PLAYER
group.members
group.members || num.members
Returns NUMBER
- The number of members in the player's group.
Example:
-- DSL Mode
{ACTION, "num.members"},
-- in Lua code
_A.DSL:Get("num.members")()
-- Lua Mode
PLAYER:NumMembers()
issolo
Returns BOOL
trueif the player is not in a group,falseotherwise.
Example:
-- DSL Mode
{ACTION, "issolo"},
-- in Lua code
_A.DSL:Get("issolo")()
-- Lua Mode
PLAYER:Issolo()
isparty
Returns BOOL
trueif the player is in a party group,falseotherwise.
Example:
-- DSL Mode
{ACTION, "isparty"},
-- in Lua code
_A.DSL:Get("isparty")()
-- Lua Mode
PLAYER:Isparty()
israid
Returns BOOL
trueif the player is in a raid group,falseotherwise.
Example:
-- DSL Mode
{ACTION, "israid"},
-- in Lua code
_A.DSL:Get("israid")()
-- Lua Mode
PLAYER:Israid()
group.type
Returns NUMBER
- 1 if solo, 2 if party, 3 if raid.
Example:
-- DSL Mode
{ACTION, "group.type==1"},
-- in Lua code
_A.DSL:Get("group.type")() == 1
-- Lua Mode
PLAYER:GroupType() == 1
auto.attack
auto.attack || auto.shoot
- This conditions checks if the player's character is performing an auto-attack or auto-shoot (for hunters).
Returns BOOL
trueif the character is auto-attacking or auto-shooting,falseotherwise.
Examples:
-- DSL Mode
{ACTION, "auto.attack"},
-- in Lua code
_A.DSL:Get("auto.attack")()
-- Lua Mode
PLAYER:AutoAttack()
swimming
- This condition checks if the player character is currently swimming.
Returns BOOL
trueif the player character is swimming,falseotherwise.
Examples:
-- DSL Mode
{ACTION, "swimming"},
-- in Lua code
_A.DSL:Get("swimming")()
-- Lua Mode
PLAYER:Swimming()
falling
- This condition checks if the player character is currently falling.
Returns BOOL
trueif the player character is falling,falseotherwise.
Examples:
-- DSL Mode
{ACTION, "falling"},
-- in Lua code
_A.DSL:Get("falling")()
-- Lua Mode
PLAYER:Falling()
falling.duration
- These conditions provide the duration for which the player character has been falling.
Returns NUMBER
- The duration (in
seconds) for which the player character has been falling.
Examples:
-- DSL Mode
{ACTION, "falling.duration > 1.5"},
-- in Lua code
_A.DSL:Get("falling.duration")() > 1.5
-- Lua Mode
PLAYER:FallingDuration() > 1.5
indoors
- This condition checks if the player character is currently indoors.
Returns BOOL
trueif the player character is indoors,falseotherwise.
Examples:
-- DSL Mode
{ACTION, "indoors"},
-- in Lua code
_A.DSL:Get("indoors")()
-- Lua Mode
PLAYER:Indoors()
mounted
- This condition checks if the player character is currently mounted.
Returns BOOL
trueif the player character is mounted,falseotherwise.
Examples:
-- DSL Mode
{ACTION, "mounted"},
-- in Lua code
_A.DSL:Get("mounted")()
-- Lua Mode
PLAYER:Mounted()
outcombat.time
- This condition provides the time duration for which the player character has been out of combat.
Returns NUMBER
- The time duration in
secondsfor which the player character has been out of combat.
Examples:
-- DSL Mode
{ACTION, "outcombat.time > 10"},
-- in Lua code
_A.DSL:Get("outcombat.time")() > 10
-- Lua Mode
PLAYER:OutcombatTime() > 10
lost.control
- This condition checks if the player is currently under the effect of any of the control states.
Returns BOOL
trueif the player is in any of control states, otherwisefalse."stunned", "sapped", "disoriented", "polymorphed", "incapacitated","feared", "horrified", "fleeing", "intimidated", "asleep", "charmed","banished", "silenced", "paralyzed"
Examples:
-- DSL Mode
{ACTION, "lost.control"},
-- in Lua code
_A.DSL:Get("lost.control")()
-- Lua Mode
PLAYER:LostControl()
out.of.control
- This condition checks if the player is currently in any of the specified loss of control states.
Parameters
STATE(s): A string containing one or more loss of control states separated by '||'.
Returns BOOL
trueif the player is in any of the specified loss of control states, otherwisefalse."stunned", "sapped", "disoriented", "polymorphed", "incapacitated","feared", "horrified", "fleeing", "intimidated", "asleep", "charmed","banished", "silenced", "paralyzed"
Examples:
-- DSL Mode
{ACTION, "out.of.control(feared || incapacitate)"},
-- in Lua code
_A.DSL:Get("out.of.control")(_, "feared || incapacitate")
-- Lua Mode
PLAYER:OutOfControl("feared || incapacitate")
lastcast
- This condition checks if the last cast performed by the player matches the specified spell.
Parameters
SPELL: The name or ID of the spell to compare with the last cast.
Returns BOOL
trueif the last cast matches the specified spell, otherwisefalse.
Examples:
-- DSL Mode
{ACTION, "lastcast(Vendeta)"},
-- in Lua code
_A.DSL:Get("lastcast")(_, "Vendeta")
-- Lua Mode
PLAYER:Lastcast("Vendeta")
lasttarget
- This condition checks if the provided unit matches the last target that was used by the player.
