- the combat log's last eight wire bodies decode — PARTYKILLLOG, SPELLINSTAKILLLOG, PROCRESIST, SPELLORDAMAGE_IMMUNE, SPELLDISPELLOG, DISPEL_FAILED, ENCHANTMENTLOG, SPELLLOGEXECUTE — each layout read off vmangos's own writer and pinned by a byte-exact golden (DISPEL_FAILED carries no count, the list runs to the end of the body; SPELLLOGEXECUTE's POWER_DRAIN row is (amount, power, multiplier), verified at the client's bytes as well as the server's); with the eleven chat types that were waiting on them, 44 chat types become 55 — 29 sentence families, the death pair and the aura rows riding descriptor diffs because 1.12 has no "unit died" opcode, plus the six trailers ((glancing), (30 blocked), (12 absorbed) and kin) that had been missing from every family; also corrected: the durability-death line was going to the red error frame with hard-coded English, and SMSG_SPELLNONMELEEDAMAGELOG lacked its split-damage branch and its blocked wording
- PlayerModel is its own frame kind: SetUnit, RefreshUnit and SetRotation were published on Model, but they belong to the <PlayerModel> method table (0x84f1fc), and the client's lookup chains derived → base only, so a plain <Model> can never reach them — they got there from a strings scan read as ownership, and a strings hit answers whether a name EXISTS, not who owns it (SetUnit's one pooled string is referenced by the PlayerModel and GameTooltip tables and by no Model entry); the new PlayerModel → Model → Frame → Region chain unblocks CreateFrame("PlayerModel"), which is how pfUI builds every unit-frame portrait — and through pfUI, pfQuest and ShaguDPS
- a nil where a number goes is four shapes, not one law: a census of all 408 widget-registrar entries found 62 numeric positions that validate-or-raise, 43 that gate then stage an alternate, 64 that silently coerce to 0.0 and 5 that gate then store nothing — so SetMaxLetters(nil) completes and stores 0, "no limit" (the argument COUNT is checked exactly, the type is not), and the backdrop colour setters are asymmetric on purpose: a nil r/g/b channel is 0.0 but a nil alpha is OPAQUE, and reading every nil as 0.0 would have turned those borders transparent; both setters now also quantize ×255 into the packed 0xAARRGGBB byte quad the client actually stores, so 0.09 reads back as 23/255
- two more addon-killers: LIGHTYELLOW_FONT_COLOR_CODE was the one missing line of Fonts.xml's seven-line colour block (aux-addon concatenates it at file scope and died on its own first line), and the guard now enumerates the whole block l.4-20 instead of the names an earlier round had noticed absent; and the unit frames publish the reference's names — 1.12 has no *PowerBar anywhere, every bar is ManaBar and the colour table is ManaBarColor (8 of the top-20 addons read it by name), so ManaBarColor is the published table our own bars index into, with 22 more regions renamed to the reference's own
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
449 lines
24 KiB
XML
449 lines
24 KiB
XML
<Ui>
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<!--
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The party member frames + the group-invite popup (decision 0434 phase 3). Geometry, art
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paths and behavior laws are MEASURED against the reference client's own FrameXML, extracted
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through the full MPQ patch chain (decision 0246; survey 2026-07-17):
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PartyFrame.xml, PartyFrameTemplates.xml, PartyMemberFrame.lua, StaticPopup.lua ("PARTY_INVITE"),
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UIParent.lua (the PARTY_INVITE_REQUEST wiring) — the code below is our own. Data flow is
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ours too: the app feeds
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party1..party4 unit snapshots + the PartyState roster (crates/benilla/src/ui_party.rs) and
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fires the PARTY_* events; the popup's Accept/Decline queue PartyRequests the app drains.
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THE CASCADE. The ref anchors frames 2-4 to the PREVIOUS frame's PetFrame bottom-left at
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(-23,-10) — spacing rides the pet frame, which sits at (23,-27) when hidden (26 tall), so
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the no-pet stride is TOPLEFT->BOTTOMLEFT (0,-10). Pet frames land in phase 4; until then
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the cascade uses that no-pet stride directly, which is byte-identical to the ref's layout
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for petless parties (the only kind phase 3 renders).
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DEVIATIONS / DEFERRED (phase 4+, decision 0434):
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- Pet frames, the 4 debuff buttons (48,-32 +2px chain), the 16/8 buff hover panel, and the
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dispellable-debuff Status ring: they need the party aura/pet feed (phase 4).
