = FBRaid_GetCell(g, pos);
|
||||
FBRaid_ApplyCellSize(c, cfg);
|
||||
c:ClearAllPoints();
|
||||
c:SetPoint("TOPLEFT", f, "TOPLEFT", 0, -(headH + (pos - 1) * (cfg.CellH + cfg.CellGap)));
|
||||
c:SetPoint("TOPLEFT", f, "TOPLEFT", strip, -(headH + (pos - 1) * (cfg.CellH + cfg.CellGap)));
|
||||
end
|
||||
f:Show();
|
||||
col = col + 1;
|
||||
@@ -718,7 +900,35 @@ end
|
||||
-- [ Zelleninhalt ]
|
||||
-- ==========================================================================
|
||||
|
||||
function FBRaid_UpdateCell(c)
|
||||
-- Zellenfarbe / Maxima / Text nur bei Aenderung setzen
|
||||
function FBRaid_SetColor(c, key, r, g, b, a)
|
||||
if (c.colorKey == key) then return; end
|
||||
c.colorKey = key;
|
||||
c.HealthBar:SetStatusBarColor(r, g, b, a);
|
||||
end
|
||||
|
||||
function FBRaid_SetValues(c, hp, shieldTop, incTop)
|
||||
if (c.vHp ~= hp) then c.vHp = hp; c.HealthBar:SetValue(hp); end
|
||||
if (c.vShield ~= shieldTop) then c.vShield = shieldTop; c.ShieldBar:SetValue(shieldTop); end
|
||||
if (c.vInc ~= incTop) then c.vInc = incTop; c.IncHealBar:SetValue(incTop); end
|
||||
end
|
||||
|
||||
function FBRaid_SetMax(c, hpMax)
|
||||
if (c.lastMax == hpMax) then return; end
|
||||
c.lastMax = hpMax;
|
||||
c.HealthBar:SetMinMaxValues(0, hpMax);
|
||||
c.ShieldBar:SetMinMaxValues(0, hpMax);
|
||||
c.IncHealBar:SetMinMaxValues(0, hpMax);
|
||||
end
|
||||
|
||||
function FBRaid_SetText(c, text)
|
||||
if (c.lastText == text) then return; end
|
||||
c.lastText = text;
|
||||
if (text == false) then c.HPText:Hide(); else c.HPText:SetText(text); c.HPText:Show(); end
|
||||
end
|
||||
|
||||
-- auraChanged: true bei UNIT_AURA, nur dann wird der Debuff neu gesucht
|
||||
function FBRaid_UpdateCell(c, auraChanged)
|
||||
if (not c) or (not c.unit) or (not c:IsShown()) then return; end
|
||||
local cfg = FBRaid_Cfg();
|
||||
local hp, hpMax = FBRaid_Health(c);
|
||||
@@ -729,64 +939,70 @@ function FBRaid_UpdateCell(c)
|
||||
local key = "STATE_DEAD";
|
||||
if (state == "ghost") then key = "STATE_GHOST"; end
|
||||
if (state == "offline") then key = "STATE_OFFLINE"; end
|
||||
c.HPText:SetText(FBT(key));
|
||||
c.HPText:Show();
|
||||
c.HealthBar:SetMinMaxValues(0, hpMax); c.HealthBar:SetValue(0);
|
||||
c.HealthBar:SetStatusBarColor(0.5, 0.5, 0.5, 1);
|
||||
c.ShieldBar:SetMinMaxValues(0, hpMax); c.ShieldBar:SetValue(0);
|
||||
c.IncHealBar:SetMinMaxValues(0, hpMax); c.IncHealBar:SetValue(0);
|
||||
c.ManaBar:Hide();
|
||||
FBRaid_SetText(c, FBT(key));
|
||||
FBRaid_SetMax(c, hpMax);
|
||||
FBRaid_SetValues(c, 0, 0, 0);
|
||||
FBRaid_SetColor(c, "state", 0.5, 0.5, 0.5, 1);
|
||||
if (c.manaShown ~= false) then c.manaShown = false; c.ManaBar:Hide(); end
|
||||
return;
|
||||
end
|
||||
|
||||
-- Leben und Schichten
|
||||
c.HealthBar:SetMinMaxValues(0, hpMax);
|
||||
c.HealthBar:SetValue(hp);
|
||||
FBRaid_SetMax(c, hpMax);
|
||||
local inc, shield = FBRaid_Incoming(c);
|
||||
local shieldTop = math.min(hpMax, hp + shield);
|
||||
c.ShieldBar:SetMinMaxValues(0, hpMax);
|
||||
c.ShieldBar:SetValue(shieldTop);
|
||||
c.IncHealBar:SetMinMaxValues(0, hpMax);
|
||||
c.IncHealBar:SetValue(math.min(hpMax, shieldTop + inc));
|
||||
local shieldTop = hp + shield;
|
||||
if (shieldTop > hpMax) then shieldTop = hpMax; end
|
||||
local incTop = shieldTop + inc;
|
||||
if (incTop > hpMax) then incTop = hpMax; end
|
||||
FBRaid_SetValues(c, hp, shieldTop, incTop);
|
||||
|
||||
-- HP-Text
|
||||
if (cfg.HPText == "percent") then
|
||||
c.HPText:SetText(format("%d%%", math.floor(hp / hpMax * 100)));
|
||||
c.HPText:Show();
|
||||
FBRaid_SetText(c, math.floor(hp / hpMax * 100).."%");
|
||||
elseif (cfg.HPText == "deficit") then
|
||||
local def = hpMax - hp;
|
||||
if (def > 0) then c.HPText:SetText("-"..def); else c.HPText:SetText(""); end
|
||||
c.HPText:Show();
|
||||
if (def > 0) then FBRaid_SetText(c, "-"..def); else FBRaid_SetText(c, ""); end
|
||||
else
|
||||
c.HPText:Hide();
|
||||
FBRaid_SetText(c, false);
|
||||
end
|
||||
|
||||
-- Mana
|
||||
local mp, mpMax, hasMana = FBRaid_Mana(c);
|
||||
if (cfg.ManaBar == 1 and hasMana and mpMax > 0) then
|
||||
c.ManaBar:SetMinMaxValues(0, mpMax);
|
||||
c.ManaBar:SetValue(mp);
|
||||
c.ManaBar:Show();
|
||||
else
|
||||
c.ManaBar:Hide();
|
||||
if (c.lastMpMax ~= mpMax) then c.lastMpMax = mpMax; c.ManaBar:SetMinMaxValues(0, mpMax); end
|
||||
if (c.vMp ~= mp) then c.vMp = mp; c.ManaBar:SetValue(mp); end
|
||||
if (c.manaShown ~= true) then c.manaShown = true; c.ManaBar:Show(); end
|
||||
elseif (c.manaShown ~= false) then
|
||||
c.manaShown = false; c.ManaBar:Hide();
|
||||
end
|
||||
|
||||
-- Farbe: Dispel schlaegt HP-Stand
|
||||
-- Farbe: Dispel schlaegt HP-Stand (Debuff nur bei Aura-Aenderung neu suchen)
|
||||
if (auraChanged or (not c.dispelKnown) or c.ghost) then
|
||||
c.dispelType = FBRaid_Dispel(c);
|
||||
c.dispelKnown = true;
|
||||
end
|
||||
local frac = hp / hpMax;
|
||||
local dtype = FBRaid_Dispel(c);
|
||||
local dtype = c.dispelType;
|
||||
if (dtype and FBDispelColors[dtype]) then
|
||||
local col = FBDispelColors[dtype];
|
||||
c.HealthBar:SetStatusBarColor(col[1], col[2], col[3], col[4]);
|
||||
FBRaid_SetColor(c, dtype, col[1], col[2], col[3], col[4]);
|
||||
elseif (frac > LowHP) then
|
||||
c.HealthBar:SetStatusBarColor(0, 1, 0, 1);
|
||||
FBRaid_SetColor(c, "green", 0, 1, 0, 1);
|
||||
elseif (frac > VeryLowHP) then
|
||||
c.HealthBar:SetStatusBarColor(1, 0.9, 0, 1);
|
||||
FBRaid_SetColor(c, "yellow", 1, 0.9, 0, 1);
|
||||
else
|
||||
c.HealthBar:SetStatusBarColor(1, 0, 0, 1);
|
||||
FBRaid_SetColor(c, "red", 1, 0, 0, 1);
|
||||
end
|
||||
end
|
||||
|
||||
-- Rahmen: Buff-Wache (orange) oder normal
|
||||
-- Rahmen: Angegriffener (rot) vor Buff-Wache (orange) vor normal
|
||||
function FBRaid_ApplyBorder(c)
|
||||
local col = FBBUFF_NORMAL_COLOR;
|
||||
if (c.buffMissing) then col = FBBUFF_MISSING_COLOR; end
|
||||
if (c.underAttack) then col = FBAGGRO_COLOR; end
|
||||
c:SetBackdropBorderColor(col[1], col[2], col[3], col[4]);
|
||||
end
|
||||
|
||||
function FBRaid_UpdateBuffBorder(c)
|
||||
if (not c) or (not c.unit) then return; end
|
||||
local missing = false;
|
||||
@@ -795,9 +1011,123 @@ function FBRaid_UpdateBuffBorder(c)
|
||||
end
|
||||
if (c.buffMissing ~= missing) then
|
||||
c.buffMissing = missing;
|
||||
local col = FBBUFF_NORMAL_COLOR;
|
||||
if (missing) then col = FBBUFF_MISSING_COLOR; end
|
||||
c:SetBackdropBorderColor(col[1], col[2], col[3], col[4]);
|
||||
FBRaid_ApplyBorder(c);
|
||||
end
|
||||
end
|
||||
|
||||
-- Wer wird angegriffen (Hook "Aggro" des Kerns, tt = "targettarget" oder nil)
|
||||
function FBRaid_CheckAggro(tt)
|
||||
if (not FBRaid_IsActive()) then return false; end
|
||||
local any = false;
|
||||
for g = 1, FBRAID_GROUPS do
|
||||
if (FBRaidCells[g]) then
|
||||
for pos = 1, FBRAID_PER_GROUP do
|
||||
local c = FBRaidCells[g][pos];
|
||||
if (c and c.unit) then
|
||||
local flag = false;
|
||||
if (HealBox.AggroMark == 1 and c:IsShown()) then
|
||||
if (c.ghost) then flag = (c.ghost.aggro == true);
|
||||
elseif (tt) then flag = FBHealBox_UnitIsAggroFast(c.unit, c.name, tt); end
|
||||
end
|
||||
if (c.underAttack ~= flag) then
|
||||
c.underAttack = flag;
|
||||
FBRaid_ApplyBorder(c);
|
||||
end
|
||||
if (flag) then any = true; end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return any;
|
||||
end
|
||||
|
||||
-- Platz links neben jeder Zelle fuer die Buff-Icons (aussen links)
|
||||
function FBRaid_BuffStrip(cfg)
|
||||
if (HealBox.BuffIcons ~= 1) or (cfg.BuffIcons ~= 1) then return 0; end
|
||||
return -FBBUFFICON_XOFF + FBRAID_BUFFICON_COLS * (FBRAID_BUFFICON_SIZE + FBBUFFICON_GAP);
|
||||
end
|
||||
|
||||
-- Buff-Icons mit Uhr aussen links an den Zellen (Hook "BuffIcons")
|
||||
function FBRaid_UpdateBuffIcons()
|
||||
if (not FBRaid_IsActive()) then return; end
|
||||
local on = (FBRaid_Cfg().BuffIcons == 1);
|
||||
for g = 1, FBRAID_GROUPS do
|
||||
if (FBRaidCells[g]) then
|
||||
for pos = 1, FBRAID_PER_GROUP do
|
||||
local c = FBRaidCells[g][pos];
|
||||
if (c) then
|
||||
if (on and c.unit and c:IsShown()) then
|
||||
FBHealBox_UpdateBuffIcons(c, c.name, c.ghost, FBRAID_BUFFICON_SIZE, FBRAID_BUFFICON_ROWS, FBRAID_BUFFICON_MAX);
|
||||
else
|
||||
FBHealBox_UpdateBuffIcons(c, nil, nil, FBRAID_BUFFICON_SIZE, FBRAID_BUFFICON_ROWS, FBRAID_BUFFICON_MAX);
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- HoT-/Schild-Timer auf den Mini-Buttons (Hook "SpellTimers")
|
||||
function FBRaid_UpdateSpellTimers(now)
|
||||
local on = (HealBox.SpellTimers == 1) and FBRaid_IsActive();
|
||||
for g = 1, FBRAID_GROUPS do
|
||||
if (FBRaidCells[g]) then
|
||||
for pos = 1, FBRAID_PER_GROUP do
|
||||
local c = FBRaidCells[g][pos];
|
||||
if (c) then
|
||||
-- ohne verfolgten HoT/Schild auf der Einheit nur einmal ausblenden
|
||||
local shown = on and c.unit and c:IsShown() and (c.ghost or FBHoTs[c.name] or FBShields[c.name]);
|
||||
if (not shown and not c.timersShown) then shown = nil; end
|
||||
c.timersShown = shown and true or false;
|
||||
if (shown == nil) then shown = false; end
|
||||
for i = 1, FBRAID_MAX_BUTTONS do
|
||||
local b = c.buttons[i];
|
||||
if (shown and b:IsShown()) then
|
||||
local text, color = FBHealBox_SpellTimerFor(b.spellBase, c.name, now, c.ghost, i);
|
||||
if (not text and b.spellBaseR) then
|
||||
text, color = FBHealBox_SpellTimerFor(b.spellBaseR, c.name, now, nil, i);
|
||||
end
|
||||
FBHealBox_SetButtonTimer(b, text, color);
|
||||
else
|
||||
FBHealBox_SetButtonTimer(b, nil);
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function FBRaid_UpdateCooldowns()
|
||||
for g = 1, FBRAID_GROUPS do
|
||||
if (FBRaidCells[g]) then
|
||||
for pos = 1, FBRAID_PER_GROUP do
|
||||
local c = FBRaidCells[g][pos];
|
||||
if (c) then
|
||||
for i = 1, FBRAID_MAX_BUTTONS do
|
||||
local b = c.buttons[i];
|
||||
b.cdKey = nil;
|
||||
FBHealBox_UpdateButtonState(b, "SPELL_UPDATE_COOLDOWN");
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Button-Zustaende der sichtbaren Zellen (Hook "ButtonStates")
|
||||
function FBRaid_UpdateButtonStates(event)
|
||||
if (not FBRaid_IsActive()) then return; end
|
||||
local nBtn = FBRaid_Cfg().Buttons or 0;
|
||||
for g = 1, FBRAID_GROUPS do
|
||||
if (FBRaidCells[g]) then
|
||||
for pos = 1, FBRAID_PER_GROUP do
|
||||
local c = FBRaidCells[g][pos];
|
||||
if (c and c.unit and c:IsShown()) then
|
||||
for i = 1, nBtn do FBHealBox_UpdateButtonState(c.buttons[i], event); end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -845,11 +1175,9 @@ function FBRaid_SyncButtons()
|
||||
if (rightOn) then
|
||||
b.spellNameR = FBDropDownButtonR[i];
|
||||
b.idR = FBActiveSpellIDsR[i];
|
||||
b:RegisterForClicks("LeftButtonUp", "RightButtonUp");
|
||||
else
|
||||
b.spellNameR = nil;
|
||||
b.idR = nil;
|
||||
b:RegisterForClicks("LeftButtonUp");
|
||||
end
|
||||
if (b.subIcon) then
|
||||
if (b.spellNameR and FBDropDownButtonIconR[i]) then
|
||||
@@ -859,6 +1187,10 @@ function FBRaid_SyncButtons()
|
||||
b.subIcon:Hide();
|
||||
end
|
||||
end
|
||||
b.cdKey = nil;
|
||||
b.colorState = nil;
|
||||
if (b.spellName) then b.spellBase = FBPredict_SplitCast(b.spellName); else b.spellBase = nil; end
|
||||
if (b.spellNameR) then b.spellBaseR = FBPredict_SplitCast(b.spellNameR); else b.spellBaseR = nil; end
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -907,21 +1239,28 @@ FBRaidEventFrame:RegisterEvent("UNIT_MAXMANA");
|
||||
FBRaidEventFrame:RegisterEvent("UNIT_DISPLAYPOWER");
|
||||
FBRaidEventFrame:RegisterEvent("UNIT_AURA");
|
||||
|
||||
FBRaidRosterDirty = false;
|
||||
|
||||
FBRaidEventFrame:SetScript("OnEvent", function()
|
||||
if (event == "RAID_ROSTER_UPDATE" or event == "PARTY_MEMBERS_CHANGED" or event == "PLAYER_ENTERING_WORLD") then
|
||||
FBRaid_UpdateRoster();
|
||||
FBRaid_SyncButtons();
|
||||
FBRaid_RefreshBuffBorders();
|
||||
-- Salven (mehrere Roster-Events je Frame beim Zonen) auf einen
|
||||
-- Durchlauf im naechsten Frame zusammenfassen
|
||||
FBRaidRosterDirty = true;
|
||||
return;
|
||||
end
|
||||
if (FBRaidTestMode > 0) then return; end
|
||||
local c = FBRaidUnitCell[arg1];
|
||||
if (not c) then return; end
|
||||
FBRaid_UpdateCell(c);
|
||||
FBRaid_UpdateCell(c, (event == "UNIT_AURA"));
|
||||
if (event == "UNIT_AURA") then FBRaid_UpdateBuffBorder(c); end
|
||||
end);
|
||||
|
||||
FBRaidEventFrame:SetScript("OnUpdate", function()
|
||||
if (FBRaidRosterDirty) then
|
||||
FBRaidRosterDirty = false;
|
||||
FBRaid_UpdateRoster();
|
||||
FBRaid_RefreshBuffBorders();
|
||||
end
|
||||
FBRaidTickAccum = FBRaidTickAccum + (arg1 or 0);
|
||||
if (FBRaidTickAccum < FBRAID_TICK) then return; end
|
||||
FBRaidTickAccum = 0;
|
||||
@@ -932,8 +1271,8 @@ end);
|
||||
-- fuer den Raid-Test haengen wir uns an denselben Takt und fordern ihn an.
