Call as
Conditions.player_state.statePhrase(state)
Record the dependency Conditions.player_state.statePhrase, then call it by that name. A namespaced call does not pass self: use a colon call or pass the object yourself.
What it does
The readable sentence for one Player State, such as "you are mounted", worded so a Not flips it to "you are not mounted".
Arguments
| Name | Type | What it does |
|---|---|---|
state | string | nil | The saved state. |
Returns
| 1 | string | nil | The localized sentence template, or nil for an unknown state. |
|---|
Editions
Built In helpers are registered on every edition. What differs is the game API they read; where one is missing the helper falls back or returns nil with a reason.
It reads no game API directly.
How the addon calls it
- Player State (print)
return statePhrase(value.state) or string.format(L["you {{!are|are not}} %s"], L["<state>"])
Source
Conditions/player_state.lua, line 50. Read only in game; Duplicate makes an editable copy.
Conditions.player_state.statePhrase(state)
if state == "mounted" then return L["you {{!are|are not}} mounted"]
elseif state == "swimming" then return L["you {{!are|are not}} swimming"]
elseif state == "flying" then return L["you {{!are|are not}} flying"]
elseif state == "falling" then return L["you {{!are|are not}} falling"]
elseif state == "resting" then return L["you {{!are|are not}} in a rested area"]
elseif state == "dead" then return L["you {{!are|are not}} dead"]
elseif state == "ghost" then return L["you {{!are|are not}} a ghost"] end