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We should avoid using the old method of scanning the buffs with
for i = 1, 40 do local _, _, _, _, _, _, _, _, _, spellId, _ = UnitAura("player", i, "HELPFUL") end
because in SoD and fresh the limit is removed. A better approach is this
local i = 1 repeat local aura = C_UnitAuras.GetBuffDataByIndex ("player", i) i = i + 1 until (not aura)
and an even better approach is to just check the buff directly (only for player)
player
local aura = C_UnitAuras.GetPlayerAuraBySpellID(26481)
The text was updated successfully, but these errors were encountered:
Hey @Alessandro-Barbieri this is a great hint, thank you!
I actually don't think using C_UnitAuras.GetPlayerAuraBySpellID is a better aproach as it scales badly with the amount of IDs ECS checks.
C_UnitAuras.GetPlayerAuraBySpellID
But I do like the idea of using C_UnitAuras.GetBuffDataByIndex istead of UnitAura - Are you up for a PR on this change?
C_UnitAuras.GetBuffDataByIndex
UnitAura
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We should avoid using the old method of scanning the buffs with
because in SoD and fresh the limit is removed.
A better approach is this
and an even better approach is to just check the buff directly (only for
player
)The text was updated successfully, but these errors were encountered: