Quantcast

Alpha Version 0.0.2

XrystalBelle [02-15-14 - 19:38]
Alpha Version 0.0.2
Filename
XShieldMonitor.lua
XShieldMonitor.toc
diff --git a/XShieldMonitor.lua b/XShieldMonitor.lua
index e6588cc..a9b48b4 100644
--- a/XShieldMonitor.lua
+++ b/XShieldMonitor.lua
@@ -1,203 +1,235 @@
-
 local addonName, XSM = ...

-local BarWidth = 200
-local BarHeight = 10
-local ShieldSpell = 17   -- Priest Power Word: Shield
-local FontSize = 8
-
-XSM = XSM or {}
-XSM.Events = CreateFrame("Frame","XShieldMonitor_Events",UIParent)
-
-XSM.CreateFrames = function(self)
-
-	-- Create the Main Bar
-	XSM.Bar = CreateFrame("Frame","XShieldMonitor_Bar",UIParent)
-	XSM.Bar:SetWidth(BarWidth)
-	XSM.Bar:SetHeight(BarHeight * 3)
-	XSM.Bar:EnableMouse(true)
-	XSM.Bar:SetMovable(true)
-	if ( not XSM.Bar:IsUserPlaced() ) then
-		XSM.Bar:SetPoint("CENTER")
-	end
-	XSM.Bar:SetUserPlaced(true)
-	XSM.Bar:RegisterForDrag("LeftButton")
-	XSM.Bar:SetScript("OnDragStart",function(self) self:StartMoving() end)
-	XSM.Bar:SetScript("OnDragStop",function(self) self:StopMovingOrSizing() end)
-	XSM.Bar:Show()
-
-
-	-- create the Spell Icon for the Cooldown Animation
-	XSM.Icon = CreateFrame("Frame","XShieldMonitor_Icon",XSM.Bar)
-	XSM.Icon:SetWidth(BarHeight * 3)
-	XSM.Icon:SetHeight(BarHeight * 3)
-	XSM.Icon:SetPoint("TOPLEFT")
-	XSM.Icon.Texture = XSM.Icon:CreateTexture(nil,"ARTWORK")
-	XSM.Icon.Texture:SetTexture(GetSpellTexture(ShieldSpell))
-	XSM.Icon.Texture:SetAllPoints()
-	XSM.Icon.Texture:Show()
-	XSM.Icon.Caption = XSM.Icon:CreateFontString(nil,"OVERLAY","GameFontNormal")
-	XSM.Icon.Caption:SetFont("Fonts\\FRIZQT__.TTF",FontSize,"OUTLINE")
-	XSM.Icon.Caption:SetJustifyV("CENTER")
-	XSM.Icon.Caption:SetJustifyH("MIDDLE")
-	XSM.Icon.Caption:SetAllPoints()
-	XSM.Icon.Caption:Show()
-	XSM.Icon.Cooldown = CreateFrame("Cooldown","XShieldMonitor_Icon_Cooldown",XSM.Icon,"CooldownFrameTemplate")
-	XSM.Icon.Duration = CreateFrame("Cooldown","XShieldMonitor_Icon_Duration",XSM.Icon,"CooldownFrameTemplate")
-	XSM.Icon:Show()
-
-
-	-- the Cooldown Bar
-	XSM.Cooldown = CreateFrame("StatusBar","XShieldMonitor_Cooldown",XSM.Bar)
-	XSM.Cooldown.Background = XSM.Cooldown:CreateTexture(nil,"BACKGROUND")
-	XSM.Cooldown.Background:SetTexture(0,0,0)
-	XSM.Cooldown.Background:SetAllPoints()
-	XSM.Cooldown.Background:Show()
-	XSM.Cooldown.Caption = XSM.Cooldown:CreateFontString(nil,"OVERLAY","GameFontNormal")
-	XSM.Cooldown.Caption:SetFont("Fonts\\FRIZQT__.TTF",FontSize,"OUTLINE")
-	XSM.Cooldown.Caption:SetJustifyV("CENTER")
-	XSM.Cooldown.Caption:SetJustifyH("MIDDLE")
-	XSM.Cooldown.Caption:SetAllPoints()
-	XSM.Cooldown.Caption:Show()
-	XSM.Cooldown:SetWidth(BarWidth - (BarHeight * 3))
