Asylum Companion

An all-in-one, peer-to-peer toolkit for a premade group: SimC profiles, a live interrupt tracker and an OmniCD-style cooldown board, buff & durability checks, loot tips, Great Vault sharing, a keystone assistant and a quality-of-life toolbox.

File Details

AsylumCompagnon_0.34.6.zip

  • B
  • Jul 10, 2026
  • 2.15 MB
  • 14
  • 12.0.7
  • Retail

File Name

AsylumCompagnon_0.34.6.zip

Supported Versions

  • 12.0.7
  • 0.34.6Midnight taint fixes, overlay lock button, food check, inventory title. Bloodlust detection no longer errors (was spamming Stats.lua:731 attempt to compare local 'nm' (a secret string value…) ×100+): in Midnight, reading an aura's name/spellId from addon code returns a secret value that throws on any comparison. PlayerHasLust no longer scans the aura list by name — it queries each known Lust by spellID via C_UnitAuras.GetPlayerAuraBySpellID(sid) (a value we supply, not secret) and only tests presence; LUST_NAME_HINTS removed. ADDON_ACTION_BLOCKED fixed at the root: the Toolbox "auto-accept queues" (AcceptProposal / CompleteLFGRoleCheck) was throwing a blocked-action taint — but those functions are not protected (Leatrix Plus and others auto-accept fine). The real cause was taint propagation: reading the secret Bloodlust aura value tainted the whole addon's execution, so the subsequent AcceptProposal call got blocked (other addons don't have that aura bug, and pre-Midnight the secret-value protection didn't exist — which is why it used to work). Fixing the Lust scan removes the taint source, so the LFG auto-accepts are kept and should work again. Overlay lock button: the Kicks and Cooldowns overlays now have a small padlock on the title bar (top-right) to lock/unlock the frame without opening the menu — MakeOverlayChrome gained an optional lockApi (get/set) and builds a raised-frame-level Button (so the drag handler doesn't swallow the click) using LockButton-Locked-Up/-Unlocked-Up; Kicks.SetLocked/CD.SetLocked call back into _syncLock so the icon stays in sync with the menu toggle. Food check simplified: any Well Fed buff now counts as a green ✓ (FoodLevel returns 2 for any food aura, 0 for none) — the orange "lower quality" dot is now only for flasks and oils, as intended. Inventory: removed the "Who has: …" / "All characters" title above the right panel (invRightTitle cleared).
  • 0.34.5Consistent section-header colors. Section headers now share one color convention across every list: Group = purple (COLORS.accent), Guild = green (COLORS.green), Rerolls = pink (new COLORS.pink ≈ #f48ec7). Applied in Optimisation (sections table), Inventory (blocks table — colors both the header text and the left accent bar) and the Keys & Vault page, which previously hardcoded purple for both headers (Label(vaultPage, 11, COLORS.accent) created once and pooled) and now sets the color per section each render (h:SetTextColor(... guild and green or accent)).