When #showtooltip had an argument with conditionals (e.g., #showtooltip [stance:1] Fireball),
the code was trying to find a spell named "[stance:1] Fireball" which doesn't exist.
This resulted in no texture being found for the tooltip action, causing incorrect icons.
Now the code parses the argument first using GetParsedMsg() to extract just the spell name
before creating the tooltip action info. This allows it to properly find the spell in the
spellbook and retrieve its correct texture/icon.
The CastSpell and UseAction hooks were breaking action bar icon
updates (GCD display, range coloring, queue glowing) because they
weren't returning the values from the original functions.
Issues fixed:
1. Return values: Both hooks now capture and return all return values
from the original functions, ensuring the game receives the expected
data for action bar updates
2. Error protection: Wrapped all tracking code in pcall() to prevent
any errors from breaking the normal spell cast flow
3. Tooltip interference: UseAction now uses a separate hidden tooltip
(CleveRoidsComboTooltip) instead of manipulating GameTooltip,
avoiding interference with the main UI tooltip
Changes to CastSpell hook:
- Use pcall for GetSpellName to safely handle errors
- Capture return values: result1, result2, result3
- Wrap tracking code in pcall for error protection
- Return all captured values
Changes to UseAction hook:
- Wrap entire spell name detection in pcall
- Create separate hidden tooltip for combo point spells
- Capture return values from original UseAction
- Wrap tracking code in pcall for error protection
- Return all captured values
This ensures action bar icons work correctly while still tracking
combo points for finisher spells.
The CastSpell and UseAction hooks were only confirming existing
tracking, not actually creating it. They also called the original
functions before capturing combo points, so the points were already
consumed.
Changes to CastSpell hook (spellbook casts):
- Get spell name BEFORE calling original CastSpell
- Capture combo points to lastComboPoints if spell is combo scaling
- Call original to cast the spell
- Call TrackComboPointCast to track the combo points used
- Confirm the tracking
Changes to UseAction hook (action bar casts):
- Get spell name from action slot BEFORE calling original UseAction
- Fixed tooltip logic (was checking "not GetActionText" incorrectly)
- Capture combo points to lastComboPoints if spell is combo scaling
- Call original to execute the action
- Call TrackComboPointCast to track the combo points used
- Confirm the tracking
Both hooks now capture combo points at the exact moment before the
spell is cast, ensuring they're available in lastComboPoints for
TrackComboPointCast to use as a fallback.
This fixes tracking for:
- Clicking spells from spellbook (CastSpell)
- Clicking spells on action bars (UseAction)
- Keybinding spells on action bars (UseAction)
Previously, combo point tracking attempted to capture combo points at
cast time in the hooks, but this approach failed because hooks run
after the spell has already consumed the combo points.
The solution is to rely entirely on the existing UpdateComboPoints()
system, which runs continuously via OnUpdate and PLAYER_COMBO_POINTS
events. This system tracks combo points AS THEY ARE GENERATED on the
target, storing them in lastComboPoints before any spell can consume
them.
Changes:
- Removed manual combo point capture logic from all hooks
(CastSpellByName_Hook, CastSpell_Hook, DoCast, OnSpellcastStart)
- TrackComboPointCast() now relies solely on the continuous tracking
system, falling back to lastComboPoints when GetComboPoints()
returns 0 (because points were already consumed)
- UpdateComboPoints() continues to run on every frame, capturing
combo points as they appear on the target
This ensures that all casts of combo point finisher spells (Rip,
Rupture, Kidney Shot) are tracked correctly with the actual number
of combo points used, regardless of whether they're cast through
conditionals (e.g., /cast [combo:>0]Rip) or directly (e.g., /cast Rip).
Previously, combo point tracking only worked reliably when spells were
cast with conditionals (e.g., /cast [combo:>0]Rip) but not for direct
casts (e.g., /cast Rip). This was because combo points are consumed
immediately when a spell is cast, so by the time the tracking code ran,
GetComboPoints() would return 0.
