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aDF.lua
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--########### armor and Debuff Frame
--########### By Atreyyo @ Vanillagaming.org
aDF = CreateFrame('Button', "aDF", UIParent); -- Event Frame
aDF.Options = CreateFrame("Frame",nil,UIParent) -- Options frame
--register events
aDF:RegisterEvent("ADDON_LOADED")
aDF:RegisterEvent("UNIT_AURA")
aDF:RegisterEvent("PLAYER_TARGET_CHANGED")
-- tables
aDF_frames = {} -- we will put all debuff frames in here
aDF_guiframes = {} -- we wil put all gui frames here
gui_Options = gui_Options or {} -- checklist options
gui_Optionsxy = gui_Optionsxy or 1
gui_chantbl = {
"Say",
"Yell",
"Party",
"Raid",
"Raid_Warning"
}
-- translation table for debuff check on target
aDFSpells = {
["Sunder Armor"] = "Sunder Armor",
["Armor Shatter"] = "Armor Shatter",
["Faerie Fire"] = "Faerie Fire",
["Crystal Yield"] = "Crystal Yield",
["Nightfall"] = "Spell Vulnerability",
["Scorch"] = "Fire Vulnerability",
["Ignite"] = "Ignite",
["Curse of Recklessness"] = "Curse of Recklessness",
["Curse of the Elements"] = "Curse of the Elements",
["Curse of Shadows"] = "Curse of Shadow",
["Shadow Bolt"] = "Shadow Vulnerability",
["Shadow Weaving"] = "Shadow Weaving",
["Vampiric Embrace"] = "Vampiric Embrace",
["Expose Armor"] = "Expose Armor",
}
--["Mage T3 6/9 Bonus"] = "Elemental Vulnerability",
-- table with names and textures
aDFDebuffs = {
["Sunder Armor"] = "Interface\\Icons\\Ability_Warrior_Sunder",
["Armor Shatter"] = "Interface\\Icons\\INV_Axe_12",
["Faerie Fire"] = "Interface\\Icons\\Spell_Nature_FaerieFire",
["Crystal Yield"] = "Interface\\Icons\\INV_Misc_Gem_Amethyst_01",
["Nightfall"] = "Interface\\Icons\\Spell_Holy_ElunesGrace",
["Scorch"] = "Interface\\Icons\\Spell_Fire_SoulBurn",
["Ignite"] = "Interface\\Icons\\Spell_Fire_Incinerate",
["Curse of Recklessness"] = "Interface\\Icons\\Spell_Shadow_UnholyStrength",
["Curse of the Elements"] = "Interface\\Icons\\Spell_Shadow_ChillTouch",
["Curse of Shadows"] = "Interface\\Icons\\Spell_Shadow_CurseOfAchimonde",
["Shadow Bolt"] = "Interface\\Icons\\Spell_Shadow_ShadowBolt",
["Shadow Weaving"] = "Interface\\Icons\\Spell_Shadow_BlackPlague",
["Vampiric Embrace"] = "Interface\\Icons\\Spell_Shadow_UnsummonBuilding",
["Expose Armor"] = "Interface\\Icons\\Ability_Warrior_Riposte",
}
--["Elemental Vulnerability"] = "Interface\\Icons\\Spell_Holy_Dizzy",
function aDF_Default()
if guiOptions == nil then
guiOptions = {}
for k,v in pairs(aDFDebuffs) do
if guiOptions[k] == nil then
guiOptions[k] = 1
end
end
end
end
-- the main frame
function aDF:Init()
aDF.Drag = { }
function aDF.Drag:StartMoving()
this:StartMoving()
end
function aDF.Drag:StopMovingOrSizing()
this:StopMovingOrSizing()
local x, y = this:GetCenter()
local ux, uy = UIParent:GetCenter()
aDF_x, aDF_y = floor(x - ux + 0.5), floor(y - uy + 0.5)
end
local backdrop = {
edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
bgFile = "Interface/Tooltips/UI-Tooltip-Background",
tile="false",
tileSize="8",
edgeSize="8",
insets={
left="2",
right="2",
top="2",
bottom="2"
}
}
self:SetFrameStrata("BACKGROUND")
self:SetWidth((24+gui_Optionsxy)*7) -- Set these to whatever height/width is needed
self:SetHeight(24+gui_Optionsxy) -- for your Texture
