Originally Posted by ravagernl
In case you want to unsummon your pet when entering stealth/prowl/camouflage:
lua Code:
local petName = "White Kitten" local _, class = UnitClass("player") local stealthBuff = class == "ROGUE" and GetSpellInfo(1784) -- Stealth or class == "DRUID" and GetSpellInfo(5215) -- Prowl or class == "HUNTER" and GetSpellInfo(51753) -- Camouflage -- or class == "MAGE" and GetSpellInfo(66) -- Invisibility (not sure if minipet also turns invisible??) local function CheckAndSummonPet() if stealthBuff and UnitBuff("player", stealthBuff) and C_PetJournal.GetSummonedPetGUID() then -- You have a stealth buff and you have a companion out. DismissCompanion("CRITTER") -- I'm assuming this function still works and is available in combat?? return end if InCombatLockdown() then -- You can't summon a pet in combat from insecure code. return end if C_PetJournal.GetSummonedPetGUID() then -- You already have a summoned pet. return end local _, petGUID = C_PetJournal.FindPetIDByName(petName) if petGUID then -- Summon the desired pet: C_PetJournal.SummonPetByGUID(petGUID) end end hooksecurefunc("MoveBackwardStart", CheckAndSummonPet) hooksecurefunc("MoveForwardStart", CheckAndSummonPet) hooksecurefunc("StrafeLeftStart", CheckAndSummonPet) hooksecurefunc("StrafeRightStart", CheckAndSummonPet)
Note: this is untested
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Cool.
I've got the latest from Phanx in my folder.
I'll see how that goes and then try yours out another time.
If you happen to test it yourself, in the meantime, please do let us know how it went.
Thanks for the contribution, as that appears to be a nice tweak.