-	XSM.Cooldown:SetHeight(BarHeight)
-	XSM.Cooldown:SetOrientation("HORIZONTAL")
-	XSM.Cooldown:SetMinMaxValues(0,100)
-	XSM.Cooldown:SetStatusBarColor(0,0,1,1)
-	XSM.Cooldown:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
-	XSM.Cooldown:SetValue(0)
-	XSM.Cooldown:SetPoint("TOPLEFT",XSM.Icon,"TOPRIGHT",0,0)
-	XSM.Cooldown:SetPoint("RIGHT")
-	XSM.Cooldown:SetScript("OnUpdate",function(self,elapsed)
-		if not XSM.CDActivated then return end
-		XSM.CDCounter = XSM.CDCounter + elapsed
-		XSM.CDLeft = XSM.CDDuration - XSM.CDCounter
-		XSM.Cooldown.Caption:SetText(string.format("%0.2d",XSM.CDLeft))
-		local percLeft = (( XSM.CDLeft / XSM.CDDuration ) * 100 )
-		XSM.Cooldown:SetValue(percLeft)
-		if ( XSM.CDCounter and XSM.CDCounter >= XSM.CDDuration ) then
-			XSM.CDActivated = false
-		end
-	end)
-	XSM.Cooldown:Show()
-
-	-- The Shield Status Bar
-	XSM.Status = CreateFrame("StatusBar","XShieldMonitor_Status",XSM.Bar)
-	XSM.Status.Background  = XSM.Status:CreateTexture(nil,"BACKGROUND")
-	XSM.Status.Background:SetTexture(0,0,0)
-	XSM.Status.Background:SetAllPoints()
-	XSM.Status.Background:Show()
-	XSM.Status.Caption = XSM.Status:CreateFontString(nil,"OVERLAY","GameFontNormal")
-	XSM.Status.Caption:SetFont("Fonts\\FRIZQT__.TTF",FontSize,"OUTLINE")
-	XSM.Status.Caption:SetJustifyV("CENTER")
-	XSM.Status.Caption:SetJustifyH("MIDDLE")
-	XSM.Status.Caption:SetAllPoints()
-	XSM.Status.Caption:Show()
-	XSM.Status:SetWidth(BarWidth - (BarHeight * 3))
-	XSM.Status:SetHeight(BarHeight)
-	XSM.Status:SetOrientation("HORIZONTAL")
-	XSM.Status:SetMinMaxValues(0,100)
-	XSM.Status:SetStatusBarColor(0,1,0,1)
-	XSM.Status:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
-	XSM.Status:SetValue(0)
-	XSM.Status:SetPoint("TOPLEFT",XSM.Cooldown,"BOTTOMLEFT",0,0)
-	XSM.Status:SetPoint("RIGHT")
-	XSM.Status:Show()
-
-	-- The Aura duration Bar
-	XSM.Timer = CreateFrame("StatusBar","XShieldMonitor_Timer",XSM.Bar)
-	XSM.Timer.Background = XSM.Timer:CreateTexture(nil,"BACKGROUND")
-	XSM.Timer.Background:SetTexture(0,0,0)
-	XSM.Timer.Background:SetAllPoints()
-	XSM.Timer.Background:Show()
-	XSM.Timer.Caption = XSM.Timer:CreateFontString(nil,"OVERLAY","GameFontNormal")
-	XSM.Timer.Caption:SetFont("Fonts\\FRIZQT__.TTF",FontSize,"OUTLINE")
-	XSM.Timer.Caption:SetJustifyV("CENTER")
-	XSM.Timer.Caption:SetJustifyH("MIDDLE")
-	XSM.Timer.Caption:SetAllPoints()
-	XSM.Timer.Caption:Show()
-	XSM.Timer:SetWidth(BarWidth - (BarHeight * 3))
-	XSM.Timer:SetHeight(BarHeight)
-	XSM.Timer:SetOrientation("HORIZONTAL")
-	XSM.Timer:SetMinMaxValues(0,100)
-	XSM.Timer:SetStatusBarColor(1.0,0.0,0.0,1.0)
-	XSM.Timer:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
-	XSM.Timer:SetValue(0)
-	XSM.Timer:SetPoint("TOPLEFT",XSM.Status,"BOTTOMLEFT",0,0)
-	XSM.Timer:SetPoint("RIGHT")
-	XSM.Timer:SetScript("OnUpdate",function(self,elapsed)
-		if not XSM.AuraActivated then return end
-		XSM.AuraCounter = XSM.AuraCounter + elapsed
-		XSM.AuraLeft = XSM.AuraDuration - XSM.AuraCounter
-		XSM.Timer.Caption:SetText(string.format("%0.2d",XSM.AuraLeft))
-		local percLeft = (( XSM.AuraLeft / XSM.AuraDuration ) * 100 )
-		XSM.Timer:SetValue(percLeft)
-		if ( XSM.AuraCounter and XSM.AuraCounter >= XSM.AuraDuration ) then
-			XSM.AuraActivated = false
-		end
-	end)
-	XSM.Timer:Show()
-end
-
--- Check the Aura Duration for the Shield Spell and update the timers accordingly
-XSM.CheckAura = function(self,...)
-	if ( XSM.AuraActivated ) then return end
-	XSM.AuraStart, XSM.AuraDuration, XSM.AuraCounter, XSM.AuraEnabled,XSM.AuraActivated = nil,nil,nil,nil,false
-	XSM.AuraActivated = false
-	for i = 1,40 do
-		local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, canStealOrPurge, shouldConsolidate, spellId, canApplyAura, isBossDebuff, isCastByPlayer, auraData = UnitAura("player",i,"HELPFUL PLAYFUL")
-		if ( not name ) then break end
-		if ( spellId == ShieldSpell ) then
-			XSM.AuraStart = GetTime()
-			XSM.AuraDuration = duration
-			XSM.AuraEnabled = true
-			XSM.AuraCounter = 0
-			XSM.AuraActivated = true
-			break
-		end
-	end
-	CooldownFrame_SetTimer(XSM.Icon.Duration,XSM.AuraStart,XSM.AuraDuration,XSM.AuraEnabled)
-end
-
--- Check the Absorb Value as this will affect the shield status
-XSM.CheckAbsorbs = function(self,...)
-	local args = { ... }
-	XSM.MaxAbsorb = XSM.MaxAbsorb or UnitGetTotalAbsorbs(args[1])
-	XSM.CurrAbsorb = UnitGetTotalAbsorbs(args[1])
-	XSM.PercAbsorb = ((XSM.CurrAbsorb / XSM.MaxAbsorb) * 100)
-	if XSM.PercAbsorb < 0 then XSM.MaxAbsorb = 0 end
-	XSM.Status:SetValue( XSM.PercAbsorb )
-	XSM.Status.Caption:SetText(XSM.CurrAbsorb .. "/" .. XSM.MaxAbsorb .. " (" .. string.format("%0.2d",XSM.PercAbsorb) .. "% )")
-end
-
--- Check the shield spell cooldown
-XSM.CheckCooldowns = function(self,...)
-	if XSM.CDActivated then return end
-	XSM.CDStart, XSM.CDDuration, XSM.CDEnabled, XSM.CDActivated = nil,nil,nil,false
-	XSM.CDStart, XSM.CDDuration, XSM.CDEnabled = GetSpellCooldown(ShieldSpell)
-	if not XSM.CDEnabled then return end
-	if ( XSM.CDDuration ~= nil and XSM.CDDuration > 2 ) then
-		XSM.CDCounter = 0
-		XSM.CDActivated = true
-	end
-	if XSM.CDActivated then CooldownFrame_SetTimer(XSM.Icon.Cooldown,XSM.CDStart,XSM.CDDuration,XSM.CDEnabled) end
-end
-
--- check any events and deal with accordingly
-XSM.Events:SetScript("OnEvent",function(self,event,...)
-	local args = { ... }
-	if ( event == "ADDON_LOADED" and args[1] == addonName ) then
-		XSM:CreateFrames()
-	elseif ( event == "UNIT_AURA" ) then
-		XSM:CheckAura(...)
-	elseif ( event == "UNIT_ABSORB_AMOUNT_CHANGED" ) then
-		XSM:CheckAbsorbs(...)
-	elseif ( event == "SPELL_UPDATE_COOLDOWN" ) then
-		XSM:CheckCooldowns(...)
-	end
-end)
-
-XSM.Events:RegisterEvent("ADDON_LOADED")
-XSM.Events:RegisterUnitEvent("UNIT_AURA","player")
-XSM.Events:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED","player")
-XSM.Events:RegisterEvent("SPELL_UPDATE_COOLDOWN")
+ local BarWidth = 200
+ local BarHeight = 10
+ local ShieldSpell = 17
+
+ local FontSize = 8
+
+ XSM = XSM or {}
+
+ XSM.ShieldSpells = {
+ 17, -- Power Word: Shield -- Regular Ability
+ 123258, -- Power Word: Shield -- Modified by Angelic Bulwhark (108946), Divine Insight (123266)
+
+ 47753, -- Divine Aegis (1) -- Modified by Angelic Bulwhark (108946)
+
+ -- 108946, -- Angelic Bulwhark -- Modifies Power Word: Shield (17), Spirit Shell (109964)
+ 114214, -- Angelic Bulwhark (1) -- Regular Ability ?
+
+ -- 109175, -- Divine Insight (75) -- Applies Aura Divine Insight (124430/123266/123267)
+ 123266, -- Divine Insight -- Modifies Power Word Shield (17)
+
+ 109964, -- Spirit Shell (28) -- Modifies Heals to absorb - Modified By Angelic Bulwhark (108946)
+ }
+
+ XSM.Events = CreateFrame("Frame")
+
+ XSM.CreateFrames = function(self)
+
+ XSM.MaxAbsorb = 0
+ XSM.CurrAbsorb = 0
+ XSM.PercAbsorb = 0
+ XSM.LastAbsorb = 0
+
+ -- Create the Main Bar
+ XSM.Bar = CreateFrame("Frame","XShieldMonitor_Bar",UIParent)
+ XSM.Bar:SetWidth(BarWidth)
+ XSM.Bar:SetHeight(BarHeight * 3)
+ XSM.Bar:EnableMouse(true)
+ XSM.Bar:SetMovable(true)
+ if ( not XSM.Bar:IsUserPlaced() ) then
+ XSM.Bar:SetPoint("CENTER")
+ end
+ XSM.Bar:SetUserPlaced(true)
+ XSM.Bar:RegisterForDrag("LeftButton")
+ XSM.Bar:SetScript("OnDragStart",function(self) self:StartMoving() end)
+ XSM.Bar:SetScript("OnDragStop",function(self) self:StopMovingOrSizing() end)
+ XSM.Bar:Show()
+
+
+ -- create the Spell Icon for the Cooldown Animation
+ XSM.Icon = CreateFrame("Frame","XShieldMonitor_Icon",XSM.Bar)
+ XSM.Icon:SetWidth(BarHeight * 3)
+ XSM.Icon:SetHeight(BarHeight * 3)
+ XSM.Icon:SetPoint("TOPLEFT")
+ XSM.Icon.Texture = XSM.Icon:CreateTexture(nil,"ARTWORK")
+ XSM.Icon.Texture:SetTexture(GetSpellTexture(ShieldSpell))
+ XSM.Icon.Texture:SetAllPoints()
+ XSM.Icon.Texture:Show()
+ XSM.Icon.Caption = XSM.Icon:CreateFontString(nil,"OVERLAY","GameFontNormal")
+ XSM.Icon.Caption:SetFont("Fonts\\FRIZQT__.TTF",FontSize,"OUTLINE")
+ XSM.Icon.Caption:SetJustifyV("CENTER")
+ XSM.Icon.Caption:SetJustifyH("MIDDLE")
+ XSM.Icon.Caption:SetAllPoints()
+ XSM.Icon.Caption:Show()
