To prevent such annoyance, I wrote a complete a new debug module which only checks for annoyance of my own API:
Pretty much like c# try / catch <3 Everything else is third-party-addon stuff (you are dismissed, foolish addon) |
Sorry for interrupting ;)
I got a further question to MunkDev. So, I was trying to apply same method to target's debuff and here I got some issue. Lua Code:
Those auraIDs are all "Unstable Affliction (UA)" of Affliction Warlock. 233490 / 233496 / 233497 / 233498 / 233499 The problem is since I am passing a spellName as an argument of UnitDebuff() function, casting UA once will generate five buttons at the same time as they all have same names, but different id :confused: To track a specific UA debuff, I guess I should pass an index of an aura as an argument rather than a name, but looping through all debuffs sounds inefficient to me. |
Do it the other way around, cycle through all target debuffs that are applied by you and match their IDs against UAs' IDs o_O
IIRC, unit can have up to 40(?) debuffs, might be wrong here... -- edit #1 I should get some coffee... Quote:
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I was considering something like... Lua Code:
But... (1) What if my spell doesn't get included within those 40 debuffs? (2) Would there be a variable that stores number of unit's (not only target's, but for others' as well) buff/debuff? I mean something like BUFF_ACTUAL_DISPLAY/DEBUFF_ACTUAL_DISPLAY for player. (3) I tried to refer aura element of oUF, but.............. meh... guess it's too complex for me :( |
Drycoded, haven't tested anything...
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Hi again,
(1) I guess the example slightly is limited (focused I mean) to Unstable Affliction (UA). Of course, I know that example is just an example and I should modify bits to make it generic, but, hm...... I don't know :confused: (2) What if the a nth debuff on "target" is not "player's" while (n+1)th debuff is? |
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W/ "PLAYER" as a filter you'll be getting ONLY debuffs that were applied by the player. It's a separate pre-filtered list of auras, there's no gaps, its indices aren't related to anything. For example, this code: Lua Code:
will return this on my paladin: Lua Code:
whereas actual buff list look like this: Lua Code:
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I thought giving a filter "PLAYER" lets the UnitAura to internally check if the caster was "player" or not. Didn't realize that it would ignore all others from the scratch. This makes more sense now +_+!! It also cleared up the first point, so please ignore that :banana: |
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Definitely didn't pay attention to word "Query" :p |
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