self:SetPoint("CENTER",aDF_x,aDF_y)
self:SetMovable(1)
self:EnableMouse(1)
self:RegisterForDrag("LeftButton")
self:SetBackdrop(backdrop) --border around the frame
self:SetBackdropColor(0,0,0,1)
self:SetScript("OnDragStart", aDF.Drag.StartMoving)
self:SetScript("OnDragStop", aDF.Drag.StopMovingOrSizing)
self:SetScript("OnMouseDown", function()
if (arg1 == "RightButton") then
if aDF_target ~= nil then
if UnitAffectingCombat(aDF_target) and UnitCanAttack("player", aDF_target) then
SendChatMessage(UnitName(aDF_target).." has ".. UnitResistance(aDF_target,0).." armor", gui_chan)
end
end
end
end)
-- Armor text
self.armor = self:CreateFontString(nil, "OVERLAY")
self.armor:SetPoint("CENTER", self, "CENTER", 0, 0)
self.armor:SetFont("Fonts\\FRIZQT__.TTF", 24+gui_Optionsxy)
self.armor:SetShadowOffset(2,-2)
self.armor:SetText("aDF")
-- Resistance text
self.res = self:CreateFontString(nil, "OVERLAY")
self.res:SetPoint("CENTER", self, "CENTER", 0, 20+gui_Optionsxy)
self.res:SetFont("Fonts\\FRIZQT__.TTF", 14+gui_Optionsxy)
self.res:SetShadowOffset(2,-2)
self.res:SetText("Resistance")
-- for the debuff check function
aDF_tooltip = CreateFrame("GAMETOOLTIP", "buffScan")
aDF_tooltip:SetOwner(WorldFrame, "ANCHOR_NONE")
aDF_tooltipTextL = aDF_tooltip:CreateFontString()
aDF_tooltipTextR = aDF_tooltip:CreateFontString()
aDF_tooltip:AddFontStrings(aDF_tooltipTextL,aDF_tooltipTextR)
--R = tip:CreateFontString()
--
f_ = 0
for name,texture in pairs(aDFDebuffs) do
aDFsize = 24+gui_Optionsxy
aDF_frames[name] = aDF_frames[name] or aDF.Create_frame(name)
local frame = aDF_frames[name]
frame:SetWidth(aDFsize)
frame:SetHeight(aDFsize)
frame:SetPoint("BOTTOMLEFT",aDFsize*f_,-aDFsize)
frame.icon:SetTexture(texture)
frame:SetFrameLevel(2)
frame:Show()
frame:SetScript("OnEnter", function()
GameTooltip:SetOwner(frame, "ANCHOR_BOTTOMRIGHT");
GameTooltip:SetText(this:GetName(), 255, 255, 0, 1, 1);
GameTooltip:Show()
end)
frame:SetScript("OnLeave", function() GameTooltip:Hide() end)
frame:SetScript("OnMouseDown", function()
if (arg1 == "RightButton") then
tdb=this:GetName()
if aDF_target ~= nil then
if UnitAffectingCombat(aDF_target) and UnitCanAttack("player", aDF_target) and guiOptions[tdb] ~= nil then
if not aDF:GetDebuff(aDF_target,aDFSpells[tdb]) then
SendChatMessage("["..tdb.."] is not active on "..UnitName(aDF_target), gui_chan)
else
if aDF:GetDebuff(aDF_target,aDFSpells[tdb],1) == 1 then
s_ = "stack"
elseif aDF:GetDebuff(aDF_target,aDFSpells[tdb],1) > 1 then
s_ = "stacks"
end
if aDF:GetDebuff(aDF_target,aDFSpells[tdb],1) >= 1 and aDF:GetDebuff(aDF_target,aDFSpells[tdb],1) < 5 and tdb ~= "Armor Shatter" then
SendChatMessage(UnitName(aDF_target).." has "..aDF:GetDebuff(aDF_target,aDFSpells[tdb],1).." ["..tdb.."] "..s_, gui_chan)
end
if tdb == "Armor Shatter" and aDF:GetDebuff(aDF_target,aDFSpells[tdb],1) >= 1 and aDF:GetDebuff(aDF_target,aDFSpells[tdb],1) < 3 then
SendChatMessage(UnitName(aDF_target).." has "..aDF:GetDebuff(aDF_target,aDFSpells[tdb],1).." ["..tdb.."] "..s_, gui_chan)
end
end
end
end
end
end)
f_ = f_+1
end
end
-- creates the debuff frames on load
function aDF.Create_frame(name)
local frame = CreateFrame('Button', name, aDF)
frame:SetBackdrop({ bgFile=[[Interface/Tooltips/UI-Tooltip-Background]] })
frame:SetBackdropColor(0,0,0,1)
