stun matched mechanics 12, 14 and 30 at once through CCMechanicGroups, so
[cc:stun] fired on a gouged or sapped target and there was no way to ask
about any of the three on its own.
Name each mechanic instead: knockout (14) and sap (30) join the table, with
fumble (6), turn (23) and interrupt (26) filling the remaining gaps, and
grip stays as an alias of fumble so existing macros keep working. The group
indirection had no entries left afterwards, so it and its lookup branch are
gone; aliases in CCMechanics already cover every name that shares a mechanic.
CCTypesLossOfControl is untouched, so bare [cc] and [cc:any] still span the
whole loss-of-control set.
[button:N] was a held-state modifier: IsMouseButtonDown(name), true while you
physically hold that button. Retail's is a property of the activation -- which
button clicked the action button -- and a keybind press counts as button 1
because it activates through the left-click path. Different in kind, and the
visible break was [button:1] Rejuvenation; Regrowth casting Regrowth from a
keybind, where retail casts Rejuvenation.
It now reads ClassicAPI's GetMouseButtonClicked, defaulting to LeftButton when
no click dispatch is running. That default IS the keybind rule: Button:Click()
with no argument reports LeftButton, and a macro run from anywhere else answers
button 1 the same way.
This also reverts 891467c. That commit refreshed the action bar on
GLOBAL_MOUSE_DOWN/UP so the icon could track the held state -- under the real
semantics there is no such state to track, and the icon correctly sits on
whatever button 1 resolves to. PLAYER_TOTEM_UPDATE stays; it shared the comment
and inherits it.
Requires ClassicAPI v1.15.8, up from v1.15.0. v1.15.8 scoped
GetMouseButtonClicked to the click dispatch; before it a HELD button kept the
value alive (by design -- OnDragStart reads it), so turning the camera with
right-click down made every keybind press read RightButton. The function exists
below v1.15.8 and answers wrongly, and a conditional that is quietly wrong is
worse than one that warns, so the floor moved rather than the conditional being
gated.
Bare [button] / [nobutton] survive as an extension retail has no equivalent for,
now meaning "a click dispatch is running" -- the practical "activated by a
keybind, not a click" test, and no longer leaning on anything but the documented
nil.
A totem is a summoned creature, not an aura, so nothing in the addon could see
one. Strength of Earth and Mana Spring could be faked through [nomybuff], but
Searing, Magma, Fire Nova, Tremor and Grounding put nothing on the player at
all, and those are the ones worth conditioning a recast on. There was no
workaround.
ClassicAPI backports the TBC totem bar (src/totem/Tracker.cpp), tracking the
player's own summons from their SMSG_SPELL_GO and classifying them by the
summon spell's SUMMON_TOTEM_SLOT1..4 effect, so Turtle's custom totems
self-classify. Ungated like GLOBAL_MOUSE_*: the tracker landed in v1.10.0, far
below the v1.15.0 floor the addon already refuses to run below.
[totem:X] takes an element (fire/earth/water/air), a slot number, or the totem's
own name -- ResolveTotemSlot tries the slot table first, then matches X against
the name standing in each slot, so [totem:Searing_Totem] asks for that totem
rather than whatever holds the fire slot. Bare [totem] takes the action as its
argument the way [mybuff] does, making /cast [nototem] Searing Totem a complete
recast macro.
Comparisons follow the aura precedent exactly: an empty slot reads -1, the same
"missing counts as least" ValidateAura uses, so [totem:Searing_Totem<5] passes
while the totem is expiring AND while it is absent -- one clause, no [nototem]
needed. A totem is either up or it isn't, so #N stack comparisons read 1 for a
standing totem. The parser needed nothing: its name/operator/amount capture is
generic, so multi-comparisons ([totem:X>2&<8]), OR groups and the De Morgan
flip all came for free.
Occupancy is read from GetTotemInfo's totemName, never from the time left.
GetTotemInfo's first return is TOOL presence -- whether the player carries the
slot's Earth/Fire/Water/Air Totem item -- not whether a totem is out, and a
summon spell with no SpellDuration row reports 0 seconds, which is "up with no
timer", not "absent".
Icon refresh needs two feeds. PLAYER_TOTEM_UPDATE covers a slot changing hands
(dropped, expired, killed, recalled). It does not fire as a totem counts toward
zero, and unlike an aura there is no ambient event stream to ride -- UNIT_AURA
is what quietly keeps [mybuff:X<N] honest -- so a [totem:X<N] icon held its last
answer until some unrelated event queued a refresh: the macro sat on the
question mark through the window it should have lit up. Hence the once-a-second
re-test in OnUpdate while any totem timer runs, skipped in realtime mode, which
re-tests everything anyway. Only the icon was ever at stake; the click path
evaluates conditionals live.
