dialogs come to the front, and the red line names what it needs
- dialogs carry the reference's toplevel bit, so the stack-split window opens above Bagnon instead of behind it - the failure line fills its blank — "Requires Blacksmith Hammer", not "Requires" — and Opening casts stop printing a label the spell itself marks "no text" - the pet bar's Attack/Follow/Stay tooltips name their keybinding, and typed text reaches the focused frame through the client's own delivery walk - AtlasLoot parses again: our Lua keeps 5.0's compatibility semicolon Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -120,6 +120,7 @@ fn main() -> Result<()> {
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spell_id,
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success,
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reason,
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..
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} => println!(
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" pre: cast_result spell={spell_id} success={success} reason={reason:?} ({})",
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reason.map(fail_name).unwrap_or("-")
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@@ -149,6 +150,7 @@ fn main() -> Result<()> {
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spell_id,
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success: false,
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reason,
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..
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} if spell_id == CHARGE => {
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println!(
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" refused: {:?} ({})",
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@@ -183,6 +185,7 @@ fn main() -> Result<()> {
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spell_id,
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success,
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reason,
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..
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} if spell_id == CHARGE => {
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let name = reason.map(fail_name).unwrap_or("-");
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println!(
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