~/forever/addon-api
Addon API
C_QuestInfoSystem.GetQuestShouldToastCompletion(questID?) : shouldToastC_QuestInfoSystem.HasQuestRewardCurrencies(questID?) : hasQuestRewardCurrenciesC_QuestInfoSystem.HasQuestRewardSpells(questID?) : hasRewardSpellsC_QuestItemUse.CanUseQuestItemOnObject(item, unit, checkRange?) : canUseC_QuestLine.GetAvailableQuestLines(uiMapID) : questLinesC_QuestLine.GetForceVisibleQuests(uiMapID) : questIDsC_QuestLine.GetQuestLineInfo(questID, uiMapID?, displayableOnly) : questLineInfoC_QuestLine.GetQuestLineQuests(questLineID) : questIDsC_QuestLine.IsComplete(questLineID) : isCompleteC_QuestLine.QuestLineIgnoresAccountCompletedFiltering(uiMapID, questLineID) : questLineIgnoresAccountCompletedFilteringC_QuestLine.RequestQuestLinesForMap(uiMapID)C_QuestLog.AbandonQuest()C_QuestLog.AddQuestWatch(questID) : wasWatchedC_QuestLog.AddWorldQuestWatch(questID, watchType?) : wasWatchedC_QuestLog.CanAbandonQuest(questID) : canAbandonC_QuestLog.DoesQuestAwardReputationWithFaction(questID, targetFactionID) : awardsReputationC_QuestLog.GetAbandonQuest() : questIDC_QuestLog.GetAbandonQuestItems() : itemIDsC_QuestLog.GetActivePreyQuest() : questIDC_QuestLog.GetActiveThreatMaps() : uiMapIDsC_QuestLog.GetAllCompletedQuestIDs() : questsC_QuestLog.GetBountiesForMapID(uiMapID) : bountiesC_QuestLog.GetBountySetInfoForMapID(uiMapID) : displayLocation, lockQuestID, bountySetID, isActivitySetC_QuestLog.GetDistanceSqToQuest(questID) : distanceSq, onContinentC_QuestLog.GetHeaderIndexForQuest(questID) : indexC_QuestLog.GetInfo(questLogIndex) : infoC_QuestLog.GetLogIndexForQuestID(questID) : questLogIndexC_QuestLog.GetMapForQuestPOIs() : uiMapIDC_QuestLog.GetMaxNumQuests() : maxNumQuestsC_QuestLog.GetMaxNumQuestsCanAccept() : maxNumQuestsCanAcceptC_QuestLog.GetNextWaypoint(questID) : mapID, x, yC_QuestLog.GetNextWaypointForMap(questID, uiMapID) : x, yC_QuestLog.GetNextWaypointText(questID) : waypointTextC_QuestLog.GetNumQuestLogEntries() : numShownEntries, numQuestsC_QuestLog.GetNumQuestObjectives(questID) : leaderboardCountC_QuestLog.GetNumQuestWatches() : numQuestWatchesC_QuestLog.GetNumWorldQuestWatches() : numQuestWatchesC_QuestLog.GetQuestAdditionalHighlights(questID) : uiMapID, worldQuests, worldQuestsElite, dungeons, treasuresC_QuestLog.GetQuestDetailsTheme(questID) : themeC_QuestLog.GetQuestDifficultyLevel(questID) : levelC_QuestLog.GetQuestIDForLogIndex(questLogIndex) : questIDC_QuestLog.GetQuestIDForQuestWatchIndex(questWatchIndex) : questIDC_QuestLog.GetQuestIDForWorldQuestWatchIndex(questWatchIndex) : questIDC_QuestLog.GetQuestLogMajorFactionReputationRewards(questID) : reputationRewardsC_QuestLog.GetQuestLogPortraitGiver(questLogIndex?) : portraitGiver, portraitGiverText, portraitGiverName, portraitGiverMount, portraitGiverModelSceneIDC_QuestLog.GetQuestObjectives(questID) : objectivesC_QuestLog.GetQuestRewardCurrencies(questID) : questRewardCurrenciesC_QuestLog.GetQuestRewardCurrencyInfo(questID, currencyIndex, isChoice) : questRewardCurrencyInfoC_QuestLog.GetQuestTagInfo(questID) : infoC_QuestLog.GetQuestTimers() : questTimersDocumented entries come from Blizzard's in-client API documentation, and UI code functions from its Lua files, mirrored per build. C functions that neither mentions aren't included, and UI code functions can be internal.