PLAYER
group.members
group.members || num.members
Returns NUMBER
The number of members in the player's group.
Examples:
issolo
Returns BOOL
true if the player is not in a group, false otherwise.
Examples:
isparty
Returns BOOL
true if the player is in a party group, false otherwise.
Examples:
israid
Returns BOOL
true if the player is in a raid group, false otherwise.
Examples:
group.type
Returns NUMBER
1 if solo, 2 if party, 3 if raid.
Examples:
auto.attack
auto.attack || isattacking || auto.shoot
This condition checks if the player's character is performing an auto-attack or auto-shoot (for hunters).
Returns BOOL
true if the character is auto-attacking or auto-shooting, false otherwise.
Examples:
swimming
This condition checks if the player character is currently swimming.
Returns BOOL
true if the player character is swimming, false otherwise.
Examples:
falling
This condition checks if the player character is currently falling.
Returns BOOL
true if the player character is falling, false otherwise.
Examples:
falling.duration
This condition provides 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:
indoors
This condition checks if the player character is currently indoors.
Returns BOOL
true if the player character is indoors, false otherwise.
Examples:
mounted
mounted || ImMounted
This condition checks if the player character is currently mounted.
Returns BOOL
true if the player character is mounted, false otherwise.
Examples:
outcombat.time
This condition provides the time duration for which the player character has been out of combat.
Returns NUMBER
The time duration in seconds for which the player character has been out of combat.
Examples:
incombat.time
This condition provides the time duration for which the player character has been in combat.
Returns NUMBER
The time duration in seconds for which the player character has been in combat. Returns 0 if not in combat or time is not available.
Examples:
lost.control
lost.control || player_lost_control
This condition checks if the player is currently under the effect of any loss of control.
For WoW version 510 (MoP) and later, it checks against a predefined list of crowd control states: stunned, sapped, disoriented, polymorphed, incapacitated, feared, horrified, fleeing, intimidated, asleep, charmed, banished, silenced, paralyzed.
For older WoW versions, it uses the native HasFullControl() function.
Returns BOOL
true if the player is in any loss of control state, otherwise false.
Examples:
out.of.control
This condition checks if the player is currently in any of the specified loss of control states.
Note: Only available for WoW version 510 (MoP) and later. This function relies on C_LossOfControl events.
Parameters
STATE(s): A string containing one or more loss of control states (e.g., stunned, feared) separated by '||'.
Returns BOOL
true if the player is in any of the specified loss of control states, otherwise false.
Examples:
out.of.control.delayed
This condition checks if the player was in any of the specified loss of control states after a short delay (0.7 to 1.7 seconds).
Note: Only available for WoW version 510 (MoP) and later. This function relies on C_LossOfControl events and a timer.
Parameters
STATE(s): A string containing one or more loss of control states (e.g., stunned, feared) separated by '||'.
Returns BOOL
true if the player was in any of the specified loss of control states when checked after the delay, otherwise false.
Examples:
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
true if the last cast matches the specified spell, otherwise false.
Examples:
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
true if the provided unit matches the last target used by the player, otherwise false.
Examples:
lastfakeunit
This condition returns the last fake unit that was targeted or used by the player.
Returns STRING
The identifier of the last fake unit (e.g., "arena1", "party2"). May return an empty string or nil if no fake unit was recently used.
Examples:
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
true if the last casted spell succeeded and matches the specified spell, otherwise false.
Examples:
prev.gcd
prev.gcd || lastcast.gcd
These conditions check if the provided spell at a given index matches a previous spell cast by the player.
The index parameter allows checking previous casts within a stored spell history (1 is the most recent, 2 is the one before, etc.).
Parameters
SPELL_INDEX: A string containing the spell identifier or name, followed by a comma and an index (e.g., "Regrowth, 2").
Returns BOOL
true if the provided spell at the specified index matches a previous cast, otherwise false.
Examples:
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 seconds since the player last cast the specified spell, or 9999 if not found.
Examples:
lastcast.succeed.on
This condition checks if a specific spell was the last successfully casted spell on a target.
Parameters
TARGET: The target unit identifier (e.g., any UnitId like "player", "target", etc., or a unit GUID).
SPELL: The spell name or spell ID.
Returns BOOL
true if the spell was the last successfully casted spell on the target, false otherwise.
Examples:
lastcast.seen.on
lastcast.seen.on || lastcast.viewed.on
This condition checks how much time has passed since a specific spell was last cast on a target.
Parameters
TARGET: The target unit identifier (e.g., any UnitId like "player", "target", etc., or a unit GUID).
SPELL: The spell name or spell ID.
Returns NUMBER
The time difference in seconds since the spell was last seen on the target, or 9999 if the spell was not found.
Examples:
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
true if the unit's last cast matches the specified spell, otherwise false.
Examples:
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 0 if not applicable.
Examples:
sform || ShapeshiftForm
This condition retrieves the current shapeshift form ID for the player.
Returns NUMBER
The ID of the current shapeshift form, or nil if not applicable.
Examples:
has.form || has.ShapeshiftForm || hasForm || hasShapeshiftForm
This condition checks if the player has a specific shapeshift form active.
Parameters
STRING: The name of the shapeshift form to check (e.g., "Cat Form", "Bear Form", "Ghost Wolf"). Use "Humanoid Form" to check for no active shapeshift.
Returns BOOL
true if the player has the specified shapeshift form, otherwise false.
Examples:
spell.IsTargeting
This condition checks if the player is currently in the targeting mode for a spell.
Returns BOOL
true if the player is targeting for a spell, otherwise false.
Examples:
isStealthed
This condition checks if the player is currently in a stealthed state.
Returns BOOL
true if the player is in stealth, otherwise false.
Examples:
isHavingLunch
This condition checks if the player has a lunch-related buff active (e.g., Food, Drink, Refreshment).
Returns BOOL
true if the player has a lunch-related buff, otherwise false.
Examples:
glyph
This condition checks if the player has a specific glyph active.
Parameters
SPELL: The spell ID or name of the glyph to check.
Returns BOOL
true if the player has the specified glyph, otherwise false.
Examples:
createdBy
This condition checks if a specific unit created a particular object or effect.
Parameters
UNIT1: The unit identifier for the creator.
UNIT2: The unit identifier for the object or effect.
Returns BOOL
true if UNIT1 created UNIT2, otherwise false.
Examples:
bagSpace
This condition checks the available space in the player's bags.
Returns NUMBER
The number of available slots in the player's bags.
Examples:
aura
This condition checks if the specified unit has an aura with the specified spell.
Parameters
UNIT: The unit to check for the aura.
SPELL: The spell to check if the unit has an aura with.
Returns BOOL
true if the unit has an aura with the specified spell, otherwise false.
Examples:
aura.any
This condition checks if the specified unit has any aura with the specified spell.
Parameters
UNIT: The unit to check for the aura.
SPELL: The spell to check if the unit has any aura with.
Returns BOOL
true if the unit has any aura with the specified spell, otherwise false.
Examples: