mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-22 15:46:56 +00:00
54355c9019
Final release!
484 lines
15 KiB
Lua
484 lines
15 KiB
Lua
-- Nampower integration module
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-- Provides spell queue indicator and enhanced cast information
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-- Requires Nampower DLL: https://gitea.com/avitasia/nampower
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pfUI:RegisterModule("nampower", "vanilla", function ()
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-- Only load if Nampower is available
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if not GetNampowerVersion then return end
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-- Safe wrapper for SuperWoW's GetSpellNameAndRankForId (may not be available)
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local function SafeGetSpellNameAndRank(spellId)
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if not GetSpellNameAndRankForId then return nil, nil end
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local success, name, rank = pcall(GetSpellNameAndRankForId, spellId)
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if success then
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return name, rank
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end
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return nil, nil
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end
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local rawborder, border = GetBorderSize()
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-- Spell Queue Indicator
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-- Shows the currently queued spell icon near the castbar
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if C.unitframes.spellqueue == "1" then
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local size = tonumber(C.unitframes.spellqueuesize) or 32
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pfUI.spellqueue = CreateFrame("Frame", "pfSpellQueue", UIParent)
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pfUI.spellqueue:SetFrameStrata("HIGH")
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pfUI.spellqueue:SetWidth(size)
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pfUI.spellqueue:SetHeight(size)
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pfUI.spellqueue:Hide()
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-- Position near player castbar if available
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if pfUI.castbar and pfUI.castbar.player then
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pfUI.spellqueue:SetPoint("LEFT", pfUI.castbar.player, "RIGHT", border*3, 0)
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else
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pfUI.spellqueue:SetPoint("CENTER", UIParent, "CENTER", 100, -100)
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end
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pfUI.spellqueue.icon = pfUI.spellqueue:CreateTexture("OVERLAY")
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pfUI.spellqueue.icon:SetAllPoints(pfUI.spellqueue)
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pfUI.spellqueue.icon:SetTexCoord(.08, .92, .08, .92)
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UpdateMovable(pfUI.spellqueue)
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CreateBackdrop(pfUI.spellqueue)
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CreateBackdropShadow(pfUI.spellqueue)
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-- Event codes from Nampower
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local ON_SWING_QUEUED = 0
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local ON_SWING_QUEUE_POPPED = 1
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local NORMAL_QUEUED = 2
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local NORMAL_QUEUE_POPPED = 3
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local NON_GCD_QUEUED = 4
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local NON_GCD_QUEUE_POPPED = 5
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local queue = CreateFrame("Frame")
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queue:RegisterEvent("SPELL_QUEUE_EVENT")
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queue:RegisterEvent("PLAYER_LOGOUT")
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queue:SetScript("OnEvent", function()
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-- Handle shutdown to prevent crash 132
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if event == "PLAYER_LOGOUT" then
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this:UnregisterAllEvents()
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this:SetScript("OnEvent", nil)
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return
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end
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local eventCode = arg1
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local spellId = arg2
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if eventCode == NORMAL_QUEUED or eventCode == NON_GCD_QUEUED or eventCode == ON_SWING_QUEUED then
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-- Get spell texture from SpellInfo (SuperWoW) or GetSpellTexture
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local texture
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if SpellInfo then
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local _, _, tex = SpellInfo(spellId)
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texture = tex
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end
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if texture then
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pfUI.spellqueue.icon:SetTexture(texture)
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pfUI.spellqueue:Show()
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end
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elseif eventCode == NORMAL_QUEUE_POPPED or eventCode == NON_GCD_QUEUE_POPPED or eventCode == ON_SWING_QUEUE_POPPED then
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pfUI.spellqueue:Hide()
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end
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end)
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end
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-- NOTE: Buff tracking removed - was dead code (data collected but never used for display)
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-- Direct Aura Access API using GetUnitField
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-- Much faster than tooltip scanning - reads aura arrays directly from unit fields
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if GetUnitField then
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pfUI.api.GetUnitAuras = function(unit)
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local auras = GetUnitField(unit, "aura")
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local auraLevels = GetUnitField(unit, "auraLevels")
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local auraStacks = GetUnitField(unit, "auraApplications")
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if not auras then return nil end
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local result = {}
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for i = 1, 48 do
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local spellId = auras[i]
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if spellId and spellId > 0 then
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local name, rank, texture
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if SpellInfo then
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name, rank, texture = SpellInfo(spellId)