|
||||
FBRaidGhostAccum = 0;
|
||||
FBRaidEventFrame.ghostTicker = CreateFrame("Frame", nil, UIParent);
|
||||
FBRaidEventFrame.ghostTicker:Hide(); -- laeuft nur im Raid-Test (siehe FBRaid_SetTest)
|
||||
FBRaidEventFrame.ghostTicker:SetScript("OnUpdate", function()
|
||||
if (FBRaidTestMode == 0) then return; end
|
||||
FBRaidGhostAccum = FBRaidGhostAccum + (arg1 or 0);
|
||||
if (FBRaidGhostAccum < 0.2) then return; end
|
||||
FBRaidGhostAccum = 0;
|
||||
@@ -951,6 +1290,8 @@ function FBRaid_SetTest(mode)
|
||||
mode = tonumber(mode) or 0;
|
||||
if (mode ~= 20 and mode ~= 40) then mode = 0; end
|
||||
FBRaidTestMode = mode;
|
||||
-- Geister-Atmung nur im Test rechnen lassen
|
||||
if (mode > 0) then FBRaidEventFrame.ghostTicker:Show(); else FBRaidEventFrame.ghostTicker:Hide(); end
|
||||
if (mode > 0) then
|
||||
FBRaid_BuildTestGhosts(mode);
|
||||
if (HealBox.Active ~= 1) then HealBox.Active = 1; end
|
||||
@@ -1052,9 +1393,14 @@ function FBRaid_BuildOptions()
|
||||
FBRaid_Cfg().ShowTitle = FBRaidTitleCheck:GetChecked() and 1 or 0;
|
||||
FBRaid_LayoutAll();
|
||||
end);
|
||||
FBRaidBuffIconsCheck = FBHealBox_CreateCheck("FBHealBoxRaidBuffIconsCheck", tab, 40, y - 90, "RAID_BUFFICONS", "RAID_BUFFICONS_TIP", function()
|
||||
FBRaid_Cfg().BuffIcons = FBRaidBuffIconsCheck:GetChecked() and 1 or 0;
|
||||
FBRaid_LayoutAll();
|
||||
FBRaid_UpdateBuffIcons();
|
||||
end);
|
||||
|
||||
-- HP-Text: Auswahlknopf mit Kaskadenmenue
|
||||
FBRaidHPTextBtn = FBHealBox_CreatePickButton("FBHealBoxRaidHPTextBtn", tab, 35, y - 96, 180, 26, 18);
|
||||
FBRaidHPTextBtn = FBHealBox_CreatePickButton("FBHealBoxRaidHPTextBtn", tab, 35, y - 126, 180, 26, 18);
|
||||
FBRaidHPTextBtn.icon:SetTexture("Interface\\Icons\\INV_Misc_Note_01");
|
||||
FBRaidHPTextBtn:SetScript("OnEnter", function()
|
||||
GameTooltip:SetOwner(this, "ANCHOR_RIGHT");
|
||||
@@ -1084,7 +1430,7 @@ function FBRaid_BuildOptions()
|
||||
end);
|
||||
|
||||
-- Raid-Test: aus / 20 / 40
|
||||
FBRaidTestBtn = FBHealBox_CreatePickButton("FBHealBoxRaidTestBtn", tab, 245, y - 96, 180, 26, 18);
|
||||
FBRaidTestBtn = FBHealBox_CreatePickButton("FBHealBoxRaidTestBtn", tab, 245, y - 126, 180, 26, 18);
|
||||
FBRaidTestBtn.icon:SetTexture("Interface\\Icons\\Spell_Shadow_Twilight");
|
||||
FBRaidTestBtn:SetScript("OnEnter", function()
|
||||
GameTooltip:SetOwner(this, "ANCHOR_RIGHT");
|
||||
@@ -1111,7 +1457,7 @@ function FBRaid_BuildOptions()
|
||||
end);
|
||||
|
||||
-- Schieberegler (Beschriftung sitzt ueber dem Regler)
|
||||
local sy = y - 150;
|
||||
local sy = y - 180;
|
||||
FBRaid_CreateSlider("FBRaidGroupsPerRowSlider", tab, 75, sy, "RAID_GROUPSPERROW", "GroupsPerRow", 1, 8, 1, false, FBRaid_LayoutAll);
|
||||
FBRaid_CreateSlider("FBRaidScaleSlider", tab, 260, sy, "RAID_SCALE", "Scale", 0.5, 1.5, 0.1, true, FBRaid_LayoutAll);
|
||||
FBRaid_CreateSlider("FBRaidCellWSlider", tab, 75, sy - 50, "RAID_CELLW", "CellW", 50, 120, 1, false, FBRaid_LayoutAll);
|
||||
@@ -1141,6 +1487,7 @@ function FBRaid_SyncOptions()
|
||||
if (FBRaidManaCheck) then FBRaidManaCheck:SetChecked(cfg.ManaBar == 1); end
|
||||
if (FBRaidHideEmptyCheck) then FBRaidHideEmptyCheck:SetChecked(cfg.HideEmpty == 1); end
|
||||
if (FBRaidTitleCheck) then FBRaidTitleCheck:SetChecked(cfg.ShowTitle == 1); end
|
||||
if (FBRaidBuffIconsCheck) then FBRaidBuffIconsCheck:SetChecked(cfg.BuffIcons == 1); end
|
||||
for key, s in pairs(FBRaidSliders) do
|
||||
if (cfg[key] ~= nil) then s:SetValue(cfg[key]); end
|
||||
end
|
||||
@@ -1156,6 +1503,7 @@ function FBRaid_ApplyLocale()
|
||||
if (FBRaidManaCheck) then FBRaidManaCheck.Text:SetText(FBT("RAID_MANABAR")); FBRaidManaCheck.tooltipText = FBT("RAID_MANABAR_TIP"); end
|
||||
if (FBRaidHideEmptyCheck) then FBRaidHideEmptyCheck.Text:SetText(FBT("RAID_HIDEEMPTY")); FBRaidHideEmptyCheck.tooltipText = FBT("RAID_HIDEEMPTY_TIP"); end
|
||||
if (FBRaidTitleCheck) then FBRaidTitleCheck.Text:SetText(FBT("RAID_SHOWTITLE")); FBRaidTitleCheck.tooltipText = FBT("RAID_SHOWTITLE_TIP"); end
|
||||
if (FBRaidBuffIconsCheck) then FBRaidBuffIconsCheck.Text:SetText(FBT("RAID_BUFFICONS")); FBRaidBuffIconsCheck.tooltipText = FBT("RAID_BUFFICONS_TIP"); end
|
||||
if (FBRaidInfoText) then FBRaidInfoText:SetText(FBT("RAID_INFO")); end
|
||||
for _, s in pairs(FBRaidSliders) do FBRaid_SliderText(s); end
|
||||
FBRaid_UpdateHPTextLabel();
|
||||
@@ -1197,6 +1545,11 @@ FBHealBox_RegisterHook("ButtonsChanged", function()
|
||||
FBRaid_SyncButtons();
|
||||
return true;
|
||||
end);
|
||||
FBHealBox_RegisterHook("Aggro", function(tt) return FBRaid_CheckAggro(tt); end);
|
||||
FBHealBox_RegisterHook("SpellTimers", function(now) FBRaid_UpdateSpellTimers(now); return true; end);
|
||||
FBHealBox_RegisterHook("Cooldowns", function() FBRaid_UpdateCooldowns(); return true; end);
|
||||
FBHealBox_RegisterHook("ButtonStates", function(ev) FBRaid_UpdateButtonStates(ev); return true; end);
|
||||
FBHealBox_RegisterHook("BuffIcons", function() FBRaid_UpdateBuffIcons(); return true; end);
|
||||
FBHealBox_RegisterHook("Status", function()
|
||||
local cfg = FBRaid_Cfg();
|
||||
local state = FBT("FBP_STATE_OFF");
|
||||
|
||||
@@ -0,0 +1,564 @@
|
||||
-- ==========================================================================
|
||||
-- Heal Box Vanilla: Mana-Ticker (Modul, ab v1.4.3)
|
||||
--
|
||||
-- Ein Funke wandert ueber den Manastreifen der eigenen Plakette (und der
|
||||
-- eigenen Raid-Zelle) und zeigt den 2-Sekunden-Regenerationstick des
|
||||
-- Servers. Nach jedem Manaverbrauch laeuft er orange ueber die
|
||||
-- 5-Sekunden-Regel, verlaengert bis zum ersten Tick nach deren Ablauf,
|
||||
