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Global.lua
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--========================================================--
-- Scorpio Addon --
-- --
-- Author : kurapica125@outlook.com --
-- Create Date : 2016/12/14 --
--========================================================--
--========================================================--
Scorpio "Scorpio" ""
--========================================================--
namespace "Scorpio"
import "System.Serialization"
------------------------------------------------------------
-- Task Scheduler --
------------------------------------------------------------
TaskScheduler.Default = TaskScheduler{
QueueTask = Scorpio.Next
}
------------------------------------------------------------
-- Deprecated API --
------------------------------------------------------------
__Sealed__()
interface "DeprecatedApi" (function(_ENV)
local version = select(4, GetBuildInfo())
GetSpecialization = _G.GetSpecialization or _G.GetActiveTalentGroup or function() return 1 end
IsWarModeDesired = _G.C_PvP and _G.C_PvP.IsWarModeDesired or function() return false end
if not _G.GetMouseFocus then
function GetMouseFocus()
local ret = GetMouseFoci()
return ret and ret[1]
end
end
if version and version >= 110000 then
local originGetSpellBookItemInfo = _G.C_SpellBook.GetSpellBookItemInfo
local originGetSpellInfo = _G.C_Spell.GetSpellInfo
local GetSpellBookSkillLineInfo = _G.C_SpellBook.GetSpellBookSkillLineInfo
local originGetSpellCooldown = _G.C_Spell.GetSpellCooldown
local originUnitAura = _G.C_UnitAuras.GetAuraDataByIndex
function GetSpellBookItemInfo(index, bank)
local info = originGetSpellBookItemInfo(index, bank)
if info then return info.itemType, info.spellID end
end
GetSpellBookItemName = _G.C_SpellBook.GetSpellBookItemName
IsAttackSpell = _G.C_Spell.IsAutoAttackSpell
IsHarmfulSpell = _G.C_Spell.IsSpellHarmful
IsHelpfulSpell = _G.C_Spell.IsSpellHelpful
IsPassiveSpell = _G.C_Spell.IsSpellPassive
UnitAura = function(...)
local aura = originUnitAura(...)
if aura then
return aura.name, aura.icon, aura.applications, aura.dispelName, aura.duration, aura.expirationTime, aura.sourceUnit, aura.isStealable, aura.nameplateShowPersonal, aura.spellId, aura.canApplyAura, aura.isBossAura, aura.isFromPlayerOrPlayerPet, aura.nameplateShowAll, aura.timeMod, unpack(aura.points)
end
end
GetNumSpellTabs = _G.C_SpellBook.GetNumSpellBookSkillLines
GetSpellCount = _G.C_Spell.GetSpellCastCount
IsUsableSpell = _G.C_Spell.IsSpellUsable
GetSpellInfo = _G.GetSpellInfo or function(id)
local info = originGetSpellInfo(id)
if info then
return info.name, nil, info.iconID, info.castTime, info.minRange, info.maxRange, info.spellID, info.originalIconID
end
end
GetSpellTabInfo = function(i)
local info = GetSpellBookSkillLineInfo(i)
if info then
return info.name, info.iconID, info.itemIndexOffset, info.numSpellBookItems, info.isGuild, info.offSpecID
end
end
GetSpellCooldown = function(id)
local info = originGetSpellCooldown(id)
if info then
return info.startTime, info.duration, info.isEnabled and 1 or 0, info.modRate
end
end
end
------------------------------------------------------------
-- Prepare --
------------------------------------------------------------
for k, v in pairs(_G) do
-- auto import
if type(k) == "string" and k:match("^C_%w+") and type(v) == "table" and getmetatable(v) == nil then
for n, m in pairs(v) do
if type(n) == "string" and type(m) == "function" and type(_G[n]) ~= "function" and not DeprecatedApi[n] then
_ENV[n] = m
end
end
end
end
end)
Environment.RegisterGlobalNamespace(DeprecatedApi)
-------------------- META --------------------
META_WEAKKEY = { __mode = "k" }
META_WEAKVAL = { __mode = "v" }
META_WEAKALL = { __mode = "kv"}
------------------- Logger ----------------T--
Log = System.Logger("Scorpio")
Log.TimeFormat = "%X"
Trace = Log:SetPrefix(Logger.LogLevel.Trace, "|cffa9a9a9[Scorpio]|r", true)
Debug = Log:SetPrefix(Logger.LogLevel.Debug, "|cff808080[Scorpio]|r", true)
Info = Log:SetPrefix(Logger.LogLevel.Info, "|cffffffff[Scorpio]|r", true)
Warn = Log:SetPrefix(Logger.LogLevel.Warn, "|cffffff00[Scorpio]|r", true)
Error = Log:SetPrefix(Logger.LogLevel.Error, "|cffff0000[Scorpio]|r", true)
Fatal = Log:SetPrefix(Logger.LogLevel.Fatal, "|cff8b0000[Scorpio]|r", true)
Log:AddHandler(print)
------------------- String -------------------
strformat = string.format
strfind = string.find
strsub = string.sub
strbyte = string.byte
strchar = string.char
strrep = string.rep
strgsub = string.gsub
strupper = string.upper
strlower = string.lower
strtrim = strtrim or Toolset.trim
strmatch = string.match
__Iterator__() __Arguments__{ String, String, Boolean/nil }
function strsplit(self, delimiter, plain)
local i = 1
local s, e = strfind(self, delimiter, i, plain)
while s do
if i <= s then yield(i, strsub(self, i, s - 1), strsub(self, s, e)) end
i = e + 1
s, e = strfind(self, delimiter, i, plain)
end
yield(i, strsub(self, i, -1), "")
end
------------------- Error --------------------
geterrorhandler = geterrorhandler or function() return print end
errorhandler = _G.errorhandler or function(err) return geterrorhandler()(err) end
------------------- Table --------------------
tblconcat = table.concat
tinsert = tinsert or table.insert
tremove = tremove or table.remove
wipe = wipe or function(t) for k in pairs(t) do t[k] = nil end return t end
------------------- Math ---------------------
floor = math.floor
ceil = math.ceil
log = math.log
pow = math.pow
min = math.min
max = math.max
mod = math.mod
random = math.random
abs = math.abs
clamp = function(value, min, max) return value > max and max or value < min and min or value end
------------------- Date ---------------------
date = date or (os and os.date)
------------------- Coroutine ----------------
create = coroutine.create
resume = coroutine.resume
running = coroutine.running
status = coroutine.status
wrap = coroutine.wrap
yield = coroutine.yield
------------------ Common --------------------
loadstring = loadstring or load
getRealMethodCache = function (name) return setmetatable({}, { __index = function(self, cls) local real = Class.GetNormalMethod(cls, name) rawset(self, cls, real) return real end }) end
getRealMetaMethodCache = function (name) return setmetatable({}, { __index = function(self, cls) local real = Class.GetNormalMetaMethod(cls, name) rawset(self, cls, real) return real end }) end
------------------------------------------------------------
-- Enums --
------------------------------------------------------------
__Sealed__()
enum "Classes" {
"WARRIOR",
"MAGE",
"ROGUE",
"DRUID",
"HUNTER",
"SHAMAN",
"PRIEST",
"WARLOCK",
"PALADIN",
"DEATHKNIGHT",
"MONK",
"DEMONHUNTER",
"EVOKER",
}
__Sealed__()
enum "ClassPower" {
MANA = 0,
RAGE = 1,
FOCUS = 2,
ENERGY = 3,
COMBO_POINTS = 4,
RUNES = 5,
RUNIC_POWER = 6,
SOUL_SHARDS = 7,
LUNAR_POWER = 8,
HOLY_POWER = 9,
ALTERNATE = 10,
MAELSTROM = 11,
CHI = 12,
INSANITY = 13,
-- OBSOLETE = 14,
-- OBSOLETE2 = 15,
ARCANE_CHARGES = 16,
FURY = 17,
PAIN = 18,
ESSENCE = 19,
}
__Sealed__()
enum "WarMode" {
PVE = 1,
PVP = 2,
}
__Sealed__() __Shareable__()
enum "SpellBookSpellBank" {
PLAYER = _G.Enum and _G.Enum.SpellBookSpellBank and _G.Enum.SpellBookSpellBank.Player or "player",
PET = _G.Enum and _G.Enum.SpellBookSpellBank and _G.Enum.SpellBookSpellBank.Pet or "pet",
SPELL = _G.Enum and _G.Enum.SpellBookSpellBank and _G.Enum.SpellBookSpellBank.Player or "spell",
}
__Sealed__()
enum "SpellBookItemType" {
NONE = _G.Enum and _G.Enum.SpellBookItemType and _G.Enum.SpellBookItemType.None or "NONE",