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end
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if not name then
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name, rank = SafeGetSpellNameAndRank(spellId)
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end
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result[i] = {
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spellId = spellId,
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name = name,
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rank = rank,
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texture = texture,
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level = auraLevels and auraLevels[i] or 0,
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stacks = auraStacks and auraStacks[i] or 1,
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isBuff = i <= 32, -- First 32 slots are buffs, rest are debuffs
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}
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end
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end
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return result
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end
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-- Quick check if unit has specific aura by spellId
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pfUI.api.UnitHasAura = function(unit, spellId)
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local auras = GetUnitField(unit, "aura")
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if not auras then return false end
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for i = 1, 48 do
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if auras[i] == spellId then return true, i end
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end
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return false
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end
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-- Get unit resistances directly
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pfUI.api.GetUnitResistances = function(unit)
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local res = GetUnitField(unit, "resistances")
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if not res then return nil end
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return {
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armor = res[1] or 0,
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holy = res[2] or 0,
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fire = res[3] or 0,
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nature = res[4] or 0,
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frost = res[5] or 0,
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shadow = res[6] or 0,
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arcane = res[7] or 0
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}
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end
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end
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-- Reactive Spell Indicator using IsSpellUsable
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-- Shows when reactive abilities like Overpower, Revenge, Execute are usable
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if IsSpellUsable and C.unitframes.reactive_indicator == "1" then
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local size = tonumber(C.unitframes.reactive_size) or 28
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local _, class = UnitClass("player")
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-- Reactive spells by class
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local reactiveSpells = {
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WARRIOR = {
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{ name = "Overpower", texture = "Interface\\Icons\\Ability_MeleeDamage" },
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{ name = "Revenge", texture = "Interface\\Icons\\Ability_Warrior_Revenge" },
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{ name = "Execute", texture = "Interface\\Icons\\INV_Sword_48" },
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},
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ROGUE = {
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{ name = "Riposte", texture = "Interface\\Icons\\Ability_Warrior_Challange" },
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},
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HUNTER = {
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{ name = "Mongoose Bite", texture = "Interface\\Icons\\Ability_Hunter_SwiftStrike" },
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{ name = "Counterattack", texture = "Interface\\Icons\\Ability_Warrior_Challange" },
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},
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}
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local spells = reactiveSpells[class]
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if spells then
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pfUI.reactive = CreateFrame("Frame", "pfReactiveIndicator", UIParent)
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pfUI.reactive:SetFrameStrata("HIGH")
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local spellCount = table.getn(spells)
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pfUI.reactive:SetWidth(size * spellCount + 4 * (spellCount - 1))
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pfUI.reactive:SetHeight(size)
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pfUI.reactive:SetPoint("CENTER", UIParent, "CENTER", 0, -200)
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pfUI.reactive:Hide()
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pfUI.reactive.icons = {}
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for i, spell in ipairs(spells) do
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local icon = CreateFrame("Frame", nil, pfUI.reactive)
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icon:SetWidth(size)
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icon:SetHeight(size)
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icon:SetPoint("LEFT", pfUI.reactive, "LEFT", (i-1) * (size + 4), 0)
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icon.texture = icon:CreateTexture(nil, "ARTWORK")
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icon.texture:SetAllPoints(icon)
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icon.texture:SetTexture(spell.texture)
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icon.texture:SetTexCoord(.08, .92, .08, .92)
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icon.glow = icon:CreateTexture(nil, "OVERLAY")
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icon.glow:SetPoint("TOPLEFT", icon, "TOPLEFT", -4, 4)
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icon.glow:SetPoint("BOTTOMRIGHT", icon, "BOTTOMRIGHT", 4, -4)
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icon.glow:SetTexture(pfUI.media["img:glow"])
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icon.glow:SetVertexColor(1, 1, 0, 0.8)
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CreateBackdrop(icon)
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icon:Hide()
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icon.spellName = spell.name
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pfUI.reactive.icons[i] = icon
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end
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UpdateMovable(pfUI.reactive)
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pfUI.reactive:SetScript("OnUpdate", function()
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local anyVisible = false