frame.icon = frame:CreateTexture(nil, 'ARTWORK')
frame.icon:SetTexCoord(0.07, 0.93, 0.07, 0.93)
frame.icon:SetPoint('TOPLEFT', 1, -1)
frame.icon:SetPoint('BOTTOMRIGHT', -1, 1)
frame.nr = frame:CreateFontString(nil, "OVERLAY")
frame.nr:SetPoint("CENTER", frame, "CENTER", 0, 0)
frame.nr:SetFont("Fonts\\FRIZQT__.TTF", 16+gui_Optionsxy)
frame.nr:SetTextColor(255, 255, 0, 1)
frame.nr:SetShadowOffset(2,-2)
frame.nr:SetText("1")
--DEFAULT_CHAT_FRAME:AddMessage("----- Adding new frame")
return frame
end
-- creates gui checkboxes
function aDF.Create_guiframe(name)
local frame = CreateFrame("CheckButton", name, aDF.Options, "UICheckButtonTemplate")
frame:SetFrameStrata("LOW")
frame:SetScript("OnClick", function ()
if frame:GetChecked() == nil then
guiOptions[name] = nil
elseif frame:GetChecked() == 1 then
guiOptions[name] = 1
table.sort(guiOptions)
end
aDF:Sort()
aDF:Update()
end)
frame:SetScript("OnEnter", function()
GameTooltip:SetOwner(frame, "ANCHOR_RIGHT");
GameTooltip:SetText(name, 255, 255, 0, 1, 1);
GameTooltip:Show()
end)
frame:SetScript("OnLeave", function() GameTooltip:Hide() end)
frame:SetChecked(guiOptions[name])
frame.Icon = frame:CreateTexture(nil, 'ARTWORK')
frame.Icon:SetTexture(aDFDebuffs[name])
frame.Icon:SetWidth(25)
frame.Icon:SetHeight(25)
frame.Icon:SetPoint("CENTER",-30,0)
--DEFAULT_CHAT_FRAME:AddMessage("----- Adding new gui checkbox")
return frame
end
-- update function for the text/debuff frames
function aDF:Update()
if aDF_target ~= nil then
-- aDF.armor:SetText(UnitResistance(aDF_target,0).." ["..math.floor(((UnitResistance(aDF_target,0) / (467.5 * UnitLevel("player") + UnitResistance(aDF_target,0) - 22167.5)) * 100),1).."%]")
aDF.armor:SetText(UnitResistance(aDF_target,0))
if gui_Options["Resistances"] == 1 then
aDF.res:SetText("|cffFF0000FR "..UnitResistance(aDF_target,2).." |cff00FF00NR "..UnitResistance(aDF_target,3).." |cff4AE8F5FrR "..UnitResistance(aDF_target,4).." |cff800080SR "..UnitResistance(aDF_target,5))
else
aDF.res:SetText("")
end
for i,v in pairs(guiOptions) do
if aDF:GetDebuff(aDF_target,aDFSpells[i]) then
aDF_frames[i]["icon"]:SetAlpha(1)
if aDF:GetDebuff(aDF_target,aDFSpells[i],1) > 1 then
aDF_frames[i]["nr"]:SetText(aDF:GetDebuff(aDF_target,aDFSpells[i],1))
end
else
aDF_frames[i]["icon"]:SetAlpha(0.3)
aDF_frames[i]["nr"]:SetText("")
end
end
else
aDF.armor:SetText("")
aDF.res:SetText("")
for i,v in pairs(guiOptions) do
aDF_frames[i]["icon"]:SetAlpha(0.3)
aDF_frames[i]["nr"]:SetText("")
end
end
end
function aDF:UpdateCheck()
if utimer == nil or (GetTime() - utimer > 0.8) and UnitIsPlayer("target") then
utimer = GetTime()
aDF:Update()
end
end
-- Sort function to show/hide frames aswell as positioning them correctly
function aDF:Sort()
for name,_ in pairs(aDFDebuffs) do
if guiOptions[name] == nil then
aDF_frames[name]:Hide()
else
aDF_frames[name]:Show()
end
end
local aDFTempTable = {}
for dbf,_ in pairs(guiOptions) do
table.insert(aDFTempTable,dbf)
end
table.sort(aDFTempTable, function(a,b) return a<b end)
for n, v in pairs(aDFTempTable) do
--DEFAULT_CHAT_FRAME:AddMessage("Name: "..v)
if n > 7 then
y_=-((24+gui_Optionsxy)*2)
x_=(n-1)-7
aDF_frames[v]:SetPoint('BOTTOMLEFT',(24+gui_Optionsxy)*x_,y_)
else
y_=-(24+gui_Optionsxy)
aDF_frames[v]:SetPoint('BOTTOMLEFT',(24+gui_Optionsxy)*(n-1),y_)
end
end
end
