API C Traits.GetConditionInfo

Returns conditionInfo applicable to the configID you enter
 condInfo = C_Traits.GetConditionInfo(configID, condID)
==Arguments==
:;configID: - For TalentTrees this will often be , this is -1 when inspecting a player. For professions, this will be .
:;condID: - trait conditionId as found in e.g. or 
==Returns==
:;condInfo: - returns nil if no info is found
Field 	Type	Description
condID 	 	as supplied in the arguments
ranksGranted 	 	if the condition is met, this number of ranks is granted to applicable nodes
isAlwaysMet 	 	generally false, no TraitConditions are currently used where this is true
isMet 	 	whether the condition is met
isGate 	 	whether the condition is a Gate - this generally only impacts tooltips and class talent trees
questID 	 	no conditions seem to currently exist with this value - presumably these would require a quest to completed; or, less likely, require the quest to be in your questlog
achievementID 	 	condition is met if the achievement has been earned
specSetID 	 	condition is met if your spec matches any spec from the specified specSet (see )
playerLevel 	 	condition is met if you are at or above the specified level
traitCurrencyID 	 	combined with spentAmountRequired - matches the ID in TraitCurrencyCost (see , and )
spentAmountRequired	 	condition is met if you spent the specified amount in the specified traitCurrency
tooltipFormat 	 	a tooltip string, potentially with placeholders suitable for string.format, which can be displayed if the condition isn't met
tooltipText 	 	Blizzard_SharedTalentUI adds this data to the response manually, see Blizzard_SharedTalentUtil.lua; the data is based on tooltipFormat, and adds quest/achievement/spec/level/spending info
== Extra Info ==
Trait conditions have a specific types. These types are not exposed in the API, but an enum is documented (Enum.TraitConditionType).
Conditions broadly fall into 2 categories, 'Friendly' and 'NotFriendly'. Friendly conditions give benefits, while NotFriendly conditions impose restrictions.
 Enum.TraitConditionType
Value	Field 	Category 	Description
0 	Available	NotFriendly	Nodes are available by default, but if any condition of this type is not met, then the node is not available - e.g. Gates are implemented this way
1 	Visible 	NotFriendly	Nodes are visible by default, but if any condition of this type is not met, then the node is not visible - e.g. if a condition requires a specific spec, the node will be hidden
2 	Granted 	Friendly 	Grants rank(s) for the relevant node
3 	Increased	Friendly 	No condition of this type currently exists, presumably they work similar to Granted