- 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
UPDATE_MACROS and SPELLS_CHANGED each did a full spell + talent + pet +
120-slot action-bar rebuild inline, and both fire several times during
login as the spellbook and macros populate - so the rebuild ran 4-6
times in the first ~2s, most of it duplicated work fanning 120 button
updates out to Blizzard/pfUI/Bongos each pass.
Defer the rebuild instead: UPDATE_MACROS, SPELLS_CHANGED and PLAYER_LOGIN
arm a 0.3s debounce (macroRebuildTime); the update loop runs RebuildMacros
once when the burst settles. RebuildMacros skips the action-bar pass until
`ready` (GetAction early-returns before then, and the +1.5s init timer
builds the bars once anyway), and BAG_UPDATE_DELAYED's bar rebuild is
gated on `ready` too. Net: IndexActionBars runs once at login (the
suppressed init-timer pass) instead of 4-6 times, IndexSpells ~2x instead
of ~5x. Runtime macro edits and bag changes still do a full unsuppressed
rebuild, just debounced.
ClassicAPI hooks the global GetItemInfo to auto-warm the item cache on a
miss and fires GET_ITEM_INFO_RECEIVED when the async fill lands, so the
tooltip-scan warmup is obsolete: IndexItems's own GetItemInfo calls
already trigger the same warmup, and owned items (bags + equipped) are
priority-prefetched by the engine. The old warmup also assumed the fill
was synchronous, which no longer holds.
Drop DoWDBWarmup and its login scheduling; instead listen for
GET_ITEM_INFO_RECEIVED and run a debounced re-index. IndexItems records
owned itemIDs it could not resolve into pendingItemInfo, and the handler
ignores any fill not in that set (quest DB scans, AH sweeps, chat-link
hovers, inspects) in O(1) so unrelated bursts do not cause reindex churn.
GetSpell/GetItem now resolve explicit spell:/item: ID forms. spell:<id>
prefers the player's spellbook entry via FindSpellBookSlotByID (per-rank
and pet aware) for full cost/cooldown/usability, falling back to an
id-only entry rendered via SetSpellByID for spells not in the book.
item:<id> reuses the existing numeric lookup for location-aware tooltips.
Guard the id-only path against nil spellSlot/cost in TestForActiveAction
and GetActionCooldown so display-only spell references don't crash.
Remove the dead, no-op GetSpellSlotByID stub.
Delete unnecessary local 'i' declarations in Extensions/Mouseover/pfUI.lua (ResolvePfUnit, RegisterPartyScripts, RegisterRaidScripts, RegisterRaidMarkScripts). The for-loop headers already provide a local loop variable, so the explicit locals were redundant and could shadow variables. No functional change.
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.
Replace the full IndexItems + action-bar rebuild with a single-slot
IndexEquipSlot using the event's arg1 (slot) and arg2 (hasCurrent),
and drop the now-pointless throttle/deferral. Bag-side deltas remain
covered by BAG_UPDATE_DELAYED; [equipped] runs off its own cache.
pfUI.uf:EnableScripts binds pfUI.uf.OnEnter to every unitframe, which calls
Nampower's SetMouseoverUnit -- so the native "mouseover" token already resolves
to the hovered pfUI frame (player/target/party/raid/focus/pettarget/partytarget/
...). Every conditional consumer checks UnitExists("mouseover") before the
CleveRoids.mouseoverUnit fallback, so the 10 per-frame OnEnter/OnLeave hookers
here were pure duplication (they even chained pfUI's OnEnter).
Removed all of them. Kept RegisterRaidMarkScripts (raid-marker rows aren't
unitframes, so pfUI sets no mouseover for them -> still needed for mark1..mark8)
and HookPfCast (unrelated /pfcast conditional wrapper), plus the PfSet/PfClear/
resolve helpers the raid-mark path uses.
