Use UnitPowerMax where available

This commit is contained in:
Parnic
2022-09-18 15:22:04 -05:00
parent d10586d477
commit a259db6b8a
2 changed files with 17 additions and 9 deletions

View File

@ -376,6 +376,9 @@ function RollTheBones.prototype:UpdateDurationBar(event, unit)
end
local points = RTBGetComboPoints(self.unit)
if UnitPowerMax then
CurrMaxRtBDuration = self:GetMaxBuffTime(UnitPowerMax(self.unit, SPELL_POWER_COMBO_POINTS))
else
-- check for Deeper Stratagem
local _, _, _, DeeperStratagem = GetTalentInfoByID(sixComboPointsTalentID, GetActiveSpecGroup())
@ -385,6 +388,7 @@ function RollTheBones.prototype:UpdateDurationBar(event, unit)
else
CurrMaxRtBDuration = self:GetMaxBuffTime(maxComboPoints)
end
end
if event then
self:UpdateRollTheBones()

View File

@ -95,8 +95,12 @@ function SliceAndDice.prototype:Enable(core)
end
function SliceAndDice.prototype:CheckMaxComboPoints()
if UnitPowerMax then
maxComboPoints = UnitPowerMax(self.unit, SPELL_POWER_COMBO_POINTS)
else
local talentID, name, texture, selected, available, spellID, unknown, row, column, known, grantedByAura = GetTalentInfoByID(sixComboPointsTalentID, GetActiveSpecGroup())
maxComboPoints = selected and 6 or 5
end
end
function SliceAndDice.prototype:Disable(core)