Referenz

Funktionsreferenz

Integrierte Hilfsfunktionen

Die Hilfsfunktionen, die der Reiter Funktionen im Spiel als integriert aufführt. Öffentliche werden über ihren Namen aufgerufen; die anderen werden als Abhängigkeit gebunden (wählen Sie die Vervollständigung oder fügen Sie sie unter Abhängigkeiten hinzu) und über ihren qualifizierten Namen aufgerufen.

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Conditions.bossmod.encounterNote AbhängigkeitBuilds the status line the boss-mod condition editors show about the current encounter.
Conditions.bossmod.idEditor AbhängigkeitBuilds a full-width edit box for an optional boss-mod ID (such as the encounter ID) and adds it to parent.
Conditions.bossmod.note AbhängigkeitAdds a full-width text label to a boss-mod condition editor; used for the encounter and timer status lines.
Conditions.bossmod.timerNote AbhängigkeitBuilds the status line the boss-mod condition editors show about running boss-mod timers.
Conditions.bossmod.validCompare AbhängigkeitValidation check for a boss-mod condition's comparison: true when value.operator is one of addon.operators and value.value is a finite number of zero or more.
Conditions.bossmod.validID AbhängigkeitTrue when value is a positive whole number below 2^31, the accepted shape of a saved boss-mod encounter or spell ID.
Conditions.build.imbueObservation AbhängigkeitReads the temporary enchant ID on the main hand, or the off hand when value.offhand is set, for the WEAPON_IMBUE condition.
Conditions.build.setLabel AbhängigkeitFormats an item set ID for the SET_PIECES description: the set name with its ID when addon:GetItemSetName knows it, otherwise "item set N".
Conditions.build.wholeNumber AbhängigkeitTrue when value is a positive, finite whole number; SET_PIECES uses it to validate the saved item set ID.
Conditions.common.Widget_GetSpellId öffentlichDie von einer Bedingung gespeicherte Zauberkennung auflösen.
Conditions.common.Widget_SpellWidget öffentlichEine Zaubereingabe mit Vorschlägen, Validierung und Zauberlink-Unterstützung für Widgets benutzerdefinierter Bedingungen erstellen.
Conditions.common.Widget_UnitWidget öffentlichEine konfigurierte Einheitenauswahl erstellen, die an einen Bedingungswert-Datensatz gebunden ist.
Conditions.edition_state.eclipseMeasures AbhängigkeitLists the two measures of the Eclipse condition with their editor labels.
Conditions.edition_state.validCompare AbhängigkeitChecks that a condition value carries a known comparison operator and a finite, non-negative number to compare against.
Conditions.encounter_state.validCompare AbhängigkeitChecks that a condition value carries a known comparison operator and a finite, non-negative number to compare against.
Conditions.encounter_state.validNumber AbhängigkeitChecks that a value is a finite number of zero or more (not NaN, not infinite).
Conditions.engraving.identifier AbhängigkeitTrue when value is a positive whole number below 2^31; RUNE_ENGRAVED uses it to validate a saved rune ID.
Conditions.engraving.runeLabel AbhängigkeitNames the rune selected in a RUNE_ENGRAVED condition: the known rune's name when the platform finds it, else the rune spell's name, else "rune spell N" or "rune N".
Conditions.equipment.matches AbhängigkeitTests one equipment slot record against a WEAPON_TYPE condition: empty slot, shield, any weapon, holdable, one-hand, two-hand, ranged, or a specific weapon subclass.
Conditions.equipment.subclassID AbhängigkeitTrue when value is a whole number from 0 to 31, the range of weapon subclass IDs WEAPON_TYPE accepts.
Conditions.equipment.subclassName AbhängigkeitNames a weapon subclass for WEAPON_TYPE descriptions, using the client's GetItemSubClassInfo when it returns a readable name, else the addon's built-in name, else "weapon type N".
Conditions.group_state.measureNames AbhängigkeitLists what the Group Count condition can count, with the editor label of each.
Conditions.group_state.validCompare AbhängigkeitChecks that a Group Count value carries a known operator and a finite, non-negative number, which is at most 100 when the count is a percent of the group.
Conditions.hero_talent.listedSpec AbhängigkeitReturns the specialization ID when it is one of the player's own class's specializations, which are the only ones whose hero talent trees the game can list.
Conditions.hero_talent.treeName AbhängigkeitNames a hero talent tree: the game's own name for it when Platform:GetHeroTreeName can read one, else "hero talent tree" followed by the ID.