+ XSM.Icon.Cooldown = CreateFrame("Cooldown","XShieldMonitor_Icon_Cooldown",XSM.Icon,"CooldownFrameTemplate")
+ XSM.Icon.Duration = CreateFrame("Cooldown","XShieldMonitor_Icon_Duration",XSM.Icon,"CooldownFrameTemplate")
+ XSM.Icon:Show()
+
+
+ -- the Cooldown Bar
+ XSM.Cooldown = CreateFrame("StatusBar","XShieldMonitor_Cooldown",XSM.Bar)
+ XSM.Cooldown.Background = XSM.Cooldown:CreateTexture(nil,"BACKGROUND")
+ XSM.Cooldown.Background:SetTexture(0,0,0)
+ XSM.Cooldown.Background:SetAllPoints()
+ XSM.Cooldown.Background:Show()
+ XSM.Cooldown.Caption = XSM.Cooldown:CreateFontString(nil,"OVERLAY","GameFontNormal")
+ XSM.Cooldown.Caption:SetFont("Fonts\\FRIZQT__.TTF",FontSize,"OUTLINE")
+ XSM.Cooldown.Caption:SetJustifyV("CENTER")
+ XSM.Cooldown.Caption:SetJustifyH("MIDDLE")
+ XSM.Cooldown.Caption:SetAllPoints()
+ XSM.Cooldown.Caption:Show()
+ XSM.Cooldown:SetWidth(BarWidth - (BarHeight * 3))
+ XSM.Cooldown:SetHeight(BarHeight)
+ XSM.Cooldown:SetOrientation("HORIZONTAL")
+ XSM.Cooldown:SetMinMaxValues(0,100)
+ XSM.Cooldown:SetStatusBarColor(0,0,1,1)
+ XSM.Cooldown:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
+ XSM.Cooldown:SetValue(0)
+ XSM.Cooldown:SetPoint("TOPLEFT",XSM.Icon,"TOPRIGHT",0,0)
+ XSM.Cooldown:SetPoint("RIGHT")
+ XSM.Cooldown:SetScript("OnUpdate",function(self,elapsed)
+ if not XSM.CDActivated then return end
+ XSM.CDCounter = XSM.CDCounter + elapsed
+ XSM.CDLeft = XSM.CDDuration - XSM.CDCounter
+ XSM.Cooldown.Caption:SetText(string.format("%0.2d",XSM.CDLeft))
+ local percLeft = (( XSM.CDLeft / XSM.CDDuration ) * 100 )
+ XSM.Cooldown:SetValue(percLeft)
+ HealthBar_OnValueChanged(XSM.Cooldown,percLeft,true)
+ if ( XSM.CDCounter and XSM.CDCounter >= XSM.CDDuration ) then
+ XSM.CDActivated = false
+ end
+ end)
+ XSM.Cooldown:Show()
+
+ -- The Shield Status Bar
+ XSM.Status = CreateFrame("StatusBar","XShieldMonitor_Status",XSM.Bar)
+ XSM.Status.Background = XSM.Status:CreateTexture(nil,"BACKGROUND")
+ XSM.Status.Background:SetTexture(0,0,0)
+ XSM.Status.Background:SetAllPoints()
+ XSM.Status.Background:Show()
+ XSM.Status.Caption = XSM.Status:CreateFontString(nil,"OVERLAY","GameFontNormal")
+ XSM.Status.Caption:SetFont("Fonts\\FRIZQT__.TTF",FontSize,"OUTLINE")
+ XSM.Status.Caption:SetJustifyV("CENTER")
+ XSM.Status.Caption:SetJustifyH("MIDDLE")
+ XSM.Status.Caption:SetAllPoints()
+ XSM.Status.Caption:Show()
+ XSM.Status:SetWidth(BarWidth - (BarHeight * 3))
+ XSM.Status:SetHeight(BarHeight)
+ XSM.Status:SetOrientation("HORIZONTAL")
+ XSM.Status:SetMinMaxValues(0,100)
+ XSM.Status:SetStatusBarColor(0,1,0,1)
+ XSM.Status:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
+ XSM.Status:SetValue(0)