-- denn erst dort setzt die Regeneration wieder ein.
|
||||
--
|
||||
-- Erkennung ohne Combatlog und ohne SuperWoW:
|
||||
-- * UNIT_MANA fuer "player": Mana gestiegen = Tick-Kandidat,
|
||||
-- Mana gesunken = Zauber hat gekostet, Regel startet.
|
||||
-- * Das Tickraster ist serverseitig fest (2 s). Der letzte erkannte Tick
|
||||
-- wird gemerkt, weitere werden extrapoliert (auch bei vollem Mana),
|
||||
-- jeder passende echte Tick synchronisiert neu.
|
||||
-- * Kandidaten ausserhalb der Toleranz um den erwarteten Zeitpunkt
|
||||
-- (Manaquelle-Totem, Innervate-Pulse) werden verworfen; erst nach
|
||||
-- mehreren Fehlschlaegen in Folge wird ein neues Raster angenommen.
|
||||
-- Grosse Spruenge (Traenke, Runen) zaehlen nie als Tick.
|
||||
--
|
||||
-- Bei vollem Mana ist der Funke aus (nichts zu regenerieren).
|
||||
-- Haengt sich wie der Raidmodus nur ueber die Hook-Schnittstelle ein.
|
||||
-- ==========================================================================
|
||||
|
||||
if (FBHealBox_TickerLoaded) then return; end
|
||||
FBHealBox_TickerLoaded = true;
|
||||
|
||||
FBTICK_PERIOD = 2.0; -- Sek. zwischen zwei Regenerationsticks
|
||||
FBTICK_FSR = 5.0; -- Sek. Fuenf-Sekunden-Regel
|
||||
FBTICK_RESYNC_MISS = 3; -- so viele Kandidaten ausserhalb der Toleranz -> neues Raster
|
||||
FBTICK_POTION_FACT = 4; -- Zuwachs groesser als das Vielfache der Tickgroesse = Trank
|
||||
FBTICK_POTION_MIN = 300; -- ... und mindestens so viel Mana
|
||||
|
||||
FBTICK_COLOR_TICK = { 1.00, 1.00, 1.00, 0.95 }; -- Funke im Tickzyklus
|
||||
FBTICK_COLOR_FSR = { 1.00, 0.55, 0.10, 1.00 }; -- Funke waehrend der Regel
|
||||
|
||||
FBTickerDefaults = {
|
||||
Enabled = 1, -- Ticker an/aus
|
||||
FSR = 1, -- 5-Sekunden-Regel anzeigen
|
||||
Tolerance = 0.3, -- Sek. Toleranz um den erwarteten Tick
|
||||
Offset = 0.0, -- Sek. Vorlauf (Latenzausgleich): Funke laeuft frueher los
|
||||
SparkW = 2, -- px Funkenbreite
|
||||
};
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Texte ]
|
||||
-- ==========================================================================
|
||||
|
||||
FBLocale["enUS"].TAB_TICKER = "Extras";
|
||||
FBLocale["enUS"].TICK_HEADER = "Mana ticker";
|
||||
FBLocale["enUS"].TICK_ENABLED = "Mana ticker";
|
||||
FBLocale["enUS"].TICK_ENABLED_TIP = "A spark travels across your own mana bar every 2 seconds, in step with the server's mana regeneration tick. Cast right after the spark reaches the end and you lose no regeneration. Needs the mana bar to be on.";
|
||||
FBLocale["enUS"].TICK_FSR = "Five-second rule";
|
||||
FBLocale["enUS"].TICK_FSR_TIP = "After you spend mana the spark turns orange and runs over the five seconds (plus the wait for the next tick) until spirit regeneration resumes.";
|
||||
FBLocale["enUS"].TICK_TOLERANCE = "Tick tolerance: |cFFFFFFFF%s s";
|
||||
FBLocale["enUS"].TICK_OFFSET = "Tick offset: |cFFFFFFFF%s s";
|
||||
FBLocale["enUS"].TICK_SPARKW = "Spark width: |cFFFFFFFF%s px";
|
||||
FBLocale["enUS"].TICK_INFO = "White spark: time until the next regeneration tick. Orange spark: five-second rule running, regeneration resumes when it reaches the end. Raise the tolerance if ticks are missed (totems, Innervate); use the offset if the spark arrives late compared to your mana jumps.";
|
||||
FBLocale["enUS"].TICK_STATUS = "Ticker: %s, next tick in %.1f s%s";
|
||||
FBLocale["enUS"].TICK_SYNCED = "synced";
|
||||
FBLocale["enUS"].TICK_UNSYNCED = "waiting for first tick";
|
||||
FBLocale["enUS"].TICK_STATUS_FSR = ", five-second rule %.1f s";
|
||||
FBLocale["enUS"].TICK_LOADED = "Mana ticker module loaded: tab |cFFFFFFFFTicker|r in the options, /fbp ticker";
|
||||
FBLocale["enUS"].TICK_ON = "Mana ticker |cFF00FF00on|r.";
|
||||
FBLocale["enUS"].TICK_OFF = "Mana ticker |cFFFF0000off|r.";
|
||||
|
||||
FBLocale["deDE"].TAB_TICKER = "Extras";
|
||||
FBLocale["deDE"].TICK_HEADER = "Mana-Ticker";
|
||||
FBLocale["deDE"].TICK_ENABLED = "Mana-Ticker";
|
||||
FBLocale["deDE"].TICK_ENABLED_TIP = "Ein Funke wandert alle 2 Sekunden ueber deinen eigenen Manastreifen, im Takt des Regenerationsticks des Servers. Wer direkt nach dem Funken am Ende castet, verliert keine Regeneration. Braucht den eingeschalteten Manabalken.";
|
||||
FBLocale["deDE"].TICK_FSR = "Fuenf-Sekunden-Regel";
|
||||
FBLocale["deDE"].TICK_FSR_TIP = "Nach jedem Manaverbrauch wird der Funke orange und laeuft ueber die fuenf Sekunden (plus Wartezeit bis zum naechsten Tick), bis die Willenskraft-Regeneration wieder einsetzt.";
|
||||
FBLocale["deDE"].TICK_TOLERANCE = "Tick-Toleranz: |cFFFFFFFF%s s";
|
||||
FBLocale["deDE"].TICK_OFFSET = "Tick-Vorlauf: |cFFFFFFFF%s s";
|
||||
|
||||
-- Weitere Sprachen (Spanisch, Franzoesisch, Italienisch)
|
||||
|
||||
FBLocale["esES"].TAB_TICKER = "Extras";
|
||||
FBLocale["esES"].TICK_HEADER = "Ticker de maná";
|
||||
FBLocale["esES"].TICK_ENABLED = "Ticker de maná";
|
||||
FBLocale["esES"].TICK_ENABLED_TIP = "Una chispa recorre tu propia barra de maná cada 2 segundos, al compás del pulso de regeneración de maná del servidor. Lanza justo después de que la chispa llegue al final y no perderás regeneración. Requiere la barra de maná activada.";
|
||||
FBLocale["esES"].TICK_FSR = "Regla de los cinco segundos";
|
||||
FBLocale["esES"].TICK_FSR_TIP = "Tras gastar maná, la chispa se vuelve naranja y recorre los cinco segundos (más la espera hasta el siguiente pulso) hasta que la regeneración por espíritu se reanuda.";
|
||||
FBLocale["esES"].TICK_TOLERANCE = "Tolerancia del pulso: |cFFFFFFFF%s s";
|
||||
FBLocale["esES"].TICK_OFFSET = "Desfase del pulso: |cFFFFFFFF%s s";
|
||||
