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Added Sacrifice bar
This commit is contained in:
Wayoff333
2026-09-04 22:18:49 -04:00
committed by GitHub
parent fb83abb6f5
commit 073b65fec5
2 changed files with 552 additions and 2 deletions
+88
View File
@@ -19,6 +19,10 @@ Cursive:RegisterDefaults("profile", {
gcdbarheight = 3,
gcdbarwidth = 200,
gcdbarcolor = { r = 1, g = 0.85, b = 0.1 },
sacrificebarcolor = { r = 0.6, g = 0.2, b = 0.85 },
sacrificebarwidth = 200,
sacrificebarheight = 14,
sacrificebarorientation = "HORIZONTAL",
showghostcurse = true,
showghostcorruption = true,
showghostimmolate = true,
@@ -787,6 +791,90 @@ Cursive.cmdtable = {
Cursive.ui.PreviewGcdBar()
end,
},
["sacrificebarcolor"] = {
type = "color",
name = "Sacrifice Bar Color",
desc = "Color of the Sacrifice shield bar (drag the bar itself anywhere on screen to reposition it)",
order = 44,
get = function()
return Cursive.db.profile.sacrificebarcolor.r, Cursive.db.profile.sacrificebarcolor.g, Cursive.db.profile.sacrificebarcolor.b
end,
set = function(r, g, b)
Cursive.db.profile.sacrificebarcolor.r = r
Cursive.db.profile.sacrificebarcolor.g = g
Cursive.db.profile.sacrificebarcolor.b = b
if Cursive.ui.sacrificeBar then
Cursive.ui.sacrificeBar:SetStatusBarColor(r, g, b, 0.9)
end
Cursive.ui.PreviewSacrificeBar()
end,
},
["sacrificebarwidth"] = {
type = "range",
name = "Sacrifice Bar Width",
desc = "Width of the Sacrifice shield bar",
order = 45,
min = 80,
max = 400,
step = 5,
get = function()
return Cursive.db.profile.sacrificebarwidth
end,
set = function(v)
Cursive.db.profile.sacrificebarwidth = v
if Cursive.ui.sacrificeBar then
Cursive.ui.sacrificeBar:SetWidth(v)
end
Cursive.ui.PreviewSacrificeBar()
end,
},
["sacrificebarheight"] = {
type = "range",
name = "Sacrifice Bar Height",
desc = "Height of the Sacrifice shield bar",
order = 46,
min = 6,
max = 40,
step = 1,
get = function()
return Cursive.db.profile.sacrificebarheight
end,
set = function(v)
Cursive.db.profile.sacrificebarheight = v
if Cursive.ui.sacrificeBar then
Cursive.ui.sacrificeBar:SetHeight(v)
end
Cursive.ui.PreviewSacrificeBar()
end,
},
["sacrificebarvertical"] = {
type = "toggle",
name = "Sacrifice Bar Vertical",
desc = "Orient the Sacrifice bar vertically (fills top-to-bottom as it counts down) instead of horizontally. Swaps width/height so the bar's shape matches.",
order = 47,
get = function()
return Cursive.db.profile.sacrificebarorientation == "VERTICAL"
end,
set = function(v)
Cursive.db.profile.sacrificebarorientation = v and "VERTICAL" or "HORIZONTAL"
-- Swap width/height so the bar's shape actually matches its
-- orientation -- otherwise it just changes the internal
-- fill direction while staying the same wide-short shape.
local w = Cursive.db.profile.sacrificebarwidth
local h = Cursive.db.profile.sacrificebarheight
Cursive.db.profile.sacrificebarwidth = h
Cursive.db.profile.sacrificebarheight = w
if Cursive.ui.sacrificeBar then
Cursive.ui.sacrificeBar:SetOrientation(Cursive.db.profile.sacrificebarorientation)
Cursive.ui.sacrificeBar:SetWidth(Cursive.db.profile.sacrificebarwidth)
Cursive.ui.sacrificeBar:SetHeight(Cursive.db.profile.sacrificebarheight)
Cursive.ui.UpdateSacrificeBarTextLayout(Cursive.ui.sacrificeBar, v)
end
Cursive.ui.PreviewSacrificeBar()
end,
},
["clickthrough"] = {
type = "toggle",
name = L["Allow clickthrough"],
+464 -2
View File
@@ -605,6 +605,29 @@ local GHOST_DOT_ICONS = {
}
local GHOST_CURSE_FALLBACK_ICON = "Interface\\Icons\\Spell_Shadow_CurseOfSargeras" -- Curse of Agony
-- UnitDebuff(guid, i) via the GUID extension has been confirmed (via live
-- /cgd diagnostic) to sometimes return nothing at all for a guid, even
-- when that guid IS the player's own current target. Unit tokens are
-- always reliable, so substitute one whenever the guid matches something
-- checkable -- covers being directly targeted, or being your target's
-- target (common on bosses when tanking/watching a tank). Other tracked
-- guids (raid members' own targets etc) still have no equivalent safe
-- substitute without a broader token scan. Note: "focus" was tried here
-- too but removed -- confirmed via live error that vanilla 1.12 has no
-- focus frame support at all (that's a later-expansion addition), and
-- UnitExists("focus") hard-errors here rather than just returning nil.
local function SafeUnitDebuff(guid, i)
local _, targetGuid = UnitExists("target")
if targetGuid and guid == targetGuid then
return UnitDebuff("target", i)
end
local _, totGuid = UnitExists("targettarget")
if totGuid and guid == totGuid then
return UnitDebuff("targettarget", i)
end
return UnitDebuff(guid, i)
end
local function GetGhostTextures(guid)
local config = Cursive.db.profile
local textures = {}
@@ -636,7 +659,7 @@ local function GetGhostTextures(guid)
local found = false
local i = 1
while true do
local tex = UnitDebuff(guid, i)
local tex = SafeUnitDebuff(guid, i)
if not tex then break end
if string.find(tex, dot.texture, 1, true) then
found = true
@@ -743,7 +766,7 @@ local function DisplayGuid(guid)
local hasShadowVuln = false
local i = 1
while true do
local tex = UnitDebuff(guid, i)
local tex = SafeUnitDebuff(guid, i)
if not tex then break end
if string.find(tex, "Spell_Shadow_ShadowBolt", 1, true) then
hasShadowVuln = true
@@ -1182,6 +1205,399 @@ gcdTicker:SetScript("OnUpdate", function()
end
end)
-------------------------------------------------------------------------------
-- Sacrifice shield tracking (Voidwalker's damage-absorb shield on the
-- warlock). Detection and initial-absorb-value reading use a tooltip scan
-- of the player's own buff (robust across all ranks, since it reads the
-- actual computed value including any Demonic Brutality talent bonus,
-- rather than guessing based on rank). Duration is a fixed 30s regardless
-- of rank (confirmed).
--
-- IMPORTANT CAVEAT: remaining-absorb tracking (damage taken while the
-- shield is up) is UNVERIFIED. Vanilla's combat log is chat-message-based
-- and its exact wording for absorbed hits hasn't been confirmed on this
-- server. Diagnostic mode (/cursivesacdebug) prints every combat message
-- received while the shield is active, so the real format can be seen and
-- the parsing refined -- until then, the absorb estimate may be inaccurate
-- or simply not update at all if the message format doesn't match what's
-- guessed below.
-------------------------------------------------------------------------------
local SACRIFICE_DURATION = 30
ui.sacrificeDebugMode = false
ui.cachedSacrificeAbsorb = nil
local sacrificeState = {
active = false,
initialAbsorb = 0,
appliedAt = 0,
damageTaken = 0,
}
-- The APPLIED buff's own tooltip is confirmed abbreviated ("Absorbs all
-- damage", no number) -- the real absorb value only appears in the full
-- spell description, shown on the Voidwalker's pet action bar. Since the
-- Voidwalker is consumed by the cast, this has to be scanned proactively
-- while it's still alive and cached, rather than read after the fact.
