vanilla-wow-addons – Rev 1

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------------------------------------------------------------------------------------------------------
-- Necrosis LdC
--
-- Créateur initial (US) : Infernal (http://www.revolvus.com/games/interface/necrosis/)
-- Implémentation de base (FR) : Tilienna Thorondor
-- Reprise du projet : Lomig & Nyx des Larmes de Cenarius, Kael'Thas
-- 
-- Skins et voix Françaises : Eliah, Ner'zhul
-- Version Allemande par Arne Meier et Halisstra, Lothar
-- Remerciements spéciaux pour Sadyre (JoL)
-- Version 28.06.2006-1
------------------------------------------------------------------------------------------------------

-- Configuration par défaut
-- Se charge en cas d'absence de configuration ou de changement de version
Default_NecrosisConfig = {
        Version = NecrosisData.Version;
        SoulshardContainer = 4;
        SoulshardSort = false;
        SoulshardDestroy = false;
        ShadowTranceAlert = true;
        ShowSpellTimers = true;
        AntiFearAlert = true;
        NecrosisLockServ = true;
        NecrosisAngle = 180;
        StonePosition = {true, true, true, true, true, true, true, true};
        NecrosisToolTip = true;
        NoDragAll = false;
        PetMenuPos = 34;
        BuffMenuPos = 34;
        CurseMenuPos = 34;
        ChatMsg = true;
        ChatType = true;
        NecrosisLanguage = GetLocale();
        ShowCount = true;
        CountType = 1;
        ShadowTranceScale = 100;
        NecrosisButtonScale = 90;
        NecrosisColor = "Rose";
        Sound = true;
        SpellTimerPos = 1;
        SpellTimerJust = "LEFT";
        Circle = 1;
        Graphical = true;
        Yellow = true;
        SensListe = 1;
        PetName = {
                [1] = " ",
                [2] = " ",
                [3] = " ",
                [4] = " "
        };
        DominationUp = false;
        AmplifyUp = false;
        SM = false;
        SteedSummon = false;
        DemonSummon = true;
        BanishScale = 100;
};

NecrosisConfig = {};
local Debug = false;
local Loaded = false

-- Détection des initialisations du mod
local NecrosisRL = true;

-- Initialisation des variables utilisées par Necrosis pour la gestion des sorts lancés
local SpellCastName = nil;
local SpellCastRank = nil;
local SpellTargetName = nil;
local SpellTargetLevel = nil;
local SpellCastTime = 0;

-- Initialisation des tableaux gérant les Timers
-- Un pour les sorts à timer, l'autre pour les groupes de mobs
-- Le dernier permet l'association d'un timer à une frame graphique
SpellTimer = {};
local SpellGroup = {
        Name = {"Rez", "Main", "Cooldown"},
        SubName = {" ", " ", " "},
        Visible = {true, true, true}
};

local TimerTable = {};
for i = 1, 50, 1 do
        TimerTable[i] = false;
end

-- Menus : Permet l'affichage des menus de buff et de pet
local PetShow = false;
local PetMenuShow = false;
local BuffShow = false;
local BuffMenuShow = false;
local CurseShow = false;
local CurseMenuShow = false;

-- Menus : Permet la disparition progressive du menu des pets (transparence)
local AlphaPetMenu = 1;
local AlphaPetVar = 0;
local PetVisible = false;

-- Menus : Permet la disparition progressive du menu des buffs (transparence)
local AlphaBuffMenu = 1;
local AlphaBuffVar = 0;
local BuffVisible = false;

-- Menus : Permet la disparition progressive du menu des curses (transparence)
local AlphaCurseMenu = 1;
local AlphaCurseVar = 0;
local CurseVisible = false;

-- Menus : Permet de recaster le dernier cast du menu en cliquant milieu sur celui-ci
local LastDemon = 0;
local LastBuff = 0;
local LastCurse = 0;

-- Liste des boutons disponible pour le démoniste dans chaque menu
local PetMenuCreate = {};
local BuffMenuCreate = {};
local CurseMenuCreate = {};

-- Variables utilisées pour la gestion des montures
local MountAvailable = false;
local NecrosisMounted = false;
local NecrosisTellMounted = true;
local PlayerCombat = false;

-- Variables utilisées pour la gestion des transes de l'ombre
local ShadowTrance = false;
local AntiFearInUse = false;
local ShadowTranceID = -1;

-- Variables utilisées pour la gestion des fragments d'âme
-- (principalement comptage)
local Soulshards = 0;
local SoulshardContainer = 4;
local SoulshardSlot = {};
local SoulshardSlotID = 1;
local SoulshardMP = 0;
local SoulshardTime = 0;

-- Variables utilisées pour la gestion des composants d'invocation
-- (principalement comptage)
local InfernalStone = 0;
local DemoniacStone = 0;


-- Variables utilisées pour la gestion des boutons d'invocation et d'utilisation des pierres
local StoneIDInSpellTable = {0, 0, 0, 0}
local SoulstoneUsedOnTarget = false;
local SoulstoneOnHand = false;
local SoulstoneLocation = {nil,nil};
local SoulstoneMode = 1;
local HealthstoneOnHand = false;
local HealthstoneLocation = {nil,nil};
local HealthstoneMode = 1;
local FirestoneOnHand = false;
local FirestoneLocation = {nil,nil};
local FirestoneMode = 1;
local SpellstoneOnHand = false;
local SpellstoneLocation = {nil,nil};
local SpellstoneMode = 1;
local HearthstoneOnHand = false;
local HearthstoneLocation = {nil,nil};
local ItemswitchLocation = {nil,nil};
local ItemOnHand = false;

-- Variables gérant la possibilité ou l'impossibilité d'utiliser un timer de rez
local SoulstoneWaiting = false;
local SoulstoneCooldown = false;
local SoulstoneAdvice = false;
local SoulstoneTarget = "";

-- Variables utilisées dans la gestion des démons
local DemonType = nil;
local DemonEnslaved = false;

-- Variables utilisées pour l'anti-fear
local AFblink1, AFBlink2 = 0;
local AFImageType = { "", "Immu", "Prot"}; -- Fear warning button filename variations
local AFCurrentTargetImmune = false;

-- Variables utilisées pour les échanges de pierre avec les joueurs
local NecrosisTradeRequest = false;
local Trading = false;
local TradingNow = 0;

-- Gestion des sacs à fragment d'âme
local BagIsSoulPouch = {nil, nil, nil, nil, nil};

-- Variable contenant les derniers messages invoqués
local PetMess = 0
local SteedMess = 0
local RezMess = 0
local TPMess = 0

-- Permet la gestion des tooltips dans Necrosis (sans la frame des pièces de monnaie)
local lOriginal_GameTooltip_ClearMoney;

local Necrosis_In = true;

------------------------------------------------------------------------------------------------------
-- FONCTIONS NECROSIS APPLIQUEES A L'ENTREE DANS LE JEU
------------------------------------------------------------------------------------------------------


-- Fonction appliquée au chargement
function Necrosis_OnLoad()
        
        -- Permet de repérer les sorts lancés
        Necrosis_Hook("UseAction", "Necrosis_UseAction", "before");
        Necrosis_Hook("CastSpell", "Necrosis_CastSpell", "before");
        Necrosis_Hook("CastSpellByName", "Necrosis_CastSpellByName", "before");
        
        -- Enregistrement des événements interceptés par Necrosis
        this:RegisterEvent("PLAYER_ENTERING_WORLD");
        this:RegisterEvent("PLAYER_LEAVING_WORLD");
        NecrosisButton:RegisterEvent("BAG_UPDATE");
        NecrosisButton:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_SELF_BUFFS");
        NecrosisButton:RegisterEvent("CHAT_MSG_SPELL_AURA_GONE_SELF");
        NecrosisButton:RegisterEvent("CHAT_MSG_SPELL_BREAK_AURA");
        NecrosisButton:RegisterEvent("PLAYER_REGEN_DISABLED");
        NecrosisButton:RegisterEvent("PLAYER_REGEN_ENABLED");
        NecrosisButton:RegisterEvent("UNIT_PET");
        NecrosisButton:RegisterEvent("SPELLCAST_START");
        NecrosisButton:RegisterEvent("SPELLCAST_FAILED");
        NecrosisButton:RegisterEvent("SPELLCAST_INTERRUPTED");
        NecrosisButton:RegisterEvent("SPELLCAST_STOP");
        NecrosisButton:RegisterEvent("LEARNED_SPELL_IN_TAB");
        NecrosisButton:RegisterEvent("CHAT_MSG_SPELL_SELF_DAMAGE");
        NecrosisButton:RegisterEvent("PLAYER_TARGET_CHANGED");
        NecrosisButton:RegisterEvent("TRADE_REQUEST");
        NecrosisButton:RegisterEvent("TRADE_REQUEST_CANCEL");
        NecrosisButton:RegisterEvent("TRADE_SHOW");
        NecrosisButton:RegisterEvent("TRADE_CLOSED");
        
        -- Enregistrement des composants graphiques
        NecrosisButton:RegisterForDrag("LeftButton");
        NecrosisButton:RegisterForClicks("LeftButtonUp", "RightButtonUp");
        NecrosisButton:SetFrameLevel(1);

        -- Enregistrement de la commande console
        SlashCmdList["NecrosisCommand"] = Necrosis_SlashHandler;
        SLASH_NecrosisCommand1 = "/necro";
end


-- Fonction appliquée une fois les paramètres des mods chargés
function Necrosis_LoadVariables()
        if Loaded or UnitClass("player") ~= NECROSIS_UNIT_WARLOCK then
                return
        end
        
        Necrosis_Initialize();
        Loaded = true ;

        -- Détection du type de démon présent à la connexion
        DemonType = UnitCreatureFamily("pet");
end

------------------------------------------------------------------------------------------------------
-- FONCTIONS NECROSIS
------------------------------------------------------------------------------------------------------

-- Fonction lancée à la mise à jour de l'interface (main) -- toutes les 0,1 secondes environ
function Necrosis_OnUpdate()

        -- La fonction n'est utilisée que si Necrosis est initialisé et le joueur un Démoniste --
        if (not Loaded) and UnitClass("player") ~= NECROSIS_UNIT_WARLOCK then
                return;
        end
        -- La fonction n'est utilisée que si Necrosis est initialisé et le joueur un Démoniste --

        
        -- Gestion des fragments d'âme : Tri des fragment toutes les secondes
        local curTime = GetTime();
        if ((curTime-SoulshardTime) >= 1) then
                SoulshardTime = curTime;
                if (SoulshardMP > 0) then
                        Necrosis_SoulshardSwitch("MOVE");
                end
        end

        ----------------------------------------------------------
        -- Gestion des sorts du Démoniste
        ----------------------------------------------------------
        
        -- Gestion du menu d'invocation des démons
        if PetShow then
                if GetTime() >= AlphaPetVar and AlphaPetMenu > 0 and (not PetVisible) then
                        AlphaPetVar = GetTime() + 0.1;
                        NecrosisPetMenu1:SetAlpha(AlphaPetMenu);
                        NecrosisPetMenu2:SetAlpha(AlphaPetMenu);
                        NecrosisPetMenu3:SetAlpha(AlphaPetMenu);
                        NecrosisPetMenu4:SetAlpha(AlphaPetMenu);
                        NecrosisPetMenu5:SetAlpha(AlphaPetMenu);
                        NecrosisPetMenu6:SetAlpha(AlphaPetMenu);
                        NecrosisPetMenu7:SetAlpha(AlphaPetMenu);
                        NecrosisPetMenu8:SetAlpha(AlphaPetMenu);
                        NecrosisPetMenu9:SetAlpha(AlphaPetMenu);
                        AlphaPetMenu = AlphaPetMenu - 0.1;
                end
                if AlphaPetMenu <= 0 then
                        Necrosis_PetMenu();
                end
        end

        -- Gestion du menu des Buffs
        if BuffShow then
                if GetTime() >= AlphaBuffVar and AlphaBuffMenu > 0 and (not BuffVisible) then
                        AlphaBuffVar = GetTime() + 0.1;
                        NecrosisBuffMenu1:SetAlpha(AlphaBuffMenu);
                        NecrosisBuffMenu2:SetAlpha(AlphaBuffMenu);
                        NecrosisBuffMenu3:SetAlpha(AlphaBuffMenu);
                        NecrosisBuffMenu4:SetAlpha(AlphaBuffMenu);
                        NecrosisBuffMenu5:SetAlpha(AlphaBuffMenu);
                        NecrosisBuffMenu6:SetAlpha(AlphaBuffMenu);
                        NecrosisBuffMenu7:SetAlpha(AlphaBuffMenu);
                        NecrosisBuffMenu8:SetAlpha(AlphaBuffMenu);
                        NecrosisBuffMenu9:SetAlpha(AlphaBuffMenu);
                        AlphaBuffMenu = AlphaBuffMenu - 0.1;
                end
                if AlphaBuffMenu <= 0 then
                        Necrosis_BuffMenu();
                end
        end

        -- Gestion du menu des Curses
        if CurseShow then
                if GetTime() >= AlphaCurseVar and AlphaCurseMenu > 0 and (not CurseVisible) then
                        AlphaCurseVar = GetTime() + 0.1;
                        NecrosisCurseMenu1:SetAlpha(AlphaCurseMenu);
                        NecrosisCurseMenu2:SetAlpha(AlphaCurseMenu);
                        NecrosisCurseMenu3:SetAlpha(AlphaCurseMenu);
                        NecrosisCurseMenu4:SetAlpha(AlphaCurseMenu);
                        NecrosisCurseMenu5:SetAlpha(AlphaCurseMenu);
                        NecrosisCurseMenu6:SetAlpha(AlphaCurseMenu);
                        NecrosisCurseMenu7:SetAlpha(AlphaCurseMenu);
                        NecrosisCurseMenu8:SetAlpha(AlphaCurseMenu);
                        NecrosisCurseMenu9:SetAlpha(AlphaCurseMenu);
                        AlphaCurseMenu = AlphaCurseMenu - 0.1;
                end
                if AlphaCurseMenu <= 0 then
                        Necrosis_CurseMenu();
                end
        end
        
        -- Gestion du talent "Crépuscule"
        if NecrosisConfig.ShadowTranceAlert then
                local Actif = false;
                local TimeLeft = 0;
                Necrosis_UnitHasTrance();
                if ShadowTranceID ~= -1 then Actif = true; end
                if Actif and not ShadowTrance then
                        ShadowTrance = true;
                        Necrosis_Msg(NECROSIS_NIGHTFALL_TEXT.Message, "USER");
                        if NecrosisConfig.Sound then PlaySoundFile(NECROSIS_SOUND.ShadowTrance); end
                        local ShadowTranceIndex, cancel = GetPlayerBuff(ShadowTranceID,"HELPFUL|HARMFUL|PASSIVE");
                        TimeLeft = floor(GetPlayerBuffTimeLeft(ShadowTranceIndex));
                        NecrosisShadowTranceTimer:SetText(TimeLeft);
                        ShowUIPanel(NecrosisShadowTranceButton);
                end
                if not Actif and ShadowTrance then
                        HideUIPanel(NecrosisShadowTranceButton);
                        ShadowTrance = false;
                end
                if Actif and ShadowTrance then
                        local ShadowTranceIndex, cancel = GetPlayerBuff(ShadowTranceID,"HELPFUL|HARMFUL|PASSIVE");
                        TimeLeft = floor(GetPlayerBuffTimeLeft(ShadowTranceIndex));
                        NecrosisShadowTranceTimer:SetText(TimeLeft);
                end
        end

        -- Gestion des Antifears
        if NecrosisConfig.AntiFearAlert then
                local Actif = false; -- must be False, or a number from 1 to AFImageType[] max element.
                
                -- Checking if we have a target. Any fear need a target to be casted on
                if UnitExists("target") and UnitCanAttack("player", "target") and not UnitIsDead("target") then
                        -- Checking if the target has natural immunity (only NPC target)
                        if not UnitIsPlayer("target") then                              
                                for index=1, table.getn(NECROSIS_ANTI_FEAR_UNIT), 1 do
                                        if (UnitCreatureType("target") == NECROSIS_ANTI_FEAR_UNIT[index] ) then
                                                Actif = 2; -- Immun
                                                break;
                                        end
                                end
                        end
                                
                        -- We'll start to parse the target buffs, as his class doesn't give him natural permanent immunity
                        if not Actif then
                                for index=1, table.getn(NECROSIS_ANTI_FEAR_SPELL.Buff), 1 do
                                        if Necrosis_UnitHasBuff("target",NECROSIS_ANTI_FEAR_SPELL.Buff[index]) then
                                                Actif = 3; -- Prot
                                                break;
                                        end
                                end
                                
                                -- No buff found, let's try the debuffs
                                for index=1, table.getn(NECROSIS_ANTI_FEAR_SPELL.Debuff), 1 do
                                        if Necrosis_UnitHasEffect("target",NECROSIS_ANTI_FEAR_SPELL.Debuff[index]) then
                                                Actif = 3; -- Prot
                                                break;
                                        end
                                end
                        end
                        
                        -- an immunity has been detected before, but we still don't know why => show the button anyway
                        if AFCurrentTargetImmune and not Actif then 
                                Actif = 1;      
                        end
                end
                
                if Actif then
                        -- Antifear button is currently not visible, we have to change that
                        if not AntiFearInUse then
                                AntiFearInUse = true;
                                Necrosis_Msg(NECROSIS_MESSAGE.Information.FearProtect, "USER");
                                NecrosisAntiFearButton:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\AntiFear"..AFImageType[Actif].."-02");
                                if NecrosisConfig.Sound then PlaySoundFile(NECROSIS_SOUND.Fear); end
                                ShowUIPanel(NecrosisAntiFearButton);
                                AFBlink1 = GetTime() + 0.6;
                                AFBlink2 = 2;
                        
                        -- Timer to make the button blink
                        elseif GetTime() >= AFBlink1 then
                                if AFBlink2 == 1 then
                                        AFBlink2 = 2;
                                else
                                        AFBlink2 = 1;
                                end
                                AFBlink1 = GetTime() + 0.4;
                                NecrosisAntiFearButton:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\AntiFear"..AFImageType[Actif].."-0"..AFBlink2);
                        end
                        
                elseif AntiFearInUse then       -- No antifear on target, but the button is still visible => gonna hide it
                        AntiFearInUse = false;
                        HideUIPanel(NecrosisAntiFearButton);
                end
        end

        -- Gestion du Timer des sorts
        if (not NecrosisSpellTimerButton:IsVisible()) then
                ShowUIPanel(NecrosisSpellTimerButton);
        end
        local display = "";
        
        if NecrosisConfig.CountType == 3 then
                NecrosisShardCount:SetText("");
        end
        local update = false;
        if ((curTime - SpellCastTime) >= 1) then
                SpellCastTime = curTime;
                update = true;
        end
        