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(The PVP icon landed with decision 0646 — UnitFactionGroup exists now.)
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- HIDE_PARTY_INTERFACE (hide-in-raid uvar): waits for the raid UI slice.
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- Portrait: our high-res model bake (decision 0105), same as every unit frame.
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- The ref's low-health portrait pulse flips alpha 127/255<->255/255 on 0.5 s half-cycles
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(PartyMemberFrame.lua's sign-flip counter); transcribed as the same triangle wave.
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DOUBLE-DECLINE, KEPT: the ref's popup calls DeclineGroup() in OnCancel AND again in OnHide
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(only OnAccept sets the inviteAccepted guard), so a clicked Decline sends two
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CMSG_GROUP_DECLINE. vmangos silently ignores the second (no pending invite -> early
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return). Matched rather than "fixed" - the wire tolerates it and the guard's
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real job is the timeout/override/escape paths.
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-->
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<Script><![CDATA[
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-- ── MAX_RAID_MEMBERS (ref RaidFrame.lua l.2) ─────────────────────────────────────────
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-- A fact about the protocol, not about our implementation: a 1.12 raid is 40, and the
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-- `raid1`..`raid40` token space is 40 wide whether or not we build a raid UI. Declared
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-- here rather than in a RaidFrame.xml because we ship none; party and raid are the same
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-- subsystem family, and this is the file that already owns the group surface.
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--
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-- **The loop it feeds already works.** `for i = 1, MAX_RAID_MEMBERS do UnitName("raid"..i)`
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-- answers nil for every absent token, which is exactly right for a player not in a raid —
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-- so the constant is not a promise of a raid UI, it is the bound the token space has.
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--
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-- Reached by following a `'for' limit must be a number` five addons shared:
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-- `CT_RaidAssist.lua:3283` is `for i = 1, MAX_RAID_MEMBERS, 1 do`. Read with `grep -a`,
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-- because this corpus's Ace files are ISO-8859 and plain grep silently skips them.
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MAX_RAID_MEMBERS = 40
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-- Its two siblings, each reached one line further along the same chain
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-- (`CT_RAOptions.lua:75`, then `:231`). The reference declares all three together at
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-- RaidFrame.lua l.2-4, and they agree: 40 = 8 x 5. Adding them one at a time as an addon
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-- asked was the wrong shape — they are one fact about the raid token space, so they land
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-- as one.
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NUM_RAID_GROUPS = 8
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MEMBERS_PER_RAID_GROUP = 5
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-- The party's own bound (ref PartyMemberFrame.lua l.1) — four *other* members, so a full
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-- party sweep that includes the player runs `1, MAX_PARTY_MEMBERS+1`, which is exactly how
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-- GroupLootDropDown_Initialize walks the master-loot candidates (LootFrame.lua l.219).
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-- Published for the same reason as its raid siblings: the addon corpus reads it.
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MAX_PARTY_MEMBERS = 4
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-- ── The group-invite popup ────────────────────────────────────────────────────────────
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-- The strings and the three flags are the reference's own (INVITATION = "%s invites you to
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-- a group.", GlobalStrings:2586-area; a 60 s silent timeout, answerable while dead,
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-- closable with ESC).
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--
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-- The whole of its behaviour turns on ONE latch, `inviteAccepted`, and the four hooks below
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-- are just the four moments that read or write it. It lives on the registry entry rather
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-- than in an upvalue here because that is where the reference keeps it and an addon
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-- inspecting the dialog expects to find it there — which is why each hook goes back through
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-- `StaticPopupDialogs["PARTY_INVITE"]` instead of closing over a local.
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--
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-- They are named rather than inlined so the entry below reads as the manifest it is: four
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-- strings, three flags, four hooks.
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-- Every showing starts unanswered — including a re-show of the same entry, which is what a
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-- second invite arriving while the first is up does.
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local function PartyInvite_OnShow()
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StaticPopupDialogs["PARTY_INVITE"].inviteAccepted = nil
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end
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-- The only path that answers the server affirmatively, and the only one that latches.
