-- ========================================================================== -- Heal Box Vanilla -- -- Original: "Heal Box" von Dourd (Argent Dawn EU), UI Overhauled. -- Portierung auf Vanilla, Client 1.12.1 (optional SuperWoW) sowie -- Ausbau des Funktionsumfangs 09/2026 durch Mquadrat: -- * eigenes Kaskadenmenue fuer die Zauber- und Rangwahl -- * Heilvorhersage fuer Direktheilung, HoT-Restticks und Absorb-Schilde, -- selbstkorrigierend ueber den Combatlog -- * HealComm-Sync mit Puppeteer, pfUI, Luna und Co. -- * Lokalisierung Deutsch / Englisch, im Optionsfenster umschaltbar -- * v1.4.1: Begleiter (Pets) als eigene Plaketten, Manabalken im -- Lebensbalken, frei waehlbare Button- und Zeilenabstaende, Testmodus -- mit Geisterspielern, gespeicherte Plattenposition, Klassenfarben, -- Buff-Wache (oranger Rahmen bei fehlendem Buff), Reichweiten-Fading, -- Optionsfenster mit Tabs, Rechtsklick-Zweitzauber, Tot/Geist/Offline- -- Anzeige, Debuff-Icon mit Stackzahl -- -- Ehre wem Ehre gebuehrt: Aufbau, Namensplaketten und Grundidee stammen -- aus dem Original. -- ========================================================================== FBHasSuperWoW = (SUPERWOW_VERSION ~= nil); FBClass = UnitClass("player"); -- [[ Globals ]] -- -- Vorgabewerte. Die SavedVariables ersetzen diese Tabelle beim Laden -- komplett, deshalb setzt FBHealBox_ApplyDefaults() fehlende Schluessel -- nach dem Laden noch einmal nach. HealBox = { MaxButtons = 5, Scale = 1.0, AttachMode = 0, Active = 1, SpellChoice = {}, ButtonSpacing = 2, -- px zwischen den Buttons (1..20) RowSpacing = 4, -- px zwischen den Plaketten (1..20) ManaBar = 1, -- Manabalken im Lebensbalken anzeigen ShowPets = 1, -- Begleiter als eigene Plaketten anzeigen ClassColors = 1, -- Namen in Klassenfarbe RangeFade = 1, -- Plakette ausgrauen, wenn ausser Reichweite WatchBuff = nil, -- Zaubername der Buff-Wache (nil = aus) SpellChoiceR = {}, -- Rechtsklick-Belegung RightClick = 0, -- Rechtsklick-Zweitzauber (explizit einschalten) DebuffIcon = 1, -- Debuff-Icon neben dem Namen LOSIcon = 1, -- Sichtlinien-Abzeichen BuffWatchPets = 0, -- Buff-Wache auch fuer Begleiter PlateLeft = "target", -- Klick auf die Plakette: target | menu | move | none PlateRight = "target", }; -- Anzeigename des Addons. FBADDON_FOLDER muss dem Ordnernamen unter -- Interface\AddOns entsprechen (dort liegt auch die .toc). Nur dann -- feuert ADDON_LOADED fuer uns. FBADDON_NAME = "Heal Box Vanilla"; FBADDON_FOLDER = "FBHealBox"; HealBoxVersion = "|cFFFFFF00v1.4.1|r"; -- ========================================================================== -- [ Lokalisierung / Localization ] -- -- Alle sichtbaren Texte liegen in FBLocale. Die aktive Sprache haengt in -- FBL, abgefragt wird ueber FBT("SCHLUESSEL"). Fehlt ein Schluessel in der -- gewaehlten Sprache, faellt er auf Englisch zurueck. -- -- Umgeschaltet wird im Optionsfenster; FBHealBox_ApplyLocale() beschriftet -- die bereits gebaute Oberflaeche neu, ein /reload ist nicht noetig. -- -- Hinweis: In den angezeigten Texten bewusst ae/oe/ue/ss statt Umlauten - -- der 1.12-Client behandelt Umlaute je nach Locale und Schriftart -- unterschiedlich. -- ========================================================================== FBLocale = {}; FBLocale["enUS"] = { LANG_NAME = "English", LANGUAGE = "Language", LOADED = "loaded|r. Minimap button or /fbp config opens the options, /fbp reports the heal prediction.", SUPERWOW = " |cFF55FF55[SuperWoW detected]|r", CREDITS = "|cFFAAAAAAOriginal by Dourd (Argent Dawn EU), ported to Vanilla and extended 09/2026 by Mquadrat|r", TT_NO_SPELL = "|cFFFFFFFFNo spell\n|cFF00FF00Pick a spell in the options window.", TT_TARGET = "Target", NOT_IN_GROUP = " is not in your group.", SELECT_SPELL = "Select spell...", BUTTON = "Button", TAB_BUTTONS = "Buttons", TAB_GENERAL = "General", COL_LEFT = "Left click", COL_RIGHT = "Right click", RIGHTCLICK = "Right-click spell", RIGHTCLICK_TIP = "Gives every button a second spell on right click (e.g. Flash Heal left, Greater Heal right). Off by default. When on, a second column appears above and a small icon in the corner of each button shows the right-click spell.", TT_RIGHT = "Right click", STATE_DEAD = "Dead", STATE_GHOST = "Ghost", STATE_OFFLINE = "Offline", PLATE_LEFT = "Left click on plate", PLATE_RIGHT = "Right click on plate", PLATE_TIP = "What a click on a name plate (name or health bar) does. Shift + left drag always moves the display, whatever is set here.", ACT_TARGET = "Target", ACT_MENU = "Unit menu", ACT_MOVE = "Move display", ACT_NONE = "Nothing", LOSICON = "Line of sight", LOSICON_TIP = "Shows an eye badge on the left edge of a plate while the unit is out of your line of sight. With the UnitXP client mod this is checked live; without it the addon remembers a 'not in line of sight' error for a few seconds after you tried to heal that unit and clears it as soon as a cast on the unit starts or a heal lands.", DEBUFFICON = "Debuff icon", DEBUFFICON_TIP = "Shows the icon of the first debuff your class can remove next to the name, with its stack count. The health bar keeps taking the debuff colour as well.", MENU_NO_SPELL = "|cFF999999No spell|r", RANK_DEFAULT = "Default", PANEL_SUB = "Options for %s.\nChoose how many buttons to show\nand which spell each button casts.", SHOW_BUTTONS = "Show |cFFFFFFFF%s|r buttons", SCALE = "Frame scale: |cFFFFFFFF%s", SMALL = "Small", LARGE = "Large", BTN_SPACING = "Button spacing: |cFFFFFFFF%s px", ROW_SPACING = "Row spacing: |cFFFFFFFF%s px", ATTACH = "Default party frames", ATTACH_TIP = "Attaches the heal buttons to Blizzard's default party frames instead of using the addon's own movable name plates.", COMM = "HealComm sync", COMM_TIP = "Broadcasts your heals in the HealComm format so Puppeteer, pfUI, Luna and others can display them, and feeds the heals announced by other healers into your own prediction.", MANABAR = "Mana bar", MANABAR_TIP = "Shows a thin blue mana bar along the bottom edge of the health bar, only for units that actually use mana (no rage, focus or energy).", SHOWPETS = "Show pets", SHOWPETS_TIP = "Adds a plate for every pet in the group (hunter, warlock) directly below its owner, with the same heal buttons.", TESTMODE = "Test mode", TESTMODE_TIP = "Fills the display with ghost players and pets so you can arrange everything without being in a group. Ghosts show health, mana, a shield, incoming healing and a dispellable debuff. Not saved, always off after login.", TEST_ON = "Test mode |cFF00FF00on|r, ghost players active. Buttons do not cast on ghosts.", TEST_OFF = "Test mode |cFFFF0000off|r.", TEST_CLICK = "Test mode: no cast on a ghost player.", CLASSCOLORS = "Class colours", CLASSCOLORS_TIP = "Colours the name on each plate in the class colour (Healium style). Pets keep their light-blue name.", RANGEFADE = "Range fading", RANGEFADE_TIP = "Fades a whole plate including its buttons to half transparency when the unit is out of range of your first assigned spell (or beyond 28 yards if no spell is assigned).", BUFFWATCH = "Buff watch", BUFFWATCH_TIP = "Pick one of your buffs. Every plate whose unit is missing that buff gets an orange border. The group version counts as well (Prayer of Fortitude for Power Word: Fortitude, Gift of the Wild for Mark of the Wild, Greater Blessings, ...).", BUFFWATCH_NONE = "none", BUFFWATCH_PETS = "Buff watch on pets", BUFFWATCH_PETS_TIP = "Also marks pets that are missing the watched buff. Off by default, because pets rarely get Fortitude or Blessings, so their plates would stay orange most of the time.", MENU_NO_BUFF = "|cFF999999No buff watch|r", LANG_TIP = "Switches every text in the addon. Takes effect immediately, no reload required.", ABOUT = "%s %s |cFFAAAAAA(original by Dourd, UI Overhauled)|r\n|cFFAAAAAAPorted to Vanilla and extended 09/2026 by Mquadrat|r", MM_TIP = "Left: options\nHold right: move this button\nShift + left: show/hide the display", FBP_WATCHED = "Spells read from the spellbook:", FBP_ACTIVE = "Currently active:", FBP_DIRECT = "direct", FBP_SHIELD = "shield", FBP_LEARNED = "learned", FBP_EVERY = "every", FBP_TICKSOF = "ticks of", FBP_CAST = "Cast", FBP_ON = "on", FBP_OF = "of", FBP_FOR = "for", FBP_SYNC = "HealComm sync:", FBP_STATE_ON = "on", FBP_STATE_OFF = "off", FBP_INCOMING = "Incoming", FBP_DEBUG = "Debug:", FBP_RESET = "Learned values discarded.", FBP_COMMANDS = "Commands: /fbp config (options window), /fbp test (test mode), /fbp debug, /fbp reset", DBG_HOT = "HoT %s on %s: %d per tick, %ds", DBG_SHIELD = "Shield %s on %s: %d absorb, %ds", DBG_CAST = "Cast %s on %s: %d", DBG_TICK = "Tick corrected: %s = %d", DBG_HEAL = "Heal %s = %d (estimate now %d)", DBG_ABSORB = "Absorb %d on %s (%d left)", }; FBLocale["deDE"] = { LANG_NAME = "Deutsch", LANGUAGE = "Sprache", LOADED = "geladen|r. Minimap-Button oder /fbp config oeffnet die Optionen, /fbp zeigt den Stand der Heilvorhersage.", SUPERWOW = " |cFF55FF55[SuperWoW erkannt]|r", CREDITS = "|cFFAAAAAAOriginal von Dourd (Argent Dawn EU), Vanilla-Portierung und Erweiterung 09/2026 von Mquadrat|r", TT_NO_SPELL = "|cFFFFFFFFKein Zauber\n|cFF00FF00Waehle in den Optionen einen Zauber aus.", TT_TARGET = "Ziel", NOT_IN_GROUP = " ist nicht in der Gruppe.", SELECT_SPELL = "Zauber waehlen...", BUTTON = "Button", TAB_BUTTONS = "Buttons", TAB_GENERAL = "Allgemein", COL_LEFT = "Linksklick", COL_RIGHT = "Rechtsklick", RIGHTCLICK = "Rechtsklick-Zauber", RIGHTCLICK_TIP = "Gibt jedem Button einen zweiten Zauber per Rechtsklick (z. B. Blitzheilung links, Grosse Heilung rechts). Standardmaessig aus. Eingeschaltet erscheint oben eine zweite Spalte, und ein kleines Icon in der Ecke jedes Buttons zeigt den Rechtsklick-Zauber.", TT_RIGHT = "Rechtsklick", STATE_DEAD = "Tot", STATE_GHOST = "Geist", STATE_OFFLINE = "Offline", PLATE_LEFT = "Linksklick auf Plakette", PLATE_RIGHT = "Rechtsklick auf Plakette", PLATE_TIP = "Was ein Klick auf eine Namensplakette (Name oder Lebensbalken) tut. Shift + Linksklick ziehen verschiebt die Anzeige immer, egal was hier eingestellt ist.", ACT_TARGET = "Anvisieren", ACT_MENU = "Einheitenmenue", ACT_MOVE = "Anzeige verschieben", ACT_NONE = "Nichts", LOSICON = "Sichtlinie", LOSICON_TIP = "Zeigt ein Augen-Abzeichen am linken Rand einer Plakette, solange die Einheit ausserhalb deiner Sichtlinie ist. Mit dem Client-Mod UnitXP wird das live geprueft; ohne ihn merkt sich das Addon die Fehlermeldung 'nicht in Sichtlinie' nach einem Heilversuch fuer ein paar Sekunden und loescht sie, sobald ein Cast auf die Einheit startet oder eine Heilung ankommt.", DEBUFFICON = "Debuff-Icon", DEBUFFICON_TIP = "Zeigt das Icon des ersten von deiner Klasse entfernbaren Debuffs neben dem Namen, mit Stackzahl. Der Lebensbalken nimmt zusaetzlich weiterhin die Debuff-Farbe an.", MENU_NO_SPELL = "|cFF999999Kein Zauber|r", RANK_DEFAULT = "Standard", PANEL_SUB = "Optionen fuer %s.\nUnten legst du fest, wie viele Buttons erscheinen\nund welcher Zauber auf welchem Button liegt.", SHOW_BUTTONS = "|cFFFFFFFF%s|r Buttons anzeigen", SCALE = "Skalierung: |cFFFFFFFF%s", SMALL = "Klein", LARGE = "Gross", BTN_SPACING = "Button-Abstand: |cFFFFFFFF%s px", ROW_SPACING = "Zeilen-Abstand: |cFFFFFFFF%s px", ATTACH = "Standard-Gruppenfenster", ATTACH_TIP = "Heftet die Heil-Buttons an Blizzards Standard-Gruppenfenster, statt eigene, frei platzierbare Namensplaketten zu verwenden.", COMM = "HealComm-Sync", COMM_TIP = "Sendet deine Heilungen im HealComm-Format an die Gruppe (Puppeteer, pfUI, Luna und Co. zeigen sie an) und uebernimmt umgekehrt die angekuendigten Heilungen anderer Heiler in die eigene Vorhersage.", MANABAR = "Manabalken", MANABAR_TIP = "Zeigt einen schmalen blauen Manabalken am unteren Rand des Lebensbalkens, nur bei Einheiten, die tatsaechlich Mana nutzen (kein Wut, Fokus oder Energie).", SHOWPETS = "Begleiter anzeigen", SHOWPETS_TIP = "Legt fuer jeden Begleiter in der Gruppe (Jaeger, Hexenmeister) eine eigene Plakette direkt unter seinem Besitzer an, mit denselben Heil-Buttons.", TESTMODE = "Testmodus", TESTMODE_TIP = "Fuellt die Anzeige mit Geisterspielern und -begleitern, damit du alles einrichten kannst, ohne in einer Gruppe zu sein. Die Geister zeigen Leben, Mana, einen Schild, eingehende Heilung und einen entfernbaren Debuff. Wird nicht gespeichert, nach dem Login immer aus.", TEST_ON = "Testmodus |cFF00FF00an|r, Geisterspieler aktiv. Buttons casten nicht auf Geister.", TEST_OFF = "Testmodus |cFFFF0000aus|r.", TEST_CLICK = "Testmodus: kein Cast auf einen Geisterspieler.", CLASSCOLORS = "Klassenfarben", CLASSCOLORS_TIP = "Faerbt den Namen auf jeder Plakette in der Klassenfarbe (wie Healium). Begleiter behalten ihren hellblauen Namen.", RANGEFADE = "Reichweiten-Fading", RANGEFADE_TIP = "Blendet eine ganze Plakette samt Buttons auf halbe Deckkraft ab, wenn die Einheit ausserhalb der Reichweite deines ersten belegten Zaubers ist (ohne belegten Zauber: weiter als 28 Meter).", BUFFWATCH = "Buff-Wache", BUFFWATCH_TIP = "Waehle einen deiner Buffs. Jede Plakette, deren Einheit diesen Buff nicht hat, bekommt einen orangen Rahmen. Die Gruppenversion zaehlt mit (Gebet der Seelenstaerke fuer Machtwort: Seelenstaerke, Gabe der Wildnis fuer Mal der Wildnis, Grosse Segen, ...).", BUFFWATCH_NONE = "keiner", BUFFWATCH_PETS = "Buff-Wache auch fuer Begleiter", BUFFWATCH_PETS_TIP = "Markiert auch Begleiter, denen der ueberwachte Buff fehlt. Standardmaessig aus, denn Pets bekommen selten Seelenstaerke oder Segen, ihre Plaketten waeren sonst meist orange.", MENU_NO_BUFF = "|cFF999999Keine Buff-Wache|r", LANG_TIP = "Stellt alle Texte des Addons um. Wirkt sofort, ein /reload ist nicht noetig.", ABOUT = "%s %s |cFFAAAAAA(Original von Dourd, UI Overhauled)|r\n|cFFAAAAAAVanilla-Portierung und Erweiterung 09/2026 von Mquadrat|r", MM_TIP = "Links: Optionen\nRechts halten: Button verschieben\nShift + Links: Anzeige ein/aus", FBP_WATCHED = "Ausgelesene Zauber:", FBP_ACTIVE = "Aktiv:", FBP_DIRECT = "Direkt", FBP_SHIELD = "Schild", FBP_LEARNED = "gelernt", FBP_EVERY = "alle", FBP_TICKSOF = "Ticks a", FBP_CAST = "Cast", FBP_ON = "auf", FBP_OF = "von", FBP_FOR = "fuer", FBP_SYNC = "HealComm-Sync:", FBP_STATE_ON = "an", FBP_STATE_OFF = "aus", FBP_INCOMING = "Fremdheilung", FBP_DEBUG = "Debug:", FBP_RESET = "Gelernte Werte verworfen.", FBP_COMMANDS = "Befehle: /fbp config (Optionsfenster), /fbp test (Testmodus), /fbp debug, /fbp reset", DBG_HOT = "HoT %s auf %s: %d pro Tick, %ds", DBG_SHIELD = "Schild %s auf %s: %d Absorb, %ds", DBG_CAST = "Cast %s auf %s: %d", DBG_TICK = "Tick korrigiert: %s = %d", DBG_HEAL = "Heilung %s = %d (Schaetzung jetzt %d)", DBG_ABSORB = "Absorb %d auf %s (Rest %d)", }; FBL = nil; -- Client-Sprache als Vorgabe function FBDetectLocale() if (GetLocale and GetLocale() == "deDE") then return "deDE"; end return "enUS"; end -- Textabfrage mit Rueckfall auf Englisch function FBT(key) local t = FBL or FBLocale["enUS"]; local s = t[key]; if (s == nil) then s = FBLocale["enUS"][key]; end if (s == nil) then return key; end return s; end function FBSetLocale(code, apply) if (not code) or (not FBLocale[code]) then code = "enUS"; end FBL = FBLocale[code]; if (HealBox) then HealBox.Locale = code; end if (apply) then FBHealBox_ApplyLocale(); end end FBL = FBLocale[FBDetectLocale()]; LowHP = 0.6; VeryLowHP = 0.3; NamePlateWidth = 120; NamePlateHeight = 28; -- Manabalken: "Balken im Balken" am unteren Rand des Lebensbalkens FBMANA_BAR_HEIGHT = 5; -- px FBMANA_BAR_COLOR = { 0.15, 0.40, 1.00, 1 }; -- blau FBMANA_BG_ALPHA = 0.35; -- dunkler Streifen hinter dem Mana (0 = aus) -- Begleiter-Plaketten: Namensfarbe, Einrueckung unter dem Besitzer (die -- Plakette wird um denselben Betrag schmaler, damit die Buttons buendig -- bleiben) und ein kleines Pfoten-Icon vor dem Namen. FBPET_NAME_COLOR = { 0.75, 0.85, 1.00, 1 }; FBPET_INDENT = 12; FBPET_ICON = "Interface\\Icons\\INV_Misc_Foot_Kodo"; FBPET_ICON_SIZE = 12; -- Debuff-Icon neben dem Namen FBDEBUFF_ICON_SIZE = 14; -- Breite der Namensbox: normal, und wenn rechts daneben das Debuff-Icon steht -- (rechts davon braucht der Prozenttext etwa 34 px) FBNAME_WIDTH_FULL = NamePlateWidth - 42; -- 78 FBNAME_WIDTH_ICON = NamePlateWidth - 42 - FBDEBUFF_ICON_SIZE - 4; -- 60 -- Sichtlinien-Abzeichen: Icon, Groesse, Position (Anker RIGHT an LEFT der Plakette) FBLOS_ICON = "Interface\\Icons\\Spell_Shadow_MindSteal"; -- das "blinde Auge" (Blenden) FBLOS_ICON_SIZE = 16; FBLOS_ICON_X = 6; -- wie weit das Abzeichen in die Plakette hineinragt FBLOS_ICON_Y = 0; FBLOS_TIMEOUT = 8; -- Sek., wie lange eine LoS-Fehlermeldung ohne UnitXP gilt -- Reichweiten-Fading: Deckkraft einer Plakette ausser Reichweite, Pruefintervall FBRANGE_ALPHA = 0.5; FBRANGE_INTERVAL = 0.5; -- Sekunden -- Rahmenfarbe, wenn der ueberwachte Buff fehlt (Buff-Wache) FBBUFF_MISSING_COLOR = { 1.0, 0.5, 0.0, 1 }; FBBUFF_NORMAL_COLOR = { 1.0, 1.0, 1.0, 1 }; -- Klassenfarben: RAID_CLASS_COLORS des Clients, sonst diese Vorgaben FBClassColors = { WARRIOR = { r = 0.78, g = 0.61, b = 0.43 }, PALADIN = { r = 0.96, g = 0.55, b = 0.73 }, HUNTER = { r = 0.67, g = 0.83, b = 0.45 }, ROGUE = { r = 1.00, g = 0.96, b = 0.41 }, PRIEST = { r = 1.00, g = 1.00, b = 1.00 }, SHAMAN = { r = 0.00, g = 0.44, b = 0.87 }, MAGE = { r = 0.41, g = 0.80, b = 0.94 }, WARLOCK = { r = 0.58, g = 0.51, b = 0.79 }, DRUID = { r = 1.00, g = 0.49, b = 0.04 }, }; function FBClassColor(token) if (not token) then return nil; end if (RAID_CLASS_COLORS and RAID_CLASS_COLORS[token]) then return RAID_CLASS_COLORS[token]; end return FBClassColors[token]; end -- Buff-Wache: welche Buffs der eigenen Klasse zur Auswahl stehen (nur die -- gelernten erscheinen im Menue) und welche Gruppenversion dasselbe zaehlt. FBBuffWatchSpells = { Priest = { "Power Word: Fortitude", "Prayer of Fortitude", "Divine Spirit", "Prayer of Spirit", "Shadow Protection", "Prayer of Shadow Protection", "Renew", "Power Word: Shield" }, Druid = { "Mark of the Wild", "Gift of the Wild", "Thorns", "Rejuvenation", "Regrowth" }, Paladin = { "Blessing of Wisdom", "Greater Blessing of Wisdom", "Blessing of Might", "Greater Blessing of Might", "Blessing of Kings", "Greater Blessing of Kings", "Blessing of Salvation", "Greater Blessing of Salvation", "Blessing of Light", "Greater Blessing of Light", "Blessing of Sanctuary", "Greater Blessing of Sanctuary" }, Shaman = { "Earth Shield", "Water Shield" }, }; FBBuffAlternates = { ["Power Word: Fortitude"] = "Prayer of Fortitude", ["Prayer of Fortitude"] = "Power Word: Fortitude", ["Divine Spirit"] = "Prayer of Spirit", ["Prayer of Spirit"] = "Divine Spirit", ["Shadow Protection"] = "Prayer of Shadow Protection", ["Prayer of Shadow Protection"] = "Shadow Protection", ["Mark of the Wild"] = "Gift of the Wild", ["Gift of the Wild"] = "Mark of the Wild", ["Blessing of Wisdom"] = "Greater Blessing of Wisdom", ["Greater Blessing of Wisdom"] = "Blessing of Wisdom", ["Blessing of Might"] = "Greater Blessing of Might", ["Greater Blessing of Might"] = "Blessing of Might", ["Blessing of Kings"] = "Greater Blessing of Kings", ["Greater Blessing of Kings"] = "Blessing of Kings", ["Blessing of Salvation"] = "Greater Blessing of Salvation", ["Greater Blessing of Salvation"] = "Blessing of Salvation", ["Blessing of Light"] = "Greater Blessing of Light", ["Greater Blessing of Light"] = "Blessing of Light", ["Blessing of Sanctuary"] = "Greater Blessing of Sanctuary", ["Greater Blessing of Sanctuary"] = "Blessing of Sanctuary", }; FBBuffSpells = {}; -- [Name] = { icon = Textur } (aus dem Zauberbuch) -- ========================================================================== -- [ Slots ] -- -- Zehn Plaketten: 1-5 Spieler (player, party1-4), 6-10 deren Begleiter -- (pet, partypet1-4). FBPartyFrame[p] ist die Plakette, FBPartyTable[p] -- ihre Buttons, FBPartyUnit[p] die Unit-ID. Angezeigt wird in der -- Reihenfolge FBLayoutOrder: jeder Begleiter direkt unter seinem Besitzer. -- ========================================================================== FBSlotCount = 10; FBPartyUnit = { "player", "party1", "party2", "party3", "party4", "pet", "partypet1", "partypet2", "partypet3", "partypet4" }; FBSlotIsPet = { false, false, false, false, false, true, true, true, true, true }; FBLayoutOrder = { 1, 6, 2, 7, 3, 8, 4, 9, 5, 10 }; -- Unit-ID -> Slot (fuer die UNIT_*-Events) FBUnitSlot = {}; for p = 1, FBSlotCount do FBUnitSlot[FBPartyUnit[p]] = p; end FBPartyFrame = {}; FBPartyTable = {}; for p = 1, FBSlotCount do FBPartyTable[p] = {}; end -- ========================================================================== -- [ Testmodus: Geisterspieler ] -- -- Im Testmodus bleibt Slot 1 (der Spieler selbst) echt, alle anderen Slots -- werden mit Geistern gefuellt, auch wenn gerade eine echte Gruppe da ist. -- Die Geister atmen: ihre HP schwanken langsam, damit die Farbschwellen, -- Schild- und Vorhersage-Schichten sichtbar werden. Die Anzeige liest -- Einheiten ausschliesslich ueber die FBUnit*-Wrapper unten, deshalb muss -- der restliche Code den Testmodus nicht kennen. -- Der Testmodus wird bewusst nicht gespeichert. -- ========================================================================== FBTestMode = false; -- hp/mp sind Anteile (0..1), swing ist die Amplitude der HP-Schwankung, -- debuff = true gibt dem Geist einen von der eigenen Klasse entfernbaren Debuff -- (Icon debuffTex, debuffCount Stacks), -- buffMissing = true laesst die Buff-Wache anschlagen, outOfRange = true faded, -- los = true zeigt das Sichtlinien-Abzeichen. FBTestGhosts = { ["party1"] = { name = "Brynn", class = "WARRIOR", hpMax = 3400, hp = 0.90, swing = 0.08, hasMana = false, buffMissing = true }, ["party2"] = { name = "Cerys", class = "WARLOCK", hpMax = 2300, hp = 0.55, swing = 0.10, hasMana = true, mpMax = 3100, mp = 0.65, shield = 450, los = true }, ["party3"] = { name = "Dorn", class = "HUNTER", hpMax = 2900, hp = 0.30, swing = 0.15, hasMana = true, mpMax = 2400, mp = 0.35, inc = 700 }, ["party4"] = { name = "Elowen", class = "DRUID", hpMax = 2700, hp = 0.95, swing = 0.04, hasMana = true, mpMax = 3600, mp = 0.90, debuff = true, debuffTex = "Interface\\Icons\\Spell_Shadow_ShadowWordPain", debuffCount = 3, outOfRange = true }, ["pet"] = { name = "Fang", hpMax = 1900, hp = 0.75, swing = 0.12, hasMana = false }, ["partypet2"] = { name = "Zorbek", hpMax = 1200, hp = 0.60, swing = 0.10, hasMana = true, mpMax = 900, mp = 0.50 }, ["partypet3"] = { name = "Bramble", hpMax = 2100, hp = 0.40, swing = 0.14, hasMana = false, inc = 300 }, }; function FBTest_Ghost(unit) if (not FBTestMode) or (unit == "player") then return nil; end return FBTestGhosts[unit]; end -- Aktueller HP-Anteil eines Geistes (langsame Sinus-Schwankung) function FBTest_HPFraction(g, unit) local phase = string.len(unit) * 1.7; local frac = g.hp + (g.swing or 0) * math.sin((GetTime() * 0.6) + phase); if (frac < 0.03) then frac = 0.03; end if (frac > 1) then frac = 1; end return frac; end function FBTest_Set(on) FBTestMode = on and true or false; if (TestModeCheck) then TestModeCheck:SetChecked(FBTestMode); end if (FBTestMode) then -- ausgeblendete Anzeige einblenden, sonst sieht man nichts if (HealBox.Active ~= 1) then HealBox.Active = 1; end DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_ON")); else DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_OFF")); end FBUpdateNames(); end -- [ Unit-Wrapper: echte Einheit oder Geist ] -------------------------------- function FBUnitExists(unit) if (FBTestMode and unit ~= "player") then return (FBTestGhosts[unit] ~= nil); end return UnitExists(unit); end function FBUnitName(unit) local g = FBTest_Ghost(unit); if (g) then return g.name; end return UnitName(unit); end -- liefert hp, hpMax (hpMax nie 0, damit keine Division durch Null entsteht) function FBUnitHealth(unit) local g = FBTest_Ghost(unit); if (g) then return math.floor(g.hpMax * FBTest_HPFraction(g, unit)), g.hpMax; end local hp, hpMax = UnitHealth(unit), UnitHealthMax(unit); if (not hpMax) or (hpMax <= 0) then hpMax = 1; end return (hp or 0), hpMax; end -- liefert mp, mpMax, hasMana. hasMana ist nur wahr, wenn die Einheit -- tatsaechlich Mana nutzt (Powertyp 0). Krieger, Schurken, Druiden in -- Gestalt und Jaegerbegleiter bekommen keinen Manabalken. function FBUnitMana(unit) local g = FBTest_Ghost(unit); if (g) then if (not g.hasMana) then return 0, 0, false; end return math.floor(g.mpMax * g.mp), g.mpMax, true; end local ptype = 0; if (UnitPowerType) then ptype = UnitPowerType(unit); end if (ptype ~= 0) then return 0, 0, false; end local mp, mpMax = UnitMana(unit), UnitManaMax(unit); if (not mpMax) or (mpMax <= 0) then return 0, 0, false; end return (mp or 0), mpMax, true; end -- nil (lebt), "dead", "ghost" oder "offline" function FBUnitState(unit) local g = FBTest_Ghost(unit); if (g) then return g.state; end if (UnitIsConnected and not UnitIsConnected(unit)) then return "offline"; end if (UnitIsGhost and UnitIsGhost(unit)) then return "ghost"; end if (UnitIsDead and UnitIsDead(unit)) then return "dead"; end return nil; end -- Klassen-Token in Grossbuchstaben ("PRIEST"), nil bei Begleitern/unbekannt function FBUnitClassToken(unit) local g = FBTest_Ghost(unit); if (g) then return g.class; end local loc, eng = UnitClass(unit); if (eng) then return strupper(eng); end if (loc) then return strupper(loc); end return nil; end FBDropDown = {}; FBDropDownButtonValue = {}; FBDropDownButton = {}; FBDropDownButtonIcon = {}; -- Rechtsklick-Belegung (zweiter Zauber je Button) FBDropDownButtonR = {}; FBDropDownButtonIconR = {}; FBActiveSpellIDsR = {}; FBSpellBtnsR = {}; -- Die drei Laufzeit-Tabellen und die gespeicherte Tabelle einer Seite function FBChoiceTables(side) if (side == "R") then return FBDropDownButtonR, FBDropDownButtonIconR, FBActiveSpellIDsR, FBSpellBtnsR, HealBox.SpellChoiceR; end return FBDropDownButton, FBDropDownButtonIcon, FBActiveSpellIDs, FBSpellBtns, HealBox.SpellChoice; end ClassIcon = { Druid = "Interface/Icons/INV_Misc_MonsterClaw_04", Warlock = "Interface/Icons/Spell_Nature_FaerieFire", Hunter = "Interface/Icons/INV_Weapon_Bow_07", Mage = "Interface/Icons/INV_Staff_13", Priest = "Interface/Icons/INV_Staff_30", Warrior = "Interface/Icons/INV_Sword_27", Shaman = "Interface/Icons/Spell_Nature_BloodLust", Paladin = "Interface/Icons/Ability_ThunderBolt", Rogue = "Interface/AddOns/ChatIcons/images/UI-CharacterCreate-Classes_Rogue", } Spell = { Name = {}, Icon = {}, ID = {}, }; if (FBClass == "Druid") then Spell.Name[1] = "Rejuvenation"; Spell.Name[2] = "Regrowth"; Spell.Name[3] = "Lifebloom"; Spell.Name[4] = "Healing Touch"; Spell.Name[5] = "Swiftmend"; Spell.Name[6] = "Remove Curse"; Spell.Name[7] = "Abolish Poison"; end if (FBClass == "Priest") then Spell.Name[1] = "Renew"; Spell.Name[2] = "Flash Heal"; Spell.Name[3] = "Lesser Heal"; Spell.Name[4] = "Heal"; Spell.Name[5] = "Greater Heal"; Spell.Name[6] = "Binding Heal"; Spell.Name[7] = "Prayer of Healing"; Spell.Name[8] = "Prayer of Mending"; Spell.Name[9] = "Circle of Healing"; Spell.Name[10] = "Power Word: Shield"; Spell.Name[11] = "Abolish Disease"; Spell.Name[12] = "Cure Disease"; Spell.Name[13] = "Dispel Magic"; end if (FBClass == "Shaman") then Spell.Name[1] = "Lesser Healing Wave"; Spell.Name[2] = "Healing Wave"; Spell.Name[3] = "Chain Heal"; Spell.Name[4] = "Earth Shield"; Spell.Name[5] = "Cure Poison"; Spell.Name[6] = "Cure Disease"; end if (FBClass == "Paladin") then Spell.Name[1] = "Flash of Light"; Spell.Name[2] = "Holy Light"; Spell.Name[3] = "Holy Shock"; Spell.Name[4] = "Lay on Hands"; Spell.Name[5] = "Purify"; Spell.Name[6] = "Cleanse"; Spell.Name[7] = "Blessing of Protection"; end MaxButtonCount = 10; -- Speichert alle verfügbaren Zauber und Ränge FBPlayerSpells = {}; FBActiveSpellIDs = {}; FBSpellBtns = {}; function FBHealBox_OnLoad() local swowTag = ""; if (FBHasSuperWoW) then swowTag = FBT("SUPERWOW"); end DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME.."|r "..HealBoxVersion.." : |cFF00FF00"..FBT("LOADED")..swowTag); DEFAULT_CHAT_FRAME:AddMessage(FBT("CREDITS")); this:RegisterEvent("ADDON_LOADED"); this:RegisterEvent("PARTY_MEMBERS_CHANGED"); this:RegisterEvent("PLAYER_ENTERING_WORLD"); this:RegisterEvent("SPELLS_CHANGED"); this:RegisterEvent("UNIT_HEALTH"); this:RegisterEvent("UNIT_MAXHEALTH"); this:RegisterEvent("SPELL_UPDATE_COOLDOWN"); this:RegisterEvent("VARIABLES_LOADED"); this:RegisterEvent("UNIT_AURA"); -- Begleiter kommen und gehen (Beschwoerung, Wegschicken, Tod) this:RegisterEvent("UNIT_PET"); this:RegisterEvent("UNIT_NAME_UPDATE"); -- Manabalken this:RegisterEvent("UNIT_MANA"); this:RegisterEvent("UNIT_MAXMANA"); this:RegisterEvent("UNIT_DISPLAYPOWER"); end -- Fehlende Schluessel in den geladenen SavedVariables nachziehen function FBHealBox_ApplyDefaults() if (not HealBox) then HealBox = {}; end if (not HealBox.SpellChoice) then HealBox.SpellChoice = {}; end if (HealBox.MaxButtons == nil) then HealBox.MaxButtons = 5; end if (HealBox.Scale == nil) then HealBox.Scale = 1.0; end if (HealBox.AttachMode == nil) then HealBox.AttachMode = 0; end if (HealBox.Active == nil) then HealBox.Active = 1; end if (HealBox.HealComm == nil) then HealBox.HealComm = 1; end if (HealBox.Locale == nil) then HealBox.Locale = FBDetectLocale(); end if (HealBox.ButtonSpacing == nil) then HealBox.ButtonSpacing = 2; end if (HealBox.RowSpacing == nil) then HealBox.RowSpacing = 4; end if (HealBox.ManaBar == nil) then HealBox.ManaBar = 1; end if (HealBox.ShowPets == nil) then HealBox.ShowPets = 1; end if (HealBox.ClassColors == nil) then HealBox.ClassColors = 1; end if (HealBox.RangeFade == nil) then HealBox.RangeFade = 1; end if (not HealBox.SpellChoiceR) then HealBox.SpellChoiceR = {}; end if (HealBox.RightClick == nil) then HealBox.RightClick = 0; end if (HealBox.DebuffIcon == nil) then HealBox.DebuffIcon = 1; end if (HealBox.LOSIcon == nil) then HealBox.LOSIcon = 1; end if (HealBox.BuffWatchPets == nil) then HealBox.BuffWatchPets = 0; end if (not FBPlateActionName[HealBox.PlateLeft or ""]) then HealBox.PlateLeft = "target"; end if (not FBPlateActionName[HealBox.PlateRight or ""]) then HealBox.PlateRight = "target"; end end -- Optionsfenster an die gespeicherten Werte angleichen function FBHealBox_SyncOptions() if (MaxButtonSlider) then MaxButtonSlider:SetValue(HealBox.MaxButtons); end if (ScaleSlider) then ScaleSlider:SetValue(HealBox.Scale); end if (ButtonSpacingSlider) then ButtonSpacingSlider:SetValue(HealBox.ButtonSpacing); end if (RowSpacingSlider) then RowSpacingSlider:SetValue(HealBox.RowSpacing); end if (AttachModeCheck) then AttachModeCheck:SetChecked(HealBox.AttachMode == 1); end if (HealCommCheck) then HealCommCheck:SetChecked(HealBox.HealComm == 1); end if (ManaBarCheck) then ManaBarCheck:SetChecked(HealBox.ManaBar == 1); end if (ShowPetsCheck) then ShowPetsCheck:SetChecked(HealBox.ShowPets == 1); end if (TestModeCheck) then TestModeCheck:SetChecked(FBTestMode); end if (ClassColorsCheck) then ClassColorsCheck:SetChecked(HealBox.ClassColors == 1); end if (RangeFadeCheck) then RangeFadeCheck:SetChecked(HealBox.RangeFade == 1); end if (DebuffIconCheck) then DebuffIconCheck:SetChecked(HealBox.DebuffIcon == 1); end if (LOSIconCheck) then LOSIconCheck:SetChecked(HealBox.LOSIcon == 1); end if (BuffWatchPetsCheck) then BuffWatchPetsCheck:SetChecked(HealBox.BuffWatchPets == 1); end if (RightClickCheck) then RightClickCheck:SetChecked(HealBox.RightClick == 1); end FBHealBox_UpdateBuffWatchLabel(); FBHealBox_UpdatePlateActionLabels(); FBHealBox_ApplyRightClickLayout(); end function FBUnitGUID(unit) if (FBHasSuperWoW and UnitExists(unit)) then local exists, guid = UnitExists(unit); return guid; end return nil; end -- [ Zauberbuch scannen und Ränge sammeln ] -- function FBLoadSpellData() FBPlayerSpells = {}; FBBuffSpells = {}; local i = 1; while true do local spellName, spellRank = GetSpellName(i, BOOKTYPE_SPELL); if not spellName then break; end local isHealBoxSpell = false; for _, v in ipairs(Spell.Name) do if v == spellName then isHealBoxSpell = true; break; end end -- Buff-Wache: Textur des Zaubers merken (rangunabhaengig) for _, v in ipairs(FBBuffWatchSpells[FBClass] or {}) do if (v == spellName) then FBBuffSpells[spellName] = { icon = GetSpellTexture(i, BOOKTYPE_SPELL) }; break; end end if isHealBoxSpell then if not FBPlayerSpells[spellName] then FBPlayerSpells[spellName] = {}; end local icon = GetSpellTexture(i, BOOKTYPE_SPELL); table.insert(FBPlayerSpells[spellName], { rank = spellRank, id = i, icon = icon }); end i = i + 1; end -- Tooltips auswerten: welche dieser Zauber sind HoTs bzw. Absorb-Schilde? FBPredict_BuildWatch(); if (not HealBox.SpellChoiceR) then HealBox.SpellChoiceR = {}; end for _, side in ipairs({ "L", "R" }) do local _, _, _, _, savedTable = FBChoiceTables(side); for btnIndex = 1, MaxButtonCount, 1 do local saved = savedTable[btnIndex]; if type(saved) == "number" then savedTable[btnIndex] = nil; saved = nil; end FBApplySpellChoice(btnIndex, saved, side); end end end -- side = "L" (Standard) oder "R" (Rechtsklick) function FBApplySpellChoice(i, castString, side) if type(castString) == "number" then return; end local names, icons, ids, fields = FBChoiceTables(side); names[i] = castString; icons[i] = "Interface\\Icons\\INV_Misc_QuestionMark"; ids[i] = nil; if castString then for baseName, ranks in pairs(FBPlayerSpells) do for _, spellData in ipairs(ranks) do local cmpString = baseName; if spellData.rank and spellData.rank ~= "" then cmpString = baseName .. "(" .. spellData.rank .. ")"; end if cmpString == castString then icons[i] = spellData.icon; ids[i] = spellData.id; break; end end end end if fields[i] then if castString and icons[i] then fields[i].text:SetText(castString); fields[i].icon:SetTexture(icons[i]); else fields[i].text:SetText(FBT("SELECT_SPELL")); fields[i].icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark"); end fields[i].icon:Show(); end end -- ========================================================================== -- [ FB Cascading Menu: eigenes Menuesystem fuer Vanilla 1.12 / Lua 5.0 ] -- -- Warum kein UIDropDownMenu mehr? -- * 1.12 loest Level-2 ueber UIDROPDOWNMENU_OPEN_MENU (ein STRING) auf und -- ruft dort ToggleDropDownMenu(level+1, ...) ohne Frame-Referenz auf -> -- bei Custom-Frames im displayMode "MENU" bricht die Kette regelmaessig. -- * UIDropDownMenuButton_OnEnter ruft bei JEDEM Eintrag ohne hasArrow -- CloseDropDownMenus(level+1) -> das Untermenue stirbt, sobald die Maus -- ueber einen Nachbareintrag wandert. -- * info.func + keepShownOnClick erzeugt zwangsweise Haken + Check-Sound. -- -- Dieses Menue: Hover oeffnet, nichts schliesst es ausser Auswahl / anderes -- Untermenue / Klick daneben. Icon links, Text linksbuendig, kein Sound. -- ========================================================================== FBMENU_MAX_LEVELS = 2; -- Anzahl Menue-Ebenen FBMENU_BTN_HEIGHT = 17; -- Zeilenhoehe FBMENU_ICON_SIZE = 16; -- Icon-Kantenlaenge FBMENU_TEXT_GAP = 6; -- Abstand Icon -> Text FBMENU_PAD = 8; -- Innenabstand der Liste FBMENU_ARROW_SPACE = 18; -- Platz fuer den Pfeil rechts FBMENU_MOUSE_PAD = 14; -- Toleranzzone: Bruecke zwischen L1 und L2 FBMENU_GRACE_TIME = 3.0; -- Sek. ausserhalb -> Auto-Close (999 = aus) FBMenuList = {}; -- [level] = Frame FBMenuActiveButtonID = 1; -- welcher Options-Slot wird gerade belegt FBMenuActiveSide = "L"; -- "L" = Linksklick-Feld, "R" = Rechtsklick-Feld FBMenuOpenSubValue = nil; -- welcher Zauber haengt gerade im Untermenue FBMenuOutTimer = 0; -- Treiber fuer den Auto-Close (OnUpdate laeuft nur solange sichtbar) FBMenuDriver = CreateFrame("Frame", "FBMenuDriver", UIParent); FBMenuDriver:Hide(); FBMenuDriver:SetScript("OnUpdate", function() FBMenu_OnUpdate(arg1); end); -- Unsichtbarer Klickfaenger hinter dem Menue (Klick daneben schliesst) FBMenuCloser = CreateFrame("Button", "FBMenuCloser", UIParent); FBMenuCloser:SetAllPoints(UIParent); FBMenuCloser:SetFrameStrata("FULLSCREEN"); FBMenuCloser:EnableMouse(true); FBMenuCloser:RegisterForClicks("LeftButtonUp", "RightButtonUp"); FBMenuCloser:SetScript("OnClick", function() FBMenu_CloseAll(); end); FBMenuCloser:Hide(); -- [ Hilfsfunktionen ] ------------------------------------------------------ function FBMenu_MouseOver(frame) if (not frame) or (not frame:IsVisible()) then return false; end local left = frame:GetLeft(); if (not left) then return false; end local scale = frame:GetEffectiveScale(); local x, y = GetCursorPosition(); x = x / scale; y = y / scale; local pad = FBMENU_MOUSE_PAD; return (x >= left - pad) and (x <= frame:GetRight() + pad) and (y >= frame:GetBottom() - pad) and (y <= frame:GetTop() + pad); end function FBMenu_GetList(level) if (FBMenuList[level]) then return FBMenuList[level]; end local f = CreateFrame("Frame", "FBMenuList"..level, UIParent); f:SetFrameStrata("FULLSCREEN_DIALOG"); f:SetFrameLevel(10 + level * 5); f:SetToplevel(true); f:EnableMouse(true); f:SetBackdrop({ bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background", edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 14, insets = { left = 4, right = 4, top = 4, bottom = 4 } }); f:SetBackdropColor(0, 0, 0, 0.92); f.buttons = {}; f:Hide(); FBMenuList[level] = f; return f; end function FBMenu_GetButton(list, index) if (list.buttons[index]) then return list.buttons[index]; end local yOff = -FBMENU_PAD - ((index - 1) * FBMENU_BTN_HEIGHT); local b = CreateFrame("Button", list:GetName().."Button"..index, list); b:SetHeight(FBMENU_BTN_HEIGHT); b:SetPoint("TOPLEFT", list, "TOPLEFT", FBMENU_PAD, yOff); b:SetPoint("TOPRIGHT", list, "TOPRIGHT", -FBMENU_PAD, yOff); b.icon = b:CreateTexture(nil, "ARTWORK"); b.icon:SetWidth(FBMENU_ICON_SIZE); b.icon:SetHeight(FBMENU_ICON_SIZE); b.icon:SetPoint("LEFT", b, "LEFT", 0, 0); b.icon:SetTexCoord(0.07, 0.93, 0.07, 0.93); b.text = b:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall"); b.text:SetPoint("LEFT", b, "LEFT", FBMENU_ICON_SIZE + FBMENU_TEXT_GAP, 0); b.text:SetJustifyH("LEFT"); b.arrow = b:CreateTexture(nil, "ARTWORK"); b.arrow:SetWidth(16); b.arrow:SetHeight(16); b.arrow:SetPoint("RIGHT", b, "RIGHT", 2, 0); b.arrow:SetTexture("Interface\\ChatFrame\\ChatFrameExpandArrow"); b.arrow:Hide(); b.hl = b:CreateTexture(nil, "HIGHLIGHT"); b.hl:SetAllPoints(b); b.hl:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight"); b.hl:SetBlendMode("ADD"); b:RegisterForClicks("LeftButtonUp"); b:SetScript("OnEnter", function() FBMenu_ButtonOnEnter(); end); b:SetScript("OnClick", function() FBMenu_ButtonOnClick(); end); list.buttons[index] = b; return b; end -- [ Menue-Ebene aufbauen und anzeigen ] ------------------------------------ -- entries = Array aus { text, icon, hasArrow, submenu, value, spellID, func, isTitle } -- anchor = Level 1: der Options-Button; Level >1: der Eintrag mit dem Pfeil function FBMenu_ShowLevel(level, entries, anchor) local list = FBMenu_GetList(level); local count = table.getn(entries); if (count == 0) then list:Hide(); return; end local maxText = 0; local anyArrow = false; for i = 1, count do local e = entries[i]; local b = FBMenu_GetButton(list, i); b.entry = e; b.level = level; b.text:SetText(e.text); if (e.isTitle) then b.text:SetTextColor(1, 0.82, 0); b.hl:SetAlpha(0); else b.text:SetTextColor(1, 1, 1); b.hl:SetAlpha(1); end if (e.icon) then b.icon:SetTexture(e.icon); b.icon:Show(); else b.icon:Hide(); end if (e.hasArrow) then b.arrow:Show(); anyArrow = true; else b.arrow:Hide(); end b:Show(); local w = b.text:GetStringWidth(); if (w > maxText) then maxText = w; end end -- ueberzaehlige Buttons aus einem frueheren Aufruf verstecken local j = count + 1; while (list.buttons[j]) do list.buttons[j]:Hide(); j = j + 1; end local width = (FBMENU_PAD * 2) + FBMENU_ICON_SIZE + FBMENU_TEXT_GAP + maxText; if (anyArrow) then width = width + FBMENU_ARROW_SPACE; end if (width < 130) then width = 130; end list:SetWidth(width); list:SetHeight((FBMENU_PAD * 2) + (count * FBMENU_BTN_HEIGHT)); list:ClearAllPoints(); if (level == 1) then list:SetPoint("TOPLEFT", anchor, "BOTTOMLEFT", 0, -2); else -- 2px Ueberlappung mit der Elternliste: kein Loch, das die Maus verliert list:SetPoint("TOPLEFT", anchor, "TOPRIGHT", FBMENU_PAD - 2, FBMENU_PAD); end list:Show(); -- Ragt es rechts aus dem Bildschirm? Dann nach links klappen. if (level > 1) and list:GetRight() and (list:GetRight() > UIParent:GetRight()) then list:ClearAllPoints(); list:SetPoint("TOPRIGHT", anchor, "TOPLEFT", -(FBMENU_PAD - 2), FBMENU_PAD); end end -- [ Maus-Handler ] --------------------------------------------------------- function FBMenu_ButtonOnEnter() local e = this.entry; if (not e) or e.isTitle then return; end if (e.hasArrow) then -- Hover oeffnet das Untermenue (nur neu bauen, wenn ein anderer Zauber) if (FBMenuOpenSubValue ~= e.submenu) then FBMenuOpenSubValue = e.submenu; FBMenu_ShowLevel(this.level + 1, FBMenu_BuildRankEntries(e.submenu), this); end end -- Eintraege OHNE Pfeil lassen ein offenes Untermenue absichtlich stehen. -- (Blizzards Original wuerde hier CloseDropDownMenus() feuern.) end function FBMenu_ButtonOnClick() local e = this.entry; if (not e) or e.isTitle then return; end if (e.hasArrow) then FBMenuOpenSubValue = e.submenu; FBMenu_ShowLevel(this.level + 1, FBMenu_BuildRankEntries(e.submenu), this); return; end if (e.func) then e.func(e); end end function FBMenu_OnUpdate(elapsed) if (not elapsed) then return; end local over = false; for lvl = 1, FBMENU_MAX_LEVELS do if (FBMenu_MouseOver(FBMenuList[lvl])) then over = true; break; end end if (over) then FBMenuOutTimer = 0; else FBMenuOutTimer = FBMenuOutTimer + elapsed; if (FBMenuOutTimer > FBMENU_GRACE_TIME) then FBMenu_CloseAll(); end end end -- [ Oeffnen / Schliessen ] ------------------------------------------------- function FBMenu_IsOpen() return (FBMenuList[1] and FBMenuList[1]:IsVisible()); end function FBMenu_CloseAll() for lvl = 1, FBMENU_MAX_LEVELS do if (FBMenuList[lvl]) then FBMenuList[lvl]:Hide(); end end FBMenuOpenSubValue = nil; FBMenuOutTimer = 0; FBMenuDriver:Hide(); FBMenuCloser:Hide(); end -- Beliebige Eintragsliste als Menue oeffnen (Zauberwahl, Sprachwahl, ...) function FBMenu_OpenMenu(entries, anchorFrame) FBMenu_CloseAll(); FBMenu_ShowLevel(1, entries, anchorFrame); FBMenuOutTimer = 0; FBMenuCloser:Show(); FBMenuDriver:Show(); end function FBMenu_OpenSpellMenu(btnIndex, anchorFrame, side) side = side or "L"; -- gleiches Feld nochmal geklickt -> zu if (FBMenu_IsOpen() and FBMenuActiveButtonID == btnIndex and FBMenuActiveSide == side) then FBMenu_CloseAll(); return; end FBMenuActiveButtonID = btnIndex; FBMenuActiveSide = side; FBMenu_OpenMenu(FBMenu_BuildSpellEntries(), anchorFrame); end -- Sprachumschaltung im Optionsfenster function FBMenu_OpenLanguageMenu(anchorFrame) if (FBMenu_IsOpen()) then FBMenu_CloseAll(); return; end local entries = {}; local codes = { "deDE", "enUS" }; for _, code in ipairs(codes) do local e = {}; e.text = FBLocale[code].LANG_NAME; e.code = code; e.func = function(entry) FBSetLocale(entry.code, true); FBMenu_CloseAll(); end table.insert(entries, e); end FBMenu_OpenMenu(entries, anchorFrame); end -- Buff-Wache: Auswahl eines gelernten Buffs (oder keiner) function FBMenu_OpenBuffMenu(anchorFrame) if (FBMenu_IsOpen()) then FBMenu_CloseAll(); return; end local entries = {}; local none = {}; none.text = FBT("MENU_NO_BUFF"); none.icon = "Interface\\Icons\\INV_Misc_QuestionMark"; none.func = function() FBHealBox_SetWatchBuff(nil); FBMenu_CloseAll(); end table.insert(entries, none); for _, spellName in ipairs(FBBuffWatchSpells[FBClass] or {}) do local sd = FBBuffSpells[spellName]; if (sd) then local e = {}; e.text = spellName; e.icon = sd.icon; e.value = spellName; e.func = function(entry) FBHealBox_SetWatchBuff(entry.value); FBMenu_CloseAll(); end table.insert(entries, e); end end FBMenu_OpenMenu(entries, anchorFrame); end -- Klickaktion der Plakette waehlen (side = "L" / "R") function FBMenu_OpenPlateActionMenu(anchorFrame, side) if (FBMenu_IsOpen()) then FBMenu_CloseAll(); return; end local entries = {}; for _, action in ipairs(FBPlateActionOrder) do local e = {}; e.text = FBT(FBPlateActionName[action]); e.action = action; e.func = function(entry) if (side == "R") then HealBox.PlateRight = entry.action; else HealBox.PlateLeft = entry.action; end FBHealBox_UpdatePlateActionLabels(); FBMenu_CloseAll(); end table.insert(entries, e); end FBMenu_OpenMenu(entries, anchorFrame); end -- [ Inhalte ] -------------------------------------------------------------- function FBMenu_MakeCastString(spellName, rank) if (rank and rank ~= "") then return spellName.."("..rank..")"; end return spellName; end function FBMenu_BuildSpellEntries() local entries = {}; local clear = {}; clear.text = FBT("MENU_NO_SPELL"); clear.icon = "Interface\\Icons\\INV_Misc_QuestionMark"; clear.func = FBMenu_ClearSpell; table.insert(entries, clear); for _, spellName in ipairs(Spell.Name) do local ranks = FBPlayerSpells[spellName]; if (ranks) then local numRanks = table.getn(ranks); local e = {}; e.text = spellName; e.icon = ranks[1].icon; if (numRanks > 1) then e.hasArrow = true; e.submenu = spellName; else e.value = FBMenu_MakeCastString(spellName, ranks[1].rank); e.spellID = ranks[1].id; e.func = FBMenu_SelectSpell; end table.insert(entries, e); end end return entries; end function FBMenu_BuildRankEntries(spellName) local entries = {}; local ranks = FBPlayerSpells[spellName]; if (not ranks) then return entries; end local title = {}; title.text = spellName; title.isTitle = true; title.icon = ranks[1].icon; table.insert(entries, title); for _, sd in ipairs(ranks) do local e = {}; e.text = sd.rank; if (not e.text) or (e.text == "") then e.text = FBT("RANK_DEFAULT"); end e.icon = sd.icon; e.value = FBMenu_MakeCastString(spellName, sd.rank); e.spellID = sd.id; e.func = FBMenu_SelectSpell; table.insert(entries, e); end return entries; end function FBMenu_SelectSpell(entry) local btnID = FBMenuActiveButtonID; local _, _, _, _, savedTable = FBChoiceTables(FBMenuActiveSide); savedTable[btnID] = entry.value; FBApplySpellChoice(btnID, entry.value, FBMenuActiveSide); FBHealBoxButtonsChanged(); FBMenu_CloseAll(); end function FBMenu_ClearSpell() local btnID = FBMenuActiveButtonID; local _, _, _, _, savedTable = FBChoiceTables(FBMenuActiveSide); savedTable[btnID] = nil; FBApplySpellChoice(btnID, nil, FBMenuActiveSide); FBHealBoxButtonsChanged(); FBMenu_CloseAll(); end function FBHealBox_OnEvent(event, arg1) if ((event == "ADDON_LOADED") and (arg1 == FBADDON_FOLDER)) then FBHealBox_ApplyDefaults(); FBSetLocale(HealBox.Locale, 1); FBHealBox_SyncOptions(); HealBoxAttachMode(HealBox.AttachMode); FBHealBox_ApplyButtonSpacing(); FBUpdateNames(); end if (event == "PLAYER_ENTERING_WORLD" or event == "SPELLS_CHANGED") then FBLoadSpellData(); FBHealBoxButtons(); if (FBRegisterMinimapButtonWithMBB) then FBRegisterMinimapButtonWithMBB(); end FBHealBox_UpdateBuffWatchLabel(); if (event == "PLAYER_ENTERING_WORLD") then FBUpdateNames(); end FBHealBox_RefreshAllBars(); end if (event == "VARIABLES_LOADED") then FBHealBox_ApplyDefaults(); FBSetLocale(HealBox.Locale, 1); FBLoadSpellData(); FBHealBoxButtons(); FBHealBox_SyncOptions(); HealBoxAttachMode(HealBox.AttachMode); FBHealBox_ApplyButtonSpacing(); FBUpdateNames(); end -- Gruppe oder Begleiter geaendert -> Plaketten neu belegen und anordnen if (event == "PARTY_MEMBERS_CHANGED" or event == "UNIT_PET") then FBUpdateNames(); end if (event == "UNIT_NAME_UPDATE") then local p = FBUnitSlot[arg1]; if (p and FBPartyFrame[p] and not FBTestMode) then FBPartyFrame[p].NameText:SetText(strupper(UnitName(arg1) or "")); end end -- Alle UNIT_*-Events laufen ueber die Slot-Tabelle: ein Handler fuer -- Spieler und Begleiter, Leben und Mana. Im Testmodus sind die Geister -- vom Echtzeit-Update abgekoppelt (das erledigt FBPredict_OnUpdate). if (event == "UNIT_HEALTH" or event == "UNIT_MAXHEALTH" or event == "UNIT_AURA" or event == "UNIT_MANA" or event == "UNIT_MAXMANA" or event == "UNIT_DISPLAYPOWER") then local p = FBUnitSlot[arg1]; if (p and FBPartyFrame[p]) then FBHealBox_UpdateUnit(arg1, FBPartyFrame[p]); if (event == "UNIT_AURA") then FBHealBox_CheckWatchBuff(arg1, FBPartyFrame[p]); end end end end -- Alle drei Balken in dieselbe Ebene legen und stabil stapeln: -- HP deckend oben, darunter der Schild-Anteil, ganz unten die Heilvorhersage. -- Der Manabalken liegt als oberste Schicht ueber dem unteren Rand des HP-Balkens. function FBHealBox_SetBarStrata(f, strata) if (not f) or (not f.HealthBar) then return; end f.IncHealBar:SetFrameStrata(strata); f.ShieldBar:SetFrameStrata(strata); f.HealthBar:SetFrameStrata(strata); f.ManaBar:SetFrameStrata(strata); f.IncHealBar:SetFrameLevel(1); f.ShieldBar:SetFrameLevel(2); f.HealthBar:SetFrameLevel(3); f.ManaBar:SetFrameLevel(4); end -- Alle Balken einer Plakette ein-/ausblenden (Party-Frame-Modus blendet aus) function FBHealBox_SetPlateVisible(f, visible) if (not f) or (not f.HealthBar) then return; end f.plateHidden = (not visible); if (visible) then f.NameText:Show(); f.HPText:Show(); if (f.isPet and f.PetIcon) then f.PetIcon:Show(); end f.HealthBar:Show(); f.ShieldBar:Show(); f.IncHealBar:Show(); -- ManaBar entscheidet FBHealBox_UpdateMana je nach Powertyp else f.NameText:Hide(); f.HPText:Hide(); if (f.isPet and f.PetIcon) then f.PetIcon:Hide(); end f.HealthBar:Hide(); f.ShieldBar:Hide(); f.IncHealBar:Hide(); f.ManaBar:Hide(); f.DebuffIcon:Hide(); f.DebuffCount:Hide(); f.LOSIcon:Hide(); end end -- ========================================================================== -- [ Klick auf die Plakette ] -- -- Links- und Rechtsklick auf Name/Lebensbalken sind belegbar (Optionen, -- Reiter Allgemein): target = anvisieren, menu = Blizzards Einheitenmenue, -- move = Anzeige ziehen, none = nichts. Shift + Linksklick ziehen verschiebt -- die Anzeige immer. -- ========================================================================== FBPlateActionOrder = { "target", "menu", "move", "none" }; FBPlateActionName = { target = "ACT_TARGET", menu = "ACT_MENU", move = "ACT_MOVE", none = "ACT_NONE" }; FBHealBoxDragging = false; function FBHealBox_PlateAction(mouseButton) if (mouseButton == "RightButton") then return HealBox.PlateRight or "target"; end return HealBox.PlateLeft or "target"; end -- Blizzards Dropdown zur Einheit (fuer das Einheitenmenue), sonst nil function FBHealBox_UnitDropDown(unit) if (unit == "player") then return PlayerFrameDropDown; end local _, _, n = string.find(unit, "^party(%d)$"); if (n) then return getglobal("PartyMemberFrame"..n.."DropDown"); end if (unit == "pet") then return PetFrameDropDown; end return nil; end function FBHealBox_RunPlateAction(f, action) local unit = f.unit; if (not unit) or (action == "none") or (action == "move") then return; end if (FBTest_Ghost(unit)) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_CLICK")); return; end if (not UnitExists(unit)) then return; end if (action == "menu") then local dd = FBHealBox_UnitDropDown(unit); if (dd and ToggleDropDownMenu) then ToggleDropDownMenu(1, nil, dd, "cursor"); return; end -- kein Menue fuer diese Einheit (Gruppen-Begleiter): anvisieren end TargetUnit(unit); end function FBHealBox_PlateMouseDown(f) local action = FBHealBox_PlateAction(arg1); if (HealBox.AttachMode ~= 1) and (action == "move" or (arg1 == "LeftButton" and IsShiftKeyDown())) then FBHealBoxDragging = true; FBHealBox1:StartMoving(); end end function FBHealBox_PlateMouseUp(f) if (FBHealBoxDragging) then FBHealBoxDragging = false; FBHealBox1:StopMovingOrSizing(); FBHealBox_SavePosition(); return; end FBHealBox_RunPlateAction(f, FBHealBox_PlateAction(arg1)); end -- [ Plattenposition merken ] ------------------------------------------------ -- Gespeichert wird die linke obere Ecke in Bildschirmpixeln (skalierungs- -- unabhaengig), damit ein Wechsel der Skalierung die Platte nicht verschiebt. function FBHealBox_SavePosition() if (not FBHealBox1) or (HealBox.AttachMode == 1) then return; end local left, top = FBHealBox1:GetLeft(), FBHealBox1:GetTop(); if (not left) or (not top) then return; end local s = FBHealBox1:GetEffectiveScale(); HealBox.PosX = left * s; HealBox.PosY = top * s; end function FBHealBox_RestorePosition() if (not FBHealBox1) then return; end FBHealBox1:ClearAllPoints(); if (HealBox.PosX and HealBox.PosY) then local s = FBHealBox1:GetEffectiveScale(); FBHealBox1:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", HealBox.PosX / s, HealBox.PosY / s); else FBHealBox1:SetPoint("LEFT", WorldFrame, "LEFT", 100, 22); end end function FBHealBoxCreateFrame(FrameName,ParentFrame,FrameTexture,FrameWidth,FrameHeight,FrameAlpha,Unit,isPet) local f = CreateFrame("Frame", FrameName, ParentFrame); f:SetFrameStrata("MEDIUM"); icon = f:CreateTexture(nil, "BACKGROUND"); icon:SetAllPoints(); f:SetBackdrop({bgFile = nil, edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 10, insets = { left = 4, right = 4, top = 4, bottom = 4 }}); f.unit = Unit; f.isPet = isPet; -- Begleiter: eingerueckt und um die Einrueckung schmaler f.indent = 0; if (isPet) then f.indent = FBPET_INDENT; end f.plateW = FrameWidth - f.indent; local barW = f.plateW - 5; -- Breite der Namensbox ohne / mit Debuff-Icon (Pets: minus Pfoten-Icon) local nameX = 4; if (isPet) then nameX = 4 + FBPET_ICON_SIZE + 3; end f.nameWidthFull = FBNAME_WIDTH_FULL - f.indent - (nameX - 4); f.nameWidthIcon = FBNAME_WIDTH_ICON - f.indent - (nameX - 4); f:SetAlpha(FrameAlpha); f:SetHeight(FrameHeight); f:SetWidth(f.plateW); if (isPet) then f.PetIcon = f:CreateTexture(nil, "OVERLAY"); f.PetIcon:SetWidth(FBPET_ICON_SIZE); f.PetIcon:SetHeight(FBPET_ICON_SIZE); f.PetIcon:SetPoint("TOPLEFT", f, "TOPLEFT", 4, -7); f.PetIcon:SetTexture(FBPET_ICON); f.PetIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93); end -- Name: linksbuendig, volle Breite. Nur solange ein Debuff-Icon zu sehen -- ist, wird die Box schmaler (FBHealBox_UpdateDebuffIcon). f.NameText = f:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall"); f.NameText:SetPoint("TOPLEFT", f, "TOPLEFT", nameX, -8); f.NameText:SetJustifyH("LEFT"); f.NameText:SetText(""); if (isPet) then f.NameText:SetTextColor(FBPET_NAME_COLOR[1], FBPET_NAME_COLOR[2], FBPET_NAME_COLOR[3], FBPET_NAME_COLOR[4]); else f.NameText:SetTextColor(1, 1, 1, 1); end f.NameText:SetWidth(f.nameWidthFull); -- Debuff-Icon rechts neben dem Namen, mit Stackzahl f.DebuffIcon = f:CreateTexture(nil, "OVERLAY"); f.DebuffIcon:SetWidth(FBDEBUFF_ICON_SIZE); f.DebuffIcon:SetHeight(FBDEBUFF_ICON_SIZE); f.DebuffIcon:SetPoint("TOPLEFT", f, "TOPLEFT", nameX + f.nameWidthIcon + 3, -7); f.DebuffIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93); f.DebuffIcon:Hide(); f.DebuffCount = f:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall"); f.DebuffCount:SetPoint("BOTTOMRIGHT", f.DebuffIcon, "BOTTOMRIGHT", 3, -2); f.DebuffCount:SetText(""); f.DebuffCount:Hide(); -- Sichtlinien-Abzeichen am linken Rand f.LOSIcon = f:CreateTexture(nil, "OVERLAY"); f.LOSIcon:SetWidth(FBLOS_ICON_SIZE); f.LOSIcon:SetHeight(FBLOS_ICON_SIZE); f.LOSIcon:SetPoint("RIGHT", f, "LEFT", FBLOS_ICON_X, FBLOS_ICON_Y); f.LOSIcon:SetTexture(FBLOS_ICON); f.LOSIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93); f.LOSIcon:Hide(); f.HPText = f:CreateFontString(nil, "OVERLAY", "NumberFontNormalYellow"); f.HPText:SetPoint("RIGHT", -5, 0); f.HPText:SetText("100%"); f.HPText:SetTextColor(1, 1, 1, 1); f.HealthBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar"); f.HealthBar:SetWidth(barW); f.HealthBar:SetHeight(NamePlateHeight - 5); f.HealthBar:SetPoint("TOPLEFT", 2, -3); f.HealthBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar"); f.HealthBar:SetMinMaxValues(0, UnitHealthMax(Unit)); f.HealthBar:SetValue(UnitHealth(Unit)); f.HealthBar:SetStatusBarColor(0, 1, 0, 1); f.HealthBar:Show(); -- Absorb-Schild als halbtransparentes "Pseudoleben" hinter dem HP-Balken f.ShieldBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar"); f.ShieldBar:SetWidth(barW); f.ShieldBar:SetHeight(NamePlateHeight - 5); f.ShieldBar:SetPoint("TOPLEFT", 2, -3); f.ShieldBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar"); f.ShieldBar:SetMinMaxValues(0, UnitHealthMax(Unit)); f.ShieldBar:SetValue(UnitHealth(Unit)); f.ShieldBar:SetStatusBarColor(0.6, 0.8, 1.0, 0.5); f.ShieldBar:Show(); -- Eingehende Heilung (Direktheilung + HoT-Restticks) f.IncHealBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar"); f.IncHealBar:SetWidth(barW); f.IncHealBar:SetHeight(NamePlateHeight - 5); f.IncHealBar:SetPoint("TOPLEFT", 2, -3); f.IncHealBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar"); f.IncHealBar:SetMinMaxValues(0, UnitHealthMax(Unit)); f.IncHealBar:SetValue(UnitHealth(Unit)); f.IncHealBar:SetStatusBarColor(0.4, 1, 0.4, 0.5); f.IncHealBar:Show(); -- Manabalken: FBMANA_BAR_HEIGHT px am unteren Rand des Lebensbalkens, -- "Balken im Balken". Nur sichtbar bei Einheiten mit Mana. f.ManaBar = CreateFrame("STATUSBAR", nil, f, "TextStatusBar"); f.ManaBar:SetWidth(barW); f.ManaBar:SetHeight(FBMANA_BAR_HEIGHT); f.ManaBar:SetPoint("BOTTOMLEFT", f.HealthBar, "BOTTOMLEFT", 0, 0); f.ManaBar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar"); f.ManaBar:SetMinMaxValues(0, 1); f.ManaBar:SetValue(0); f.ManaBar:SetStatusBarColor(FBMANA_BAR_COLOR[1], FBMANA_BAR_COLOR[2], FBMANA_BAR_COLOR[3], FBMANA_BAR_COLOR[4]); -- dunkler Streifen dahinter, damit fehlendes Mana lesbar bleibt f.ManaBar.bg = f.ManaBar:CreateTexture(nil, "BACKGROUND"); f.ManaBar.bg:SetAllPoints(f.ManaBar); f.ManaBar.bg:SetTexture(0, 0, 0, FBMANA_BG_ALPHA); f.ManaBar:Hide(); -- Reihenfolge: Mana ganz oben, HP deckend, darunter Schild, darunter Heilvorhersage FBHealBox_SetBarStrata(f, "LOW"); f:SetMovable(true); f:EnableMouse(true); f:SetScript("OnMouseDown", function() FBHealBox_PlateMouseDown(f); end); f:SetScript("OnMouseUp", function() FBHealBox_PlateMouseUp(f); end); return f; end -- Zauber castString auf das Ziel des Buttons wirken (Links- oder Rechtsklick) function FBHealBox_CastOn(button, castString) if (not castString) then return; end local castTarget = button.TargetUnit or "player"; -- Geisterspieler: nichts casten, nur Hinweis if (FBTest_Ghost(castTarget)) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00"..FBADDON_NAME..":|r "..FBT("TEST_CLICK")); return; end if (castTarget == "player") then -- Ziel VOR dem Cast merken: SPELLCAST_START feuert sofort FBPredict_NoteCast(castString, UnitName("player")); CastSpellByName(castString, 1); return; end if (not UnitExists(castTarget)) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFF0000"..FBADDON_NAME..":|r "..castTarget..FBT("NOT_IN_GROUP")); return; end if (SUPERWOW_VERSION or SUPERWOW_STRING) then FBPredict_NoteCast(castString, UnitName(castTarget)); CastSpellByName(castString, castTarget); else local hadTarget = UnitExists("target"); local targetWasSame = false; if (hadTarget and UnitIsUnit) then targetWasSame = UnitIsUnit("target", castTarget); end if (not targetWasSame) then TargetUnit(castTarget); end FBPredict_NoteCast(castString, UnitName(castTarget)); CastSpellByName(castString); if (not targetWasSame) then if (hadTarget) then TargetLastTarget(); else ClearTarget(); end end end end function FBHealBoxCreateButton(FBButtonName, FBParentFrame, xoffset, yoffset, texture, tooltiptext, targetUnit, spellID) if (not FBButtonName) or (FBButtonName == "") then FBButtonName = nil; -- namenlos statt "Button"..random(): keine Kollisionen mit fremden Globals end local button = CreateFrame("Button", FBButtonName, FBParentFrame); button:SetPoint("LEFT", FBParentFrame, "RIGHT", xoffset, yoffset); button.icon = button:CreateTexture(nil, "BACKGROUND"); button.icon:SetAllPoints(); -- Eck-Icon fuer den Rechtsklick-Zauber (nur sichtbar, wenn belegt und aktiviert) button.subIcon = button:CreateTexture(nil, "OVERLAY"); button.subIcon:SetWidth(12); button.subIcon:SetHeight(12); button.subIcon:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", -1, 1); button.subIcon:SetTexCoord(0.07, 0.93, 0.07, 0.93); button.subIcon:Hide(); local highlight = button:CreateTexture(nil, "HIGHLIGHT"); highlight:SetAllPoints(); highlight:SetBlendMode("ADD"); highlight:SetTexture("Interface/Buttons/ButtonHilight-Square"); button:SetPushedTexture("Interface/Buttons/UI-Quickslot-Depress"); if (texture) then button.icon:SetTexture(texture); else button.icon:SetTexture("Interface/Icons/INV_Misc_QuestionMark"); end button:EnableMouse(1); button:SetHeight(28); button:SetWidth(28); button.TargetUnit = targetUnit; button.spellName = tooltiptext; button.id = spellID; button:SetScript("OnEnter", function() GameTooltip:SetOwner(button, "ANCHOR_RIGHT", -30, 5); if (button.spellName == nil or button.id == nil) then GameTooltip:SetText(FBT("TT_NO_SPELL")); else GameTooltip_SetDefaultAnchor(GameTooltip, this); GameTooltip:SetSpell(this.id, SpellBookFrame.bookType); local tname = FBUnitName(this.TargetUnit) or "?"; GameTooltip:AddLine(FBADDON_NAME.." "..FBT("TT_TARGET")..": |cFF00FF00"..tname, 1, 1, 1); end if (button.spellNameR) then GameTooltip:AddLine(FBT("TT_RIGHT")..": |cFFFFFFFF"..button.spellNameR, 0.6, 0.8, 1); end GameTooltip:Show(); end); button:SetScript("OnLeave", function() GameTooltip:Hide(); end); button:RegisterForClicks("LeftButtonUp"); button:SetScript("OnClick", function() local castString = button.spellName; if (arg1 == "RightButton") then castString = button.spellNameR; end FBHealBox_CastOn(button, castString); end); button:RegisterEvent("SPELL_UPDATE_USABLE"); button:SetScript("OnEvent", HealBoxButton_OnEvent); return button; end function FBHealBoxSetup() local bg = "Interface/DialogFrame/UI-DialogBox-Background"; -- Spieler-Plaketten FBHealBox1..5, Begleiter-Plaketten FBHealBoxPet1..5. -- Alle haengen an FBHealBox1: die wird verschoben, der Rest folgt. FBHealBox1 = FBHealBoxCreateFrame("FBHealBox1", UIParent, bg, NamePlateWidth, NamePlateHeight, 1, "player", false); FBPartyFrame[1] = FBHealBox1; for p = 2, FBSlotCount do local name; if (FBSlotIsPet[p]) then name = "FBHealBoxPet"..(p - 5); else name = "FBHealBox"..p; end FBPartyFrame[p] = FBHealBoxCreateFrame(name, FBHealBox1, bg, NamePlateWidth, NamePlateHeight, 1, FBPartyUnit[p], FBSlotIsPet[p]); end FBHealBox2 = FBPartyFrame[2]; FBHealBox3 = FBPartyFrame[3]; FBHealBox4 = FBPartyFrame[4]; FBHealBox5 = FBPartyFrame[5]; FBHealBoxPet1 = FBPartyFrame[6]; FBHealBoxPet2 = FBPartyFrame[7]; FBHealBoxPet3 = FBPartyFrame[8]; FBHealBoxPet4 = FBPartyFrame[9]; FBHealBoxPet5 = FBPartyFrame[10]; HealBoxAttachMode(HealBox.AttachMode); end function FBHealBox_RefreshAllBars() if (not FBHealBox1) or (not FBHealBox1.ShieldBar) then return; end for p = 1, FBSlotCount do local unit = FBPartyUnit[p]; if (FBUnitExists(unit)) then FBHealBox_UpdateUnit(unit, FBPartyFrame[p]); end end end -- Ist dieser Slot gerade anzuzeigen? (Begleiter nur mit ShowPets) function FBSlotActive(p) if (p == 1) then return true; end if (FBSlotIsPet[p] and HealBox.ShowPets ~= 1) then return false; end return FBUnitExists(FBPartyUnit[p]); end -- Plaketten senkrecht anordnen: in FBLayoutOrder (Besitzer, darunter sein -- Begleiter), nur sichtbare Plaketten zaehlen, Abstand = HealBox.RowSpacing. -- Im Party-Frame-Modus haengen die Slots an Blizzards Frames, dann nichts tun. function FBHealBox_Layout() if (not FBHealBox1) or (HealBox.AttachMode == 1) then return; end local gap = HealBox.RowSpacing or 4; local prev = FBHealBox1; for _, p in ipairs(FBLayoutOrder) do if (p ~= 1) then local f = FBPartyFrame[p]; f:ClearAllPoints(); -- Begleiter ruecken ein, der naechste Spieler rueckt wieder aus local xShift = (f.indent or 0) - (prev.indent or 0); f:SetPoint("TOPLEFT", prev, "BOTTOMLEFT", xShift, -gap); if (f:IsShown()) then prev = f; end end end end function FBUpdateNames() if (not FBHealBox1) then return; end for p = 1, FBSlotCount do FBPartyFrame[p]:Hide(); end if (HealBox.Active == 1) then FBHealBox1:Show(); end FBHealBox1.NameText:SetText(strupper(FBUnitName("player") or "")); FBHealBox_ApplyNameColor("player", FBHealBox1); for p = 2, FBSlotCount do local f = FBPartyFrame[p]; if (FBSlotActive(p)) then f.NameText:SetText(strupper(FBUnitName(FBPartyUnit[p]) or "")); FBHealBox_ApplyNameColor(FBPartyUnit[p], f); f:Show(); end end FBHealBox_Layout(); FBHealBox_CheckAllWatchBuffs(); FBHealBox_CheckRangeAll(); FBHealBox_CheckLOSAll(); FBHealBox_RefreshAllBars(); end -- Name in Klassenfarbe (Spieler) bzw. Pet-Farbe (Begleiter) function FBHealBox_ApplyNameColor(unit, f) if (not f) or (not f.NameText) then return; end if (f.isPet) then f.NameText:SetTextColor(FBPET_NAME_COLOR[1], FBPET_NAME_COLOR[2], FBPET_NAME_COLOR[3], FBPET_NAME_COLOR[4]); return; end local c = nil; if (HealBox.ClassColors == 1) then c = FBClassColor(FBUnitClassToken(unit)); end if (c) then f.NameText:SetTextColor(c.r, c.g, c.b, 1); else f.NameText:SetTextColor(1, 1, 1, 1); end end -- Alle Namen neu einfaerben (Schalter umgelegt) function FBHealBox_ApplyAllNameColors() for p = 1, FBSlotCount do if (FBPartyFrame[p]) then FBHealBox_ApplyNameColor(FBPartyUnit[p], FBPartyFrame[p]); end end end -- ========================================================================== -- [ Buff-Wache ] -- -- Fehlt der gewaehlte Buff (oder seine Gruppenversion), wird der Rahmen der -- Plakette orange. Geprueft wird bei UNIT_AURA und nach Gruppenwechseln: -- zuerst schnell ueber die Buff-Textur (Zauberbuch-Icon), und nur wenn die -- nicht passt ueber den Buff-Namen aus dem Tooltip. So faellt auch die -- Gruppenversion eines anderen Heilers auf, deren Textur wir nicht kennen. -- ========================================================================== function FBHealBox_SetWatchBuff(spellName) HealBox.WatchBuff = spellName; FBHealBox_UpdateBuffWatchLabel(); FBHealBox_CheckAllWatchBuffs(); end function FBHealBox_UpdateBuffWatchLabel() if (not FBBuffWatchBtn) then return; end local shown = HealBox.WatchBuff or FBT("BUFFWATCH_NONE"); FBBuffWatchBtn.text:SetText(FBT("BUFFWATCH") .. ": |cFFFFFFFF" .. shown); local sd = HealBox.WatchBuff and FBBuffSpells[HealBox.WatchBuff]; if (sd and sd.icon) then FBBuffWatchBtn.icon:SetTexture(sd.icon); else FBBuffWatchBtn.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark"); end end function FBHealBox_UpdatePlateActionLabels() if (FBPlateLeftBtn) then FBPlateLeftBtn.text:SetText(FBT("PLATE_LEFT") .. ": |cFFFFFFFF" .. FBT(FBPlateActionName[HealBox.PlateLeft or "target"])); end if (FBPlateRightBtn) then FBPlateRightBtn.text:SetText(FBT("PLATE_RIGHT") .. ": |cFFFFFFFF" .. FBT(FBPlateActionName[HealBox.PlateRight or "target"])); end end -- Name eines Buffs ueber den Scan-Tooltip lesen function FBHealBox_BuffName(unit, index) if (not FBPredictTip) or (not FBPredictTip.SetUnitBuff) then return nil; end FBPredictTip:SetOwner(UIParent, "ANCHOR_NONE"); FBPredictTip:ClearLines(); FBPredictTip:SetUnitBuff(unit, index); local fs = getglobal("FBHealBoxScanTipTextLeft1"); if (fs) then return fs:GetText(); end return nil; end -- true, wenn die Einheit den ueberwachten Buff (oder die Gruppenversion) traegt function FBHealBox_HasWatchBuff(unit) local want = HealBox.WatchBuff; if (not want) then return true; end local g = FBTest_Ghost(unit); if (g) then return (not g.buffMissing); end local alt = FBBuffAlternates[want]; local wantTex = FBBuffSpells[want] and strupper(FBBuffSpells[want].icon or ""); local altTex = alt and FBBuffSpells[alt] and strupper(FBBuffSpells[alt].icon or ""); local i = 1; while (i <= 32) do local tex = UnitBuff(unit, i); if (not tex) then break; end tex = strupper(tex); if (wantTex and tex == wantTex) then return true; end if (altTex and tex == altTex) then return true; end i = i + 1; end -- Textur nicht dabei: Namen pruefen (faengt fremde Gruppenversionen) i = 1; while (i <= 32) do local tex = UnitBuff(unit, i); if (not tex) then break; end local name = FBHealBox_BuffName(unit, i); if (name and (name == want or name == alt)) then return true; end i = i + 1; end return false; end function FBHealBox_CheckWatchBuff(unit, f) if (not f) or (not f.SetBackdropBorderColor) then return; end local missing = false; -- Begleiter nur, wenn ausdruecklich eingeschaltet local skipPet = (f.isPet and HealBox.BuffWatchPets ~= 1); if (HealBox.WatchBuff and FBUnitExists(unit) and not f.plateHidden and not skipPet) then missing = (not FBHealBox_HasWatchBuff(unit)); end if (f.buffMissing ~= missing) then f.buffMissing = missing; local c = FBBUFF_NORMAL_COLOR; if (missing) then c = FBBUFF_MISSING_COLOR; end f:SetBackdropBorderColor(c[1], c[2], c[3], c[4]); end end function FBHealBox_CheckAllWatchBuffs() for p = 1, FBSlotCount do if (FBPartyFrame[p]) then FBHealBox_CheckWatchBuff(FBPartyUnit[p], FBPartyFrame[p]); end end end -- ========================================================================== -- [ Sichtlinie ] -- -- Die 1.12-API kennt keine LoS-Abfrage. Zwei Wege: -- 1) UnitXP SP3 (Client-Mod): UnitXP("inSight", "player", unit), live. -- 2) Sonst merkt sich das Addon die Fehlermeldung SPELL_FAILED_LINE_OF_SIGHT -- fuer das Ziel des letzten Heilversuchs (FBLOS_TIMEOUT Sekunden) und -- loescht sie, sobald ein Cast auf die Einheit startet oder eine eigene -- Heilung dort ankommt. -- ========================================================================== FBLOSFlags = {}; -- [Name] = Ablaufzeit der Markierung (Fallback-Weg) function FBLOS_HasUnitXP() return (UnitXP ~= nil); end -- UnitXP sicher abfragen: true / false, nil wenn nicht verfuegbar function FBLOS_QueryUnitXP(unit) if (not UnitXP) then return nil; end local ok, res = pcall(UnitXP, "inSight", "player", unit); if (not ok) then return nil; end return res; end -- true, wenn die Einheit als ausserhalb der Sichtlinie gilt function FBUnitLOSBlocked(unit) if (unit == "player") then return false; end local g = FBTest_Ghost(unit); if (g) then return (g.los == true); end if (not UnitExists(unit)) then return false; end local live = FBLOS_QueryUnitXP(unit); if (live ~= nil) then return (not live); end local name = UnitName(unit); local until_ = name and FBLOSFlags[name]; if (until_ and GetTime() < until_) then return true; end if (until_) then FBLOSFlags[name] = nil; end return false; end -- Fehlermeldung "nicht in Sichtlinie": Ziel des letzten Heilversuchs markieren function FBLOS_OnError(msg) if (not msg) then return; end local losText = SPELL_FAILED_LINE_OF_SIGHT or "Target not in line of sight"; if (msg ~= losText) then return; end local name = FBPredict_ResolveTarget(); if (not name) then return; end FBLOSFlags[name] = GetTime() + FBLOS_TIMEOUT; FBHealBox_CheckLOSAll(); end function FBLOS_Clear(name) if (name and FBLOSFlags[name]) then FBLOSFlags[name] = nil; FBHealBox_CheckLOSAll(); end end function FBHealBox_CheckLOSAll() for p = 1, FBSlotCount do local f = FBPartyFrame[p]; if (f and f.LOSIcon) then local blocked = false; if (HealBox.LOSIcon == 1 and f:IsShown() and not f.plateHidden) then blocked = FBUnitLOSBlocked(FBPartyUnit[p]); end if (f.losBlocked ~= blocked) then f.losBlocked = blocked; if (blocked) then f.LOSIcon:Show(); else f.LOSIcon:Hide(); end end end end end -- ========================================================================== -- [ Reichweiten-Fading ] -- -- Reichweite ist kein Event, also alle FBRANGE_INTERVAL Sekunden pruefen: -- IsSpellInRange mit dem ersten belegten Button-Zauber; ohne Zauber -- CheckInteractDistance(4) = 28 Meter. Ausser Reichweite -> ganze Plakette -- samt Buttons auf FBRANGE_ALPHA. -- ========================================================================== FBRangeAccum = 0; function FBHealBox_RangeSpellID() for i = 1, MaxButtonCount do if (FBActiveSpellIDs[i]) then return FBActiveSpellIDs[i]; end end return nil; end function FBHealBox_UnitInRange(unit) if (unit == "player") then return true; end local g = FBTest_Ghost(unit); if (g) then return (not g.outOfRange); end if (not UnitExists(unit)) then return true; end local id = FBHealBox_RangeSpellID(); if (id) then local r = IsSpellInRange(id, BOOKTYPE_SPELL, unit); if (r == 0) then return false; end if (r == 1) then return true; end end if (CheckInteractDistance) then return (CheckInteractDistance(unit, 4) ~= nil); end return true; end function FBHealBox_CheckRangeAll() for p = 1, FBSlotCount do local f = FBPartyFrame[p]; if (f) then local faded = false; if (HealBox.RangeFade == 1 and f:IsShown()) then faded = (not FBHealBox_UnitInRange(FBPartyUnit[p])); end if (f.rangeFaded ~= faded) then f.rangeFaded = faded; if (faded) then f:SetAlpha(FBRANGE_ALPHA); else f:SetAlpha(1); end end end end end -- Beschriftet die bereits gebaute Oberflaeche neu. Wird beim Bauen des -- Optionsfensters, beim Laden der gespeicherten Sprache und bei jedem -- Sprachwechsel aufgerufen. Ein /reload ist nie noetig. function FBHealBox_ApplyLocale() if (MMButton) then MMButton.tooltipText = FBT("MM_TIP"); end if (not panel) then return; end panel.TitleText:SetText(FBADDON_NAME .. " " .. HealBoxVersion); panel.TitleSubText:SetText(format(FBT("PANEL_SUB"), FBADDON_NAME)); panel.AboutText:SetText(format(FBT("ABOUT"), FBADDON_NAME, HealBoxVersion)); for i = 1, MaxButtonCount, 1 do local b = FBSpellBtns[i]; if (b) then if (b.label) then b.label:SetText(FBT("BUTTON") .. " " .. i); end -- belegte Buttons zeigen den Zaubernamen, der bleibt wie er ist if (not FBDropDownButton[i]) then b.text:SetText(FBT("SELECT_SPELL")); end end local r = FBSpellBtnsR[i]; if (r and not FBDropDownButtonR[i]) then r.text:SetText(FBT("SELECT_SPELL")); end end if (panel.tabButtons) then panel.tabButtons[1].text:SetText(FBT("TAB_BUTTONS")); panel.tabButtons[2].text:SetText(FBT("TAB_GENERAL")); end if (panel.colLeft) then panel.colLeft:SetText(FBT("COL_LEFT")); panel.colRight:SetText(FBT("COL_RIGHT")); end FBUpdateButtonSliderText(); FBUpdateScaleSliderText(); FBUpdateSpacingSliderText(); if (ScaleSlider) then getglobal(ScaleSlider:GetName() .. "Low"):SetText(FBT("SMALL")); getglobal(ScaleSlider:GetName() .. "High"):SetText(FBT("LARGE")); end if (AttachModeCheck) then AttachModeCheck.Text:SetText(FBT("ATTACH")); AttachModeCheck.tooltipText = FBT("ATTACH_TIP"); end if (HealCommCheck) then HealCommCheck.Text:SetText(FBT("COMM")); HealCommCheck.tooltipText = FBT("COMM_TIP"); end if (ManaBarCheck) then ManaBarCheck.Text:SetText(FBT("MANABAR")); ManaBarCheck.tooltipText = FBT("MANABAR_TIP"); end if (ShowPetsCheck) then ShowPetsCheck.Text:SetText(FBT("SHOWPETS")); ShowPetsCheck.tooltipText = FBT("SHOWPETS_TIP"); end if (TestModeCheck) then TestModeCheck.Text:SetText(FBT("TESTMODE")); TestModeCheck.tooltipText = FBT("TESTMODE_TIP"); end if (ClassColorsCheck) then ClassColorsCheck.Text:SetText(FBT("CLASSCOLORS")); ClassColorsCheck.tooltipText = FBT("CLASSCOLORS_TIP"); end if (RangeFadeCheck) then RangeFadeCheck.Text:SetText(FBT("RANGEFADE")); RangeFadeCheck.tooltipText = FBT("RANGEFADE_TIP"); end if (DebuffIconCheck) then DebuffIconCheck.Text:SetText(FBT("DEBUFFICON")); DebuffIconCheck.tooltipText = FBT("DEBUFFICON_TIP"); end if (LOSIconCheck) then LOSIconCheck.Text:SetText(FBT("LOSICON")); LOSIconCheck.tooltipText = FBT("LOSICON_TIP"); end if (BuffWatchPetsCheck) then BuffWatchPetsCheck.Text:SetText(FBT("BUFFWATCH_PETS")); BuffWatchPetsCheck.tooltipText = FBT("BUFFWATCH_PETS_TIP"); end if (RightClickCheck) then RightClickCheck.Text:SetText(FBT("RIGHTCLICK")); RightClickCheck.tooltipText = FBT("RIGHTCLICK_TIP"); end FBHealBox_UpdateBuffWatchLabel(); FBHealBox_UpdatePlateActionLabels(); if (FBLangBtn) then FBLangBtn.text:SetText(FBT("LANGUAGE") .. ": |cFFFFFFFF" .. FBT("LANG_NAME")); end end -- [ Options-Fenster ] -- -- -- Zwei Reiter: "Buttons" (Belegung der zehn Buttons, Anzahl, Rechtsklick) -- und "Allgemein" (Skalierung, Abstaende, Schalter, Sprache, Buff-Wache). -- Jeder Reiter ist ein eigener Frame in Panelgroesse; die Koordinaten der -- Steuerelemente beziehen sich damit weiterhin auf die linke obere Ecke. FBOPT_TAB_Y = -92; -- Hoehe der Reiterleiste FBOPT_CONTENT_Y = -128; -- erste Inhaltszeile unter der Reiterleiste -- Auswahlknopf mit Icon und Text (Zauberfelder, Sprache, Buff-Wache) function FBHealBox_CreatePickButton(name, parent, x, y, width, height, iconSize) local btn = CreateFrame("Button", name, parent); btn:SetWidth(width); btn:SetHeight(height); btn:SetPoint("TOPLEFT", parent, "TOPLEFT", x, y); btn:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 12, insets = { left = 3, right = 3, top = 3, bottom = 3 } }); btn:SetBackdropColor(0, 0, 0, 0.8); btn:SetBackdropBorderColor(0.6, 0.6, 0.6, 1); btn.icon = btn:CreateTexture(nil, "ARTWORK"); btn.icon:SetWidth(iconSize or 20); btn.icon:SetHeight(iconSize or 20); btn.icon:SetPoint("LEFT", 4, 0); btn.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark"); btn.text = btn:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall"); btn.text:SetPoint("LEFT", btn.icon, "RIGHT", 6, 0); btn.text:SetPoint("RIGHT", -6, 0); btn.text:SetJustifyH("LEFT"); local hl = btn:CreateTexture(nil, "HIGHLIGHT"); hl:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight"); hl:SetBlendMode("ADD"); hl:SetAllPoints(btn); return btn; end -- Reiter-Knopf function FBHealBox_CreateTabButton(name, parent, x, index) local t = CreateFrame("Button", name, parent); t:SetWidth(110); t:SetHeight(24); t:SetPoint("TOPLEFT", parent, "TOPLEFT", x, FBOPT_TAB_Y); t:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 12, insets = { left = 3, right = 3, top = 3, bottom = 3 } }); t.text = t:CreateFontString(nil, "OVERLAY", "GameFontNormal"); t.text:SetPoint("CENTER", 0, 0); t.index = index; t:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); FBHealBox_ShowTab(this.index); end); return t; end function FBHealBox_ShowTab(index) if (not panel) or (not panel.tabs) then return; end FBMenu_CloseAll(); panel.activeTab = index; for i, tab in ipairs(panel.tabs) do local btn = panel.tabButtons[i]; if (i == index) then tab:Show(); btn:SetBackdropColor(0.15, 0.12, 0.02, 0.9); btn:SetBackdropBorderColor(1, 0.82, 0, 1); btn.text:SetTextColor(1, 0.82, 0, 1); else tab:Hide(); btn:SetBackdropColor(0, 0, 0, 0.8); btn:SetBackdropBorderColor(0.5, 0.5, 0.5, 1); btn.text:SetTextColor(0.7, 0.7, 0.7, 1); end end end -- Rechtsklick an/aus: zweite Spalte und Spaltenkoepfe im Buttons-Reiter function FBHealBox_ApplyRightClickLayout() if (not panel) or (not panel.colLeft) then return; end local on = (HealBox.RightClick == 1); for i = 1, MaxButtonCount do if (FBSpellBtnsR[i]) then if (on) then FBSpellBtnsR[i]:Show(); else FBSpellBtnsR[i]:Hide(); end end end if (on) then panel.colRight:Show(); else panel.colRight:Hide(); end end function FBHealBoxCreateAddonOptionFrame() panel = CreateFrame("FRAME", "HealBoxOptionsFrame", UIParent); panel.name = FBADDON_NAME; panel:SetWidth(460); panel:SetHeight(600); panel:SetPoint("CENTER", UIParent, "CENTER", 0, 0); panel:SetFrameStrata("DIALOG"); panel:SetBackdrop({ bgFile = "Interface/DialogFrame/UI-DialogBox-Background", edgeFile = "Interface/DialogFrame/UI-DialogBox-Border", tile = true, tileSize = 32, edgeSize = 32, insets = { left = 11, right = 12, top = 12, bottom = 11 } }); panel:SetMovable(true); panel:EnableMouse(true); panel:RegisterForDrag("LeftButton"); panel:SetScript("OnDragStart", function() panel:StartMoving(); end); panel:SetScript("OnDragStop", function() panel:StopMovingOrSizing(); end); -- Beim Schliessen (X, ESC, /fbp config) immer auch das Kaskadenmenue zu panel:SetScript("OnHide", function() FBMenu_CloseAll(); end); panel:Hide(); -- ESC schliesst das Fenster. Zwei Wege, weil nicht jeder Client die -- UISpecialFrames-Liste auswertet: -- 1) Eintrag in UISpecialFrames (Blizzards offizieller Weg) -- 2) Vor-Hook auf ToggleGameMenu, das die ESC-Taste immer aufruft if (UISpecialFrames) then table.insert(UISpecialFrames, "HealBoxOptionsFrame"); end FBHealBox_HookEscape(); panel.CloseButton = CreateFrame("Button", "HealBoxOptionsFrameClose", panel, "UIPanelCloseButton"); panel.CloseButton:SetPoint("TOPRIGHT", -5, -5); panel.CloseButton:SetScript("OnClick", function() panel:Hide(); end); panel.TitleText = panel:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge"); panel.TitleText:SetPoint("TOPLEFT", 25, -18); panel.TitleText:SetText(FBADDON_NAME .. " " .. HealBoxVersion); panel.TitleSubText = panel:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall"); panel.TitleSubText:SetPoint("TOPLEFT", 25, -38); panel.TitleSubText:SetJustifyH("LEFT"); panel.TitleSubText:SetText(format(FBT("PANEL_SUB"), FBADDON_NAME)); panel.TitleSubText:SetTextColor(1, 1, 1, 1); local classIcon = CreateFrame("Frame", nil, panel); classIcon:SetPoint("TOPRIGHT", -25, -20); classIcon:SetWidth(70); classIcon:SetHeight(70); classIcon.tex = classIcon:CreateTexture(nil, "BACKGROUND"); classIcon.tex:SetAllPoints(); classIcon.tex:SetTexture(ClassIcon[FBClass]); classIcon.text = classIcon:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge"); classIcon.text:SetText(strupper(FBClass)); classIcon.text:SetPoint("CENTER", 0, -45); classIcon.text:SetTextColor(1, 1, 0.2, 1); -- [ Reiter ] ------------------------------------------------------------ panel.tabs = {}; panel.tabButtons = {}; for i = 1, 2 do local tab = CreateFrame("Frame", "HealBoxOptionsTab"..i, panel); tab:SetAllPoints(panel); tab:Hide(); panel.tabs[i] = tab; panel.tabButtons[i] = FBHealBox_CreateTabButton("HealBoxOptionsTabButton"..i, panel, 25 + (i - 1) * 116, i); end local tabButtons = panel.tabs[1]; local tabGeneral = panel.tabs[2]; -- Trennlinie unter den Reitern panel.tabLine = panel:CreateTexture(nil, "ARTWORK"); panel.tabLine:SetTexture(1, 0.82, 0, 0.35); panel.tabLine:SetHeight(1); panel.tabLine:SetPoint("TOPLEFT", panel, "TOPLEFT", 25, FBOPT_TAB_Y - 26); panel.tabLine:SetPoint("TOPRIGHT", panel, "TOPRIGHT", -25, FBOPT_TAB_Y - 26); -- ====================================================================== -- Reiter 1: Button-Belegung -- Zeile je Button: Label | Linksklick-Feld | Rechtsklick-Feld (optional) -- ====================================================================== local rowH = 32; local xLabel = 30; local xLeft = 92; local xRight = 268; local fieldW = 170; local y0 = FBOPT_CONTENT_Y - 18; panel.colLeft = tabButtons:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall"); panel.colLeft:SetPoint("TOPLEFT", tabButtons, "TOPLEFT", xLeft + 4, FBOPT_CONTENT_Y); panel.colLeft:SetText(FBT("COL_LEFT")); panel.colRight = tabButtons:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall"); panel.colRight:SetPoint("TOPLEFT", tabButtons, "TOPLEFT", xRight + 4, FBOPT_CONTENT_Y); panel.colRight:SetText(FBT("COL_RIGHT")); for i = 1, MaxButtonCount do local yPos = y0 - ((i - 1) * rowH); local btnIndex = i; local btn = FBHealBox_CreatePickButton("FBHealBoxBtn"..i, tabButtons, xLeft, yPos, fieldW, 28, 20); btn.text:SetText(FBT("SELECT_SPELL")); btn.label = btn:CreateFontString(nil, "OVERLAY", "GameFontNormal"); btn.label:SetPoint("RIGHT", btn, "LEFT", -8, 0); btn.label:SetJustifyH("RIGHT"); btn.label:SetText(FBT("BUTTON") .. " " .. i); btn:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); FBMenu_OpenSpellMenu(btnIndex, btn, "L"); end); FBSpellBtns[i] = btn; local btnR = FBHealBox_CreatePickButton("FBHealBoxBtnR"..i, tabButtons, xRight, yPos, fieldW, 28, 20); btnR.text:SetText(FBT("SELECT_SPELL")); btnR:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); FBMenu_OpenSpellMenu(btnIndex, btnR, "R"); end); btnR:Hide(); FBSpellBtnsR[i] = btnR; end local yBelow = y0 - (MaxButtonCount * rowH) - 30; -- unter der letzten Zeile MaxButtonSlider = CreateFrame("Slider", "MaxButtonSlider", tabButtons, "OptionsSliderTemplate"); MaxButtonSlider:SetWidth(fieldW); MaxButtonSlider:SetHeight(16); MaxButtonSlider:SetPoint("TOPLEFT", xLeft, yBelow); MaxButtonSlider:SetMinMaxValues(0, MaxButtonCount); MaxButtonSlider:SetValueStep(1); MaxButtonSlider:SetValue(HealBox.MaxButtons); MaxButtonSlider.Text = MaxButtonSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); MaxButtonSlider.Text:SetPoint("CENTER", 0, 15); FBUpdateButtonSliderText(); getglobal(MaxButtonSlider:GetName() .. "Low"):SetText("0"); getglobal(MaxButtonSlider:GetName() .. "High"):SetText(tostring(MaxButtonCount)); MaxButtonSlider:SetScript("OnValueChanged", MaxButtonSlider_Update); -- Rechtsklick-Zweitzauber: bewusst nur hier einschaltbar, Standard aus RightClickCheck = FBHealBox_CreateCheck("FBHealBoxRightClickCheck", tabButtons, xRight - 6, yBelow + 6, "RIGHTCLICK", "RIGHTCLICK_TIP", function() HealBox.RightClick = RightClickCheck:GetChecked() and 1 or 0; FBHealBox_ApplyRightClickLayout(); FBHealBoxButtonsChanged(); end); RightClickCheck:SetChecked(nil); -- ====================================================================== -- Reiter 2: Allgemeine Einstellungen -- ====================================================================== local gy = FBOPT_CONTENT_Y - 22; ScaleSlider = CreateFrame("Slider", "ScaleSlider", tabGeneral, "OptionsSliderTemplate"); ScaleSlider:SetWidth(128); ScaleSlider:SetHeight(16); ScaleSlider:SetPoint("TOPLEFT", 75, gy); ScaleSlider:SetMinMaxValues(0.6, 1.5); ScaleSlider:SetValueStep(0.1); ScaleSlider:SetValue(HealBox.Scale); ScaleSlider.Text = ScaleSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); ScaleSlider.Text:SetPoint("CENTER", 0, 15); FBUpdateScaleSliderText(); getglobal(ScaleSlider:GetName() .. "Low"):SetText(FBT("SMALL")); getglobal(ScaleSlider:GetName() .. "High"):SetText(FBT("LARGE")); ScaleSlider:SetScript("OnValueChanged", function() HealBox.Scale = ScaleSlider:GetValue(); HealBoxScale(FBHealBox1, HealBox.Scale); FBUpdateScaleSliderText(); end); -- Abstand der Buttons zueinander (0..20 px) ButtonSpacingSlider = CreateFrame("Slider", "FBButtonSpacingSlider", tabGeneral, "OptionsSliderTemplate"); ButtonSpacingSlider:SetWidth(128); ButtonSpacingSlider:SetHeight(16); ButtonSpacingSlider:SetPoint("TOPLEFT", 260, gy); ButtonSpacingSlider:SetMinMaxValues(0, 20); ButtonSpacingSlider:SetValueStep(1); ButtonSpacingSlider:SetValue(HealBox.ButtonSpacing or 2); ButtonSpacingSlider.Text = ButtonSpacingSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); ButtonSpacingSlider.Text:SetPoint("CENTER", 0, 15); getglobal(ButtonSpacingSlider:GetName() .. "Low"):SetText("0"); getglobal(ButtonSpacingSlider:GetName() .. "High"):SetText("20"); ButtonSpacingSlider:SetScript("OnValueChanged", function() HealBox.ButtonSpacing = math.floor(ButtonSpacingSlider:GetValue() + 0.5); FBUpdateSpacingSliderText(); FBHealBox_ApplyButtonSpacing(); end); -- Abstand der Plaketten zueinander (0..20 px) RowSpacingSlider = CreateFrame("Slider", "FBRowSpacingSlider", tabGeneral, "OptionsSliderTemplate"); RowSpacingSlider:SetWidth(128); RowSpacingSlider:SetHeight(16); RowSpacingSlider:SetPoint("TOPLEFT", 75, gy - 50); RowSpacingSlider:SetMinMaxValues(0, 20); RowSpacingSlider:SetValueStep(1); RowSpacingSlider:SetValue(HealBox.RowSpacing or 4); RowSpacingSlider.Text = RowSpacingSlider:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); RowSpacingSlider.Text:SetPoint("CENTER", 0, 15); getglobal(RowSpacingSlider:GetName() .. "Low"):SetText("0"); getglobal(RowSpacingSlider:GetName() .. "High"):SetText("20"); RowSpacingSlider:SetScript("OnValueChanged", function() HealBox.RowSpacing = math.floor(RowSpacingSlider:GetValue() + 0.5); FBUpdateSpacingSliderText(); FBHealBox_Layout(); end); FBUpdateSpacingSliderText(); -- [ Schalter ] ---------------------------------------------------------- local cy = gy - 95; AttachModeCheck = FBHealBox_CreateCheck("$parentCheckButton", tabGeneral, 40, cy, "ATTACH", "ATTACH_TIP", function() HealBox.AttachMode = AttachModeCheck:GetChecked() and 1 or 0; HealBoxAttachMode(HealBox.AttachMode); FBUpdateNames(); end); HealCommCheck = FBHealBox_CreateCheck("FBHealBoxHealCommCheck", tabGeneral, 250, cy, "COMM", "COMM_TIP", function() HealBox.HealComm = HealCommCheck:GetChecked() and 1 or 0; if (HealBox.HealComm == 0) then FBCommHeals = {}; FBHealBox_RefreshAllBars(); end end); HealCommCheck:SetChecked(1); ManaBarCheck = FBHealBox_CreateCheck("FBHealBoxManaBarCheck", tabGeneral, 40, cy - 30, "MANABAR", "MANABAR_TIP", function() HealBox.ManaBar = ManaBarCheck:GetChecked() and 1 or 0; FBHealBox_RefreshAllBars(); end); ManaBarCheck:SetChecked(1); ShowPetsCheck = FBHealBox_CreateCheck("FBHealBoxShowPetsCheck", tabGeneral, 250, cy - 30, "SHOWPETS", "SHOWPETS_TIP", function() HealBox.ShowPets = ShowPetsCheck:GetChecked() and 1 or 0; FBUpdateNames(); end); ShowPetsCheck:SetChecked(1); ClassColorsCheck = FBHealBox_CreateCheck("FBHealBoxClassColorsCheck", tabGeneral, 40, cy - 60, "CLASSCOLORS", "CLASSCOLORS_TIP", function() HealBox.ClassColors = ClassColorsCheck:GetChecked() and 1 or 0; FBHealBox_ApplyAllNameColors(); end); ClassColorsCheck:SetChecked(1); RangeFadeCheck = FBHealBox_CreateCheck("FBHealBoxRangeFadeCheck", tabGeneral, 250, cy - 60, "RANGEFADE", "RANGEFADE_TIP", function() HealBox.RangeFade = RangeFadeCheck:GetChecked() and 1 or 0; FBHealBox_CheckRangeAll(); end); RangeFadeCheck:SetChecked(1); DebuffIconCheck = FBHealBox_CreateCheck("FBHealBoxDebuffIconCheck", tabGeneral, 40, cy - 90, "DEBUFFICON", "DEBUFFICON_TIP", function() HealBox.DebuffIcon = DebuffIconCheck:GetChecked() and 1 or 0; FBHealBox_RefreshAllBars(); end); DebuffIconCheck:SetChecked(1); LOSIconCheck = FBHealBox_CreateCheck("FBHealBoxLOSIconCheck", tabGeneral, 250, cy - 90, "LOSICON", "LOSICON_TIP", function() HealBox.LOSIcon = LOSIconCheck:GetChecked() and 1 or 0; FBHealBox_CheckLOSAll(); end); LOSIconCheck:SetChecked(1); TestModeCheck = FBHealBox_CreateCheck("FBHealBoxTestModeCheck", tabGeneral, 40, cy - 120, "TESTMODE", "TESTMODE_TIP", function() FBTest_Set(TestModeCheck:GetChecked()); end); TestModeCheck:SetChecked(nil); BuffWatchPetsCheck = FBHealBox_CreateCheck("FBHealBoxBuffWatchPetsCheck", tabGeneral, 250, cy - 120, "BUFFWATCH_PETS", "BUFFWATCH_PETS_TIP", function() HealBox.BuffWatchPets = BuffWatchPetsCheck:GetChecked() and 1 or 0; FBHealBox_CheckAllWatchBuffs(); end); BuffWatchPetsCheck:SetChecked(nil); -- [ Sprache und Buff-Wache ] ------------------------------------------- local py = cy - 170; FBLangBtn = FBHealBox_CreatePickButton("FBHealBoxLangBtn", tabGeneral, 35, py, 180, 26, 18); FBLangBtn.icon:SetTexture("Interface\\Icons\\INV_Misc_Note_01"); FBLangBtn:SetScript("OnEnter", function() GameTooltip:SetOwner(this, "ANCHOR_RIGHT"); GameTooltip:SetText(FBT("LANGUAGE")); GameTooltip:AddLine(FBT("LANG_TIP"), 1, 1, 1, true); GameTooltip:Show(); end); FBLangBtn:SetScript("OnLeave", function() GameTooltip:Hide(); end); FBLangBtn:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); FBMenu_OpenLanguageMenu(FBLangBtn); end); FBBuffWatchBtn = FBHealBox_CreatePickButton("FBHealBoxBuffWatchBtn", tabGeneral, 245, py, 180, 26, 18); FBBuffWatchBtn:SetScript("OnEnter", function() GameTooltip:SetOwner(this, "ANCHOR_RIGHT"); GameTooltip:SetText(FBT("BUFFWATCH")); GameTooltip:AddLine(FBT("BUFFWATCH_TIP"), 1, 1, 1, true); GameTooltip:Show(); end); FBBuffWatchBtn:SetScript("OnLeave", function() GameTooltip:Hide(); end); FBBuffWatchBtn:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); FBMenu_OpenBuffMenu(FBBuffWatchBtn); end); FBHealBox_UpdateBuffWatchLabel(); -- [ Klick auf die Plakette ] -------------------------------------------- FBPlateLeftBtn = FBHealBox_CreatePickButton("FBHealBoxPlateLeftBtn", tabGeneral, 35, py - 36, 180, 26, 18); FBPlateLeftBtn.icon:SetTexture("Interface\\Icons\\Ability_Hunter_SniperShot"); FBPlateLeftBtn.side = "L"; FBPlateRightBtn = FBHealBox_CreatePickButton("FBHealBoxPlateRightBtn", tabGeneral, 245, py - 36, 180, 26, 18); FBPlateRightBtn.icon:SetTexture("Interface\\Icons\\Ability_Hunter_SniperShot"); FBPlateRightBtn.side = "R"; for _, pb in ipairs({ FBPlateLeftBtn, FBPlateRightBtn }) do pb:SetScript("OnEnter", function() GameTooltip:SetOwner(this, "ANCHOR_RIGHT"); if (this.side == "R") then GameTooltip:SetText(FBT("PLATE_RIGHT")); else GameTooltip:SetText(FBT("PLATE_LEFT")); end GameTooltip:AddLine(FBT("PLATE_TIP"), 1, 1, 1, true); GameTooltip:Show(); end); pb:SetScript("OnLeave", function() GameTooltip:Hide(); end); pb:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); FBMenu_OpenPlateActionMenu(this, this.side); end); end FBHealBox_UpdatePlateActionLabels(); panel.AboutText = panel:CreateFontString(nil, "ARTWORK", "GameFontDisableSmall"); panel.AboutText:SetPoint("BOTTOM", panel, "BOTTOM", 0, 14); panel.AboutText:SetWidth(400); panel.AboutText:SetJustifyH("CENTER"); panel.AboutText:SetText(format(FBT("ABOUT"), FBADDON_NAME, HealBoxVersion)); FBHealBox_ShowTab(1); FBHealBox_ApplyRightClickLayout(); FBHealBox_ApplyLocale(); end -- ESC: ToggleGameMenu abfangen, solange das Optionsfenster offen ist. -- Ist das Spielmenue selbst offen (ESC darueber gedrueckt), bleibt alles -- beim Original; sonst schliesst ESC zuerst unser Fenster und verpufft. FBHealBox_OrigToggleGameMenu = nil; function FBHealBox_HookEscape() if (FBHealBox_OrigToggleGameMenu) or (not ToggleGameMenu) then return; end FBHealBox_OrigToggleGameMenu = ToggleGameMenu; ToggleGameMenu = function(clicked) local gameMenuOpen = (GameMenuFrame and GameMenuFrame:IsVisible()); if (panel and panel:IsVisible() and not gameMenuOpen) then panel:Hide(); return; end return FBHealBox_OrigToggleGameMenu(clicked); end end -- Optionsfenster auf/zu (Minimap-Button, /fbp config) function FBHealBox_ToggleOptions() if (not panel) then return; end if (panel:IsVisible()) then panel:Hide(); else panel:Show(); end end -- Optionsschalter mit Beschriftung und Tooltip (fuenfmal gebraucht) function FBHealBox_CreateCheck(name, parent, x, y, labelKey, tipKey, onClick) local c = CreateFrame("CheckButton", name, parent, "OptionsCheckButtonTemplate"); c:SetPoint("TOPLEFT", x, y); c.Text = c:CreateFontString(nil, "BACKGROUND", "GameFontNormal"); c.Text:SetPoint("LEFT", c, "RIGHT", 4, 1); c.Text:SetText(FBT(labelKey)); c.labelKey = labelKey; c.tooltipText = FBT(tipKey); c:SetScript("OnEnter", function() GameTooltip:SetOwner(this, "ANCHOR_RIGHT"); GameTooltip:SetText(FBT(this.labelKey)); GameTooltip:AddLine(this.tooltipText, 1, 1, 1, true); GameTooltip:Show(); end); c:SetScript("OnLeave", function() GameTooltip:Hide(); end); c:SetScript("OnClick", onClick); return c; end -- [ Namensplaketten Buttons ] -- -- Buttons werden genau einmal angelegt und danach nur noch umbelegt. -- (Frueher wurden sie bei jedem SPELLS_CHANGED neu erzeugt.) function FBHealBoxButtons() for p = 1, FBSlotCount do local unit = FBPartyUnit[p]; local parentFrame = FBPartyFrame[p]; if (parentFrame) then local prevButton = nil; for i = 1, MaxButtonCount do if (not FBPartyTable[p][i]) then local anchor = prevButton or parentFrame; local name = "FBHealBoxSlot"..p.."Btn"..i; FBPartyTable[p][i] = FBHealBoxCreateButton(name, anchor, HealBox.ButtonSpacing or 2, 0, FBDropDownButtonIcon[i], FBDropDownButton[i], unit, FBActiveSpellIDs[i]); end prevButton = FBPartyTable[p][i]; end end end FBHealBox_ApplyButtonSpacing(); FBHealBoxButtonsChanged(); end function FBHealBoxButtonsChanged() local rightOn = (HealBox.RightClick == 1); for p = 1, FBSlotCount do local unit = FBPartyUnit[p]; for i = 1, MaxButtonCount do local b = FBPartyTable[p][i]; if (b) then b:Hide(); b.TargetUnit = unit; b.spellName = FBDropDownButton[i]; b.id = FBActiveSpellIDs[i]; if (FBDropDownButtonIcon[i]) then b.icon:SetTexture(FBDropDownButtonIcon[i]); else b.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark"); end -- Rechtsklick: nur wenn in den Optionen eingeschaltet 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 b.subIcon:SetTexture(FBDropDownButtonIconR[i]); b.subIcon:Show(); else b.subIcon:Hide(); end end if (i <= (HealBox.MaxButtons or 0)) then b:Show(); end end end end end -- Buttons neu verketten: erster Button haengt an der Plakette, jeder weitere -- am vorherigen, jeweils mit HealBox.ButtonSpacing Pixeln Luft. function FBHealBox_ApplyButtonSpacing() local gap = HealBox.ButtonSpacing or 2; for p = 1, FBSlotCount do local prev = FBPartyFrame[p]; for i = 1, MaxButtonCount do local b = FBPartyTable[p][i]; if (b and prev) then b:ClearAllPoints(); b:SetPoint("LEFT", prev, "RIGHT", gap, 0); prev = b; end end end end -- Sliderbeschriftungen: eigene Funktionen, damit der Sprachwechsel sie neu setzen kann function FBUpdateButtonSliderText() if (MaxButtonSlider and MaxButtonSlider.Text) then MaxButtonSlider.Text:SetText(format(FBT("SHOW_BUTTONS"), MaxButtonSlider:GetValue())); end end function FBUpdateScaleSliderText() if (ScaleSlider and ScaleSlider.Text) then ScaleSlider.Text:SetText(format(FBT("SCALE"), format("%.1f", ScaleSlider:GetValue()))); end end function FBUpdateSpacingSliderText() if (ButtonSpacingSlider and ButtonSpacingSlider.Text) then ButtonSpacingSlider.Text:SetText(format(FBT("BTN_SPACING"), math.floor(ButtonSpacingSlider:GetValue() + 0.5))); end if (RowSpacingSlider and RowSpacingSlider.Text) then RowSpacingSlider.Text:SetText(format(FBT("ROW_SPACING"), math.floor(RowSpacingSlider:GetValue() + 0.5))); end end function MaxButtonSlider_Update() FBUpdateButtonSliderText(); HealBox.MaxButtons = MaxButtonSlider:GetValue(); FBHealBoxButtonsChanged(); end function CreateMiniMapButton() local button = CreateFrame("Button", "FBHealMiniMap", Minimap); button:SetFrameStrata("MEDIUM"); button:SetFrameLevel(8); button:SetWidth(31); button:SetHeight(31); button:EnableMouse(1); button:RegisterForClicks("LeftButtonUp", "RightButtonUp"); button:RegisterForDrag("RightButton"); button.icon = button:CreateTexture("FBHealMiniMapIcon", "BACKGROUND"); button.icon:SetWidth(17); button.icon:SetHeight(17); button.icon:SetPoint("TOPLEFT", button, "TOPLEFT", 7, -6); button.icon:SetTexture("Interface/Icons/Spell_Holy_GreaterHeal"); button.icon:SetTexCoord(0.075, 0.925, 0.075, 0.925); button.border = button:CreateTexture("FBHealMiniMapBorder", "OVERLAY"); button.border:SetWidth(53); button.border:SetHeight(53); button.border:SetPoint("TOPLEFT", button, "TOPLEFT", 0, 0); button.border:SetTexture("Interface/Minimap/MiniMap-TrackingBorder"); button:SetHighlightTexture("Interface/Minimap/UI-Minimap-ZoomButton-Highlight", "ADD"); button.tooltipTitle = FBADDON_NAME; button.tooltipText = FBT("MM_TIP"); local mmAngle = math.rad(225); button:SetPoint("TOPLEFT", "Minimap", "TOPLEFT", 52-(80*cos(mmAngle)), (80*sin(mmAngle))-52); button:Show(); button:SetScript("OnEnter", function() GameTooltip:SetOwner(this, "ANCHOR_LEFT"); GameTooltip:SetText(this.tooltipTitle); GameTooltip:AddLine(this.tooltipText, 1, 1, 1); GameTooltip:Show(); end); button:SetScript("OnLeave", function() GameTooltip:Hide(); end); button:SetMovable(true); button:SetScript("OnMouseDown", function() if (arg1 == "RightButton") then this:StartMoving(); end end); button:SetScript("OnMouseUp", function() if (arg1 == "RightButton") then this:StopMovingOrSizing(); end end); button:SetScript("OnClick", function() if (arg1 == "LeftButton") then if (IsShiftKeyDown()) then HealBox.Active = 1 - HealBox.Active; if (HealBox.Active == 1) then FBHealBox1:Show(); else FBHealBox1:Hide(); end else FBHealBox_ToggleOptions(); end end end); return button; end function FBGetSpellID(spell, rank, debug) local i = 1; local spellID; local highestRank; while true do local spellName = GetSpellName(i, SpellBookFrame.bookType); if (not spellName) then break; end if (spellName == spell) then spellID = i; highestRank = spellRank; end i = i + 1; if (i > 300) then break; end end return spellID, highestRank; end function HealBoxButton_OnEvent(this, event, arg1) if (HealBox.Active == 0) then return 0; end if event=="SPELL_UPDATE_USABLE" then if (this.id) then local isUsable, noMana = IsUsableSpell(this.id, BOOKTYPE_SPELL); icon = getglobal(this:GetName()); if isUsable then this.icon:SetVertexColor(1.0, 1.0, 1.0); elseif noMana then this.icon:SetVertexColor(0.5, 0.5, 1.0); else this.icon:SetVertexColor(0.3, 0.3, 0.3); end local inRange = IsSpellInRange(this.id, BOOKTYPE_SPELL, this.TargetUnit); if (inRange == 0) then this.icon:SetVertexColor(1.0, 0.3, 0.3); end end end end function HealBoxScale(this, scale) this:SetScale(scale); end -- Blizzard-Frame, an das ein Slot im Party-Frame-Modus gehaengt wird function FBHealBox_BlizzAnchor(p) if (p >= 2 and p <= 5) then return getglobal("PartyMemberFrame"..(p - 1)), 119, 6; end if (p == 6) then return PetFrame, 4, 0; end if (p >= 7) then return getglobal("PartyMemberFrame"..(p - 6).."PetFrame"), 4, 0; end return nil; end function HealBoxAttachMode(mode) if (not FBHealBox1) then return; end if (mode == 1) then -- Eigene Plaketten weg: Slots 2-10 werden 1x1 Pixel gross und -- haengen unsichtbar an Blizzards Frames, nur die Buttons bleiben. FBHealBox1:SetScale(1); for p = 2, FBSlotCount do local f = FBPartyFrame[p]; local anchor, xoff, yoff = FBHealBox_BlizzAnchor(p); f:ClearAllPoints(); if (anchor) then if (p >= 6) then f:SetPoint("LEFT", anchor, "RIGHT", xoff, yoff); else f:SetPoint("LEFT", anchor, "LEFT", xoff, yoff); end else f:SetPoint("LEFT", FBHealBox1, "LEFT", 0, 0); end f:SetBackdropColor(0, 0, 0, 0.8); f:SetWidth(1); f:SetHeight(1); FBHealBox_SetPlateVisible(f, false); f:SetBackdropBorderColor(FBBUFF_NORMAL_COLOR[1], FBBUFF_NORMAL_COLOR[2], FBBUFF_NORMAL_COLOR[3], FBBUFF_NORMAL_COLOR[4]); f.buffMissing = false; f:SetFrameStrata("LOW"); f:Hide(); end else FBHealBox1:SetScale(HealBox.Scale or 1); FBHealBox_RestorePosition(); FBHealBox1:SetBackdropColor(0, 0, 0, 0.8); FBHealBox_SetPlateVisible(FBHealBox1, true); FBHealBox1:Hide(); for p = 2, FBSlotCount do local f = FBPartyFrame[p]; f:SetBackdropColor(0, 0, 0, 0.8); f:SetWidth(f.plateW or NamePlateWidth); f:SetHeight(NamePlateHeight); FBHealBox_SetPlateVisible(f, true); FBHealBox_SetBarStrata(f, "BACKGROUND"); f:Hide(); end FBHealBox_Layout(); end end -- ========================================================================== -- [ FB Heal Prediction : Direktheilung + HoT-Ticks + Absorb-Schilde ] -- -- Ersetzt FBHealCommLite komplett. Ein Tooltip-Parser, ein Lernspeicher, -- ein Balken-Update statt zwei Systemen, die sich gegenseitig ins -- Gehege kommen. -- -- 1) Direktheilung (Flash Heal, Greater Heal, Healing Wave, ...) -- SPELLCAST_START liefert Zaubername UND Castdauer, unabhaengig -- davon, ob der Cast vom HealBox-Button, der Aktionsleiste oder aus -- einem Makro kommt. Kein Hook auf CastSpellByName noetig. -- Instants brauchen keine Vorhersage: die Heilung ist da, bevor ein -- Balken sie anzeigen koennte. -- -- 2) HoT-Vorhersage (Renew, Rejuvenation, Regrowth-Anteil, ...) -- UnitBuff() liefert fuer fremde Einheiten keine Restlaufzeit, also -- fuehren wir selbst Buch: Cast vormerken -> UNIT_AURA bestaetigt die -- Anwendung ueber die Buff-Textur -> Restticks aus -- (Ablauf - GetTime()) / Intervall. Faellt der Buff weg, ist die -- Anzeige sofort weg. -- -- 3) Schild-Vorhersage (Power Word: Shield, ...) -- Maximaler Absorb aus dem Tooltip, Verbrauch aus dem Combatlog -- ("(123 absorbed)"). -- -- Selbstkorrektur: Tooltips liefern in 1.12 nur Basiswerte ohne -- +Heilung. Der Combatlog liefert die Wahrheit: jeder beobachtete -- Tick, jede angekommene Direktheilung und jeder Absorb ueber dem -- Tooltip-Wert schaerft die Schaetzung nach und wird pro Zauber+Rang -- in den SavedVariables gemerkt. Crits werden dabei ignoriert (sie -- wuerden die Vorhersage dauerhaft aufblasen). -- -- Debug: /fbp Status + ausgelesene Tooltip-Werte -- /fbp debug Live-Ausgabe an/aus -- /fbp reset Gelernte Werte verwerfen -- ========================================================================== FBPREDICT_TICK_DEFAULT = 3; -- Standard-Tickintervall in Sekunden FBPREDICT_THROTTLE = 0.2; -- Update-Rate der Vorhersage FBPREDICT_CONFIRM_TIME = 3.0; -- Wartezeit auf Aura-Bestaetigung nach Cast FBPREDICT_TARGET_TIME = 2.0; -- wie lange ein gemerktes Cast-Ziel gilt FBPredictDebug = false; -- Zauber mit abweichendem Tickintervall FBPredictTickInterval = { ["Lifebloom"] = 1, }; FBHoTs = {}; -- [Name] = { [Zauber] = {rank, perTick, interval, expires} } FBShields = {}; -- [Name] = { spell, rank, max, absorbed, expires } FBPredictDirect = nil; -- laufender Direktcast { target, spell, rank, amount, finish } FBPredictWatch = {}; -- [Zauber] = { tex, bookID, rank, hasDirect, hasHoT, hasShield } FBPredictInfo = {}; -- Cache: [bookID] = Tooltip-Auswertung FBPredictPending = nil; -- eigener Cast, wartet auf Aura-Bestaetigung FBPredictCastTarget = nil; -- exaktes Ziel des letzten Button-Casts FBPredictCastTime = 0; FBPredictAccum = 0; -- alle Slots inkl. Begleiter. HoTs und Schilde auf Pets werden genauso verfolgt FBPredictUnits = {}; for _, u in ipairs(FBPartyUnit) do FBPredictUnits[u] = 1; end -- [ Tooltip-Scanner ] ------------------------------------------------------ FBPredictTip = CreateFrame("GameTooltip", "FBHealBoxScanTip", nil, "GameTooltipTemplate"); FBPredictTip:SetOwner(UIParent, "ANCHOR_NONE"); function FBPredict_TooltipText(bookID) if (not bookID) then return ""; end FBPredictTip:SetOwner(UIParent, "ANCHOR_NONE"); FBPredictTip:ClearLines(); FBPredictTip:SetSpell(bookID, BOOKTYPE_SPELL); local txt = ""; local i = 1; while (i <= 30) do local fs = getglobal("FBHealBoxScanTipTextLeft"..i); if (not fs) then break; end local line = fs:GetText(); if (line) then txt = txt.." "..line; end i = i + 1; end return txt; end function FBPredict_Find1(txt, patterns) for _, p in ipairs(patterns) do local _, _, a = string.find(txt, p); if (a) then return a; end end return nil; end function FBPredict_Find2(txt, patterns) for _, p in ipairs(patterns) do local _, _, a, b = string.find(txt, p); if (a and b) then return a, b; end end return nil; end -- Wertet den Zauberbuch-Tooltip aus. Ein Zauber kann mehrere Anteile -- haben (Regrowth: Sofortheilung UND HoT), deshalb keine Entweder-Oder- -- Klassifizierung, sondern drei unabhaengige Felder. function FBPredict_GetSpellInfo(bookID, spellName) if (not bookID) then return nil; end if (FBPredictInfo[bookID] ~= nil) then if (FBPredictInfo[bookID] == false) then return nil; end return FBPredictInfo[bookID]; end local txt = FBPredict_TooltipText(bookID); local info = { direct = nil, hot = nil, shield = nil }; local found = false; -- --- Absorb-Schild --- local absorb = FBPredict_Find1(txt, { "absorbing%s+(%d+)", "absorbs%s+(%d+)%s+damage", }); if (absorb) then -- "Lasts 30 sec" bevorzugen; sonst die groesste Sekundenangabe, -- damit nicht die Zauberzeit ("1.5 sec cast") erwischt wird. local dur = FBPredict_Find1(txt, { "[Ll]asts%s+(%d+)%s+sec" }); if (not dur) then local best = 0; for n in string.gfind(txt, "(%d+)%s+sec") do if (tonumber(n) > best) then best = tonumber(n); end end if (best > 0) then dur = best; end end info.shield = { amount = tonumber(absorb), duration = tonumber(dur) or 30 }; found = true; end -- --- Heilung ueber Zeit --- local total, dur = FBPredict_Find2(txt, { "(%d+)%s+damage%s+over%s+(%d+)%s+sec", "(%d+)%s+over%s+(%d+)%s+sec", "for%s+(%d+)[^%d]-over%s+(%d+)%s+sec", }); if (not total) then -- Notfall: letzte Zahl vor "over X sec" nehmen local s, _, d = string.find(txt, "over%s+(%d+)%s+sec"); if (s) then local head = string.sub(txt, 1, s); local last = nil; for n in string.gfind(head, "(%d+)") do last = n; end if (last) then total = last; dur = d; end end end if (total and dur) then local interval = FBPredictTickInterval[spellName] or FBPREDICT_TICK_DEFAULT; local ticks = math.floor((tonumber(dur) / interval) + 0.5); if (ticks < 1) then ticks = 1; end info.hot = { total = tonumber(total), duration = tonumber(dur), interval = interval, ticks = ticks, perTick = tonumber(total) / ticks, }; found = true; end -- --- Sofortheilung --- -- "for 887 to 1033" -> Mittelwert local lo, hi = FBPredict_Find2(txt, { "(%d+)%s+to%s+(%d+)" }); if (lo and hi) then info.direct = (tonumber(lo) + tonumber(hi)) / 2; found = true; else -- Einzelwert, aber nicht den HoT-Betrag doppelt zaehlen local one = FBPredict_Find1(txt, { "for%s+(%d+)" }); if (one) and ((not info.hot) or (tonumber(one) ~= info.hot.total)) then info.direct = tonumber(one); found = true; end end if (found) then FBPredictInfo[bookID] = info; return info; end FBPredictInfo[bookID] = false; return nil; end -- Nach jedem Zauberbuch-Scan: was koennen die gelernten Zauber ueberhaupt? function FBPredict_BuildWatch() FBPredictWatch = {}; FBPredictInfo = {}; for spellName, ranks in pairs(FBPlayerSpells) do local top = ranks[table.getn(ranks)]; local info = FBPredict_GetSpellInfo(top.id, spellName); if (info) then FBPredictWatch[spellName] = { tex = strupper(top.icon or ""), bookID = top.id, rank = top.rank, hasDirect = (info.direct ~= nil), hasHoT = (info.hot ~= nil), hasShield = (info.shield ~= nil), }; end end end -- [ Lernspeicher (wandert in die SavedVariables) ] -------------------------- function FBPredict_MemKey(kind, spell, rank) return kind.."|"..spell.."|"..(rank or ""); end function FBPredict_Remembered(kind, spell, rank) if (not HealBox) or (not HealBox.PredictMemory) then return nil; end return HealBox.PredictMemory[FBPredict_MemKey(kind, spell, rank)]; end function FBPredict_Remember(kind, spell, rank, value) if (not HealBox) then return; end if (not HealBox.PredictMemory) then HealBox.PredictMemory = {}; end HealBox.PredictMemory[FBPredict_MemKey(kind, spell, rank)] = value; end -- [ Tracking starten ] ----------------------------------------------------- function FBPredict_FindBookID(spellName, rank) local ranks = FBPlayerSpells[spellName]; if (not ranks) then return nil; end for _, sd in ipairs(ranks) do if (sd.rank == rank) then return sd.id; end end return ranks[table.getn(ranks)].id; end -- rankKnown = true nur, wenn der Rang aus einem eigenen Button-Cast stammt. -- Nur dann darf der beobachtete Wert dauerhaft gemerkt werden, sonst -- wuerde ein Rang-3-Cast von der Aktionsleiste die Schaetzung fuer den -- Maximalrang verderben. function FBPredict_StartHoT(unitName, spellName, rank, bookID, rankKnown) local info = FBPredict_GetSpellInfo(bookID, spellName); if (not info) or (not info.hot) then return false; end local perTick = FBPredict_Remembered("tick", spellName, rank) or info.hot.perTick; if (not FBHoTs[unitName]) then FBHoTs[unitName] = {}; end FBHoTs[unitName][spellName] = { rank = rank, rankKnown = rankKnown, perTick = perTick, interval = info.hot.interval, expires = GetTime() + info.hot.duration, }; if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FF00[FBP]|r "..format(FBT("DBG_HOT"), spellName, unitName, math.floor(perTick), info.hot.duration)); end -- Nur gesicherte eigene Casts funken. Ein per Aura entdeckter HoT -- koennte auch von einem anderen Heiler stammen. Der erste eigene -- Combatlog-Tick holt das unten nach. if (rankKnown) then FBHoTs[unitName][spellName].commSent = true; FBComm_SendHoT(spellName, unitName, info.hot.duration); end return true; end function FBPredict_StartShield(unitName, spellName, rank, bookID, rankKnown) local info = FBPredict_GetSpellInfo(bookID, spellName); if (not info) or (not info.shield) then return false; end local amount = FBPredict_Remembered("absorb", spellName, rank) or info.shield.amount; FBShields[unitName] = { spell = spellName, rank = rank, rankKnown = rankKnown, max = amount, absorbed = 0, expires = GetTime() + info.shield.duration, }; if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FF00[FBP]|r "..format(FBT("DBG_SHIELD"), spellName, unitName, math.floor(amount), info.shield.duration)); end return true; end -- [ Abfrage durch die Balken ] --------------------------------------------- function FBPredict_TicksLeft(e, now) local left = e.expires - now; if (left <= 0) then return 0; end return math.ceil((left / e.interval) - 0.05); end -- Summe aller noch ausstehenden HoT-Ticks function FBGetHoTHeal(unitName) if (not unitName) then return 0; end local t = FBHoTs[unitName]; if (not t) then return 0; end local now = GetTime(); local sum = 0; for _, e in pairs(t) do local n = FBPredict_TicksLeft(e, now); if (n > 0) then sum = sum + (n * e.perTick); end end return sum; end -- Laufender Direktcast auf diese Einheit function FBGetDirectHeal(unitName) local d = FBPredictDirect; if (not d) or (not unitName) then return 0; end if (d.target ~= unitName) then return 0; end if (GetTime() > d.finish) then return 0; end return d.amount; end -- Verbleibender Absorb function FBGetShield(unitName) if (not unitName) then return 0; end local s = FBShields[unitName]; if (not s) then return 0; end if (GetTime() > s.expires) then return 0; end local rem = s.max - s.absorbed; if (rem < 0) then rem = 0; end return rem; end -- [ Eigenen Cast vormerken (aus dem HealBox-Button) ] ----------------------- function FBPredict_SplitCast(castString) local _, _, base, rank = string.find(castString, "^(.+)%((.+)%)$"); if (base) then return base, rank; end return castString, nil; end -- WICHTIG: direkt VOR CastSpellByName aufrufen, denn SPELLCAST_START feuert -- sofort und braucht das Ziel bereits. function FBPredict_NoteCast(castString, targetName) if (not castString) or (not targetName) then return; end FBPredictCastTarget = targetName; FBPredictCastTime = GetTime(); local base, rank = FBPredict_SplitCast(castString); if (not FBPredictWatch[base]) then return; end FBPredictPending = { spell = base, rank = rank, target = targetName, bookID = FBPredict_FindBookID(base, rank), t = GetTime(), }; end function FBPredict_ResolveTarget() if (FBPredictCastTarget and (GetTime() - FBPredictCastTime) <= FBPREDICT_TARGET_TIME) then return FBPredictCastTarget; end if (UnitExists("target") and UnitIsFriend("player", "target")) then return UnitName("target"); end return UnitName("player"); end -- [ Direktheilung: SPELLCAST_* ] ------------------------------------------- function FBPredict_CastStart(spellName, castMs) if (not spellName) then return; end local w = FBPredictWatch[spellName]; if (not w) or (not w.hasDirect) then return; end local rank = w.rank; local bookID = w.bookID; local rankKnown = false; if (FBPredictPending and FBPredictPending.spell == spellName) then rank = FBPredictPending.rank or rank; bookID = FBPredictPending.bookID or bookID; rankKnown = true; end local info = FBPredict_GetSpellInfo(bookID, spellName); if (not info) or (not info.direct) then return; end local amount = FBPredict_Remembered("direct", spellName, rank) or info.direct; FBLOS_Clear(FBPredict_ResolveTarget()); -- Cast laeuft an: Sichtlinie ist da FBPredictDirect = { target = FBPredict_ResolveTarget(), spell = spellName, rank = rank, rankKnown = rankKnown, amount = amount, finish = GetTime() + ((castMs or 0) / 1000) + 0.3, }; if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FF00[FBP]|r "..format(FBT("DBG_CAST"), spellName, FBPredictDirect.target, math.floor(amount))); end -- an andere Heiler funken (Puppeteer & Co. lesen mit) FBComm_SendHealStart(spellName, FBPredictDirect.target, amount, castMs); FBHealBox_RefreshAllBars(); end function FBPredict_CastEnd() if (FBPredictDirect) then FBPredictDirect = nil; FBHealBox_RefreshAllBars(); end end -- [ Aura-Scan: Anwendung bestaetigen, Wegfall erkennen ] -------------------- function FBPredict_ScanUnit(unit) if (not unit) or (not FBPredictUnits[unit]) then return; end if (not UnitExists(unit)) then return; end local name = UnitName(unit); if (not name) then return; end local textures = {}; local i = 1; while (i <= 32) do local tex = UnitBuff(unit, i); if (not tex) then break; end textures[strupper(tex)] = true; i = i + 1; end local dirty = false; -- 1) Eigener Cast wartet auf Bestaetigung? Der hat Vorrang, damit auch -- ein Refresh (Nachcasten) die Uhr neu stellt. if (FBPredictPending and FBPredictPending.target == name) then local w = FBPredictWatch[FBPredictPending.spell]; if (w and textures[w.tex]) then if (w.hasHoT) then dirty = FBPredict_StartHoT(name, FBPredictPending.spell, FBPredictPending.rank, FBPredictPending.bookID, true) or dirty; end if (w.hasShield) then dirty = FBPredict_StartShield(name, FBPredictPending.spell, FBPredictPending.rank, FBPredictPending.bookID, true) or dirty; end FBPredictPending = nil; end end -- 2) Generischer Abgleich: Buff da / Buff weg for spellName, w in pairs(FBPredictWatch) do local present = textures[w.tex]; if (w.hasHoT) then local tracked = FBHoTs[name] and FBHoTs[name][spellName]; if (present and not tracked) then -- z.B. von der Aktionsleiste: hoechster bekannter Rang, -- der erste Combatlog-Tick korrigiert den Wert ohnehin dirty = FBPredict_StartHoT(name, spellName, w.rank, w.bookID) or dirty; elseif (tracked and not present) then FBHoTs[name][spellName] = nil; dirty = true; end end if (w.hasShield) then local tracked = FBShields[name]; if (present and ((not tracked) or tracked.spell ~= spellName)) then dirty = FBPredict_StartShield(name, spellName, w.rank, w.bookID) or dirty; elseif (tracked and tracked.spell == spellName and not present) then -- Schild gebrochen (vor Ablauf) -> Maximum nach oben lernen if (tracked.rankKnown and GetTime() < tracked.expires and tracked.absorbed > tracked.max) then FBPredict_Remember("absorb", tracked.spell, tracked.rank, tracked.absorbed); end FBShields[name] = nil; dirty = true; end end end if (dirty) then FBHealBox_RefreshAllBars(); end end -- [ Combatlog ] ------------------------------------------------------------ function FBPredict_ToPattern(gs, anchor) if (not gs) then return nil; end local p = string.gsub(gs, "([%^%$%(%)%.%[%]%*%+%-%?])", "%%%1"); p = string.gsub(p, "%%s", "(.+)"); p = string.gsub(p, "%%d", "(%%d+)"); if (anchor) then return "^"..p.."$"; end return p; end function FBPredict_InitPatterns() -- "%s gains %d health from your %s." FBPredictPatHoTOther = FBPredict_ToPattern(PERIODICAURAHEALOTHERSELF, true) or "^(.+) gains (%d+) health from your (.+)%.$"; -- "You gain %d health from your %s." FBPredictPatHoTSelf = FBPredict_ToPattern(PERIODICAURAHEALSELFSELF, true) or "^You gain (%d+) health from your (.+)%.$"; -- "Your %s heals %s for %d." (Crits haben eine eigene Formulierung und -- laufen deshalb ins Leere, genau so gewollt) FBPredictPatHealOther = FBPredict_ToPattern(HEALEDSELFOTHER, true) or "^Your (.+) heals (.+) for (%d+)%.$"; -- "Your %s heals you for %d." FBPredictPatHealSelf = FBPredict_ToPattern(HEALEDSELFSELF, true) or "^Your (.+) heals you for (%d+)%.$"; -- " (%d absorbed)" FBPredictPatAbsorb = FBPredict_ToPattern(ABSORB_TRAILER, false) or "%((%d+) absorbed%)"; end -- Events, bei denen das Opfer immer der Spieler selbst ist FBPredictSelfDamage = { ["CHAT_MSG_COMBAT_CREATURE_VS_SELF_HITS"] = 1, ["CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE"] = 1, ["CHAT_MSG_SPELL_PERIODIC_SELF_DAMAGE"] = 1, ["CHAT_MSG_SPELL_DAMAGESHIELDS_ON_SELF"] = 1, }; function FBPredict_ResolveVictim(event, msg) if (FBPredictSelfDamage[event]) then return UnitName("player"); end for name, _ in pairs(FBShields) do if (string.find(msg, name, 1, true)) then return name; end end if (string.find(msg, " you", 1, true) or string.find(msg, "You ", 1, true)) then return UnitName("player"); end return nil; end function FBPredict_OnTick(unitName, amount, spellName) if (not unitName) or (not amount) or (not spellName) then return; end FBLOS_Clear(unitName); local t = FBHoTs[unitName]; if (not t) or (not t[spellName]) then return; end local e = t[spellName]; -- "... from your Renew" beweist: der HoT ist von uns. Falls er ueber -- die Aktionsleiste kam und noch nicht gefunkt wurde, jetzt nachholen. if (not e.commSent) then e.commSent = true; FBComm_SendHoT(spellName, unitName, e.expires - GetTime()); end if (amount > 0 and e.perTick ~= amount) then e.perTick = amount; if (e.rankKnown) then FBPredict_Remember("tick", spellName, e.rank, amount); end if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00[FBP]|r "..format(FBT("DBG_TICK"), spellName, amount)); end end FBHealBox_RefreshAllBars(); end function FBPredict_OnDirectHeal(spellName, targetName, amount) if (not spellName) or (not amount) then return; end FBLOS_Clear(targetName); local w = FBPredictWatch[spellName]; if (not w) then return; end -- faengt auch die Crit-Formulierung ab -- Nur lernen, wenn der gecastete Rang gesichert ist (Button-Cast). -- Ein Downrank von der Aktionsleiste wuerde sonst dem Maximalrang -- zugeschrieben und die Vorhersage nach unten ziehen. if (FBPredictDirect and FBPredictDirect.spell == spellName and FBPredictDirect.rankKnown) then local rank = FBPredictDirect.rank; -- Heilungen streuen innerhalb einer Spanne -> sanft einpendeln local old = FBPredict_Remembered("direct", spellName, rank); local value = amount; if (old) then value = (old + amount) / 2; end FBPredict_Remember("direct", spellName, rank, value); if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00[FBP]|r "..format(FBT("DBG_HEAL"), spellName, amount, math.floor(value))); end end if (FBPredictDirect and FBPredictDirect.target == targetName) then FBPredictDirect = nil; end FBHealBox_RefreshAllBars(); end function FBPredict_OnAbsorb(unitName, amount) local s = FBShields[unitName]; if (not s) or (not amount) then return; end s.absorbed = s.absorbed + amount; if (s.absorbed > s.max) then -- mehr absorbiert als der Tooltip hergibt (+Heilung) -> anheben s.max = s.absorbed; if (s.rankKnown) then FBPredict_Remember("absorb", s.spell, s.rank, s.max); end end if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFFFFFF00[FBP]|r "..format(FBT("DBG_ABSORB"), amount, unitName, math.floor(s.max - s.absorbed))); end FBHealBox_RefreshAllBars(); end function FBPredict_ParseCombat(event, msg) if (not msg) then return; end -- Direktheilung auf jemand anderen: "Your Flash Heal heals Bob for 1240." local _, _, spell, who, amt = string.find(msg, FBPredictPatHealOther); if (spell and who and amt) then FBPredict_OnDirectHeal(spell, who, tonumber(amt)); return; end -- Direktheilung auf mich: "Your Flash Heal heals you for 1240." local _, _, spell2, amt2 = string.find(msg, FBPredictPatHealSelf); if (spell2 and amt2) then FBPredict_OnDirectHeal(spell2, UnitName("player"), tonumber(amt2)); return; end -- HoT-Tick auf jemand anderen: "Bob gains 194 health from your Renew." local _, _, who3, amt3, spell3 = string.find(msg, FBPredictPatHoTOther); if (who3 and amt3 and spell3) then FBPredict_OnTick(who3, tonumber(amt3), spell3); return; end -- HoT-Tick auf mich: "You gain 194 health from your Renew." local _, _, amt4, spell4 = string.find(msg, FBPredictPatHoTSelf); if (amt4 and spell4) then FBPredict_OnTick(UnitName("player"), tonumber(amt4), spell4); return; end -- Absorb-Anteil: "... hits Bob for 120. (80 absorbed)" local _, _, abs = string.find(msg, FBPredictPatAbsorb); if (abs) then local victim = FBPredict_ResolveVictim(event, msg); if (victim) then FBPredict_OnAbsorb(victim, tonumber(abs)); end end end -- [ Event-Frame ] ---------------------------------------------------------- FBPredictEvents = { "UNIT_AURA", "CHAT_MSG_ADDON", "UI_ERROR_MESSAGE", -- Sichtlinien-Fehler -- eigener Cast "SPELLCAST_START", "SPELLCAST_STOP", "SPELLCAST_FAILED", "SPELLCAST_INTERRUPTED", "SPELLCAST_DELAYED", -- angekommene Heilung + HoT-Ticks "CHAT_MSG_SPELL_SELF_BUFF", "CHAT_MSG_SPELL_PARTY_BUFF", "CHAT_MSG_SPELL_FRIENDLYPLAYER_BUFF", "CHAT_MSG_SPELL_PERIODIC_SELF_BUFFS", "CHAT_MSG_SPELL_PERIODIC_PARTY_BUFFS", "CHAT_MSG_SPELL_PERIODIC_FRIENDLYPLAYER_BUFFS", "CHAT_MSG_SPELL_PERIODIC_CREATURE_BUFFS", -- Schaden mit Absorb-Anteil "CHAT_MSG_COMBAT_CREATURE_VS_SELF_HITS", "CHAT_MSG_COMBAT_CREATURE_VS_PARTY_HITS", "CHAT_MSG_COMBAT_HOSTILEPLAYER_HITS", "CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE", "CHAT_MSG_SPELL_CREATURE_VS_PARTY_DAMAGE", "CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE", "CHAT_MSG_SPELL_PERIODIC_SELF_DAMAGE", "CHAT_MSG_SPELL_PERIODIC_PARTY_DAMAGE", "CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE", "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE", "CHAT_MSG_SPELL_DAMAGESHIELDS_ON_SELF", }; FBPredictFrame = CreateFrame("Frame", "FBHealBoxPredict", UIParent); for _, ev in ipairs(FBPredictEvents) do pcall(function() FBPredictFrame:RegisterEvent(ev); end); end FBPredictFrame:SetScript("OnEvent", function() if (event == "UNIT_AURA") then FBPredict_ScanUnit(arg1); elseif (event == "CHAT_MSG_ADDON") then FBComm_OnMessage(arg1, arg2, arg3, arg4); elseif (event == "UI_ERROR_MESSAGE") then FBLOS_OnError(arg1); elseif (event == "SPELLCAST_START") then FBPredict_CastStart(arg1, tonumber(arg2)); elseif (event == "SPELLCAST_STOP") then -- Erfolgreich beendet: HealComm-Empfaenger lassen den Eintrag -- selbst auslaufen, hier wird bewusst kein Healstop gefunkt. FBPredict_CastEnd(); elseif (event == "SPELLCAST_FAILED" or event == "SPELLCAST_INTERRUPTED") then if (FBPredictDirect) then FBComm_SendHealStop(); end FBPredict_CastEnd(); elseif (event == "SPELLCAST_DELAYED") then if (FBPredictDirect and arg1) then FBPredictDirect.finish = FBPredictDirect.finish + (tonumber(arg1) / 1000); FBComm_SendHealDelay(arg1); end else FBPredict_ParseCombat(event, arg1); end end); FBPredictFrame:SetScript("OnUpdate", function() FBPredict_OnUpdate(arg1); end); function FBPredict_OnUpdate(elapsed) -- Reichweiten-Fading laeuft im eigenen Takt mit FBRangeAccum = FBRangeAccum + (elapsed or 0); if (FBRangeAccum >= FBRANGE_INTERVAL) then FBRangeAccum = 0; FBHealBox_CheckRangeAll(); FBHealBox_CheckLOSAll(); end FBPredictAccum = FBPredictAccum + (elapsed or 0); if (FBPredictAccum < FBPREDICT_THROTTLE) then return; end FBPredictAccum = 0; local now = GetTime(); local dirty = false; for _, spells in pairs(FBHoTs) do for spellName, e in pairs(spells) do if (now >= e.expires) then spells[spellName] = nil; dirty = true; else local n = FBPredict_TicksLeft(e, now); if (n ~= e.lastTicks) then e.lastTicks = n; dirty = true; end end end end for name, s in pairs(FBShields) do if (now >= s.expires) then FBShields[name] = nil; dirty = true; end end for _, casters in pairs(FBCommHeals) do for caster, info in pairs(casters) do if (now >= info.expires) then casters[caster] = nil; dirty = true; end end end if (FBPredictDirect and now > FBPredictDirect.finish) then FBPredictDirect = nil; dirty = true; end if (FBPredictPending and (now - FBPredictPending.t) > FBPREDICT_CONFIRM_TIME) then FBPredictPending = nil; end -- Testmodus: die Geister atmen, im Takt der Vorhersage neu zeichnen if (FBTestMode) then dirty = true; end if (dirty) then FBHealBox_RefreshAllBars(); end end FBPredict_InitPatterns(); -- ========================================================================== -- [ HealComm-Protokoll ] Interop mit Puppeteer, pfUI, Luna, CT_RaidAssist ... -- -- HealComm-1.0 (Ace2) funkt reinen Klartext ueber SendAddonMessage mit dem -- Prefix "HealComm". Wir sprechen dieselbe Sprache, ohne die Bibliothek -- einzubinden: -- -- Heal//// Direktheilung startet -- Healstop Cast abgebrochen -- Healdelay// Pushback -- GrpHeal/////... Gruppenheilung (Prayer of Healing) -- GrpHealstop / GrpHealdelay// -- Renew|Reju|Regr/// HoT angewendet -- -- Empfaenger ignorieren die eigenen Nachrichten (Absender == man selbst), -- und HealComm legt eingehende Heilungen pro Caster ab. Doppelt gesendete -- Nachrichten (z.B. wenn parallel noch ein echtes HealComm laeuft) -- ueberschreiben denselben Eintrag statt sich zu addieren. -- -- Die Betraege sind unsere selbstkorrigierten Werte aus dem Combatlog, -- also inkl. +Heilung und Talenten. Kein ItemBonusLib noetig. -- ========================================================================== FBCOMM_PREFIX = "HealComm"; FBCommHeals = {}; -- [Ziel] = { [Caster] = { amount, expires } } FBCommSentGroup = false; -- war der zuletzt gesendete Cast ein Gruppenheal? FBCommHoTCode = { ["Renew"] = "Renew", ["Rejuvenation"] = "Reju", ["Regrowth"] = "Regr", }; FBCommGroupHeal = { ["Prayer of Healing"] = 1, }; function FBComm_Enabled() return (HealBox and HealBox.HealComm and HealBox.HealComm ~= 0); end function FBComm_Send(msg) if (not FBComm_Enabled()) then return; end local n = GetNumRaidMembers(); if (n and n > 0) then SendAddonMessage(FBCOMM_PREFIX, msg, "RAID"); else n = GetNumPartyMembers(); if (n and n > 0) then SendAddonMessage(FBCOMM_PREFIX, msg, "PARTY"); else return; -- allein: niemand da, der zuhoert end end if (FBPredictDebug) then DEFAULT_CHAT_FRAME:AddMessage("|cFF88CCFF[FBP>]|r "..msg); end end -- [ Senden ] --------------------------------------------------------------- function FBComm_SendHealStart(spellName, target, amount, castMs) if (not FBComm_Enabled()) or (not target) then return; end amount = math.floor(amount or 0); castMs = math.floor(castMs or 0); if (amount <= 0) then return; end if (FBCommGroupHeal[spellName]) then -- Gruppenheilung: alle Ziele in Reichweite mitschicken local names = UnitName("player").."/"; for i = 1, 4 do local u = "party"..i; if (UnitExists(u) and CheckInteractDistance(u, 4)) then names = names..UnitName(u).."/"; end end FBCommSentGroup = true; FBComm_Send("GrpHeal/"..amount.."/"..castMs.."/"..names); else FBCommSentGroup = false; FBComm_Send("Heal/"..target.."/"..amount.."/"..castMs.."/"); end end function FBComm_SendHealStop() if (FBCommSentGroup) then FBComm_Send("GrpHealstop"); else FBComm_Send("Healstop"); end end function FBComm_SendHealDelay(ms) ms = tonumber(ms); if (not ms) then return; end if (FBCommSentGroup) then FBComm_Send("GrpHealdelay/"..math.floor(ms).."/"); else FBComm_Send("Healdelay/"..math.floor(ms).."/"); end end function FBComm_SendHoT(spellName, target, duration) local code = FBCommHoTCode[spellName]; if (not code) or (not target) or (not duration) then return; end if (duration < 1) then return; end FBComm_Send(code.."/"..target.."/"..math.floor(duration).."/"); end -- [ Empfangen ] ------------------------------------------------------------ function FBComm_Split(str) local t = {}; for w in string.gfind(str, "([^/]+)") do table.insert(t, w); end return t; end -- Ein Caster hat immer nur einen Heilzauber unterwegs function FBComm_ClearCaster(caster) for _, casters in pairs(FBCommHeals) do if (casters[caster]) then casters[caster] = nil; end end end function FBComm_DelayCaster(caster, ms) local add = (tonumber(ms) or 0) / 1000; for _, casters in pairs(FBCommHeals) do if (casters[caster]) then casters[caster].expires = casters[caster].expires + add; end end end function FBComm_OnMessage(prefix, msg, channel, sender) if (prefix ~= FBCOMM_PREFIX) or (not msg) or (not sender) then return; end if (sender == UnitName("player")) then return; end -- eigene Nachrichten ignorieren if (not FBComm_Enabled()) then return; end local p = FBComm_Split(msg); local cmd = p[1]; local now = GetTime(); local dirty = false; if (cmd == "Heal" and p[2] and p[3] and p[4]) then FBComm_ClearCaster(sender); if (not FBCommHeals[p[2]]) then FBCommHeals[p[2]] = {}; end FBCommHeals[p[2]][sender] = { amount = tonumber(p[3]) or 0, expires = now + ((tonumber(p[4]) or 0) / 1000), }; dirty = true; elseif (cmd == "GrpHeal" and p[2] and p[3]) then FBComm_ClearCaster(sender); local amount = tonumber(p[2]) or 0; local expires = now + ((tonumber(p[3]) or 0) / 1000); local i = 4; while (p[i]) do if (not FBCommHeals[p[i]]) then FBCommHeals[p[i]] = {}; end FBCommHeals[p[i]][sender] = { amount = amount, expires = expires }; i = i + 1; end dirty = true; elseif (cmd == "Healstop" or cmd == "GrpHealstop") then FBComm_ClearCaster(sender); dirty = true; elseif ((cmd == "Healdelay" or cmd == "GrpHealdelay") and p[2]) then FBComm_DelayCaster(sender, p[2]); dirty = true; end -- HoT-Nachrichten (Renew/Reju/Regr) tragen nur Laufzeiten, keine -- Betraege. HealComm selbst zaehlt sie ebenfalls nicht zur -- eingehenden Heilung. Wir ignorieren sie deshalb hier. if (dirty) then FBHealBox_RefreshAllBars(); end end -- Eingehende Heilung anderer Heiler auf diese Einheit function FBGetCommHeal(unitName) if (not unitName) then return 0; end local casters = FBCommHeals[unitName]; if (not casters) then return 0; end local now = GetTime(); local sum = 0; for _, info in pairs(casters) do if (info.expires > now) then sum = sum + info.amount; end end return sum; end -- [ Debug-Kommando ] ------------------------------------------------------- SLASH_FBHEALPREDICT1 = "/fbp"; SlashCmdList["FBHEALPREDICT"] = function(msg) if (msg == "debug") then FBPredictDebug = not FBPredictDebug; DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_DEBUG").." "..tostring(FBPredictDebug)); return; end if (msg == "reset") then if (HealBox) then HealBox.PredictMemory = {}; end FBPredictInfo = {}; FBPredict_BuildWatch(); DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_RESET")); return; end if (msg == "test") then FBTest_Set(not FBTestMode); return; end if (msg == "config" or msg == "options" or msg == "opt") then FBHealBox_ToggleOptions(); return; end DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_WATCHED")); for spellName, w in pairs(FBPredictWatch) do local info = FBPredict_GetSpellInfo(w.bookID, spellName); if (info) then local parts = ""; if (info.direct) then local learned = FBPredict_Remembered("direct", spellName, w.rank); parts = parts.." "..FBT("FBP_DIRECT").."="..math.floor(info.direct); if (learned) then parts = parts.."("..FBT("FBP_LEARNED").." "..math.floor(learned)..")"; end end if (info.hot) then parts = parts.." HoT="..math.floor(info.hot.perTick).."x"..info.hot.ticks .." "..FBT("FBP_EVERY").." "..info.hot.interval.."s"; end if (info.shield) then parts = parts.." "..FBT("FBP_SHIELD").."="..info.shield.amount .."/"..info.shield.duration.."s"; end DEFAULT_CHAT_FRAME:AddMessage(" "..spellName.." ("..tostring(w.rank)..")"..parts); end end local now = GetTime(); DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_ACTIVE")); if (FBPredictDirect) then DEFAULT_CHAT_FRAME:AddMessage(" "..FBT("FBP_CAST").." "..FBPredictDirect.spell .." "..FBT("FBP_ON").." "..FBPredictDirect.target..": " ..math.floor(FBPredictDirect.amount)); end for name, spells in pairs(FBHoTs) do for spellName, e in pairs(spells) do DEFAULT_CHAT_FRAME:AddMessage(" HoT "..name.." / "..spellName..": " ..FBPredict_TicksLeft(e, now).." "..FBT("FBP_TICKSOF").." " ..math.floor(e.perTick)); end end for name, s in pairs(FBShields) do DEFAULT_CHAT_FRAME:AddMessage(" "..FBT("FBP_SHIELD").." "..name.." / "..s.spell ..": "..math.floor(s.max - s.absorbed).." "..FBT("FBP_OF").." " ..math.floor(s.max)); end if (FBLOS_HasUnitXP()) then DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r LoS: UnitXP"); else DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r LoS: UI_ERROR_MESSAGE ("..FBLOS_TIMEOUT.."s)"); end local state = FBT("FBP_STATE_OFF"); if (FBComm_Enabled()) then state = FBT("FBP_STATE_ON"); end DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_SYNC").." "..state); for target, casters in pairs(FBCommHeals) do for caster, info in pairs(casters) do if (info.expires > now) then DEFAULT_CHAT_FRAME:AddMessage(" "..FBT("FBP_INCOMING").." "..caster .." -> "..target..": "..math.floor(info.amount)); end end end DEFAULT_CHAT_FRAME:AddMessage("|cFF00FFFF[FBP]|r "..FBT("FBP_COMMANDS")); end -- Dispel-Farben je Klasse (einmal gebaut, nicht pro Update) FBDispelColors = {}; if (FBClass == "Priest") then FBDispelColors["Magic"] = {0.2, 0.6, 1, 1}; FBDispelColors["Disease"] = {0.6, 0.4, 0, 1}; elseif (FBClass == "Paladin") then FBDispelColors["Magic"] = {0.2, 0.6, 1, 1}; FBDispelColors["Poison"] = {0, 0.6, 0, 1}; FBDispelColors["Disease"] = {0.6, 0.4, 0, 1}; elseif (FBClass == "Shaman") then FBDispelColors["Poison"] = {0, 0.6, 0, 1}; FBDispelColors["Disease"] = {0.6, 0.4, 0, 1}; elseif (FBClass == "Druid") then FBDispelColors["Curse"] = {0.6, 0, 1, 1}; FBDispelColors["Poison"] = {0, 0.6, 0, 1}; end -- Erster von der eigenen Klasse entfernbarer Debuff: Typ, Textur, Stacks (sonst nil) function FBHealBox_DispelType(unit) local g = FBTest_Ghost(unit); if (g) then -- Geist mit Debuff: irgendein Typ, den die eigene Klasse entfernen kann if (g.debuff) then for _, dtype in ipairs({ "Magic", "Poison", "Disease", "Curse" }) do if (FBDispelColors[dtype]) then return dtype, g.debuffTex, g.debuffCount; end end end return nil; end for i = 1, 16 do local texture, count, debuffType = UnitDebuff(unit, i); if (not texture) then break; end if (debuffType and FBDispelColors[debuffType]) then return debuffType, texture, count; end end return nil; end -- Debuff-Icon samt Stackzahl setzen oder verstecken function FBHealBox_UpdateDebuffIcon(frame, texture, count) if (not frame.DebuffIcon) then return; end if (texture and HealBox.DebuffIcon == 1 and not frame.plateHidden) then frame.NameText:SetWidth(frame.nameWidthIcon or FBNAME_WIDTH_ICON); frame.DebuffIcon:SetTexture(texture); frame.DebuffIcon:Show(); if (count and tonumber(count) and tonumber(count) > 1) then frame.DebuffCount:SetText(tostring(count)); frame.DebuffCount:Show(); else frame.DebuffCount:Hide(); end else frame.NameText:SetWidth(frame.nameWidthFull or FBNAME_WIDTH_FULL); frame.DebuffIcon:Hide(); frame.DebuffCount:Hide(); end end -- Manabalken: nur wenn eingeschaltet, die Plakette sichtbar ist und die -- Einheit tatsaechlich Mana nutzt. Sonst weg, dann ist der Lebensbalken -- wieder auf voller Hoehe zu sehen. function FBHealBox_UpdateMana(unit, frame) if (not frame.ManaBar) then return; end if (HealBox.ManaBar ~= 1) or frame.plateHidden then frame.ManaBar:Hide(); return; end local mp, mpMax, hasMana = FBUnitMana(unit); if (not hasMana) then frame.ManaBar:Hide(); return; end frame.ManaBar:SetMinMaxValues(0, mpMax); frame.ManaBar:SetValue(mp); frame.ManaBar:Show(); end function FBHealBox_UpdateUnit(unit, frame) if (not frame) or (not frame.HealthBar) then return; end if (not FBUnitExists(unit)) then return; end local hp, hpMax = FBUnitHealth(unit); local hpPercent = hp / hpMax; local state = FBUnitState(unit); -- Tot / Geist / Offline: Text statt Prozent, Balken leer, grau, kein Mana if (state) then local label = "STATE_DEAD"; if (state == "ghost") then label = "STATE_GHOST"; end if (state == "offline") then label = "STATE_OFFLINE"; end frame.HPText:SetText(FBT(label)); frame.HealthBar:SetMinMaxValues(0, hpMax); frame.HealthBar:SetValue(0); frame.HealthBar:SetStatusBarColor(0.5, 0.5, 0.5, 1); frame.ShieldBar:SetMinMaxValues(0, hpMax); frame.ShieldBar:SetValue(0); frame.IncHealBar:SetMinMaxValues(0, hpMax); frame.IncHealBar:SetValue(0); frame.ManaBar:Hide(); FBHealBox_UpdateDebuffIcon(frame, nil, nil); return; end frame.HPText:SetText(format("%d%%", math.floor(hpPercent * 100))); frame.HealthBar:SetMinMaxValues(0, hpMax); frame.HealthBar:SetValue(hp); local name = FBUnitName(unit); local g = FBTest_Ghost(unit); -- Eigener Direktcast + eigene HoT-Restticks + Heilung anderer Heiler local incHeal, shield; if (g) then incHeal = g.inc or 0; shield = g.shield or 0; else incHeal = FBGetDirectHeal(name) + FBGetHoTHeal(name) + FBGetCommHeal(name); shield = FBGetShield(name); end -- Absorb-Schild als Pseudoleben direkt hinter den aktuellen HP local shieldTop = math.min(hpMax, hp + shield); frame.ShieldBar:SetMinMaxValues(0, hpMax); frame.ShieldBar:SetValue(shieldTop); -- Heilvorhersage haengt hinter dem Schild-Anteil frame.IncHealBar:SetMinMaxValues(0, hpMax); frame.IncHealBar:SetValue(math.min(hpMax, shieldTop + incHeal)); -- Manabalken (Balken im Balken) FBHealBox_UpdateMana(unit, frame); -- Farbe: entfernbarer Debuff schlaegt den HP-Stand; dazu Icon + Stacks local dtype, dtex, dcount = FBHealBox_DispelType(unit); FBHealBox_UpdateDebuffIcon(frame, dtex, dcount); if (dtype) then local c = FBDispelColors[dtype]; frame.HealthBar:SetStatusBarColor(c[1], c[2], c[3], c[4]); elseif (hpPercent > LowHP) then frame.HealthBar:SetStatusBarColor(0, 1, 0, 1); elseif (hpPercent > VeryLowHP) then frame.HealthBar:SetStatusBarColor(1, 0.9, 0, 1); else frame.HealthBar:SetStatusBarColor(1, 0, 0, 1); end end MMButton = CreateMiniMapButton(); FBHealBoxSetup(); FBHealBoxCreateAddonOptionFrame();