Parameters
UNIT: The unit identifier to compare with the last target.
Returns BOOL
trueif the provided unit matches the last target used by the player, otherwisefalse.
Examples:
-- DSL Mode
{ACTION, "UNIT.lasttarget"},
-- in Lua code
_A.DSL:Get("lasttarget")(_, "UNIT")
-- Lua Mode
UNIT:lasttarget()
lastcast.succeed
- This condition checks if the last casted spell by the player succeeded and matches the specified spell.
Parameters
SPELL: The name or ID of the spell to compare with the last cast.
Returns BOOL
trueif the last casted spell succeeded and matches the specified spell, otherwisefalse.
Examples:
-- DSL Mode
{ACTION, "lastcast(Battle Cry).succeed"},
-- in Lua code
_A.DSL:Get("lastcast.succeed")(_, "Battle Cry")
-- Lua Mode
PLAYER:LastcastSucceed("Battle Cry")
prev.gcd
prev.gcd || lastcast.gcd
- These conditions check if the provided spell at a given index matches the last spell cast by the player. The index parameter allows checking previous casts within a stored spell history.
Parameters
SPELL_INDEX: A combination of spell identifier or name and an index (optional) to specify a previous cast.
Returns BOOL
trueif the provided spell at the specified index matches the last spell cast by the player, otherwisefalse.
Examples:
-- DSL Mode
{ACTION, "prev(Regrowth, 2).gcd"},
-- in Lua code
_A.DSL:Get("prev.gcd")(_, "Regrowth, 2")
-- Lua Mode
PLAYER:PrevGcd("Regrowth", 2)
lastcast.seen
lastcast.seen || lastcast.viewed
- These conditions check how long ago the player last cast a specific spell.
Parameters
SPELL: The name or ID of the spell to check for in the player's cast history.
Returns NUMBER
- The time in
secondssince the player last cast the specified spell, or9999if not found.
Examples:
-- DSL Mode
{ACTION, "lastcast(Aimed Shot).seen"},
-- in Lua code
_A.DSL:Get("lastcast.seen")(_, "Aimed Shot")
-- Lua Mode
PLAYER:LastcastSeen("Aimed Shot")
unitLastCast.succeed
- This condition checks if the provided unit's last cast matches the specified spell.
Parameters
UNIT: The unit to check the last cast for.SPELL: The spell identifier or name to compare with the unit's last cast.
Returns BOOL
trueif the unit's last cast matches the specified spell, otherwisefalse.
Examples:
-- DSL Mode
{ACTION, "UNIT.unitLastCast(Counterspell).succeed"},
-- in Lua code
_A.DSL:Get("unitLastCast.succeed")("UNIT", "Counterspell")
-- Lua Mode
UNIT:UnitLastCastSucceed("Counterspell")
lastcast.count
- This condition checks if the provided spell was the last spell cast by the player, and returns the number of times that spell was cast consecutively.
Parameters
SPELL: The spell identifier or name to check.
Returns NUMBER
- The number of consecutive casts of the provided spell, or
0if not applicable.
Examples:
-- DSL Mode
{ACTION, "lastcast(Rejuvenation).count"},
-- in Lua code
_A.DSL:Get("lastcast.count")(_, "Rejuvenation")
-- Lua Mode
PLAYER:LastcastCount("Rejuvenation")
sform
sform || ShapeshiftForm
- This condition retrieves the current shapeshift form ID for the player.
Returns NUMBER
- The
IDof the current shapeshift form, ornilif not applicable.
Examples:
-- DSL Mode
{ACTION, "sform=5"}, -- Bear Form
-- in Lua code
_A.DSL:Get("sform")() == 5
-- Lua Mode
PLAYER:Sform()==5
has.form
has.form || has.ShapeshiftForm
- This condition checks if the player has a specific shapeshift form active.
Parameters
STRING: The name of the shapeshift form to check.
Returns BOOL
trueif the player has the specified shapeshift form, otherwisefalse.
Examples:
-- DSL Mode
{ACTION, "has(Swift Flight Form).form"},
-- in Lua code
_A.DSL:Get("has.form")(_, "Swift Flight Form")
-- Lua Mode
PLAYER:HasForm("Swift Flight Form")
spell.IsTargeting
- This condition checks if the player is currently in the targeting mode for a spell.
Returns BOOL
trueif the player is targeting for a spell, otherwisefalse.
Examples:
-- DSL Mode
{ACTION, "spell.IsTargeting"},
-- in Lua code
_A.DSL:Get("spell.IsTargeting")()
-- Lua Mode
PLAYER:SpellIsTargeting()
isStealthed
- This condition checks if the player is currently in a stealthed state.
Returns BOOL
trueif the player is in stealth, otherwisefalse.
Examples:
-- DSL Mode
{ACTION, "isStealthed"},
-- in Lua code
_A.DSL:Get("isStealthed")()
-- Lua Mode
PLAYER:IsStealthed()
isHavingLunch
- This condition checks if the player has a lunch-related buff active.
Returns BOOL
trueif the player has a lunch-related buff, otherwisefalse.
Examples:
-- DSL Mode
{ACTION, "isHavingLunch"},
-- in Lua code
_A.DSL:Get("isHavingLunch")()
-- Lua Mode
PLAYER:IsHavingLunch()