local function ScanPetBarForSacrifice()
local slot = 1
while slot <= 10 do
local button = getglobal("pfActionBarPetButton"..slot) or getglobal("PetActionButton"..slot)
if button and button:IsVisible() then
Cursive.core.tooltipScan:SetOwner(UIParent, "ANCHOR_NONE")
Cursive.core.tooltipScan:SetPetAction(slot)
local nameLine = getglobal("CursiveTooltipScanTextLeft1")
local nameText = nameLine and nameLine:GetText()
if nameText and string.find(nameText, "Sacrifice", 1, true) then
local lineNum = 2
while lineNum <= 6 do
local descLine = getglobal("CursiveTooltipScanTextLeft"..lineNum)
local desc = descLine and descLine:GetText()
if desc then
local _, _, num = string.find(desc, "absorb (%d+)")
if num then
if ui.sacrificeDebugMode and ui.cachedSacrificeAbsorb ~= tonumber(num) then
DEFAULT_CHAT_FRAME:AddMessage("|cff60ffff[SacDebug]|r Cached Sacrifice absorb value from pet bar: "..num)
end
ui.cachedSacrificeAbsorb = tonumber(num)
Cursive.core.tooltipScan:Hide()
return
end
end
lineNum = lineNum + 1
end
end
Cursive.core.tooltipScan:Hide()
end
slot = slot + 1
end
end
-- One-shot diagnostic: dumps the full state of PetActionButton1-10 --
-- whether each exists, is visible, and what its tooltip shows (regardless
-- of whether it matches "Sacrifice"). Run this with your Voidwalker
-- summoned if the pet-bar scan above isn't finding anything -- likely
-- explanation is a UI replacement addon (e.g. pfUI) using different pet
-- bar frame names than the vanilla default.
-- Guessing frame naming conventions has failed twice -- this reports
-- exactly which frame is under the mouse cursor, no guessing involved.
-- Run the command, THEN hover over the Sacrifice icon on the pet bar
-- within 3 seconds (gives time to move the mouse after typing/hitting
-- enter, since GetMouseFocus needs the cursor there at the exact moment
-- it's checked).
local whatFrameChecker = CreateFrame("Frame")
SLASH_CURSIVEWHATFRAME1 = "/cursivewhatframe"
SlashCmdList["CURSIVEWHATFRAME"] = function()
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive:|r hover over the Sacrifice pet icon now -- checking in 3 seconds...")
local elapsed = 0
whatFrameChecker:SetScript("OnUpdate", function()
elapsed = elapsed + arg1
if elapsed < 3 then return end
whatFrameChecker:SetScript("OnUpdate", nil)
local frame = GetMouseFocus()
if not frame then
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive:|r no frame under mouse")
return
end
local name = frame.GetName and frame:GetName()
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive:|r frame under mouse: "..tostring(name))
local parent = frame.GetParent and frame:GetParent()
if parent then
local parentName = parent.GetName and parent:GetName()
DEFAULT_CHAT_FRAME:AddMessage(" parent: "..tostring(parentName))
end
end)
end
SLASH_CURSIVEPETDEBUG1 = "/cursivepetdebug"
SlashCmdList["CURSIVEPETDEBUG"] = function()
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive pet bar debug|r")
local prefixes = { "pfActionBarPetButton", "PetActionButton", "ActionBarPetButton", "ActionBarPet" }
local anyFound = false
local pIdx = 1
while pIdx <= 4 do
local prefix = prefixes[pIdx]
local slot = 1
while slot <= 10 do
local buttonName = prefix..slot
local button = getglobal(buttonName)
if button then
anyFound = true
local visible = button:IsVisible()
DEFAULT_CHAT_FRAME:AddMessage(" "..buttonName..": exists, visible="..tostring(visible))
if visible then
-- Try SetPetAction directly on this slot number (works
-- regardless of the button's frame naming convention,
-- since SetPetAction addresses pet action slots by
-- index, not frame name).
Cursive.core.tooltipScan:SetOwner(UIParent, "ANCHOR_NONE")
local ok = pcall(function() Cursive.core.tooltipScan:SetPetAction(slot) end)
local nameLine = getglobal("CursiveTooltipScanTextLeft1")
local nameText = nameLine and nameLine:GetText()
DEFAULT_CHAT_FRAME:AddMessage(" SetPetAction("..slot..") tooltip name: "..tostring(nameText).." (call ok: "..tostring(ok)..")")
