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BUFFS


hashero

  • This condition checks if the player has any of the heroism-related buffs.

Returns BOOL

  • true if the player has any of the heroism-related buffs, false otherwise.

Example:

{ACTION, "hashero"},
_A.DSL:Get("hashero")()
PLAYER:Hashero()

hero.duration

hero.duration || heroDuration

  • Checks for the following heroism-related buffs: Heroism, Bloodlust, Time Warp, Ancient Hysteria, Drums of Rage.

Returns NUMBER

  • The remaining duration in seconds of the active heroism-related buff with the longest duration, or 0 if no such buff is active.

Example:

{ACTION, "heroDuration"},
_A.DSL:Get("heroDuration")()
PLAYER:HeroDuration()

buff

buff || buff.up

  • It only checks for player applied buffs.

Parameters

  • UNIT: The unit to check for the buff.
  • NAME: The name or ID of the buff to check.

Returns BOOL

  • true if the specified buff name or ID is active on the unit, false otherwise.

Example:

{ACTION, "UNIT.buff(Rejuvenation)", UNIT},
_A.DSL:Get("buff")("UNIT", "Rejuvenation")
UNIT:Buff("Rejuvenation")

buff.any

buff.any || buff.any.up

  • It checks for both player and non-player applied buffs.

Parameters

  • UNIT: The unit to check for the buff.
  • NAME: The name or ID of the buff to check.

Returns BOOL

  • true if the specified buff name or ID is active on the unit, false otherwise.

Example:

{ACTION, "UNIT.buff(Regrowth).any", UNIT},
_A.DSL:Get("buff.any")("UNIT", "Regrowth")
UNIT:BuffAny("Regrowth")

buff.stack

buff.stack || buff.count

  • It checks for player-applied buff stacks.

Parameters

  • UNIT: The unit to check for the buff stacks.
  • NAME: The name or ID of the buff to check.

Returns NUMBER

  • The number of stacks of the specified buff on the unit, or 0 if not present.

Example:

{ACTION, "UNIT.buff(Ironfur).stack", UNIT},
_A.DSL:Get("buff.stack")("UNIT", "Ironfur")
UNIT:BuffStack("Ironfur")

buff.stack.any

buff.stack.any || buff.count.any

  • It checks for all buff sources, not just player-applied buffs.

Parameters

  • UNIT: The unit to check for the buff stacks.
  • NAME: The name or ID of the buff to check.

Returns NUMBER

  • The number of stacks of the specified buff on the unit, or 0 if not present.

Example:

{ACTION, "UNIT.buff(Rejuvenation).stack.any", UNIT},
_A.DSL:Get("buff.stack.any")("UNIT", "Rejuvenation")
UNIT:BuffStackAny("Rejuvenation")

buff.duration

buff.duration || buff.remains

  • It checks for player-applied buffs only.

Parameters

  • UNIT: The unit to check for the remaining duration of the buff.
  • NAME: The name or ID of the buff to check.

Returns NUMBER

  • The remaining duration of the specified buff on the unit in seconds, or 0 if not present.

Example:

{ACTION, "UNIT.buff(Rejuvenation).duration", UNIT},
_A.DSL:Get("buff.duration")("UNIT", "Rejuvenation")
UNIT:BuffDuration("Rejuvenation")

buff.totalduration

  • It checks for player-applied buffs only.

Parameters

  • UNIT: The unit to check for the total duration of the buff.
  • NAME: The name or ID of the buff to check.

Returns NUMBER

  • The total duration of the specified buff on the unit in seconds, or 0 if not present.

Example:

{ACTION, "UNIT.buff(Rejuvenation).totalduration", UNIT},
_A.DSL:Get("buff.totalduration")("UNIT", "Rejuvenation")
UNIT:BuffTotalduration("Rejuvenation")

buff.refreshable

  • This condition checks whether the specified buff aura on the target unit is refreshable.
  • A buff is considered refreshable if its remaining duration is less than or equal to 30% of its total duration.

Parameters

  • UNIT: The unit to check for the refreshability of the buff.
  • NAME: The name or ID of the buff to check.

Returns BOOL

  • true if the buff is refreshable, or false if not or if the buff is not present.

Example:

{ACTION, "UNIT.buff(Rejuvenation).refreshable", UNIT},
_A.DSL:Get("buff.refreshable")("UNIT", "Rejuvenation")
UNIT:BuffRefreshable("Rejuvenation")

buff.duration.any

buff.duration.any || buff.remains.any

  • It checks for all buff sources, not just player-applied buffs.

Parameters

  • UNIT: The unit to check for the remaining duration of the buff.
  • NAME: The name or ID of the buff to check.

Returns NUMBER

  • The remaining duration of the specified buff on the unit in seconds, or 0 if not present.