+ XSM.Status:SetPoint("TOPLEFT",XSM.Cooldown,"BOTTOMLEFT",0,0)
+ XSM.Status:SetPoint("RIGHT")
+ XSM.Status:Show()
+
+ -- The Aura duration Bar
+ XSM.Timer = CreateFrame("StatusBar","XShieldMonitor_Timer",XSM.Bar)
+ XSM.Timer.Background = XSM.Timer:CreateTexture(nil,"BACKGROUND")
+ XSM.Timer.Background:SetTexture(0,0,0)
+ XSM.Timer.Background:SetAllPoints()
+ XSM.Timer.Background:Show()
+ XSM.Timer.Caption = XSM.Timer:CreateFontString(nil,"OVERLAY","GameFontNormal")
+ XSM.Timer.Caption:SetFont("Fonts\\FRIZQT__.TTF",FontSize,"OUTLINE")
+ XSM.Timer.Caption:SetJustifyV("CENTER")
+ XSM.Timer.Caption:SetJustifyH("MIDDLE")
+ XSM.Timer.Caption:SetAllPoints()
+ XSM.Timer.Caption:Show()
+ XSM.Timer:SetWidth(BarWidth - (BarHeight * 3))
+ XSM.Timer:SetHeight(BarHeight)
+ XSM.Timer:SetOrientation("HORIZONTAL")
+ XSM.Timer:SetMinMaxValues(0,100)
+ XSM.Timer:SetStatusBarColor(1.0,0.0,0.0,1.0)
+ XSM.Timer:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
+ XSM.Timer:SetValue(0)
+ XSM.Timer:SetPoint("TOPLEFT",XSM.Status,"BOTTOMLEFT",0,0)
+ XSM.Timer:SetPoint("RIGHT")
+ XSM.Timer:SetScript("OnUpdate",function(self,elapsed)
+ if not XSM.AuraActivated then return end
+ XSM.AuraCounter = XSM.AuraCounter + elapsed
+ XSM.AuraLeft = XSM.AuraDuration - XSM.AuraCounter
+ XSM.Timer.Caption:SetText(string.format("%0.2d",XSM.AuraLeft))
+ local percLeft = (( XSM.AuraLeft / XSM.AuraDuration ) * 100 )
+ XSM.Timer:SetValue(percLeft)
+ HealthBar_OnValueChanged(XSM.Timer,percLeft,true)
+ if ( XSM.AuraCounter and XSM.AuraCounter >= XSM.AuraDuration ) then
+ XSM.AuraActivated = false
+ end
+ end)
+ XSM.Timer:Show()
+ end
+
+ -- Check the Aura Duration for the Shield Spell and update the timers accordingly
+ XSM.CheckAura = function(self,...)
+ if ( XSM.AuraActivated ) then return end
+ XSM.AuraStart, XSM.AuraDuration, XSM.AuraCounter, XSM.AuraEnabled,XSM.AuraActivated = 0,0,0,0,false
+ XSM.AuraActivated = false
+ for i = 1,40 do
+ local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, canStealOrPurge, shouldConsolidate, spellId, canApplyAura, isBossDebuff, isCastByPlayer, auraData1,auraData2,auraData3 = UnitAura("player",i,"PLAYER HELPFUL")
+ if ( not name ) then break end
+ if tContains(XSM.ShieldSpells,spellId) then
+ -- print(i,spellId,name)
+ if ( XSM.AuraActivated == false ) then
+ XSM.AuraStart = GetTime()
+ XSM.AuraDuration = expirationTime - GetTime()
+ XSM.AuraEnabled = true
+ XSM.AuraCounter = 0
+ XSM.AuraActivated = true
+ XSM.Icon.Texture:SetTexture(GetSpellTexture(spellId))
+ end
+ end
+ end
+ CooldownFrame_SetTimer(XSM.Icon.Duration,XSM.AuraStart,XSM.AuraDuration,XSM.AuraEnabled)
+ end
+
+ -- Check the Absorb Value as this will affect the shield status
+ XSM.CheckAbsorbs = function(self,...)