A paladin's white swing refreshes their own judgement debuff on the victim, and
the server's edit is packet-silent, so pfUI#45 was the visible symptom: the
timer ran to zero while the debuff stayed up. This addon worked around it three
ways at once -- a UNIT_CASTEVENT MAINHAND/OFFHAND handler in Core.lua, an
AUTO_ATTACK_OTHER fallback in Conditionals.lua, and a CHAT_MSG_COMBAT_SELF_HITS
parser in Utility.lua that string-matched "hit"/"crit" and guessed at melee vs
spell by looking for a parenthesis -- each rewriting rec.start and pushing the
result into pfUI by hand.
ClassicAPI mirrors the server rule in the DLL (src/aura/JudgementRefresh.cpp),
keyed off SMSG_ATTACKERSTATEUPDATE, which is the visible trigger for the
invisible edit. It matches judgements by their DBC marker -- SPELLFAMILY_PALADIN
with SPELL_ATTR_EX3_ALWAYS_HIT -- for any paladin's judgements, not only ours.
That last detail retires the auto-detection too. The hardcoded judgementSpells
list could not cover Turtle's custom judgement ranks, so a cast queued a pending
scan that read the target's debuffs 0.5s later, matched names against
"^Judgement", and grew the list at runtime. Matching on the DBC attribute needs
no list to grow. Gone with it: judgementSpells, pendingJudgements,
detectedJudgementDebuffIDs, the pending-scan pass and its queue buffer, and both
cast-site hooks.
The scan also registered each ID it discovered into lib.sharedDebuffs so
[debuff] fallback matching worked for custom IDs. That mattered when detection
went through the tracking store; the read path resolves auras through
C_UnitAuras now, which returns a debuff whether or not we have a row for it.
Squash of the classicapi_next branch (10 commits). ClassicAPI is now a hard
requirement, and the Lua-side reimplementations it supersedes are gone:
net -1087 lines across 12 files.
Macro display: resolved macro actions are published through
C_Macro.SetMacroDisplay, so the client draws macro buttons and the
action-bar function overrides this addon used to install are removed.
Ownership is per macro -- ClassicAPI keeps the macros we never claim.
Auras and timing: ClassicAPI is the source of truth for non-player aura
timing via the positional C_UnitAuras.UnitAura, replacing the write-only
buff tracking tables and the overflow-slot fallback.
Cleanup: the hasPfUI76 flag and the pfUI 7.6 branches it gated, two
silently-shadowed code paths, and per-call allocations in the event and
publish paths (SPELL_CAST_EVENT merged). Packaging moves to
brues-code/packager@vCAPI.
Macro syntax: a clause may carry a leading run of [group] blocks sharing
one action, Blizzard-style -- groups are OR'd, first pass wins, and []
always passes. The ;-separated form is unchanged and mixes freely. @focus
clauses with no focus set now fail quietly instead of printing
"Invalid target" on the way past.
* add support for 'button' conditional
* Route [button] through Multi, add [nobutton], register as static
- [button] now reads conditionals.button via Multi(...) instead of indexing
_groups.button[1].values[1] directly, so OR/AND lists and repeated groups
behave like every other argument conditional. [button:1/2] now matches left
or right; previously only the first value was ever checked and the rest were
silently dropped. This also removes the unguarded _groups reach-in, which
Multi itself defends against (it checks _groups is present and falls back to
_operators).
- Adds [nobutton:N] via NegatedMulti, following the convention that every
conditional ships its negation (nomod, nostance, nokeydown, ...).
- Bare [button] / [nobutton] now mean "any / no mapped mouse button held",
mirroring bare [mod]. Bare [nobutton] doubles as an "activated by a keybind
rather than a click" test.
- Registers button/nobutton in STATIC_CONDITIONALS next to mod and keydown, so
they are checked once up front rather than re-evaluated for every candidate
unit during multiscan target scanning.
Still open: IsMouseButtonDown reports live physical state, so a keybound macro
has no button held and [button:N] is false for it, and whether the button still
reads down at macro-execution time depends on whether the action button fires on
mouse-down or mouse-up. Needs in-game verification.