Example:

{ACTION, "UNIT.buff(Rejuvenation).duration.any", UNIT},
_A.DSL:Get("buff.duration.any")("UNIT", "Rejuvenation")
UNIT:BuffDurationAny("Rejuvenation")

buff.many

  • This condition counts the number of instances of the specified buff applied by the player on the unit.

Parameters

  • UNIT: The unit to count the instances of the buff.
  • NAME: The name or ID of the buff to count instances of.

Returns NUMBER

  • The number of instances of the buff applied by the player on the unit.

Example:

{ACTION, "UNIT.buff(buff_name).many", UNIT},
_A.DSL:Get("buff.many")("UNIT", "buff_name")
UNIT:BuffMany("buff_name")

buff.many.any

  • This condition counts the number of instances of the specified buff on the unit, regardless of the source.

Parameters

  • UNIT: The unit to count the instances of the buff.
  • NAME: The name or ID of the buff to count instances of.

Returns NUMBER

  • The number of instances of the buff on the target unit, from any source.

Example:

{ACTION, "UNIT.buff(Bolstering).many.any", UNIT},
_A.DSL:Get("buff.many.any")("UNIT", "Bolstering")
UNIT:BuffManyAny("Bolstering")

buff.type

  • This condition checks if the target unit has a buff with the specified type.

Parameters

  • UNIT: The unit to check for the buff with the specified type.
  • buff_type: The type of buff to check for.

    "Magic", "Disease", "Poison", "Curse", "Enrage"

Returns BOOL

  • true if the unit has a buff with the specified type, false otherwise.

Example:

{ACTION, "UNIT.buff(Magic).type", UNIT},
_A.DSL:Get("buff.type")("UNIT", "Magic")
UNIT:BuffType("Magic")

COUNT FUNCTIONS


count.enemies.buffs

  • This condition counts how many enemy units in combat have a specific buff applied by the player.

Parameters

  • BUFF_NAME: The name or ID of the buff to count.

Returns NUMBER

  • The number of enemy units in combat that have the specified buff.

Example:

{ACTION, "count(Power Word: Shield).enemies.buffs >= 2"},
_A.DSL:Get("count.enemies.buffs")("Power Word: Shield") >= 2
PLAYER:CountEnemiesBuffs("Power Word: Shield") >= 2

count.friendly.buffs

  • This condition counts how many friendly units in the roster have a specific buff applied by the player.

Parameters

  • BUFF_NAME: The name or ID of the buff to count.

Returns NUMBER

  • The number of friendly units that have the specified buff.

Example:

{ACTION, "count(Rejuvenation).friendly.buffs >= 3"},
_A.DSL:Get("count.friendly.buffs")("Rejuvenation") >= 3
PLAYER:CountFriendlyBuffs("Rejuvenation") >= 3

count.friendly.buffsAny

  • This condition counts how many friendly units in the roster have a specific buff, regardless of the source.

Parameters

  • BUFF_NAME: The name or ID of the buff to count.

Returns NUMBER

  • The number of friendly units that have the specified buff from any source.

Example:

{ACTION, "count(Power Word: Fortitude).friendly.buffsAny == 5"},
_A.DSL:Get("count.friendly.buffsAny")("Power Word: Fortitude") == 5
PLAYER:CountFriendlyBuffsAny("Power Word: Fortitude") == 5

count.enemies.debuffs

  • This condition counts how many enemy units in combat have a specific debuff applied by the player.

Parameters

  • DEBUFF_NAME: The name or ID of the debuff to count.

Returns NUMBER

  • The number of enemy units in combat that have the specified debuff.

Example:

{ACTION, "count(Corruption).enemies.debuffs >= 4"},
_A.DSL:Get("count.enemies.debuffs")("Corruption") >= 4
PLAYER:CountEnemiesDebuffs("Corruption") >= 4

count.enemies.debuffs.any

  • This condition counts how many enemy units in combat have a specific debuff, regardless of the source.

Parameters

  • DEBUFF_NAME: The name or ID of the debuff to count.

Returns NUMBER

  • The number of enemy units in combat that have the specified debuff from any source.

Example:

{ACTION, "count(Shadow Word: Pain).enemies.debuffs.any >= 1"},
_A.DSL:Get("count.enemies.debuffs.any")("Shadow Word: Pain") >= 1
PLAYER:CountEnemiesDebuffsAny("Shadow Word: Pain") >= 1

count.friendly.debuffs

  • This condition counts how many friendly units in the roster have a specific debuff applied by the player.

Parameters

  • DEBUFF_NAME: The name or ID of the debuff to count.

Returns NUMBER

  • The number of friendly units that have the specified debuff.

Example:

{ACTION, "count(Weakened Soul).friendly.debuffs > 0"},
_A.DSL:Get("count.friendly.debuffs")("Weakened Soul") > 0
PLAYER:CountFriendlyDebuffs("Weakened Soul") > 0