Conditions.hero_talent.validTree AbhängigkeitChecks that a value can be a hero talent tree ID: a positive whole number below 2^31.
Conditions.item.get_item_desc AbhängigkeitDescribes an item reference for the item condition descriptions: an item set name (white for a profile set, cyan for a global one), or the first item's link or name followed by how many others are listed.
Conditions.item.itemHelp AbhängigkeitAdds the item condition editors' help text to frame: the shared item widget help, a gap, and a note on how item sets, bag counts and restricted observations are evaluated.
Conditions.known_spell.validID AbhängigkeitTrue when value is a positive, finite whole number; SPELL_KNOWN uses it to validate the saved spell ID.
Conditions.misc.difficultyKind AbhängigkeitNames the kind of group a difficulty is for, from the group GetDifficultyInfo reports.
Conditions.misc.difficultyName AbhängigkeitThe display name of an instance difficulty ID: the game's name for it (GetDifficultyInfo) with the kind of group in parentheses when the game gives one.
Conditions.misc.validWhole AbhängigkeitChecks that a value can be a difficulty or instance ID: a whole number from 0 up to 2^31.
Conditions.player_state.stateNames AbhängigkeitLists the states the Player State condition offers, with the editor label of each.
Conditions.player_state.statePhrase AbhängigkeitThe readable sentence for one Player State, such as "you are mounted", worded so a Not flips it to "you are not mounted".
Conditions.raid_marks.markListText AbhängigkeitFormats a valid list of markers in priority order.
Conditions.raid_marks.markName AbhängigkeitReturns the game's localized name for a raid marker, falling back to its English name.
Conditions.raid_marks.modeNames AbhängigkeitReturns the localized labels for the any, none and selected-mark modes.
Conditions.raid_marks.validMark AbhängigkeitChecks a saved marker mode or a comma-separated list of distinct marker names.
Conditions.spatial_stats.aggregate AbhängigkeitReduces the per-unit readings a PROXIMITY_* condition collected to one statistic: their average, minimum or maximum.
Conditions.spatial_stats.observation AbhängigkeitReads one health or mana number for a PROXIMITY_* condition through the evaluation cache, protected against errors.
Conditions.spatial_stats.statistic AbhängigkeitReads one unit's health or mana for the PROXIMITY_* conditions as an absolute value, a percentage of the maximum, or the deficit below the maximum.
Conditions.spatial.booleanRead AbhängigkeitCalls a yes/no game API through the evaluation cache, protected against errors, for the distance conditions.
Conditions.spatial.combatFilter AbhängigkeitApplies the In Combat option of Distance Count to one unit: with the option off every unit passes, with it on the unit must be in combat (UnitAffectingCombat).
Conditions.spatial.finite AbhängigkeitTrue when value is a number that is neither NaN nor infinite.
Conditions.spatial.nameplateDistanceCount AbhängigkeitCounts units for DISTANCE_COUNT from a nameplate unit snapshot: units that exist, whose hostility matches value.enemy, and that are definitely within value.distance yards.
Conditions.spatial.protectedRead AbhängigkeitMitgelieferte Hilfsfunktion aus Conditions/spatial.lua.
Conditions.spatial.rangeMember AbhängigkeitDecides whether unit is within distance yards from the platform's cached range-check bounds: true when the maximum bound is at or inside distance, false when the minimum bound is beyond it (or equals a nonzero distance), otherwise unavailable.
Conditions.spatial.rcf AbhängigkeitReturns the LibRangeCheck-3.0 range estimate for a unit as minimum and maximum yards.
Conditions.specialization.classChoices AbhängigkeitBuilds the specialization choices for one class in the SPECIALIZATION editor.
Conditions.specialization.playerClass AbhängigkeitReturns the player's class file token (such as "MAGE") from UnitClass, or nil when the call fails or the value is restricted.
Conditions.specialization.specClass AbhängigkeitLooks up which class a specialization ID belongs to, from the built-in specialization table or else the platform's specialization display data.
Conditions.specialization.specID AbhängigkeitTrue when value is a positive, finite whole number, the accepted shape of a saved specialization ID.
Conditions.specialization.specName AbhängigkeitNames a specialization for SPECIALIZATION descriptions: the platform's display name and icon, else the built-in localized name, else "specialization N".
Conditions.talent.block AbhängigkeitAdds a full-width group laid out as icon rows (the icon on the left, the picker rows beside it) to a condition widget.
Conditions.talent.classSpecs AbhängigkeitLists the specializations of the player's class for the Talent condition's Specialization picker, so a rotation can pick the talents of a specialization other than the one being played.
