Last Updated: Dec 21, 2018 Game Version: 8.1.0


Dec 25, 2016

Owner: kurapica

When I make the IGAS library, I faced a problem: The whole system is based on an object-oriented program system PLoop, the more powerful I make it, the more classes and other features added, it makes it too difficult to be used by others. Since I can't roll back, I choose to go deep.

In the Scorpio project, the main purpose is creating a complex designed but easy-using platform for addon development.

BTW. You'd better watch the introduction on the curseforge page.

I. None-UI part

You can first download a test addon ScorpioTest, it would show many details for the framework's none-ui part.

Starting you project

  1. Give your addon a name, I choose ScorpioTest as an example, create a folder named ScorpioTest under World of Warcraft\Interface\Addons.

  2. Create a file ScorpioTest.toc under the folder, input some text in it like (you can find more details about it in TOC_format, you should learn it first)

    ## Interface: 70000
    ## Title: Scorpio Test Addon
    ## Dependencies: Scorpio
    ## DefaultState: Enabled
    ## LoadOnDemand: 0
    ## SavedVariables: ScorpioTest_DB
    ## SavedVariablesPerCharacter: ScorpioTest_DB_Char
    # localization files
    # main files
  3. Create a file ScorpioTest.lua under the folder too, it's our addon's main file, open it with a notepad or anything for text edit(my favor is sublime text).

Init the main file

Normally to say, you can use the Scorpio as a common library, use its api like Scorpio.Delay directly, but it also provide a special code style that I strongly suggest to use. (The normal style will be introduced in other pages.)

The first line of the code file should be like :

Scorpio "ScorpioTest" "1.0.0"

Then create the file ScorpioTestMdl.lua, and its first line should be like

Scorpio "ScorpioTest.Mdl" "1.0.0"

So the code pattern should be

Scorpio "AddonName[.ModuleName[.SubModuleName...]]" "[version]"

Here are the rules of the Scorpio File-Module System :

  • All files with ".lua" suffix in an Scorpio addon are considered as module files.

  • Each module file is a standalone module of operational codes.

  • A module can have and only have one parent module, a module can have many child modules.

  • The root module(the parent module of all others in the addon) are called the addon module.

  • The child module can read all global features defined in it's parent module, the addon module can read all global features that defined in the _G. Those modules would cache the result so it won't search them again and for quick using.

  • Writing a global variable will only save it in the module itself, so a child-module's global variable won't affect its parent module, so the _G. Normally to say, it's all the same like you write a common addon except you don't need take care the global variables that would taint the _G, and you can share your global features among your module files.

  • Scorpio "ScorpioTest" means creating an module named ScorpioTest, it has no parent module, so it's the addons's root module.

  • Scorpio "ScorpioTest.Mdl" means creating an module named Mdl, it's parent module is the ScorpioTest.

  • The last string "1.0.0" means a version token. It's combined by any string with a serials of numbers, so you also can write it like "r", also empty string can be used here. The version string is needed, you can use Scorpio "ScorpioTest" "", but Scorpio "ScorpioTest" will cause code error.

  • Each lua file should have a different module, if two files use the same module, the version will be used to check, error would be raised if failed, I don't want provide an embed library system, so if you use it, just keep in mind, give each file a different module.

  • Scorpio "ScorpioTest.Mdl" will create a module, Scorpio "ScorpioTest" "1.0.0" means creating the module, then change the file's execution environment to the module itself, and after it, we can use some special features, we'll see it later.

  • Also you can create a module like

    Scorpio "ScorpioTest.Mdl.SubMdl.SSubMdl.SSSubMdl" "1.0.0"

    There is no limit for it.

System Event Handler

The wow will notify us about what happened in the game world by system events. Like UNIT_SPELLCAST_START tell us an unit is casting a spell, it also give us several arguments to tell who cast it and which spell it is. You can find a full list in Events List.

The Scorpio module can use RegisterEvent API to register and handle the system events, but I'll show the common way in another page, here we'll see a simple way to do it, take the UNIT_SPELLCAST_START and UNIT_SPELLCAST_CHANNEL_START as the examples.

We can handle each system events like:

function UNIT_SPELLCAST_START(unit, spell)
    print(unit .. " cast " .. spell)

function UNIT_SPELLCAST_CHANNEL_START(unit, spell)
    print(unit .. " cast " .. spell)

The __SystemEvent__ is an attribute class. __SystemEvent__() means creating an Attribute.

The attributes are used to bind information or do some background operations for features.

Here __SystemEvent__() is used to mark the next defined global function(in the module) as a system event handler, the system event's name is given by the function's name. So when an unit(like player self) casting a spell(not instant spell), the function would be called and event arguments would be passed in. You may test it by yourselves.

Since the code we handle the UNIT_SPELLCAST_START and UNIT_SPELLCAST_CHANNEL_START is the same, we can combine it like

function UNIT_SPELLCAST(unit, spell)
    print(unit .. " cast " .. spell)

Then, the two system events would use the same handler.

Hook & SecureHook

A big part in addon development is modifying the wow's original ui. To do it, we need use Hook. There was two ways for it : un-secure and secure hook.

  1. When you need replace some functions you could use un-secure hook. Normally you can only replaced function defined by the 3rd addons. Suppose we have some code defined in the _G like

    TestLib = {}
    function TestLib.DoJob()
        print("TestLib DoJob")
    function TestFunc()

    So we have a global function TestFunc and a in table function TestLib.DoJob, now let's hook them

    function TestFunc()
        print("Hook TestFunc")

    Since we don't provide the target table and the target function's name, the target table should be _G, and the target function would be the same name. Now if anyone call the TestFunc, it's result would be

    Hook TestFunc

    So our hooked function would be called first, then the original function.

    There is a problem, if you need call the TestFunc also in the module, We don't know which one should be used, so we need hook it with different a name like

    __Hook__ "TestFunc"
    function HookTestFunc()
        print("Hook TestFunc")

    Like the __SysteEvent__, we can provide the target function's name with the attribute.

    For the TestLib.DoJob, we need also provide the target table like :

    __Hook__(TestLib, "DoJob")
    function Hook_DoJob(...)


    function DoJob(...)
  2. Since the un-secure hook can't handle the blz's code, it's normally useless, so we should focus on how to secure hook system's api.

    When you hook the system function, your hook function would be called after the system function.

    Take ChatEdit_OnEditFocusGained as an example, it's fired when you press enter and the chat frame's input edit box is shown.

    function ChatEdit_OnEditFocusGained(self)
        print("Start input text")

    Like the __Hook__, also you can do it as

    __SecureHook__ "ChatEdit_OnEditFocusGained"
    function Hook_ChatEdit_OnEditFocusGained(self)
        print("Start input text")

    If we try to hook AuctionFrameTabOnClick, since it's defined in addon BlizzardAuctionUI, we can't hook it before the addon is loaded, but it can be simply done with a new attribute :

    __AddonSecureHook__ "Blizzard_AuctionUI"
    function AuctionFrameTab_OnClick(self, button, down, index)
        print("Click " .. self:GetName() .. " Auction tab")


    __AddonSecureHook__ ("Blizzard_AuctionUI", "AuctionFrameTab_OnClick")
    function Hook_AuctionFrameTab_OnClick(self, button, down, index)
        print("Click " .. self:GetName() .. " Auction tab")

    It would make the system secure hook the target function until the Blizzard_AuctionUI is loaded. You can open the auction frame and toggle the tabpage to see the result.

    To modify the original code, you need be familiar with them first, you may find the sources in wow-ui-source. You can use /fstack command to know which frame you want modify and then search them in the source.

Slash Commands

There are two ways that the user used to contact with the ui, the main part is through ui elements(it'd would come at a later time), another way is use slash commands, it is frequently used in the early time, but for now you can still use it in some conditions.

Take some commands like

/cmd enable
/cmd log 3

Normally the slash commands match the pattern like

/cmd [option] [info]

Here is some examples

-- /sct(scptest) enable     -- enable the module
__SlashCmd__ "scptest" "enable"
__SlashCmd__ "sct" "enable"
function EnableModule(info)
    -- _Enabled is a property of the module, we can directly set it since the environment is the module
    -- when the module is disabled, its(and it's child-modules') system event and hook handlers won't be triggered.
    _Enabled = true

-- /sct(scptest) disable    -- disable the module
__SlashCmd__ "scptest" "disable"
__SlashCmd__ "sct" "disable"
function DisableModule(info)
    _Enabled = false

The two slash commands is follow the /cmd option pattern, the command and option are all case ignored, each hander match two commands /sct and /scptest.

For the pattern /cmd, normally used to show the command list like

__SlashCmd__ "scptest"
__SlashCmd__ "sct"
function Help()
    print("/sct(scptest) enable   -- enable the addon")
    print("/sct(scptest) disable  -- disable the addon")

From v006, you can only define the slash commands follow the /cmd option[ info] patterns with a decription, the system will provide a default slash commdn handler for /cmd used to generate the command list :

Scorpio "ScorpioTest" ""

__SlashCmd__ "sct" "enable" "- enable the module"
function enableModule()

__SlashCmd__ "sct" "disable" "- disable the module"
function disableModule()

So when you enter the /sct command, the list will be displayed :

/sct enable - enable the module
/sct disable - disable the module

If you need use localization for the description, you can do it like :

__SlashCmd__("sct", "enable", L["- enable the module"])
function enableModule(info)
    if info ~= "on" and info ~= "off" then return false end

If the slash command handler return a false value, a helper message would be displayed like :

/sct enable - enable the module

The module property

The module have several property that can be accessed like global variables:

  • _M -- The module itself.
  • _Name -- The name of the module.
  • _Parent -- The parent module of the module.
  • _Version -- The module's version.
  • _Enabled -- Whether the module's enabled.
  • _Disabled -- Readonly, whether the module is disabled(the sub-module would be disabled if its parent module is disabled)
  • _Addon -- The root module of the addon
  • _Locale -- The localization manager

The module event

Besides the OnLoad event, the addon module also provide some other event to help you manage it(self means the module itself) :

  • OnLoad(self) -- Fired when the addon is loaded, the sub-module's OnLoad will be fired after it's parent.
  • OnSpecChanged(self, spec) -- Fired when the player changed specialization
  • OnWarModeChanged(self, mode) -- Fired when the player changed the war mode(1:PVE| 2:PVP)
  • OnEnable(self) -- Fired when the module is enabled and the player login into the game, or the module is re-enabled.
  • OnDisable(self) -- Fired when the module is disabled.
  • OnQuit(self) -- Fired when the player log out.

Here is an example for all those :

  • ScorpioTest.lua

    Scorpio "ScorpioTest" "1.0.0"
    function OnLoad(self)
        -- SavedVariables Manager, explained later
        _SVDB = SVManager("ScorpioTest_DB", "ScorpioTest_DB_Char")
        _SVDB:SetDefault{ Enable = true }
        if _SVDB.Char.LastPlayed then
            print("The character is last played at " .. _SVDB.Char.LastPlayed)
        _Enabled = _SVDB.Enable
    function OnEnable(self)
        _SVDB.Enable = true
    function OnDisable(self)
        _SVDB.Enable = false
    function OnQuit(self)
        -- Save the last played time for the character
        _SVDB.Char.LastPlayed = date("%c")
    __SlashCmd__ "sct" "enable"
    function EnableModule()
        _Enabled = true
    __SlashCmd__ "sct" "disable"
    function DisableModule()
        _Enabled = false
  • ScorpioTestMdl.lua

    Scorpio "ScorpioTest.Mdl" "1.0.0"
    function OnLoad(self)
        _SVDB.Char:SetDefault{ MdlKey = true }
    function OnEnable(self)
        print("Sub module is enabled")
    function OnDisable(self)
        print("Sub module is disabled")

The sub-module can have their own system event handler, hook handler, slash command handler and module event handlers. The only different is the sub-module can access the parent-module's global features directly, and the parent-module can enable/disable their sub-module's state with its.

Saved Variables

Saved Variables are datas saved between the game sessions, normally used to save the addons' configuration.

Normally, the author could handle the saved variables by themselves, but the Scorpio also provide a SVManager to easy the life.

The ScorpioTest addon has two saved variables : ScorpioTest_DB for account, ScorpioTestDBChar for character.

The saved variables'll be loaded when the addon is already loaded, so we can't handle it directly, we need handle the saved variables in OnLoad event

function OnLoad(self)
    _SVDB = SVManager("ScorpioTest_DB", "ScorpioTest_DB_Char")

The SVManager can accept two arguments, the first is the account saved variable's name, it's required, the next is the character saved variable's name,it's optional, when the addon has no saved variables for character, the SVMananger would use the account saved variable to handle the character's, so you don't need to care the details of it.

After the _SVDB is defined, we can use it to access or write datas like

  • Account Data :

    • _SVDB.Key = value
    • value = _SVDB.Key
  • Character Data :

    • _SVDB.Char.Key = value
    • value = _SVDB.Char.Key
  • Character-Specialization Data(The system would handle the specialization's changing, and it's saved in the character saved variable) :

    • _SVDB.Char.Spec.Key = value
    • value = _SVDB.Char.Spec.Key
  • WarMode Data(PVE or PVP) :

    • _SVDB.Char.Spec.WarMode.Key = value
    • value = _SVDB.Char.Spec.WarMode.Key

Besides the access, the other part for saved variable is given them default settings, since the real job is combine the saved variable with the default settings, so you can do it in multi-times and any time.

  • Account Default :

    • _SVDB:SetDefault{ key1 = value1, key2 = value2 }
    • _SVDB:SetDefault( key, value )
  • Character Default :

    • _SVDB.Char:SetDefault{ key1 = value1, key2 = value2 }
    • _SVDB.Char:SetDefault( key, value )
  • Character-Specialization Default :

    • _SVDB.Char.Spec:SetDefault{ key1 = value1, key2 = value2 }
    • _SVDB.Char.Spec:SetDefault( key, value )
  • WarMode Data Default:

    • _SVDB.Char.Spec.WarMode:SetDefault{ key1 = value1, key2 = value2 }
    • _SVDB.Char.Spec.WarMode:SetDefault( key, value )

BTW. the values can also be tables, and only table, boolean, number, string value will be accepted.

If you decided reset the saved variables, you also can do it like :

  • Account Reset :

    • _SVDB:Reset() -- Reset the account data with default, won't affect character data.
  • Character Reset :

    • _SVDB.Char:Reset() -- Reset the character data with default, won't affect specialization data.
    • _SVDB.Char:ResetAll() -- Reset all the character data with default if all character data saved in the global saved variable, won't affect specialization data.
  • Character-Specialization Reset :

    • _SVDB.Char.Spec:Reset() -- Reset current specialization data with default, won't affect the warmode data.
    • _SVDB.Char.Spec:ResetAll() -- Reset all specialization data with default, won't affect the warmode data.
  • WarMode Reset :

    • _SVDB.Char.Spec.WarMode:Reset() -- Reset current warmode data with default.
    • _SVDB.Char.Spec.WarMode:ResetAll() -- Reset all warmode data with default.

You should handle the addon updating by yourselves after the data reseted.

If you only need character data, you can create it like :

Scorpio "TestAddon" ""

function OnLoad(self)
    -- Create the char manager only
    _SVDB = SVManager.SVCharManager("ScorpioTest_DB_Char")

    _SVDB.Spec:SetDefault( "Usable", true )

If you don't provide the character saved variable's name, all character data will be saved in the global saved variable, so here is a solution to get all character name with realm:

for name in _SVDB:GetCharacters() do

For the name, we can copy the settings data like:


We can use _SDB.Chars[name] to access the data of the specific character.

We also can copy the data for spec and warmode:

-- Spec:1  2  3

-- Warmode:  1(PVE)   2(PVP)

The Localization

There are two localization files defined in the ScorpioTest.toc.

# localization files

Since the localization system is very simple, let's see it in examples.

  • Locale\enUS.lua

    Scorpio "ScorpioTest.Localization.enUS" "1.0.0"
    -- _Locale(language, asDefault)
    -- language -- The language token you can get from GetLocale() API
    -- asDefault -- Whether the language is the default, normally only true with "enUS"
    local L = _Locale("enUS", true)
    -- If the language don't match the client and is not the default language, L will be nil.
    if not L then return end
    L["A test message"] = true
    L[1] = "Another test message"
  • Locale\zhCN.lua

    Scorpio "ScorpioTest.Localization.zhCN" "1.0.0"
    local L = _Locale("zhCN")
    if not L then return end
    L["A test message"] = "一条测试用消息"
    L[1] = "另一条测试用消息"
  • Usage - ScorpioTest.lua

    Scorpio "ScorpioTest" "1.0.0"
    -- You can assign it to a new variable for easy using
    L = _Locale
    function OnLoad(self)
        print(_Locale["A test message"])
        print(L["A test message"])
        -- Access no-existed message will return the message directly.
        print(L["Here is a no-translated message"])

Some Other Attribtues

In the previous examples, we have see attributes like __SystemEvent__, __SecureHook__. The Scorpio & PLoop also provided many useful attributes, here I'll show three useful attributes that you may using.

  • __NoCombat__ -- Mark the global function(also the module event handler like OnLoad) defined in a Scorpio module, so it'll be real called when out of combat.

    Scorpio "ScorpioTest" "1.0.0"
    __NoCombat__() __SystemEvent__()
    function GROUP_ROSTER_UPDATE()
        -- Update panel like grids

    The GROUP_ROSTER_UPDATE system event means the raid|party group is changed, so we may need to update the panel, but we can't do it during the combat, so give it __NoCombat__ attribute will make sure it'll only be real called out of combat. (It's just an example, in the real addon, we can handle it by using secure templates).

    We also can do it like

    Scorpio "ScorpioTest" "1.0.0"
    function UpdatePanel()
        -- Update panel like grids
    function GROUP_ROSTER_UPDATE()

    You can apply those attribute on any global functions.

  • __Async__ -- Mark the global function defined in a Scorpio module, so it would be called as a thread.

    Scorpio "ScorpioTest" "1.0.0"
    -- /sct cd 10               -- count down from 10 to 1 per sec
    __Async__() __SlashCmd__ "sct" "cd"
    function CountDown(cnt)
        cnt = tonumber(cnt)
        if cnt then
            for i = floor(cnt), 1, -1 do
                Delay(1)        -- Delay 1 sec, explained later

    In the function, Delay(1) API is used to make the code stop and resume it after 1 sec, it requires the function must be run as a thread. So we use __Async__() mark the function as a thread, and use __SlasCmd__"sct" "cd" mark is as a slash command so we can test it.

  • __Iterator__ -- Mark the global function as an iterator that can be used in for do - end. The function will be run as a thread, so in it, need use coroutine.yield to yield values like :

    Scorpio "ScorpioTest" "1.0.0"
    function Fib(i, j, max)
        local prev, nxt = i, j
        for i = 1, max do
            local s = prev + nxt
            prev, nxt = nxt, s
            coroutine.yield(i, s)
    for i, f in Fib(1, 1, 10) do
        print(i, f)

    So the Fib is used as an iterator, it's very useful to produce many values in many times just in one call. I also use it in my container bag addon to filter bag slots to each containers by rules.

Thread & Task scheduling system

In common addon developments, we may face some problems that we need use system event and frame's OnUpdate to handle one task, we should register events, show the frame with OnUpdate, and run code in their handlers just for one task, after it finished, we need hide the frame, un-register the events. Don't forget the variables that we need use to keep those functions to work together.

So here is the thread, the best thing in the thread is it can be yield, and when the requirement is meet, we can resume it and continue its jobs without any more controls.

But also there are some disadvantages of it :

  1. Creating a thread cost more than create a function, the more we use it, the more cost for it's creation and garbage collection.

  2. There is no original system to help the authors to decide when yield or resume those threads, it's a hard work for authors to use them. Ann has an addon use OnUpdate to resume a thread so it won't freeze the game, Bob also have a thread do the same job, so the two authors won't know if those threads will freeze the game since they won't consider the operation time used by others.

Scorpio have provide a full solution for those conditions :

  1. PLoop has a well-designed thread pool, we can require a thread from it, run our function, after it done, the thread will be send back to the pool, re-use them will largely decrease the cost of thread.

  2. Scorpio has provide a full list APIs to generate thread and send them to a Task scheduling system. The system will calculate the max operation time that won't cause the decrease of fps, and resume those scheduled threads by priorty, when the max time reached, it will stop the process, and wait to the next time(next OnUpdate).

  3. Those apis can be used in non-scorpio addons, but you need add Scorpio. before them, like use Scorpio.Delay(1).

Here is the list of those apis(Those examples can be test in in-game editor like Cube or WOWLua)

Starting a thread and call function under the conditions

  • Continue(func[, ...]) -- Call the func with arguments as soon as possible.

  • Next(func[, ...]) -- Call the func with arguments in the next frame OnUpdate.

  • Delay(delay, func[, ...]) -- Call the func with arguments after a delay(second).

  • NextEvent(event, func[, ...]) -- Call the func when an system event is fired. If there is no arguments, the system event's argument should be used.

  • Wait(func[,delay][,event[, ...]]) -- Call the func when one of the registered events fired or meet the delay time, if it's resumed by a system event, the name and its arguments would be passed to the func.

  • Wait(func[,event[, ...]]) -- Call the func when one of the registered events fired, the event name and its arguments would be passed to the func.

  • NoCombat(func[, ...]) -- Call the func with arguments when not in combat.

  • NextCall(func[, target],targetfunc[, ...]) -- Call the func with arguments when the target's targetfunc is called, it's unsecure.

  • NextSecureCall(func[, target], targetfunc[, ...]) -- Call the func with arguments when the target's targetfunc is called, it's secure.

Must be used in a thread, yield the current thread and resume it under the conditions

  • Continue() -- Continue the thread as soon as possible.

  • Next() -- Continue the thread in next frame OnUpdate.

  • Delay(delay) -- Continue the thread after a delay(second).

  • NextEvent(event) -- Continue the thread when an system event is fired, the system event's argument will be returned.

  • Wait([delay,][event[,...]]) -- Continue the thread when one of the registered events fired or meet the delay time, if it's resumed by a system event, the name and its arguments would be returned.

  • Wait([event[,...]]) -- Continue the thread when one of the registered events fired, the event name and its arguments would be returned.

  • NoCombat() -- Continue the thread when not in combat.

  • NextCall([target,]targetfunc) -- Continue the thread when the target's targetfunc is called, it's unsecure.

  • NextSecureCall([target,]targetfunc) -- Continue the thread when the target's targetfunc is called, it's secure.

Here are some examples :

  1. Big-cycle without fps drop

        function ()
            local time = GetTime()
            local prev = 0
            for i = 1, 10^7 do
                if i%10 == 0 then
                    Scorpio.Continue() -- The frame will freeze if miss this
                    if time ~= GetTime() then
                        -- Means the thread is resumed in the next frame OnUpdate
                        time = GetTime()
                        -- Here is the current time and the cycle count of the previous phase
                        -- On my laptop, it's about 12500
                        print(time, i - prev)
                        prev = i
  2. Animation Simulation