Rip/Rake/Conflagrate/MoltenBlast/DarkHarvest were hardcoded {rankID=true} sets
used only for membership tests. Replaced with a metatable-backed RankSet(seedID):
t[spellID] name-matches the spellID against one seed rank via C_Spell.GetSpellName,
which resolves every rank (no enumeration) and TWoW's custom spells (confirmed
36916 -> 'Molten Blast' on the TWoW client). Read shape is unchanged, so all
consumers work untouched. Locale-safe (name derived from the seed ID). Custom
seeds absent on a stock client resolve to nil and simply never match -- correct,
those spells can't be cast there.
Left hardcoded: the pairs()-iterated sets (FerociousBite/FlameShock/Immolate),
BleedSpellIDs (Pounce cast/bleed name collision), ComboScalingSpellsByID (carries
base/increment), PounceToBleedMapping (trigger relationship), MobsThatBleed (GUIDs).
PounceBleedSpellIDs, GetLastComboPointsForSpell, and GetLastDurationForSpell
were each definition-only with zero references anywhere in the addon. The
Pounce bleed IDs are still covered by BleedSpellIDs (detection) and
PounceToBleedMapping (cast->trigger).
scanDispel now calls C_UnitAuras.GetAuraDataByIndex(unit, i, filter) instead of
selecting GetBuffDataByIndex/GetDebuffDataByIndex -- the two are documented as
GetAuraDataByIndex with a HELPFUL/HARMFUL filter, and the index runs within the
filtered range identically. Drops the helpful-and-A-or-B function pick.
FindPlayerDebuff and FindPlayerBuff hand-scanned debuff/buff slots for a
spellID to pull icon + stacks. Both now use ClassicAPI.GetUnitAuraBySpellID
(AuraData.icon / .applications) -- FindPlayerDebuff unfiltered (walks both
ranges, was debuff-then-buff), FindPlayerBuff HELPFUL-filtered (buff-only).
Search order is immaterial since a spellID is only ever a buff or a debuff.
Replaces the 32-slot UnitBuff + C_Spell.GetSpellName name-compare loop with a
single ClassicAPI.GetAuraDataBySpellName(unit, name, "HELPFUL") lookup.
Locale-identical to the old compare (both use the localized Spell.dbc name).
Wrapper added next to GetUnitAuraBySpellID.
The Banish immunity check hand-scanned 16 debuff slots plus 32 buff slots
(NPC overflow) for spellID 710/18647. ClassicAPI.GetUnitAuraBySpellID walks
the whole aura array in one call per rank, so it finds the debuff wherever it
lands -- including an NPC's overflow buff slots -- dropping the two loops and
the UnitIsPlayer gate. Wrapper added alongside UnitHasDispelType.
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].
The /target candidate search's last SuperWoW-gated block walked WorldFrame
children and scraped GUIDs via pcall(frame.GetName, frame, 1). ClassicAPI now
provides modern nameplateN unit tokens that work with UnitExists/UnitCanAttack/
TargetUnit directly, so it collapses to iterating nameplate1..40 -- no SuperWoW
dependency, no WorldFrame hackery, and it also picks up default vanilla
nameplates. Scans the full range since assigned slots can be sparse.
kmods gains lctrl/rctrl, lalt/ralt, lshift/rshift (ClassicAPI's side-specific
IsLeft*/IsRight* key checks), so [mod:lshift]/[mod:ralt] and castsequence
reset=lctrl work. mod/nomod now use ClassicAPI's IsModifierKeyDown instead of
OR-ing the three individual checks.
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.
ClassicAPI registers a bare /equipset that resolves a name and calls
C_EquipmentSet.UseEquipmentSet with no conditional layer. DoEquipSet routes
it through DoWithConditionals like the other /equip* commands, so it gains
[combat]/[mod]/@unit/etc. and ';'-separated fallthrough (first set whose
conditionals pass wins). Console.lua reclaims the EQUIP_SET handler (keeping
ClassicAPI's localized aliases) and falls back to registering /equipset itself
if the API command isn't present.