FBLocale["esES"].TICK_SPARKW = "Ancho de la chispa: |cFFFFFFFF%s px";
|
||||
FBLocale["esES"].TICK_INFO = "Chispa blanca: tiempo hasta el siguiente pulso de regeneración. Chispa naranja: regla de los cinco segundos en curso, la regeneración se reanuda cuando llega al final. Sube la tolerancia si se pierden pulsos (tótems, Estimular); usa el desfase si la chispa llega tarde respecto a tus saltos de maná.";
|
||||
FBLocale["esES"].TICK_STATUS = "Ticker: %s, siguiente pulso en %.1f s%s";
|
||||
FBLocale["esES"].TICK_SYNCED = "sincronizado";
|
||||
FBLocale["esES"].TICK_UNSYNCED = "esperando el primer pulso";
|
||||
FBLocale["esES"].TICK_STATUS_FSR = ", regla de los cinco segundos %.1f s";
|
||||
FBLocale["esES"].TICK_LOADED = "Módulo de ticker de maná cargado: pestaña |cFFFFFFFFExtras|r en las opciones, /fbp ticker";
|
||||
FBLocale["esES"].TICK_ON = "Ticker de maná |cFF00FF00activado|r.";
|
||||
FBLocale["esES"].TICK_OFF = "Ticker de maná |cFFFF0000desactivado|r.";
|
||||
|
||||
FBLocale["frFR"].TAB_TICKER = "Extras";
|
||||
FBLocale["frFR"].TICK_HEADER = "Ticker de mana";
|
||||
FBLocale["frFR"].TICK_ENABLED = "Ticker de mana";
|
||||
FBLocale["frFR"].TICK_ENABLED_TIP = "Une étincelle parcourt votre propre barre de mana toutes les 2 secondes, au rythme du tick de régénération de mana du serveur. Lancez juste après que l'étincelle atteint la fin et vous ne perdez aucune régénération. Nécessite la barre de mana activée.";
|
||||
FBLocale["frFR"].TICK_FSR = "Règle des cinq secondes";
|
||||
FBLocale["frFR"].TICK_FSR_TIP = "Après une dépense de mana, l'étincelle devient orange et parcourt les cinq secondes (plus l'attente du prochain tick) jusqu'à la reprise de la régénération par l'esprit.";
|
||||
FBLocale["frFR"].TICK_TOLERANCE = "Tolérance du tick : |cFFFFFFFF%s s";
|
||||
FBLocale["frFR"].TICK_OFFSET = "Décalage du tick : |cFFFFFFFF%s s";
|
||||
FBLocale["frFR"].TICK_SPARKW = "Largeur de l'étincelle : |cFFFFFFFF%s px";
|
||||
FBLocale["frFR"].TICK_INFO = "Étincelle blanche : temps jusqu'au prochain tick de régénération. Étincelle orange : règle des cinq secondes en cours, la régénération reprend quand elle atteint la fin. Augmentez la tolérance si des ticks sont manqués (totems, Innervation) ; utilisez le décalage si l'étincelle arrive en retard par rapport à vos sauts de mana.";
|
||||
FBLocale["frFR"].TICK_STATUS = "Ticker : %s, prochain tick dans %.1f s%s";
|
||||
FBLocale["frFR"].TICK_SYNCED = "synchronisé";
|
||||
FBLocale["frFR"].TICK_UNSYNCED = "en attente du premier tick";
|
||||
FBLocale["frFR"].TICK_STATUS_FSR = ", règle des cinq secondes %.1f s";
|
||||
FBLocale["frFR"].TICK_LOADED = "Module ticker de mana chargé : onglet |cFFFFFFFFExtras|r dans les options, /fbp ticker";
|
||||
FBLocale["frFR"].TICK_ON = "Ticker de mana |cFF00FF00activé|r.";
|
||||
FBLocale["frFR"].TICK_OFF = "Ticker de mana |cFFFF0000désactivé|r.";
|
||||
|
||||
FBLocale["itIT"].TAB_TICKER = "Extra";
|
||||
FBLocale["itIT"].TICK_HEADER = "Ticker del mana";
|
||||
FBLocale["itIT"].TICK_ENABLED = "Ticker del mana";
|
||||
FBLocale["itIT"].TICK_ENABLED_TIP = "Una scintilla attraversa la tua barra del mana ogni 2 secondi, a tempo con il tick di rigenerazione del mana del server. Lancia subito dopo che la scintilla arriva in fondo e non perdi rigenerazione. Richiede la barra del mana attiva.";
|
||||
FBLocale["itIT"].TICK_FSR = "Regola dei cinque secondi";
|
||||
FBLocale["itIT"].TICK_FSR_TIP = "Dopo aver speso mana la scintilla diventa arancione e percorre i cinque secondi (più l'attesa del tick successivo) finché la rigenerazione da spirito riprende.";
|
||||
FBLocale["itIT"].TICK_TOLERANCE = "Tolleranza del tick: |cFFFFFFFF%s s";
|
||||
FBLocale["itIT"].TICK_OFFSET = "Anticipo del tick: |cFFFFFFFF%s s";
|
||||
FBLocale["itIT"].TICK_SPARKW = "Larghezza scintilla: |cFFFFFFFF%s px";
|
||||
FBLocale["itIT"].TICK_INFO = "Scintilla bianca: tempo al prossimo tick di rigenerazione. Scintilla arancione: regola dei cinque secondi in corso, la rigenerazione riprende quando arriva in fondo. Alza la tolleranza se i tick vengono persi (totem, Innervazione); usa l'anticipo se la scintilla arriva in ritardo rispetto ai tuoi salti di mana.";
|
||||
FBLocale["itIT"].TICK_STATUS = "Ticker: %s, prossimo tick tra %.1f s%s";
|
||||
FBLocale["itIT"].TICK_SYNCED = "sincronizzato";
|
||||
FBLocale["itIT"].TICK_UNSYNCED = "in attesa del primo tick";
|
||||
FBLocale["itIT"].TICK_STATUS_FSR = ", regola dei cinque secondi %.1f s";
|
||||
FBLocale["itIT"].TICK_LOADED = "Modulo ticker del mana caricato: scheda |cFFFFFFFFExtra|r nelle opzioni, /fbp ticker";
|
||||
FBLocale["itIT"].TICK_ON = "Ticker del mana |cFF00FF00attivo|r.";
|
||||
FBLocale["itIT"].TICK_OFF = "Ticker del mana |cFFFF0000disattivato|r.";
|
||||
FBLocale["deDE"].TICK_SPARKW = "Funkenbreite: |cFFFFFFFF%s px";
|
||||
FBLocale["deDE"].TICK_INFO = "Weisser Funke: Zeit bis zum naechsten Regenerationstick. Oranger Funke: Fuenf-Sekunden-Regel laeuft, am Ende setzt die Regeneration wieder ein. Toleranz erhoehen, wenn Ticks verpasst werden (Totems, Anregen); Vorlauf nutzen, wenn der Funke spaeter ankommt als deine Manaspruenge.";
|
||||
FBLocale["deDE"].TICK_STATUS = "Ticker: %s, naechster Tick in %.1f s%s";
|
||||
FBLocale["deDE"].TICK_SYNCED = "synchron";
|
||||
FBLocale["deDE"].TICK_UNSYNCED = "wartet auf ersten Tick";
|
||||
FBLocale["deDE"].TICK_STATUS_FSR = ", Fuenf-Sekunden-Regel %.1f s";
|
||||
FBLocale["deDE"].TICK_LOADED = "Mana-Ticker-Modul geladen: Reiter |cFFFFFFFFTicker|r in den Optionen, /fbp ticker";
|
||||
FBLocale["deDE"].TICK_ON = "Mana-Ticker |cFF00FF00an|r.";
|
||||
FBLocale["deDE"].TICK_OFF = "Mana-Ticker |cFFFF0000aus|r.";