Conditions.talent.dropdown AbhängigkeitCreates a full-width condition dropdown labeled title for the talent condition editors, forwards each selection to changed, and adds it to parent.
Conditions.talent.gridWidget AbhängigkeitBuilds the TALENT editor controls for the tier-and-column grid talent layout: a talent icon and a dropdown of the client's grid talents (up to 18).
Conditions.talent.group AbhängigkeitReturns the talent group to query for spec: spec itself on progression clients when it is a whole number from 1 to 4, otherwise nil so the platform uses its default group.
Conditions.talent.groupLabel AbhängigkeitThe heading above one group of talents in the Retail and Forever talent list: class talents, specialization talents, both, one hero tree, or a plain name.
Conditions.talent.icon AbhängigkeitCreates the 44-pixel talent icon for the TALENT editors, showing the referenced talent's icon and, on hover, its spell tooltip (or its name), and adds it to parent.
Conditions.talent.info AbhängigkeitLooks up the talent a TALENT condition refers to, according to its layout: a trait node and entry, a grid index, or a tree and talent index.
Conditions.talent.integer AbhängigkeitTrue when value is a whole number between minimum and maximum, inclusive.
Conditions.talent.legacySlot AbhängigkeitTrue when a TALENT condition still uses the historical single-number layout: no layout, tree or talent field, and value.value a whole number from 1 to 21.
Conditions.talent.ownTrees AbhängigkeitWhether the talent trees shown are the player's own class's, so the game can name them, rather than another class's trees from the addon's shipped list.
Conditions.talent.text AbhängigkeitAdds a full-width explanatory label to a talent condition editor.
Conditions.talent.traitFamily AbhängigkeitTrue when the client uses trait talents, that is the retail or forever client families.
Conditions.talent.traitShape AbhängigkeitTrue when value.layout is "traits", meaning the TALENT condition names a trait node.
Conditions.talent.traitsWidget AbhängigkeitBuilds the TALENT editor controls for trait talents: a talent tree dropdown when there are several, a talent dropdown, Talent Node ID and Choice Entry ID edit boxes, and a Rank comparison.
Conditions.talent.treeExists AbhängigkeitChecks that a talent condition's tree index exists on this client, using the cached platform talent tree count.
Conditions.talent.treeName AbhängigkeitNames the talent tree in a talent tree condition's description: the client's tree name, else "Talent tree N", else "<talent tree>" when no tree is set.
Conditions.talent.treePicker AbhängigkeitBuilds the Talent tree dropdown for the TALENT_TREE_POINTS and PRIMARY_TALENT_TREE editors, listing the client's talent trees, storing the selection in value.tree and calling update.
Conditions.talent.treeShape AbhängigkeitTrue when a TALENT condition uses the tree layout (layout nil or "tree") with both tree and talent set.
Conditions.talent.treeWidget AbhängigkeitBuilds the TALENT editor controls for Classic talent trees: a tree dropdown, a talent icon, a talent dropdown for the chosen tree, and a Points comparison.
Conditions.totem.amount AbhängigkeitTrue when a totem condition's comparison is usable: value.value is a nonnegative finite number and value.operator is one of addon.operators.
Conditions.totem.element AbhängigkeitTrue when value.spell is a valid spell ID of 4 or less, meaning the condition names a totem element slot rather than a totem spell.
Conditions.totem.findSpecific AbhängigkeitSearches the totem slots for an active totem matching value.spell, by spell ID or name (only the exact spell ID when value.ranked is set).
Conditions.totem.observe AbhängigkeitCalls a totem platform method through the evaluation cache, passing the platform as its self argument.
Conditions.totem.remaining AbhängigkeitSeconds left on a totem slot record at time start (or now): zero when the totem is inactive, and never negative.
Conditions.totem.specific AbhängigkeitTrue when a totem spell condition names a valid spell ID and value.ranked is nil or a boolean.
Conditions.weapon.enchantObservation AbhängigkeitReads whether the main hand, or the off hand when value.offhand is set, has a temporary weapon enchant for the weapon conditions, with its expiration and charges.
Conditions.weapon.numericObservation AbhängigkeitAccepts a readable, nonnegative, finite number from a weapon observation and returns it unchanged; anything else becomes nil with a reason.
Conditions.weapon.swingSpeed AbhängigkeitReads the player's main-hand, or off-hand when value.offhand is set, attack speed from the cached UnitAttackSpeed for the swing timer conditions.