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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@@ -436,8 +436,11 @@ impl World {
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spell_id,
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success,
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reason,
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arg,
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} => {
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println!("SMSG_CAST_RESULT: spell {spell_id} success={success} reason={reason:?}");
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println!(
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"SMSG_CAST_RESULT: spell {spell_id} success={success} reason={reason:?} arg={arg:?}"
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);
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if self.dest_spell == Some(*spell_id) {
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self.dest_verdict = Some((*spell_id, *success, *reason));
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} else if self.cast_verdict.is_none() {
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