diff --git a/IceCastBar.lua b/IceCastBar.lua index 14b322d..8cb421f 100644 --- a/IceCastBar.lua +++ b/IceCastBar.lua @@ -707,6 +707,11 @@ function IceCastBar.prototype:SpellCastSucceeded(event, unit, castGuid, spellId) end end + -- handle special spells that are used for quests or other things that don't apply to the player + if self.unit == "player" and not IsPlayerSpell(spellId) then + return + end + self:StartBar(IceCastBar.Actions.Success, spell.. self:GetShortRank(rank), spellId) end diff --git a/changelog.md b/changelog.md index ca0bc91..07e57cc 100644 --- a/changelog.md +++ b/changelog.md @@ -3,6 +3,7 @@ v1.14.6: - Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff. +- Don't flash the castbar for instant-cast spells that the player didn't cast (such as internal quest spells). v1.14.5: diff --git a/this_version.md b/this_version.md index aeb4c70..54fdd8a 100644 --- a/this_version.md +++ b/this_version.md @@ -3,6 +3,7 @@ v1.14.6: - Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff. +- Don't flash the castbar for instant-cast spells that the player didn't cast (such as internal quest spells). v1.14.5: