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Pathwise: Gear

Is this an upgrade for me? Upgrade arrows, tooltip advice, the best quest reward and Best in Slot (Level) for WoW: Forever.
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Pathwise Gear 0.2.0

File namePathwise_Gear-0.2.0.zip
Uploader
leight_nnleight_nn
Uploaded
Nov 5, 2026
Downloads
4
Size
37.7 KB
Flavors
Forever
File ID
9451261
Type
R
Release
Supported game versions
  • 1.60.1

What's new

Leveling, professions and the suite

  • The guide window reads like you play: a "Step N" card with what to do right now (the person or quest picked out in colour, objective counts), then the steps ahead as a numbered list, one line per action ("Talk to ...", "Accept ...", "Turn in ..."). Settings: how many steps are listed.
  • Automation, only for what the route asks (hold Shift to do it yourself): accept and hand in the route's quests, take a reward when there is no choice (or Pathwise Gear's pick, if you switch that on), fly where the step says, set the hearthstone at the step's inn, and (off by default) learn what the trainer has when the step is training. Each can be switched off.
  • A quest item button beside the guide for the item the step wants used, with its own key binding.
  • A leveling tracker: XP per hour this session and time to your next level in the guide window, and the time each level took (Settings > Leveling tracker > Times).
  • Sync with your quest log, mark a quest or step done yourself, and quest markers for every quest around you on the map and minimap.
  • Gathering guides for Herbalism and Mining: every Classic herb and ore node (about 25,000, from QuestieDB's Forever data, with the skill each needs from Forever's own tables) on the map and minimap in its skill-up colour, for the gathering professions you have; the profession's page lists the zones with the most skill-ups for your skill and level, and a click sets the arrow there. Forever's new herbs and ores have no node data yet; nodes in Mulgore, Eastern Plaguelands, Redridge and Stormwind are marked as not checked on Forever.
  • Pathwise Bags: the bag key opens the window with one press (it needed two); selling to a vendor, tooltips with gear comparison and using items work from the window.
  • Pathwise UI: nameplates (a slim bar in the game's own health colors, your target framed, cast bar and your debuffs; the game's plate no longer shows through), a tidier tray and bag bar, and cleaner buttons while casting.
  • Releases: a version tag uploads the changed addons to their CurseForge projects (tools/curseforge.js, .github/workflows/release.yml).

Pathwise Heal: click-to-heal frames as their own addon

  • The healing frames (click-casting, a preset for every healing spec, heals on the way, cleanses, HoTs, aggro, range) move out of Pathwise UI into Pathwise Heal (Pathwise_Heal/), its own download. It works on its own: players who don't want Pathwise UI don't need it. Options: /pwheal or its minimap button; settings in PathwiseHealSettings.
  • With Pathwise UI installed too: one accent between them (set from either; Pathwise UI's wins at login), and Pathwise UI's party frames step aside while Pathwise Heal shows your party (Pathwise Heal > Healing > "Hide Pathwise UI's party frames"). Pathwise UI's Healing page points to it.
  • Pathwise UI's core, theme, motion, widgets, move mode, options window and minimap button are now shared: told who they serve by each addon's Identity.lua (name, global, saved variables, slash command, frame names), so both addons run side by side. tools/kit.js (npm run kit) copies them and the media into Pathwise_Heal/; the tests and tools/pack.js refuse stale copies. The options window is split into the shared Options.lua and each addon's Pages.lua.
  • Tests: tests/heal/ (npm run test:heal): the healing tests, Pathwise Heal alone, the copies matching, and both addons together (no clashes, one accent, party frames stepping aside).

Pathwise UI joins this repository (new addon, its own CurseForge project)

  • Pathwise UI (unit frames, action bars, healing frames, tooltips, fonts and the game's windows in the Pathwise look) moves here from its own repository, from its last commit there (pathwise-nn/Pathwise-UI 6e02f4b), as PathwiseUI/. It works on its own; with Pathwise it shares the accent.
  • Its tests run with Pathwise's: npm test runs both, npm run test:ui only its own (tests/ui/). tools/media-ui.js draws its textures.
  • npm run set-version, tools/pack.js and tools/link.js take it in; it shares the suite's version (0.1.1). A test checks the four agree.
  • What it has so far:

Wayfarer look

  • Signature plus Etched and Codex details: T.Etch (top highlight, bottom shadow, vertical sheen) on every panel, action button and tray slot; T.Sheen on health, power, cast, healing and experience bars.
  • Cormorant Garamond Bold (OFL) for the options title, headings, the move bar and unit frame names; headings in title case with a fading rule.
  • Trim color ("flair") from a dropdown (T.Dropdown, a new widget): Class (your class color), Default (each scheme's gold) or Custom (the color wheel, shown only then); on the Colors page and in scheme codes. The window's top line fades at both ends.
  • Capsule switches (Media/disc.tga ends and knob, drawn by tools/media.js) with a soft knob shadow; picked choices pressed in (top inner shadow).
  • The selected category's label in the trim color.

