New module - InnervateCall (only for druids)

- This module will call in group/raid and battleground if you innervated yourself or someone else.
- The module will inform your group/raid/battleground if innervate is ready again.
This commit is contained in:
Meow
2026-04-11 21:10:57 +02:00
parent 85dce25804
commit 5ef01174d6
2 changed files with 143 additions and 3 deletions
+132
View File
@@ -0,0 +1,132 @@
-- Innervate Callout Module
-- Announces Innervate casts via raid/party/battleground chat
-- Registers AURA_CAST events directly - zero polling, pure event-driven
pfUI:RegisterNewModule("innervatecall", "Innervate Callout", "DRUID")
pfUI:RegisterModule("innervatecall", "vanilla", function ()
-- Requires Nampower for AURA_CAST events
if not GetNampowerVersion then return end
-- Only load for druids
local _, playerClass = UnitClass("player")
if playerClass ~= "DRUID" then return end
local INNERVATE_SPELLID = 29166
-- Cache player GUID
local playerGuid = nil
local function GetPlayerGuid()
if not playerGuid and GetUnitGUID then
playerGuid = GetUnitGUID("player")
end
return playerGuid
end
-- GUID → name resolution for the target
local function ResolveTargetName(targetGuid)
if not targetGuid or not GetUnitGUID then return nil end
-- Check player self-cast
if GetPlayerGuid() == targetGuid then
return UnitName("player")
end
-- Check current target (most common case for other-cast)
local curGuid = GetUnitGUID("target")
if curGuid == targetGuid then
return UnitName("target")
end
-- Scan raid/party for GUID match
for i = 1, GetNumRaidMembers() do
local unit = "raid" .. i
if GetUnitGUID(unit) == targetGuid then
return UnitName(unit)
end
end
for i = 1, GetNumPartyMembers() do
local unit = "party" .. i
if GetUnitGUID(unit) == targetGuid then
return UnitName(unit)
end
end
return nil
end
-- Determine chat channel based on group context
local function GetAnnounceChannel()
local _, instanceType = IsInInstance()
if instanceType == "pvp" then
return "BATTLEGROUND"
end
if GetNumRaidMembers() > 0 then
return "RAID"
end
if GetNumPartyMembers() > 0 then
return "PARTY"
end
return nil
end
-- Event frame - registers AURA_CAST directly (bypasses libdebuff hooks
-- which are gated behind ownDebuffs/pendingCasts checks meant for debuffs)
local frame = CreateFrame("Frame")
-- AURA_CAST_ON_SELF fires when a buff lands ON the player
-- AURA_CAST_ON_OTHER fires when a buff lands on someone else
-- Both needed: self-innervate = ON_SELF, innervate on others = ON_OTHER
-- casterGuid check prevents announcing other druids' innervates
frame:RegisterEvent("AURA_CAST_ON_SELF")
frame:RegisterEvent("AURA_CAST_ON_OTHER")
frame:RegisterEvent("PLAYER_LOGOUT")
frame:SetScript("OnEvent", function()
if event == "PLAYER_LOGOUT" then
this:UnregisterAllEvents()
this:SetScript("OnEvent", nil)
return
end
-- AURA_CAST args: arg1=spellId, arg2=casterGuid, arg3=targetGuid
local spellId = arg1
local casterGuid = arg2
local targetGuid = arg3
if spellId ~= INNERVATE_SPELLID then return end
-- Only announce our own casts
if casterGuid ~= GetPlayerGuid() then return end
-- Resolve target name from GUID
local targetName = ResolveTargetName(targetGuid) or "Unknown"
-- Determine channel
local channel = GetAnnounceChannel()
if not channel then return end -- solo, no announcement
SendChatMessage(">> Innervate casted on " .. targetName .. " <<", channel)
-- Schedule "ready" announcement when cooldown expires
-- Use GetSpellIdCooldown for precise remaining time, fallback to 360s
local cdRemaining = 360
if GetSpellIdCooldown then
local cd = GetSpellIdCooldown(INNERVATE_SPELLID)
if cd and cd.cooldownRemainingMs and cd.cooldownRemainingMs > 0 then
cdRemaining = cd.cooldownRemainingMs / 1000
end
end
local readyAt = GetTime() + cdRemaining
frame:SetScript("OnUpdate", function()
if GetTime() >= readyAt then
frame:SetScript("OnUpdate", nil)
local ch = GetAnnounceChannel()
if ch then
SendChatMessage(">> Innervate is ready <<", ch)
end
end
end)
end)
end)
+11 -3
View File
@@ -258,17 +258,20 @@ end
-- a one-time prompt asking if they want to enable them.
pfUI.new_modules = {}
function pfUI:RegisterNewModule(name, label)
table.insert(pfUI.new_modules, { name = name, label = label })
function pfUI:RegisterNewModule(name, label, class)
table.insert(pfUI.new_modules, { name = name, label = label, class = class })
end
function pfUI:CheckNewModules()
pfUI_init.seen_modules = pfUI_init.seen_modules or {}
local pending = 0
local _, playerClass = UnitClass("player")
for _, entry in pairs(pfUI.new_modules) do
if not pfUI_init.seen_modules[entry.name] and pfUI_init["finalize"] then
pending = pending + 1
if not entry.class or entry.class == playerClass then
pending = pending + 1
end
end
end
@@ -287,6 +290,10 @@ function pfUI:CheckNewModules()
for _, entry in pairs(pfUI.new_modules) do
local name = entry.name
if not pfUI_init.seen_modules[name] then
-- Skip modules restricted to a different class
if entry.class and entry.class ~= playerClass then
-- don't mark as seen - player might have a druid alt later
else
pfUI_init.seen_modules[name] = true
-- Only prompt existing users (firstrun wizard already ran)
@@ -312,6 +319,7 @@ function pfUI:CheckNewModules()
}
StaticPopup_Show("PFUI_NEW_MODULE_" .. strupper(name))
end
end -- else (class match)
end
end
end