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).
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).
Per design preference, drop the @ and the ParseMsg special-casing:
[cursor] is now a normal modifier keyword (added to ignoreKeywords,
mirroring [mouseuse]) rather than a pseudo unit token. The cast/use
dispatch still routes through ClassicAPI's CastAtCursor / UseAtCursor
(checked via conditionals.cursor). Reverts the @cursor ParseMsg branch.