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Zustand ]
|
||||
-- ==========================================================================
|
||||
|
||||
FBTicker = {
|
||||
lastTick = nil, -- GetTime() des letzten akzeptierten Ticks (Rasterpunkt)
|
||||
lastMana = nil, -- zuletzt gesehener Manawert
|
||||
tickSize = nil, -- gelernte typische Tickgroesse (fuer den Trankfilter)
|
||||
misses = 0, -- Kandidaten in Folge ausserhalb der Toleranz
|
||||
fsrStart = nil, -- Beginn der Fuenf-Sekunden-Regel
|
||||
fsrUntil = nil, -- ihr Ende (5 s nach Beginn)
|
||||
sparks = {}, -- Funken auf den Manabalken (Plakette, Raid-Zelle)
|
||||
};
|
||||
|
||||
function FBTicker_Cfg()
|
||||
if (not HealBox.Ticker) then FBTicker_ApplyDefaults(); end
|
||||
return HealBox.Ticker;
|
||||
end
|
||||
|
||||
function FBTicker_ApplyDefaults()
|
||||
if (not HealBox.Ticker) then HealBox.Ticker = {}; end
|
||||
for k, v in pairs(FBTickerDefaults) do
|
||||
if (HealBox.Ticker[k] == nil) then HealBox.Ticker[k] = v; end
|
||||
end
|
||||
return true;
|
||||
end
|
||||
|
||||
-- Volles Mana? (dann gibt es nichts zu regenerieren, Funke aus)
|
||||
function FBTicker_ManaFull()
|
||||
local mp, mpMax = UnitMana("player"), UnitManaMax("player");
|
||||
if (not mp) or (not mpMax) or (mpMax <= 0) then return true; end
|
||||
return (mp >= mpMax);
|
||||
end
|
||||
|
||||
-- Nutzt der Spieler gerade Mana? (Druiden in Gestalt: nein)
|
||||
function FBTicker_PlayerHasMana()
|
||||
if (UnitPowerType and UnitPowerType("player") ~= 0) then return false; end
|
||||
local max = UnitManaMax("player");
|
||||
return (max and max > 0);
|
||||
end
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Erkennung ]
|
||||
-- ==========================================================================
|
||||
|
||||
-- Naechster Rasterpunkt ab Zeitpunkt t (t selbst, wenn t genau auf dem Raster liegt)
|
||||
function FBTicker_NextTickAfter(t)
|
||||
local last = FBTicker.lastTick;
|
||||
if (not last) then return nil; end
|
||||
if (t <= last) then return last; end
|
||||
local k = math.ceil((t - last) / FBTICK_PERIOD - 0.0001);
|
||||
return last + k * FBTICK_PERIOD;
|
||||
end
|
||||
|
||||
-- Abstand von t zum naechstgelegenen Rasterpunkt
|
||||
function FBTicker_GridDistance(t)
|
||||
local last = FBTicker.lastTick;
|
||||
if (not last) then return nil; end
|
||||
local phase = math.mod(t - last, FBTICK_PERIOD);
|
||||
if (phase < 0) then phase = phase + FBTICK_PERIOD; end
|
||||
if (phase > FBTICK_PERIOD / 2) then phase = FBTICK_PERIOD - phase; end
|
||||
return phase;
|
||||
end
|
||||
|
||||
function FBTicker_OnManaChanged()
|
||||
local cfg = FBTicker_Cfg();
|
||||
local now = GetTime();
|
||||
local mana = UnitMana("player") or 0;
|
||||
local prev = FBTicker.lastMana;
|
||||
FBTicker.lastMana = mana;
|
||||
if (prev == nil) then return; end
|
||||
local delta = mana - prev;
|
||||
|
||||
if (delta < 0) then
|
||||
-- Mana ausgegeben: Fuenf-Sekunden-Regel beginnt jetzt
|
||||
FBTicker.fsrStart = now;
|
||||
FBTicker.fsrUntil = now + FBTICK_FSR;
|
||||
return;
|
||||
end
|
||||
if (delta == 0) then return; end
|
||||
|
||||
-- Zuwachs: Trank oder Rune? (grosser Sprung im Vergleich zur Tickgroesse)
|
||||
if (FBTicker.tickSize and delta >= FBTICK_POTION_MIN and delta > FBTicker.tickSize * FBTICK_POTION_FACT) then
|
||||
return;
|
||||
end
|
||||
|
||||
if (not FBTicker.lastTick) then
|
||||
FBTicker.lastTick = now;
|
||||
FBTicker.misses = 0;
|
||||
else
|
||||
local dist = FBTicker_GridDistance(now);
|
||||
if (dist <= (cfg.Tolerance or 0.3)) then
|
||||
FBTicker.lastTick = now; -- passt ins Raster: neu synchronisieren
|
||||
FBTicker.misses = 0;
|
||||
else
|
||||
FBTicker.misses = FBTicker.misses + 1;
|
||||
if (FBTicker.misses >= FBTICK_RESYNC_MISS) then
|
||||
FBTicker.lastTick = now; -- Raster hat sich verschoben
|
||||
FBTicker.misses = 0;
|
||||
end
|
||||
return; -- fremder Puls, Tickgroesse nicht lernen
|
||||
end
|
||||
end
|
||||
|
||||
-- Tickgroesse lernen (gleitend), nur ausserhalb der Regel (volle Ticks)
|
||||
local inFSR = (FBTicker.fsrUntil and now < FBTicker.fsrUntil);
|
||||
if (not inFSR) then
|
||||
if (not FBTicker.tickSize) then
|
||||
FBTicker.tickSize = delta;
|
||||
else
|
||||
FBTicker.tickSize = FBTicker.tickSize * 0.7 + delta * 0.3;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Zeitpunkt, an dem die Regeneration nach der Regel wieder einsetzt:
|
||||
-- erster Rasterpunkt nach fsrUntil (ohne Raster: fsrUntil selbst)
|
||||
function FBTicker_FSREnd()
|
||||
if (not FBTicker.fsrUntil) then return nil; end
|
||||
local grid = FBTicker_NextTickAfter(FBTicker.fsrUntil);
|
||||
if (grid) then return grid; end
|
||||
return FBTicker.fsrUntil;
|
||||
end
|
||||
|
||||
-- Anteil 0..1 und Modus ("tick" | "fsr" | nil) fuer den Funken zur Zeit now
|
||||
function FBTicker_Progress(now)
|
||||
local cfg = FBTicker_Cfg();
|
||||
local t = now + (cfg.Offset or 0);
|
||||
|
||||
if (cfg.FSR == 1 and FBTicker.fsrStart) then
|
||||
local fsrEnd = FBTicker_FSREnd();
|
||||
if (fsrEnd and t < fsrEnd) then
|
||||
local total = fsrEnd - FBTicker.fsrStart;
|
||||
if (total <= 0) then total = FBTICK_FSR; end
|
||||
local frac = (t - FBTicker.fsrStart) / total;
|
||||
if (frac < 0) then frac = 0; end
|
||||
if (frac > 1) then frac = 1; end
|
||||
return frac, "fsr";
|
||||
end
|
||||
-- Regel vorbei
|
||||
FBTicker.fsrStart = nil;
|
||||
FBTicker.fsrUntil = nil;
|
||||
end
|
||||
|
||||
if (not FBTicker.lastTick) then return nil, nil; end
|
||||
local phase = math.mod(t - FBTicker.lastTick, FBTICK_PERIOD);
|
||||
if (phase < 0) then phase = phase + FBTICK_PERIOD; end
