diff --git a/EVENTS.md b/EVENTS.md index 1f65c97..ec9d8e3 100644 --- a/EVENTS.md +++ b/EVENTS.md @@ -7,6 +7,7 @@ For custom Lua functions, see [SCRIPTS.md](SCRIPTS.md). For general usage inform ## Table of Contents - [SPELL_QUEUE_EVENT](#spell_queue_event) - [SPELL_CAST_EVENT](#spell_cast_event) +- [SPELL_BEGIN_CAST_EVENT](#spell_begin_cast_event) - [SPELL_DAMAGE_EVENT_SELF and SPELL_DAMAGE_EVENT_OTHER](#spell_damage_event_self-and-spell_damage_event_other) - [Buff/Debuff Events](#buffdebuff-events) - [AURA_CAST_ON_SELF and AURA_CAST_ON_OTHER](#aura_cast_on_self-and-aura_cast_on_other) @@ -90,6 +91,23 @@ Cursive:RegisterEvent("SPELL_CAST_EVENT", function(success, spellId, castType, t end); ``` +### SPELL_BEGIN_CAST_EVENT +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. + +The event is `SPELL_BEGIN_CAST_EVENT` and has 2 parameters: +1. int spellId +2. string targetGuid - guid string like "0xF5300000000000A5" + +targetGuid will be “0x0000000000000000” if the spell requires no target + +Example (uses ace RegisterEvent): +``` +Cursive:RegisterEvent("SPELL_BEING_CAST_EVENT", function(spellId, targetGuid) + print(spellId) + print(targetGuid) +end); +``` + ### SPELL_DAMAGE_EVENT_SELF and SPELL_DAMAGE_EVENT_OTHER 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.