SPELL = _G.Enum and _G.Enum.SpellBookItemType and _G.Enum.SpellBookItemType.Spell or "SPELL",
FUTURESPELL = _G.Enum and _G.Enum.SpellBookItemType and _G.Enum.SpellBookItemType.FutureSpell or "FUTURESPELL",
PETACTION = _G.Enum and _G.Enum.SpellBookItemType and _G.Enum.SpellBookItemType.PetAction or "PETACTION",
FLYOUT = _G.Enum and _G.Enum.SpellBookItemType and _G.Enum.SpellBookItemType.Flyout or "FLYOUT",
}
------------------------------------------------------------
-- Data Types --
------------------------------------------------------------
__Sealed__()
struct "LocaleString" { __base = String }
__Sealed__()
struct "ColorFloat" {
__base = Number,
function(val, onlyvalid) if (val < 0 or val > 1) then return onlyvalid or "the %s must between [0, 1]" end end
}
__Sealed__()
struct "HueValue" {
__base = Number,
function(val, onlyvalid) if (val < 0 or val > 360) then return onlyvalid or "the %s must between [0, 360]" end end
}
__Sealed__() __ObjectAllowed__() __ValueType__()
struct "ColorType" {
{ name = "r", type = ColorFloat, require = true },
{ name = "g", type = ColorFloat, require = true },
{ name = "b", type = ColorFloat, require = true },
{ name = "a", type = ColorFloat, default = 1 },
__init = function(val) return Color(val) end,
}
__Sealed__() __ValueType__()
struct "HSVType" {
{ name = "h", type = HueValue, require = true },
{ name = "s", type = ColorFloat, require = true },
{ name = "v", type = ColorFloat, require = true },
}
__Sealed__() __ValueType__()
struct "HSLType" {
{ name = "h", type = HueValue, require = true },
{ name = "s", type = ColorFloat, require = true },
{ name = "l", type = ColorFloat, require = true },
}
--- The color data, 'Color(r, g, b[, a])' - used to create a color data,
-- use obj.r, obj.g, obj.b, obj.a to access the color's part,
-- also 'obj .. "text"' can be used to concat values.
--
-- Some special color can be accessed like 'Color.Red', 'Color.Player', 'Color.Mage'
class "Color" (function(_ENV)
extend "ICloneable"
export { maxv = math.max, minv = math.min, floor = math.floor }
local InnerColorType = struct {
{ name = "r", type = ColorFloat, require = true },
{ name = "g", type = ColorFloat, require = true },
{ name = "b", type = ColorFloat, require = true },
{ name = "a", type = ColorFloat, default = 1 },
}
local function clamp(v) return minv(1, maxv(0, v)) end
local function fromHSV(h, s, v)
local r, g, b
if s == 0 then
r = v
g = v
b = v
else
h = h / 60.0
local i = floor(h)
local f = h - i
local p = v * (1 - s)
local q = v * (1 - s * f)
local t = v * (1 - s * (1 - f))
if i == 0 then
r = v
g = t
b = p
elseif i == 1 then
r = q
g = v
b = p
elseif i == 2 then
r = p
g = v
b = t
elseif i == 3 then
r = p
g = q
b = v
elseif i == 4 then
r = t
g = p
b = v
elseif i == 5 then
r = v
g = p
b = q
end
end
return r, g, b
end
local function toHSV(r, g, b)
local h, s, v
local min = minv(r, g, b)
local max = maxv(r, g, b)
local delta = max - min
v = max
if max == 0 then
s = 0
h = 0
else
s = delta / max
if delta == 0 then
h = 0
elseif max == r then
h = 60 * (g - b) / delta
if h < 0 then h = h + 360 end
elseif max == g then
h = 60 * (b - r) / delta + 120
elseif max == b then
h = 60 * (r - g) / delta + 240
end
end
return h, s, v
end
local function fromHSL(h, s, l)
local r, g, b
if s == 0 then
r = l
g = l
b = l
else
local q = l < 1/2 and (l * (1 + s)) or (l + s - (l * s))
local p = 2 * l - q
local hk = h / 360.0
local tr = hk + 1/3
local tg = hk
local tb = hk - 1/3
tr = tr < 0 and tr + 1 or tr > 1 and tr - 1 or tr
tg = tg < 0 and tg + 1 or tg > 1 and tg - 1 or tg
tb = tb < 0 and tb + 1 or tb > 1 and tb - 1 or tb
r = tr < 1/6 and (p + ((q - p) * 6 * tr)) or tr < 1/2 and q or tr < 2/3 and (p + ((q - p) * 6 * (2/3 - tr))) or p
g = tg < 1/6 and (p + ((q - p) * 6 * tg)) or tg < 1/2 and q or tg < 2/3 and (p + ((q - p) * 6 * (2/3 - tg))) or p
