>wowhelm_
Loading ruleset status…
~/forever/addon-api

Addon API

368 entries
UnitIsVisible(unit?) : result[function]UnitUnitIsWildBattlePet(unit) : result[function]UnitUnitLeadsAnyGroup(unit) : isLeader[function]UnitUnitLevel(name) : result[function]UnitUnitName(unit) : unitName, unitServer[function]UnitUnitNameFromGUID(unitGUID) : unitName, unitServer[function]UnitUnitNameUnmodified(unit) : unitName, unitServer[function]UnitUnitNameplateShowsWidgetsOnly(unit) : nameplateShowsWidgetsOnly[function]UnitUnitNumPowerBarTimers(unit) : result[function]UnitUnitOnTaxi(unit) : result[function]UnitUnitOwnerGUID(unit) : ownerGUID[function]UnitUnitPVPName(unit) : result[function]UnitUnitPartialPower(unitToken, powerType?, unmodified) : partialPower[function]UnitUnitPercentHealthFromGUID(unitGUID) : percentHealth[function]UnitUnitPhaseReason(unit) : reason[function]UnitUnitPlayerControlled(unit?) : result[function]UnitUnitPlayerOrPetInParty(unit?, partyIndex?) : result[function]UnitUnitPlayerOrPetInRaid(unit?, partyIndex?) : result[function]UnitUnitPosition(unit) : positionX, positionY, positionZ, mapID[function]UnitUnitPower(unitToken, powerType?, unmodified) : power[function]UnitUnitPowerBarID(unitToken) : barID[function]UnitStructure UnitPowerBarInfo[table]UnitUnitPowerBarTimerInfo(unit, index) : duration, expiration, barID, auraID[function]UnitUnitPowerDisplayMod(powerType) : displayMod[function]UnitUnitPowerMax(unitToken, powerType?, unmodified) : maxPower[function]UnitUnitPowerMissing(unitToken, powerType?, unmodified) : result[function]UnitUnitPowerPercent(unitToken, powerType?, unmodified, curve?) : result[function]UnitUnitPowerType(unit, index) : powerType, powerTypeToken, rgbX, rgbY, rgbZ[function]UnitUnitPvpClassification(unit) : classification[function]UnitUnitQuestTrivialLevelRange(unit) : levelRange[function]UnitUnitQuestTrivialLevelRangeScaling(unit) : levelRange[function]UnitUnitRace(unit) : localizedRaceName, englishRaceName, raceID[function]UnitUnitRangedAttackPower(unit) : attackPower, posBuff, negBuff[function]UnitUnitRangedDamage(unit) : speed, minDamage, maxDamage, posBuff, negBuff, percent[function]UnitUnitReaction(unit, target) : result[function]UnitUnitRealmRelationship(unit) : realmRelationship[function]UnitUnitResistance(unit, damageClass) : baseResistance, realResistance, effectiveResistance, bonusResistance[function]UnitUnitSelectionColor(unit, useExtendedColors) : resultR, resultG, resultB, resultA[function]UnitUnitSelectionType(unit, useExtendedColors) : result[function]UnitUnitSex(unit) : sex[function]UnitUnitSexBase(unit) : sex[function]UnitUnitShouldDisplayName(unit) : result[function]UnitUnitShouldDisplaySpellTargetName(unit) : result[function]UnitUnitSpellHaste(unit) : result[function]UnitUnitSpellTargetClass(unit) : classFilename[function]UnitUnitSpellTargetName(unit) : targetName[function]UnitUnitStagger(unit) : result[function]UnitUnitStat(unit, index) : currentStat, effectiveStat, statPositiveBuff, statNegativeBuff[function]UnitUnitSwitchToVehicleSeat(unit, virtualSeatIndex)[function]UnitUnitTargetsVehicleInRaidUI(unit?) : result[function]Unit

Documented 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.