        -- On met à jour les boutons toutes les secondes
        -- On accepte le trade de la pierre de soin si transfert en cours
        if update then
                if Trading then
                        TradingNow = TradingNow - 1;
                        if TradingNow == 0 then
                                AcceptTrade();
                                Trading = false;
                        end
                end
                Necrosis_UpdateIcons();
        end
        
        -- Parcours du tableau des Timers
        local GraphicalTimer = {texte = {}, TimeMax = {}, Time = {}, titre = {}, temps = {}, Gtimer = {}};
        if SpellTimer then
                for index = 1, table.getn(SpellTimer), 1 do
                        if SpellTimer[index] then
                                if (GetTime() <= SpellTimer[index].TimeMax) then
                                        -- Création de l'affichage des timers
                                        display, SpellGroup, GraphicalTimer, TimerTable = Necrosis_DisplayTimer(display, index, SpellGroup, SpellTimer, GraphicalTimer, TimerTable);
                                end
                                -- Action toutes les secondes
                                if (update) then
                                        -- On enlève les timers terminés
                                        local TimeLocal = GetTime();
                                        if TimeLocal >= (SpellTimer[index].TimeMax - 0.5) and SpellTimer[index].TimeMax ~= -1 then
                                                -- Si le timer était celui de la Pierre d'âme, on prévient le Démoniste
                                                if SpellTimer[index].Name == NECROSIS_SPELL_TABLE[11].Name then
                                                        Necrosis_Msg(NECROSIS_MESSAGE.Information.SoulstoneEnd, "USER");
                                                        SpellTimer[index].Target = "";
                                                        SpellTimer[index].TimeMax = -1;
                                                        if NecrosisConfig.Sound then PlaySoundFile(NECROSIS_SOUND.SoulstoneEnd); end
                                                        Necrosis_RemoveFrame(SpellTimer[index].Gtimer, TimerTable);
                                                                -- On met à jour l'apparence du bouton de la pierre d'âme
                                                        Necrosis_UpdateIcons();
                                                -- Sinon on enlève le timer silencieusement (mais pas en cas d'enslave)
                                                elseif SpellTimer[index].Name ~= NECROSIS_SPELL_TABLE[10].Name then
                                                        SpellTimer, TimerTable = Necrosis_RetraitTimerParIndex(index, SpellTimer, TimerTable);
                                                        index = 0;
                                                        break;
                                                end
                                        end
                                        -- Si le Démoniste n'est plus sous l'emprise du Sacrifice
                                        if SpellTimer and SpellTimer[index].Name == NECROSIS_SPELL_TABLE[17].Name then -- Sacrifice
                                                if not Necrosis_UnitHasEffect("player", SpellTimer[index].Name) and SpellTimer[index].TimeMax ~= nil then
                                                        SpellTimer, TimerTable = Necrosis_RetraitTimerParIndex(index, SpellTimer, TimerTable);
                                                        index = 0;
                                                        break;
                                                end
                                        end
                                        -- Si la cible visée n'est plus atteinte par un sort lancé [résists]
                                        if SpellTimer and (SpellTimer[index].Type == 4 or SpellTimer[index].Type == 5)
                                                and SpellTimer[index].Target == UnitName("target")
                                                then
                                                -- On triche pour laisser le temps au mob de bien sentir qu'il est débuffé ^^
                                                if TimeLocal >= ((SpellTimer[index].TimeMax - SpellTimer[index].Time) + 1.5)
                                                        and SpellTimer[index] ~= 6 then
                                                        if not Necrosis_UnitHasEffect("target", SpellTimer[index].Name) then
                                                                SpellTimer, TimerTable = Necrosis_RetraitTimerParIndex(index, SpellTimer, TimerTable);
                                                                index = 0;
                                                                break;
                                                        end
                                                end
                                        end
                                end
                        end
                end
        else
                for i = 1, 10, 1 do
                        local frameName = "NecrosisTarget"..i.."Text";
                        local frameItem = getglobal(frameName);
                        if frameItem:IsShown() then
                                frameItem:Hide();
                        end
                end
        end

        if NecrosisConfig.ShowSpellTimers or NecrosisConfig.Graphical then
                -- Si affichage de timer texte
                if not NecrosisConfig.Graphical then
                        -- Coloration de l'affichage des timers
                        display = Necrosis_MsgAddColor(display);
                        -- Affichage des timers
                        NecrosisListSpells:SetText(display);
                else
                        NecrosisListSpells:SetText("");                 
                end
                for i = 4, table.getn(SpellGroup.Name) do
                        SpellGroup.Visible[i] = false;
                end
        else
                if (NecrosisSpellTimerButton:IsVisible()) then
                        NecrosisListSpells:SetText("");
                        HideUIPanel(NecrosisSpellTimerButton);
                end
        end
end

-- Fonction lancée selon l'événement intercepté
function Necrosis_OnEvent(event)
        if (event == "PLAYER_ENTERING_WORLD") then
                Necrosis_In = true;
        elseif (event == "PLAYER_LEAVING_WORLD") then
                Necrosis_In = false;
        end
                
        -- Traditionnel test : Le joueur est-il bien Démoniste ?
        -- Le jeu est-il bine chargé ?
        if (not Loaded) or (not Necrosis_In) or UnitClass("player") ~= NECROSIS_UNIT_WARLOCK then 
                return;
        end

        -- Si le contenu des sacs a changé, on vérifie que les Fragments d'âme sont toujours dans le bon sac
        if (event == "BAG_UPDATE") then
                if (NecrosisConfig.SoulshardSort) then
                        Necrosis_SoulshardSwitch("CHECK");
                else
                        Necrosis_BagExplore();
                end
        -- Gestion de la fin de l'incantation des sorts
        elseif (event == "SPELLCAST_STOP") then
                Necrosis_SpellManagement();
        -- Quand le démoniste commence à incanter un sort, on intercepte le nom de celui-ci
        -- On sauve également le nom de la cible du sort ainsi que son niveau
        elseif (event == "SPELLCAST_START") then
                SpellCastName = arg1;
                SpellTargetName = UnitName("target");
                if not SpellTargetName then
                        SpellTargetName = "";
                end
                SpellTargetLevel = UnitLevel("target");
                if not SpellTargetLevel then
                        SpellTargetLevel = "";
                end     
        -- Quand le démoniste stoppe son incantation, on relache le nom de celui-ci
        elseif (event == "SPELLCAST_FAILED") or (event == "SPELLCAST_INTERRUPTED") then
                SpellCastName = nil;
                SpellCastRank = nil;
                SpellTargetName = nil;
                SpellTargetLevel = nil;
        -- Flag si une fenetre de Trade est ouverte, afin de pouvoir trader automatiquement les pierres de soin
        elseif event == "TRADE_REQUEST" or event == "TRADE_SHOW" then
                NecrosisTradeRequest = true;
        elseif event == "TRADE_REQUEST_CANCEL" or event == "TRADE_CLOSED" then
                NecrosisTradeRequest = false;
        -- AntiFear button hide on target change
        elseif event == "PLAYER_TARGET_CHANGED" then
                if NecrosisConfig.AntiFearAlert and AFCurrentTargetImmune then
                        AFCurrentTargetImmune = false;
                end
        -- AntiFear immunity on cast detection
        elseif event == "CHAT_MSG_SPELL_SELF_DAMAGE" then
                if NecrosisConfig.AntiFearAlert then
                        for spell, creatureName in string.gfind(arg1, NECROSIS_ANTI_FEAR_SRCH) do                       
                                -- We check if the casted spell on the immune target is Fear or Death Coil
                                if spell == NECROSIS_SPELL_TABLE[13].Name or spell == NECROSIS_SPELL_TABLE[19].Name then
                                        AFCurrentTargetImmune = true;
                                        break;
                                end
                        end
                end
        
        -- Si le Démoniste apprend un nouveau sort / rang de sort, on récupère la nouvelle liste des sorts
        -- Si le Démoniste apprend un nouveau sort de buff ou d'invocation, on recrée les boutons
        elseif (event == "LEARNED_SPELL_IN_TAB") then
                Necrosis_SpellSetup();
                Necrosis_CreateMenu();
                Necrosis_ButtonSetup();
        
        -- A la fin du combat, on arrête de signaler le Crépuscule
        -- On enlève les timers de sorts ainsi que les noms des mobs
        elseif (event == "PLAYER_REGEN_ENABLED") then
                PlayerCombat = false;
                SpellGroup, SpellTimer, TimerTable = Necrosis_RetraitTimerCombat(SpellGroup, SpellTimer, TimerTable);
                for i = 1, 10, 1 do
                        local frameName = "NecrosisTarget"..i.."Text";
                        local frameItem = getglobal(frameName);
                        if frameItem:IsShown() then
                                frameItem:Hide();
                        end
                end
        -- Quand le démoniste change de démon
        elseif (event == "UNIT_PET" and arg1 == "player") then
                Necrosis_ChangeDemon();
        -- Actions personnelles -- "Buffs"
        elseif (event == "CHAT_MSG_SPELL_PERIODIC_SELF_BUFFS") then
                Necrosis_SelfEffect("BUFF");
        -- Actions personnelles -- "Debuffs"
        elseif event == "CHAT_MSG_SPELL_AURA_GONE_SELF" or event == "CHAT_MSG_SPELL_BREAK_AURA" then
                Necrosis_SelfEffect("DEBUFF");
        elseif event == "PLAYER_REGEN_DISABLED" then
                PlayerCombat = true;
        -- Fin de l'écran de chargement
        end
        return;
end

------------------------------------------------------------------------------------------------------
-- FONCTIONS NECROSIS "ON EVENT"
------------------------------------------------------------------------------------------------------

-- Events : PLAYER_ENTERING_WORLD et PLAYER_LEAVING_WORLD
-- Fonction appliquée à chaque écran de chargement
-- Quand on sort d'une zone, on arrête de surveiller les envents
-- Quand on rentre dans une zone, on reprend la surveillance
-- Cela permet d'éviter un temps de chargement trop long du mod
function Necrosis_RegisterManagement(RegistrationType)
        if RegistrationType == "IN" then
                NecrosisButton:RegisterEvent("BAG_UPDATE");
                NecrosisButton:RegisterEvent("CHAT_MSG_SPELL_PERIODIC_SELF_BUFFS");
                NecrosisButton:RegisterEvent("CHAT_MSG_SPELL_AURA_GONE_SELF");
                NecrosisButton:RegisterEvent("CHAT_MSG_SPELL_BREAK_AURA");
                NecrosisButton:RegisterEvent("PLAYER_REGEN_DISABLED");
                NecrosisButton:RegisterEvent("PLAYER_REGEN_ENABLED");
                NecrosisButton:RegisterEvent("UNIT_PET");
                NecrosisButton:RegisterEvent("SPELLCAST_START");
                NecrosisButton:RegisterEvent("SPELLCAST_FAILED");
                NecrosisButton:RegisterEvent("SPELLCAST_INTERRUPTED");
                NecrosisButton:RegisterEvent("SPELLCAST_STOP");
                NecrosisButton:RegisterEvent("LEARNED_SPELL_IN_TAB");
                NecrosisButton:RegisterEvent("CHAT_MSG_SPELL_SELF_DAMAGE");
                NecrosisButton:RegisterEvent("PLAYER_TARGET_CHANGED");
                NecrosisButton:RegisterEvent("TRADE_REQUEST");
                NecrosisButton:RegisterEvent("TRADE_REQUEST_CANCEL");
                NecrosisButton:RegisterEvent("TRADE_SHOW");
                NecrosisButton:RegisterEvent("TRADE_CLOSED");
        else
                NecrosisButton:UnregisterEvent("BAG_UPDATE");
                NecrosisButton:UnregisterEvent("CHAT_MSG_SPELL_PERIODIC_SELF_BUFFS");
                NecrosisButton:UnregisterEvent("CHAT_MSG_SPELL_AURA_GONE_SELF");
                NecrosisButton:UnregisterEvent("CHAT_MSG_SPELL_BREAK_AURA");
                NecrosisButton:UnregisterEvent("PLAYER_REGEN_DISABLED");
                NecrosisButton:UnregisterEvent("PLAYER_REGEN_ENABLED");
                NecrosisButton:UnregisterEvent("UNIT_PET");
                NecrosisButton:UnregisterEvent("SPELLCAST_START");
                NecrosisButton:UnregisterEvent("SPELLCAST_FAILED");
                NecrosisButton:UnregisterEvent("SPELLCAST_INTERRUPTED");
                NecrosisButton:UnregisterEvent("SPELLCAST_STOP");
                NecrosisButton:UnregisterEvent("LEARNED_SPELL_IN_TAB");
                NecrosisButton:UnregisterEvent("CHAT_MSG_SPELL_SELF_DAMAGE");
                NecrosisButton:UnregisterEvent("PLAYER_TARGET_CHANGED");
                NecrosisButton:UnregisterEvent("TRADE_REQUEST");
                NecrosisButton:UnregisterEvent("TRADE_REQUEST_CANCEL");
                NecrosisButton:UnregisterEvent("TRADE_SHOW");
                NecrosisButton:UnregisterEvent("TRADE_CLOSED");
        end
        return;
end

-- event : UNIT_PET
-- Permet de timer les asservissements, ainsi que de prévenir pour les ruptures d'asservissement
-- Change également le nom du pet au remplacement de celui-ci
function Necrosis_ChangeDemon()
        -- Si le nouveau démon est un démon asservi, on place un timer de 5 minutes
        if (Necrosis_UnitHasEffect("pet", NECROSIS_SPELL_TABLE[10].Name)) then
                if (not DemonEnslaved) then
                        DemonEnslaved = true;
                        SpellGroup, SpellTimer, TimerTable = Necrosis_InsertTimerParTable(10, "","", SpellGroup, SpellTimer, TimerTable);
                end
        else
                -- Quand le démon asservi est perdu, on retire le Timer et on prévient le Démoniste
                if (DemonEnslaved) then
                        DemonEnslaved = false;
                        SpellTimer, TimerTable = Necrosis_RetraitTimerParNom(NECROSIS_SPELL_TABLE[10].Name, SpellTimer, TimerTable);
                        if NecrosisConfig.Sound then PlaySoundFile(NECROSIS_SOUND.EnslaveEnd); end
                        Necrosis_Msg(NECROSIS_MESSAGE.Information.EnslaveBreak, "USER");
                end
        end
        
        -- Si le démon n'est pas asservi on définit son titre, et on met à jour son nom dans Necrosis
        DemonType = UnitCreatureFamily("pet");
        for i = 1, 4, 1 do
                if DemonType == NECROSIS_PET_LOCAL_NAME[i] and NecrosisConfig.PetName[i] == " " and UnitName("pet") ~= UNKNOWNOBJECT then
                        NecrosisConfig.PetName[i] = UnitName("pet");
                        NecrosisLocalization();
                        break;
                end
        end

        return;
end

-- events : CHAT_MSG_SPELL_PERIODIC_SELF_BUFFS, CHAT_MSG_SPELL_AURA_GONE_SELF et CHAT_MSG_SPELL_BREAK_AURA
-- Permet de gérer les effets apparaissants et disparaissants sur le démoniste
-- Basé sur le CombatLog
function Necrosis_SelfEffect(action)
        if action == "BUFF" then
                -- Insertion d'un timer quand le Démoniste subit "Sacrifice"
                if arg1 == NECROSIS_TRANSLATION.SacrificeGain then
                        SpellGroup, SpellTimer, TimerTable = Necrosis_InsertTimerParTable(17, "", "", SpellGroup, SpellTimer, TimerTable);
                end
                -- Changement du bouton de monture quand le Démoniste chevauche
                if string.find(arg1, NECROSIS_SPELL_TABLE[1].Name) or  string.find(arg1, NECROSIS_SPELL_TABLE[2].Name) then
                        NecrosisMounted = true;
                        if NecrosisConfig.SteedSummon and NecrosisTellMounted
                                and NecrosisConfig.ChatMsg and NECROSIS_PET_MESSAGE[6] and not NecrosisConfig.SM
                                then
                                        local tempnum = random(1, table.getn(NECROSIS_PET_MESSAGE[6]));
                                        while tempnum == SteedMess and table.getn(NECROSIS_PET_MESSAGE[6]) >= 2 do
                                                tempnum = random(1, table.getn(NECROSIS_PET_MESSAGE[6]));
                                        end
                                        SteedMess = tempnum;
                                        for i = 1, table.getn(NECROSIS_PET_MESSAGE[6][tempnum]) do
                                                Necrosis_Msg(Necrosis_MsgReplace(NECROSIS_PET_MESSAGE[6][tempnum][i]), "SAY");
                                        end
                                        NecrosisTellMounted = false;
                        end
                        NecrosisMountButton:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\MountButton-02");
                        
                end
                -- Changement du bouton de la domination corrompue si celle-ci est activée + Timer de cooldown
                if  string.find(arg1, NECROSIS_SPELL_TABLE[15].Name) and NECROSIS_SPELL_TABLE[15].ID ~= nil then
                        DominationUp = true;
                        NecrosisPetMenu1:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Domination-02");
                end
                -- Changement du bouton de la malédiction amplifiée si celle-ci est activée + Timer de cooldown
                if  string.find(arg1, NECROSIS_SPELL_TABLE[42].Name) and NECROSIS_SPELL_TABLE[42].ID ~= nil then
                        AmplifyUp = true;
                        NecrosisCurseMenu1:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Amplify-02");
                end
        else
                -- Changement du bouton de monture quand le Démoniste est démonté
                if string.find(arg1, NECROSIS_SPELL_TABLE[1].Name) or  string.find(arg1, NECROSIS_SPELL_TABLE[2].Name) then
                        NecrosisMounted = false;
                        NecrosisTellMounted = true;
                        NecrosisMountButton:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\MountButton-01");
                end
                -- Changement du bouton de Domination quand le Démoniste n'est plus sous son emprise
                if  string.find(arg1, NECROSIS_SPELL_TABLE[15].Name) and NECROSIS_SPELL_TABLE[15].ID ~= nil then
                        DominationUp = false;
                        NecrosisPetMenu1:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Domination-01");
                end
                -- Changement du bouton de la malédiction amplifiée quand le Démoniste n'est plus sous son emprise
                if  string.find(arg1, NECROSIS_SPELL_TABLE[42].Name) and NECROSIS_SPELL_TABLE[42].ID ~= nil then
                        AmplifyUp = false;
                        NecrosisCurseMenu1:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Amplify-01");
                end
        end
        return;
end

-- event : SPELLCAST_STOP
-- Permet de gérer tout ce qui touche aux sorts une fois leur incantation réussie
function Necrosis_SpellManagement()
        local SortActif = false;
        if (SpellCastName) then
                -- Si le sort lancé à été une Résurrection de Pierre d'âme, on place un timer
                if (SpellCastName == NECROSIS_SPELL_TABLE[11].Name) then
                        if SpellTargetName == UnitName("player") then
                                SpellTargetName = "";
                        end
                        -- Si les messages sont actifs et que la pierre est posée sur un joueur ciblé, hop, message !
                        if (NecrosisConfig.ChatMsg or NecrosisConfig.SM)
                                and SoulstoneUsedOnTarget then
                                        SoulstoneTarget = SpellTargetName;
                                        SoulstoneAdvice = true;
                        end
                        SpellGroup, SpellTimer, TimerTable = Necrosis_InsertTimerParTable(11, SpellTargetName, "", SpellGroup, SpellTimer, TimerTable);
                -- Si le sort était un rituel d'invocation, alors on écrit une phrase a caractère informatif aux joueurs
                elseif (SpellCastName == NECROSIS_TRANSLATION.SummoningRitual)
                        and (NecrosisConfig.ChatMsg or NecrosisConfig.SM)
                        and NECROSIS_INVOCATION_MESSAGES then
                                local tempnum = random(1, table.getn(NECROSIS_INVOCATION_MESSAGES));
                                while tempnum == TPMess and table.getn(NECROSIS_INVOCATION_MESSAGES) >= 2 do
                                        tempnum = random(1, table.getn(NECROSIS_INVOCATION_MESSAGES));
                                end
                                TPMess = tempnum;
                                for i = 1, table.getn(NECROSIS_INVOCATION_MESSAGES[tempnum]) do
                                        Necrosis_Msg(Necrosis_MsgReplace(NECROSIS_INVOCATION_MESSAGES[tempnum][i], SpellTargetName), "WORLD");
                                end
                -- Pour les autres sorts castés, tentative de timer si valable
                else
                        for spell=1, table.getn(NECROSIS_SPELL_TABLE), 1 do
                                if SpellCastName == NECROSIS_SPELL_TABLE[spell].Name and not (spell == 10) then
                                        -- Si le timer existe déjà sur la cible, on le met à jour
                                        for thisspell=1, table.getn(SpellTimer), 1 do
                                                if SpellTimer[thisspell].Name == SpellCastName
                                                        and SpellTimer[thisspell].Target == SpellTargetName
                                                        and SpellTimer[thisspell].TargetLevel == SpellTargetLevel
                                                        and NECROSIS_SPELL_TABLE[spell].Type ~= 4
                                                        and spell ~= 16
                                                        then
                                                        -- Si c'est sort lancé déjà présent sur un mob, on remet le timer à fond
                                                        if spell ~= 9 or (spell == 9 and not Necrosis_UnitHasEffect("target", SpellCastName)) then
                                                                SpellTimer[thisspell].Time = NECROSIS_SPELL_TABLE[spell].Length;
                                                                SpellTimer[thisspell].TimeMax = floor(GetTime() + NECROSIS_SPELL_TABLE[spell].Length);
                                                                if spell == 9 and SpellCastRank == 1 then
                                                                        SpellTimer[thisspell].Time = 20;
                                                                        SpellTimer[thisspell].TimeMax = floor(GetTime() + 20);
                                                                end
                                                        end
                                                        SortActif = true;
                                                        break;
                                                end
                                                -- Si c'est un banish sur une nouvelle cible, on supprime le timer précédent
                                                if SpellTimer[thisspell].Name == SpellCastName and spell == 9
                                                        and
                                                                (SpellTimer[thisspell].Target ~= SpellTargetName
                                                                or SpellTimer[thisspell].TargetLevel ~= SpellTargetLevel)
                                                        then
                                                        SpellTimer, TimerTable = Necrosis_RetraitTimerParIndex(thisspell, SpellTimer, TimerTable);
                                                        SortActif = false;
                                                        break;
                                                end     
                                                
                                                -- Si c'est un fear, on supprime le timer du fear précédent
                                                if SpellTimer[thisspell].Name == SpellCastName and spell == 13 then
                                                        SpellTimer, TimerTable = Necrosis_RetraitTimerParIndex(thisspell, SpellTimer, TimerTable);
                                                        SortActif = false;
                                                        break;
                                                end
                                                if SortActif then break; end
                                        end
                                        -- Si le timer est une malédiction, on enlève la précédente malédiction sur la cible
                                        if (NECROSIS_SPELL_TABLE[spell].Type == 4) or (spell == 16) then
                                                for thisspell=1, table.getn(SpellTimer), 1 do
                                                        -- Mais on garde le cooldown de la malédiction funeste
                                                        if SpellTimer[thisspell].Name == NECROSIS_SPELL_TABLE[16].Name then
                                                                SpellTimer[thisspell].Target = "";
                                                                SpellTimer[thisspell].TargetLevel = "";
                                                        end
                                                        if SpellTimer[thisspell].Type == 4
                                                                and SpellTimer[thisspell].Target == SpellTargetName
                                                                and SpellTimer[thisspell].TargetLevel == SpellTargetLevel
                                                                then
                                                                SpellTimer, TimerTable = Necrosis_RetraitTimerParIndex(thisspell, SpellTimer, TimerTable);
                                                                break;
                                                        end
                                                end
                                                SortActif = false;
                                        end
                                        if not SortActif
                                                and NECROSIS_SPELL_TABLE[spell].Type ~= 0
                                                and spell ~= 10
                                                then
                                                        
                                                if spell == 9 then 
                                                        if SpellCastRank == 1 then
                                                                NECROSIS_SPELL_TABLE[spell].Length = 20;
                                                        else
                                                                NECROSIS_SPELL_TABLE[spell].Length = 30;
                                                        end
                                                end
                
                                                SpellGroup, SpellTimer, TimerTable = Necrosis_InsertTimerParTable(spell, SpellTargetName, SpellTargetLevel, SpellGroup, SpellTimer, TimerTable);
                                                break;
                                        end
                                end
                        end
                end
        end
        SpellCastName = nil;
        SpellCastRank = nil;
        return;
end

------------------------------------------------------------------------------------------------------
-- FONCTIONS DE L'INTERFACE -- LIENS XML
------------------------------------------------------------------------------------------------------

-- En cliquant droit sur Necrosis, on affiche ou masque les deux panneaux de configurations
function Necrosis_Toggle(button)
        if button == "LeftButton" then
                if NECROSIS_SPELL_TABLE[41].ID then
                        CastSpell(NECROSIS_SPELL_TABLE[41].ID, "spell");
                end
                return;
        elseif (NecrosisGeneralFrame:IsVisible()) then
                HideUIPanel(NecrosisGeneralFrame);
                return;
        else
                if NecrosisConfig.SM then
                        Necrosis_Msg("!!! Short Messages : <brightGreen>On", "USER");
                end
                ShowUIPanel(NecrosisGeneralFrame);
                NecrosisGeneralTab_OnClick(1);
                return;
        end
end

-- Fonction permettant le déplacement d'éléments de Necrosis sur l'écran
function Necrosis_OnDragStart(button)
        if (button == "NecrosisIcon") then GameTooltip:Hide(); end
        button:StartMoving();
end

-- Fonction arrêtant le déplacement d'éléments de Necrosis sur l'écran
function Necrosis_OnDragStop(button)
        if (button == "NecrosisIcon") then Necrosis_BuildTooltip("OVERALL"); end
        button:StopMovingOrSizing();
end

-- Fonction alternant Timers graphiques et Timers textes
function Necrosis_HideGraphTimer()
        for i = 1, 50, 1 do
                local elements = {"Text", "Bar", "Texture", "OutText"}
                if NecrosisConfig.Graphical then
                        if TimerTable[i] then
                                for j = 1, 4, 1 do
                                        frameName = "NecrosisTimer"..i..elements[j];
                                        frameItem = getglobal(frameName);
                                        frameItem:Show();
                                end
                        end
                else
                        for j = 1, 4, 1 do
                                frameName = "NecrosisTimer"..i..elements[j];
                                frameItem = getglobal(frameName);
                                frameItem:Hide();
                        end
                end
        end
end

-- Fonction gérant les bulles d'aide
function Necrosis_BuildTooltip(button, type, anchor)

        -- Si l'affichage des bulles d'aide est désactivé, Bye bye !
        if not NecrosisConfig.NecrosisToolTip then
                return;
        end
        
        -- On regarde si la domination corrompue, le gardien de l'ombre ou l'amplification de malédiction sont up (pour tooltips)
        local start, duration, start2, duration2, start3, duration3
        if NECROSIS_SPELL_TABLE[15].ID then
                start, duration = GetSpellCooldown(NECROSIS_SPELL_TABLE[15].ID, BOOKTYPE_SPELL);
        else
                start = 1;
                duration = 1;
        end
        if NECROSIS_SPELL_TABLE[43].ID then
                start2, duration2 = GetSpellCooldown(NECROSIS_SPELL_TABLE[43].ID, BOOKTYPE_SPELL);
        else
                start2 = 1;
                duration2 = 1;
        end
        if NECROSIS_SPELL_TABLE[42].ID then
                start3, duration3 = GetSpellCooldown(NECROSIS_SPELL_TABLE[42].ID, BOOKTYPE_SPELL);
        else
                start3 = 1;
                duration3 = 1;
        end

        -- Création des bulles d'aides....
        GameTooltip:SetOwner(button, anchor);
        GameTooltip:SetText(NecrosisTooltipData[type].Label);
        -- ..... pour le bouton principal
        if (type == "Main") then
                GameTooltip:AddLine(NecrosisTooltipData.Main.Soulshard..Soulshards);
                GameTooltip:AddLine(NecrosisTooltipData.Main.InfernalStone..InfernalStone);
                GameTooltip:AddLine(NecrosisTooltipData.Main.DemoniacStone..DemoniacStone);
                GameTooltip:AddLine(NecrosisTooltipData.Main.Soulstone..NecrosisTooltipData[type].Stone[SoulstoneOnHand]);
                GameTooltip:AddLine(NecrosisTooltipData.Main.Healthstone..NecrosisTooltipData[type].Stone[HealthstoneOnHand]);
                -- On vérifie si une pierre de sort n'est pas équipée
                NecrosisTooltip:SetInventoryItem("player", 17);
                local rightHand = tostring(NecrosisTooltipTextLeft1:GetText());
                if string.find(rightHand, NECROSIS_ITEM.Spellstone) then SpellstoneOnHand = true; end
                GameTooltip:AddLine(NecrosisTooltipData.Main.Spellstone..NecrosisTooltipData[type].Stone[SpellstoneOnHand]);
                -- De même pour la pierre de feu
                if string.find(rightHand, NECROSIS_ITEM.Firestone) then FirestoneOnHand = true; end
                GameTooltip:AddLine(NecrosisTooltipData.Main.Firestone..NecrosisTooltipData[type].Stone[FirestoneOnHand]);
                -- Affichage du nom du démon, ou s'il est asservi, ou "Aucun" si aucun démon n'est présent
                if (DemonType) then
                        GameTooltip:AddLine(NecrosisTooltipData.Main.CurrentDemon..DemonType);
                elseif DemonEnslaved then
                        GameTooltip:AddLine(NecrosisTooltipData.Main.EnslavedDemon);
                else
                        GameTooltip:AddLine(NecrosisTooltipData.Main.NoCurrentDemon);
                end
        -- ..... pour les boutons de pierre
        elseif (string.find(type, "stone")) then
                -- Pierre d'âme
                if (type == "Soulstone") then
                        -- On affiche le nom de la pierre et l'action que produira le clic sur le bouton
                        -- Et aussi le Temps de recharge
                        if SoulstoneMode == 1 or SoulstoneMode == 3 then
                                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[StoneIDInSpellTable[1]].Mana.." Mana");
                        end
                        Necrosis_MoneyToggle();
                        NecrosisTooltip:SetBagItem(SoulstoneLocation[1], SoulstoneLocation[2]);
                        local itemName = tostring(NecrosisTooltipTextLeft6:GetText());
                        GameTooltip:AddLine(NecrosisTooltipData[type].Text[SoulstoneMode]);
                        if string.find(itemName, NECROSIS_TRANSLATION.Cooldown) then
                        GameTooltip:AddLine(itemName);
                        end
                -- Pierre de vie
                elseif (type == "Healthstone") then
                        -- Idem
                        if HealthstoneMode == 1 then
                                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[StoneIDInSpellTable[2]].Mana.." Mana");
                        end
                        Necrosis_MoneyToggle();
                        NecrosisTooltip:SetBagItem(HealthstoneLocation[1], HealthstoneLocation[2]);
                        local itemName = tostring(NecrosisTooltipTextLeft6:GetText());
                        GameTooltip:AddLine(NecrosisTooltipData[type].Text[HealthstoneMode]);
                        if string.find(itemName, NECROSIS_TRANSLATION.Cooldown) then
                                GameTooltip:AddLine(itemName);
                        end
                -- Pierre de sort
                elseif (type == "Spellstone") then
                        -- Eadem
                        if SpellstoneMode == 1 then
                                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[StoneIDInSpellTable[3]].Mana.." Mana");
                        end
                        Necrosis_MoneyToggle();
                        NecrosisTooltip:SetInventoryItem("player", 17);
                        local itemName = tostring(NecrosisTooltipTextLeft9:GetText());
                        local itemStone = tostring(NecrosisTooltipTextLeft1:GetText());
                        GameTooltip:AddLine(NecrosisTooltipData[type].Text[SpellstoneMode]);
                        if (string.find(itemStone, NECROSIS_ITEM.Spellstone)
                                and string.find(itemName, NECROSIS_TRANSLATION.Cooldown)) then
                        GameTooltip:AddLine(itemName);
                        end
                -- Pierre de feu
                elseif (type == "Firestone") then
                        -- Idem, mais sans le cooldown
                        if FirestoneMode == 1 then
                                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[StoneIDInSpellTable[4]].Mana.." Mana");
                        end
                        GameTooltip:AddLine(NecrosisTooltipData[type].Text[FirestoneMode]);
                end
        -- ..... pour le bouton des Timers
        elseif (type == "SpellTimer") then
                Necrosis_MoneyToggle();
                NecrosisTooltip:SetBagItem(HearthstoneLocation[1], HearthstoneLocation[2]);
                local itemName = tostring(NecrosisTooltipTextLeft5:GetText());
                GameTooltip:AddLine(NecrosisTooltipData[type].Text);
                if string.find(itemName, NECROSIS_TRANSLATION.Cooldown) then
                        GameTooltip:AddLine(NECROSIS_TRANSLATION.Hearth.." - "..itemName);
                else
                        GameTooltip:AddLine(NecrosisTooltipData[type].Right..GetBindLocation());
                end
                
        -- ..... pour le bouton de la Transe de l'ombre
        elseif (type == "ShadowTrance") then
                local rank = Necrosis_FindSpellAttribute("Name", NECROSIS_NIGHTFALL.BoltName, "Rank");
                GameTooltip:SetText(NecrosisTooltipData[type].Label.."          |CFF808080Rank "..rank.."|r");
        -- ..... pour les autres buffs et démons, le coût en mana...
        elseif (type == "Enslave") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[35].Mana.." Mana");
                if Soulshards == 0 then
                        GameTooltip:AddLine("|c00FF4444"..NecrosisTooltipData.Main.Soulshard..Soulshards.."|r");
                end
        elseif (type == "Mount") then
                if NECROSIS_SPELL_TABLE[2].ID then
                        GameTooltip:AddLine(NECROSIS_SPELL_TABLE[2].Mana.." Mana");
                elseif NECROSIS_SPELL_TABLE[1].ID then
                        GameTooltip:AddLine(NECROSIS_SPELL_TABLE[1].Mana.." Mana");
                end
        elseif (type == "Armor") then
                if NECROSIS_SPELL_TABLE[31].ID then
                        GameTooltip:AddLine(NECROSIS_SPELL_TABLE[31].Mana.." Mana");
                else
                        GameTooltip:AddLine(NECROSIS_SPELL_TABLE[36].Mana.." Mana");
                end
        elseif (type == "Invisible") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[33].Mana.." Mana");
        elseif (type == "Aqua") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[32].Mana.." Mana");
        elseif (type == "Kilrogg") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[34].Mana.." Mana");
        elseif (type == "Banish") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[9].Mana.." Mana");
        elseif (type == "Weakness") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[23].Mana.." Mana");
                if not (start3 > 0 and duration3 > 0) then
                        GameTooltip:AddLine(NecrosisTooltipData.AmplifyCooldown);
                end
        elseif (type == "Agony") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[22].Mana.." Mana");
                if not (start3 > 0 and duration3 > 0) then
                        GameTooltip:AddLine(NecrosisTooltipData.AmplifyCooldown);
                end
        elseif (type == "Reckless") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[24].Mana.." Mana");
        elseif (type == "Tongues") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[25].Mana.." Mana");
        elseif (type == "Exhaust") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[40].Mana.." Mana");
                if not (start3 > 0 and duration3 > 0) then
                        GameTooltip:AddLine(NecrosisTooltipData.AmplifyCooldown);
                end
        elseif (type == "Elements") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[26].Mana.." Mana");
        elseif (type == "Shadow") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[27].Mana.." Mana");
        elseif (type == "Doom") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[16].Mana.." Mana");
        elseif (type == "Amplify") then
                if start3 > 0 and duration3 > 0 then
                        local seconde = duration3 - ( GetTime() - start3)
                        local affiche, minute, time
                        if seconde <= 59 then
                                affiche = tostring(floor(seconde)).." sec";
                        else
                                minute = tostring(floor(seconde/60))
                                seconde = mod(seconde, 60);
                                if seconde <= 9 then
                                        time = "0"..tostring(floor(seconde));
                                else
                                        time = tostring(floor(seconde));
                                end
                                affiche = minute..":"..time;
                        end
                        GameTooltip:AddLine("Cooldown : "..affiche);
                end
        elseif (type == "TP") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[37].Mana.." Mana");
                if Soulshards == 0 then
                        GameTooltip:AddLine("|c00FF4444"..NecrosisTooltipData.Main.Soulshard..Soulshards.."|r");
                end
        elseif (type == "SoulLink") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[38].Mana.." Mana");
        elseif (type == "ShadowProtection") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[43].Mana.." Mana");
                if start2 > 0 and duration2 > 0 then
                        local seconde = duration2 - ( GetTime() - start2)
                        local affiche
                        affiche = tostring(floor(seconde)).." sec";
                        GameTooltip:AddLine("Cooldown : "..affiche);
                end
        elseif (type == "Domination") then
                if start > 0 and duration > 0 then
                        local seconde = duration - ( GetTime() - start)
                        local affiche, minute, time
                        if seconde <= 59 then
                                affiche = tostring(floor(seconde)).." sec";
                        else
                                minute = tostring(floor(seconde/60))
                                seconde = mod(seconde, 60);
                                if seconde <= 9 then
                                        time = "0"..tostring(floor(seconde));
                                else
                                        time = tostring(floor(seconde));
                                end
                                affiche = minute..":"..time;
                        end
                        GameTooltip:AddLine("Cooldown : "..affiche);
                end
        elseif (type == "Imp") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[3].Mana.." Mana");
                if not (start > 0 and duration > 0) then
                        GameTooltip:AddLine(NecrosisTooltipData.DominationCooldown);
                end
                        
        elseif (type == "Void") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[4].Mana.." Mana");
                if Soulshards == 0 then
                        GameTooltip:AddLine("|c00FF4444"..NecrosisTooltipData.Main.Soulshard..Soulshards.."|r");
                elseif not (start > 0 and duration > 0) then
                        GameTooltip:AddLine(NecrosisTooltipData.DominationCooldown);
                end
        elseif (type == "Succubus") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[5].Mana.." Mana");
                if Soulshards == 0 then
                        GameTooltip:AddLine("|c00FF4444"..NecrosisTooltipData.Main.Soulshard..Soulshards.."|r");
                elseif not (start > 0 and duration > 0) then
                        GameTooltip:AddLine(NecrosisTooltipData.DominationCooldown);
                end
        elseif (type == "Fel") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[6].Mana.." Mana");
                if Soulshards == 0 then
                        GameTooltip:AddLine("|c00FF4444"..NecrosisTooltipData.Main.Soulshard..Soulshards.."|r");
                elseif not (start > 0 and duration > 0) then
                        GameTooltip:AddLine(NecrosisTooltipData.DominationCooldown);
                end
        elseif (type == "Infernal") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[8].Mana.." Mana");
                if InfernalStone == 0 then
                        GameTooltip:AddLine("|c00FF4444"..NecrosisTooltipData.Main.InfernalStone..InfernalStone.."|r");
                else
                        GameTooltip:AddLine(NecrosisTooltipData.Main.InfernalStone..InfernalStone);
                end
        elseif (type == "Doomguard") then
                GameTooltip:AddLine(NECROSIS_SPELL_TABLE[30].Mana.." Mana");
                if DemoniacStone == 0 then
                        GameTooltip:AddLine("|c00FF4444"..NecrosisTooltipData.Main.DemoniacStone..DemoniacStone.."|r");
                else
                        GameTooltip:AddLine(NecrosisTooltipData.Main.DemoniacStone..DemoniacStone);
                end
        elseif (type == "Buff") and LastBuff ~= 0 then
                GameTooltip:AddLine(NecrosisTooltipData.LastSpell..NECROSIS_SPELL_TABLE[LastBuff].Name);
        elseif (type == "Curse") and LastCurse ~= 0 then
                GameTooltip:AddLine(NecrosisTooltipData.LastSpell..NECROSIS_SPELL_TABLE[LastCurse].Name);
        elseif (type == "Pet") and LastDemon ~= 0 then
                GameTooltip:AddLine(NecrosisTooltipData.LastSpell..NECROSIS_PET_LOCAL_NAME[(LastDemon - 2)]);
        end
        -- Et hop, affichage !
        GameTooltip:Show();
end

-- Fonction mettant à jour les boutons Necrosis et donnant l'état du bouton de la pierre d'âme
function Necrosis_UpdateIcons()
        -- Pierre d'âme
        -----------------------------------------------
        
        -- On se renseigne pour savoir si une pierre d'âme a été utilisée --> vérification dans les timers
        local SoulstoneInUse = false;
        if SpellTimer then
                for index = 1, table.getn(SpellTimer), 1 do
                        if (SpellTimer[index].Name == NECROSIS_SPELL_TABLE[11].Name)  and SpellTimer[index].TimeMax > 0 then
                                SoulstoneInUse = true;
                                break;
                        end
                end
        end

        -- Si la Pierre n'a pas été utilisée, et qu'il n'y a pas de pierre en inventaire -> Mode 1
        if not (SoulstoneOnHand or SoulstoneInUse) then
                SoulstoneMode = 1;
                SoulstoneWaiting = false;
                SoulstoneCooldown = false;
        end

        -- Si la Pierre n'a pas été utilisée, mais qu'il y a une pierre en inventaire
        if SoulstoneOnHand and (not SoulstoneInUse) then
                -- Si la pierre en inventaire contient un timer, et qu'on sort d'un RL --> Mode 4
                local start, duration = GetContainerItemCooldown(SoulstoneLocation[1],SoulstoneLocation[2]);
                if NecrosisRL and start > 0 and duration > 0 then
                        SpellGroup, SpellTimer, TimerTable = Necrosis_InsertTimerStone("Soulstone", start, duration, SpellGroup, SpellTimer, TimerTable);
                        SoulstoneMode = 4;
                        NecrosisRL = false;
                        SoulstoneWaiting = false;
                        SoulstoneCooldown = true;
                -- Si la pierre ne contient pas de timer, ou qu'on ne sort pas d'un RL --> Mode 2
                else
                        SoulstoneMode = 2;
                        NecrosisRL = false;
                        SoulstoneWaiting = false;
                        SoulstoneCooldown = false;
                end
        end

        -- Si la Pierre a été utilisée mais qu'il n'y a pas de pierre en inventaire --> Mode 3
        if (not SoulstoneOnHand) and SoulstoneInUse then
                SoulstoneMode = 3;
                SoulstoneWaiting = true;
                -- Si on vient de poser la pierre, on l'annonce au raid
                if SoulstoneAdvice and NECROSIS_SOULSTONE_ALERT_MESSAGE then
                        local tempnum = random(1, table.getn(NECROSIS_SOULSTONE_ALERT_MESSAGE));
                        while tempnum == RezMess and table.getn(NECROSIS_SOULSTONE_ALERT_MESSAGE) >= 2 do
                        tempnum = random(1, table.getn(NECROSIS_SOULSTONE_ALERT_MESSAGE));
                        end
                        RezMess = tempnum;
                        for i = 1, table.getn(NECROSIS_SOULSTONE_ALERT_MESSAGE[tempnum]) do
                                Necrosis_Msg(Necrosis_MsgReplace(NECROSIS_SOULSTONE_ALERT_MESSAGE[tempnum][i], SoulstoneTarget), "WORLD");
                        end
                        SoulstoneAdvice = false;
                end
        end

        -- Si la Pierre a été utilisée et qu'il y a une pierre en inventaire
        if SoulstoneOnHand and SoulstoneInUse then
                        SoulstoneAdvice = false;
                        if not (SoulstoneWaiting or SoulstoneCooldown) then
                                SpellTimer, TimerTable = Necrosis_RetraitTimerParNom(NECROSIS_SPELL_TABLE[11].Name, SpellTimer, TimerTable);
                                SoulstoneMode = 2;
                        else
                                SoulstoneWaiting = false;
                                SoulstoneCooldown = true;
                                SoulstoneMode = 4;
                        end
        end

        -- Affichage de l'icone liée au mode
        NecrosisSoulstoneButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\SoulstoneButton-0"..SoulstoneMode);

        -- Pierre de vie
        -----------------------------------------------

        -- Mode "j'en ai une" (2) / "j'en ai pas" (1)
        if (HealthstoneOnHand) then
                HealthstoneMode = 2;
        else
                HealthstoneMode = 1;
        end

        -- Affichage de l'icone liée au mode
        NecrosisHealthstoneButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\HealthstoneButton-0"..HealthstoneMode);

        -- Pierre de sort
        -----------------------------------------------

        -- Si la pierre est équipée, mode 3
        local rightHand = GetInventoryItemTexture("player", 17);
        if (rightHand == "Interface\\Icons\\INV_Misc_Gem_Sapphire_01" and not SpellstoneOnHand) then
                SpellstoneMode = 3;
        else
                -- Pierre dans l'inventaire, mode 2
                if (SpellstoneOnHand) then
                        SpellstoneMode = 2;
                -- Pierre inexistante, mode 1
                else
                        SpellstoneMode = 1;
                end
        end

        -- Affichage de l'icone liée au mode
        NecrosisSpellstoneButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\SpellstoneButton-0"..SpellstoneMode);

        -- Pierre de feu
        -----------------------------------------------

        -- Pierre équipée = mode 3
        if (rightHand == "Interface\\Icons\\INV_Misc_Gem_Bloodstone_02" and not FirestoneOnHand) then
                FirestoneMode = 3;
        -- Pierre dans l'inventaire = mode 2
        elseif (FirestoneOnHand) then
                FirestoneMode = 2;
        -- Pierre inexistante = mode 1
        else
                FirestoneMode = 1;
        end

        -- Affichage de l'icone liée au mode
        NecrosisFirestoneButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\FirestoneButton-0"..FirestoneMode);


        -- Bouton des démons
        -----------------------------------------------
        local mana = UnitMana("player");
        
        local ManaPet = {"1", "1", "1", "1", "1", "1"};

        -- Si cooldown de domination corrompue on grise
        if NECROSIS_SPELL_TABLE[15].ID and not DominationUp then
                local start, duration = GetSpellCooldown(NECROSIS_SPELL_TABLE[15].ID, "spell");
                if start > 0 and duration > 0 then
                        NecrosisPetMenu1:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Domination-03");
                else
                        NecrosisPetMenu1:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Domination-01");
                end
        end

        -- Si cooldown de gardien de l'ombre on grise
        if NECROSIS_SPELL_TABLE[43].ID then
                local start2, duration2 = GetSpellCooldown(NECROSIS_SPELL_TABLE[43].ID, "spell");
                if start2 > 0 and duration2 > 0 then
                        NecrosisBuffMenu8:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\ShadowWard-03");
                else
                        NecrosisBuffMenu8:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\ShadowWard-01");
                end
        end

        -- Si cooldown de la malédiction amplifiée on grise
        if NECROSIS_SPELL_TABLE[42].ID and not AmplifyUp then
                local start3, duration3 = GetSpellCooldown(NECROSIS_SPELL_TABLE[42].ID, "spell");
                if start3 > 0 and duration3 > 0 then
                        NecrosisCurseMenu1:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Amplify-03");
                else
                        NecrosisCurseMenu1:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Amplify-01");
                end
        end

        if mana ~= nil then
        -- Coloration du bouton en grisé si pas assez de mana
                if NECROSIS_SPELL_TABLE[3].ID then
                        if NECROSIS_SPELL_TABLE[3].Mana > mana then
                                for i = 1, 6, 1 do
                                        ManaPet[i] = "3";
                                end
                        elseif NECROSIS_SPELL_TABLE[4].ID then
                                if NECROSIS_SPELL_TABLE[4].Mana > mana then
                                        for i = 2, 6, 1 do
                                                ManaPet[i] = "3";
                                        end
                                elseif NECROSIS_SPELL_TABLE[8].ID then
                                        if NECROSIS_SPELL_TABLE[8].Mana > mana then
                                                for i = 5, 6, 1 do
                                                        ManaPet[i] = "3";
                                                end
                                        elseif NECROSIS_SPELL_TABLE[30].ID then
                                                if NECROSIS_SPELL_TABLE[30].Mana > mana then
                                                        ManaPet[6] = "3";
                                                end
                                        end
                                end
                        end
                end
        end

        -- Coloration du bouton en grisé si pas de pierre pour l'invocation
        if Soulshards == 0 then
                for i = 2, 4, 1 do
                        ManaPet[i] = "3";
                end
        end
        if InfernalStone == 0 then
                ManaPet[5] = "3";
        end
        if DemoniacStone == 0 then
                ManaPet[6] = "3";
        end
        
        -- Texturage des boutons de pet
        if DemonType == NECROSIS_PET_LOCAL_NAME[1] then
                NecrosisPetMenu2:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Imp-02");
                NecrosisPetMenu3:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Voidwalker-0"..ManaPet[2]);
                NecrosisPetMenu4:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Succubus-0"..ManaPet[3]);
                NecrosisPetMenu5:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Felhunter-0"..ManaPet[4]);
                NecrosisPetMenu6:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Infernal-0"..ManaPet[5]);
                NecrosisPetMenu7:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Doomguard-0"..ManaPet[6]);
        elseif DemonType == NECROSIS_PET_LOCAL_NAME[2] then
                NecrosisPetMenu2:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Imp-0"..ManaPet[1]);
                NecrosisPetMenu3:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Voidwalker-02");
                NecrosisPetMenu4:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Succubus-0"..ManaPet[3]);
                NecrosisPetMenu5:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Felhunter-0"..ManaPet[4]);
                NecrosisPetMenu6:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Infernal-0"..ManaPet[5]);
                NecrosisPetMenu7:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Doomguard-0"..ManaPet[6]);
        elseif DemonType == NECROSIS_PET_LOCAL_NAME[3] then
                NecrosisPetMenu2:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Imp-0"..ManaPet[1]);
                NecrosisPetMenu3:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Voidwalker-0"..ManaPet[2]);
                NecrosisPetMenu4:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Succubus-02");
                NecrosisPetMenu5:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Felhunter-0"..ManaPet[4]);
                NecrosisPetMenu6:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Infernal-0"..ManaPet[5]);
                NecrosisPetMenu7:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Doomguard-0"..ManaPet[6]);
        elseif DemonType == NECROSIS_PET_LOCAL_NAME[4] then
                NecrosisPetMenu2:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Imp-0"..ManaPet[1]);
                NecrosisPetMenu3:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Voidwalker-0"..ManaPet[2]);
                NecrosisPetMenu4:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Succubus-0"..ManaPet[3]);
                NecrosisPetMenu5:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Felhunter-02");
                NecrosisPetMenu6:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Infernal-0"..ManaPet[5]);
                NecrosisPetMenu7:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Doomguard-0"..ManaPet[6]);
        elseif DemonType == NECROSIS_PET_LOCAL_NAME[5] then
                NecrosisPetMenu2:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Imp-0"..ManaPet[1]);
                NecrosisPetMenu3:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Voidwalker-0"..ManaPet[2]);
                NecrosisPetMenu4:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Succubus-0"..ManaPet[3]);
                NecrosisPetMenu5:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Felhunter-0"..ManaPet[4])
                NecrosisPetMenu6:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Infernal-02");
                NecrosisPetMenu7:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Doomguard-0"..ManaPet[6]);
        elseif DemonType == NECROSIS_PET_LOCAL_NAME[6] then
                NecrosisPetMenu2:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Imp-0"..ManaPet[1]);
                NecrosisPetMenu3:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Voidwalker-0"..ManaPet[2]);
                NecrosisPetMenu4:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Succubus-0"..ManaPet[3]);
                NecrosisPetMenu5:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Felhunter-0"..ManaPet[4])
                NecrosisPetMenu6:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Infernal-0"..ManaPet[5]);
                NecrosisPetMenu7:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Doomguard-02");
        else
                NecrosisPetMenu2:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Imp-0"..ManaPet[1]);
                NecrosisPetMenu3:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Voidwalker-0"..ManaPet[2]);
                NecrosisPetMenu4:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Succubus-0"..ManaPet[3]);
                NecrosisPetMenu5:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Felhunter-0"..ManaPet[4])
                NecrosisPetMenu6:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Infernal-0"..ManaPet[5]);
                NecrosisPetMenu7:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\Doomguard-0"..ManaPet[6]);
        end 
                

        -- Bouton des buffs
        -----------------------------------------------
        
        if mana ~= nil then
        -- Coloration du bouton en grisé si pas assez de mana
                if MountAvailable and not NecrosisMounted then
                        if NECROSIS_SPELL_TABLE[2].ID then
                                if NECROSIS_SPELL_TABLE[2].Mana > mana or PlayerCombat then
                                        NecrosisMountButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\MountButton-03");
                                else
                                        NecrosisMountButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\MountButton-01");
                                end
                        else
                                if NECROSIS_SPELL_TABLE[1].Mana > mana or PlayerCombat then
                                        NecrosisMountButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\MountButton-03");
                                else
                                        NecrosisMountButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\MountButton-01");
                                end
                        end
                end
                if NECROSIS_SPELL_TABLE[35].ID then
                        if NECROSIS_SPELL_TABLE[35].Mana > mana or Soulshards == 0 then
                                NecrosisPetMenu8:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Enslave-03");
                        else
                                NecrosisPetMenu8:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Enslave-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[31].ID then
                        if NECROSIS_SPELL_TABLE[31].Mana > mana then
                                NecrosisBuffMenu1:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\ArmureDemo-03");
                        else
                                NecrosisBuffMenu1:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\ArmureDemo-01");
                        end
                elseif NECROSIS_SPELL_TABLE[36].ID then
                        if NECROSIS_SPELL_TABLE[36].Mana > mana then
                                NecrosisBuffMenu1:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\ArmureDemo-03");
                        else
                                NecrosisBuffMenu1:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\ArmureDemo-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[32].ID then
                        if NECROSIS_SPELL_TABLE[32].Mana > mana then
                                NecrosisBuffMenu2:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Aqua-03");
                        else
                                NecrosisBuffMenu2:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Aqua-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[33].ID then
                        if NECROSIS_SPELL_TABLE[33].Mana > mana then
                                NecrosisBuffMenu3:SetNormalTexture("Interface\\AddOns\\Necrosis\\\UI\\Invisible-03");
                        else
                                NecrosisBuffMenu3:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Invisible-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[34].ID then
                        if NECROSIS_SPELL_TABLE[34].Mana > mana then
                                NecrosisBuffMenu4:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Kilrogg-03");
                        else
                                NecrosisBuffMenu4:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Kilrogg-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[37].ID then
                        if NECROSIS_SPELL_TABLE[37].Mana > mana or Soulshards == 0 then
                                NecrosisBuffMenu5:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\TPButton-05");
                        else
                                NecrosisBuffMenu5:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\TPButton-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[38].ID then
                        if NECROSIS_SPELL_TABLE[38].Mana > mana then
                                NecrosisBuffMenu7:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Lien-03");
                        else
                                NecrosisBuffMenu7:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Lien-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[43].ID then
                        if NECROSIS_SPELL_TABLE[43].Mana > mana then
                                NecrosisBuffMenu8:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\ShadowWard-03");
                        else
                                NecrosisBuffMenu8:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\ShadowWard-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[9].ID then
                        if NECROSIS_SPELL_TABLE[9].Mana > mana then
                                NecrosisBuffMenu9:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Banish-03");
                        else
                                NecrosisBuffMenu9:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Banish-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[44].ID then
                        if (NECROSIS_SPELL_TABLE[44].Mana > mana) or (not UnitExists("Pet")) then
                                NecrosisPetMenu9:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Sacrifice-03");
                        else
                                NecrosisPetMenu9:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Sacrifice-01");
                        end
                end

        end

        -- Bouton des curses
        -----------------------------------------------
        
        if mana ~= nil then
        -- Coloration du bouton en grisé si pas assez de mana
                if NECROSIS_SPELL_TABLE[23].ID then
                        if NECROSIS_SPELL_TABLE[23].Mana > mana then
                                NecrosisCurseMenu2:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Weakness-03");
                        else
                                NecrosisCurseMenu2:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Weakness-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[22].ID then
                        if NECROSIS_SPELL_TABLE[22].Mana > mana then
                                NecrosisCurseMenu3:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Agony-03");
                        else
                                NecrosisCurseMenu3:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Agony-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[24].ID then
                        if NECROSIS_SPELL_TABLE[24].Mana > mana then
                                NecrosisCurseMenu4:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Reckless-03");
                        else
                                NecrosisCurseMenu4:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Reckless-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[25].ID then
                        if NECROSIS_SPELL_TABLE[25].Mana > mana then
                                NecrosisCurseMenu5:SetNormalTexture("Interface\\AddOns\\Necrosis\\\UI\\Tongues-03");
                        else
                                NecrosisCurseMenu5:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Tongues-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[40].ID then
                        if NECROSIS_SPELL_TABLE[40].Mana > mana then
                                NecrosisCurseMenu6:SetNormalTexture("Interface\\AddOns\\Necrosis\\\UI\\Exhaust-03");
                        else
                                NecrosisCurseMenu6:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Exhaust-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[26].ID then
                        if NECROSIS_SPELL_TABLE[26].Mana > mana then
                                NecrosisCurseMenu7:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Elements-03");
                        else
                                NecrosisCurseMenu7:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Elements-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[27].ID then
                        if NECROSIS_SPELL_TABLE[27].Mana > mana then
                                NecrosisCurseMenu8:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Shadow-03");
                        else
                                NecrosisCurseMenu8:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Shadow-01");
                        end
                end
                if NECROSIS_SPELL_TABLE[16].ID then
                        if NECROSIS_SPELL_TABLE[16].Mana > mana then
                                NecrosisCurseMenu9:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Doom-03");
                        else
                                NecrosisCurseMenu9:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Doom-01");
                        end
                end
        end


        -- Bouton des Timers
        -----------------------------------------------
        if HearthstoneLocation[1] then
                local start, duration, enable = GetContainerItemCooldown(HearthstoneLocation[1], HearthstoneLocation[2]);
                if duration > 20 and start > 0 then
                        NecrosisSpellTimerButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\SpellTimerButton-Cooldown");
                else
                        NecrosisSpellTimerButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\SpellTimerButton-Normal");
                end
        end
end

------------------------------------------------------------------------------------------------------
-- FONCTIONS DES PIERRES ET DES FRAGMENTS
------------------------------------------------------------------------------------------------------


-- T'AS QU'A SAVOIR OU T'AS MIS TES AFFAIRES !
function Necrosis_SoulshardSetup()
        SoulshardSlotID = 1;
        for slot=1, table.getn(SoulshardSlot), 1 do
                table.remove(SoulshardSlot, slot);
        end
        for slot=1, GetContainerNumSlots(NecrosisConfig.SoulshardContainer), 1 do
                table.insert(SoulshardSlot, nil);
        end
end


-- Fonction qui fait l'inventaire des éléments utilisés en démonologie : Pierres, Fragments, Composants d'invocation
function Necrosis_BagExplore()
        local soulshards = Soulshards;
        Soulshards = 0;
        InfernalStone = 0;
        DemoniacStone = 0;
        SoulstoneOnHand = false;
        HealthstoneOnHand = false;
        FirestoneOnHand = false;
        SpellstoneOnHand = false;
        HearthstoneOnHand = false;
        ItemOnHand = false;
        -- Parcours des sacs
        for container=0, 4, 1 do
                -- Parcours des emplacements des sacs
                for slot=1, GetContainerNumSlots(container), 1 do
                        Necrosis_MoneyToggle();
                        NecrosisTooltip:SetBagItem(container, slot);
                        local itemName = tostring(NecrosisTooltipTextLeft1:GetText());
                        local itemSwitch = tostring(NecrosisTooltipTextLeft3:GetText());
                        local itemSwitch2 = tostring(NecrosisTooltipTextLeft4:GetText());
                        -- Si le sac est le sac défini pour les fragments
                        -- hop la valeur du Tableau qui représente le slot du Sac = nil (pas de Shard)
                        if (container == NecrosisConfig.SoulshardContainer) then
                                if itemName ~= NECROSIS_ITEM.Soulshard then
                                        SoulshardSlot[slot] = nil;
                                end
                        end
                        -- Dans le cas d'un emplacement non vide
                        if itemName then
                                -- On prend le nombre d'item en stack sur le slot
                                local _, ItemCount = GetContainerItemInfo(container, slot);
                                -- Si c'est un fragment ou une pierre infernale, alors on rajoute la qté au nombre de pierres
                                if itemName == NECROSIS_ITEM.Soulshard then Soulshards = Soulshards + 1; end
                                if itemName == NECROSIS_ITEM.InfernalStone then InfernalStone = InfernalStone + ItemCount; end
                                if itemName == NECROSIS_ITEM.DemoniacStone then DemoniacStone = DemoniacStone + ItemCount; end
                                -- Si c'est une pierre d'âme, on note son existence et son emplacement
                                if string.find(itemName, NECROSIS_ITEM.Soulstone) then
                                        SoulstoneOnHand = true;
                                        SoulstoneLocation = {container,slot};
                                end
                                -- Même chose pour une pierre de soin
                                if string.find(itemName, NECROSIS_ITEM.Healthstone) then
                                        HealthstoneOnHand = true;
                                        HealthstoneLocation = {container,slot};
                                end
                                -- Et encore pour la pierre de sort
                                if string.find(itemName, NECROSIS_ITEM.Spellstone) then
                                        SpellstoneOnHand = true;
                                        SpellstoneLocation = {container,slot};
                                end
                                -- La pierre de feu maintenant
                                if string.find(itemName, NECROSIS_ITEM.Firestone) then
                                        FirestoneOnHand = true;
                                        FirestoneLocation = {container,slot};
                                end
                                -- et enfin la pierre de foyer
                                if string.find(itemName, NECROSIS_ITEM.Hearthstone) then
                                        HearthstoneOnHand = true;
                                        HearthstoneLocation = {container,slot};
                                end

                                -- On note aussi la présence ou non des objets "main gauche"
                                -- Plus tard ce sera utilisé pour remplacer automatiquement une pierre absente                 
                                if itemSwitch == NECROSIS_ITEM.Offhand or itemSwitch2 == NECROSIS_ITEM.Offhand then
                                        ItemOnHand = true;
                                        ItemswitchLocation = {container, slot};
                                end
                        end
                end
        end
        
        -- Affichage du bouton principal de Necrosis
        if NecrosisConfig.Circle == 1 then
                if (Soulshards <= 32) then
                        NecrosisButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\"..NecrosisConfig.NecrosisColor.."\\Shard"..Soulshards);
                else
                        NecrosisButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\"..NecrosisConfig.NecrosisColor.."\\Shard32");
                end
        elseif SoulstoneMode ==1 or SoulstoneMode == 2 then
                if (Soulshards <= 32) then
                        NecrosisButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Bleu\\Shard"..Soulshards);
                else
                        NecrosisButton:SetNormalTexture("Interface\\AddOns\\Necrosis\\UI\\Bleu\\Shard32");
                end
        end
        if NecrosisConfig.ShowCount then
                if NecrosisConfig.CountType == 2 then
                        NecrosisShardCount:SetText(InfernalStone.." / "..DemoniacStone);
                elseif NecrosisConfig.CountType == 1 then
                        if Soulshards < 10 then
                                NecrosisShardCount:SetText("0"..Soulshards);
                        else
                                NecrosisShardCount:SetText(Soulshards);
                        end
                end
        else
                NecrosisShardCount:SetText("");
        end
        -- Et on met le tout à jour !
        Necrosis_UpdateIcons();

        -- S'il y a plus de fragment que d'emplacements dans le sac défini, on affiche un message d'avertissement
        if (Soulshards > soulshards and Soulshards == GetContainerNumSlots(NecrosisConfig.SoulshardContainer)) then
                if (SoulshardDestroy) then
                        Necrosis_Msg(NECROSIS_MESSAGE.Bag.FullPrefix..GetBagName(NecrosisConfig.SoulshardContainer)..NECROSIS_MESSAGE.Bag.FullDestroySuffix);
                else
                        Necrosis_Msg(NECROSIS_MESSAGE.Bag.FullPrefix..GetBagName(NecrosisConfig.SoulshardContainer)..NECROSIS_MESSAGE.Bag.FullSuffix);
                end
        end
end

-- Fonction qui permet de trouver / ranger les fragments dans les sacs
function Necrosis_SoulshardSwitch(type)
        if (type == "CHECK") then
                SoulshardMP = 0;
                for container = 0, 4, 1 do
                        for i = 1, 3, 1 do
                                if GetBagName(container) == NECROSIS_ITEM.SoulPouch[i] then
                                        BagIsSoulPouch[container + 1] = true;
                                        break;
                                else
                                        BagIsSoulPouch[container + 1] = false;
                                end
                        end
                end
        end
        for container = 0, 4, 1 do
                if BagIsSoulPouch[container+1] then break; end
                if container ~= NecrosisConfig.SoulshardContainer then
                        for slot=1, GetContainerNumSlots(container), 1 do
                                Necrosis_MoneyToggle();
                                NecrosisTooltip:SetBagItem(container, slot);
                                local itemInfo = tostring(NecrosisTooltipTextLeft1:GetText());
                                if itemInfo == NECROSIS_ITEM.Soulshard then
                                        if (type == "CHECK") then
                                                SoulshardMP = SoulshardMP + 1;
                                        elseif (type == "MOVE") then
                                                Necrosis_FindSlot(container, slot);
                                                SoulshardMP = SoulshardMP - 1;
                                        end
                                end
                        end
                end
        end
        -- Après avoir tout déplacer, il faut retrouver les emplacements des pierres, etc, etc...
        Necrosis_BagExplore();
end

-- Pendant le déplacement des fragments, il faut trouver un nouvel emplacement aux objets déplacés :)
function Necrosis_FindSlot(shardIndex, shardSlot)
        local full = true;
        for slot=1, GetContainerNumSlots(NecrosisConfig.SoulshardContainer), 1 do
                Necrosis_MoneyToggle();
                NecrosisTooltip:SetBagItem(NecrosisConfig.SoulshardContainer, slot);
                local itemInfo = tostring(NecrosisTooltipTextLeft1:GetText());
                if string.find(itemInfo, NECROSIS_ITEM.Soulshard) == nil then
                        PickupContainerItem(shardIndex, shardSlot);
                        PickupContainerItem(NecrosisConfig.SoulshardContainer, slot);
                        SoulshardSlot[SoulshardSlotID] = slot;
                        SoulshardSlotID = SoulshardSlotID + 1
                        if (CursorHasItem()) then
                                if shardIndex == 0 then 
                                        PutItemInBackpack();
                                else
                                        PutItemInBag(19 + shardIndex);
                                end
                        end
                        full = false;
                        break;
                end
        end
        -- Destruction des fragments en sur-nombre si l'option est activée
        if (full and NecrosisConfig.SoulshardDestroy) then
                PickupContainerItem(shardIndex, shardSlot);
                if (CursorHasItem()) then DeleteCursorItem(); end
        end
end

------------------------------------------------------------------------------------------------------
-- FONCTIONS DES SORTS
------------------------------------------------------------------------------------------------------



-- Affiche ou masque les boutons de sort à chaque nouveau sort appris
function Necrosis_ButtonSetup()
        if NecrosisConfig.NecrosisLockServ then
                Necrosis_NoDrag();
                Necrosis_UpdateButtonsScale();
        else
                HideUIPanel(NecrosisPetMenuButton);
                HideUIPanel(NecrosisBuffMenuButton);
                HideUIPanel(NecrosisCurseMenuButton);
                HideUIPanel(NecrosisMountButton);
                HideUIPanel(NecrosisFirestoneButton);
                HideUIPanel(NecrosisSpellstoneButton);
                HideUIPanel(NecrosisHealthstoneButton);
                HideUIPanel(NecrosisSoulstoneButton);
                if (NecrosisConfig.StonePosition[1]) and StoneIDInSpellTable[4] ~= 0 then
                        ShowUIPanel(NecrosisFirestoneButton);
                end
                if (NecrosisConfig.StonePosition[2]) and StoneIDInSpellTable[3] ~= 0 then
                        ShowUIPanel(NecrosisSpellstoneButton);
                end
                if (NecrosisConfig.StonePosition[3]) and StoneIDInSpellTable[2] ~= 0 then
                        ShowUIPanel(NecrosisHealthstoneButton);
                end
                if (NecrosisConfig.StonePosition[4]) and StoneIDInSpellTable[1] ~= 0 then
                        ShowUIPanel(NecrosisSoulstoneButton);
                end
                if (NecrosisConfig.StonePosition[5]) and BuffMenuCreate ~= {} then
                        ShowUIPanel(NecrosisBuffMenuButton);
                end
                if (NecrosisConfig.StonePosition[6]) and MountAvailable then
                        ShowUIPanel(NecrosisMountButton);
                end
                if (NecrosisConfig.StonePosition[7]) and PetMenuCreate ~= {} then
                        ShowUIPanel(NecrosisPetMenuButton);
                end
                if (NecrosisConfig.StonePosition[8]) and CurseMenuCreate ~= {} then
                        ShowUIPanel(NecrosisCurseMenuButton);
                end
        end
end



-- Ma fonction préférée ! Elle fait la liste des sorts connus par le démo, et les classe par rang.
-- Pour les pierres, elle sélectionne le plus haut rang connu
function Necrosis_SpellSetup()
        local StoneType = {NECROSIS_ITEM.Soulstone, NECROSIS_ITEM.Healthstone, NECROSIS_ITEM.Spellstone, NECROSIS_ITEM.Firestone};
        local StoneMaxRank = {0, 0, 0, 0};

        local CurrentStone = {
                ID = {},
                Name = {},
                subName = {}
        };

        local CurrentSpells = {
                ID = {},
                Name = {},
                subName = {}
        };
        
        local spellID = 1;
        local Invisible = 0;
        local InvisibleID = 0;

        -- On va parcourir tous les sorts possedés par le Démoniste
        while true do
                local spellName, subSpellName = GetSpellName(spellID, BOOKTYPE_SPELL);
                
                if not spellName then
                        do break end
                end
                
                -- Pour les sorts avec des rangs numérotés, on compare pour chaque sort les rangs 1 à 1
                -- Le rang supérieur est conservé
                if (string.find(subSpellName, NECROSIS_TRANSLATION.Rank)) then
                        local found = false;
                        local rank = tonumber(strsub(subSpellName, 6, strlen(subSpellName)));
                        for index=1, table.getn(CurrentSpells.Name), 1 do
                                if (CurrentSpells.Name[index] == spellName) then
                        found = true;
                                        if (CurrentSpells.subName[index] < rank) then
                                                CurrentSpells.ID[index] = spellID;
                                                CurrentSpells.subName[index] = rank;
                                        end
                                        break;
                                end
                        end
                        -- Les plus grands rangs de chacun des sorts à rang numérotés sont insérés dans la table
                        if (not found) then
                                table.insert(CurrentSpells.ID, spellID);
                                table.insert(CurrentSpells.Name, spellName);
                                table.insert(CurrentSpells.subName, rank);
                        end
                end
                
                -- Test du Rang de la détection d'invisibilité
                if spellName == NECROSIS_TRANSLATION.GreaterInvisible then
                        Invisible = 3;
                        InvisibleID = spellID;
                elseif spellName == NECROSIS_TRANSLATION.Invisible and Invisible ~= 3 then
                        Invisible = 2;
                        InvisibleID = spellID;
                elseif spellName == NECROSIS_TRANSLATION.LesserInvisible and Invisible ~= 3 and Invisible ~= 2 then
                        Invisible = 1;
                        InvisibleID = spellID;  
                end
                
                -- Les pierres n'ont pas de rang numéroté, l'attribut de rang fait partie du nom du sort
                -- Pour chaque type de pierre, on va donc faire....
                for stoneID=1, table.getn(StoneType), 1 do
                        -- Si le sort étudié est bien une invocation de ce type de pierre et qu'on n'a pas
                        -- déjà assigné un rang maximum à cette dernière
                        if (string.find(spellName, StoneType[stoneID]))
                                and StoneMaxRank[stoneID] ~= table.getn(NECROSIS_STONE_RANK)
                                then
                                -- Récupération de la fin du nom de la pierre, contenant son rang
                                local stoneSuffix = string.sub(spellName, string.len(NECROSIS_CREATE[stoneID]) + 1);
                                -- Reste à trouver la correspondance de son rang
                                for rankID=1, table.getn(NECROSIS_STONE_RANK), 1 do
                                        -- Si la fin du nom de la pierre correspond à une taille de pierre, on note le rang !
                                        if string.lower(stoneSuffix) == string.lower(NECROSIS_STONE_RANK[rankID]) then 
                                                -- On a une pierre, on a son rang, reste à vérifier si c'est la plus puissante,
                                                -- et si oui, l'enregistrer
                                                if rankID > StoneMaxRank[stoneID] then
                                                        StoneMaxRank[stoneID] = rankID;
                                                        CurrentStone.Name[stoneID] = spellName;
                                                        CurrentStone.subName[stoneID] = NECROSIS_STONE_RANK[rankID];
                                                        CurrentStone.ID[stoneID] = spellID;
                                                end
                                                break
                                        end
                                end
                        end
                end

                spellID = spellID + 1;
        end

        -- On insère dans la table les pierres avec le plus grand rang
        for stoneID=1, table.getn(StoneType), 1 do
                if StoneMaxRank[stoneID] ~= 0 then
                        table.insert(NECROSIS_SPELL_TABLE, {
                                ID = CurrentStone.ID[stoneID],
                                Name = CurrentStone.Name[stoneID],
                                Rank = 0,
                                CastTime = 0,
                                Length = 0,
                                Type = 0,
                        });
                        StoneIDInSpellTable[stoneID] = table.getn(NECROSIS_SPELL_TABLE);
                end
        end
        -- On met à jour la liste des sorts avec les nouveaux rangs
        for spell=1, table.getn(NECROSIS_SPELL_TABLE), 1 do
                for index = 1, table.getn(CurrentSpells.Name), 1 do
                        if (NECROSIS_SPELL_TABLE[spell].Name == CurrentSpells.Name[index])
                                and NECROSIS_SPELL_TABLE[spell].ID ~= StoneIDInSpellTable[1]
                                and NECROSIS_SPELL_TABLE[spell].ID ~= StoneIDInSpellTable[2]
                                and NECROSIS_SPELL_TABLE[spell].ID ~= StoneIDInSpellTable[3]
                                and NECROSIS_SPELL_TABLE[spell].ID ~= StoneIDInSpellTable[4]
                                then
                                        NECROSIS_SPELL_TABLE[spell].ID = CurrentSpells.ID[index];
                                        NECROSIS_SPELL_TABLE[spell].Rank = CurrentSpells.subName[index];
                        end
                end
        end

