grounding totem effect fix
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@ -649,7 +649,7 @@ local importantAuras = {
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-- Grounding Totem Effect
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[GetSpellInfo(8178)] = {
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track = AURA_TYPE_BUFF,
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duration = 4,
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duration = 0,
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priority = 20,
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spellID = 8178
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},
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@ -106,8 +106,12 @@ function Auras:CreateFrame(unit)
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if (self.timeLeft <= 0) then
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Auras:AURA_FADE(self.unit, self.track)
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else
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if self.spellID == 8178 then
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self.text:SetText("")
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else
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Gladdy:FormatTimer(self.text, self.timeLeft, self.timeLeft < 10)
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end
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self.timeLeft = self.timeLeft - elapsed
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Gladdy:FormatTimer(self.text, self.timeLeft, self.timeLeft < 10)
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end
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else
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self:SetAlpha(0.01)
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@ -359,7 +363,8 @@ function Auras:AURA_GAIN(unit, auraType, spellID, spellName, icon, duration, exp
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auraFrame.startTime = expirationTime - duration
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auraFrame.endTime = expirationTime
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auraFrame.name = spellName
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auraFrame.timeLeft = expirationTime - GetTime()
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auraFrame.spellID = spellID
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auraFrame.timeLeft = spellID == 8178 and 45 or expirationTime - GetTime()
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auraFrame.priority = Gladdy.db.auraListDefault[tostring(self.auras[spellName].spellID)].priority
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auraFrame.icon:SetTexture(Gladdy:GetImportantAuras()[GetSpellInfo(self.auras[spellName].spellID)] and Gladdy:GetImportantAuras()[GetSpellInfo(self.auras[spellName].spellID)].texture or icon)
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auraFrame.track = auraType
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@ -373,9 +378,11 @@ function Auras:AURA_GAIN(unit, auraType, spellID, spellName, icon, duration, exp
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else
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auraFrame.icon.overlay:SetVertexColor(Gladdy.db.frameBorderColor.r, Gladdy.db.frameBorderColor.g, Gladdy.db.frameBorderColor.b, Gladdy.db.frameBorderColor.a)
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end
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if not Gladdy.db.auraDisableCircle then
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if not Gladdy.db.auraDisableCircle and spellID ~= 8178 then
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auraFrame.cooldown:Show()
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auraFrame.cooldown:SetCooldown(auraFrame.startTime, duration)
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else
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auraFrame.cooldown:Hide()
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end
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end
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