mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-23 16:16:56 +00:00
d1092f7b13
fixed gouge timer
465 lines
16 KiB
Lua
465 lines
16 KiB
Lua
-- load pfUI environment
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setfenv(1, pfUI:GetEnvironment())
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--[[ libdebuff ]]--
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-- A pfUI library that detects and saves all ongoing debuffs of players, NPCs and enemies.
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-- The functions UnitDebuff is exposed to the modules which allows to query debuffs like you
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-- would on later expansions.
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--
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-- libdebuff:UnitDebuff(unit, id)
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-- Returns debuff informations on the given effect of the specified unit.
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-- name, rank, texture, stacks, dtype, duration, timeleft
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-- return instantly if we're not on a vanilla client
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if pfUI.client > 11200 then return end
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-- return instantly when another libdebuff is already active
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if pfUI.api.libdebuff then return end
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-- fix a typo (missing $) in ruRU capture index
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if GetLocale() == "ruRU" then
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SPELLREFLECTSELFOTHER = gsub(SPELLREFLECTSELFOTHER, "%%2s", "%%2%$s")
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end
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local libdebuff = CreateFrame("Frame", "pfdebuffsScanner", UIParent)
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local scanner = libtipscan:GetScanner("libdebuff")
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local _, class = UnitClass("player")
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local lastspell
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-- Speichert die Ranks der zuletzt gecasteten Spells (bleibt länger als pending)
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local lastCastRanks = {}
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-- Speichert Spells die gefailed sind (miss/dodge/parry/etc.) für 1 Sekunde
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local lastFailedSpells = {}
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-- Prüft ob ein Spell kürzlich gefailed ist (öffentliche Funktion für andere Module)
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function libdebuff:DidSpellFail(spell)
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if not spell then return false end
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local data = lastFailedSpells[spell]
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if data and (GetTime() - data.time) < 1 then
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return true
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end
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return false
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end
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-- Shared Debuffs: Diese werden von allen Spielern geteilt (nur einer kann drauf sein)
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-- Timer darf von anderen Spielern aktualisiert werden
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local sharedDebuffs = {
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-- Warrior
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["Sunder Armor"] = true,
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["Demoralizing Shout"] = true,
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["Thunder Clap"] = true,
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-- Rogue
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["Expose Armor"] = true,
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-- Druid
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["Faerie Fire"] = true,
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["Faerie Fire (Feral)"] = true,
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-- Hunter
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["Hunter's Mark"] = true,
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-- Warlock Curses (nur eine pro Typ kann auf Target sein)
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["Curse of Weakness"] = true,
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["Curse of Recklessness"] = true,
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["Curse of the Elements"] = true,
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["Curse of Shadow"] = true,
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["Curse of Tongues"] = true,
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["Curse of Exhaustion"] = true,
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-- NICHT: Curse of Agony, Curse of Doom (jeder Warlock hat seinen eigenen!)
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-- Priest
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["Shadow Weaving"] = true,
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-- Mage
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["Winter's Chill"] = true,
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-- Paladin Judgements
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["Judgement of Wisdom"] = true,
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["Judgement of Light"] = true,
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["Judgement of the Crusader"] = true,
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["Judgement of Justice"] = true,
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}
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function libdebuff:GetDuration(effect, rank)
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if L["debuffs"][effect] then
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local rank = rank and tonumber((string.gsub(rank, RANK, ""))) or 0
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local rank = L["debuffs"][effect][rank] and rank or libdebuff:GetMaxRank(effect)
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local duration = L["debuffs"][effect][rank]
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if effect == L["dyndebuffs"]["Rupture"] then
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-- Rupture: +2 sec per combo point
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duration = duration + GetComboPoints()*2
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elseif effect == L["dyndebuffs"]["Kidney Shot"] then
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-- Kidney Shot: +1 sec per combo point
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duration = duration + GetComboPoints()*1
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elseif effect == "Rip" or effect == L["dyndebuffs"]["Rip"] then
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-- Rip (Turtle WoW): 10s base + 2s per additional combo point
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-- Base in table is 8, so: 8 + CP*2 = 10/12/14/16/18
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duration = 8 + GetComboPoints()*2
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elseif effect == L["dyndebuffs"]["Demoralizing Shout"] then
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-- Booming Voice: 10% per talent
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local _,_,_,_,count = GetTalentInfo(2,1)
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if count and count > 0 then duration = duration + ( duration / 100 * (count*10)) end
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elseif effect == L["dyndebuffs"]["Shadow Word: Pain"] then
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-- Improved Shadow Word: Pain: +3s per talent
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local _,_,_,_,count = GetTalentInfo(3,4)
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if count and count > 0 then duration = duration + count * 3 end
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elseif effect == L["dyndebuffs"]["Frostbolt"] then
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-- Permafrost: +1s per talent
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local _,_,_,_,count = GetTalentInfo(3,7)
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if count and count > 0 then duration = duration + count end
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elseif effect == L["dyndebuffs"]["Gouge"] then
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-- Improved Gouge: +.5s per talent
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local _,_,_,_,count = GetTalentInfo(3,3)
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if count and count > 0 then duration = duration + (count*.5) end
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end
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return duration
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else
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return 0
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end
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end
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function libdebuff:UpdateDuration(unit, unitlevel, effect, duration)
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if not unit or not effect or not duration then return end
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unitlevel = unitlevel or 0
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if libdebuff.objects[unit] and libdebuff.objects[unit][unitlevel] and libdebuff.objects[unit][unitlevel][effect] then
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libdebuff.objects[unit][unitlevel][effect].duration = duration
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end
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end
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function libdebuff:GetMaxRank(effect)
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local max = 0
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for id in pairs(L["debuffs"][effect]) do
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if id > max then max = id end
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end
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return max
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end
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function libdebuff:UpdateUnits()
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if not pfUI.uf or not pfUI.uf.target then return end
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pfUI.uf:RefreshUnit(pfUI.uf.target, "aura")
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end
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function libdebuff:AddPending(unit, unitlevel, effect, duration, caster, rank)
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if not unit or duration <= 0 then return end
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if not L["debuffs"][effect] then return end
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if libdebuff.pending[3] then return end
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libdebuff.pending[1] = unit
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libdebuff.pending[2] = unitlevel or 0
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libdebuff.pending[3] = effect
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libdebuff.pending[4] = duration
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libdebuff.pending[5] = caster
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libdebuff.pending[6] = rank
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QueueFunction(libdebuff.PersistPending)
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end
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function libdebuff:RemovePending()
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libdebuff.pending[1] = nil
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libdebuff.pending[2] = nil
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libdebuff.pending[3] = nil
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libdebuff.pending[4] = nil
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libdebuff.pending[5] = nil
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libdebuff.pending[6] = nil
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end
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function libdebuff:PersistPending(effect)
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if not libdebuff.pending[3] then return end
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if libdebuff.pending[3] == effect or ( effect == nil and libdebuff.pending[3] ) then
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local p1, p2, p3, p4, p5, p6 = libdebuff.pending[1], libdebuff.pending[2], libdebuff.pending[3], libdebuff.pending[4], libdebuff.pending[5], libdebuff.pending[6]
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libdebuff.AddEffect(libdebuff, p1, p2, p3, p4, p5, p6)
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end
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libdebuff:RemovePending()
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end
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function libdebuff:RevertLastAction()
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if lastspell and lastspell.effect then
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end
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lastspell.start = lastspell.start_old
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lastspell.start_old = nil
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libdebuff:UpdateUnits()
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end
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function libdebuff:AddEffect(unit, unitlevel, effect, duration, caster, rank)
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-- WORKAROUND: Wenn rank nil ist und wir einen eigenen Cast haben, hole rank aus lastCastRanks
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if not rank and caster == "player" and effect then
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-- Erst aus pending versuchen
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if libdebuff.pending[3] == effect and libdebuff.pending[6] then
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rank = libdebuff.pending[6]
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-- Dann aus lastCastRanks (bleibt länger)
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elseif lastCastRanks[effect] and (GetTime() - lastCastRanks[effect].time) < 2 then
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rank = lastCastRanks[effect].rank
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end
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end
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if not unit or not effect then return end
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-- SCHUTZ: Wenn der Spell gerade gefailed ist (miss/dodge/parry/etc.), nicht anwenden
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-- Nur für eigene Spells prüfen, nicht für andere Spieler
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if caster == "player" and libdebuff:DidSpellFail(effect) then
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return -- Spell hat nicht getroffen, keinen Timer setzen
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end
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unitlevel = unitlevel or 0
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if not libdebuff.objects[unit] then libdebuff.objects[unit] = {} end
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if not libdebuff.objects[unit][unitlevel] then libdebuff.objects[unit][unitlevel] = {} end
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if not libdebuff.objects[unit][unitlevel][effect] then libdebuff.objects[unit][unitlevel][effect] = {} end
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local existing = libdebuff.objects[unit][unitlevel][effect]
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local now = GetTime()
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-- Wenn kein Caster übergeben wurde, behalte den existierenden (wichtig für Refresh-Mechaniken wie Ferocious Bite)
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if not caster and existing.caster then
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caster = existing.caster
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end
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-- Wenn kein Rank übergeben wurde, behalte den existierenden
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if not rank and existing.rank then
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rank = existing.rank
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end
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-- Prüfe ob ein existierender Debuff noch aktiv ist
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local existingIsActive = existing.start and existing.duration and (existing.start + existing.duration) > now
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-- SCHUTZ: Wenn MEIN Debuff aktiv ist, darf ein anderer Spieler ihn NICHT überschreiben
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-- AUSNAHME: Shared Debuffs (Sunder Armor, Curses, etc.) dürfen aktualisiert werden
