eb681aa9cd
- socle : Textes.lua (ForeverUI.L) et ForeverUIGlueTextes.lua (G.L) ; les textes dans Textes_enUS / Textes_frFR (325 cles en jeu) et ForeverUIGlueTextes_enUS / _frFR (41 cles aux ecrans d'accueil) ; une cle absente prend l'anglais, une langue sans fichier lit l'anglais ; ajouter une langue = un fichier de plus - les textes que le client 3.3.5 connait se lisent dans ses globales (GlobalStrings, GlueStrings en glue) ; les textes de secours sont retires - tous les fichiers repris : libelles, infobulles, mode edition, messages et aide de /fui, erreurs internes ; .toc : Notes + Notes-frFR - selection des personnages : race et classe traduites ramenees a leur jeton par les tables de langue (GetAvailableRaces / GetAvailableClasses font planter le client hors de la creation) - tools/cartes_instances.py : noms des instances dans toutes les langues de la LibBabble-Zone de WDM (portails de la carte sur tout client) - banc : toute cle employee existe en anglais et en francais, memes cles dans les deux, bascule frFR / deDE essayee ; chaines 3.3.5 ajoutees au faux client - README : etat des sections mis a jour, langues, glue, deploiement --glue Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
201 lines
6.0 KiB
Lua
201 lines
6.0 KiB
Lua
-- ForeverUI : la barre d'incantation du joueur.
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--
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-- RELEVE DES SOURCES
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-- art interface/castingbar/uicastingbar.blp : ui-castingbar-frame
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-- (214x16) pose par-dessus, ui-castingbar-background (209x11) en
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-- fond, et trois remplissages de meme taille --
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-- filling-standard, filling-channel, uninterruptable -- plus
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-- ui-castingbar-interrupted pour l'echec et ui-castingbar-shield
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-- (54x64) pour ce qui ne peut pas etre interrompu.
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-- donnees 3.3.5 CastingBarFrame.lua : UnitCastingInfo et UnitChannelInfo
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-- rendent nom, texture, debut et fin en millisecondes, et le
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-- drapeau "non interruptible". Les evenements sont les
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-- UNIT_SPELLCAST_*.
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-- sens une incantation se remplit, un canalisation se vide : c'est la
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-- seule difference de calcul entre les deux.
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--
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-- POSITION : systeme a part entiere, comme dans l'editeur de camelot ou la
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-- barre d'incantation se deplace independamment des cadres d'unite.
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local BAR_WIDTH, BAR_HEIGHT = 214, 16
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local FILL_WIDTH, FILL_HEIGHT = 209, 11
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local L = ForeverUI.L
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local FILL = {
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standard = "ui-castingbar-filling-standard",
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channel = "ui-castingbar-filling-channel",
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uninterruptible = "ui-castingbar-uninterruptable",
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interrupted = "ui-castingbar-interrupted",
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}
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local HOLD_AFTER_END = 1.0
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local frame = CreateFrame("Frame", "ForeverUICastBar", UIParent)
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frame:SetWidth(BAR_WIDTH)
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frame:SetHeight(BAR_HEIGHT)
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frame:SetFrameStrata("MEDIUM")
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frame:Hide()
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local background = frame:CreateTexture(nil, "BACKGROUND")
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ForeverUI.SetAtlas(background, "ui-castingbar-background")
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background:SetPoint("CENTER")
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local fill = frame:CreateTexture(nil, "BORDER")
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fill:SetPoint("LEFT", background, "LEFT", 0, 0)
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local border = frame:CreateTexture(nil, "ARTWORK")
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ForeverUI.SetAtlas(border, "ui-castingbar-frame")
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border:SetPoint("CENTER")
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local shield = frame:CreateTexture(nil, "OVERLAY")
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ForeverUI.SetAtlas(shield, "ui-castingbar-shield")
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shield:SetPoint("CENTER", frame, "LEFT", 2, -1)
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shield:Hide()
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local spellText = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
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spellText:SetPoint("CENTER", frame, "CENTER", 0, 0)
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local timeText = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
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timeText:SetPoint("RIGHT", frame, "RIGHT", -6, 0)
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frame.background = background
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frame.fill = fill
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frame.border = border
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frame.shield = shield
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frame.spellText = spellText
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frame.timeText = timeText
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local function stopBar()
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frame.casting = false
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frame.channeling = false
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frame.holdUntil = nil
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frame:Hide()
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end
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local function showFailure(atlasKey, message)
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frame.casting = false
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frame.channeling = false
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frame.holdUntil = GetTime() + HOLD_AFTER_END
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ForeverUI.SetAtlasFill(fill, FILL[atlasKey], 1, FILL_WIDTH)
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spellText:SetText(message or "")
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timeText:SetText("")
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shield:Hide()
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frame:Show()
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end
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local function startCast(channel)
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local name, _subtext, text, texture, startTime, endTime, _isTrade, _castID, notInterruptible
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if channel then
