diff --git a/WeakAuras/Prototypes.lua b/WeakAuras/Prototypes.lua index 96c2f30..fd922c8 100644 --- a/WeakAuras/Prototypes.lua +++ b/WeakAuras/Prototypes.lua @@ -765,7 +765,7 @@ WeakAuras.load_prototype = { type = "multiselect", values = valuesForTalentFunction, test = "WeakAuras.CheckTalentByIndex(%d)", - events = {"PLAYER_TALENT_UPDATE"} + events = {"PLAYER_TALENT_UPDATE", "SPELL_UPDATE_USABLE"} }, { name = "talent2", @@ -776,7 +776,7 @@ WeakAuras.load_prototype = { enable = function(trigger) return trigger.use_talent ~= nil or trigger.use_talent2 ~= nil; end, - events = {"PLAYER_TALENT_UPDATE"} + events = {"PLAYER_TALENT_UPDATE", "SPELL_UPDATE_USABLE"} }, { name = "talent3", @@ -787,7 +787,7 @@ WeakAuras.load_prototype = { enable = function(trigger) return (trigger.use_talent ~= nil and trigger.use_talent2 ~= nil) or trigger.use_talent3 ~= nil; end, - events = {"PLAYER_TALENT_UPDATE"} + events = {"PLAYER_TALENT_UPDATE", "SPELL_UPDATE_USABLE"} }, { name = "spellknown", @@ -3410,7 +3410,7 @@ WeakAuras.event_prototypes = { type = "status", events = function() return { - ["events"] = {"PLAYER_TALENT_UPDATE"} + ["events"] = {"PLAYER_TALENT_UPDATE", "SPELL_UPDATE_USABLE"} } end, force_events = "PLAYER_TALENT_UPDATE", diff --git a/WeakAuras/WeakAuras.lua b/WeakAuras/WeakAuras.lua index 8f67d68..508ec47 100644 --- a/WeakAuras/WeakAuras.lua +++ b/WeakAuras/WeakAuras.lua @@ -1723,7 +1723,6 @@ loadedFrame:SetScript("OnEvent", function(self, event, addon) if remainingSquelch > 0 then timer:ScheduleTimer(function() squelch_actions = false; end, remainingSquelch); -- No sounds while loading end - WeakAuras.CreateTalentCache() -- It seems that GetTalentInfo might give info about whatever class was previously being played, until PLAYER_ENTERING_WORLD WeakAuras.UpdateCurrentInstanceType(); end elseif(event == "SPELL_UPDATE_USABLE") then @@ -2095,6 +2094,7 @@ WeakAuras.loadFrame = loadFrame; WeakAuras.frames["Display Load Handling"] = loadFrame; loadFrame:RegisterEvent("PLAYER_TALENT_UPDATE"); +loadFrame:RegisterEvent("SPELL_UPDATE_USABLE"); loadFrame:RegisterEvent("PLAYER_DIFFICULTY_CHANGED"); loadFrame:RegisterEvent("VEHICLE_UPDATE");