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for _, icon in ipairs(this.icons) do
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local usable = IsSpellUsable(icon.spellName)
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if usable == 1 then
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icon:Show()
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anyVisible = true
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else
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icon:Hide()
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end
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end
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if anyVisible then
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this:Show()
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else
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this:Hide()
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end
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end)
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end
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end
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-- Enhanced Cooldown Tracking API using GetSpellIdCooldown
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if GetSpellIdCooldown then
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pfUI.api.GetPreciseCooldown = function(spellId)
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local cd = GetSpellIdCooldown(spellId)
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if not cd then return nil end
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return {
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onCooldown = (cd.isOnCooldown or 0) == 1,
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remaining = (cd.cooldownRemainingMs or 0) / 1000,
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remainingMs = cd.cooldownRemainingMs or 0,
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gcdRemaining = (cd.gcdCategoryRemainingMs or 0) / 1000,
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gcdRemainingMs = cd.gcdCategoryRemainingMs or 0,
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individualRemaining = (cd.individualRemainingMs or 0) / 1000,
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categoryRemaining = (cd.categoryRemainingMs or 0) / 1000,
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}
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end
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-- Item cooldown helper
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pfUI.api.GetPreciseItemCooldown = function(itemId)
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if not GetItemIdCooldown then return nil end
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local cd = GetItemIdCooldown(itemId)
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if not cd then return nil end
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return {
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onCooldown = (cd.isOnCooldown or 0) == 1,
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remaining = (cd.cooldownRemainingMs or 0) / 1000,
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remainingMs = cd.cooldownRemainingMs or 0,
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}
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end
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end
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-- UNIT_DIED event handling - placeholder for future use
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-- (Debuff/buff cleanup removed as tracking is now handled by libdebuff)
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-- Trinket Management API
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if GetTrinkets then
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pfUI.api.GetEquippedTrinkets = function()
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local trinkets = GetTrinkets()
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if not trinkets then return {} end
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local equipped = {}
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for _, trinket in pairs(trinkets) do
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if trinket and trinket.bagIndex == nil then -- nil bagIndex = equipped
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table.insert(equipped, trinket)
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end
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end
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return equipped
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end
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pfUI.api.GetTrinketCooldown = function(slot)
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if not GetTrinketCooldown then return nil end
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local cd = GetTrinketCooldown(slot)
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if cd == -1 or not cd then return nil end
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return {
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onCooldown = (cd.isOnCooldown or 0) == 1,
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remaining = (cd.cooldownRemainingMs or 0) / 1000,
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remainingMs = cd.cooldownRemainingMs or 0,
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}
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end
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pfUI.api.UseTrinket = function(slot, target)
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if not UseTrinket then return false end
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return UseTrinket(slot, target) == 1
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end
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end
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-- Nampower Item Stats API (use distinct name to avoid conflicts)
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if GetItemStats then
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pfUI.api.GetNampowerItemStats = function(itemId)
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local success, stats = pcall(GetItemStats, itemId, true)
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if not success or not stats then return nil end
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return stats
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end
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-- Quick item level lookup
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pfUI.api.GetNampowerItemLevel = function(itemId)
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if GetItemLevel then
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return GetItemLevel(itemId)
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end
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local success, stats = pcall(GetItemStats, itemId, true)
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if success and stats and stats.itemLevel then
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return stats.itemLevel
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end
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return nil
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end
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end
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-- Spell Modifiers API for damage/heal predictions
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if GetSpellModifiers then
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pfUI.api.GetSpellBonus = function(spellId, modType)
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-- modType: 0=DAMAGE, 1=DURATION, 6=RADIUS, 7=CRIT, 10=CAST_TIME, 14=COST, etc.