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local function PartyInvite_OnAccept()
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AcceptGroup()
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StaticPopupDialogs["PARTY_INVITE"].inviteAccepted = 1
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end
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local function PartyInvite_OnCancel()
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DeclineGroup()
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end
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-- The catch-all. EVERY way this dialog leaves the screen lands here — Decline, the 60 s
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-- timeout, ESC, and another dialog overriding it — and the latch is what tells the one
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-- that already said yes from the four that never answered at all. A clicked Decline
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-- therefore declines twice (OnCancel, then here); see DOUBLE-DECLINE in the header, which
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-- is the reference's behaviour and the wire tolerates it.
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local function PartyInvite_OnHide()
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if not StaticPopupDialogs["PARTY_INVITE"].inviteAccepted then
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DeclineGroup()
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end
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end
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StaticPopupDialogs["PARTY_INVITE"] = {
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text = INVITATION,
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button1 = ACCEPT,
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button2 = DECLINE,
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sound = "igPlayerInvite",
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timeout = 60,
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whileDead = 1,
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hideOnEscape = 1,
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OnShow = PartyInvite_OnShow,
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OnAccept = PartyInvite_OnAccept,
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OnCancel = PartyInvite_OnCancel,
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OnHide = PartyInvite_OnHide,
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}
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-- ref PartyMemberFrame.lua's OnLoad: cache children, register, first paint.
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function BenillaPartyFrame_OnLoad(frame)
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local id = frame:GetID()
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local name = frame:GetName()
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local tf = name .. "TextureFrame"
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frame.unit = "party" .. id
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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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frame.disconnect = getglobal(tf .. "Disconnect")
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frame.pvpIcon = getglobal(tf .. "PVPIcon")
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frame.flashTimer = 0
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SetPortraitTexture(frame.portrait, frame.unit)
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frame:RegisterEvent("PLAYER_ENTERING_WORLD")
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frame:RegisterEvent("PARTY_MEMBERS_CHANGED")
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frame:RegisterEvent("PARTY_LEADER_CHANGED")
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frame:RegisterEvent("PARTY_LOOT_METHOD_CHANGED")
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frame:RegisterEvent("UNIT_HEALTH")
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frame:RegisterEvent("UNIT_MAXHEALTH")
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frame:RegisterEvent("UNIT_POWER_UPDATE")
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frame:RegisterEvent("UNIT_MAXPOWER")
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frame:RegisterEvent("UNIT_DISPLAYPOWER")
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frame:RegisterEvent("UNIT_NAME_UPDATE")
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frame:RegisterEvent("UNIT_FACTION")
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frame:EnableMouse(true)
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BenillaPartyFrame_Update(frame)
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end
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function BenillaPartyFrame_OnEvent(frame)
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-- UNIT_* events name their unit in arg1; other units' updates are not ours.
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if string.sub(event, 1, 5) == "UNIT_" and arg1 ~= frame.unit then
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return
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end
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BenillaPartyFrame_Update(frame)
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end
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-- ref PartyMemberHealthCheck: the portrait recolor law + the disconnect override.
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function BenillaPartyFrame_HealthCheck(frame)
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local unit = frame.unit
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if not UnitIsConnected(unit) then
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-- Disconnected: bar forced full and grey, portrait desaturated, icon on.
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frame.healthbar:SetMinMaxValues(0, 1)
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frame.healthbar:SetValue(1)
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frame.healthbar:SetStatusBarColor(0.5, 0.5, 0.5)
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SetDesaturation(frame.portrait, 1)
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frame.disconnect:Show()
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return
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end
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SetDesaturation(frame.portrait, nil)
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frame.disconnect:Hide()
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frame.healthbar:SetStatusBarColor(0.0, 1.0, 0.0)
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local hp, hpMax = UnitHealth(unit), UnitHealthMax(unit)
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if UnitIsDead(unit) then
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frame.portrait:SetVertexColor(0.35, 0.35, 0.35, 1.0)
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elseif UnitIsGhost(unit) then
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frame.portrait:SetVertexColor(0.2, 0.2, 0.75, 1.0)
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elseif hpMax > 0 and hp / hpMax <= 0.2 then
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frame.portrait:SetVertexColor(1.0, 0.0, 0.0, 1.0)
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else
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frame.portrait:SetVertexColor(1.0, 1.0, 1.0, 1.0)
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end
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end
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function BenillaPartyFrame_Update(frame)
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local unit = frame.unit
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if not UnitExists(unit) then
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frame:Hide()
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return
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end
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frame:Show()
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frame.nameText:SetText(UnitName(unit) or "Unknown")
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frame.healthbar:SetMinMaxValues(0, UnitHealthMax(unit))
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frame.healthbar:SetValue(UnitHealth(unit))
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local maxPower = UnitManaMax(unit)
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if maxPower > 0 then
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frame.manabar:Show()
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local _, token = UnitPowerType(unit)
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local c = BENILLA_POWER_COLORS[token] or BENILLA_POWER_COLORS.MANA
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frame.manabar:SetStatusBarColor(c.r, c.g, c.b)
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frame.manabar:SetMinMaxValues(0, maxPower)
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frame.manabar:SetValue(UnitMana(unit))
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else
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frame.manabar:Hide()
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end
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-- Leader + master-looter icons (ref: GetPartyLeaderIndex / GetLootMethod vs own id).