Cursive.core.tooltipScan:Hide()
end
end
slot = slot + 1
end
pIdx = pIdx + 1
end
if not anyFound then
DEFAULT_CHAT_FRAME:AddMessage(" None of PetActionButton/ActionBarPetButton/ActionBarPet 1-10 exist -- naming convention is something else entirely.")
end
end
local function ScanForSacrificeBuff()
local found = false
local i = 1
while true do
local tex = UnitBuff("player", i)
if not tex then break end
Cursive.core.tooltipScan:SetOwner(UIParent, "ANCHOR_NONE")
Cursive.core.tooltipScan:SetUnitBuff("player", i)
local nameLine = getglobal("CursiveTooltipScanTextLeft1")
local name = nameLine and nameLine:GetText()
if name and string.find(name, "Sacrifice", 1, true) then
found = true
if not sacrificeState.active then
sacrificeState.active = true
sacrificeState.appliedAt = GetTime()
sacrificeState.damageTaken = 0
sacrificeState.initialAbsorb = ui.cachedSacrificeAbsorb or 0
if ui.sacrificeDebugMode then
DEFAULT_CHAT_FRAME:AddMessage("|cff60ffff[SacDebug]|r Shield applied, using cached absorb value: "..tostring(ui.cachedSacrificeAbsorb))
end
end
break
end
i = i + 1
end
Cursive.core.tooltipScan:Hide()
if not found and sacrificeState.active then
if ui.sacrificeDebugMode then
DEFAULT_CHAT_FRAME:AddMessage("|cff60ffff[SacDebug]|r Shield no longer detected (expired or broken)")
end
sacrificeState.active = false
end
return found
end
-- Diagnostic: logs every combat message received while the shield is
-- active, to determine the real absorb-message wording on this server.
-- Also attempts a best-effort parse (any number immediately preceding or
-- following "absorb") to estimate damage taken, but this is unverified.
local sacDebugFrame = CreateFrame("Frame")
-- Confirmed (via community-documented vanilla 1.12.1 event listings) as
-- the correct events for damage TAKEN by the player -- the original guess
-- above was wrong: CHAT_MSG_SPELL_SELF_DAMAGE and CHAT_MSG_COMBAT_SELF_HITS
-- report damage the player DEALS to others, not damage taken, which is why
-- zero debug messages ever fired despite the player clearly taking damage.
sacDebugFrame:RegisterEvent("CHAT_MSG_COMBAT_CREATURE_VS_SELF_HITS") -- melee from a creature to the player
sacDebugFrame:RegisterEvent("CHAT_MSG_SPELL_CREATURE_VS_SELF_DAMAGE") -- spell from a creature to the player
sacDebugFrame:RegisterEvent("CHAT_MSG_COMBAT_HOSTILEPLAYER_HITS") -- melee from a hostile player (PvP)
sacDebugFrame:RegisterEvent("CHAT_MSG_SPELL_HOSTILEPLAYER_DAMAGE") -- spell from a hostile player (PvP)
sacDebugFrame:SetScript("OnEvent", function()
if not sacrificeState.active then return end
local msg = arg1
if not msg then return end
if ui.sacrificeDebugMode then
DEFAULT_CHAT_FRAME:AddMessage("|cff60ffff[SacDebug]|r ["..event.."] "..msg)
end
if string.find(string.lower(msg), "absorb", 1, true) then
local _, _, num = string.find(msg, "%((%d+) absorbed%)")
if num then
sacrificeState.damageTaken = sacrificeState.damageTaken + tonumber(num)
if ui.sacrificeDebugMode then
DEFAULT_CHAT_FRAME:AddMessage("|cff60ffff[SacDebug]|r Parsed absorbed amount: "..num..", running total: "..sacrificeState.damageTaken)
end
end
end
end)
SLASH_CURSIVESACDEBUG1 = "/cursivesacdebug"
SlashCmdList["CURSIVESACDEBUG"] = function()
ui.sacrificeDebugMode = not ui.sacrificeDebugMode
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive|r sacrifice debug mode: "..(ui.sacrificeDebugMode and "|cff00ff00ON|r" or "|cffff6060OFF|r"))
end
-- Standalone, draggable Sacrifice shield bar. Depletes visually with time
-- remaining (same mechanic as the GCD bar); the damage-remaining estimate
-- is shown as text overlaid on the bar rather than driving the bar's fill,
-- since only the time value is fully reliable.
