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Keep buff timer text above the cooldown sweep
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+10
-2
@@ -128,12 +128,18 @@ pfUI:RegisterModule("buff", function ()
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buff.texture:SetTexCoord(.07,.93,.07,.93)
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buff.texture:SetAllPoints(buff)
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buff.timer = buff:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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-- overlay lifts the texts above the sweep: a child frame renders above
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-- all of its parent's own regions, so the timer would dim under the
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-- dark wedge otherwise (same reason pfCooldownText is its own frame)
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buff.overlay = CreateFrame("Frame", nil, buff)
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buff.overlay:SetAllPoints(buff)
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buff.timer = buff.overlay:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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buff.timer:SetTextColor(1,1,1,1)
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buff.timer:SetJustifyH("CENTER")
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buff.timer:SetJustifyV("CENTER")
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buff.stacks = buff:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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buff.stacks = buff.overlay:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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buff.stacks:SetTextColor(1,1,1,1)
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buff.stacks:SetJustifyH("RIGHT")
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buff.stacks:SetJustifyV("BOTTOM")
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@@ -142,6 +148,8 @@ pfUI:RegisterModule("buff", function ()
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-- radial sweep (the template covers the button and starts hidden;
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-- the cooldown hook drives it from here, text stays with buff.timer)
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buff.cd = CreateFrame("Cooldown", buttonName .. "Cooldown", buff, "CooldownFrameTemplate")
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buff.cd:SetFrameLevel(buff:GetFrameLevel() + 1)
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buff.overlay:SetFrameLevel(buff:GetFrameLevel() + 2)
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buff.cd.pfCooldownType = "ALL"
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buff.cd.pfCooldownStyleText = 0
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buff.cd.pfCooldownStyleAnimation = tonumber(C.buffs.cooldown_anim) or 0
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