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Addon API

6,329 entries
UnitClass(unit) : className, classFilename, classID[function]UnitUnitClassBase(unit) : classFilename, classID[function]UnitUnitClassFromGUID(unitGUID) : className, classFilename, classID[function]UnitUnitClassification(unit) : result[function]UnitUnitControllingVehicle(unit) : result[function]UnitUnitCreatureFamily(unit) : name, id[function]UnitUnitCreatureID(unit) : creatureID[function]UnitUnitCreatureType(unit) : name, id[function]UnitUnitDamage(unit) : minDamage, maxDamage, offhandMinDamage, offhandMaxDamage, posBuff, negBuff, percent[function]UnitUnitDefenseSkill(unit) : base, modifier[function]UnitUnitDetailedThreatSituation(unit, mobGUID) : isTanking, status, scaledPercentage, rawPercentage, rawThreat[function]UnitUnitDistanceSquared(unit) : distance, checkedDistance[function]UnitUnitEffectiveLevel(name) : result[function]UnitUnitEmpoweredChannelDuration(unit, includeHoldAtMaxTime) : duration[function]UnitUnitEmpoweredStageDurations(unit) : duration[function]UnitUnitEmpoweredStagePercentages(unit, includeHoldAtMaxTime) : percentages[function]UnitUnitExists(unit?) : result[function]UnitUnitFactionGroup(unitName, checkDisplayRace) : factionGroupTag, localized[function]UnitUnitFullName(unit) : unitName, unitServer[function]UnitUnitGUID(unit) : result[function]UnitUnitGetAvailableRoles(unit) : tank, healer, dps[function]UnitRoleUnitGetDetailedHealPrediction(unit, healerUnit?, healPredictionCalculator)[function]UnitUnitGetIncomingHeals(unit, healerGUID?) : result[function]UnitUnitGetTotalAbsorbs(unit) : result[function]UnitUnitGetTotalHealAbsorbs(unit) : result[function]UnitUnitGroupRolesAssigned(unit?) : result[function]UnitUnitGroupRolesAssignedEnum(unit?) : result[function]UnitUnitHPPerStamina(unit) : result[function]UnitUnitHasEffectivelyTankAura(unit?) : result[function]UnitUnitHasLootInteraction(unit) : result[function]UnitUnitHasMouseoverHighlight(unit) : result[function]UnitUnitHasPowerType(unitToken, powerType) : hasPower[function]UnitUnitHasRelicSlot(unit) : result[function]UnitUnitHasVehiclePlayerFrameUI(unit?) : result[function]UnitUnitHasVehicleUI(unit?) : result[function]UnitUnitHealth(unit, usePredicted) : result[function]UnitUnitHealthMax(unit) : result[function]UnitUnitHealthMissing(unit, usePredicted) : result[function]UnitUnitHealthPercent(unit, usePredicted, curve?) : result[function]UnitUnitHonor(unit) : result[function]UnitUnitHonorLevel(unit) : result[function]UnitUnitHonorMax(unit) : result[function]UnitUnitInAnyGroup(unit?, partyIndex?) : result[function]UnitUnitInBattleground(unit?, partyIndex?) : result[function]UnitUnitInOtherParty(unit) : inOtherParty[function]UnitUnitInParty(unit?, partyIndex?) : result[function]UnitUnitInPartyIsAI(unit?) : result[function]UnitUnitInPartyShard(unit) : inPartyShard[function]UnitUnitInRaid(unit?, partyIndex?) : result[function]UnitUnitInRange(unit) : inRange, checkedRange[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.