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Paul Emmerich [Paul Emmerich] - Beginning Lua with World of Warcraft Addons

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Paul Emmerich [Paul Emmerich] Beginning Lua with World of Warcraft Addons

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If you play World of Warcraft, chances are you know what Deadly Boss Mods is: its the most widely downloaded modification available for World of Warcraft, considered required software for many professional raid guilds, and arguably the most popular modern video game mod in history.

Paul Emmerich, the author of Deadly Boss Mods, will take you from novice to elite with his approachable, up-to-date guide to building add-ons for the most popular video game in history. Using the powerful Lua scripting language and XML, youll learn how to build and update powerful mods that can fundamentally remake your World of Warcraft experience and introduce you to the field of professional software development.

Beginning Lua with World of Warcraft Add-ons teaches you the essentials of Lua and XML using exciting code examples that you can run and apply immediately. Youll gain competence in Lua specifics like tables and metatables and the imperative nature of Lua as a scripting language. More advanced techniques like file persistence, error handling, and script debugging are made clear as you learn everything within the familiar, exciting context of making tools that work in Azeroth.

Youll not only learn all about the World of Warcraft application programming interface and programming, and gain coding skills that will make all your online friends think youre a coding god, but also gain hands-on Lua scripting experience that could translate into an exciting job in the video game industry!

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About the Author

Picture 1PAUL EMMEriCh is one of the programmers behind Deadly Boss Mods, one of the most famous World of Warcraft addons ever, with more than 8 million users worldwide. He started programming in 1998 and has worked in Lua since World of Warcraft was released in 2004. He has also created a variety of other projects in Lua, including porting vintage games to Lua. He currently studies computer science at the Technische Universitt Mnchen in Germany. As Tandanu, level 80 Priest and Chief Coder for the guild Refuge on EU-Aegwynn, Paul enjoys winning raid encounters and adding to his HK count.

Acknowledgments

T his book would not have been possible without the help of a lot of people, so I want to say thank you to a few people here.

First of all I want to thank Martin Nitram Verges, the second developer behind the addon Deadly Boss Mods. The addon would not exist in the form you know it without his help, and I would probably never have had the opportunity to write this book without DBM in my background. Martin also did the majority of the work on Deadly Boss Mods while I was busy with writing this book.

A book like this is not something you write alone; there are many people involved in that process. I want to thank all the people at Apress who worked on this project and made it possible. The first person I want to mention here is Joohn Choe, who started this project and gave me the opportunity to write this book; thanks for that! Also thanks to Kylie Johnston (the project manager for this book), Matthew Moodie (developmental editor), Chris Lindboe (technical reviewer), Jim Compton (copy editor), and Kelly Gunther (production editor).

I also want to thank my friend Tobias Dnzer, who always supported me while writing this book and patiently answered all questions like Is this understandable? or Does this sound good?

Last but not least, thanks to all users of Deadly Boss Mods. DBM would certainly not be one of the most popular World of Warcraft addons without its strong community supporting it. Thanks for all the feedback, suggestions, and support!

A P P E N D I X A

Picture 2

Frame Reference

This appendix contains information on all the frame types that you can create in World of Warcraft, with all the XML attributes and elements as well as all Lua methods and available script handlers. Frame types follow an object-oriented model, meaning that a frame type can inherit attributes and methods from another frame type. You can find an introduction to object-oriented programming in if you are not familiar with this topic.

You may wonder why there is such an appendix in this book, as you can probably find most of the information covered here on the Internet. WoWWiki has a few good pages that deal with exactly the same topic as this appendix. However, the information there is scattered over multiple pages and many of the articles are outdated or incomplete. This appendix is up to date as of patch 3.1 (the next patches probably won't change anything important in the frame API) and contains everything you need to know about a particular frame type in one place.

Object

Object is an abstract frame type; that is, you cannot create frames from this type. But this type is the base class for all other frame types as every other type inherits from Object. This means that all of the methods, XML attributes, and XML elements listed here are available for all frames.

This frame type is sometimes also called UIObject, which is probably the type's internal name used in the C++ code of the game.

XML Attributes

The Object type has the following XML attributes.

alpha

Defines the frame's transparency (0 1). Default: 1.

parent

Defines the frame's parent.

name

Defines the frame's name.

inherits

The template to use.

virtual

Creates a template. Default: false.

Lua Methods

The Object type has the following Lua methods.

object:GetAlpha()

Returns the frame's alpha value.

object:GetEffectiveAlpha()

Returns the frame's effective alpha value by multiplying its alpha value with the parent's effective alpha.

object:GetName()

Returns the name of the frame.

object:GetObjectType()

Returns the type of the object.

object:GetParent()

Returns the parent of the frame.

object:IsObjectType(objType)

Returns 1 if object is of the type objType, or of a type that inherits from objType. For example, CreateFrame("CheckButton"):IsObjectType("Button") returns 1 because the type CheckButton inherits from the type Button.

object:SetAlpha()

Sets the frame's transparency (0 1).

object:SetParent(obj)

Sets the frame's parent.

Font

Font is an object that inherits from Object and represents a font that can be used by FontStrings or Buttons.

XML Attributes

The Font type has the following XML attributes.

font

The path to the font file you want to use.

justifyH

Sets the horizontal justification setting. This can either be LEFT, RIGHT, or CENTER. Default: CENTER.

justifyV

Sets the vertical justification setting. This can either be BOTTOM, TOP, or MIDDLE. Default: MIDDLE.

monochrome

Uses a monochrome font. Default: false.

outline

The outline to use; can be NONE, NORMAL, or THICK. Default: NONE.

spacing

The spacing between characters. Default: 0.

XML Elements

The Font type has the following XML elements.

FontHeight

Controls the height of the font with its Value attribute.

Color

Controls the color of the font with its r, g, b, and a attributes.

Shadow

Contains the two elements Color and Offset. Color controls the color with the attributes r, g, b, and a, and Offset controls the shadow offset with one of the elements AbsDimension or RelDimension.

Lua Methods

The Font type has the following Lua methods.

font:CopyFontObject(otherObject)

Copies all settings from otherObject.

font:GetFont()

Returns the font file used.

font:GetFontObject()

Returns the font object itself. This method makes sense when called from a frame that inherits from Font.

font:GetJustifyH()

Returns the horizontal alignment of the text.

font:GetJustifyV()

Returns the vertical alignment of the text.

font:GetMultilineIndent()

Returns the multiline indention setting.

font:GetShadowColor()

Returns the color of the font's shadow.

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