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Useful Snippets
- Limit the # of clones in a TSU
- Easy iteration through group members
- Get a spell's cost
- Acquire the correct nameplate frame for a unit
- Anchor a WA to a nameplate
- Range checking
- Class-coloured player names
- Get Tooltip Data
- Get WeakAuras to help you track CDs
- Acquiring the region of a WeakAuras clone
- GCD Lookup
- Format PercentHealth output text
- Change the colour of the CD "sweep"
- Add an additional centre text to a Progress Bar
- Getting Boss Units (e.g on council fights)
- Getting dynamic info from non-active triggers
- Useful reference info on the Global table
This will also allow a parent dynamic group to sort them by order of creation.
function(allstates, ...)
--do some stuff
--maybe decision trees or whatever
local newState = {
--state info goes here
show = true,
index = 0, --this bit is important
}
tinsert(allstates, newState)
--this functions as a queue; the oldest clones will be deleted first
for _,v in pairs(allstates) do
v.index = v.index + 1
v.changed = true
if v.index > cloneLimit then --where cloneLimit is some number > 0
v.show = false
end
end
return true
end
for unit in WA_IterateGroupMembers() do
<block>
end
GetSpellPowerCost(spellid)
returns a table.
Cost is found at:
GetSpellPowerCost(spellid)[1].cost
An example of how this could be used would be a custom function that you can call by sending the spellID and get the cost returned:
aura_env.GetCost = function(spellID, powerType)
if not spellID then return end
powerType = powerType or UnitPowerType("player")
local cost = 0
local costTable = GetSpellPowerCost(spellID);
for _, costInfo in pairs(costTable) do
if costInfo.type == powerType then
return costInfo.cost;
end
end
end
aura_env.GetCost(spellID [, powerType])
An example of this function's use in a Weak Aura: Link
If you're looking to attach an aura to a specific unit's nameplate, then use the following to get the correct frame.
C_NamePlate.GetNamePlateForUnit(unitID)
Using the above call we can get the nameplate for a specific unit and anchor a WA frame to it. Here's an example of how you might do that, in this case to attach a WA to our target's nameplate.
In the On Show Action:
local region = aura_env.region
local plate = C_NamePlate.GetNamePlateForUnit("target")
if plate then
region:SetAnchor("BOTTOM", plate, "TOP")
end
WeakAuras now has a default trigger status - Range Check
that allows for range checks to specified units. If you do need to do some range checking in custom functions then you can also use the WeakAuras functions to simplify things:
WeakAuras.IsSpellInRange(spellId | spellName, unit)
This is very similar to the regular Blizzard function but allows the use of spellIDs or spell names. Returns a single value of nil, 0, or 1 for invalid target, out of range, in range respectively.
WeakAuras.GetRange(unit)
Since there's no way to get precise range info this is as close as it gets. Returns two number values for min and max possible distance from the given unit.
WeakAuras.CheckRange(unit, range, operator)
Allows to check if in or out of a given distance from the target. Give a unit, range number and either ">=" or "<=". Returns boolean.
With precise Unit positions being locked in meaningful content we're limited in the functions we can use to check ranges. The main options are IsItemInRange()
and IsSpellInRange()
. Although they seem very similar IsSpellInRange requires a spell name and a unit, while IsItemInRange will accept an item name, ID or Link, along with the unit. Also while IsItemInRange returns a simple boolean, IsSpellInRange returns a 1/0/nil for true/false/invalid.
A simple spell range check would look like:
function()
return IsSpellInRange((GetSpellInfo(203782)), "target") == 1
end
While a simple item range check would be:
function()
return IsItemInRange(33278, "target")
end
Say you want a trigger to check if there are 3 or more nameplates in range:
function()
local count = 0
for i = 1, 40 do
local unit = "nameplate"..i
if UnitCanAttack("player", unit)
and WeakAuras.CheckRange(unit, 8, "<=")
then
count = count + 1
end
end
return count >= 3 -- change as needed
end
https://wago.io/SimpleRangeChecker - An example Aura using the above function.
Honourable mentions for range checking go to:
• UnitInRange("unit")
which checks a generic distance for group members only (generally, are people close enough to be healed?)
• CheckInteractDistance("unit", distIndex)
which can be used to check some set distances like within range to trade/follow etc.
This snippet is for use in a custom text function and will return a player name with class colouring.
function()
if aura_env.state and aura_env.state.sourceName and UnitExists(aura_env.state.sourceName) then
return WA_ClassColorName(aura_env.state.sourceName)
end
end
This example uses aura_env.state.sourceName
which is something that event - combat log - spell - cast success
triggers might produce, and would work when the source of the event was someone in your group. The 4th, 5th and 6th lines are the important ones and they just need a valid UnitId.
tooltipText, debuffType, tooltipSize = WeakAuras.GetAuraTooltipInfo(unit, index, filter)
-- index is the actual aura index, not spellID etc.