-- Options frame
function aDF.Options:Gui()
aDF.Options.Drag = { }
function aDF.Options.Drag:StartMoving()
this:StartMoving()
end
function aDF.Options.Drag:StopMovingOrSizing()
this:StopMovingOrSizing()
end
local backdrop = {
edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
bgFile = "Interface/Tooltips/UI-Tooltip-Background",
tile="false",
tileSize="4",
edgeSize="8",
insets={
left="2",
right="2",
top="2",
bottom="2"
}
}
self:SetFrameStrata("BACKGROUND")
self:SetWidth(400) -- Set these to whatever height/width is needed
self:SetHeight(450) -- for your Texture
self:SetPoint("CENTER",0,0)
self:SetMovable(1)
self:EnableMouse(1)
self:RegisterForDrag("LeftButton")
self:SetScript("OnDragStart", aDF.Options.Drag.StartMoving)
self:SetScript("OnDragStop", aDF.Options.Drag.StopMovingOrSizing)
self:SetBackdrop(backdrop) --border around the frame
self:SetBackdropColor(0,0,0,1);
-- Options text
self.text = self:CreateFontString(nil, "OVERLAY")
self.text:SetPoint("CENTER", self, "CENTER", 0, 180)
self.text:SetFont("Fonts\\FRIZQT__.TTF", 25)
self.text:SetTextColor(255, 255, 0, 1)
self.text:SetShadowOffset(2,-2)
self.text:SetText("Options")
-- mid line
self.left = self:CreateTexture(nil, "BORDER")
self.left:SetWidth(125)
self.left:SetHeight(2)
self.left:SetPoint("CENTER", -62, 160)
self.left:SetTexture(1, 1, 0, 1)
self.left:SetGradientAlpha("Horizontal", 0, 0, 0, 0, 102, 102, 102, 0.6)
self.right = self:CreateTexture(nil, "BORDER")
self.right:SetWidth(125)
self.right:SetHeight(2)
self.right:SetPoint("CENTER", 63, 160)
self.right:SetTexture(1, 1, 0, 1)
self.right:SetGradientAlpha("Horizontal", 255, 255, 0, 0.6, 0, 0, 0, 0)
-- slider
self.Slider = CreateFrame("Slider", "aDF Slider", self, 'OptionsSliderTemplate')
self.Slider:SetWidth(200)
self.Slider:SetHeight(20)
self.Slider:SetPoint("CENTER", self, "CENTER", 0, 140)
self.Slider:SetMinMaxValues(1, 10)
self.Slider:SetValue(gui_Optionsxy)
self.Slider:SetValueStep(1)
getglobal(self.Slider:GetName() .. 'Low'):SetText('1')
getglobal(self.Slider:GetName() .. 'High'):SetText('10')
--getglobal(self.Slider:GetName() .. 'Text'):SetText('Frame size')
self.Slider:SetScript("OnValueChanged", function()
gui_Optionsxy = this:GetValue()
for _, frame in pairs(aDF_frames) do
frame:SetWidth(24+gui_Optionsxy)
frame:SetHeight(24+gui_Optionsxy)
frame.nr:SetFont("Fonts\\FRIZQT__.TTF", 16+gui_Optionsxy)
end
aDF:SetWidth((24+gui_Optionsxy)*7)
aDF:SetHeight(24+gui_Optionsxy)
aDF.armor:SetFont("Fonts\\FRIZQT__.TTF", 24+gui_Optionsxy)
aDF.res:SetFont("Fonts\\FRIZQT__.TTF", 14+gui_Optionsxy)
aDF.res:SetPoint("CENTER", aDF, "CENTER", 0, 20+gui_Optionsxy)
aDF:Sort()
end)
self.Slider:Show()
-- checkboxes
local temptable = {}
for tempn,_ in pairs(aDFDebuffs) do
table.insert(temptable,tempn)
end
table.sort(temptable, function(a,b) return a<b end)
local x,y=130,-80
for _,name in pairs(temptable) do
y=y-40
if y < -360 then y=-120; x=x+140 end
--DEFAULT_CHAT_FRAME:AddMessage("Name of frame: "..name.." ypos: "..y)
aDF_guiframes[name] = aDF_guiframes[name] or aDF.Create_guiframe(name)
local frame = aDF_guiframes[name]
frame:SetPoint("TOPLEFT",x,y)
end
-- drop down menu
self.dropdown = CreateFrame('Button', 'chandropdown', self, 'UIDropDownMenuTemplate')
self.dropdown:SetPoint("BOTTOM",-60,20)
InitializeDropdown = function()
local info = {}
for k,v in pairs(gui_chantbl) do
info = {}
info.text = v
info.value = v
info.func = function()
UIDropDownMenu_SetSelectedValue(chandropdown, this.value)
gui_chan = UIDropDownMenu_GetText(chandropdown)
end
info.checked = nil
UIDropDownMenu_AddButton(info, 1)
if gui_chan == nil then
UIDropDownMenu_SetSelectedValue(chandropdown, "Say")
else
UIDropDownMenu_SetSelectedValue(chandropdown, gui_chan)
end
end
end
UIDropDownMenu_Initialize(chandropdown, InitializeDropdown)
-- done button
self.dbutton = CreateFrame("Button",nil,self,"UIPanelButtonTemplate")
self.dbutton:SetPoint("BOTTOM",0,10)
self.dbutton:SetFrameStrata("LOW")
self.dbutton:SetWidth(79)
self.dbutton:SetHeight(18)
self.dbutton:SetText("Done")
self.dbutton:SetScript("OnClick", function() PlaySound("igMainMenuOptionCheckBoxOn"); aDF:Sort(); aDF:Update(); aDF.Options:Hide() end)
self:Hide()
end
-- function to check a unit for a certain debuff and/or number of stacks
function aDF:GetDebuff(name,buff,stacks)
local a=1
while UnitDebuff(name,a) do
local _, s = UnitDebuff(name,a)
aDF_tooltip:SetOwner(UIParent, "ANCHOR_NONE");
aDF_tooltip:ClearLines()
aDF_tooltip:SetUnitDebuff(name,a)
local aDFtext = aDF_tooltipTextL:GetText()
if string.find(aDFtext,buff) then
if stacks == 1 then
return s
else
return true
end
end
a=a+1
end
return false
end
-- event function, will load the frames we need
function aDF:OnEvent()
if event == "ADDON_LOADED" and arg1 == "aDF" then
aDF_Default()
aDF_target = nil
if gui_chan == nil then gui_chan = Say end
aDF:Init() -- loads frame, see the function
aDF.Options:Gui() -- loads options frame
aDF:Sort() -- sorts the debuff frames and places them to eachother
DEFAULT_CHAT_FRAME:AddMessage("|cFFF5F54A aDF:|r Loaded",1,1,1)
DEFAULT_CHAT_FRAME:AddMessage("|cFFF5F54A aDF:|r type |cFFFFFF00 /adf show|r to show frame",1,1,1)
DEFAULT_CHAT_FRAME:AddMessage("|cFFF5F54A aDF:|r type |cFFFFFF00 /adf hide|r to hide frame",1,1,1)
DEFAULT_CHAT_FRAME:AddMessage("|cFFF5F54A aDF:|r type |cFFFFFF00 /adf options|r for options frame",1,1,1)
end
if event == "UNIT_AURA" then
aDF:Update()
end
if event == "PLAYER_TARGET_CHANGED" then
aDF_target = nil
if UnitIsPlayer("target") then
aDF_target = "targettarget"
end
if UnitCanAttack("player", "target") then
aDF_target = "target"
end
aDF:Update()
end
end
-- update and onevent who will trigger the update and event functions
aDF:SetScript("OnEvent", aDF.OnEvent)
aDF:SetScript("OnUpdate", aDF.UpdateCheck)
-- slash commands
function aDF.slash(arg1,arg2,arg3)
if arg1 == nil or arg1 == "" then
DEFAULT_CHAT_FRAME:AddMessage("|cFFF5F54A aDF:|r type |cFFFFFF00 /adf show|r to show frame",1,1,1)
DEFAULT_CHAT_FRAME:AddMessage("|cFFF5F54A aDF:|r type |cFFFFFF00 /adf hide|r to hide frame",1,1,1)
DEFAULT_CHAT_FRAME:AddMessage("|cFFF5F54A aDF:|r type |cFFFFFF00 /adf options|r for options frame",1,1,1)
else
if arg1 == "show" then
aDF:Show()
elseif arg1 == "hide" then
aDF:Hide()
elseif arg1 == "options" then
aDF.Options:Show()
else
DEFAULT_CHAT_FRAME:AddMessage(arg1)
DEFAULT_CHAT_FRAME:AddMessage("|cFFF5F54A aDF:|r unknown command",1,0.3,0.3);
end
end
end
SlashCmdList['ADF_SLASH'] = aDF.slash
SLASH_ADF_SLASH1 = '/adf'
SLASH_ADF_SLASH2 = '/ADF'
-- debug
function print(arg1)
DEFAULT_CHAT_FRAME:AddMessage("|cffCC121D debug|r "..arg1)
end