+ local args = { ... }
+ XSM.MaxAbsorb = XSM.MaxAbsorb or UnitGetTotalAbsorbs(args[1]) or 0
+ XSM.CurrAbsorb = UnitGetTotalAbsorbs(args[1]) or 0
+ if ( XSM.CurrAbsorb > XSM.MaxAbsorb ) then XSM.MaxAbsorb = XSM.CurrAbsorb end
+ XSM.PercAbsorb = ((XSM.CurrAbsorb / XSM.MaxAbsorb) * 100) or 0
+ if XSM.PercAbsorb < 0 then XSM.MaxAbsorb = 0 end
+ XSM.Status:SetValue( XSM.PercAbsorb )
+ HealthBar_OnValueChanged(XSM.Status,XSM.PercAbsorb,true)
+ XSM.Status.Caption:SetText(XSM.CurrAbsorb .. "/" .. XSM.MaxAbsorb .. " (" .. string.format("%0.2d",XSM.PercAbsorb) .. "% )")
+ XSM.LastAbsorb = XSM.CurrAbsorb
+ end
+
+ -- Check the shield spell cooldown
+ XSM.CheckCooldowns = function(self,...)
+ if XSM.CDActivated then return end
+ XSM.CDStart, XSM.CDDuration, XSM.CDEnabled, XSM.CDActivated = nil,nil,nil,false
+ XSM.CDStart, XSM.CDDuration, XSM.CDEnabled = GetSpellCooldown(GetSpellInfo(ShieldSpell))
+ if not XSM.CDEnabled then return end
+ if ( XSM.CDDuration ~= nil and XSM.CDDuration > 2 ) then
+ XSM.CDCounter = 0
+ XSM.CDActivated = true
+ end
+ if XSM.CDActivated then CooldownFrame_SetTimer(XSM.Icon.Cooldown,XSM.CDStart,XSM.CDDuration,XSM.CDEnabled) end
+ end
+
+ -- check any events and deal with accordingly
+ XSM.Events:SetScript("OnEvent",function(self,event,...)
+ local args = { ... }
+ if ( event == "ADDON_LOADED" and args[1] == addonName ) then
+ XSM:CreateFrames()
+ elseif ( event == "UNIT_AURA" ) then
+ XSM:CheckAura(...)
+ XSM:CheckCooldowns(...)
+ elseif ( event == "UNIT_ABSORB_AMOUNT_CHANGED" ) then
+ XSM:CheckAbsorbs(...)
+ elseif ( event == "SPELL_UPDATE_COOLDOWN" ) then
+ XSM:CheckAura(...)
+ XSM:CheckCooldowns(...)
+ end
+ end)
+
+ XSM.Events:RegisterEvent("ADDON_LOADED")
+ XSM.Events:RegisterUnitEvent("UNIT_AURA","player")
+ XSM.Events:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED","player")
+ XSM.Events:RegisterEvent("SPELL_UPDATE_COOLDOWN")
+
\ No newline at end of file
diff --git a/XShieldMonitor.toc b/XShieldMonitor.toc
index e4b6855..58429de 100644
--- a/XShieldMonitor.toc
+++ b/XShieldMonitor.toc
@@ -1,7 +1,7 @@
 ## Interface: 50400
 ## Title: Xrystal Shield Monitor
 ## Author: Tina Kirby / Gwynedda / Sen'Jin
-## Version: 5.4.0.17399 ( 0.0.1 alpha )
+## Version: 5.4.0.17399 ( 0.0.2 alpha )
 ## eMail: xrystal@swangen.co.uk
 ## Notes: Monitors Absorption Shields. -- Copyright (c) 2013 by Tina Kirby -- All Rights Reserved
 ## OptionalDeps: