Essential SYNQ tools for timing, events, visuals, configuration, and navigation.
Current time in seconds, updated when SYNQ framework ticks. Equal to GetTime().
synq.time
Combined latency, tick rate, and jitter buffer for precise timing.
synq.buffer -- latency + tickRate + jitter
Latency to game server, averaged over last 30 seconds.
synq.latency
Time between each SYNQ framework tick.
synq.tickRate
Spell Queue Window duration set by SYNQ. Maximum time remaining on GCD or cast time for queuing next spell.
synq.spellCastBuffer
Expected GCD duration for 1.5s GCD spells, modified by haste.
synq.gcd -- 1.5 / (1 + player.haste)
Whether the player has control of their character.
synq.hasControl
Current zone text.
synq.zone
Current mapID.
synq.mapID
Table mapping power type names to numeric IDs.
synq.powerTypes -- { mana = 0, rage = 1, focus = 2, energy = 3, ... }
Adds callback to main framework ticker. Called in order added, just before routine actor.
synq.onTick(callback[, enabled])
Same as onTick, but runs every frame (faster).
synq.onUpdate(callback[, enabled])
Assign callback to combat log or other event.
synq.onEvent(callback, eventType)
Converts value to binary. Any value is 1, nil or false is 0.
synq.bin(conditions) : 1 | 0
Temporarily disables movement and optionally facing input.
synq.controlMovement(duration[, facing])
Temporarily disables facing input.
synq.controlFacing(duration)
Immediately stops player movement.
synq.StopMoving()
Creates references to associative array entries in other tables/namespaces.
synq.Populate(aArray, t1[, t2, t3, t4, t5, ...])
Reference to DBM/BigWigs pull timer. Defaults to 0.
synq.pullTimer : 0
Displays a toast alert. Always returns true for use in conditionals.
synq.alert([message / {options}], [texture]) : true
Options: message, texture, duration, fadeIn, fadeOut, bgColor, imgX, imgY, imgScale
Converts spellID or texture ID into escape sequence string.
synq.textureEscape(spellID/FileDataID[, size, offsets])
Draws shapes and text ingame.
local Draw = synq.Draw
Draw(function(draw)
draw:SetWidth(number)
draw:SetColor(r, g, b, a)
draw:Line(x1, y1, z1, x2, y2, z2, maxDistance)
draw:Circle(x, y, z, radius, steps)
draw:Cylinder(x, y, z, radius, height)
draw:Arc(x, y, z, size, arc, rotation)
draw:Rectangle(x, y, z, width, length, rotation)
draw:Outline(x, y, z, radius)
draw:FilledCircle(x, y, z, radius, steps)
draw:Triangle(x, y, z, v1, v2, v3, cull, wireframe)
draw:Text(string, font, x, y, z)
draw:Texture(config, x, y, z, alphaA)
end)
Creates persistent configuration storage. Shallow writes trigger saves.
synq.NewConfig(name)
Returns path object for navigation between player and coordinates.
synq.path(player, x, y, z)
Array of nodes with built-in methods.
path.simplify(tolerance, highestQuality) -- Douglas Peucker simplification
path.draw() -- Draw path for this tick
path.follow() -- Move character along path
Next: Explore Advanced Routine Features to see these tools in action, or check out the SYNQ UI documentation.