1. Threat Color: same as "aggro alert" status (with threat option enabled) but with an audible alert. Because a healer has many other things to worry about than that slimeball headed for you...
The different status/colors are: 3 - red (securely tanking), 2 - orange (insecurely tanking), 1 (yellow) - not tanking but higher threat than tank, 0 (black) - not tanking anything. This helps you to preempt who's likely to be taking damage.
In the screenshot, this is the border. 2. Unit's Target: the unit's target (note that the spell being cast may not be cast on the unit's target e.g. mouseover or focus targets).
Can be used by a text indicator.
In the screenshot, this is the "Trogg Dweller". I'm using the indicator "Corner Text Top Right" (GridIndicatorCornerText). 3. Unit's Spell: spell that is being cast by the unit.
Can be used by a text indicator
In the screenshot, this is the "Exorcism". 4. GridCaster Unit Debuff1, GridCaster Unit Debuff2, GridCaster Unit Debuff3: shows up to three debuffs on the unit.
Can be used by an icon indicator.
In the screenshot, this is the icon on the left of "Exorcism". I'm using GridIndicatorIconBar with 4 icons set up. "GridCaster Unit Debuff1" is sent to icon #1, "GridCaster Unit Debuff2" is sent to icon #2, "GridCaster Unit Debuff3" is sent to icon #3. Icon #4 is used for something unrelated to this addon (role check).
But of course not all of us can remember the many many aura icons floating around and what they mean. If you want the addon to print out what exactly is that debuff and other useful information about the boss's current buffs or party's current auras, create a chat frame called "GridCasterAuras" (go to General - Create New Window). You can close the chat frame when you're done. Some debuffs don't need to be cleansed immediately and can be allowed to expire (or cleansed only if you are feeling generous e.g. that -50% damage isn't fatal to dps). If you know what exactly is the debuff doing you can have a better informed judgement on whether to spend that mana/gcd cleansing.
This is shown in the second screenshot. The different colors under "aura descriptions" are: red - priority debuffs (magic/disease/poison) that should be cleansed immediately; green - debuffs that can be cleansed (e.g. magic/disease/poison/curses); yellow - player buffs (usually tank/healer cooldowns); white - other debuffs (e.g. boss or environmental debuffs that cannot be cleansed e.g. dps standing in the fire!!).
Finally, this addon also records the spells/buffs/debuffs cast by enemy mob that you've previously seen. Create a chat frame called "GridCasterAbilities".
Q: What's the difference between aura, buff, and debuff?
An aura is either a buff or a debuff. Although some debuffs may seem like a buff (e.g. 50% more damage!), it seems that the fundamental difference is that a debuff cannot be removed by the player by clicking (i.e. it needs to be cleansed if possible) while a buff can.
Q: How do I get rid of the normal chat channels in the chat frames?
Right click on the chat frame title and choose "settings". Deselect all the channels.
Q: How to clear the stored data?
Type: /script GridStatusCasterBuffsClear()
Q: Why aren't normal mob's own buffs printed out (i.e. why only show bosses for the section on self-buffs)?
Every aura has an associated spell. The description of the aura may differ from the description of the spell that applies the aura.
Whenever a mob or boss casts a spell or gains or loses an aura, it triggers a combat log event ("COMBAT_LOG_EVENT_UNFILTERED"). Spells from mobs and bosses (whether the spell is associated with/applies an aura, channels, heals, or damages) are always recorded under the "spells" section.
Whenever an aura is applied or fades, the unit aura event ("UNIT_AURA") also triggers. However, this event only triggers on "available" units (i.e. either bosses or units that are being targeted by a player). Also, the API that reads units' auras ("UnitAura") can only be specified on "available" units. Thus to be consistent, only the description of bosses's self-buffs are recorded (since for example you can aoe mobs and never target them). However, if the mob casts the spell that applies the aura during the time you are in contact with it (the mob could be re-applying the aura before you attack it but this will still be picked up in the combat log if you are within range), the spell is recorded under the "spells" section. It's just that the description of the aura isn't recorded (for normal mobs).
All the debuffs that a mob applies on a player are recorded because the unit aura event always triggers for players. But do note that debuffs may not necessarily be associated with a spell cast by a mob (e.g. environmental debuffs or the debuff could be cast by players on themselves).
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