        -- On met à jour la durée de chaque sort en fonction de son rang
        for index=1, table.getn(NECROSIS_SPELL_TABLE), 1 do
                if (index == 9) then -- si Bannish
                        if NECROSIS_SPELL_TABLE[index].ID ~= nil then
                                NECROSIS_SPELL_TABLE[index].Length = NECROSIS_SPELL_TABLE[index].Rank * 10 + 10;
                        end
                end
                if (index == 13)  then -- si Fear
                        if NECROSIS_SPELL_TABLE[index].ID ~= nil then
                                NECROSIS_SPELL_TABLE[index].Length = NECROSIS_SPELL_TABLE[index].Rank * 5 + 5;
                        end
                end
                if (index == 14) then -- si Corruption
                        if NECROSIS_SPELL_TABLE[index].ID ~= nil and NECROSIS_SPELL_TABLE[index].Rank <= 2 then
                                NECROSIS_SPELL_TABLE[index].Length = NECROSIS_SPELL_TABLE[index].Rank * 3 + 9;          
                        end
                end
        end

        for spellID=1, MAX_SPELLS, 1 do
        local spellName, subSpellName = GetSpellName(spellID, "spell");
                if (spellName) then
                        for index=1, table.getn(NECROSIS_SPELL_TABLE), 1 do
                                if NECROSIS_SPELL_TABLE[index].Name == spellName then
                                        Necrosis_MoneyToggle();
                                        NecrosisTooltip:SetSpell(spellID, 1);
                                        local _, _, ManaCost = string.find(NecrosisTooltipTextLeft2:GetText(), "(%d+)");
                                        if not NECROSIS_SPELL_TABLE[index].ID then
                                                NECROSIS_SPELL_TABLE[index].ID = spellID;
                                        end
                                        NECROSIS_SPELL_TABLE[index].Mana = tonumber(ManaCost);
                                end
                        end
                end
        end
        if NECROSIS_SPELL_TABLE[1].ID or NECROSIS_SPELL_TABLE[2].ID then
                MountAvailable = true;
        else
                MountAvailable = false;
        end

        -- Insertion du plus haut rang de détection d'invisibilité connu
        if Invisible >= 1 then
                NECROSIS_SPELL_TABLE[33].ID = InvisibleID;
                NECROSIS_SPELL_TABLE[33].Rank = 0;
                NECROSIS_SPELL_TABLE[33].CastTime = 0;
                NECROSIS_SPELL_TABLE[33].Length = 0;
                Necrosis_MoneyToggle();
                NecrosisTooltip:SetSpell(InvisibleID, 1);
                local _, _, ManaCost = string.find(NecrosisTooltipTextLeft2:GetText(), "(%d+)");
                NECROSIS_SPELL_TABLE[33].Mana = tonumber(ManaCost);
        end
end

-- Fonction d'extraction d'attribut de sort
-- F(type=string, string, int) -> Spell=table
function Necrosis_FindSpellAttribute(type, attribute, array)
        for index=1, table.getn(NECROSIS_SPELL_TABLE), 1 do
                if string.find(NECROSIS_SPELL_TABLE[index][type], attribute) then return NECROSIS_SPELL_TABLE[index][array]; end
        end
        return nil;
end

-- Fonction pour caster un Eclat d'ombre depuis le bouton de la Transe de l'Ombre
-- L'éclat doit avoir le rang le plus haut
function Necrosis_CastShadowBolt()
        local spellID = Necrosis_FindSpellAttribute("Name", NECROSIS_NIGHTFALL.BoltName, "ID");
        if (spellID) then
                CastSpell(spellID, "spell");
        else
                Necrosis_Msg(NECROSIS_NIGHTFALL_TEXT.NoBoltSpell, "USER");
        end
end

------------------------------------------------------------------------------------------------------
-- FONCTIONS DIVERSES
------------------------------------------------------------------------------------------------------

-- Fonction pour savoir si une unité subit un effet
-- F(string, string)->bool
function Necrosis_UnitHasEffect(unit, effect)
        local index = 1;
        while UnitDebuff(unit, index) do
                Necrosis_MoneyToggle();
                NecrosisTooltip:SetUnitDebuff(unit, index);
                local DebuffName = tostring(NecrosisTooltipTextLeft1:GetText());
                if (string.find(DebuffName, effect)) then
                        return true;
                end
                index = index+1;
        end
        return false;
end

-- Function to check the presence of a buff on the unit.
-- Strictly identical to UnitHasEffect, but as WoW distinguishes Buff and DeBuff, so we have to.
function Necrosis_UnitHasBuff(unit, effect)
        local index = 1;
        while UnitBuff(unit, index) do
        -- Here we'll cheat a little. checking a buff or debuff return the internal spell name, and not the name we give at start
                -- So we use an API widget that will use the internal name to return the known name.
                -- For example, the "Curse of Agony" spell is internaly known as "Spell_Shadow_CurseOfSargeras". Much easier to use the first one than the internal one.
                Necrosis_MoneyToggle();
                NecrosisTooltip:SetUnitBuff(unit, index);
                local BuffName = tostring(NecrosisTooltipTextLeft1:GetText());
                if (string.find(BuffName, effect)) then
                        return true;
                end
                index = index+1;
        end
        return false;
end


-- Permet de reconnaitre quand le joueur gagne Crépuscule / Transe de l'ombre
function Necrosis_UnitHasTrance()
        local ID = -1;
        for buffID = 0, 24, 1 do
                local buffTexture = GetPlayerBuffTexture(buffID);
                if buffTexture == nil then break end
                if strfind(buffTexture, "Spell_Shadow_Twilight") then
                        ID = buffID;
                        break
                end
        end
        ShadowTranceID = ID;
end

-- Fonction pour gérer les actions effectuées par Necrosis au clic sur un bouton
function Necrosis_UseItem(type,button)
        Necrosis_MoneyToggle();
        NecrosisTooltip:SetBagItem("player", 17);
        local rightHand = tostring(NecrosisTooltipTextLeft1:GetText());

        -- Fonction pour utiliser une pierre de foyer dans l'inventaire
        -- s'il y en a une dans l'inventaire, et si c'était un click droit
        if type == "Hearthstone" and button == "RightButton" then
                if (HearthstoneOnHand) then
                -- on l'utilise
                UseContainerItem(HearthstoneLocation[1], HearthstoneLocation[2]);
                -- soit il n'y en a pas dans l'inventaire, on affiche un message d'erreur
                else
                Necrosis_Msg(NECROSIS_MESSAGE.Error.NoHearthStone, "USER");
                end
        end

        -- Si on clique sur le bouton de la pierre d'âme
        -- On met à jour le bouton pour savoir quel est le mode
        if (type == "Soulstone") then
                Necrosis_UpdateIcons();
                -- Si le mode = 2 (une pierre dans l'inventaire, pas de pierre utilisée)
                -- alors on l'utilise
                if (SoulstoneMode == 2) then
                        -- Si un joueur est ciblé, sur le joueur (avec message d'alerte)
                        -- Si un joueur n'est pas ciblé, sur le Démoniste (sans message)
                        if UnitIsPlayer("target") then
                                SoulstoneUsedOnTarget = true;
                        else
                                SoulstoneUsedOnTarget = false;
                                TargetUnit("player");
                        end
                        UseContainerItem(SoulstoneLocation[1], SoulstoneLocation[2]);
                        -- Maintenant que l'on crée un timer sur la session, nous ne sortons plus d'un RL
                        NecrosisRL = false;
                        -- Et hop, on remet à jour l'affichage des boutons :)
                        Necrosis_UpdateIcons();
                -- si il n'y a pas de pierre d'âme dans l'inventaire, alors on crée la pierre d'âme de rang le plus grand :)
                elseif (SoulstoneMode == 1) or (SoulstoneMode == 3) then
                                if StoneIDInSpellTable[1] ~= 0 then
                                        CastSpell(NECROSIS_SPELL_TABLE[StoneIDInSpellTable[1]].ID, "spell");
                                else
                                        Necrosis_Msg(NECROSIS_MESSAGE.Error.NoSoulStoneSpell, "USER");
                                end
                        
                end
        -- Si on clique sur le bouton de la pierre de vie :
        elseif (type == "Healthstone") then
                -- soit il y en a une dans l'inventaire
                if HealthstoneOnHand then
                        -- Dans ce cas si un pj allié est sélectionné, on lui donne la pierre
                        -- Sinon, on l'utilise
                        if NecrosisTradeRequest then
                                PickupContainerItem(HealthstoneLocation[1], HealthstoneLocation[2]);
                                ClickTradeButton(1);
                                NecrosisTradeRequest = false;
                                Trading = true;
                                TradingNow = 3;
                                return;
                        elseif (UnitExists("target") and UnitIsPlayer("target") and UnitIsFriend("player", "target") and UnitName("target") ~= UnitName("player")) then
                                PickupContainerItem(HealthstoneLocation[1], HealthstoneLocation[2]);
                                if ( CursorHasItem() ) then
                                        DropItemOnUnit("target");
                                        Trading = true;
                                        TradingNow = 3;
                                end
                                return;
                        end
                        if (UnitHealth("player") == UnitHealthMax("player")) then
                                Necrosis_Msg(NECROSIS_MESSAGE.Error.FullHealth, "USER");
                        else
                                SpellStopCasting();
                                UseContainerItem(HealthstoneLocation[1], HealthstoneLocation[2]);
                                local HealthstoneInUse = false
                                if Necrosis_TimerExisteDeja(NECROSIS_COOLDOWN.Healthstone, SpellTimer) then
                                        HealthstoneInUse = true;
                                end
                                if not HealthstoneInUse then
                                        SpellGroup, SpellTimer, TimerTable = Necrosis_InsertTimerStone(type, nil, nil, SpellGroup, SpellTimer, TimerTable);
                                end
                        end
                -- soit il n'y en a pas dans l'inventaire, et la pierre de plus haut rang est créée
                else
                        if StoneIDInSpellTable[2] ~= 0 then
                                        CastSpell(NECROSIS_SPELL_TABLE[StoneIDInSpellTable[2]].ID, "spell");
                        else
                                Necrosis_Msg(NECROSIS_MESSAGE.Error.NoHealthStoneSpell, "USER");
                        end
                end
        -- Au tour de la pierre de sort
        elseif (type == "Spellstone") then
                -- Si la pierre est équipée ou dans l'inventaire, un clic droit l'équipe / la déséquipe
                if (SpellstoneMode ~= 1 and button == "RightButton")
                        -- Si la pierre n'est pas équipée, le raccourci clavier équipe la pierre
                        or (SpellstoneMode == 2 and button == "Binding") then
                        Necrosis_SwitchOffHand(type);
                -- Si la pierre est équipée, un clic gauche utilise la pierre 
                elseif SpellstoneMode == 3 then
                                local start, duration, enable = GetInventoryItemCooldown("player", 17) ;
                                UseInventoryItem(17);
                                if duration == 0 or start == 0 then Necrosis_SwitchOffHand("Off-hand"); end
                -- sinon on crée la pierre :)
                elseif (SpellstoneMode == 1) then
                        if StoneIDInSpellTable[3] ~= 0 then
                                        CastSpell(NECROSIS_SPELL_TABLE[StoneIDInSpellTable[3]].ID, "spell");
                        else
                                Necrosis_Msg(NECROSIS_MESSAGE.Error.NoSpellStoneSpell, "USER");
                        end
                end
        -- Meme chose pour la pierre de feu
        elseif (type == "Firestone") then
                -- Si la pierre n'existe pas, elle est créée
                if (FirestoneMode == 1) then
                        if StoneIDInSpellTable[4] ~= 0 then
                                CastSpell(NECROSIS_SPELL_TABLE[StoneIDInSpellTable[4]].ID, "spell");
                        else
                                Necrosis_Msg(NECROSIS_MESSAGE.Error.NoFireStoneSpell, "USER");
                        end
                -- Si la pierre existe, un clic droit l'équipe / la déséquiper
                elseif button ~= "LeftButton" then
                        Necrosis_SwitchOffHand(type);
                end
        -- Si on clic sur le bouton de monture
        elseif (type == "Mount") then
                -- Soit c'est la monture épique
                if NECROSIS_SPELL_TABLE[2].ID ~= nil then
                        CastSpell(NECROSIS_SPELL_TABLE[2].ID, "spell");
                        Necrosis_OnUpdate();
                -- Soit c'est la monture classique
                elseif NECROSIS_SPELL_TABLE[1].ID ~= nil then
                        CastSpell(NECROSIS_SPELL_TABLE[1].ID, "spell");
                        Necrosis_OnUpdate();
                -- (Soit c'est rien :) )
                else
                        Necrosis_Msg(NECROSIS_MESSAGE.Error.NoRiding, "USER");
                end
        end
end

-- Fonction permettant de permutter un objet main-gauche équipé avec un objet main-gauche de l'inventaire
function Necrosis_SwitchOffHand(type)
        if (type == "Spellstone") then
                if SpellstoneMode == 3 then
                        if ItemOnHand then
                                Necrosis_Msg("Equipe "..GetContainerItemLink(ItemswitchLocation[1],ItemswitchLocation[2])..NECROSIS_MESSAGE.SwitchMessage..GetInventoryItemLink("player",17), "USER");
                                PickupInventoryItem(17);
                                PickupContainerItem(ItemswitchLocation[1],ItemswitchLocation[2]);
                        end
                        return;
                else
                        PickupContainerItem(SpellstoneLocation[1], SpellstoneLocation[2]);
                        PickupInventoryItem(17);
                        -- Le switch avec une pierre de sort implique un cooldown porté au timer
                        if Necrosis_TimerExisteDeja(NECROSIS_COOLDOWN.Spellstone, SpellTimer) then
                                SpellTimer, TimerTable = Necrosis_RetraitTimerParNom(NECROSIS_COOLDOWN.Spellstone, SpellTimer, TimerTable);
                        end
                        SpellGroup, SpellTimer, TimerTable = Necrosis_InsertTimerStone(type, nil, nil, SpellGroup, SpellTimer, TimerTable);
                        return;
                end
        elseif (type == "Firestone") then
                if FirestoneMode == 3 then
                        if ItemOnHand then
                                PickupInventoryItem(17);
                                PickupContainerItem(ItemswitchLocation[1],ItemswitchLocation[2]);
                                Necrosis_Msg(NECROSIS_MESSAGE.EquipMessage..GetContainerItemLink(ItemswitchLocation[1],ItemswitchLocation[2])..NECROSIS_MESSAGE.SwitchMessage..GetInventoryItemLink("player",17), "USER");
                        end
                        return;
                else
                        PickupContainerItem(FirestoneLocation[1], FirestoneLocation[2]);
                        PickupInventoryItem(17);
                        return;
                end
        end
        if (type == "OffHand") and UnitClass("player") == NECROSIS_UNIT_WARLOCK then
                if ItemswitchLocation[1] ~= nil and ItemswitchLocation[2] ~= nil then
                        PickupContainerItem(ItemswitchLocation[1],ItemswitchLocation[2]);
                        PickupInventoryItem(17);
                end
        end
end

function Necrosis_MoneyToggle()
        for index=1, 10 do
                local text = getglobal("NecrosisTooltipTextLeft"..index);
                        text:SetText(nil);
                        text = getglobal("NecrosisTooltipTextRight"..index);
                        text:SetText(nil);
        end
        NecrosisTooltip:Hide();
        NecrosisTooltip:SetOwner(WorldFrame, "ANCHOR_NONE"); 
end

function Necrosis_GameTooltip_ClearMoney()
    -- Intentionally empty; don't clear money while we use hidden tooltips
end


-- Fonction pour placer les boutons autour de Necrosis (et pour grossir / retracir l'interface...)
function Necrosis_UpdateButtonsScale()
        local NBRScale = (100 + (NecrosisConfig.NecrosisButtonScale - 85)) / 100;
        if NecrosisConfig.NecrosisButtonScale <= 95 then
                NBRScale = 1.1;
        end
        if NecrosisConfig.NecrosisLockServ then
                Necrosis_ClearAllPoints();
                HideUIPanel(NecrosisPetMenuButton);
                HideUIPanel(NecrosisBuffMenuButton);
                HideUIPanel(NecrosisCurseMenuButton);
                HideUIPanel(NecrosisMountButton);
                HideUIPanel(NecrosisFirestoneButton);
                HideUIPanel(NecrosisSpellstoneButton);
                HideUIPanel(NecrosisHealthstoneButton);
                HideUIPanel(NecrosisSoulstoneButton);
                local indexScale = -36;
                for index=1, 8, 1 do
                        if NecrosisConfig.StonePosition[index] then
                                if index == 1 and StoneIDInSpellTable[4] ~= 0 then
                                        NecrosisFirestoneButton:SetPoint("CENTER", "NecrosisButton", "CENTER", ((40 * NBRScale) * cos(NecrosisConfig.NecrosisAngle-indexScale)), ((40 * NBRScale) * sin(NecrosisConfig.NecrosisAngle-indexScale)));
                                        ShowUIPanel(NecrosisFirestoneButton);
                                        indexScale = indexScale + 36;
                                end
                                if index == 2 and StoneIDInSpellTable[3] ~= 0 then
                                        NecrosisSpellstoneButton:SetPoint("CENTER", "NecrosisButton", "CENTER", ((40 * NBRScale) * cos(NecrosisConfig.NecrosisAngle-indexScale)), ((40 * NBRScale) * sin(NecrosisConfig.NecrosisAngle-indexScale)));
                                        ShowUIPanel(NecrosisSpellstoneButton);
                                        indexScale = indexScale + 36;
                                end
                                if index == 3 and StoneIDInSpellTable[2] ~= 0 then
                                        NecrosisHealthstoneButton:SetPoint("CENTER", "NecrosisButton", "CENTER", ((40 * NBRScale) * cos(NecrosisConfig.NecrosisAngle-indexScale)), ((40 * NBRScale) * sin(NecrosisConfig.NecrosisAngle-indexScale)));
                                        ShowUIPanel(NecrosisHealthstoneButton);
                                        indexScale = indexScale + 36;
                                end
                                if index == 4 and StoneIDInSpellTable[1] ~= 0 then
                                        NecrosisSoulstoneButton:SetPoint("CENTER", "NecrosisButton", "CENTER", ((40 * NBRScale) * cos(NecrosisConfig.NecrosisAngle-indexScale)), ((40 * NBRScale) * sin(NecrosisConfig.NecrosisAngle-indexScale)));
                                        ShowUIPanel(NecrosisSoulstoneButton);
                                        indexScale = indexScale + 36;
                                end     
                                if index == 5 and BuffMenuCreate ~= {} then
                                        NecrosisBuffMenuButton:SetPoint("CENTER", "NecrosisButton", "CENTER", ((40 * NBRScale) * cos(NecrosisConfig.NecrosisAngle-indexScale)), ((40 * NBRScale) * sin(NecrosisConfig.NecrosisAngle-indexScale)));
                                        ShowUIPanel(NecrosisBuffMenuButton);
                                        indexScale = indexScale + 36;
                                end
                                if index == 6 and MountAvailable then
                                        NecrosisMountButton:SetPoint("CENTER", "NecrosisButton", "CENTER", ((40 * NBRScale) * cos(NecrosisConfig.NecrosisAngle-indexScale)), ((40 * NBRScale) * sin(NecrosisConfig.NecrosisAngle-indexScale)));
                                        ShowUIPanel(NecrosisMountButton);
                                        indexScale = indexScale + 36;
                                end
                                if index == 7 and PetMenuCreate ~= {} then
                                        NecrosisPetMenuButton:SetPoint("CENTER", "NecrosisButton", "CENTER", ((40 * NBRScale) * cos(NecrosisConfig.NecrosisAngle-indexScale)), ((40 * NBRScale) * sin(NecrosisConfig.NecrosisAngle-indexScale)));
                                        ShowUIPanel(NecrosisPetMenuButton);
                                        indexScale = indexScale + 36;
                                end
                                if index == 8 and CurseMenuCreate ~= {} then
                                        NecrosisCurseMenuButton:SetPoint("CENTER", "NecrosisButton", "CENTER", ((40 * NBRScale) * cos(NecrosisConfig.NecrosisAngle-indexScale)), ((40 * NBRScale) * sin(NecrosisConfig.NecrosisAngle-indexScale)));
                                        ShowUIPanel(NecrosisCurseMenuButton);
                                        indexScale = indexScale + 36;
                                end
                        end
                end
        end
end 