-- tooltipSize is probably formatted with commas if a large number
WeakAuras.WatchSpellCooldown(id)
-- Once initialised, will fire "events" for the spell on:
SPELL_COOLDOWN_READY -- Used for the cooldown ready trigger
SPELL_COOLDOWN_CHANGED -- Used for the cooldown progress (spell) trigger
These events all carry the spellID of the CD that's changing as their first arg.
NOTE - aura_env.region
now returns the correct region for clones as well as normal Auras. this makes the following much less frequently needed.
Especially useful for TSU auras.
WeakAuras.GetRegion(auraID, cloneID)
If this is being used within a code block that's specific to the clone (i.e. Custom Text, Custom Animations, On Show/Hide) then you can simply use WeakAuras.GetRegion(aura_env.id, aura_env.cloneId)
Specifically this is for checking against a spell's CD to ensure that it is on CD and not just showing the global.
local gcdSTART, gcdDUR = GetSpellCooldown(61304) -- GCD
local GCD_expirationTime = gcdSTART + gcdDUR
if spell_expirationTime == GCD_expirationTime then
--we are NOT on CD
elseif spell_expirationTime > GCD_expirationTime then
--we ARE on CD.
end
This can also be done with the assistance of a couple of WeakAuras functions. Putting WeakAuras.WatchGCD()
in an Aura's "On Init" gives access to:
local start, duration = GetSpellCooldown(spellId)
if duration > 0 and duration ~= WeakAuras.gcdDuration() then
--We ARE on CD
else
--We ARE NOT on CD
end
If using a status - health
or status - power
trigger, a variable will be available for percentages. However the placeholders %percenthealth
and %percentpower
are unformatted, and generally return many decimal places. To round it and add a percent sign you can use %c
in the text box to open a custom code block, then paste:
function()
if aura_env.state and aura_env.state.percenthealth then
return Round(aura_env.state.percenthealth).."%"
end
end
Paste the following into Actions - On Init - Custom
and adjust the 4 values in brackets for the required colour and opacity - (red, green, blue, alpha)
aura_env.region.cooldown:SetSwipeTexture([[Interface\AddOns\WeakAuras\Media\Textures\Square_White]])
aura_env.region.cooldown:SetSwipeColor(0.17,0,0,0.8)
Add this to a code block that runs every frame (e.g. Custom Text), and set the text
variable to what you want it to show (handles placeholders)
function()
local text = "%p"
local r = aura_env.region
if not r.text3 then
local text3 = r.bar:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
r.text3 = text3
r.text3:SetFont(r.text:GetFont()) -- reload UI if you need this to update
r.text3:SetPoint("CENTER", r.bar)
end
r.text3:SetText(WeakAuras.ReplacePlaceHolders(text, r))
end
Put this into Actions - On Init - custom
local aura_env = aura_env
local GetBossInfo = function()
aura_env.bossUnit = {}
for i = 1,5 do
local unit = "boss"..i
if UnitExists(unit) then
local GUID = UnitGUID(unit)
local NPCID = select(6, strsplit("-", GUID))
aura_env.bossUnit[tonumber(NPCID)] = unit
end
end
end
local spawnChecker = CreateFrame("Frame")
spawnChecker:RegisterEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT")
spawnChecker:SetScript("OnEvent", GetBossInfo)
This will give you a table of Boss unit IDs accessible via their NPC ID throughout your Aura, e.g. UnitIsUnit("player", aura_env.bossUnit[123456].."target")
.
aura_env.GetTriggerState = function(trigger, field, aura, clone)
if not clone then clone = aura_env.cloneId or "" end
if not aura then
if aura_env.id then
aura = aura_env.id
else
return false
end
end
if WeakAuras.triggerState[aura]
and WeakAuras.triggerState[aura][trigger]
and WeakAuras.triggerState[aura][trigger][clone] then
return field and WeakAuras.triggerState[aura][trigger][clone][field]
or WeakAuras.triggerState[aura][trigger][clone]
end
end
GetTriggerState = function(trigger[, field[, aura[, clone]]])
-
trigger
: number - trigger number as it appears in the trigger tab -
field
: string - a valid key in the state table -
aura
: string - aura_env.id -
clone
: string or number - aura_env.cloneId
e.g.
GetTriggerState(4, "expirationTime")
Would try to fetch the expirationTime value from trigger 4
GetTriggerState(2, nil, "New 3")
Would try to get the whole state table from the Aura called "New 3"'s trigger2
Use /dump VAR_NAME
in game to check their contents.
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ICON_LIST
: Raid target marker texture paths -
RAID_CLASS_COLORS
: Default colour info for classes -
COMBATLOG_DEFAULT_COLORS.schoolColoring
: Default colour info for damage schools
- Home
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- Deprecations
- Useful Snippets
- Aura Types
- Trigger Types
- Triggers and Untriggers
- Aura Activation
- Dynamic Information
- Text Replacements