b = tb < 1/6 and (p + ((q - p) * 6 * tb)) or tb < 1/2 and q or tb < 2/3 and (p + ((q - p) * 6 * (2/3 - tb))) or p
end
return r, g, b
end
local function toHSL(r, g, b)
local h, s, l
local min = minv(r, g, b)
local max = maxv(r, g, b)
local delta = max - min
l = (max + min) / 2
if l == 0 then
s = 0
h = 0
else
if l <= 1/2 then
s = delta / (2 * l)
else
s = delta / (2 - 2 * l)
end
if delta == 0 then
h = 0
elseif max == r then
h = 60 * (g - b) / delta
if h < 0 then h = h + 360 end
elseif max == g then
h = 60 * (b - r) / delta + 120
elseif max == b then
h = 60 * (r - g) / delta + 240
end
end
return h, s, l
end
----------------------------------------------
-- static method --
----------------------------------------------
--- Generate a color object from hsv
__Arguments__{ HueValue, ColorFloat, ColorFloat }
__Static__() function FromHSV(h, s, v)
return Color(fromHSV(h, s, v))
end
__Arguments__{ HSVType }
__Static__() function FromHSV(hsv)
return Color(fromHSV(hsv.h, hsv.s, hsv.v))
end
--- generate a color object from hsl
__Arguments__{ HueValue, ColorFloat, ColorFloat }
__Static__() function FromHSL(h, s, l)
return Color(fromHSL(h, s, l))
end
__Arguments__{ HSLType }
__Static__() function FromHSL(hsl)
return Color(fromHSL(hsl.h, hsl.s, hsl.l))
end
----------------------------------------------
-- method --
----------------------------------------------
--- return the clone of the object
function Clone(self) return Color(self.r, self.g, self.b, self.a) end
--- Set the hsv value to the color
__Arguments__{ HueValue, ColorFloat, ColorFloat }
function SetHSV(self, h, s, v)
self.r, self.g, self.b = fromHSV(h, s, v)
end
--- return the hsv value from the color
function ToHSV(self)
return toHSV(self.r, self.g, self.b)
end
--- Set the hsl value to the color
__Arguments__{ HueValue, ColorFloat, ColorFloat }
function SetHSL(self, h, s, l)
self.r, self.g, self.b = fromHSL(h, s, l)
end
--- return the hsl value from the color
function ToHSL(self)
return toHSL(self.r, self.g, self.b)
end
----------------------------------------------
-- Constructor --
----------------------------------------------
__Arguments__{ Color }
function __exist(_, color)
return color, true
end
__Arguments__{ Any * 0 }
function __exist() end
__Arguments__{ InnerColorType }
function __new(_, color)
return color, true
end
__Arguments__{
Variable("r", ColorFloat),
Variable("g", ColorFloat),
Variable("b", ColorFloat),
Variable("a", ColorFloat, true, 1),
}
function __new(_, r, g, b, a)
return { r = r, g = g, b = b, a = a }, true
end
__Arguments__{ String }
function __new(_, str)
local a, r, g, b = str:match("|c(%w%w)(%w%w)(%w%w)(%w%w)")
if r and g and b and a then
r = tonumber(r, 16)
g = tonumber(g, 16)
b = tonumber(b, 16)
a = tonumber(a, 16)
if r and g and b and a then
return { r = r / 255, g = g / 255, b = b / 255, a = a / 255 }, true
end
end
throw("The color string is not valid")
end
----------------------------------------------
----------------- Meta-Method ----------------
----------------------------------------------
function __tostring(self)
return ("\124c%.2x%.2x%.2x%.2x"):format(self.a * 255, self.r * 255, self.g * 255, self.b * 255)
end
function __concat(self, val)
return tostring(self) .. tostring(val)
end
function __eq(self, val)
return self.r == val.r and self.g == val.g and self.b == val.b and self.a == val.a
end
end)
------------------------------------------------------------
-- Special Colors --
------------------------------------------------------------
__Sealed__() __Final__() __ValueType__()
class "Color" (function(_ENV)
----------------------------------------------
-- Static Property --
----------------------------------------------
--- The close tag to close color text
__Static__() property "CLOSE" { set = false, default = "|r" }
--- The player's default color
__Static__() property "PLAYER" { type = Color }
------------------ Classes ------------------
--- The Hunter class's default color
__Static__() property "HUNTER" { default = Color(0.67, 0.83, 0.45) }
--- The Warlock class's default color
__Static__() property "WARLOCK" { default = Color(0.53, 0.53, 0.93) }
--- The Priest class's default color
__Static__() property "PRIEST" { default = Color(1.00, 1.00, 1.00) }
--- The Paladin class's default color
__Static__() property "PALADIN" { default = Color(0.96, 0.55, 0.73) }
--- The Mage class's default color
__Static__() property "MAGE" { default = Color(0.25, 0.78, 0.92) }
--- The Rogue class's default color
__Static__() property "ROGUE" { default = Color(1.00, 0.96, 0.41) }
--- The Druid class's default color
__Static__() property "DRUID" { default = Color(1.00, 0.49, 0.04) }
--- The Shaman class's default color
__Static__() property "SHAMAN" { default = Color(0.00, 0.44, 0.87) }
--- The Warrior class's default color
__Static__() property "WARRIOR" { default = Color(0.78, 0.61, 0.43) }
--- The Deathknight class's default color
__Static__() property "DEATHKNIGHT" { default = Color(0.77, 0.12, 0.23) }
--- The Monk class's default color
__Static__() property "MONK" { default = Color(0.00, 1.00, 0.59) }
--- The Demonhunter class's default color
__Static__() property "DEMONHUNTER" { default = Color(0.64, 0.19, 0.79) }
--- The Evoker class's default color
__Static__() property "EVOKER" { default = Color(0.20, 0.57646, 0.498) }
------------------ Powers -------------------
--- The mana's default color
__Static__() property "MANA" { default = Color(0.00, 0.00, 1.00) }
--- The rage's default color
__Static__() property "RAGE" { default = Color(1.00, 0.00, 0.00) }
--- The focus's default color
__Static__() property "FOCUS" { default = Color(1.00, 0.50, 0.25) }
--- The energy's default color
__Static__() property "ENERGY" { default = Color(1.00, 1.00, 0.00) }
--- The combo_points's default color
__Static__() property "COMBO_POINTS" { default = Color(1.00, 0.96, 0.41) }
--- The runes's default color
__Static__() property "RUNES" { default = Color(0.50, 0.50, 0.50) }
--- The runic_power's default color
__Static__() property "RUNIC_POWER" { default = Color(0.00, 0.82, 1.00) }
--- The soul_shards's default color
__Static__() property "SOUL_SHARDS" { default = Color(0.50, 0.32, 0.55) }
--- The lunar_power's default color
__Static__() property "LUNAR_POWER" { default = Color(0.30, 0.52, 0.90) }
--- The holy_power's default color
__Static__() property "HOLY_POWER" { default = Color(0.95, 0.90, 0.60) }
--- The maelstrom's default color
__Static__() property "MAELSTROM" { default = Color(0.00, 0.50, 1.00) }
--- The insanity's default color
__Static__() property "INSANITY" { default = Color(0.40, 0.00, 0.80) }
--- The chi's default color
__Static__() property "CHI" { default = Color(0.71, 1.00, 0.92) }
--- The arcane_charges's default color
__Static__() property "ARCANE_CHARGES" { default = Color(0.10, 0.10, 0.98) }
--- The fury's default color
__Static__() property "FURY" { default = Color(0.79, 0.26, 0.99) }
--- The pain's default color
__Static__() property "PAIN" { default = Color(1.00, 0.61, 0.00) }
--- The stagger's default color
__Static__() property "STAGGER" { default = Color(0.52, 1.00, 0.52) }
--- The stagger's warnning color
__Static__() property "STAGGER_WARN" { default = Color(1.00, 0.98, 0.72) }
--- The stagger's dangerous color
__Static__() property "STAGGER_DYING" { default = Color(1.00, 0.42, 0.42) }
--- The essence's color
__Static__() property "ESSENCE" { default = Color(0.20, 0.57646, 0.498) }
------------------ Vehicle ------------------
--- The ammoslot's default color