    Scorpio "AlphaTest" ""
    -- create a 100*100 white frame in the center
    local frame = CreateFrame("Frame")
    frame:SetSize(100, 100)
    local txt = frame:CreateTexture("ARTWORK")
    txt:SetColorTexture(1, 1, 1)
    -- cancel the fade when move mouse in
    function OnEnter(self)
    function OnLeave(self)
        local start = GetTime()
        -- We should stop the thread when mouse is move in or the frame finished the fade out
        while not self:IsMouseOver() do
            -- The fade duration is 3
            local alpha = (GetTime() - start) / 3
            if alpha < 1 then
                self:SetAlpha(1 - alpha)
                Next() -- Wait the next OnUpdate
                -- almost fade out, stop the thread
    frame:SetScript("OnEnter", OnEnter)
    frame:SetScript("OnLeave", OnLeave)

    Here is an example used to fade out the frame when mouse move away. You also can do it with animation widgets.

  3. Wait Addon's loading

    local addon = "Blizzard_AuctionUI"
            while Scorpio.NextEvent("ADDON_LOADED") ~= addon do end
            print(addon .. " is loaded.")

    So, this is how the __AddonSecureHook__ work.

  4. System Event Scan

    Scorpio "ScanEvent" ""
    function ScanEvent(...)
        while true do
            print( Wait(...) )

    The code is used to catch all spell (not instant spell) and channel spell's casting. The event's name and other arguments would be print out.

  5. A one-time secure hook on math.min call

    Scorpio "CheckMin" ""
    function CheckMin()
        print("CheckMin", NextSecureCall(math, "min"))
    -- CheckMin 1 2 3
    v = math.min(1, 2, 3)
    -- Nothing output
    v = math.min(3, 4, 5)

Main Addon and sub-addons' moduels

In the real project, we may create one main addon with several load on demand sub-addons, so the root module is defined in the main addon, and the sub-addons will define some sub-modules of the root.

This would cause a problem, here is an example :

  • Main Addon - TestAddon TestAddon.lua

    Scorpio "TestAddon" ""
    function OnLoad(self)
        _SV = SVMananger("TestAddonSV")
  • Sub-Addon - TestAddon_Option Option.lua

    Scorpio "TestAddon.Option" ""
    function OnLoad(self)
        _SV:SetDefault{ LogLevel = LogLevel.Debug }

When the wow loaded the TestAddon, the ADDON_LOADED event would tell the Scorpio system the TestAddon is loaded, the system will check if there is a root module named TestAddon, so it's existed, the the system will load(OnLoad fired) and enable(OnEnable fired if the module is not disabled) the root module(and its sub-modules).

When the TestAddonOption is loaded, the things will be a little complex, the system will get TestAddonOption, and there is no root module for that name, so the Scorpio system will try a part of the name, the first non-punctuation string, so here is the TestAddon, now the system will load the TestAddon's unloaded sub-modules like the *TestAddon.Option".

So the addon's name and the root module's name must be matched in two rules :

  1. If the root module of the addon name existed, it and its sub-moduels will be loaded and enabled.

  2. If there is not root module of the addon's name, the first non-punctuation string( name:match("%P+") ) will be used to check if there is the root module.

Here is some examples : !TestUI_Opt - TestUI, Scorpio.MVC - Scorpio

Make an embed library

Embed library are now most popular ways to define libraries, although the PLoop and Scorpio are not embed library, you can still create them like :

-- Get the module object
local TestEmbedLib = Scorpio "TestEmbedLib"
local version      = "v1.0.3"

-- Checking the version
if not TestEmbedLib:ValidateVersion(version) then return end

TestEmbedLib(version)  -- the same as Scorpio "TestEmbedLib" version

-- In the embed file, you must keep this line, if a previous module existed
-- When you define the UNIT_HEALTH function with the __SystemEvent__ attribute,
-- The system can't know it since the obj[key] = value won't trigger
-- the __index meta-method if the obj[key] is not nil

-- You can also do a full clear, since the new version will override
-- all features of the previous one, these line is not really needed

function UNIT_HEALTH(unit)

And since the embed lib is not addon, you can't use the OnLoad and OnEnable in these modules(it's not stable), but you can use system event like 'PLAYER_LOGIN'


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