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STATES


state

  • This condition checks if the specified unit has any of the specified states applied to it.

Parameters

  • UNIT: The unit to check for states.
  • ARGS: A string containing state names separated by '||'.

Returns BOOL

  • true if the unit has any of the specified states, false otherwise.

    state types
    charm {'^charmed'}
    disarm {'disarmed'}
    disorient {'^disoriented'}
    dot {'damage every.sec', 'damage per.sec'}
    fear {'^horrified', '^fleeing', '^feared', '^intimidated', '^cowering in fear', '^running in fear', '^compelled to flee'}
    incapacitate {'^incapacitated', '^sapped'}
    misc {'unable to act', '^bound', '^frozen.$', '^cannot attack or cast spells', '^shackled.$'}
    root {'^rooted', '^immobil', '^webbed', 'frozen in place', '^paralyzed', '^locked in place', '^pinned in place'}
    stun {'^stunned', '^webbed'}
    silence {'^silenced'}
    sleep {'^asleep'}
    snare {'^movement.*slowed', 'movement speed reduced', '^slowed by', '^dazed', '^reduces movement speed'}

Example:

{ACTION, "UNIT.state(fear || sleep)", UNIT},
_A.DSL:Get("state")("UNIT", "fear || sleep")
UNIT:State("fear || sleep")

immune

  • This condition checks if the specified unit is immune to any of the specified immunity types.

Parameters

  • UNIT: The unit to check for immunities.
  • ARGS: A string containing immunity types separated by '||'.

Returns BOOL

  • true if the unit is immune to any of the specified immunity types, false otherwise.

    immune types
    all {'dematerialize', 'deterrence', 'divine shield', 'ice block', 'desoriented and invulnerable', 'cyclone'}
    charm {'bladestorm', 'desecrated ground', 'grounding totem effect', 'lichborne'}
    disorient {'bladestorm', 'desecrated ground'}
    fear {'berserker rage', 'bladestorm', 'desecrated ground', 'grounding totem','lichborne', 'nimble brew'}
    incapacitate {'bladestorm', 'desecrated ground'}
    melee {'dispersion', 'evasion', 'hand of protection', 'ring of peace', 'touch of karma'}
    misc {'bladestorm', 'desecrated ground'}
    silence {'devotion aura', 'inner focus', 'unending resolve'}
    polly {'immune to polymorph'}
    sleep {'bladestorm', 'desecrated ground', 'lichborne'}
    snare {'bestial wrath', 'bladestorm', 'death\'s advance', 'desecrated ground','dispersion', 'hand of freedom', 'master\'s call', 'windwalk totem'}
    spell {'anti-magic shell', 'cloak of shadows', 'diffuse magic', 'dispersion','massspell reflection', 'ring of peace', 'spell reflection', 'touch of karma'}
    stun {'bestial wrath', 'bladestorm', 'desecrated ground', 'icebound fortitude','grounding totem', 'nimble brew'}

Example:

{ACTION, "UNIT.immune(fear || charm)", UNIT},
_A.DSL:Get("immune")("UNIT", "fear || charm")
UNIT:Immune("fear || charm")

state.purge

  • This condition checks if a debuff on the specified target can be dispelled by the specified spell.

Parameters

  • UNIT: The target unit to check for dispellable debuffs.
  • SPELL: The name or ID of the dispelling spell (e.g., Purify, Cleanse Spirit).

Returns BOOL

  • true if a debuff on the target unit can be dispelled by the specified spell, false otherwise.

Example:

{ACTION, "UNIT.state.purge(Purify)", UNIT},
_A.DSL:Get("state.purge")("UNIT", "Purify")
UNIT:StatePurge("Purify")