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local flat, percent, hasmod = GetSpellModifiers(spellId, modType or 0)
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return {
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flat = flat or 0,
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percent = percent or 0,
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hasModifier = hasmod and hasmod ~= 0,
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}
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end
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-- Common spell modifier lookups
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pfUI.api.GetSpellDamageBonus = function(spellId)
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return pfUI.api.GetSpellBonus(spellId, 0) -- DAMAGE
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end
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pfUI.api.GetSpellCritBonus = function(spellId)
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return pfUI.api.GetSpellBonus(spellId, 7) -- CRITICAL_CHANCE
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end
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pfUI.api.GetSpellCostReduction = function(spellId)
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return pfUI.api.GetSpellBonus(spellId, 14) -- COST
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end
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end
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-- Inventory/Bag API
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if GetBagItems then
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pfUI.api.GetAllBagItems = function()
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return GetBagItems()
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end
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pfUI.api.FindItem = function(itemIdOrName)
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if FindPlayerItemSlot then
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local bag, slot = FindPlayerItemSlot(itemIdOrName)
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return bag, slot
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end
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return nil, nil
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end
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pfUI.api.UseItem = function(itemIdOrName, target)
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if UseItemIdOrName then
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return UseItemIdOrName(itemIdOrName, target) == 1
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end
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return false
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end
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end
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-- Equipment Inspection API
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if GetEquippedItems then
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pfUI.api.GetPlayerEquipment = function()
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return GetEquippedItems("player")
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end
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pfUI.api.GetTargetEquipment = function()
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return GetEquippedItems("target")
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end
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pfUI.api.GetEquippedItemInfo = function(unit, slot)
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if GetEquippedItem then
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return GetEquippedItem(unit, slot)
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end
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return nil
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end
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end
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-- Spell Lookup Helpers
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if GetSpellIdForName then
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pfUI.api.GetMaxRankSpellId = function(spellName)
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return GetSpellIdForName(spellName)
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end
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end
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if GetSpellSlotTypeIdForName then
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pfUI.api.GetSpellSlotInfo = function(spellName)
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local slot, bookType, spellId = GetSpellSlotTypeIdForName(spellName)
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return {
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slot = slot,
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bookType = bookType,
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spellId = spellId,
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}
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end
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end
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-- Queue Script API for advanced macro functionality
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if QueueScript then
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pfUI.api.QueueLuaScript = function(script, priority)
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QueueScript(script, priority or 1)
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end
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end
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if QueueSpellByName then
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pfUI.api.QueueSpell = function(spellName)
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QueueSpellByName(spellName)
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end
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end
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-- Channel optimization
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if ChannelStopCastingNextTick then
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pfUI.api.StopChannelNextTick = function()
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ChannelStopCastingNextTick()
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end
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end
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-- Spell Database Access via GetSpellRec
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if GetSpellRec then
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pfUI.api.GetSpellRecord = function(spellId)
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local success, rec = pcall(GetSpellRec, spellId)
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if not success or not rec then return nil end
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return {
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spellId = spellId,
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name = rec.name or "",
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rank = rec.rank or "",
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description = rec.description or "",
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manaCost = rec.manaCost or 0,
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baseLevel = rec.baseLevel or 0,
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spellLevel = rec.spellLevel or 0,
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maxLevel = rec.maxLevel or 0,
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maxTargetLevel = rec.maxTargetLevel or 0,
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maxTargets = rec.maxTargets or 0,
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durationIndex = rec.durationIndex or 0,
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powerType = rec.powerType or 0,
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rangeIndex = rec.rangeIndex or 0,
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speed = rec.speed or 0,
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schoolMask = rec.schoolMask or 0,
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runeCostID = rec.runeCostID or 0,
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spellMissileID = rec.spellMissileID or 0,
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iconID = rec.iconID or 0,
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activeIconID = rec.activeIconID or 0,
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nameSubtext = rec.nameSubtext or "",
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castingTimeIndex = rec.castingTimeIndex or 0,
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categoryRecoveryTime = rec.categoryRecoveryTime or 0,
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recoveryTime = rec.recoveryTime or 0,
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startRecoveryCategory = rec.startRecoveryCategory or 0,
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startRecoveryTime = rec.startRecoveryTime or 0,
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}
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end
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-- Get spell school (fire, frost, nature, etc.)
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pfUI.api.GetSpellSchool = function(spellId)
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local success, rec = pcall(GetSpellRec, spellId)
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if not success or not rec or not rec.schoolMask then return nil end
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local schools = {
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[1] = "Physical",
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[2] = "Holy",
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[4] = "Fire",
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[8] = "Nature",
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[16] = "Frost",
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[32] = "Shadow",
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[64] = "Arcane",
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}
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return schools[rec.schoolMask] or "Unknown"
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end
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end
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-- Disenchant All utility
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if DisenchantAll then
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pfUI.api.DisenchantAllItems = function()
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DisenchantAll()
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end
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SLASH_PFDISENCHANTALL1 = "/disenchantall"
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SLASH_PFDISENCHANTALL2 = "/dea"
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SlashCmdList["PFDISENCHANTALL"] = function()
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DisenchantAll()
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DEFAULT_CHAT_FRAME:AddMessage("|cff33ffccpfUI|r: Disenchanting all eligible items...")
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end
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end
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-- NOTE: HoT Detection (AURA_CAST events) removed - OnHotApplied callback was never implemented in libpredict
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-- NOTE: Swing Timer removed - GetSwingTimers() was never called anywhere
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end) |