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SkyInfoTiles

Lightweight UI tiles for retail WoW: Season 3 currencies, Mythic Keystone info, and Character Stats—drag to position, lock when you’re done. Minimal visuals, fast, and configurable.
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v2.7.1

File nameSkyInfoTiles-v2.7.1.zip
Uploader
skynxnexskynxnex
Uploaded
Oct 23, 2026
Downloads
10
Size
1.3 MB
Flavors
Retail
File ID
9296314
Type
R
Release
Supported game versions
  • 12.1.5

What's new

tag d3d35d713d03576596483cef797f8c5008a3ad93 v2.7.1
Author:    Pontus <pontus@almar.se>
Date:    Fri Oct 23 11:42:31 2026 +0200

Release v2.7.1

commit 155880be08bbad7eddde9bca97eb1b2f9205c081
Author: Pontus <pontus@almar.se>
Date:   Fri Oct 23 11:41:39 2026 +0200

    Add Ascendant Venomstone to the currency tile; release 2.7.1

    Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>

commit fbe30d078724f3662bf933fc28df26cc3c607956
Author: Pontus <pontus@almar.se>
Date:   Fri Oct 16 10:08:21 2026 +0200

    Render char stats live, including in combat; release 2.7.0

    CharStatsTile only refreshed on gear and spec events, so percentage
    haste (Bloodlust, procs) and aura-driven buffs from flasks, food and
    potions never showed up: they change no combat rating, so
    COMBAT_RATING_UPDATE never fired and UNIT_AURA was not registered.

    Add unit-filtered aura/haste events plus a 0.25s OnUpdate poll, so the
    display no longer depends on any single event arriving.

    The larger problem was combat. In 12.0 the stat APIs (GetHaste,
    GetCritChance, GetMasteryEffect, GetCombatRating, GetCombatRatingBonus,
    UnitStat) return secret values during combat; GetAverageItemLevel does
    not. Secret values cannot be inspected at all, but they can be
    rendered: FontString:SetFormattedText accepts them and lays out real
    text. So the value path never computes anything now, it hands the raw
    API return straight to SetFormattedText.

    Consequences of that rule, all load-bearing:
    - `value or 0` is a boolean test and throws; the guards are gone and
      the locals are pre-initialised instead
    - math.floor(x + 0.5) is arithmetic and throws, so ratings use %d and
      truncate rather than round
    - picking the primary stat by comparing str/agi/int throws, so it is
      derived from class and spec and cached until PLAYER_SPECIALIZATION_CHANGED
    - each line renders inside its own pcall, so one unreadable stat cannot
      blank the other eight

    Versatility is the exception that proves the rule. The character sheet
    reports it as two sums - damage done and damage taken reduction, each
    GetCombatRatingBonus plus GetVersatilityBonus over its own token - so
    the tile now shows the pair ("19.35%/9.68%") instead of the
    rating-only figure it displayed before, which silently omitted every
    aura-granted point. Being sums, they are the one thing that cannot be
    recomputed in combat; that line holds its last correct value while the
    rest keep ticking.

    Also syncs auto-hide work that had been sitting in the AddOns folder
    unreleased: ApplyVisibility/ShouldAutoHide, the per-tile hideInCombat
    setting, and the /skytiles autohide and hidecombat commands, together
    with the General tab controls in OptionsWindow that drive them.

    Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>

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