Returns conditionInfo applicable to the configID you enter
condInfo = C_Traits.GetConditionInfo(configID, condID)
Arguments
- configID
- number - For TalentTrees this will often be C_ClassTalents.GetActiveConfigID, this is -1 when inspecting a player. For professions, this will be C_ProfSpecs.GetConfigIDForSkillLine.
- condID
- number - trait conditionId as found in e.g. C_Traits.GetNodeInfo or C_Traits.GetEntryInfo
Returns
- condInfo
- TraitCondInfo - returns nil if no info is found
Field |
Type |
Description
|
condID |
number |
as supplied in the arguments
|
ranksGranted |
number? |
if the condition is met, this number of ranks is granted to applicable nodes
|
isAlwaysMet |
boolean |
generally false, no TraitConditions are currently used where this is true
|
isMet |
boolean |
whether the condition is met
|
isGate |
boolean |
whether the condition is a Gate - this generally only impacts tooltips and class talent trees
|
questID |
number? |
no conditions seem to currently exist with this value - presumably these would require a quest to completed; or, less likely, require the quest to be in your questlog
|
achievementID |
number? |
condition is met if the achievement has been earned
|
specSetID |
number? |
condition is met if your spec matches any spec from the specified specSet (see C_SpecializationInfo.GetSpecIDs)
|
playerLevel |
number? |
condition is met if you are at or above the specified level
|
traitCurrencyID |
number? |
combined with spentAmountRequired - matches the ID in TraitCurrencyCost (see C_Traits.GetNodeCost, and C_Traits.GetTreeCurrencyInfo)
|
spentAmountRequired |
number? |
condition is met if you spent the specified amount in the specified traitCurrency
|
tooltipFormat |
string? |
a tooltip string, potentially with placeholders suitable for string.format, which can be displayed if the condition isn't met
|
tooltipText |
string? |
Blizzard_SharedTalentUI adds this data to the response manually, see Blizzard_SharedTalentUtil.lua; the data is based on tooltipFormat, and adds quest/achievement/spec/level/spending info
|
Trait conditions have a specific types. These types are not exposed in the API, but an enum is documented (Enum.TraitConditionType).
Conditions broadly fall into 2 categories, 'Friendly' and 'NotFriendly'. Friendly conditions give benefits, while NotFriendly conditions impose restrictions.
Enum.TraitConditionType
Value |
Field |
Category |
Description
|
0 |
Available |
NotFriendly |
Nodes are available by default, but if any condition of this type is not met, then the node is not available - e.g. Gates are implemented this way
|
1 |
Visible |
NotFriendly |
Nodes are visible by default, but if any condition of this type is not met, then the node is not visible - e.g. if a condition requires a specific spec, the node will be hidden
|
2 |
Granted |
Friendly |
Grants rank(s) for the relevant node
|
3 |
Increased |
Friendly |
No condition of this type currently exists, presumably they work similar to Granted
|
Dragonflight Talent System |
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C_Traits |
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| Config | |
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| Tree | |
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| Node | |
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| Purchasing | |
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| Import/Export | |
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C_ClassTalents |
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| Loadouts | |
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| Config | |
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| Starter Build | |
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| View Loadout | |
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