-- Repositions the label/absorb text based on orientation. Horizontal keeps
-- them side-by-side inside the bar; vertical stacks them below the bar
-- instead, since a narrow vertical bar can't fit readable text inside it.
local function UpdateSacrificeBarTextLayout(bar, isVertical)
bar.label:ClearAllPoints()
bar.absorbText:ClearAllPoints()
if isVertical then
bar.label:SetPoint("Top", bar, "Bottom", 0, -4)
bar.label:SetJustifyH("Center")
bar.absorbText:SetPoint("Top", bar.label, "Bottom", 0, -2)
bar.absorbText:SetJustifyH("Center")
else
bar.label:SetPoint("Left", bar, "Left", 4, 0)
bar.label:SetJustifyH("Left")
bar.absorbText:SetPoint("Right", bar, "Right", -4, 0)
bar.absorbText:SetJustifyH("Right")
end
end
local function CreateSacrificeBar()
local p = Cursive.db.profile
local bar = CreateFrame("StatusBar", "CursiveSacrificeBar", UIParent)
bar:SetWidth(p.sacrificebarwidth or 200)
bar:SetHeight(p.sacrificebarheight or 14)
if p.sacrificebaranchor then
bar:SetPoint(p.sacrificebaranchor, UIParent, p.sacrificebaranchor, p.sacrificebarx or 0, p.sacrificebary or 0)
else
bar:SetPoint("Center", UIParent, "Center", 0, -100)
end
bar:SetStatusBarTexture(Cursive.db.profile.bartexture)
bar:SetOrientation(p.sacrificebarorientation or "HORIZONTAL")
local c = p.sacrificebarcolor or { r = 0.6, g = 0.2, b = 0.85 }
bar:SetStatusBarColor(c.r, c.g, c.b, 0.9)
bar:SetMinMaxValues(0, 1)
bar:SetValue(0)
-- Border color reflects % of absorb remaining (green -> red), as an
-- at-a-glance cue independent of the text number.
bar:SetBackdrop({
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
edgeSize = 12,
})
bar:SetBackdropBorderColor(0, 1, 0, 1)
local bg = bar:CreateTexture(nil, "BACKGROUND")
bg:SetAllPoints(bar)
bg:SetTexture(0, 0, 0)
bg:SetAlpha(0.4)
local label = bar:CreateFontString(nil, "OVERLAY")
label:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
label:SetTextColor(1, 1, 1, 1)
label:SetText("Sacrifice")
local absorbText = bar:CreateFontString(nil, "OVERLAY")
absorbText:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
absorbText:SetTextColor(1, 1, 1, 1)
bar.label = label
bar.absorbText = absorbText
UpdateSacrificeBarTextLayout(bar, (p.sacrificebarorientation == "VERTICAL"))
bar:EnableMouse(true)
bar:SetMovable(true)
bar:RegisterForDrag("LeftButton")
bar:SetScript("OnDragStart", function()
this:StartMoving()
end)
bar:SetScript("OnDragStop", function()
this:StopMovingOrSizing()
local newAnchor = utils.GetBestAnchor(this)
local anchor, x, y = utils.ConvertFrameAnchor(this, newAnchor)
this:ClearAllPoints()
this:SetPoint(anchor, UIParent, anchor, x, y)
Cursive.db.profile.sacrificebaranchor = anchor
Cursive.db.profile.sacrificebarx = x
Cursive.db.profile.sacrificebary = y
end)
bar:Hide()
ui.sacrificeBar = bar
return bar
end
ui.UpdateSacrificeBarTextLayout = UpdateSacrificeBarTextLayout
local sacrificeTicker = CreateFrame("Frame", "CursiveSacrificeTicker", UIParent)
local sacrificeTickAccum = 0
ui.sacrificeBarPreviewUntil = nil
-- Call this from any Sacrifice bar setting's set() callback to show a
-- temporary static preview fill, since the real bar normally only
-- appears while the shield is actually active -- lets color/size changes
-- be seen immediately.
function ui.PreviewSacrificeBar()
ui.sacrificeBarPreviewUntil = GetTime() + 4
end
sacrificeTicker:SetScript("OnUpdate", function()
sacrificeTickAccum = sacrificeTickAccum + arg1
if sacrificeTickAccum < 0.5 then return end
sacrificeTickAccum = 0
ScanPetBarForSacrifice()
ScanForSacrificeBuff()
if not ui.sacrificeBar then
CreateSacrificeBar()
end
local bar = ui.sacrificeBar
-- Preview mode: triggered directly by changing a Sacrifice bar
-- setting, rather than trying to detect whether the options menu is
-- open.