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local id = frame:GetID()
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if GetPartyLeaderIndex() == id then
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frame.leaderIcon:Show()
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else
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frame.leaderIcon:Hide()
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end
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local lootMethod, masterId = GetLootMethod()
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if lootMethod == "master" and masterId == id then
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frame.masterIcon:Show()
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else
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frame.masterIcon:Hide()
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end
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BenillaPartyFrame_HealthCheck(frame)
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BenillaPartyFrame_UpdatePvP(frame)
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end
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-- ref PartyMemberFrame_UpdatePvPStatus (PartyMemberFrame.lua l.116-130), verbatim: the
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-- same three branches the unit frames run, but the faction leg draws the GroupFrame art
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-- (UI-Group-PVP-<group>) — only the FFA skull is shared with the big frames, because no
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-- UI-Group-PVP-FFA ships. Decision 0646 §4; closes 0434's named deferral (the icon waited
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-- on UnitFactionGroup, which the app now feeds).
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function BenillaPartyFrame_UpdatePvP(frame)
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local unit = frame.unit
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local factionGroup = UnitFactionGroup(unit)
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if UnitIsPVPFreeForAll(unit) then
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frame.pvpIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-FFA")
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frame.pvpIcon:Show()
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elseif factionGroup and UnitIsPVP(unit) then
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frame.pvpIcon:SetTexture("Interface\\GroupFrame\\UI-Group-PVP-" .. factionGroup)
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frame.pvpIcon:Show()
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else
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frame.pvpIcon:Hide()
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end
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end
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-- The ref's <=20% portrait alpha pulse: a 0.5 s-per-leg triangle between 127/255 and 1.
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function BenillaPartyFrame_OnUpdate(frame, elapsed)
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local unit = frame.unit
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if not UnitExists(unit) or not UnitIsConnected(unit) then
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return
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end
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local hp, hpMax = UnitHealth(unit), UnitHealthMax(unit)
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if hpMax > 0 and hp > 0 and hp / hpMax <= 0.2 then
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local t = mod(frame.flashTimer + elapsed, 1.0)
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frame.flashTimer = t
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local a
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if t < 0.5 then
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a = 1.0 - t * (1.0 - 127 / 255) * 2
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else
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a = 127 / 255 + (t - 0.5) * (1.0 - 127 / 255) * 2
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end
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frame.portrait:SetAlpha(a)
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elseif frame.flashTimer ~= 0 then
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frame.flashTimer = 0
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frame.portrait:SetAlpha(1.0)
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end
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end
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-- The hover tooltip: same law as the unit frames (default corner anchor + SetUnit).
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function BenillaPartyFrame_OnEnter(frame)
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if not UnitExists(frame.unit) then return end
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GameTooltip_SetDefaultAnchor(GameTooltip, frame)
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if GameTooltip:SetUnit(frame.unit) then
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getglobal("GameTooltipTextLeft1"):SetTextColor(GameTooltip_UnitColor(frame.unit))
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end
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end
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-- The invite driver (ref UIParent.lua): PARTY_INVITE_REQUEST shows the popup with the
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-- inviter's name; PARTY_INVITE_CANCEL hides it.
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function BenillaPartyInviteDriver_OnEvent()
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if event == "PARTY_INVITE_REQUEST" then
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StaticPopup_Show("PARTY_INVITE", arg1)
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elseif event == "PARTY_INVITE_CANCEL" then
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StaticPopup_Hide("PARTY_INVITE")
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end
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end
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-- The right-click dropdown (decision 0434 phase 5; ref PartyMemberFrame.lua l.369-381)
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-- + the ref's click law (l.226-237): left targets the member, right opens the PARTY
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-- menu seated at the frame's (47, 15).