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if existingIsActive and existing.caster == "player" and caster ~= "player" then
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if not sharedDebuffs[effect] then
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return -- Blockiere das Update
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end
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end
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-- Rank-Prüfung wenn beide vom Player sind und beide Ranks bekannt sind
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if existingIsActive and existing.rank and rank and existing.caster == "player" and caster == "player" then
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-- Niedrigerer Rank darf höheren NICHT überschreiben
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if rank < existing.rank then
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return -- Blockiere das Update
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end
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-- Gleicher oder höherer Rank darf überschreiben (Timer erneuern)
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end
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-- save current effect as lastspell
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lastspell = existing
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existing.effect = effect
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existing.start_old = existing.start
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existing.start = now
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existing.duration = duration or libdebuff:GetDuration(effect)
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existing.caster = caster
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existing.rank = rank
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libdebuff:UpdateUnits()
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end
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-- scan for debuff application
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libdebuff:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE")
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libdebuff:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE")
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libdebuff:RegisterEvent("CHAT_MSG_SPELL_FAILED_LOCALPLAYER")
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libdebuff:RegisterEvent("CHAT_MSG_SPELL_SELF_DAMAGE")
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libdebuff:RegisterEvent("PLAYER_TARGET_CHANGED")
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libdebuff:RegisterEvent("SPELLCAST_STOP")
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libdebuff:RegisterEvent("UNIT_AURA")
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-- register seal handler
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if class == "PALADIN" then
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libdebuff:RegisterEvent("CHAT_MSG_COMBAT_SELF_HITS")
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end
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-- Remove Pending
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libdebuff.rp = { SPELLIMMUNESELFOTHER, IMMUNEDAMAGECLASSSELFOTHER,
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SPELLMISSSELFOTHER, SPELLRESISTSELFOTHER, SPELLEVADEDSELFOTHER,
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SPELLDODGEDSELFOTHER, SPELLDEFLECTEDSELFOTHER, SPELLREFLECTSELFOTHER,
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SPELLPARRIEDSELFOTHER, SPELLLOGABSORBSELFOTHER, SPELLFAILCASTSELF }
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libdebuff.objects = {}
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libdebuff.pending = {}
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-- Gather Data by Events
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libdebuff:SetScript("OnEvent", function()
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-- paladin seal refresh
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if event == "CHAT_MSG_COMBAT_SELF_HITS" then
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local hit = cmatch(arg1, COMBATHITSELFOTHER)
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local crit = cmatch(arg1, COMBATHITCRITSELFOTHER)
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if hit or crit then
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for seal in L["judgements"] do
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local name = UnitName("target")
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local level = UnitLevel("target")
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if name and libdebuff.objects[name] then
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if level and libdebuff.objects[name][level] and libdebuff.objects[name][level][seal] then
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libdebuff:AddEffect(name, level, seal)
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elseif libdebuff.objects[name][0] and libdebuff.objects[name][0][seal] then
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libdebuff:AddEffect(name, 0, seal)
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end
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end
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end
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end
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-- Add Combat Log
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elseif event == "CHAT_MSG_SPELL_PERIODIC_HOSTILEPLAYER_DAMAGE" or event == "CHAT_MSG_SPELL_PERIODIC_CREATURE_DAMAGE" then
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local unit, effect = cmatch(arg1, AURAADDEDOTHERHARMFUL)
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if unit and effect then
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local unitlevel = UnitName("target") == unit and UnitLevel("target") or 0
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if not libdebuff.objects[unit] or not libdebuff.objects[unit][unitlevel] or not libdebuff.objects[unit][unitlevel][effect] then
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libdebuff:AddEffect(unit, unitlevel, effect, nil, nil, nil) -- Explizit nil für rank
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end
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end
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-- Add Missing Buffs by Iteration
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elseif ( event == "UNIT_AURA" and arg1 == "target" ) or event == "PLAYER_TARGET_CHANGED" then
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for i=1, 16 do
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local effect, rank, texture, stacks, dtype, duration, timeleft = libdebuff:UnitDebuff("target", i)
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-- abort when no further debuff was found
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if not texture then return end
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if texture and effect and effect ~= "" then
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-- don't overwrite existing timers
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local unitlevel = UnitLevel("target") or 0
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local unit = UnitName("target")
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if not libdebuff.objects[unit] or not libdebuff.objects[unit][unitlevel] or not libdebuff.objects[unit][unitlevel][effect] then
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libdebuff:AddEffect(unit, unitlevel, effect, nil, nil, nil) -- Explizit nil für rank
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end
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end
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end
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-- Update Pending Spells und tracke failed spells
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elseif event == "CHAT_MSG_SPELL_FAILED_LOCALPLAYER" or event == "CHAT_MSG_SPELL_SELF_DAMAGE" then
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-- Prüfe ob ein Spell gefailed ist und speichere ihn
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for _, msg in pairs(libdebuff.rp) do
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local effect = cmatch(arg1, msg)
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if effect then
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-- Speichere den failed spell für 1 Sekunde
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lastFailedSpells[effect] = { time = GetTime() }
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-- Bestehende Logik: Remove pending spell
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if libdebuff.pending[3] == effect then
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libdebuff:RemovePending()
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return
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elseif lastspell and lastspell.start_old and lastspell.effect == effect then
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-- late removal of debuffs (e.g hunter arrows as they hit late)
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libdebuff:RevertLastAction()
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return
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end
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end
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end
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elseif event == "SPELLCAST_STOP" then
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libdebuff:PersistPending()
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end
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end)
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-- Gather Data by User Actions
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hooksecurefunc("CastSpell", function(id, bookType)
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local rawEffect, rank = libspell.GetSpellInfo(id, bookType)
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local duration = libdebuff:GetDuration(rawEffect, rank)
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local rankNum = 0
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if rank then
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local _, _, num = string.find(rank, "(%d+)")
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rankNum = num and tonumber(num) or 0
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end
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-- Speichere rank für später (bleibt 2 Sekunden)
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if rawEffect and rankNum > 0 then
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lastCastRanks[rawEffect] = { rank = rankNum, time = GetTime() }
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end
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libdebuff:AddPending(UnitName("target"), UnitLevel("target"), rawEffect, duration, "player", rankNum)
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end)
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hooksecurefunc("CastSpellByName", function(effect, target)
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local rawEffect, rank = libspell.GetSpellInfo(effect)
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local duration = libdebuff:GetDuration(rawEffect, rank)
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local rankNum = 0
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if rank then
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local _, _, num = string.find(rank, "(%d+)")
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rankNum = num and tonumber(num) or 0
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end
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-- Speichere rank für später (bleibt 2 Sekunden)
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if rawEffect and rankNum > 0 then
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lastCastRanks[rawEffect] = { rank = rankNum, time = GetTime() }
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end
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libdebuff:AddPending(UnitName("target"), UnitLevel("target"), rawEffect, duration, "player", rankNum)
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end)
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hooksecurefunc("UseAction", function(slot, target, button)
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if GetActionText(slot) or not IsCurrentAction(slot) then return end
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scanner:SetAction(slot)
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local rawEffect, rank = scanner:Line(1)
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local duration = libdebuff:GetDuration(rawEffect, rank)
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local rankNum = 0
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if rank then
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local _, _, num = string.find(rank, "(%d+)")
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rankNum = num and tonumber(num) or 0
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end
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-- Speichere rank für später (bleibt 2 Sekunden)
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if rawEffect and rankNum > 0 then
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lastCastRanks[rawEffect] = { rank = rankNum, time = GetTime() }
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end
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libdebuff:AddPending(UnitName("target"), UnitLevel("target"), rawEffect, duration, "player", rankNum)
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end)
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function libdebuff:UnitDebuff(unit, id)
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local unitname = UnitName(unit)
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local unitlevel = UnitLevel(unit)
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local texture, stacks, dtype = UnitDebuff(unit, id)
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local duration, timeleft = nil, -1
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local rank = nil -- no backport
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local caster = nil -- experimental
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local effect
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if texture then
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scanner:SetUnitDebuff(unit, id)
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effect = scanner:Line(1) or ""
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end
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-- read level based debuff table
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local data = libdebuff.objects[unitname] and libdebuff.objects[unitname][unitlevel]
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data = data or libdebuff.objects[unitname] and libdebuff.objects[unitname][0]
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if data and data[effect] then
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if data[effect].duration and data[effect].start and data[effect].duration + data[effect].start > GetTime() then
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-- read valid debuff data
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duration = data[effect].duration
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timeleft = duration + data[effect].start - GetTime()
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caster = data[effect].caster
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else
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-- clean up invalid values
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data[effect] = nil
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end
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end
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return effect, rank, texture, stacks, dtype, duration, timeleft, caster
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end
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local cache = {}
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function libdebuff:UnitOwnDebuff(unit, id)
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-- clean cache
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for k, v in pairs(cache) do cache[k] = nil end
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-- detect own debuffs
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local count = 1
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for i=1,16 do
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local effect, rank, texture, stacks, dtype, duration, timeleft, caster = libdebuff:UnitDebuff(unit, i)
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if effect and not cache[effect] and caster and caster == "player" then
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cache[effect] = true
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if count == id then
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return effect, rank, texture, stacks, dtype, duration, timeleft, caster
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|
else
|
|
count = count + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- add libdebuff to pfUI API
|
|
pfUI.api.libdebuff = libdebuff |