/target, /assist and /follow, and right click opens a clam
- /target and /assist find units by name like the original, and /follow walks you behind your target - right click opens clams and lockboxes, and the tooltip promises it - the freeze thaws clean, poses release instead of sticking, and you drop to neutral standing before it grips - unit frame art layers over the bars like the original Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -67,6 +67,13 @@
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frame.portrait = getglobal(name .. "Portrait")
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frame.healthBar = getglobal(name .. "HealthBar")
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frame.manaBar = getglobal(name .. "ManaBar")
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-- The recessed-bar look, the reference's own mechanism (ref-TargetFrame.lua l.32-34):
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-- push the bars one frame level BELOW the art's TextureFrame. Frame level is the only
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-- key term above the draw layer (decision 0884), so this is the only thing that can hold
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-- the BACKGROUND party art over the ARTWORK bar fills. See the LAYERING note below.
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local textureFrameLevel = getglobal(tf):GetFrameLevel()
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frame.healthBar:SetFrameLevel(textureFrameLevel - 1)
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frame.manaBar:SetFrameLevel(textureFrameLevel - 1)
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frame.nameText = getglobal(tf .. "Name")
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frame.leaderIcon = getglobal(tf .. "LeaderIcon")
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frame.masterIcon = getglobal(tf .. "MasterIcon")
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@@ -257,12 +264,18 @@
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<!-- The shared member-frame template — ref PartyFrameTemplates.xml, 128x53 over the 128x64
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UI-PartyFrame art at (0,-2) (the art hangs 13 px below the frame rect, as authored).
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LAYERING (the ref's law, in our z-model's idiom): the ref nests the frame art two anonymous
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child frames deep so it draws OVER the status bars — the bars show through the art's
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semi-transparent tube windows, inset, their ends clipped by the rails. Ours is the
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UnitFrames.xml idiom: a $parentTextureFrame child declared AFTER the bars. The name and the
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leader/master/disconnect icons ride in it too (the ref keeps them in that nested frame;
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left below the art, the ring would swallow the leader crown). -->
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LAYERING (the ref's law): the ref nests the frame art two anonymous child frames deep so it
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draws OVER the status bars — the bars show through the art's semi-transparent tube windows,
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inset, their ends clipped by the rails. Ours is the UnitFrames.xml idiom, which reaches the
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same place by the ref's OTHER route (its TargetFrame's): a $parentTextureFrame child, with
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OnLoad pushing the bars one frame level BELOW it. Both spend a frame LEVEL, which is the
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point — level is the one key term above the draw layer (decision 0884). Until then this file
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instead leaned on declaring the TextureFrame after the bars, and the old draw key's
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insertion-order tie-break; 0884 pinned the layer as bucket-wide and above the frame, which
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put the bars' ARTWORK fills straight over the BACKGROUND art. Do not go back to declaration
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order. The name and the leader/master/disconnect icons ride in the TextureFrame too (the ref
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keeps them in that nested frame; left below the art, the ring would swallow the leader
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crown). -->
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<!-- frameStrata LOW is the ref's own (`PartyFrameTemplates.xml` l.194) and it is load-bearing,
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not decoration. The panel windows (loot, character, merchant, quest log, …) are MEDIUM, and
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the party frames share the top-left corner with the left-slot panel. Left in the default
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