Commit Graph

155 Commits

Author SHA1 Message Date
andrew6180 0f04c2ba3b Add talent, spec, risk, and instance type load conditions 2025-10-17 12:20:04 -07:00
andrew6180 72b01063bc implement ascension charges 2025-10-17 10:36:29 -07:00
andrew6180 82fc7a582d remove awesomewotlk ref 2025-10-17 09:41:39 -07:00
NoM0Re 7c7fafe5a8 5.20.5 2025-10-09 21:17:44 +02:00
NoM0Re de1d05b2b2 (refactor/encounter) refactor and fire DBM callbacks after load 2025-10-07 00:02:38 +02:00
NoM0Re 6c6cb73fdd (feat/Encounter): Implement Encounter Trigger/Load Options via DBM, also fire ENCOUNTER_START/END and DBM Callback Events for Custom Triggers (#73) 2025-10-04 23:39:33 +02:00
NoM0Re 3247c6112a (feat/Prototypes): Add 'Item Type Equipped' Trigger and Load Trigger 2025-08-24 17:05:59 +02:00
NoM0Re c44c7be9eb (fix/SpellDetails) handle Stealth and Prowl correctly
Reported in #65
2025-08-10 17:08:20 +02:00
NoM0Re 727747ad1d 5.20.1 2025-08-06 01:44:29 +02:00
NoM0Re d6ae3e020b 5.20.0 2025-07-22 16:49:18 +02:00
NoM0Re 62e1e27ef7 Don't trigger partyX unit event with the filter :group when in raid 2025-06-14 01:56:59 +02:00
NoM0Re f84661ad99 revisit Mounted Frame 2025-06-12 02:46:14 +02:00
NoM0Re 5bf1397e18 (fix/SwingTimer) Offhand in a minimal way 2025-06-08 16:41:56 +02:00
NoM0Re ddbee38646 (fix/Power): fix regression causing stuttery power updates by re-adding FRAME_UPDATE for non-multi-unit units
This change reintroduces FRAME_UPDATE for units not in multiUnitUnits (e.g., player, target) to ensure smooth power updates, similar to UNIT_POWER_FREQUENT in retail. The new logic tho avoids registering other unit events when FRAME_UPDATE is used, improving performance and preventing multiple updates per frame, than before.
2025-06-02 22:12:34 +02:00
NoM0Re bda851552d 5.19.10 2025-05-31 22:54:39 +02:00
Artur Morozov 4f547d6804 GenericTrigger: fix regex for weapon enchants 2025-05-13 22:56:42 +03:00
NoM0Re 253de34f0f (fix/states) prevent nil error when cleaning up states 2025-04-26 16:10:06 +02:00
NoM0Re 1f289de84d 5.19.9 2025-04-25 19:28:09 +02:00
NoM0Re d3ab7a63a2 (fix/threat) unit "At Least One Enemy" due to missing "none" unit
in our game version
2025-04-21 16:40:02 +02:00
NoM0Re 51bac56479 5.19.8 2025-04-13 16:03:55 +02:00
NoM0Re a595ef2a4a 5.19.7 2025-04-04 09:55:04 +02:00
NoM0Re 6cdfcac1b1 5.19.6 2025-04-03 21:03:11 +02:00
NoM0Re 3c574cb4a6 5.19.5
No new features this release, just fixes to some minor bugs.
2025-03-14 00:48:30 +01:00
NoM0Re bbf9cb14ae (fix)Resolve Overlay issues finally 2025-03-12 15:20:52 +01:00
NoM0Re 73697d4f66 (fix/Prototypes) simplify resilience by alot 2025-03-10 21:02:02 +01:00
NoM0Re 57b67eca07 add mounted load condition, add more wow api for load and organize it better 2025-03-03 13:55:49 +01:00
NoM0Re 07c14c2cae support more custom 3.3.5 server, fix all Spec/Talent Triggers
- Closes #26
2025-02-28 17:38:11 +01:00
Lundmark 85c1f5e542 (fix/tooltips) SetSpellByID -> Hardcoded Spell Escape Sequence strings
this is a fix for GameTooltip for Spells. In 3.3.5 API, GameTooltip:SetSpellByID only allows player known spells to be set.
The workaround for this is using GameTooltip:SetHyperlink() and hardcoding an escape sequence for spells.
2025-02-27 14:05:48 +01:00
NoM0Re b1c6b7d333 fix spec load, small fixes 2025-02-26 21:08:59 +01:00
NoM0Re 2157fbc553 Fix dynamic group icons scaling issue, ensure class & spec load on login, reworked queued actions
dynamic group icons used incorrectly parent scale, even without set
2025-02-25 21:49:19 +01:00
NoM0Re 7c7869494e 5.19.3
Add methods to the states/allstates table that helps with creating,
updating or remove states in an optimized way

## Advantage of using this function instead of doing a states[key] = {
... }

- If already created, update existing state, and return true if any
value was changed, this can help reduce amount of resources an aura use

- Automatically `return true` when using these functions and any change
was made

## Examples

```Lua
function(states, event, ...)
    if event == "PLAYER_TARGET_CHANGED" then
        if UnitExists("target") then
            -- if state exists it's updated, not replaced
            -- show & changed fields can be skipped
            states:Update("", {
                    name = UnitName("target"),
                    duration = 5,
                    expirationTime = GetTime() + 5,
                    progressType = "timed",
                    autoHide = true
            })
        else
            -- wipe
            states:RemoveAll()
        end
    end
    -- no need to return true
end
```

with clones

```Lua
function(states, event, ...)
    local currentEssence = UnitPower("player", Enum.PowerType.Essence)
    local maxEssence = UnitPowerMax("player", Enum.PowerType.Essence)
    for i = 1, 6 do
        if i > maxEssence then
            states:Remove(i) -- wipe allstates[6]
        else
            local value = currentEssence >= i and 1 or 0
            local newState = {
                progressType = "static",
                value = value,
                total = 1
            }
            states:Update(i, newState)
        end
    end
    -- no need to return true
end
```
2025-02-24 22:10:45 +01:00
NoM0Re cfc26d8c99 Fix incorrect login message, rework LibGroupTalentsWrapper
The login message was triggered incorrectly due to the "Beta" tag in the version string. This has been fixed.

Almost completely removed due to impracticality with the 3.3.5a API.
When RAID_ROSTER_UPDATE or PARTY_MEMBERS_CHANGED fires, data is unavailable for ~1.5 seconds.
If these events fire again within that time, the timer needs to be restarted, leading to excessive code complexity and requiring handling for every edge case.
Instead, we now simply check if the unit has changed when the library fires its callback.
2025-02-19 01:45:04 +01:00
NoM0Re 86b49b4010 update SwingTimer
Offhand is still not working because we don't have the CLEU arg isOffHand, that came with Cata
2025-02-17 00:34:30 +01:00
NoM0Re c9bc8b555b fix techframe 2025-02-15 18:29:53 +01:00
NoM0Re c1c58d46d0 from retail 2025-02-15 14:40:24 +01:00
NoM0Re 290981ff25 from retail
diffchecked
2025-02-14 18:46:41 +01:00
NoM0Re 5c9b4aeb4e from retail
fix of the reverted commit
2025-02-12 21:40:08 +01:00
NoM0Re b7a505f118 Revert "from retail"
This reverts commit fc4b265688.
2025-02-12 20:46:34 +01:00
NoM0Re fc4b265688 from retail 2025-02-11 20:50:42 +01:00
NoM0Re f94aff6a9d from retail 2025-02-11 20:18:57 +01:00
NoM0Re 5d1ac74d27 Rework LibGroupTalents now also returns function returns additionally, add Spec Role triggers to load/generic/bt2, fix WeakAuras.GetRegion
- **WeakAuras.SpecForUnit(unit)** = Returns: `classFileName..spec`, `Dominant Tree`, `spent1`, `spent2`, `spent3`
- **WeakAuras.GetUnitRole(unit)** = Returns one of: `"melee"`, `"caster"`, `"healer"`, `"tank"`
- **WeakAuras.SpecRolePositionForUnit(unit)** = Returns: `Dominant Tree`, `spent1`, `spent2`, `spent3`
- **WeakAuras.CheckTalentForUnit(unit, talentId)** = Returns: `"Points spent"` in talent or `nil`
- **WeakAuras.CheckGlyphForUnit(unit, glyphId)** = Returns: `true` if the player has the glyph associated with `spellID` or `spellName`, we can only see the glyphs of players running `LibGroupTalents-1.0`
2025-02-11 00:12:30 +01:00
NoM0Re 4f40aa0b40 from retail 2025-02-09 02:42:51 +01:00
NoM0Re 0ee4e79d36 (fix/prototypes) item count, item equipped, cooldown/charges/count 2025-02-08 15:05:57 +01:00
NoM0Re 3913a570fa from retail 2025-02-02 19:22:54 +01:00
NoM0Re 95a13c6896 fix libs not loading, use libgrouptalents, but still not working 2025-02-01 20:17:50 +01:00
NoM0Re fb09181ee7 from retail 2025-01-28 20:40:12 +01:00
NoM0Re 8e07a6495c from retail 2025-01-27 03:28:33 +01:00
NoM0Re 1793d7ac19 fix WatchUnitChange 2025-01-26 19:59:47 +01:00
NoM0Re 4750b095d3 from retail 2025-01-26 03:47:13 +01:00
NoM0Re 667a2f3f50 from retail 2025-01-25 23:37:36 +01:00