~/forever/addon-api
Addon API
C_Soulbinds.GetConduitRank(conduitID) : conduitRankC_Soulbinds.GetConduitSpellID(conduitID, conduitRank) : spellIDC_Soulbinds.GetInstalledConduitID(nodeID) : conduitIDC_Soulbinds.GetNode(nodeID) : nodeC_Soulbinds.GetSoulbindData(soulbindID) : dataC_Soulbinds.GetSpecsAssignedToSoulbind(soulbindID) : specIDsC_Soulbinds.GetTree(treeID) : treeC_Soulbinds.HasAnyInstalledConduitInSoulbind(soulbindID) : resultC_Soulbinds.HasAnyPendingConduits() : resultC_Soulbinds.HasPendingConduitsInSoulbind(soulbindID) : resultC_Soulbinds.IsConduitInstalled(nodeID) : resultC_Soulbinds.IsConduitInstalledInSoulbind(soulbindID, conduitID) : resultC_Soulbinds.IsItemConduitByItemInfo(itemInfo) : resultC_Soulbinds.IsNodePendingModify(nodeID) : resultC_Soulbinds.IsUnselectedConduitPendingInSoulbind(soulbindID) : resultC_Soulbinds.ModifyNode(nodeID, conduitID, type)C_Soulbinds.SelectNode(nodeID)C_Soulbinds.UnmodifyNode(nodeID)C_Sound.GetSoundScaledVolume(soundHandle) : scaledVolumeC_Sound.IsPlaying(soundHandle) : isPlayingC_Sound.PlayItemSound(soundType, itemLocation)C_Sound.PlaySound(soundKitID, uiSoundSubType, forceNoDuplicates, runFinishCallback, overridePriority?, volumeOverride?) : success, soundHandleC_Sound.PlaySoundWithOptions(params) : success, soundHandleC_Sound.PlayVocalErrorSound(vocalErrorSoundID)C_SpecializationInfo.CanPlayerUsePVPTalentUI() : canUse, failureReasonC_SpecializationInfo.CanPlayerUseTalentSpecUI() : canUse, failureReasonC_SpecializationInfo.CanPlayerUseTalentUI() : canUse, failureReasonC_SpecializationInfo.GetActiveSpecGroup(isInspect?, isPet?) : groupIndexC_SpecializationInfo.GetAllClassIDs() : allClassIDsC_SpecializationInfo.GetAllSelectedPvpTalentIDs() : selectedPvpTalentIDsC_SpecializationInfo.GetClassIDFromSpecID(specID) : classIDC_SpecializationInfo.GetCombatConfigIDForSpecGroup(groupIndex) : configIDC_SpecializationInfo.GetInspectSelectedPvpTalent(inspectedUnit, talentIndex) : selectedTalentIDC_SpecializationInfo.GetInspectSpecialization(unit) : specializationIDC_SpecializationInfo.GetNumSpecializationsForClassID(classID) : specCountC_SpecializationInfo.GetPvpTalentAlertStatus() : hasUnspentSlot, hasNewTalentC_SpecializationInfo.GetPvpTalentInfo(talentID) : talentInfoC_SpecializationInfo.GetPvpTalentSlotInfo(talentIndex) : slotInfoC_SpecializationInfo.GetPvpTalentSlotUnlockLevel(talentIndex) : requiredLevelC_SpecializationInfo.GetPvpTalentUnlockLevel(talentID) : requiredLevelC_SpecializationInfo.GetSpecIDs(specSetID) : specIDsC_SpecializationInfo.GetSpecialization(isInspect?, isPet?, specGroupIndex?) : specializationIndexC_SpecializationInfo.GetSpecializationInfo(specializationIndex, isInspect, isPet, inspectTarget?, sex?, groupIndex?, classID?) : specId, name, description, icon, role, primaryStat, pointsSpent, background, previewPointsSpent, isUnlockedC_SpecializationInfo.GetSpecializationMasterySpells(specializationIndex, isInspect?, isPet?) : spellIDsC_SpecializationInfo.GetSpellsDisplay(specializationID) : spellIDC_SpecializationInfo.GetTalentInfo(query) : resultC_SpecializationInfo.HasPlayerEarnedATalentPoint() : hasEarnedC_SpecializationInfo.IsInitialized() : isSpecializationDataInitializedC_SpecializationInfo.IsPvpTalentLocked(talentID) : lockedC_SpecializationInfo.IsSpecSelectionEnabled(classID) : enabledDocumented 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.