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aura_env
aura_env is a built-in local table at the top of each aura declaration. Variables declared in this table will have their scope limited to the containing aura. aura_env can be accessed as global variables by functions within the current aura while remaining invisible to other auras.
To use aura_env for your own variables, simply assign it as a prefix to your variable name. An example of its use would be:
--Custom Trigger Function
function()
-- Select the icon for either Moonkin form or Bear form.
aura_env.icon = select(2, WA_GetUnitBuff("player", "Moonkin Form")) or select(2, WA_GetUnitBuff("player", "Bear form"))
return aura_env.icon -- If an icon is present, this will return true.
end
-- Custom Icon Function
function()
-- Return the Icon we found. (Moonkin, Bear, or None)
return aura_env.icon
endaura_env currently has 5 values id, cloneId, region, state and states.
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idsimply outputs the name of the current aura. -
cloneIdis used with "Trigger State Updater" where it will return unique ID for each state. -
regionis the region of the aura. See here for more. -
stateis a table that stores information about the current state. The current state is the one that the aura is pulling dynamic information from. See below for more information. -
statesis a table that stores the state information of every trigger, similar tostate. It is not accessible from trigger functions.-
aura_env.states[2]would access the state of the second trigger.
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savedis a storage auras can use to store data across sessions
The values contained within the state depend on the type of trigger being used. Some potentially useful ones are:
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aura_env.state.show- a simple and quite useful boolean for whether the trigger is active or not aura_env.state.stacksaura_env.state.durationaura_env.state.expirationTimeaura_env.state.iconaura_env.state.spellId
All text replacements are valid state values, except the one-letter replacements. These can be found in the tooltip when mousing over the Display Text box in the Display tab, as seen here. %percenthealth would equate to aura_env.state.percenthealth, for example.
Be especially careful to catch nil values from these variables before using them in things like custom animation functions.
- Home
- API Documentation
- Getting Involved
- Setting up a Lua Dev Environment
- Deprecations
- Useful Snippets
- Aura Types
- Trigger Types
- Triggers and Untriggers
- Aura Activation
- Dynamic Information
- Text Replacements