|
||||
return phase / FBTICK_PERIOD, "tick";
|
||||
end
|
||||
|
||||
function FBTicker_Reset()
|
||||
FBTicker.lastTick = nil;
|
||||
FBTicker.lastMana = UnitMana("player");
|
||||
FBTicker.tickSize = nil;
|
||||
FBTicker.misses = 0;
|
||||
FBTicker.fsrStart = nil;
|
||||
FBTicker.fsrUntil = nil;
|
||||
end
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Funken ]
|
||||
-- ==========================================================================
|
||||
|
||||
-- Funke auf einem Manabalken anlegen (einmal je Balken)
|
||||
function FBTicker_SparkFor(bar)
|
||||
if (not bar) then return nil; end
|
||||
if (bar.fbSpark) then return bar.fbSpark; end
|
||||
local s = bar:CreateTexture(nil, "OVERLAY");
|
||||
s:SetTexture(1, 1, 1, 1);
|
||||
s:SetWidth(2);
|
||||
s:SetHeight(4);
|
||||
s:SetPoint("LEFT", bar, "LEFT", 0, 0);
|
||||
s:Hide();
|
||||
bar.fbSpark = s;
|
||||
return s;
|
||||
end
|
||||
|
||||
-- Balken einsammeln: eigene Plakette und, falls vorhanden, eigene Raid-Zelle
|
||||
function FBTicker_CollectBars()
|
||||
-- alte Funken verstecken, Zwischenspeicher neu
|
||||
FBTicker_HideAll();
|
||||
FBTicker.sparks = {};
|
||||
if (FBHealBox1 and FBHealBox1.ManaBar) then
|
||||
table.insert(FBTicker.sparks, { bar = FBHealBox1.ManaBar, spark = FBTicker_SparkFor(FBHealBox1.ManaBar) });
|
||||
end
|
||||
if (FBRaidUnitCell and FBRaidTestMode == 0) then
|
||||
local me = UnitName("player");
|
||||
for unit, cell in pairs(FBRaidUnitCell) do
|
||||
if (cell.name == me and cell.ManaBar) then
|
||||
table.insert(FBTicker.sparks, { bar = cell.ManaBar, spark = FBTicker_SparkFor(cell.ManaBar) });
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function FBTicker_HideAll()
|
||||
for _, e in ipairs(FBTicker.sparks) do
|
||||
if (e.spark and e.shown ~= false) then e.shown = false; e.spark:Hide(); end
|
||||
end
|
||||
end
|
||||
|
||||
-- Torwaechter fuer das Zeichnen: wird nur bei Events und Optionswechseln
|
||||
-- neu bewertet (Mana-Events, Gestaltwechsel, Schalter), nicht jeden Frame.
|
||||
FBTicker.gate = false;
|
||||
function FBTicker_UpdateGate()
|
||||
local cfg = FBTicker_Cfg();
|
||||
FBTicker.gate = (cfg.Enabled == 1) and (HealBox.Active == 1)
|
||||
and FBTicker_PlayerHasMana() and (not FBTicker_ManaFull());
|
||||
if (not FBTicker.gate) then FBTicker_HideAll(); end
|
||||
end
|
||||
|
||||
function FBTicker_Draw()
|
||||
if (not FBTicker.gate) then return; end
|
||||
local frac, mode = FBTicker_Progress(GetTime());
|
||||
if (not frac) then
|
||||
FBTicker_HideAll();
|
||||
return;
|
||||
end
|
||||
local col = FBTICK_COLOR_TICK;
|
||||
if (mode == "fsr") then col = FBTICK_COLOR_FSR; end
|
||||
local w = FBTicker_Cfg().SparkW or 2;
|
||||
|
||||
for _, e in ipairs(FBTicker.sparks) do
|
||||
local bar, s = e.bar, e.spark;
|
||||
if (s and bar) then
|
||||
if (bar:IsShown()) then
|
||||
local bw = bar:GetWidth() or 0;
|
||||
local bh = bar:GetHeight() or 0;
|
||||
if (bw > w and bh > 0) then
|
||||
if (e.w ~= w or e.h ~= bh) then
|
||||
e.w = w; e.h = bh;
|
||||
s:SetWidth(w);
|
||||
s:SetHeight(bh);
|
||||
end
|
||||
if (e.mode ~= mode) then
|
||||
e.mode = mode;
|
||||
s:SetTexture(col[1], col[2], col[3], col[4]);
|
||||
end
|
||||
-- Anker nur setzen, wenn der Funke mindestens einen halben
|
||||
-- Pixel weitergewandert ist
|
||||
local x = frac * (bw - w);
|
||||
if (not e.x) or (math.abs(x - e.x) >= 0.5) then
|
||||
e.x = x;
|
||||
s:ClearAllPoints();
|
||||
s:SetPoint("LEFT", bar, "LEFT", x, 0);
|
||||
end
|
||||
if (not e.shown) then e.shown = true; s:Show(); end
|
||||
else
|
||||
if (e.shown) then e.shown = false; s:Hide(); end
|
||||
end
|
||||
elseif (e.shown) then
|
||||
e.shown = false; s:Hide();
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Events ]
|
||||
-- ==========================================================================
|
||||
|
||||
FBTickerFrame = CreateFrame("Frame", "FBHealBoxTickerFrame", UIParent);
|
||||
FBTickerFrame:RegisterEvent("UNIT_MANA");
|
||||
FBTickerFrame:RegisterEvent("UNIT_MAXMANA");
|
||||
FBTickerFrame:RegisterEvent("UNIT_DISPLAYPOWER");
|
||||
FBTickerFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
|
||||
FBTickerFrame:SetScript("OnEvent", function()
|
||||
if (event == "PLAYER_ENTERING_WORLD") then
|
||||
FBTicker_Reset();
|
||||
FBTicker_CollectBars();
|
||||
FBTicker_UpdateGate();
|
||||
return;
|
||||
end
|
||||
if (arg1 ~= "player") then return; end
|
||||
if (event == "UNIT_MANA") then
|
||||
FBTicker_OnManaChanged();
|
||||
elseif (event == "UNIT_DISPLAYPOWER") then
|
||||
FBTicker_Reset();
|
||||
else
|
||||
FBTicker.lastMana = UnitMana("player");
|
||||
end
|
||||
FBTicker_UpdateGate();
|
||||
end);
|
||||
FBTickerFrame:SetScript("OnUpdate", function()
|
||||
FBTicker_Draw();
|
||||
end);
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Options-Reiter "Ticker" ]
|
||||
-- ==========================================================================
|
||||
|
||||
FBTickerSliders = {};
|
||||
|
||||
function FBTicker_SliderText(s)
|
||||
if (not s or not s.Text) then return; end
|
||||
local v = s:GetValue();
|
||||
local shown;
|
||||
if (s.decimals) then shown = format("%.1f", v); else shown = tostring(math.floor(v + 0.5)); end
|
||||
s.Text:SetText(format(FBT(s.labelKey), shown));
|
||||
end
|
||||
|
||||
function FBTicker_CreateSlider(name, parent, x, y, labelKey, cfgKey, minV, maxV, step, decimals)
|
||||
local s = CreateFrame("Slider", name, parent, "OptionsSliderTemplate");
|
||||
s:SetWidth(128);
|
||||
s:SetHeight(16);
|
||||
s:SetPoint("TOPLEFT", x, y);
|
||||
s:SetMinMaxValues(minV, maxV);
|
||||
s:SetValueStep(step);
|
||||
s.labelKey = labelKey;
|
||||
s.cfgKey = cfgKey;
|
||||
s.decimals = decimals;
|
||||
s.Text = s:CreateFontString(nil, "BACKGROUND", "GameFontNormal");
|
||||
s.Text:SetPoint("CENTER", 0, 15);
|
||||
getglobal(name.."Low"):SetText(tostring(minV));
|
||||
getglobal(name.."High"):SetText(tostring(maxV));
|
||||
s:SetValue(FBTicker_Cfg()[cfgKey] or minV);
|
||||
FBTicker_SliderText(s);
|
||||
s:SetScript("OnValueChanged", function()
|
||||
local v = s:GetValue();
|
||||
if (s.decimals) then v = math.floor(v * 10 + 0.5) / 10; else v = math.floor(v + 0.5); end
|
||||
FBTicker_Cfg()[s.cfgKey] = v;
|
||||
FBTicker_SliderText(s);
|
||||
end);
|
||||
FBTickerSliders[cfgKey] = s;
|
||||
return s;
|
||||
end
|
||||
|
||||
function FBTicker_BuildOptions()
|
||||
local tab = FBHealBox_AddOptionsTab("TAB_TICKER");
|
||||
if (not tab) then return; end
|
||||
-- Abschnittskopf: der Reiter "Extras" wird mit Smart Damage geteilt
|
||||
FBTickerHeader = tab:CreateFontString(nil, "OVERLAY", "GameFontNormal");
|
||||
FBTickerHeader:SetPoint("TOPLEFT", tab, "TOPLEFT", 35, FBOPT_CONTENT_Y);
|
||||
FBTickerHeader:SetText(FBT("TICK_HEADER"));
|
||||
local y = FBOPT_CONTENT_Y - 26;
|
||||
|
||||
FBTickerEnabledCheck = FBHealBox_CreateCheck("FBHealBoxTickerEnabledCheck", tab, 40, y, "TICK_ENABLED", "TICK_ENABLED_TIP", function()
|
||||
FBTicker_Cfg().Enabled = FBTickerEnabledCheck:GetChecked() and 1 or 0;
|
||||
FBTicker_UpdateGate();
|
||||
FBTicker_Draw();
|
||||
end);
|
||||
FBTickerFSRCheck = FBHealBox_CreateCheck("FBHealBoxTickerFSRCheck", tab, 250, y, "TICK_FSR", "TICK_FSR_TIP", function()
|
||||
FBTicker_Cfg().FSR = FBTickerFSRCheck:GetChecked() and 1 or 0;
|
||||
FBTicker_Draw();
|
||||
end);
|
||||
|
||||
local sy = y - 60;
|
||||
FBTicker_CreateSlider("FBTickerToleranceSlider", tab, 75, sy, "TICK_TOLERANCE", "Tolerance", 0.1, 0.6, 0.1, true);
|
||||
FBTicker_CreateSlider("FBTickerOffsetSlider", tab, 260, sy, "TICK_OFFSET", "Offset", 0.0, 0.5, 0.1, true);
|
||||
FBTicker_CreateSlider("FBTickerSparkWSlider", tab, 75, sy - 46, "TICK_SPARKW", "SparkW", 1, 4, 1, false);
|
||||
|
||||
FBTickerInfoText = tab:CreateFontString(nil, "OVERLAY", "GameFontDisableSmall");
|
||||
FBTickerInfoText:SetPoint("TOPLEFT", tab, "TOPLEFT", 35, sy - 84);
|
||||
FBTickerInfoText:SetWidth(395);
|
||||
FBTickerInfoText:SetJustifyH("LEFT");
|
||||
FBTickerInfoText:SetText(FBT("TICK_INFO"));
|
||||
|
||||
FBTicker_SyncOptions();
|
||||
end
|
||||
|
||||
function FBTicker_SyncOptions()
|
||||
local cfg = FBTicker_Cfg();
|
||||
if (FBTickerEnabledCheck) then FBTickerEnabledCheck:SetChecked(cfg.Enabled == 1); end
|
||||
if (FBTickerFSRCheck) then FBTickerFSRCheck:SetChecked(cfg.FSR == 1); end
|
||||
for key, s in pairs(FBTickerSliders) do
|
||||
if (cfg[key] ~= nil) then s:SetValue(cfg[key]); end
|
||||
end
|
||||
return true;
|
||||
end
|
||||
|
||||
function FBTicker_ApplyLocale()
|
||||
if (FBTickerHeader) then FBTickerHeader:SetText(FBT("TICK_HEADER")); end
|
||||
if (FBTickerEnabledCheck) then FBTickerEnabledCheck.Text:SetText(FBT("TICK_ENABLED")); FBTickerEnabledCheck.tooltipText = FBT("TICK_ENABLED_TIP"); end
|
||||
if (FBTickerFSRCheck) then FBTickerFSRCheck.Text:SetText(FBT("TICK_FSR")); FBTickerFSRCheck.tooltipText = FBT("TICK_FSR_TIP"); end
|
||||
if (FBTickerInfoText) then FBTickerInfoText:SetText(FBT("TICK_INFO")); end
|
||||
for _, s in pairs(FBTickerSliders) do FBTicker_SliderText(s); end
|
||||
return true;
|
||||
end
|
||||
|
||||
-- ==========================================================================
|
||||
-- [ Anbindung an den Kern ]
|
||||
-- ==========================================================================
|
||||
|
||||
FBHealBox_RegisterHook("Loaded", function()
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TICK_LOADED"));
|
||||
return true;
|
||||
end);
|
||||
FBHealBox_RegisterHook("Defaults", function() return FBTicker_ApplyDefaults(); end);
|
||||
FBHealBox_RegisterHook("SyncOptions", function() return FBTicker_SyncOptions(); end);
|
||||
FBHealBox_RegisterHook("ApplyLocale", function() return FBTicker_ApplyLocale(); end);
|
||||
FBHealBox_RegisterHook("UpdateNames", function() FBTicker_CollectBars(); FBTicker_UpdateGate(); return true; end);
|
||||
FBHealBox_RegisterHook("ActiveToggle", function() FBTicker_UpdateGate(); FBTicker_Draw(); return true; end);
|
||||
FBHealBox_RegisterHook("Status", function()
|
||||
local state = FBT("TICK_UNSYNCED");
|
||||
local nextIn = 0;
|
||||
if (FBTicker.lastTick) then
|
||||
state = FBT("TICK_SYNCED");
|
||||
local nxt = FBTicker_NextTickAfter(GetTime());
|
||||
if (nxt) then nextIn = nxt - GetTime(); end
|
||||
end
|
||||
local fsr = "";
|
||||
local fsrEnd = FBTicker_FSREnd();
|
||||
if (fsrEnd and fsrEnd > GetTime()) then fsr = format(FBT("TICK_STATUS_FSR"), fsrEnd - GetTime()); end
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..format(FBT("TICK_STATUS"), state, nextIn, fsr));
|
||||
return true;
|
||||
end);
|
||||
FBHealBox_RegisterHook("Slash", function(msg)
|
||||
if (msg == "ticker") then
|
||||
local cfg = FBTicker_Cfg();
|
||||
if (cfg.Enabled == 1) then cfg.Enabled = 0; else cfg.Enabled = 1; end
|
||||
FBTicker_SyncOptions();
|
||||
FBTicker_UpdateGate();
|
||||
FBTicker_Draw();
|
||||
local key = "TICK_OFF";
|
||||
if (cfg.Enabled == 1) then key = "TICK_ON"; end
|
||||
DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT(key));
|
||||
return true;
|
||||
end
|
||||
return false;
|
||||
end);
|
||||
|
||||
FBTicker_ApplyDefaults();
|
||||
FBTicker_BuildOptions();
|
||||
FBTicker_CollectBars();
|
||||
Reference in New Issue
Block a user