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