-- Fonction (XML) pour rétablir les points d'attache par défaut des boutons
function Necrosis_ClearAllPoints()
        NecrosisFirestoneButton:ClearAllPoints();
        NecrosisSpellstoneButton:ClearAllPoints();
        NecrosisHealthstoneButton:ClearAllPoints();
        NecrosisSoulstoneButton:ClearAllPoints();
        NecrosisMountButton:ClearAllPoints();
        NecrosisPetMenuButton:ClearAllPoints();
        NecrosisBuffMenuButton:ClearAllPoints();
        NecrosisCurseMenuButton:ClearAllPoints();
end

-- Fonction (XML) pour étendre la propriété NoDrag() du bouton principal de Necrosis sur tout ses boutons
function Necrosis_NoDrag()
        NecrosisFirestoneButton:RegisterForDrag("");
        NecrosisSpellstoneButton:RegisterForDrag("");
        NecrosisHealthstoneButton:RegisterForDrag("");
        NecrosisSoulstoneButton:RegisterForDrag("");
        NecrosisMountButton:RegisterForDrag("");
        NecrosisPetMenuButton:RegisterForDrag("");
        NecrosisBuffMenuButton:RegisterForDrag("");
        NecrosisCurseMenuButton:RegisterForDrag("");
end

-- Fonction (XML) inverse de celle du dessus
function Necrosis_Drag()
        NecrosisFirestoneButton:RegisterForDrag("LeftButton");
        NecrosisSpellstoneButton:RegisterForDrag("LeftButton");
        NecrosisHealthstoneButton:RegisterForDrag("LeftButton");
        NecrosisSoulstoneButton:RegisterForDrag("LeftButton");
        NecrosisMountButton:RegisterForDrag("LeftButton");
        NecrosisPetMenuButton:RegisterForDrag("LeftButton");
        NecrosisBuffMenuButton:RegisterForDrag("LeftButton");
        NecrosisCurseMenuButton:RegisterForDrag("LeftButton");
end

-- Ouverture du menu des buffs
function Necrosis_BuffMenu(button)
        if button == "MiddleButton" and LastBuff ~= 0 then
                Necrosis_BuffCast(LastBuff);
                return;
        end
        BuffMenuShow = not BuffMenuShow;
        if not BuffMenuShow then
                BuffShow = false;
                BuffVisible = false;
                NecrosisBuffMenuButton:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\BuffMenuButton-01");
                BuffMenuCreate[1]:ClearAllPoints();
                BuffMenuCreate[1]:SetPoint("CENTER", "NecrosisBuffMenuButton", "CENTER", 3000, 3000);
                AlphaBuffMenu = 1;
        else
                BuffShow = true;
                NecrosisBuffMenuButton:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\BuffMenuButton-02");
                -- Si clic droit, le menu de buff reste ouvert
                if button == "RightButton" then
                        BuffVisible = true;
                end
                -- S'il n'existe aucun buff on ne fait rien
                if BuffMenuCreate == nil then
                        return;
                end
                -- Sinon on affiche les icones
                NecrosisBuffMenu1:SetAlpha(1);
                NecrosisBuffMenu2:SetAlpha(1);
                NecrosisBuffMenu3:SetAlpha(1);
                NecrosisBuffMenu4:SetAlpha(1);
                NecrosisBuffMenu5:SetAlpha(1);
                NecrosisBuffMenu6:SetAlpha(1);
                NecrosisBuffMenu7:SetAlpha(1);
                NecrosisBuffMenu8:SetAlpha(1);
                NecrosisBuffMenu9:SetAlpha(1);
                BuffMenuCreate[1]:ClearAllPoints();             
                BuffMenuCreate[1]:SetPoint("CENTER", "NecrosisBuffMenuButton", "CENTER", ((36 / NecrosisConfig.BuffMenuPos) * 31) , 26);
                AlphaPetVar = GetTime() + 3;
                AlphaBuffVar = GetTime() + 6;
                AlphaCurseVar = GetTime() + 6;
        end
end

-- Ouverture du menu des curses
function Necrosis_CurseMenu(button)
        if button == "MiddleButton" and LastCurse ~= 0 then
                Necrosis_CurseCast(LastCurse);
                return;
        end
        -- S'il n'existe aucune curse on ne fait rien
        if CurseMenuCreate[1] == nil then
                return;
        end
        CurseMenuShow = not CurseMenuShow;
        if not CurseMenuShow then
                CurseShow = false;
                CurseVisible = false;
                NecrosisCurseMenuButton:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\CurseMenuButton-01");
                CurseMenuCreate[1]:ClearAllPoints();
                CurseMenuCreate[1]:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", 3000, 3000);
                AlphaCurseMenu = 1;
        else
                CurseShow = true;
                NecrosisCurseMenuButton:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\CurseMenuButton-02");
                -- Si clic droit, le menu de curse reste ouvert
                if button == "RightButton" then
                        CurseVisible = true;
                end
                -- Sinon on affiche les icones
                NecrosisCurseMenu1:SetAlpha(1);
                NecrosisCurseMenu2:SetAlpha(1);
                NecrosisCurseMenu3:SetAlpha(1);
                NecrosisCurseMenu4:SetAlpha(1);
                NecrosisCurseMenu5:SetAlpha(1);
                NecrosisCurseMenu6:SetAlpha(1);
                NecrosisCurseMenu7:SetAlpha(1);
                NecrosisCurseMenu8:SetAlpha(1);
                NecrosisCurseMenu9:SetAlpha(1);
                CurseMenuCreate[1]:ClearAllPoints();            
                CurseMenuCreate[1]:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", ((36 / NecrosisConfig.CurseMenuPos) * 31) , -26);
                AlphaPetVar = GetTime() + 3;
                AlphaBuffVar = GetTime() + 6;
                AlphaCurseVar = GetTime() + 6;
        end
end

-- Ouverture du menu des démons
function Necrosis_PetMenu(button)
        if button == "MiddleButton" and LastDemon ~= 0 then
                Necrosis_PetCast(LastDemon);
                return;
        end
        -- S'il n'existe aucun sort d'invocation on ne fait rien
        if PetMenuCreate[1] == nil then
                return;
        end
        PetMenuShow = not PetMenuShow;
        if not PetMenuShow then
                PetShow = false;
                PetVisible = false;
                NecrosisPetMenuButton:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\PetMenuButton-01");
                PetMenuCreate[1]:ClearAllPoints();
                PetMenuCreate[1]:SetPoint("CENTER", "NecrosisPetMenuButton", "CENTER", 3000, 3000);
                AlphaPetMenu = 1;
        else
                PetShow = true;
                NecrosisPetMenuButton:SetNormalTexture("Interface\\Addons\\Necrosis\\UI\\PetMenuButton-02");
                -- Si clic droit, le menu de pet reste ouvert
                if button == "RightButton" then
                        PetVisible = true;
                end
                -- Sinon on affiche les icones (on les déplace sur l'écran)
                NecrosisPetMenu1:SetAlpha(1);
                NecrosisPetMenu2:SetAlpha(1);
                NecrosisPetMenu3:SetAlpha(1);
                NecrosisPetMenu4:SetAlpha(1);
                NecrosisPetMenu5:SetAlpha(1);
                NecrosisPetMenu6:SetAlpha(1);
                NecrosisPetMenu7:SetAlpha(1);
                NecrosisPetMenu8:SetAlpha(1);
                NecrosisPetMenu9:SetAlpha(1);
                PetMenuCreate[1]:ClearAllPoints();              
                PetMenuCreate[1]:SetPoint("CENTER", "NecrosisPetMenuButton", "CENTER", ((36 / NecrosisConfig.PetMenuPos) * 31) , 26);
                AlphaPetVar = GetTime() + 3;
        end
end

-- A chaque changement du livre des sorts, au démarrage du mod, ainsi qu'au changement de sens du menu on reconstruit les menus des sorts
function Necrosis_CreateMenu()
        PetMenuCreate = {};
        CurseMenuCreate = {};
        BuffMenuCreate = {};
        local menuVariable = nil;
        local PetButtonPosition = 0;
        local BuffButtonPosition = 0;
        local CurseButtonPosition = 0;
        
        -- On cache toutes les icones des démons
        for i = 1, 9, 1 do
                menuVariable = getglobal("NecrosisPetMenu"..i);
                menuVariable:Hide();
        end
        -- On cache toutes les icones des sorts
        for i = 1, 9, 1 do
                menuVariable = getglobal("NecrosisBuffMenu"..i);
                menuVariable:Hide();
        end
        -- On cache toutes les icones des curses
        for i = 1, 9, 1 do
                menuVariable = getglobal("NecrosisCurseMenu"..i);
                menuVariable:Hide();
        end

        
        -- Si le sort de Domination corrompue existe, on affiche le bouton dans le menu des pets
        if NECROSIS_SPELL_TABLE[15].ID then
                menuVariable = getglobal("NecrosisPetMenu1");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisPetMenuButton", "CENTER", 3000, 3000);
                PetButtonPosition = 1;
                table.insert(PetMenuCreate, menuVariable);
        end
        -- Si l'invocation du Diablotin existe, on affiche le bouton dans le menu des pets
        if NECROSIS_SPELL_TABLE[3].ID then
                menuVariable = getglobal("NecrosisPetMenu2");
                menuVariable:ClearAllPoints();
                if PetButtonPosition == 0 then 
                        menuVariable:SetPoint("CENTER", "NecrosisPetMenuButton", "CENTER", 3000, 3000);
                else
                        menuVariable:SetPoint("CENTER", "NecrosisPetMenu"..PetButtonPosition, "CENTER", ((36 / NecrosisConfig.PetMenuPos) * 31), 0);
                end
                PetButtonPosition = 2;
                table.insert(PetMenuCreate, menuVariable);
        end
        -- Si l'invocation du Marcheur existe, on affiche le bouton dans le menu des pets
        if NECROSIS_SPELL_TABLE[4].ID then
                menuVariable = getglobal("NecrosisPetMenu3");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisPetMenu"..PetButtonPosition, "CENTER", ((36 / NecrosisConfig.PetMenuPos) * 31), 0);
                PetButtonPosition = 3;
                table.insert(PetMenuCreate, menuVariable);
        end
        -- Si l'invocation du Succube existe, on affiche le bouton dans le menu des pets
        if NECROSIS_SPELL_TABLE[5].ID then
                menuVariable = getglobal("NecrosisPetMenu4");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisPetMenu"..PetButtonPosition, "CENTER", ((36 / NecrosisConfig.PetMenuPos) * 31), 0);
                PetButtonPosition = 4;
                table.insert(PetMenuCreate, menuVariable);
        end
        -- Si l'invocation du Felhunter existe, on affiche le bouton dans le menu des pets
        if NECROSIS_SPELL_TABLE[6].ID then
                menuVariable = getglobal("NecrosisPetMenu5");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisPetMenu"..PetButtonPosition, "CENTER", ((36 / NecrosisConfig.PetMenuPos) * 31), 0);
                PetButtonPosition = 5;
                table.insert(PetMenuCreate, menuVariable);
        end
        -- Si l'invocation de l'Infernal existe, on affiche le bouton dans le menu des pets
        if NECROSIS_SPELL_TABLE[8].ID then
                menuVariable = getglobal("NecrosisPetMenu6");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisPetMenu"..PetButtonPosition, "CENTER", ((36 / NecrosisConfig.PetMenuPos) * 31), 0);
                PetButtonPosition = 6;
                table.insert(PetMenuCreate, menuVariable);
        end
        -- Si l'invocation du Doomguard existe, on affiche le bouton dans le menu des pets
        if NECROSIS_SPELL_TABLE[30].ID then
                menuVariable = getglobal("NecrosisPetMenu7");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisPetMenu"..PetButtonPosition, "CENTER", ((36 / NecrosisConfig.PetMenuPos) * 31), 0);
                PetButtonPosition = 7;
                table.insert(PetMenuCreate, menuVariable);
        end
        -- Si l'asservissement existe, on affiche le bouton dans le menu des pets
        if NECROSIS_SPELL_TABLE[35].ID then
                menuVariable = getglobal("NecrosisPetMenu8");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisPetMenu"..PetButtonPosition, "CENTER", ((36 / NecrosisConfig.PetMenuPos) * 31), 0);
                PetButtonPosition = 8;
                table.insert(PetMenuCreate, menuVariable);
        end
        -- Si le sacrifice démoniaque existe, on affiche le bouton dans le menu des pets
        if NECROSIS_SPELL_TABLE[44].ID then
                menuVariable = getglobal("NecrosisPetMenu9");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisPetMenu"..PetButtonPosition, "CENTER", ((36 / NecrosisConfig.PetMenuPos) * 31), 0);
                PetButtonPosition = 9;
                table.insert(PetMenuCreate, menuVariable);
        end

        
        -- Maintenant que tous les boutons de pet sont placés les uns à côté des autres (hors de l'écran), on affiche les disponibles
        for i = 1, table.getn(PetMenuCreate), 1 do
                ShowUIPanel(PetMenuCreate[i]);
        end

        -- Si l'Armure Démoniaque existe, on affiche le bouton dans le menu des buffs
        if NECROSIS_SPELL_TABLE[31].ID or NECROSIS_SPELL_TABLE[36].ID then
                menuVariable = getglobal("NecrosisBuffMenu1");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisBuffMenuButton", "CENTER", 3000, 3000);
                BuffButtonPosition = 1;
                table.insert(BuffMenuCreate, menuVariable);
        end
        -- Si la respiration interminable existe, on affiche le bouton dans le menu des buffs
        if NECROSIS_SPELL_TABLE[32].ID then
                menuVariable = getglobal("NecrosisBuffMenu2");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisBuffMenu"..BuffButtonPosition, "CENTER", ((36 / NecrosisConfig.BuffMenuPos) * 31), 0);
                BuffButtonPosition = 2;
                table.insert(BuffMenuCreate, menuVariable);
        end
        -- Si la détection de l'invisibilité existe, on affiche le bouton dans le menu des buffs (au plus haut rang)
        if NECROSIS_SPELL_TABLE[33].ID then
                menuVariable = getglobal("NecrosisBuffMenu3");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisBuffMenu"..BuffButtonPosition, "CENTER", ((36 / NecrosisConfig.BuffMenuPos) * 31), 0);
                BuffButtonPosition = 3;
                table.insert(BuffMenuCreate, menuVariable);
        end
        -- Si la respiration interminable existe, on affiche le bouton dans le menu des buffs
        if NECROSIS_SPELL_TABLE[34].ID then
                menuVariable = getglobal("NecrosisBuffMenu4");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisBuffMenu"..BuffButtonPosition, "CENTER", ((36 / NecrosisConfig.BuffMenuPos) * 31), 0);
                BuffButtonPosition = 4;
                table.insert(BuffMenuCreate, menuVariable);
        end
        -- Si l'invocation de joueur existe, on affiche le bouton dans le menu des buffs
        if NECROSIS_SPELL_TABLE[37].ID then
                menuVariable = getglobal("NecrosisBuffMenu5");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisBuffMenu"..BuffButtonPosition, "CENTER", ((36 / NecrosisConfig.BuffMenuPos) * 31), 0);
                BuffButtonPosition = 5;
                table.insert(BuffMenuCreate, menuVariable);
        end
        -- Si le Radar à démon existe, on affiche le bouton dans le menu des buffs
        if NECROSIS_SPELL_TABLE[39].ID then
                menuVariable = getglobal("NecrosisBuffMenu6");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisBuffMenu"..BuffButtonPosition, "CENTER", ((36 / NecrosisConfig.BuffMenuPos) * 31), 0);
                BuffButtonPosition = 6;
                table.insert(BuffMenuCreate, menuVariable);
        end
        -- Si le Lien Spirituel existe, on affiche le bouton dans le menu des buffs
        if NECROSIS_SPELL_TABLE[38].ID then
                menuVariable = getglobal("NecrosisBuffMenu7");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisBuffMenu"..BuffButtonPosition, "CENTER", ((36 / NecrosisConfig.BuffMenuPos) * 31), 0);
                BuffButtonPosition = 7;
                table.insert(BuffMenuCreate, menuVariable);
        end
        -- Si la protection contre les ombres existe, on affiche le bouton dans le menu des buffs
        if NECROSIS_SPELL_TABLE[43].ID then
                menuVariable = getglobal("NecrosisBuffMenu8");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisBuffMenu"..BuffButtonPosition, "CENTER", ((36 / NecrosisConfig.BuffMenuPos) * 31), 0);
                BuffButtonPosition = 8;
                table.insert(BuffMenuCreate, menuVariable);
        end
        -- Si le banissement existe, on affiche le bouton dans le menu des buffs
        if NECROSIS_SPELL_TABLE[9].ID then
                menuVariable = getglobal("NecrosisBuffMenu9");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisBuffMenu"..BuffButtonPosition, "CENTER", ((36 / NecrosisConfig.BuffMenuPos) * 31), 0);
                BuffButtonPosition = 9;
                table.insert(BuffMenuCreate, menuVariable);
        end

        -- Maintenant que tous les boutons de buff sont placés les uns à côté des autres (hors de l'écran), on affiche les disponibles
        for i = 1, table.getn(BuffMenuCreate), 1 do
                ShowUIPanel(BuffMenuCreate[i]);
        end

        -- Si la Malédiction amplifiée existe, on affiche le bouton dans le menu des curses
        if NECROSIS_SPELL_TABLE[42].ID then
                menuVariable = getglobal("NecrosisCurseMenu1");
                menuVariable:ClearAllPoints();
                menuVariable:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", 3000, 3000);
                CurseButtonPosition = 1;
                table.insert(CurseMenuCreate, menuVariable);
        end
        -- Si la Malédiction de faiblesse existe, on affiche le bouton dans le menu des curses
        if NECROSIS_SPELL_TABLE[23].ID then
                menuVariable = getglobal("NecrosisCurseMenu2");
                menuVariable:ClearAllPoints();
                if CurseButtonPosition == 0 then 
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", 3000, 3000);
                else
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenu"..CurseButtonPosition, "CENTER", ((36 / NecrosisConfig.CurseMenuPos) * 31), 0);
                end
                CurseButtonPosition = 2;
                table.insert(CurseMenuCreate, menuVariable);
        end
        -- Si la Malédiction d'agonie existe, on affiche le bouton dans le menu des curses
        if NECROSIS_SPELL_TABLE[22].ID then
                menuVariable = getglobal("NecrosisCurseMenu3");
                menuVariable:ClearAllPoints();
                if CurseButtonPosition == 0 then 
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", 3000, 3000);
                else
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenu"..CurseButtonPosition, "CENTER", ((36 / NecrosisConfig.CurseMenuPos) * 31), 0);
                end
                CurseButtonPosition = 3;
                table.insert(CurseMenuCreate, menuVariable);
        end
        -- Si la Malédiction de témérité existe, on affiche le bouton dans le menu des curses (au plus haut rang)
        if NECROSIS_SPELL_TABLE[24].ID then
                menuVariable = getglobal("NecrosisCurseMenu4");
                menuVariable:ClearAllPoints();
                if CurseButtonPosition == 0 then 
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", 3000, 3000);
                else
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenu"..CurseButtonPosition, "CENTER", ((36 / NecrosisConfig.CurseMenuPos) * 31), 0);
                end
                CurseButtonPosition = 4;
                table.insert(CurseMenuCreate, menuVariable);
        end
        -- Si la Malédiction des languages existe, on affiche le bouton dans le menu des curses
        if NECROSIS_SPELL_TABLE[25].ID then
                menuVariable = getglobal("NecrosisCurseMenu5");
                menuVariable:ClearAllPoints();
                if CurseButtonPosition == 0 then 
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", 3000, 3000);
                else
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenu"..CurseButtonPosition, "CENTER", ((36 / NecrosisConfig.CurseMenuPos) * 31), 0);
                end
                CurseButtonPosition = 5;
                table.insert(CurseMenuCreate, menuVariable);
        end
        -- Si la Malédiction de fatigue existe, on affiche le bouton dans le menu des curses
        if NECROSIS_SPELL_TABLE[40].ID then
                menuVariable = getglobal("NecrosisCurseMenu6");
                menuVariable:ClearAllPoints();
                if CurseButtonPosition == 0 then 
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", 3000, 3000);
                else
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenu"..CurseButtonPosition, "CENTER", ((36 / NecrosisConfig.CurseMenuPos) * 31), 0);
                end
                CurseButtonPosition = 6;
                table.insert(CurseMenuCreate, menuVariable);
        end
        -- Si la Malédiction des éléments existe, on affiche le bouton dans le menu des curses
        if NECROSIS_SPELL_TABLE[26].ID then
                menuVariable = getglobal("NecrosisCurseMenu7");
                menuVariable:ClearAllPoints();
                if CurseButtonPosition == 0 then 
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", 3000, 3000);
                else
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenu"..CurseButtonPosition, "CENTER", ((36 / NecrosisConfig.CurseMenuPos) * 31), 0);
                end
                CurseButtonPosition = 7;
                table.insert(CurseMenuCreate, menuVariable);
        end
        -- Si la Malédiction de l'ombre, on affiche le bouton dans le menu des curses
        if NECROSIS_SPELL_TABLE[27].ID then
                menuVariable = getglobal("NecrosisCurseMenu8");
                menuVariable:ClearAllPoints();
                if CurseButtonPosition == 0 then 
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", 3000, 3000);
                else
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenu"..CurseButtonPosition, "CENTER", ((36 / NecrosisConfig.CurseMenuPos) * 31), 0);
                end
                CurseButtonPosition = 8;
                table.insert(CurseMenuCreate, menuVariable);
        end
        -- Si la Malédiction funeste existe, on affiche le bouton dans le menu des curses
        if NECROSIS_SPELL_TABLE[16].ID then
                menuVariable = getglobal("NecrosisCurseMenu9");
                menuVariable:ClearAllPoints();
                if CurseButtonPosition == 0 then 
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenuButton", "CENTER", 3000, 3000);
                else
                        menuVariable:SetPoint("CENTER", "NecrosisCurseMenu"..CurseButtonPosition, "CENTER", ((36 / NecrosisConfig.CurseMenuPos) * 31), 0);
                end
                CurseButtonPosition = 9;
                table.insert(CurseMenuCreate, menuVariable);
        end

        -- Maintenant que tous les boutons de curse sont placés les uns à côté des autres (hors de l'écran), on affiche les disponibles
        for i = 1, table.getn(CurseMenuCreate), 1 do
                ShowUIPanel(CurseMenuCreate[i]);
        end
end

-- Gestion des casts du menu des buffs
function Necrosis_BuffCast(type)
        local TargetEnemy = false;
        if (not (UnitIsFriend("player","target"))) and type ~= 9 then
                TargetUnit("player");
                TargetEnemy = true;
        end
        -- Si le Démoniste possède la peau de démon mais pas l'armure démoniaque
        if not NECROSIS_SPELL_TABLE[type].ID then
                CastSpell(NECROSIS_SPELL_TABLE[36].ID, "spell");
        else
                if (type ~= 44) or (type == 44 and UnitExists("Pet")) then
                        CastSpell(NECROSIS_SPELL_TABLE[type].ID, "spell");
                end
        end
        LastBuff = type;
        if TargetEnemy then TargetLastTarget(); end
        AlphaBuffMenu = 1;
        AlphaBuffVar = GetTime() + 3;
end

-- Gestion des casts du menu des curses
function Necrosis_CurseCast(type, click)
        if (UnitIsFriend("player","target")) then
                AssistUnit("target");
        end
        if (not (UnitIsFriend("player","target"))) and (UnitName("Target") ~= nil) then
                if (type == 23 or type == 22 or type == 40) then
                        if (click == "RightButton") and (NECROSIS_SPELL_TABLE[42].ID ~= nil) then
                                local start3, duration3 = GetSpellCooldown(NECROSIS_SPELL_TABLE[42].ID, "spell");
                                if not (start3 > 0 and duration3 > 0) then
                                        CastSpell(NECROSIS_SPELL_TABLE[42].ID, "spell");
                                        SpellStopCasting(NECROSIS_SPELL_TABLE[42].Name);
                                end
                        end
                end
                CastSpell(NECROSIS_SPELL_TABLE[type].ID, "spell");
                LastCurse = type;
                if (click == "MiddleButton") and (UnitExists("Pet")) then
                        PetAttack();
                end
        end
        AlphaCurseMenu = 1;
        AlphaCurseVar = GetTime() + 3;
end

-- Gestion des casts du menu des démons
function Necrosis_PetCast(type, click)
        if type == 8 and InfernalStone == 0 then
                Necrosis_Msg(NECROSIS_MESSAGE.Error.InfernalStoneNotPresent, "USER");
                return;
        elseif type == 30 and DemoniacStone == 0 then
                Necrosis_Msg(NECROSIS_MESSAGE.Error.DemoniacStoneNotPresent, "USER");
                return;
        elseif type ~= 15 and type ~= 3 and type ~= 8 and type ~= 30 and Soulshards == 0 then
                Necrosis_Msg(NECROSIS_MESSAGE.Error.SoulShardNotPresent, "USER");
                return;
        end
        if (type == 3 or type == 4 or type == 5 or type == 6) then 
                LastDemon = type;
                if (click == "RightButton") and (NECROSIS_SPELL_TABLE[15].ID ~= nil) then
                        local start, duration = GetSpellCooldown(NECROSIS_SPELL_TABLE[15].ID, "spell");
                        if not (start > 0 and duration > 0) then
                                CastSpell(NECROSIS_SPELL_TABLE[15].ID, "spell");
                                SpellStopCasting(NECROSIS_SPELL_TABLE[15].Name);
                        end
                end
                if NecrosisConfig.DemonSummon and NecrosisConfig.ChatMsg and not NecrosisConfig.SM then
                        if NecrosisConfig.PetName[(type - 2)] == " " and NECROSIS_PET_MESSAGE[5] then
                                local tempnum = random(1, table.getn(NECROSIS_PET_MESSAGE[5]));
                                while tempnum == PetMess and table.getn(NECROSIS_PET_MESSAGE[5]) >= 2 do
                                        tempnum = random(1, table.getn(NECROSIS_PET_MESSAGE[5]));
                                end
                                PetMess = tempnum;
                                for i = 1, table.getn(NECROSIS_PET_MESSAGE[5][tempnum]) do
                                        Necrosis_Msg(Necrosis_MsgReplace(NECROSIS_PET_MESSAGE[5][tempnum][i]), "SAY");
                                end
                        elseif NECROSIS_PET_MESSAGE[(type - 2)] then
                                local tempnum = random(1, table.getn(NECROSIS_PET_MESSAGE[(type - 2)]));
                                while tempnum == PetMess and table.getn(NECROSIS_PET_MESSAGE[(type - 2)]) >= 2 do
                                        tempnum = random(1, table.getn(NECROSIS_PET_MESSAGE[(type - 2)]));
                                end
                                PetMess = tempnum;
                                for i = 1, table.getn(NECROSIS_PET_MESSAGE[(type - 2)][tempnum]) do
                                        Necrosis_Msg(Necrosis_MsgReplace(NECROSIS_PET_MESSAGE[(type - 2)][tempnum][i], nil , type - 2), "SAY");
                                end
                        end
                end
        end
        CastSpell(NECROSIS_SPELL_TABLE[type].ID, "spell");
        AlphaPetMenu = 1;
        AlphaPetVar = GetTime() + 3;
end

-- Fonction permettant l'affichage des différentes pages du livre des configurations
function NecrosisGeneralTab_OnClick(id)
        local TabName;
        for index=1, 5, 1 do
                TabName = getglobal("NecrosisGeneralTab"..index);
                if index == id then
                        TabName:SetChecked(1);
                else
                        TabName:SetChecked(nil);
                end
        end
        if id == 1 then
                ShowUIPanel(NecrosisShardMenu);
                HideUIPanel(NecrosisMessageMenu);
                HideUIPanel(NecrosisButtonMenu);
                HideUIPanel(NecrosisTimerMenu);
                HideUIPanel(NecrosisGraphOptionMenu);
                NecrosisGeneralIcon:SetTexture("Interface\\QuestFrame\\UI-QuestLog-BookIcon");
                NecrosisGeneralPageText:SetText(NECROSIS_CONFIGURATION.Menu1);
        elseif id == 2 then
                HideUIPanel(NecrosisShardMenu);
                ShowUIPanel(NecrosisMessageMenu);
                HideUIPanel(NecrosisButtonMenu);
                HideUIPanel(NecrosisTimerMenu);
                HideUIPanel(NecrosisGraphOptionMenu);
                NecrosisGeneralIcon:SetTexture("Interface\\QuestFrame\\UI-QuestLog-BookIcon");
                NecrosisGeneralPageText:SetText(NECROSIS_CONFIGURATION.Menu2);
        elseif id == 3 then
                HideUIPanel(NecrosisShardMenu);
                HideUIPanel(NecrosisMessageMenu);
                ShowUIPanel(NecrosisButtonMenu);
                HideUIPanel(NecrosisTimerMenu);
                HideUIPanel(NecrosisGraphOptionMenu);
                NecrosisGeneralIcon:SetTexture("Interface\\QuestFrame\\UI-QuestLog-BookIcon");
                NecrosisGeneralPageText:SetText(NECROSIS_CONFIGURATION.Menu3);
        elseif id == 4 then
                HideUIPanel(NecrosisShardMenu);
                HideUIPanel(NecrosisMessageMenu);
                HideUIPanel(NecrosisButtonMenu);
                ShowUIPanel(NecrosisTimerMenu);
                HideUIPanel(NecrosisGraphOptionMenu);
                NecrosisGeneralIcon:SetTexture("Interface\\QuestFrame\\UI-QuestLog-BookIcon");
                NecrosisGeneralPageText:SetText(NECROSIS_CONFIGURATION.Menu4);
        elseif id == 5 then
                HideUIPanel(NecrosisShardMenu);
                HideUIPanel(NecrosisMessageMenu);
                HideUIPanel(NecrosisButtonMenu);
                HideUIPanel(NecrosisTimerMenu);
                ShowUIPanel(NecrosisGraphOptionMenu);
                NecrosisGeneralIcon:SetTexture("Interface\\QuestFrame\\UI-QuestLog-BookIcon");
                NecrosisGeneralPageText:SetText(NECROSIS_CONFIGURATION.Menu5);
        end
end



-- Bon, pour pouvoir utiliser le Timer sur les sorts instants, j'ai été obligé de m'inspirer de Cosmos
-- Comme je ne voulais pas rendre le mod dépendant de Sea, j'ai repris ses fonctions
-- Apparemment, la version Stand-Alone de ShardTracker a fait pareil :) :)
Necrosis_Hook = function (orig,new,type)
        if(not type) then type = "before"; end
        if(not Hx_Hooks) then Hx_Hooks = {}; end
        if(not Hx_Hooks[orig]) then
                Hx_Hooks[orig] = {}; Hx_Hooks[orig].before = {}; Hx_Hooks[orig].before.n = 0; Hx_Hooks[orig].after = {}; Hx_Hooks[orig].after.n = 0; Hx_Hooks[orig].hide = {}; Hx_Hooks[orig].hide.n = 0; Hx_Hooks[orig].replace = {}; Hx_Hooks[orig].replace.n = 0; Hx_Hooks[orig].orig = getglobal(orig);
        else
                for key,value in Hx_Hooks[orig][type] do if(value == getglobal(new)) then return; end end
        end
        Necrosis_Push(Hx_Hooks[orig][type],getglobal(new)); setglobal(orig,function(...) Necrosis_HookHandler(orig,arg); end);
end

Necrosis_HookHandler = function (name,arg)
        local called = false; local continue = true; local retval;
        for key,value in Hx_Hooks[name].hide do
                if(type(value) == "function") then if(not value(unpack(arg))) then continue = false; end called = true; end
        end
        if(not continue) then return; end
        for key,value in Hx_Hooks[name].before do
                if(type(value) == "function") then value(unpack(arg)); called = true; end
        end
        continue = false;
        local replacedFunction = false;
        for key,value in Hx_Hooks[name].replace do
                if(type(value) == "function") then
                        replacedFunction = true; if(value(unpack(arg))) then continue = true; end called = true;
                end
        end
        if(continue or (not replacedFunction)) then retval = Hx_Hooks[name].orig(unpack(arg)); end
        for key,value in Hx_Hooks[name].after do
                if(type(value) == "function") then value(unpack(arg)); called = true;end
        end
        if(not called) then setglobal(name,Hx_Hooks[name].orig); Hx_Hooks[name] = nil; end
        return retval;
end

function Necrosis_Push (table,val)
        if(not table or not table.n) then return nil; end
        table.n = table.n+1;
        table[table.n] = val;
end

function Necrosis_UseAction(id, number, onSelf)
        Necrosis_MoneyToggle();
        NecrosisTooltip:SetAction(id);
        local tip = tostring(NecrosisTooltipTextLeft1:GetText());
        if tip then
                SpellCastName = tip;
                SpellTargetName = UnitName("target");
                if not SpellTargetName then
                        SpellTargetName = "";
                end
                SpellTargetLevel = UnitLevel("target");
                if not SpellTargetLevel then
                        SpellTargetLevel = "";
                end
        end
end

function Necrosis_CastSpell(spellId, spellbookTabNum)
        local Name, Rank = GetSpellName(spellId, spellbookTabNum);
        if Rank ~= nil then
                local _, _, Rank2 = string.find(Rank, "(%d+)");
                SpellCastRank = tonumber(Rank2);
        end
        SpellCastName = Name;
        
        SpellTargetName = UnitName("target");
        if not SpellTargetName then
                SpellTargetName = "";
        end
        SpellTargetLevel = UnitLevel("target");
        if not SpellTargetLevel then
                SpellTargetLevel = "";
        end
end

function Necrosis_CastSpellByName(Spell)
        local _, _, Name = string.find(Spell, "(.+)%(");
        local _, _, Rank = string.find(Spell, "([%d]+)");
        
        if Rank ~= nil then
                local _, _, Rank2 = string.find(Rank, "(%d+)");
                SpellCastRank = tonumber(Rank2);
        end

        if not Name then
                _, _, Name = string.find(Spell, "(.+)");
        end
        SpellCastName = Name;
        
        SpellTargetName = UnitName("target");
        if not SpellTargetName then
                SpellTargetName = "";
        end
        SpellTargetLevel = UnitLevel("target");
        if not SpellTargetLevel then
                SpellTargetLevel = "";
        end
end

function NecrosisTimer(nom, duree)
        local Cible = UnitName("target");
        local Niveau = UnitLevel("target");
        local truc = 6;
        if not Cible then
                Cible = "";
                truc = 2;
        end
        if not Niveau then
                Niveau = "";
        end

        SpellGroup, SpellTimer, TimerTable = NecrosisTimerX(nom, duree, truc, Cible, Niveau, SpellGroup, SpellTimer, TimerTable);
end

function NecrosisSpellCast(name)
        if string.find(name, "coa") then
                SpellCastName = NECROSIS_SPELL_TABLE[22].Name;
                SpellTargetName = UnitName("target");
                if not SpellTargetName then
                        SpellTargetName = "";
                end
                SpellTargetLevel = UnitLevel("target");
                if not SpellTargetLevel then
                        SpellTargetLevel = "";
                end
                CastSpell(NECROSIS_SPELL_TABLE[22].ID, "spell");
        end     
end