Healing frames (ideas from HealForever's notes and VuhDo's feature list; none of either's code or art used)

  • Healing/Heal.lua, Clicks.lua, Heal.xml: a SecureGroupHeaderTemplate of secure unit buttons (party and raid, solo optional), off by default; a healer class is asked once (per character, ns.CharData).
  • Health and incoming heals (UnitGetIncomingHeals) passed to bars as they come (secret or not); text from UnitHealthPercent with a curve or UnitHealthMissing + C_StringUtil.TruncateWhenZero; health color by class, green, or a game-evaluated color curve; range fade through C_CurveUtil.EvaluateColorValueFromBoolean; target edge the same way.
  • Dispellable debuffs drawn by the game (C_UnitAuras.AddPrivateAuraAnchor), in combat too; out of combat a dispel-colored edge and your HoTs (own aura reads, paused when the client refuses). Aggro when UnitThreatSituation is readable. Mana bars.
  • Click-casting: 11 mouse combos as secure attributes by spell name, class defaults (heal, HoT, big heal, cleanse, shield), drag a spell from the spellbook onto a box; applied out of combat. ClickCastFrames registered.
  • Presets for every healing spec: Holy and Discipline Priest, Restoration Druid, Restoration Shaman, Holy Paladin (other classes: target and menu; a mage's Remove Lesser Curse). One layout for all: quick heal, HoT or instant, shield, big heal, two cleanses, group heal, target, menu and the spec's own spells on buttons 4 and 5. Spec from your talents (the tree with the most points) or a Spec dropdown on the Healing page.
  • Forever's new healing spells in the presets: Penance, Prayer of Mending, Binding Heal, Riptide, Wild Growth, Oath of Light, named from Forever's class previews; not checked in game. A name the game doesn't know is skipped, never cast.
  • Clicks fill in as you learn spells (a talent, a better heal as you level, a new spec), on SPELLS_CHANGED, LEARNED_SPELL_IN_SKILL_LINE, level and talent events, out of combat. A click you set or emptied yourself is never changed.
  • Options page, move mode, hides the game's raid/party frames and Pathwise party frames while on.

Polish (ideas from studying EllesmereUI; none of its code or art used)

  • Color schemes and every color your own (Colors page): six schemes, 24 colors on the game's color wheel (ColorPickerFrame), right-click to reset one, back to the scheme, scheme codes to share (PWUI1:...).
  • Motion (Anim.lua): one shared driver, idle when nothing moves; eased hovers, sliding switches, segmented choices with a gliding highlight, smooth scrolling with a fading thumb, fading windows, pages, bars, auras, cast bars (interrupted in red), XP numbers; health, power and experience eased by the game (StatusBarInterpolation, secret values included). "look.motion" off makes it all instant.
  • Options window rebuilt: rows with label left and control right, hover grounds and dividers, the selected category a tab joined to the page, choices that look pressed in, "Move everything".
  • Move mode (Movers.lua): one handle style for unit frames, bars and the tray (dimmed, corner brackets, plain names); a grid; drops snap to 8 px (Shift: free); Done locks all. /pwui move.
  • Money display (Bottom/Money.lua): GetMoney/PLAYER_MONEY, gold/silver/ copper in scheme colors (Colors > Money), counts to new amounts with a green/red flash, tooltip with this session and every character on the realm (account-wide ns.Data, untouched by resets; /pwui forget Name), click for bags, three styles, moves in move mode.
  • Pixel-perfect 1 px borders (T.Border), one helper instead of five copies.
  • Your target's accent line on party and focus frames.

Action bars

  • Five bars of the game's own secure action buttons (ActionBarButtonTemplate) on Pathwise UI's bars: pages as the game's bars (main 1, bar 2 = 6, bar 3 = 5, right = 3, right 2 = 4); the main bar pages with stances, forms, stealth, vehicles and override bars through a state driver.
  • Your bindings for the game's bars point at these (override bindings).
  • Pathwise look: dark slot, thin border, accent on hover and checked, Inter key names and counts; buttons per row, size, spacing, empty slots, fade out of combat; move, reset; the game's action bars put away while on.
  • Experience bar (UnitXP, GetXPExhaustion; reputation by C_Reputation.GetWatchedFactionData at the cap): as wide as the main bar and under it; the game's StatusTrackingBarManager put away.
  • System tray and bag buttons: the game's own micro and bag buttons moved into two Pathwise rows, drawn as action-bar slots with glyphs; put back after the game lays them out again (MicroMenu, BagsBar).

Unit frames

  • You, your target, its target, your pet, your focus (off by default) and your party: class-colored health (others by reaction), power, names, levels, short numbers; click to target, right-click for the menu.
  • Debuffs (target, party; only yours optional), cast bars (you, target, focus), combat/resting/leader marks, portraits.
  • Move, size, reset; the game's own unit frames put away while on.
  • Secret values (Forever): passed straight to bars and text, never used in sums; timers and stack counts only when readable.

Look and feel

  • Accent color: Pathwise blue, your class color, or one you type; shared with Pathwise when it is installed.
  • Tooltips in the Pathwise look: flat ground, thin border by item quality or class color, class-colored names and health bars, optional mouse anchor.
  • Inter for all the game's text, at your size; the game's font back when off.
  • The game's windows on a flat ground with your accent along the top (modern frames only; others keep their look).
  • Profiles: shared by every character or each its own; back to defaults.
  • Options window (/pwui), minimap button, listed in Pathwise's suite.

Not checked in game yet

  • Everything: the look of tooltips and windows on Forever, the fonts, the unit frames (health percent in particular: its 0-1 scale is a guess from the documentation), the action bars (casting, paging and keys in game).

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