WeakAuras reads class colours inline at two call sites with the
whole-table-pick pattern — no per-key fallback:
WeakAuras/Types.lua:15
local color = (CUSTOM_CLASS_COLORS or RAID_CLASS_COLORS)[classFilename]
WeakAuras/AuraEnvironment.lua:108
local classData = (CUSTOM_CLASS_COLORS or RAID_CLASS_COLORS)[class]
local coloredName = ("|c%s%s|r"):format(classData.colorStr, name)
When !ClassColors is loaded it injects a vanilla-10-only
CUSTOM_CLASS_COLORS, so the 22 CoA tokens silently miss. Types.lua
returns the white fallback; AuraEnvironment.lua:109 *hard-crashes* on
classData.colorStr.
New file mirrors any RAID_CLASS_COLORS entry that CUSTOM_CLASS_COLORS
is missing, when !ClassColors is loaded. Idempotent — only fills nil
keys, so user customisations win. Loaded after Compatibility.lua and
ahead of every Types/AuraEnvironment call site. !ClassColors added to
OptionalDeps so it loads first when installed.
Same pattern as coa-omen, coa-kui-nameplates, and
coa-shadowedunitframes.
Add methods to the states/allstates table that helps with creating,
updating or remove states in an optimized way
## Advantage of using this function instead of doing a states[key] = {
... }
- If already created, update existing state, and return true if any
value was changed, this can help reduce amount of resources an aura use
- Automatically `return true` when using these functions and any change
was made
## Examples
```Lua
function(states, event, ...)
if event == "PLAYER_TARGET_CHANGED" then
if UnitExists("target") then
-- if state exists it's updated, not replaced
-- show & changed fields can be skipped
states:Update("", {
name = UnitName("target"),
duration = 5,
expirationTime = GetTime() + 5,
progressType = "timed",
autoHide = true
})
else
-- wipe
states:RemoveAll()
end
end
-- no need to return true
end
```
with clones
```Lua
function(states, event, ...)
local currentEssence = UnitPower("player", Enum.PowerType.Essence)
local maxEssence = UnitPowerMax("player", Enum.PowerType.Essence)
for i = 1, 6 do
if i > maxEssence then
states:Remove(i) -- wipe allstates[6]
else
local value = currentEssence >= i and 1 or 0
local newState = {
progressType = "static",
value = value,
total = 1
}
states:Update(i, newState)
end
end
-- no need to return true
end
```
The login message was triggered incorrectly due to the "Beta" tag in the version string. This has been fixed.
Almost completely removed due to impracticality with the 3.3.5a API.
When RAID_ROSTER_UPDATE or PARTY_MEMBERS_CHANGED fires, data is unavailable for ~1.5 seconds.
If these events fire again within that time, the timer needs to be restarted, leading to excessive code complexity and requiring handling for every edge case.
Instead, we now simply check if the unit has changed when the library fires its callback.
- **WeakAuras.SpecForUnit(unit)** = Returns: `classFileName..spec`, `Dominant Tree`, `spent1`, `spent2`, `spent3`
- **WeakAuras.GetUnitRole(unit)** = Returns one of: `"melee"`, `"caster"`, `"healer"`, `"tank"`
- **WeakAuras.SpecRolePositionForUnit(unit)** = Returns: `Dominant Tree`, `spent1`, `spent2`, `spent3`
- **WeakAuras.CheckTalentForUnit(unit, talentId)** = Returns: `"Points spent"` in talent or `nil`
- **WeakAuras.CheckGlyphForUnit(unit, glyphId)** = Returns: `true` if the player has the glyph associated with `spellID` or `spellName`, we can only see the glyphs of players running `LibGroupTalents-1.0`
* from retail
* (fix) improve pixel snapping by reapplying borders
* update spinbox texture
* add icons, loaded, standby, unloaded behavior from retail
* further use of ported inputbox and cleanup to ported frames
* move templates into WeakAuras and upversion
* from retail
* from retail
* from retail
* from retail
* from retail
* from retail
* remove new threat functions as they are not well implemented for now