__Static__() property "AMMOSLOT" { default = Color(0.80, 0.60, 0.00) }
--- The fuel's default color
__Static__() property "FUEL" { default = Color(0.00, 0.55, 0.50) }
--------------- Item quality ----------------
--- The common quality's default color
__Static__() property "COMMON" { default = Color(0.65882, 0.65882, 0.65882) }
--- The uncommon quality's default color
__Static__() property "UNCOMMON" { default = Color(0.08235, 0.70196, 0.0) }
--- The rare quality's default color
__Static__() property "RARE" { default = Color(0.0, 0.56863, 0.94902) }
--- The epic quality's default color
__Static__() property "EPIC" { default = Color(0.78431, 0.27059, 0.98039) }
--- The legendary quality's default color
__Static__() property "LEGENDARY" { default = Color(1.0, 0.50196, 0.0) }
--- The artifact quality's default color
__Static__() property "ARTIFACT" { default = Color(0.90196, 0.8, 0.50196) }
--- The heirloom quality's default color
__Static__() property "HEIRLOOM" { default = Color(0.0, 0.8, 1) }
--- The wow_token quality's default color
__Static__() property "WOWTOKEN" { default = Color(0.00, 0.80, 1.00) }
--------------- Common Color ----------------
--- The magic debuff's default color
__Static__() property "MAGIC" { default = Color(0.20, 0.60, 1.00) }
--- The curse debuff's default color
__Static__() property "CURSE" { default = Color(0.60, 0.00, 1.00) }
--- The disease debuff's default color
__Static__() property "DISEASE" { default = Color(0.60, 0.40, 0.00) }
--- The poison debuff's default color
__Static__() property "POISON" { default = Color(0.00, 0.60, 0.00) }
--------------- Common Color ----------------
--- The normal font color
__Static__() property "NORMAL" { set = false, default = Color(1.0, 0.82, 0.0) }
--- The transparent color
__Static__() property "TRANSPARENT" { set = false, default = Color(0.00, 0.00, 0.00, 0.00) }
--- The high light font color
__Static__() property "HIGHLIGHT" { set = false, default = Color(1.0, 1.0, 1.0) }
--- The passive spell color
__Static__() property "PASSIVESPELL" { set = false, default = Color(0.77, 0.64, 0.0) }
--- The battle net font color
__Static__() property "BATTLENET" { set = false, default = Color(0.510, 0.773, 1.0) }
--- The transmogrify font color
__Static__() property "TRANSMOGRIFY" { set = false, default = Color(1, 0.5, 1) }
--- The disabled font color
__Static__() property "DISABLED" { set = false, default = Color(0.498, 0.498, 0.498) }
--- The red color
__Static__() property "RED" { set = false, default = Color(1.00, 0.10, 0.10) }
--- The dim red color
__Static__() property "DIMRED" { set = false, default = Color(0.8, 0.1, 0.1) }
--- The green color
__Static__() property "GREEN" { set = false, default = Color(0.10, 1.00, 0.10) }
--- The gray color
__Static__() property "GRAY" { set = false, default = Color(0.50, 0.50, 0.50) }
--- The yellow color
__Static__() property "YELLOW" { set = false, default = Color(1.00, 1.00, 0.00) }
--- The blue color
__Static__() property "BLUE" { set = false, default = Color(0, 0.749, 0.953) }
--- The light yellow color
__Static__() property "LIGHTYELLOW" { set = false, default = Color(1.00, 1.00, 0.60) }
--- The orange color
__Static__() property "ORANGE" { set = false, default = Color(1.00, 0.50, 0.25) }
--- The light blue color
__Static__() property "LIGHTBLUE" { set = false, default = Color(0.53, 0.67, 1.0) }
--- The white color
__Static__() property "WHITE" { set = false, default = Color(1.00, 1.00, 1.00) }
--- The black color
__Static__() property "BLACK" { set = false, default = Color(0.00, 0.00, 0.00) }
--- the aliceblue color
__Static__() property "ALICEBLUE" { set = false, default = Color("|cfff0f8ff") }
--- the antiquewhite color
__Static__() property "ANTIQUEWHITE" { set = false, default = Color("|cfffaebd7") }
--- the aqua color