Changes:
- Updated TrackComboPointCast() to fall back to lastComboPoints when
GetComboPoints() returns 0, ensuring the correct combo point count
is used even if the points have already been consumed
- Modified all spell cast hooks (CastSpellByName_Hook, CastSpell_Hook,
DoCast integration, OnSpellcastStart) to capture the current combo
points into lastComboPoints BEFORE the spell is cast
- Added debug messages to track when combo points are captured and
when fallback values are used
This ensures that all casts of combo point finisher spells (Rip,
Rupture, Kidney Shot) are tracked correctly with the actual number
of combo points used, regardless of whether they're cast through
conditionals or directly.
The GetComboPoints() function was using TBC/WotLK syntax with two
parameters ("player", "target"), which is incorrect for Vanilla WoW 1.12.
In Vanilla WoW, GetComboPoints() takes no parameters and returns the
combo points on the current target.
This fixes the issue where macros were not tracking combo points correctly,
especially for users without pfui or other addon dependencies.
Fixes combo point tracking for Rupture, Rip, and Kidney Shot spells.
- Added lib:UnitBuff(unit, index, filterCaster) to query buff data by slot
- Added lib:FindPlayerBuff(unit, spellID) to find player-cast buffs by spell ID
- Both functions return duration, timeleft, and caster information
- Mirrors the debuff tracking API (UnitDebuff/FindPlayerDebuff)
- Enables tracking buff ownership and timeleft for future projects
Updated GetActionTexture to fall back to the macro's icon in all code paths:
- When no action is active and no explicit tooltip (line 2444)
- When inventory slot is empty (line 2469)
- Final fallback for all other cases (line 2494)
This ensures the macro icon is always shown instead of the question mark
when no action/spell texture is available. The question mark should only
appear as an absolute last resort if GetMacroInfo fails.
Changes:
- Split lib.durations into lib.personalDebuffs and lib.sharedDebuffs
- Removed combo-scaling spells (Rupture, Rip, Kidney Shot) from static tables
since they are handled dynamically by ComboPointTracker
- Added lib:IsPersonalDebuff() helper to distinguish debuff types
- Updated ValidateUnitDebuff to auto-detect personal vs shared debuffs
- Personal debuffs (DoTs, poisons, most CC) now auto-filter to player by default
- Shared debuffs (Sunder, Faerie Fire, Hunter's Mark) remain unfiltered
- Maintained lib.durations for backwards compatibility
This prevents false positives when checking personal debuffs like Rupture
in multi-player scenarios while allowing shared debuffs like Sunder Armor
to work correctly.
- ValidateUnitDebuff now supports args.mine to filter player-cast debuffs
- Fixes issue where personal debuffs (Rupture, Rip) from other players
were incorrectly matched when checking timeleft
- Shared stacking debuffs (Sunder Armor) continue to work as expected
- Uses new lib:UnitDebuff filterCaster parameter internally
- Modified lib:UnitDebuff() to accept optional filterCaster parameter
- Added lib:FindPlayerDebuff() to search for player debuffs by spell ID
- Ensures debuffs in buff slots can be properly identified by owner
- Prevents false positives from other players' debuffs with same spell ID
Updated fallback logic to always use the macro's chosen icon (from the
macro frame) when no action is active. The priority is now:
1. Tooltip texture (from first action if #showtooltip is present)
2. Macro's icon (from macro frame)
3. Never question mark (unless GetMacroInfo fails, which shouldn't happen)
This ensures the icon properly shows the macro's icon when all
conditionals fail, instead of showing a question mark.
When #showtooltip is used without an explicit spell/item argument and all
conditionals fail, the icon now falls back to the tooltip texture (first
action) instead of immediately showing a question mark. This prevents the
question mark icon from appearing when the macro has valid actions but none
of their conditions are currently met.
Fixes issue where macro icon becomes question mark when no target and
Battle Shout buff is already active.
