this is a fix for GameTooltip for Spells. In 3.3.5 API, GameTooltip:SetSpellByID only allows player known spells to be set.
The workaround for this is using GameTooltip:SetHyperlink() and hardcoding an escape sequence for spells.
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
```
- **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`
Arguments might still shut be shared from the original call for custom auras.
More functions need to be added to prototypes.
Documentation is needed soon.