if ui.sacrificeBarPreviewUntil and GetTime() < ui.sacrificeBarPreviewUntil then
bar:SetMinMaxValues(0, 30)
bar:SetValue(18)
bar.absorbText:SetText("18s | 1200 absorb")
if not bar:IsShown() then bar:Show() end
return
end
if not sacrificeState.active then
if bar:IsShown() then bar:Hide() end
return
end
local remaining = SACRIFICE_DURATION - (GetTime() - sacrificeState.appliedAt)
if remaining <= 0 then
sacrificeState.active = false
bar:Hide()
return
end
if not bar:IsShown() then bar:Show() end
bar:SetMinMaxValues(0, SACRIFICE_DURATION)
bar:SetValue(remaining)
local remainingAbsorb = sacrificeState.initialAbsorb - sacrificeState.damageTaken
if remainingAbsorb < 0 then remainingAbsorb = 0 end
bar.absorbText:SetText(math.floor(remaining + 1).."s | "..remainingAbsorb.." absorb")
if sacrificeState.initialAbsorb > 0 then
local pct = remainingAbsorb / sacrificeState.initialAbsorb
if pct > 1 then pct = 1 end
bar.borderR, bar.borderG, bar.borderB = 1 - pct, pct, 0
else
bar.borderR, bar.borderG, bar.borderB = 0.5, 0.5, 0.5
end
end)
-- Glowing border: pulses the border alpha smoothly via sin() oscillation.
-- Runs every frame (unthrottled), separate from the main 0.5s update
-- above, since a visible pulse needs much more frequent updates than the
-- bar's actual data does.
local sacrificeGlowTicker = CreateFrame("Frame", "CursiveSacrificeGlowTicker", UIParent)
sacrificeGlowTicker:SetScript("OnUpdate", function()
local bar = ui.sacrificeBar
if not bar or not bar:IsShown() then return end
local r = bar.borderR or 0.5
local g = bar.borderG or 0.5
local b = bar.borderB or 0.5
local alpha = 0.5 + 0.5 * math.sin(GetTime() * 4)
bar:SetBackdropBorderColor(r, g, b, alpha)
end)
-- Flashes any icon currently registered, via a smooth alpha oscillation.
-- Single shared ticker for all rows rather than one per icon. Registry
-- values are a speed multiplier (falls back to 3 if just `true`), so
@@ -1437,4 +1853,50 @@ function ui.CreateSettingsWindow()
return f
end
-------------------------------------------------------------------------------
-- Diagnostic: /cgd prints exactly what UnitDebuff sees for the current
-- target, and whether each GHOST_DOT_ICONS entry matches -- run this while
-- a ghost icon is stuck showing despite the DoT clearly being active, to
-- get real data instead of guessing further.
-------------------------------------------------------------------------------
SLASH_CURSIVEGHOSTDEBUG1 = "/cgd"
SlashCmdList["CURSIVEGHOSTDEBUG"] = function()
local _, guid = UnitExists("target")
if not guid then
DEFAULT_CHAT_FRAME:AddMessage("|cffff6060Cursive ghost debug:|r no target selected")
return
end
DEFAULT_CHAT_FRAME:AddMessage("|cffffcc00Cursive ghost debug|r -- guid: "..guid)
DEFAULT_CHAT_FRAME:AddMessage("(this is your current target, so the fix resolves it via the \"target\" token)")
DEFAULT_CHAT_FRAME:AddMessage("Raw UnitDebuff scan:")
local i = 1
local foundAny = false
while true do
local tex = SafeUnitDebuff(guid, i)
if not tex then break end
foundAny = true
DEFAULT_CHAT_FRAME:AddMessage(" slot "..i..": "..tex)
i = i + 1
end
if not foundAny then
DEFAULT_CHAT_FRAME:AddMessage(" (UnitDebuff returned nothing at all for this guid)")
end
DEFAULT_CHAT_FRAME:AddMessage("Checking against GHOST_DOT_ICONS:")
for _, dot in ipairs(GHOST_DOT_ICONS) do
local found = false
local j = 1
while true do
local tex = SafeUnitDebuff(guid, j)
if not tex then break end
if string.find(tex, dot.texture, 1, true) then
found = true
break
end
j = j + 1
end
DEFAULT_CHAT_FRAME:AddMessage(" "..dot.name..": "..(found and "|cff00ff00FOUND|r" or "|cffff6060NOT FOUND|r").." (looking for '"..dot.texture.."')")
end
end
Cursive.ui = ui