Previously, lib:UnitDebuff() callers only looped through indices 1-16, which
meant overflow debuffs in buff slots 17-32 were never detected.
Changed loop range from 1-16 to 1-32:
- _get_debuff_timeleft() loops (Conditionals.lua:93, 105)
- ValidateUnitDebuff() loop (Conditionals.lua:802)
- Added missing "if not effect then break end" check (Conditionals.lua:804)
How lib:UnitDebuff(unit, index) works:
- Index 1-16: Checks debuff slot, falls back to buff slot at same index
- Index 17-32: No debuff slots exist, so checks buff slots 17-32
Since a debuff can only exist in ONE location (either debuff slot OR buff slot),
checking 1-32 covers all 16 debuff slots + all 32 buff slots efficiently.
Previously, lib:UnitDebuff() callers only looped through indices 1-16, which
meant overflow debuffs in buff slots 17-32 were never detected.
Changed loop range from 1-16 to 1-32:
- _get_debuff_timeleft() loops (Conditionals.lua:93, 105)
- ValidateUnitDebuff() loop (Conditionals.lua:802)
- Added missing "if not effect then break end" check (Conditionals.lua:804)
How lib:UnitDebuff(unit, index) works:
- Index 1-16: Checks debuff slot, falls back to buff slot at same index
- Index 17-32: No debuff slots exist, so checks buff slots 17-32
Since a debuff can only exist in ONE location (either debuff slot OR buff slot),
checking 1-32 covers all 16 debuff slots + all 32 buff slots efficiently.
Applied the same overflow bug fixes to the combodurations branch to ensure
compatibility with combo point-scaled debuffs. This fixes three issues:
1. lib:UnitDebuff() (line 799): Fixed UnitBuff() return value capture from 4
values to 3 values (UnitBuff only returns texture, stacks, spellID). Also
changed overflow check from only checking static database to checking
lib:GetDuration() which includes combo durations, learned durations, and
static durations.
2. SeedUnit() debuff loop (line 837): Changed check from only lib.durations[]
to lib:GetDuration() so debuffs with learned or combo-scaled durations are
properly seeded into the tracking system.
3. SeedUnit() buff loop (line 867): Fixed UnitBuff() return value capture from
4 values to 3, and changed check from only lib.durations[] to
lib:GetDuration() to properly track overflow debuffs with combo-scaled or
learned durations.
These fixes ensure that:
- Overflow debuffs like Moonfire are properly detected by [nodebuff:] conditionals
- Duration tracking works for overflow debuffs with combo point scaling (Rip, Rupture)
- Duration tracking works for overflow debuffs with learned durations
- All existing combo point tracking functionality is preserved
Fixed three issues preventing overflowed debuffs from being properly tracked
with duration information, especially for debuffs with learned durations:
1. lib:UnitDebuff() (line 760): Changed overflow check from only checking
static database (lib.durations[spellID]) to also checking learned durations
via lib:GetDuration(spellID). This allows overflowed debuffs with learned
durations to be properly returned.
2. SeedUnit() UnitBuff loop (line 807): Fixed incorrect UnitBuff() return value
capture - was trying to get 4 values when it only returns 3, causing spellID
to always be nil.
3. SeedUnit() both loops (lines 797, 810): Changed to use lib:GetDuration()
instead of only checking lib.durations[], so both regular debuffs AND
overflowed debuffs with learned durations are properly seeded into the
tracking system.
This ensures debuff conditionals like [debuff:Moonfire<4] work correctly for
overflowed debuffs, even if the duration was learned rather than in the
static database.
Fixed a critical bug where UnitBuff() calls in Utility.lua were incorrectly
capturing 4 return values instead of 3, causing the spell ID variable to
receive nil instead of the actual spell ID. This broke debuff overflow
detection where debuffs shown as buffs would not be properly identified.