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function PartyFrameDropDown_OnLoad()
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UIDropDownMenu_Initialize(this, PartyFrameDropDown_Initialize, "MENU")
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end
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function PartyFrameDropDown_Initialize()
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local dropdown
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if UIDROPDOWNMENU_OPEN_MENU then
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dropdown = getglobal(UIDROPDOWNMENU_OPEN_MENU)
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else
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dropdown = this
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end
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UnitPopup_ShowMenu(dropdown, "PARTY", "party" .. dropdown:GetParent():GetID())
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end
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function BenillaPartyFrame_OnClick(frame, button)
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if button == "LeftButton" then
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TargetUnit(frame.unit)
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elseif button == "RightButton" then
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ToggleDropDownMenu(1, nil, getglobal(frame:GetName() .. "DropDown"), frame:GetName(), 47, 15)
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end
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end
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]]></Script>
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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): 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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MEDIUM, a party frame's nested HealthBar/ManaBar/TextureFrame children land one frame LEVEL
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above a panel's background region — and level outranks insertion order in the draw key, so
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the party frame draws straight *through* the loot window no matter which was shown last.
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Nothing about raising could have saved it: a raise only reorders within one stratum (wow-re
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`system/ui/scratch/toplevel-raise.md`, dispatched for exactly this). Decision 0597. -->
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<Frame name="BenillaPartyMemberTemplate" virtual="true" hidden="true" frameStrata="LOW">
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<Size><AbsDimension x="128" y="53"/></Size>
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<Layers>
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<Layer level="BACKGROUND">
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<!-- Portrait at the bottom of the stack; the art's round window shows it through. -->
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<Texture name="$parentPortrait">
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<Size><AbsDimension x="37" y="37"/></Size>
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<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="7" y="-6"/></Offset></Anchor></Anchors>
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</Texture>
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</Layer>
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</Layers>
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<Frames>
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<StatusBar name="$parentHealthBar">
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<Size><AbsDimension x="70" y="8"/></Size>
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<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="47" y="-12"/></Offset></Anchor></Anchors>
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<BarTexture file="Interface\TargetingFrame\UI-StatusBar"/>
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<BarColor r="0" g="1.0" b="0"/>
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</StatusBar>
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<StatusBar name="$parentManaBar">
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<Size><AbsDimension x="70" y="8"/></Size>
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<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="47" y="-21"/></Offset></Anchor></Anchors>
