- Replace all UnitMana/UnitManaMax calls with UnitPower/UnitPowerMax. The
no-arg form returns the unit's primary power from the same field vanilla's
UnitMana read, so these are behavior-preserving. Drops two dead
UnitMana/UnitManaMax local caches in nameplates.lua.
- Replace magic power-type numbers (0/1/2/3) with Enum.PowerType.Mana/Rage/
Focus/Energy in the GetUnitStats branches, the power-bar color block, the
druid mana bar, GetStatusValue's powerdyn, and energytick's mode checks.
The druid secondary mana bar (shown while shapeshifted into a form that
uses energy/rage) lived in nampower.lua and read base mana through
nampower's GetUnitField. Extract it into the unit frame proper and drive
it with ClassicAPI instead:
- Create pfDruidMana_<unit> as f.druidmana in CreateUnitFrame (player and
target), lay it out in UpdateConfig from the existing C.unitframes.druidmana*
keys, and update it in a new pfUI.uf:UpdateDruidMana driven by the frame's
own base-refresh pass (UNIT_MANA / UNIT_DISPLAYPOWER). No separate event
frames, no nampower dependency.
- Read mana via UnitPower(unit, 0) / UnitPowerMax(unit, 0), the ClassicAPI
slot getters that return the mana pool regardless of the active power, so
it works while in Cat/Bear form.
- Add a "Show Druid Mana Bar Text" toggle (druidmanatext) so the current/max
readout can be hidden while keeping the bar; config default, GUI checkbox,
and locale stubs.
- Remove the now-dead block from nampower.lua.
- selfinraid now gates on `not IsInGroup()`, so "show self in raid frames"
applies only when truly solo (both party and raid suppress it), matching
the option's actual behavior.
- Hide the redundant group frames when a party is promoted to the raid grid
(raidforgroup + hide_in_raid), not just in an actual raid. A shared
hide_group local drives both the party-member and self branches; the
party-member branch is scoped to cache_raid == 0 so the raidforgroup-mapped
raid frames (which themselves carry label "party") aren't hidden too.
- Rename "Always Show Self In Raid Frames" to "Show Self In Raid Frames When
Solo" in gui.lua and all locale files; the four previously-translated
strings are reset to nil stubs since the meaning changed.
commit f19d7402810637fc32460864104cb792ac5af863
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Wed Jul 22 01:05:52 2026 -0500
remove comment
commit 60f4968f06d19d42bdc6347f98ff4d5a34785e97
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Wed Jul 22 01:05:06 2026 -0500
Bump ClassicAPI minimum version to 10705
Update the minimum required ClassicAPI version from 10704 (1.7.4) to 10705 (1.7.5).
commit 088dba4c23f4aa7ce98b9ce9d75bc5892cd40520
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Wed Jul 22 01:04:04 2026 -0500
Add raid-pet frames: an independent, roster-driven pet grid
New "raidpet" unitframe type that shows raid members' pets (raidpet1..40)
in their own movable block (pfRaidPetCluster), off by default. It's a
flat pool of frames laid out by pfUI.uf.raid:LayoutPets straight from the
raid roster -- cell N shows raidpet<N> -- so it's fully decoupled from how
the raid grid arranges its own slots.
Layout is independent of the raid grid: raidpet carries its own
width/height plus a Layout section (raidlayout / raidpadding / raidfill),
and its own Collapse Empty Slots toggle that packs only the pets that
exist into the leading cells. The raid grid gets the same collapse option
(sequential slot assignment in AddUnitToGroup instead of by subgroup).
Collapsed pets re-pack on roster changes and on UNIT_PET so summons and
dismisses track live without polling.
Also:
- unitframes: a "raidpet" branch in UpdateVisibility (hide when the pet is
out of range or its raid<N> owner is gone), and fix cache_raid so the
"pfRaid" prefix check doesn't misread pfRaidPet<n> frames (char 7 is
non-numeric -> nil compare crash).
- New "Owner Name" text option: on any pet frame (raidpet/partypet/pet) it
shows the owner's class-colored name so you can tell whose pet it is.
- unlock: a pfRaidPet drag cluster, a numeric-suffix guard so pfRaid no
longer matches (and crashes on) pet frames, and RaidPet config mappings.