__Static__() property "AQUA" { set = false, default = Color("|cff00ffff") }
--- the aquamarine color
__Static__() property "AQUAMARINE" { set = false, default = Color("|cff7fffd4") }
--- the azure color
__Static__() property "AZURE" { set = false, default = Color("|cfff0ffff") }
--- the beige color
__Static__() property "BEIGE" { set = false, default = Color("|cfff5f5dc") }
--- the bisque color
__Static__() property "BISQUE" { set = false, default = Color("|cffffe4c4") }
--- the blanchedalmond color
__Static__() property "BLANCHEDALMOND" { set = false, default = Color("|cffffebcd") }
--- the blueviolet color
__Static__() property "BLUEVIOLET" { set = false, default = Color("|cff8a2be2") }
--- the brown color
__Static__() property "BROWN" { set = false, default = Color("|cffa52a2a") }
--- the burlywood color
__Static__() property "BURLYWOOD" { set = false, default = Color("|cffdeb887") }
--- the cadetblue color
__Static__() property "CADETBLUE" { set = false, default = Color("|cff5f9ea0") }
--- the chartreuse color
__Static__() property "CHARTREUSE" { set = false, default = Color("|cff7fff00") }
--- the chocolate color
__Static__() property "CHOCOLATE" { set = false, default = Color("|cffd2691e") }
--- the coral color
__Static__() property "CORAL" { set = false, default = Color("|cffff7f50") }
--- the cornflowerblue color
__Static__() property "CORNFLOWERBLUE" { set = false, default = Color("|cff6495ed") }
--- the cornsilk color
__Static__() property "CORNSILK" { set = false, default = Color("|cfffff8dc") }
--- the crimson color
__Static__() property "CRIMSON" { set = false, default = Color("|cffdc143c") }
--- the cyan color
__Static__() property "CYAN" { set = false, default = Color("|cff00ffff") }
--- the darkblue color
__Static__() property "DARKBLUE" { set = false, default = Color("|cff00008b") }
--- the darkcyan color
__Static__() property "DARKCYAN" { set = false, default = Color("|cff008b8b") }
--- the darkgoldenrod color
__Static__() property "DARKGOLDENROD" { set = false, default = Color("|cffb8860b") }
--- the darkgray color
__Static__() property "DARKGRAY" { set = false, default = Color("|cffa9a9a9") }
--- the darkgreen color
__Static__() property "DARKGREEN" { set = false, default = Color("|cff006400") }
--- the darkkhaki color
__Static__() property "DARKKHAKI" { set = false, default = Color("|cffbdb76b") }
--- the darkmagenta color
__Static__() property "DARKMAGENTA" { set = false, default = Color("|cff8b008b") }
--- the darkolivegreen color
__Static__() property "DARKOLIVEGREEN" { set = false, default = Color("|cff556b2f") }
--- the darkorange color
__Static__() property "DARKORANGE" { set = false, default = Color("|cffff8c00") }
--- the darkorchid color
__Static__() property "DARKORCHID" { set = false, default = Color("|cff9932cc") }
--- the darkred color
__Static__() property "DARKRED" { set = false, default = Color("|cff8b0000") }
--- the darksalmon color
__Static__() property "DARKSALMON" { set = false, default = Color("|cffe9967a") }
--- the darkseagreen color
__Static__() property "DARKSEAGREEN" { set = false, default = Color("|cff8fbc8f") }
--- the darkslateblue color
__Static__() property "DARKSLATEBLUE" { set = false, default = Color("|cff483d8b") }
--- the darkslategray color
__Static__() property "DARKSLATEGRAY" { set = false, default = Color("|cff2f4f4f") }
--- the darkturquoise color
__Static__() property "DARKTURQUOISE" { set = false, default = Color("|cff00ced1") }
--- the darkviolet color
__Static__() property "DARKVIOLET" { set = false, default = Color("|cff9400d3") }
--- the deeppink color
__Static__() property "DEEPPINK" { set = false, default = Color("|cffff1493") }
--- the deepskyblue color
__Static__() property "DEEPSKYBLUE" { set = false, default = Color("|cff00bfff") }
--- the dimgray color
__Static__() property "DIMGRAY" { set = false, default = Color("|cff696969") }
--- the dodgerblue color
__Static__() property "DODGERBLUE" { set = false, default = Color("|cff1e90ff") }
--- the firebrick color
__Static__() property "FIREBRICK" { set = false, default = Color("|cffb22222") }
--- the floralwhite color
__Static__() property "FLORALWHITE" { set = false, default = Color("|cfffffaf0") }
--- the forestgreen color
__Static__() property "FORESTGREEN" { set = false, default = Color("|cff228b22") }
--- the fuchsia color
__Static__() property "FUCHSIA" { set = false, default = Color("|cffff00ff") }
--- the gainsboro color
__Static__() property "GAINSBORO" { set = false, default = Color("|cffdcdcdc") }
--- the ghostwhite color
__Static__() property "GHOSTWHITE" { set = false, default = Color("|cfff8f8ff") }
--- the gold color
__Static__() property "GOLD" { set = false, default = Color("|cffffd700") }
--- the goldenrod color
__Static__() property "GOLDENROD" { set = false, default = Color("|cffdaa520") }
--- the greenyellow color
__Static__() property "GREENYELLOW" { set = false, default = Color("|cffadff2f") }
--- the honeydew color
__Static__() property "HONEYDEW" { set = false, default = Color("|cfff0fff0") }
--- the hotpink color
__Static__() property "HOTPINK" { set = false, default = Color("|cffff69b4") }
--- the indianred color
__Static__() property "INDIANRED" { set = false, default = Color("|cffcd5c5c") }
--- the indigo color
__Static__() property "INDIGO" { set = false, default = Color("|cff4b0082") }
--- the ivory color
__Static__() property "IVORY" { set = false, default = Color("|cfffffff0") }
--- the khaki color
__Static__() property "KHAKI" { set = false, default = Color("|cfff0e68c") }
--- the lavender color
__Static__() property "LAVENDER" { set = false, default = Color("|cffe6e6fa") }
--- the lavenderblush color
__Static__() property "LAVENDERBLUSH" { set = false, default = Color("|cfffff0f5") }
--- the lawngreen color
__Static__() property "LAWNGREEN" { set = false, default = Color("|cff7cfc00") }
--- the lemonchiffon color
__Static__() property "LEMONCHIFFON" { set = false, default = Color("|cfffffacd") }
--- the lightcoral color
__Static__() property "LIGHTCORAL" { set = false, default = Color("|cfff08080") }
--- the lightcyan color
__Static__() property "LIGHTCYAN" { set = false, default = Color("|cffe0ffff") }
--- the lightgoldenrodyellow color
__Static__() property "LIGHTGOLDENRODYELLOW" { set = false, default = Color("|cfffafad2") }
--- the lightgray color
__Static__() property "LIGHTGRAY" { set = false, default = Color("|cffd3d3d3") }
--- the lightgreen color
__Static__() property "LIGHTGREEN" { set = false, default = Color("|cff90ee90") }
--- the lightpink color
__Static__() property "LIGHTPINK" { set = false, default = Color("|cffffb6c1") }
--- the lightsalmon color
__Static__() property "LIGHTSALMON" { set = false, default = Color("|cffffa07a") }
--- the lightseagreen color
__Static__() property "LIGHTSEAGREEN" { set = false, default = Color("|cff20b2aa") }
--- the lightskyblue color
__Static__() property "LIGHTSKYBLUE" { set = false, default = Color("|cff87cefa") }
--- the lightslategray color
__Static__() property "LIGHTSLATEGRAY" { set = false, default = Color("|cff778899") }
--- the lightsteelblue color
__Static__() property "LIGHTSTEELBLUE" { set = false, default = Color("|cffb0c4de") }
--- the lime color
__Static__() property "LIME" { set = false, default = Color("|cff00ff00") }
--- the limegreen color
__Static__() property "LIMEGREEN" { set = false, default = Color("|cff32cd32") }
--- the linen color
__Static__() property "LINEN" { set = false, default = Color("|cfffaf0e6") }
--- the magenta color
__Static__() property "MAGENTA" { set = false, default = Color("|cffff00ff") }