According to SuperWoW documentation, the API returns:
- UnitBuff(unit, index) → texture, stacks, spellID (3 values)
- UnitDebuff(unit, index) → texture, stacks, debuffType, spellID (4 values)
Changes:
- Fixed lib:UnitDebuff() overflow fallback in Utility.lua:758
- Fixed GetUnitBuffs() helper function in Utility.lua:1108
- Fixed buff checking in CheckImmunity() function in Utility.lua:1282
- Reverted incorrect changes to Conditionals.lua (was already correct)
This resolves the issue where macros like [nodebuff:Moonfire] would spam cast
when the debuff had overflowed and was showing as a buff on the target.
Prevent TrackComboPointCast from overwriting confirmed tracking with
unconfirmed evaluation data. Once DoCast confirms a cast, subsequent
macro evaluations will no longer overwrite the tracking entry.
This fixes the issue where pfUI's second AddEffect call would see
unconfirmed tracking because evaluations overwrote the confirmed data.
Don't clear the confirmed flag after first use since pfUI may call
AddEffect multiple times for the same spell. Instead, rely on the
time-based expiry (0.5s timeout) to prevent stale tracking data.
This fixes the issue where the second AddEffect call would see
unconfirmed tracking and ignore the correct duration.
The issue: None of the CastSpellByName/CastSpell hooks were firing because
CleveRoid macros go through DoCast, not the standard casting functions.
Evidence from user output:
- Many "ComboTrack: Rip cast with 5 CP" messages ✓ (TrackComboPointCast called)
- NO "[Confirmed]" messages ✗ (no hooks firing)
- "[pfUI AddEffect Hook] Ignoring Rip tracking (not confirmed)" ✗ (never confirmed)
The DoCast integration was calling TrackComboPointCast but NOT setting
confirmed=true, so pfUI would always see unconfirmed tracking data.
Fix: Add confirmation in DoCast hook, just like all the other cast hooks.
Now when user casts via CleveRoid macros:
1. DoCast fires → TrackComboPointCast → confirmed=true ✓
2. pfUI AddEffect fires → sees confirmed=true → uses duration ✓
CRITICAL FIX: For instant-cast spells, pfUI's AddEffect fires before
SPELLCAST_START, so confirmed flag was never set in time.
Event sequence for instant casts:
1. CastSpellByName hook → TrackComboPointCast (confirmed=false)
2. pfUI AddPending
3. SPELLCAST_STOP (instant cast completes)
4. pfUI PersistPending → AddEffect (confirmed still false!) ✗
5. SPELLCAST_START may not fire for instants
Solution: Confirm tracking immediately when cast functions are called:
- CastSpellByName_Hook → confirmed=true
- CastSpell_Hook → confirmed=true
- Hook global CastSpell → confirmed=true
- Hook global UseAction → confirmed=true
- SPELLCAST_START → confirmed=true (backup)
Now pfUI AddEffect (step 4) sees confirmed=true ✓
Added debug output showing:
"[Confirmed] Rip tracking confirmed (CastSpellByName)"
This ensures tracking is confirmed BEFORE pfUI tries to use it.
Prevent macro conditional evaluations from overwriting good CP data:
Problem: Macros like "[combo:>0 nodebuff]Rip /cast [combo:>0]Rip"
evaluate multiple times, calling TrackComboPointCast repeatedly:
1. Check [combo:>0 nodebuff] → TrackComboPointCast(0 CP)
2. Claw lands → player gains 1 CP
3. Check [combo:>0] → TrackComboPointCast(1 CP)
4. Spell casts → pfUI AddEffect fires → uses tracking data
If the 0 CP call happens after the 1 CP call, pfUI gets wrong data.
Solution: Only update tracking if:
- No existing data exists, OR
- Existing data is stale (>0.5s), OR
- New CP value >= existing CP value
This ensures we keep the highest (best) combo point count during
rapid macro evaluations, so pfUI always gets the correct duration.
Debug: Shows "Ignoring X with Y CP (have Z CP)" when preventing
overwrites of better data.