- config/gui/translations for all of the above.
commit 52f02c8963fe7ec90f36100ebe069c7807529301
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Mon Jul 20 23:09:06 2026 -0500
Enumerate chat bubbles via ClassicAPI instead of scanning WorldFrame
ClassicAPI's C_ChatBubbles.GetAllChatBubbles() walks the engine's own
bubble list and returns the exact set of live bubble frames, with real
GetRegions(), so the decoration idiom works unchanged. Replace the
WorldFrame:GetChildren() sweep and drop the IsBubble heuristic (unnamed
frame whose first region is the ChatBubble-Background texture) -- the API
only ever hands back bubbles, so that guess is both redundant and more
fragile than the engine list. Cheaper too: it iterates only live bubbles
rather than every world child on each chat event.
The RegisterSlashCommand helper in api/api.lua was effectively unused
(only macrotweak called it); every other command hand-rolled the
SLASH_*/SlashCmdList pair. Convert the existing manual registrations to
the helper with force=true, preserving the current always-bind behavior
while centralizing the pattern behind one code path (and its _G. and
conflict-check handling).
Left as-is: pfUI.lua's /rl, /pfui, /gm (registered before api.lua
defines the helper) and the vendored libs' debug commands.
Buff and debuff slots only called CooldownFrame_SetTimer on the
`expirationTime > 0` (or `duration > 0` for buffs) paths. When the new
target's aura at the same slot index had neither — permanent / passive
auras like Retribution Aura — neither branch fired and the slot kept
displaying the previous target's swirl/timer.
Add an explicit 0/0/0 clear on every path that doesn't set a real
timer, so the button always starts from a known state.
Fixes#13.
`GetPlayerBuff(PLAYER_BUFF_START_ID + this.id, filter)` assumes the
visual index pfUI shows matches the engine's slot order. When that
mismapping happens — most easily reproduced by stacking buffs that
share a slot family — right-clicking one buff cancels another.
`C_Spell.CancelSpellByID(spellID)` ships CMSG_CANCEL_AURA keyed to the
spell, not a slot, so it's immune to whatever order the slot table is
in. Cache `spellId` on the button at refresh time in buff.lua; in the
unitframes/buffwatch handlers fetch the aura fresh via
`C_UnitAuras.GetAuraDataByIndex` at click time.
Fixes#10.
ClassicAPI ships modern IsInGroup() / IsInRaid() backports — drop the
GetNumPartyMembers() > 0 and GetNumRaidMembers() > 0 idioms (and the
GetNumPartyMembers() > 0 or GetNumRaidMembers() > 0 conflation) for the
named-intent variants. UnitInRaid("player") → IsInRaid() at the same
sites.
libhealth ships with pfUI and Nampower's GetUnitField (hard-dep) covers
the real-HP read; the MobHealth integration was a chained last-resort
fallback that could never actually win, and on the nameplate path it
also mixed percentage and real-value scales into the bar's SetMinMaxValues
since it overwrote hp/hpmax without hpmin.
ClassicAPI's recent C_UnitAuras additions (sourceUnit / sourceGUID /
non-player expirationTime / the PLAYER filter token) finally cover
everything libdebuff:UnitDebuff and :UnitOwnDebuff were doing — caster
attribution, accurate timing for non-player units, and the own-debuffs
filter. Migrating the remaining callers off the libdebuff readers.
- api/unitframes.lua: collapses the debuff render path's three-branch
if/else into a single C_UnitAuras.GetAuraDataByIndex with a HARMFUL
or HARMFUL|PLAYER filter selected by the selfdebuff config; tooltip
slot-finders match by sourceGUID instead of libdebuff's caster flag;
custom-debuff indicator scan unifies the same way.
- modules/buffwatch.lua: GetBuffData drops the libdebuff fallback;
tooltip slot-finder mirrors the unitframes pattern.
- libs/libpredict.lua: drops the orphaned UnitHasBuff slot-loop (no
callers left).
- api/api.lua: pfUI.api.UnitHasBuff tightens from a HELPFUL iteration
to a single GetAuraDataBySpellName lookup.
Each site that builds a cooldown ring from expirationTime carries the
talent-extension guard — when expirationTime exceeds the dbc base
duration (e.g. Shadow Affinity → SW:P), clamp start to now and use the
remaining time as the effective duration so CooldownFrame_SetTimer
doesn't get a future start it treats as "not yet begun".
f.power.bar inherits f.power's frame level at creation. Bumping
f.power's level later doesn't propagate to existing children, so
CreateBackdrop's parent.fl - 1 backdrop ends up rendering above
the bar — a black bar appears where the power fill should be.
Set the bar's frame level explicitly to parent.fl + 1 after
CreateBackdrop to restore the bar-over-backdrop order.
* focus: migrate to FocusUnit / "focus" token / PLAYER_FOCUS_CHANGED
ClassicAPI now polyfills modern WoW's focus system: FocusUnit / ClearFocus
+ "focus" / "focustarget" unit tokens accepted by every UnitX function +
PLAYER_FOCUS_CHANGED event. Drop pfUI's GUID-juggling pseudo-frame.
- env/tables.lua: add "focus" and "focustarget" to pfValidUnits — the
focus frames now follow the standard event-driven CreateUnitFrame path
with f.label = "focus"
- modules/focus.lua: rewrite. Slash commands use FocusUnit / ClearFocus
directly; no more manual frame.label/unitname/id manipulation. /focus
<name> still does a target-swap to resolve names → units, then
FocusUnit("target") captures the GUID before the target is restored.
PLAYER_FOCUS_CHANGED triggers immediate frame refresh on assign/clear.
- api/unitframes.lua: delete the pseudo-focus block (per-tick "scan all
units for matching name" loop) and the "focus"/"focustarget" special-
case in the visibility branch — "focus" is now a real token.
- modules/castbar.lua: bind the focus castbar to unitstr = "focus" once;
drop the OnUpdate that synced pfUI.castbar.focus from
pfUI.uf.focus.label/unitname. UnitGUID("focus") resolves at read time.
- Drop C_Minimap.SetFocusByGUID / SetFocusByName / ClearFocus calls —
C_Minimap subscribes to PLAYER_FOCUS_CHANGED on its own.
Net -183 lines. Focus stops being a pfUI-special pseudo-frame and
becomes "just another unit token" — same treatment as target/player.
* add nameplate to valid units
---------
Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
Both indicator scan loops (preset HoT indicators + custom name-based
indicators) now iterate the populated aura array from
C_UnitAuras.GetUnitAuras instead of brute-forcing UnitBuff(1..32). The
Rejuvenation/Renew/Regrowth disambiguation that previously required
scanner:SetUnitBuff + Line(1) tooltip scans now reads aura.name natively.
HoT-icon → name+predict mappings lifted into a HOT_INDICATORS table at
file scope so future additions are one-line edits.
The custom-debuff loop still defers to libdebuff for caster correlation
when available; C_UnitAuras provides the texture/name backstop. Also
unifies the non-selfdebuff debuff display branches through one
GetDebuffDataByIndex call.
Local `scanner` declaration removed (no remaining tooltip-scan uses in
this file).
BuffOnClick/DebuffOnClick switch to lazy bid lookup before CancelPlayerBuff
(matching the pattern in buff.lua/buffwatch.lua). DebuffOnEnter unifies its
player and non-player branches through GameTooltip:SetUnitAura — the only
divergent path is the selfdebuff caster-correlation lookup that still
needs libdebuff.
Mirror the buff-side cleanup: drop the legacy DebuffOnUpdate poller from
player debuff frames, swap the player branch to GetDebuffDataByIndex with
the same future-start cap, and switch the dispel-indicator scan to
AuraData. libdebuff still owns non-player timers. Deletes the now-orphaned
BuffOnUpdate/DebuffOnUpdate/maxdurations.
* fixed offhand timer incorrectly showing for 2H weapon users
* fixed sw_texture resolving pfUI.media key correctly instead of passing raw file path
* added proper offhand weapon detection via GetEquippedItem + GetItemStatsField (Nampower), with vanilla API fallback
* added UNIT_DIED event to reset timer when target dies
* added ACTIONBAR_SLOT_CHANGED event to keep HS/Cleave slot cache up to date
* added immediate offhand bar hide when OH weapon is unequipped mid-combat
* added player GUID caching for UNIT_DIED comparison
* added GUI options: texture, font size, show/hide timer text, MH/OH labels, offhand bar, HS/Cleave queue color
* added HS/Cleave queue color coding for Warriors (green = Cleave, yellow = Heroic Strike)
* added unit frame text options: attack speed, min/max damage, unit string, HP/mana display variants, pet name
* removed unreliable dual-wield heuristic guard (mhAge < 0.1)
Co-authored-by: Zedris