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Added documentation
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@@ -7,6 +7,7 @@ For custom Lua functions, see [SCRIPTS.md](SCRIPTS.md). For general usage inform
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## Table of Contents
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- [SPELL_QUEUE_EVENT](#spell_queue_event)
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- [SPELL_CAST_EVENT](#spell_cast_event)
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- [SPELL_BEGIN_CAST_EVENT](#spell_begin_cast_event)
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- [SPELL_DAMAGE_EVENT_SELF and SPELL_DAMAGE_EVENT_OTHER](#spell_damage_event_self-and-spell_damage_event_other)
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- [Buff/Debuff Events](#buffdebuff-events)
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- [AURA_CAST_ON_SELF and AURA_CAST_ON_OTHER](#aura_cast_on_self-and-aura_cast_on_other)
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@@ -90,6 +91,23 @@ Cursive:RegisterEvent("SPELL_CAST_EVENT", function(success, spellId, castType, t
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end);
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```
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### SPELL_BEGIN_CAST_EVENT
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Event you can register in game to get updates when the clien is about to attempt casting a spell. At this stage the spell is ready and has a valid target, but the spell cast might still be rejected based on line of sight or other factors.
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The event is `SPELL_BEGIN_CAST_EVENT` and has 2 parameters:
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1. int spellId
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2. string targetGuid - guid string like "0xF5300000000000A5"
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targetGuid will be “0x0000000000000000” if the spell requires no target
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Example (uses ace RegisterEvent):
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```
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Cursive:RegisterEvent("SPELL_BEING_CAST_EVENT", function(spellId, targetGuid)
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print(spellId)
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print(targetGuid)
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end);
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```
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### SPELL_DAMAGE_EVENT_SELF and SPELL_DAMAGE_EVENT_OTHER
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New events you can register in game to get updates whenever spell damage occurs. SPELL_DAMAGE_EVENT_SELF will only trigger for damage you deal, while SPELL_DAMAGE_EVENT_OTHER will only trigger for damage dealt by others.
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