레퍼런스

함수 레퍼런스

기본 제공 도우미

게임 내 함수 탭에서 기본 제공으로 표시되는 도우미입니다. 공개 도우미는 이름으로 호출하고, 나머지는 의존성으로 연결한 뒤(자동 완성을 수락하거나 의존성에 추가) 전체 이름으로 호출합니다.

도우미 240개 중 82개. 필터 지우기

Conditions.bossmod.encounterNote 의존성Builds the status line the boss-mod condition editors show about the current encounter.
Conditions.bossmod.idEditor 의존성Builds a full-width edit box for an optional boss-mod ID (such as the encounter ID) and adds it to parent.
Conditions.bossmod.note 의존성Adds a full-width text label to a boss-mod condition editor; used for the encounter and timer status lines.
Conditions.bossmod.timerNote 의존성Builds the status line the boss-mod condition editors show about running boss-mod timers.
Conditions.bossmod.validCompare 의존성Validation 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 의존성True 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 의존성Reads 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 의존성Formats 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 의존성True when value is a positive, finite whole number; SET_PIECES uses it to validate the saved item set ID.
Conditions.common.Widget_GetSpellId 공개조건에 저장된 주문 식별자를 확인합니다.
Conditions.common.Widget_SpellWidget 공개사용자 조건 위젯용으로 제안, 검증, 주문 링크 지원이 있는 주문 입력을 만듭니다.
Conditions.common.Widget_UnitWidget 공개조건 값 레코드에 연결된 설정된 유닛 선택기를 만듭니다.
Conditions.edition_state.eclipseMeasures 의존성Lists the two measures of the Eclipse condition with their editor labels.
Conditions.edition_state.validCompare 의존성Checks that a condition value carries a known comparison operator and a finite, non-negative number to compare against.
Conditions.encounter_state.validCompare 의존성Checks that a condition value carries a known comparison operator and a finite, non-negative number to compare against.
Conditions.encounter_state.validNumber 의존성Checks that a value is a finite number of zero or more (not NaN, not infinite).
Conditions.engraving.identifier 의존성True when value is a positive whole number below 2^31; RUNE_ENGRAVED uses it to validate a saved rune ID.
Conditions.engraving.runeLabel 의존성Names 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 의존성Tests 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 의존성True when value is a whole number from 0 to 31, the range of weapon subclass IDs WEAPON_TYPE accepts.
Conditions.equipment.subclassName 의존성Names 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 의존성Lists what the Group Count condition can count, with the editor label of each.
Conditions.group_state.validCompare 의존성Checks 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 의존성Returns 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 의존성Names 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 의존성Checks that a value can be a hero talent tree ID: a positive whole number below 2^31.
Conditions.item.get_item_desc 의존성Describes 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 의존성Adds 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 의존성True when value is a positive, finite whole number; SPELL_KNOWN uses it to validate the saved spell ID.
Conditions.misc.difficultyKind 의존성Names the kind of group a difficulty is for, from the group GetDifficultyInfo reports.
Conditions.misc.difficultyName 의존성The 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 의존성Checks that a value can be a difficulty or instance ID: a whole number from 0 up to 2^31.
Conditions.player_state.stateNames 의존성Lists the states the Player State condition offers, with the editor label of each.
Conditions.player_state.statePhrase 의존성The 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 의존성Formats a valid list of markers in priority order.
Conditions.raid_marks.markName 의존성Returns the game's localized name for a raid marker, falling back to its English name.
Conditions.raid_marks.modeNames 의존성Returns the localized labels for the any, none and selected-mark modes.
Conditions.raid_marks.validMark 의존성Checks a saved marker mode or a comma-separated list of distinct marker names.
Conditions.spatial_stats.aggregate 의존성Reduces the per-unit readings a PROXIMITY_* condition collected to one statistic: their average, minimum or maximum.
Conditions.spatial_stats.observation 의존성Reads one health or mana number for a PROXIMITY_* condition through the evaluation cache, protected against errors.
Conditions.spatial_stats.statistic 의존성Reads 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 의존성Calls a yes/no game API through the evaluation cache, protected against errors, for the distance conditions.
Conditions.spatial.combatFilter 의존성Applies 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 의존성True when value is a number that is neither NaN nor infinite.
Conditions.spatial.nameplateDistanceCount 의존성Counts 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 의존성Conditions/spatial.lua에서 제공하는 도우미입니다.
Conditions.spatial.rangeMember 의존성Decides 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 의존성Returns the LibRangeCheck-3.0 range estimate for a unit as minimum and maximum yards.
Conditions.specialization.classChoices 의존성Builds the specialization choices for one class in the SPECIALIZATION editor.
Conditions.specialization.playerClass 의존성Returns 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 의존성Looks 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 의존성True when value is a positive, finite whole number, the accepted shape of a saved specialization ID.
Conditions.specialization.specName 의존성Names a specialization for SPECIALIZATION descriptions: the platform's display name and icon, else the built-in localized name, else "specialization N".
Conditions.talent.block 의존성Adds 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 의존성Lists 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 의존성Creates 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 의존성Builds 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 의존성Returns 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 의존성The 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 의존성Creates 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 의존성Looks 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 의존성True when value is a whole number between minimum and maximum, inclusive.
Conditions.talent.legacySlot 의존성True 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 의존성Whether 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 의존성Adds a full-width explanatory label to a talent condition editor.
Conditions.talent.traitFamily 의존성True when the client uses trait talents, that is the retail or forever client families.
Conditions.talent.traitShape 의존성True when value.layout is "traits", meaning the TALENT condition names a trait node.
Conditions.talent.traitsWidget 의존성Builds 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 의존성Checks that a talent condition's tree index exists on this client, using the cached platform talent tree count.
Conditions.talent.treeName 의존성Names 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 의존성Builds 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 의존성True when a TALENT condition uses the tree layout (layout nil or "tree") with both tree and talent set.
Conditions.talent.treeWidget 의존성Builds 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 의존성True 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 의존성True 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 의존성Searches 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 의존성Calls a totem platform method through the evaluation cache, passing the platform as its self argument.
Conditions.totem.remaining 의존성Seconds left on a totem slot record at time start (or now): zero when the totem is inactive, and never negative.
Conditions.totem.specific 의존성True when a totem spell condition names a valid spell ID and value.ranked is nil or a boolean.
Conditions.weapon.enchantObservation 의존성Reads 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 의존성Accepts a readable, nonnegative, finite number from a weapon observation and returns it unchanged; anything else becomes nil with a reason.
Conditions.weapon.swingSpeed 의존성Reads the player's main-hand, or off-hand when value.offhand is set, attack speed from the cached UnitAttackSpeed for the swing timer conditions.