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<BarTexture file="Interface\TargetingFrame\UI-StatusBar"/>
|
|
<BarColor r="0" g="0" b="1.0"/>
|
|
</StatusBar>
|
|
<!-- The PARTY-menu dropdown host (ref $parentDropDown): hidden state-holder only —
|
|
the list anchors to the member frame by name. -->
|
|
<Frame name="$parentDropDown" inherits="UIDropDownMenuTemplate" hidden="true">
|
|
<Size><AbsDimension x="10" y="10"/></Size>
|
|
<Anchors><Anchor point="TOP"><Offset><AbsDimension x="-20" y="-10"/></Offset></Anchor></Anchors>
|
|
<Scripts>
|
|
<OnLoad>PartyFrameDropDown_OnLoad()</OnLoad>
|
|
</Scripts>
|
|
</Frame>
|
|
<Frame name="$parentTextureFrame">
|
|
<Size><AbsDimension x="128" y="53"/></Size>
|
|
<Anchors><Anchor point="TOPLEFT"/></Anchors>
|
|
<Layers>
|
|
<Layer level="BACKGROUND">
|
|
<Texture name="$parentTexture" file="Interface\TargetingFrame\UI-PartyFrame">
|
|
<Size><AbsDimension x="128" y="64"/></Size>
|
|
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="0" y="-2"/></Offset></Anchor></Anchors>
|
|
</Texture>
|
|
</Layer>
|
|
<Layer level="OVERLAY">
|
|
<FontString name="$parentName" inherits="GameFontNormalSmall" justifyH="LEFT">
|
|
<Anchors><Anchor point="BOTTOMLEFT"><Offset><AbsDimension x="50" y="43"/></Offset></Anchor></Anchors>
|
|
</FontString>
|
|
<Texture name="$parentLeaderIcon" file="Interface\GroupFrame\UI-Group-LeaderIcon" hidden="true">
|
|
<Size><AbsDimension x="16" y="16"/></Size>
|
|
<Anchors><Anchor point="TOPLEFT"/></Anchors>
|
|
</Texture>
|
|
<Texture name="$parentMasterIcon" file="Interface\GroupFrame\UI-Group-MasterLooter" hidden="true">
|
|
<Size><AbsDimension x="16" y="16"/></Size>
|
|
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="32" y="0"/></Offset></Anchor></Anchors>
|
|
</Texture>
|
|
<!-- The group PvP icon, 32x32 TOPLEFT (-9,-15) (ref PartyFrameTemplates.xml
|
|
l.298-309). Texture chosen at runtime — decision 0646 §4. -->
|
|
<Texture name="$parentPVPIcon" hidden="true">
|
|
<Size><AbsDimension x="32" y="32"/></Size>
|
|
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="-9" y="-15"/></Offset></Anchor></Anchors>
|
|
</Texture>
|
|
<Texture name="$parentDisconnect" file="Interface\CharacterFrame\Disconnect-Icon" hidden="true">
|
|
<Size><AbsDimension x="64" y="64"/></Size>
|
|
<Anchors><Anchor point="LEFT"><Offset><AbsDimension x="-7" y="-1"/></Offset></Anchor></Anchors>
|
|
</Texture>
|
|
</Layer>
|
|
</Layers>
|
|
</Frame>
|
|
</Frames>
|
|
<Scripts>
|
|
<OnLoad>BenillaPartyFrame_OnLoad(this)</OnLoad>
|
|
<OnEvent>BenillaPartyFrame_OnEvent(this)</OnEvent>
|
|
<OnUpdate>BenillaPartyFrame_OnUpdate(this, arg1)</OnUpdate>
|
|
<OnEnter>BenillaPartyFrame_OnEnter(this)</OnEnter>
|
|
<OnLeave>GameTooltip:FadeOut()</OnLeave>
|
|
<OnClick>BenillaPartyFrame_OnClick(this, arg1)</OnClick>
|
|
</Scripts>
|
|
</Frame>
|
|
|
|
<!-- The four instances — frame 1 at the ref's (10,-128); 2-4 cascade at the no-pet stride
|
|
(see the header note; the pet-frame anchor law returns with phase 4). -->
|
|
<Frame name="PartyMemberFrame1" inherits="BenillaPartyMemberTemplate" parent="UIParent" id="1">
|
|
<Anchors><Anchor point="TOPLEFT"><Offset><AbsDimension x="10" y="-128"/></Offset></Anchor></Anchors>
|
|
</Frame>
|
|
<Frame name="PartyMemberFrame2" inherits="BenillaPartyMemberTemplate" parent="UIParent" id="2">
|
|
<Anchors><Anchor point="TOPLEFT" relativeTo="PartyMemberFrame1" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-10"/></Offset></Anchor></Anchors>
|
|
</Frame>
|
|
<Frame name="PartyMemberFrame3" inherits="BenillaPartyMemberTemplate" parent="UIParent" id="3">
|
|
<Anchors><Anchor point="TOPLEFT" relativeTo="PartyMemberFrame2" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-10"/></Offset></Anchor></Anchors>
|
|
</Frame>
|
|
<Frame name="PartyMemberFrame4" inherits="BenillaPartyMemberTemplate" parent="UIParent" id="4">
|
|
<Anchors><Anchor point="TOPLEFT" relativeTo="PartyMemberFrame3" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-10"/></Offset></Anchor></Anchors>
|
|
</Frame>
|
|
|
|
<!-- The invite event driver (hidden; the DeathFrame driver pattern). -->
|
|
<Frame name="BenillaPartyInviteDriver" parent="UIParent" hidden="true">
|
|
<Size><AbsDimension x="1" y="1"/></Size>
|
|
<Anchors><Anchor point="TOPLEFT"/></Anchors>
|
|
<Scripts>
|
|
<OnLoad>
|
|
this:RegisterEvent("PARTY_INVITE_REQUEST")
|
|
this:RegisterEvent("PARTY_INVITE_CANCEL")
|
|
</OnLoad>
|
|
<OnEvent>BenillaPartyInviteDriver_OnEvent()</OnEvent>
|
|
</Scripts>
|
|
</Frame>
|
|
</Ui>
|