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name, _subtext, text, texture, startTime, endTime, _isTrade, notInterruptible = UnitChannelInfo("player")
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else
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name, _subtext, text, texture, startTime, endTime, _isTrade, _castID, notInterruptible = UnitCastingInfo("player")
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end
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if not name then
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stopBar()
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return
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end
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frame.casting = not channel
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frame.channeling = channel and true or false
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frame.startTime = startTime / 1000
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frame.endTime = endTime / 1000
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frame.holdUntil = nil
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frame.fillKey = notInterruptible and "uninterruptible" or (channel and "channel" or "standard")
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spellText:SetText(text or name)
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if notInterruptible then
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shield:Show()
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else
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shield:Hide()
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end
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frame:Show()
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end
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frame:SetScript("OnEvent", function(_self, event, unit)
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if event == "PLAYER_ENTERING_WORLD" then
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ForeverUI.Suppress(CastingBarFrame)
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stopBar()
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return
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end
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if unit ~= "player" then
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return
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end
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if event == "UNIT_SPELLCAST_START" or event == "UNIT_SPELLCAST_DELAYED" then
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startCast(false)
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elseif event == "UNIT_SPELLCAST_CHANNEL_START" or event == "UNIT_SPELLCAST_CHANNEL_UPDATE" then
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startCast(true)
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elseif event == "UNIT_SPELLCAST_STOP" or event == "UNIT_SPELLCAST_CHANNEL_STOP" then
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stopBar()
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elseif event == "UNIT_SPELLCAST_FAILED" then
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showFailure("interrupted", FAILED)
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elseif event == "UNIT_SPELLCAST_INTERRUPTED" then
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showFailure("interrupted", INTERRUPTED)
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elseif event == "UNIT_SPELLCAST_INTERRUPTIBLE" then
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shield:Hide()
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frame.fillKey = frame.channeling and "channel" or "standard"
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elseif event == "UNIT_SPELLCAST_NOT_INTERRUPTIBLE" then
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shield:Show()
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frame.fillKey = "uninterruptible"
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end
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end)
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frame:SetScript("OnUpdate", function(self)
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if self.holdUntil then
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if GetTime() > self.holdUntil then
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stopBar()
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end
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return
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end
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if not (self.casting or self.channeling) then
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return
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end
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local now = GetTime()
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local total = self.endTime - self.startTime
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if total <= 0 then
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stopBar()
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return
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end
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local elapsed = now - self.startTime
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if elapsed < 0 then
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elapsed = 0
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end
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local fraction = elapsed / total
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if fraction > 1 then
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fraction = 1
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end
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-- Une incantation se remplit, une canalisation se vide.
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if self.channeling then
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fraction = 1 - fraction
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end
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ForeverUI.SetAtlasFill(fill, FILL[self.fillKey or "standard"], fraction, FILL_WIDTH)
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timeText:SetText(string.format("%.1f", math.max(0, self.endTime - now)))
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if now >= self.endTime then
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stopBar()
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end
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end)
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frame:RegisterEvent("PLAYER_ENTERING_WORLD")
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frame:RegisterEvent("UNIT_SPELLCAST_START")
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frame:RegisterEvent("UNIT_SPELLCAST_STOP")
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frame:RegisterEvent("UNIT_SPELLCAST_DELAYED")
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frame:RegisterEvent("UNIT_SPELLCAST_FAILED")
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frame:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
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frame:RegisterEvent("UNIT_SPELLCAST_INTERRUPTIBLE")
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frame:RegisterEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE")
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frame:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START")
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frame:RegisterEvent("UNIT_SPELLCAST_CHANNEL_UPDATE")
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frame:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP")
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ForeverUI.CastBar = frame
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ForeverUI.Layout.Register(frame, "castbar", L.CASTBAR_EDIT_LABEL, "BOTTOM", "BOTTOM", 0, 190)
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