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.
Refactor mouseover extensions to split initialization into two phases: OnLoad (empty) and OnAddOnLoad (actual setup). This ensures hooks are only registered when the target addon's globals are defined. Add guard clauses to check for required functions before hooking. Also remove Cursive's premature initialization attempt.
Add a GetSpellSchool bleed check (Priority 0.5) backed by DBC SpellMechanic
data instead of damage-event learning / name patterns:
- GetSpellMechanicByID == 15 catches spell-level bleeds (Garrote, Rupture,
Rend, Rip, Pounce, Deep Wounds).
- New ClassicAPI GetSpellEffectMechanics catches effect-level bleeds that the
spell-level field misses -- Rake is spell-level 0 with EffectMechanic[2]=15.
Wrap C_Spell.GetSpellEffectMechanics in ClassicAPI.lua (nil-guarded so older
builds fall back to spell-level only). Verified against the client Spell.dbc.
Also drop Hemorrhage from the bleed name-pattern fallback: the DBC gives it no
bleed mechanic (physical damage), so bleed-immune mobs don't resist it -- it was
a false positive. Existing learning / split-damage / patterns remain as fallback.
Replace hand-rolled ADDON_LOADED/PLAYER_LOGIN handlers with
EventUtil.ContinueOnAddOnLoaded / ContinueOnPlayerLogin, which fire
immediately if the event already happened -- removing the "we loaded before
the target addon and missed its ADDON_LOADED" workarounds.
- pfUI compat: ContinueOnAddOnLoaded("pfUI") + ContinueOnPlayerLogin; drops
the missed-event fallback (login path still re-runs SetupCompatibility).
- MacroErrorUI / MacroLengthWarn: ContinueOnAddOnLoaded("Blizzard_MacroUI"),
folding their manual "already loaded" checks.
- 9 Mouseover extensions (ag_UnitFrames, CT_RaidAssist, CT_UnitFrames,
DiscordUnitFrames, Grid, NotGrid, Cursive, sRaidFrames, PerfectRaid):
ContinueOnAddOnLoaded("<AddonName>", OnLoad). Since immediate-fire passes no
event args, the old `arg1 == "X"` checks are replaced by the addon-name gate
(global guards kept where present); also removes the buggy
UnregisterEvent("ADDON_LOADED", "Onload") no-ops that never fired.
Addon names match file names; drops support for renamed folders (e.g. -master).
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].
The previous reclaim stack-overflowed when LeafVillageAchievements loaded
after us (its captured "original" was our own function, so reclaiming onto
the top created an ours<->LVA loop). Add a reentrancy guard plus a base
SendChatMessage reference so a hook cycle routes straight to the base
function instead of recursing.
Gate the reclaim on LeafVillageAchievements OR LeafVillageLegends (both hook
SendChatMessage and can bump ours off the top -- LVA orphans it, LVL wraps
and re-installs on timers). Keep the anchored ^#showtooltip match since being
on top means we see the pristine line.
Our #showtooltip filter hooks the global SendChatMessage. An addon that
snapshots SendChatMessage at its own file-load and later calls that
snapshot directly (e.g. LeafVillageAchievements at PLAYER_ENTERING_WORLD+3s)
orphans our hook if it loaded before us -- its snapshot predates our filter,
so #showtooltip leaks to chat. This bites the fork specifically: it sorts
after LeafVillageAchievements alphabetically, so it loads too late to be in
the snapshot, whereas upstream "CleveRoidMacros" sorted before it.
Make the filter a named function and add EnsureSendChatMessageHook, which
re-asserts it as the outermost SendChatMessage hook (no-op once on top).
OnUpdate calls it each throttled tick via a cheap identity check, so we
reclaim the top of the chain within a frame of being displaced. Normal
messages still flow through the chained-over hook untouched.