---------
Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
- Resolve Feed Pet from spell ID 6991 (C_Spell.GetSpellName) so /feedpet works on non-enUS clients without a Localized.Spells entry
- Fix CleveRoids.IsReactive referencing undefined global spellName instead of its name parameter
HasGearEquipped now wraps ClassicAPI's native slot-walk, which
short-circuits on first match. Removes BuildEquipmentCache, the
_equipped* cache tables/invalidation, and the InvalidateEquipmentCache
call from PLAYER_EQUIPMENT_CHANGED. [equipped] reads live engine state,
so no cache staleness surface remains; also gains item-link support.
Detects a spell-school interrupt lockout (Counterspell/Kick/Pummel/Earth
Shock) on the player -- the server-side lockout that no debuff scan can see,
since it's a SMSG_SPELL_COOLDOWN packet, not an aura. ClassicAPI's
C_LossOfControl aggregates it as SCHOOL_INTERRUPT with a lockoutSchool mask.
ClassicAPI.GetSchoolLockout() returns the locked school mask; ValidateSchoolLocked
tests a school name against it (bitmask check without the 5.1-only % operator).
[locked] = any school kicked, [locked:frost] = that school, [locked:fire/frost]
= either; [nolocked:...] negates with AND (neither). Registered in
BOOLEAN_CONDITIONALS for the bare form; LOSS_OF_CONTROL_ADDED/UPDATE wired to
refresh the icon. Full silences remain [mycc:silence].
CheckWeaponImbueByName now resolves the applied temp-enchant ID to its
localized name via ClassicAPI (C_Item.GetEnchantInfo) and matches that
directly -- exact and locale-clean, replacing the green-text tooltip
heuristics for named enchants (poisons, oils, Mongoose, Windfury). Only
nameless enchants (sharpening/weightstones, no DBC name) fall through to
the tooltip scan, so no regression.
Uses ClassicAPI's modern C_Item.GetWeaponEnchantInfo (12-tuple with
enchant IDs) plus C_Item.GetEnchantInfo (ID -> localized name) to match
WHICH temporary weapon enchant is applied -- by SpellItemEnchantment ID or
name -- not just that one exists. Locale-proof and exact, unlike
[mhimbue:Name]'s green-text tooltip scan.
ClassicAPI.lua gains GetWeaponEnchant(slot) (centralizes the tuple
indexing, vanilla-global fallback) and GetEnchantName(id). ValidateWeaponImbue
now reads through GetWeaponEnchant. New keywords mhenchant/nomhenchant/
ohenchant/noohenchant support bare (any enchant), single ID/name, and
OR-lists ([mhenchant:2823/Deadly_Poison]); registered in BOOLEAN_CONDITIONALS
for the bare form and auto-added to VALID_CONDITIONALS via Keywords.
Checks whether a saved ClassicAPI equipment set is currently equipped, via
C_EquipmentSet.GetEquipmentSetInfo's isEquipped flag (wrapped as
ClassicAPI.IsEquipmentSetEquipped). Named [equipset] rather than [set] to avoid
colliding with the existing tier/item-set piece-count conditional. Supports
OR-lists ([equipset:Raid/Farm]) and negation ([noequipset:PvP]). Pairs with the
conditional /equipset command: swap with one, branch on the other.
Read a SPECIFIC power slot (Enum.PowerType) as a percentage via ClassicAPI
UnitPower/UnitPowerMax, rather than the unit's primary power. Adds mana/
mymana, rage/myrage, energy/myenergy (no-prefix = target, @unit-overridable;
my = player), each supporting operators and multi-comparison like [power]/
[mypower]. Works cross-form (druid mana in Cat) and cross-unit -- the
standout being [@target,mana:<15] to catch a caster near OOM. A unit with no
such pool (max <= 0) fails rather than reading 0%. Registered in the macro
error checker (needsArgs + operator hint); VALID_CONDITIONALS auto-populates
from Keywords.
ValidateHpLost now gets the health deficit in one call through
CleveRoids.ClassicAPI.UnitHealthMissing, mirroring how ValidatePowerLost
uses UnitPowerMissing, instead of hand-computing max - current via
NampowerAPI.
Add ClassicAPI UnitPower/UnitPowerMax/UnitPowerMissing/UnitPowerType wrappers
and route the power conditionals through them:
- ValidatePower/ValidateRawPower/GetCachedPlayerPower(Percent) use UnitPower /
UnitPowerMax (omitted type = primary power, matching the old UnitMana path).
- ValidatePowerLost uses UnitPowerMissing (one call vs max - current).
- powertype/nopowertype use ClassicAPI.UnitPowerType.
Replace the SuperWoW "2nd return of UnitMana = caster mana" druid hack in
ValidateDruidRawMana and the #showtooltip OOM check with UnitPower(unit, 0),
which reads the mana slot directly and survives shapeshift. Verified in Cat
Form: UnitPower('player', 0) returns caster mana while UnitPower('player', 3)
returns energy.
Remove the now-dead Nampower GetUnitField-based GetUnitPower/GetUnitMaxPower
wrappers and POWER_FIELDS tables (no caller passed a powerType, so that path
never ran).
Migrate the healing/*_power/spell_power conditionals off Nampower's
GetSpellPower to ClassicAPI GetSpellBonusDamage(school) / GetSpellBonusHealing.
Both read the same client field, so the per-school damage values are identical
while dropping the Nampower v2.31 gate.
Fixes healing/healingpower: GetSpellPower returns no healing value, so they were
returning the 2nd school (holy spell damage) as a stand-in for +healing.
GetSpellBonusHealing returns the real (derived) +healing.
Prune the now-unused Nampower GetSpellPower wrapper, feature-table entry, and
feature flag.
Replace numeric GetNumPartyMembers/GetNumRaidMembers checks with IsInGroup() and IsInRaid() in Conditionals.lua for the group and nogroup conditionals.
Swap 166 call sites from GetSpellRecField(id, "name") to
C_Spell.GetSpellName(id) and GetSpellRecField(id, "rank") to
C_Spell.GetSpellSubtext(id) across Core, Conditionals, Utility,
ComboPointTracker, CursiveCustomSpells, pfUI, OverflowBuffFrame, and
Generic. Guard forms and the _GetSpellRecField alias calls collapse to the
direct C_Spell call.
GetSpellRecField stays for fields with no C_Spell equivalent (school,
spellIconID, mechanic, effectMechanic, effectApplyAuraName, stackAmount,
rangeIndex) and inside the NampowerAPI wrapper layer.
Back them with ClassicAPI IsMounted() and UnitStandState("player").
mounted/nomounted are player mount state; standing = stand state 0,
sitting = any non-standing pose (its complement). Player-only, registered
in Keywords, BOOLEAN_CONDITIONALS, and STATIC_CONDITIONALS like [stealth].
Replace GetInventoryItemLink/GetContainerItemLink link-scraping with
direct ClassicAPI reads across the item conditionals:
- [equipped] cache build: GetInventoryItemID + C_Item.GetItemName
(decorated name replaces the old bracket-name / GetItemInfo two-step)
- slot-number -> item name resolves ([cd], [usable]/[nousable]):
C_Item.GetItemName location form
- HasItem / GetItemCooldown substring fallbacks: match the decorated
name instead of the raw link string
- numeric-slot presence check: GetInventoryItemID
Suffix decoration is preserved via the location form, so partial/
suffixed [equipped:...] matches behave as before.
Item-set membership and set info now read ItemSet.dbc directly through
ClassicAPI instead of the nampower/Reliquary glue, so set features no
longer require the Reliquary DLL to be installed.
- ClassicAPI.lua: add GetItemSetIDByID and GetItemSetInfo wrappers.
- Utility.lua: repoint ResolveSetItems, CountEquippedSetItemsBySetId,
GetEquippedItemSetInfo, and GetEquippedSetPieceCount at the ClassicAPI
accessors. Set-name matching now uses the DBC name (localized; identical
to the old enUS path on English clients).
- NampowerAPI.lua: remove the now-unused GetItemSet/GetItemSetId/
GetItemSetItems/GetItemSetBonuses, the dead GetSpellEffectRadius (no
callers, only radius source was Reliquary), and the orphaned RQ_SafeCall.
- Init.lua: drop hasReliquary detection and its startup feature line.
- Conditionals.lua: update the [set:] comment (no longer Reliquary-gated).
HasWeaponEquipped matched the localized GetItemInfo subtype string, which
required a hand-maintained translation of all 13 weapon/shield subtypes per
locale plus brittle "^Fist"/last-word string parsing.
Use the locale-independent class/subclass IDs from C_Item.GetItemInfoInstant
instead:
- Init.lua: WeaponTypeNames entries now carry numeric class + subClass set
(Axes/Swords/Maces span their 1H+2H subclasses; Shields are armor class 4).
- Conditionals.lua: HasWeaponEquipped resolves the slot's itemID via
ClassicAPI GetInventoryItemID, then compares classID/subClassID -- no link
parsing, no string munging.
- Localization.lua: drop the now-unused weapon-subtype strings from every
locale block (112 lines).
Lean on ClassicAPI's backported readers instead of link-string parsing
and a hand-maintained mechanic table.
- ClassicAPI.lua: add wrappers GetCursorInfo/CursorHoldsItemID,
GetContainerItemID, GetInventoryItemID, and GetSpellMechanicByID.
- Core.lua: in the manual equip fallback, verify the cursor holds the
intended item (CursorHoldsItemID) before EquipCursorItem, aborting only
on a definitive mismatch so empty/unknown cursors behave as before.
- NampowerAPI.lua / Utility.lua: replace GetContainerItemLink /
GetInventoryItemLink + "item:(%d+)" parsing with direct C_Container/
inventory ID lookups at the sites that only need the itemID; route the
equipped-set scans through the GetEquippedItemID helper.
- Conditionals.lua / Utility.lua: replace the 785-entry CCSpellMechanics
fallback table with C_Spell.GetSpellMechanicByID in GetSpellMechanic and
GetSpellCCType (BuffLib / nampower paths unchanged); delete the table.
Unify both ! mechanisms (bare !spell gate-injection and bracketed
[cond] !spell dispatch skip) on ClassicAPI's CastSpellNoToggle, which
no-ops auto-repeat (Shoot/Auto Shot/Wand) and toggle auras
(forms/stances/aspects/seals) instead of toggling them off.
- Bare !spell now just sets conditionals.noSpam (no injected gate
conditional); removed spamConditions and GetSpammableConditional.
- Dispatch: melee Attack still uses AttackTarget (CastSpellNoToggle
doesn't cover the melee swing). For everything else under !, keep the
ValidatePlayerBuff anti-refresh skip (CastSpellNoToggle only covers
true toggle auras, not regular self-buffs like Mark of the Wild),
otherwise CastSpellNoToggle. This is more reliable for auto-repeat
than the old CheckChanneled path.
CheckChanneled is retained (still used by the [channeled]/[checkchanneled]
conditionals).
Add ClassicAPI.IsSwimming wrapper and route [swimming]/[noswimming] and
the swim/noswim aliases through it. Removes the Nampower v2.36
hasPlayerIsSwimming version gate and the "requires Nampower 2.36"
warning (ClassicAPI's IsSwimming is always available). Same semantics.
- CancelAura: cancel matched buffs through ClassicAPI's
C_Spell.CancelSpellByID instead of nampower CancelPlayerAuraSpellId
and the legacy slot-based CancelPlayerBuff + tooltip-scan path. The
buff scan (SuperWoW GetPlayerBuffID / nampower raw GetPlayerAuraDuration
+ overflow tracking) and the boolean return are preserved, so the
~spell cancel-vs-cast toggle still works. CancelSpellByName isn't usable
here because it reports no match.
- Focus: GetFocusUnitId no longer warns when no focus is set. In a
fallback macro ([@focus] as one alternative) that's a normal state;
the clause now silently falls through like any unresolved @unit.
Dropped the unused warn parameter and updated both callers.
- ScheduleTimer now wraps C_Timer.After, removing the dedicated timer
frame + per-frame OnUpdate loop + timers queue.
- Aura-tracking cleanup -> C_Timer.NewTicker(5) (_auraCleanupTicker);
drop the UnitXP arm, the named global CleveRoids_AuraTrackingCleanupTimer,
and the inline "not hasUnitXP" fallback in OnAuraCastOther.
- Libdebuff cleanup -> C_Timer.NewTicker(30) (_cleanupTicker); drop the
UnitXP arm and CleveRoids_LibDebuffCleanupTimer.
- Shutdown cancels the tickers instead of UnitXP timer disarm.
Cleanup now always runs (was gated on hasUnitXP) and no longer depends
on UnitXP threaded timers or named global callbacks. Tickers self-guard
on isShuttingDown and are cancelled on shutdown.
ClassicAPI exposes a native "focus" unit token (set via its own /focus
/ FOCUSTARGET keybind), accepted by every UnitX call.
- GetFocusUnitId falls back to the native "focus" token after the pfUI
emulated-focus check, so @focus / [cond:focus] / focus range checks
now work for non-pfUI users (previously focus only worked via pfUI).
- TryTargetFocus uses TargetUnit("focus") for an exact switch before the
fragile name-based TargetByName path.
- Add [focus]/[nofocus] conditionals (GetFocusUnitId ~= nil), covering
both pfUI and native focus; registered as boolean conditionals.
No addon /focus command is needed: ClassicAPI's companion addon already
registers /focus and /clearfocus.
- GetItemCooldownCached: resolve via ClassicAPI GetItemCooldown (by item
id/name) instead of FindItemLocation + nampower GetItemIdCooldown +
link parsing; equipment slots (1-19) still query the inventory slot.
- [stealth]/[nostealth] and [stl]/[nostl], and the Rogue branch of
GetCurrentShapeshiftIndex, now use ClassicAPI IsStealthed() (covers
Rogue Stealth + Druid Prowl) instead of class-gated localized buff
lookups. Note: [nostealth] is now true for non-stealth classes.
- CountEnemiesMatching nameplate scan uses C_NamePlate.GetNamePlateGUIDs()
instead of walking WorldFrame children and extracting GUIDs via
pcall(frame.GetName).
- Add ClassicAPI.IsStealthed / GetNamePlateGUIDs wrappers.
GetActionInfo:
- Add ClassicAPI.GetActionInfo wrapper; rewrite GetActionButtonInfo
(Generic.lua) to use it and resolve names via GetSpellRecField /
GetItem / GetMacroInfo, replacing the per-slot GameTooltip scan +
texture heuristic. Powers reactive-ability slot detection.
- Delete the dead SuperWoW-GetActionText copy of GetActionButtonInfo.
Spell IDs in the index:
- IndexSpells now uses ClassicAPI GetSpellInfo(slot, bookType), whose
10th return is the spellID, so every Spells entry carries .id (one
call also replaces GetSpellName + GetSpellTexture).
Dynamic pfUI action-button icons (pairs with the pfUI fork change):
- GameTooltip.SetAction hook renders spells via ClassicAPI
SetSpellByID(spell.id) instead of SetSpell(spellSlot, bookType) +
manual rank text. Items stay location-based (instance data).
- Drop the redundant GetActionSpellSlot -> GetSpellCooldown cooldown
shim in the pfUI handler; pfUI now routes through the hooked
GetActionCooldown when it defers macro scanning to us.
ClassicAPI is now required, not optional. The load-time requirement
check warns when it's missing (Core.lua), the same as Nampower/UnitXP,
and ClassicAPI-backed code calls the API directly with no fallbacks.
- ClassicAPI.lua: drop the HasUnitAuras/HasUnitSpeed/HasIsFalling
capability gates and pcall hedging; wrappers call C_UnitAuras /
GetUnitSpeed / IsFalling directly. Keep IsAvailable (used by the
requirement check) and the version helpers.
- [moving]: ClassicAPI GetUnitSpeed is the only source. Removed the
MonkeySpeed integration, the Nampower PlayerIsMoving branch, and the
100 Hz position-tracking buffer in Core.lua's OnUpdate (with its
POS_TRACK_INTERVAL constant and UnitPosition upvalue). Removed the
now-dead speed==nil guards and WarnNoSpeedSource.
- README: ClassicAPI moved to Required; MonkeySpeed dropped from
Supported Addons.
- docs/CLASSICAPI-TODO.md: record the mandatory/no-fallbacks policy.
Introduce ClassicAPI.lua, a feature-detection layer for the ClassicAPI
client mod that mirrors NampowerAPI's HasMinimumVersion pattern
(IsAvailable / HasMinimumVersion / HasUnitAuras). UnitHasDispelType
scans a unit's auras via C_UnitAuras and reports the dispel type,
scanning debuffs or buffs based on a helpful flag.
Add conditionals backed by it:
- Debuff side (defensive cleanse): [magic] [curse] [disease] [poison]
[dispellable] + negations
- Buff side (offensive dispel/strip): [magicbuff] [dispellablebuff]
+ negations
All are no-arg booleans, default to @target (honor @unit), and degrade
gracefully without ClassicAPI: positive checks return false, negated
return true, since vanilla cannot read aura dispel types. The existing
ValidateAura path is untouched. MacroErrorChecker auto-accepts them via
the Keywords table; they're registered in BOOLEAN_CONDITIONALS so they
parse as flags. Loaded after NampowerAPI in the TOC.
Uses GetBattlefieldStatus to check whether any battlefield queue
slot is in the "active" state, which indicates the player is
currently inside a battleground instance.