CLASS


power.regen

  • This condition calculates and returns the power regeneration rate of the player.

Returns NUMBER

  • The power regeneration rate of the player.

Example:

-- DSL Mode
{ACTION, "power.regen >= 5"},

-- in Lua code
_A.DSL:Get("power.regen")() >= 5

-- Lua Mode
PLAYER:PowerRegen() >= 5

energy

  • This condition returns the current energy amount of the player.

Returns NUMBER

  • The current energy amount of the player.

Example:

-- DSL Mode
{ACTION, "energy >= 60"},

-- in Lua code
_A.DSL:Get("energy")() >= 60

-- Lua Mode
PLAYER:Energy() >= 60

energy.max

energy.max || energyMax

  • This condition returns the maximum energy amount of the player.

Returns NUMBER

  • The maximum energy amount of the player.

Example:

-- DSL Mode
{ACTION, "energy.max >= 100"},

-- in Lua code
_A.DSL:Get("energy.max")() >= 100

-- Lua Mode
PLAYER:EnergyMax() >= 60

energy.diff

energy.diff || energy.deficit || energydiff

  • This condition returns the difference between the maximum energy and the current energy of the player.

Returns NUMBER

  • The energy deficit(difference) of the player.

Example:

-- DSL Mode
{ACTION, "energy.diff >= 20"},

-- in Lua code
_A.DSL:Get("energy.diff")() >= 20

-- Lua Mode
PLAYER:EnergyDiff() >= 20

timetomax

Parameters

  • UNIT: The unit for which to calculate the time to reach maximum power.

Returns NUMBER

  • The estimated time to reach maximum power for the specified target.

Examples:

-- DSL Mode
{ACTION, "UNIT.timetomax < 2", UNIT},

-- in Lua code
_A.DSL:Get("timetomax")("UNIT") < 2

-- Lua Mode
UNIT:timetomax() < 2

mana.raw

  • This condition returns the current player mana.

Returns NUMBER

  • The player mana raw.

Example:

-- DSL Mode
{ACTION, "player.mana.raw >= 400"},

-- in Lua code
_A.DSL:Get("mana.raw")("player") >= 400

-- Lua Mode
PLAYER:ManaRaw() >= 400

mana

  • This condition returns the player mana percentage.

Returns NUMBER

  • The player percentage of mana.

Example:

-- DSL Mode
{ACTION, "mana >= 80"},

-- in Lua code
_A.DSL:Get("mana")() >= 80

-- Lua Mode
PLAYER:Mana() >= 80

insanity

  • This condition retrieves the current amount of insanity power of the player.

Returns NUMBER

  • The current amount of insanity power of the player.

Example:

-- DSL Mode
{ACTION, "insanity >= 80"},

-- in Lua code
_A.DSL:Get("insanity")() >= 80

-- Lua Mode
PLAYER:Insanity() >= 80

ispet

  • This condition checks if the specified unit is a pet.

Parameters

  • UNIT: The unit to check

Returns BOOL

  • true if the unit is a pet, false otherwise.

Example:

-- DSL Mode
{ACTION, "UNIT.ispet", UNIT},

-- in Lua code
_A.DSL:Get("ispet")("UNIT")

-- Lua Mode
UNIT:Ispet()

stagger

  • This condition returns the amount of staggered damage on the specified unit.

Parameters

  • UNIT: The unit to check (e.g., "player", "target").

Returns NUMBER

  • The amount of staggered damage on the unit.

Example:

-- DSL Mode
{ACTION, "UNIT.stagger >= 500", UNIT},

-- in Lua code
_A.DSL:Get("stagger")("UNIT") >= 500

-- Lua Mode
UNIT:Stagger() >= 500

focus

  • This condition calculates the focus resource of the player or pet, based on the provided target. If the target is "pet," the function returns the focus of the player's pet; otherwise, it returns the focus of the player.

Parameters

  • UNIT: The target unit ("pet" or "player") to determine whose focus resource to check.

Returns NUMBER

  • The focus resource of the specified target unit, or the player's focus if no target is provided.

Example:

-- DSL Mode
{ACTION, "UNIT.focus >= 40", UNIT},

-- in Lua code
_A.DSL:Get("focus")("UNIT") >= 40

-- Lua Mode
UNIT:Focus() >= 40

focus.max

focus.max || focusMax

  • This condition retrieve the maximum focus resource of the player.

Returns NUMBER

  • The maximum focus resource of the player.

Example:

-- DSL Mode
{ACTION, "focus.max > 100"},

-- in Lua code
_A.DSL:Get("focus.max")() > 100

-- Lua Mode
PLAYER:FocusMax() > 100

runic.power

runic.power || runicpower

  • This condition calculates the runic power resource of the player.

Returns NUMBER

  • The runic power resource of the player.

Example:

-- DSL Mode
{ACTION, "runic.power > 40"},

-- in Lua code
_A.DSL:Get("runic.power")() > 40

-- Lua Mode
PLAYER:RunicPower() > 40

runes

  • This condition calculates the number of available runes.

Returns NUMBER

  • The number of the available runes of the player.

Example:

-- DSL Mode
{ACTION, "runes > 2"},

-- in Lua code
_A.DSL:Get("runes")() > 2

-- Lua Mode
PLAYER:Runes() > 2

death.runes

death.runes || deathrunes

-- This condition calculates the number of death runes currently available to the player.

Returns NUMBER

  • The number of the available death runes of the player.

Example:

-- DSL Mode
{ACTION, "death.runes > 2"},

-- in Lua code
_A.DSL:Get("death.runes")() > 2

-- Lua Mode
PLAYER:DeathRunes() > 2

rune.count

rune.count || runecount

-- This condition calculates the number of runes of a specific type that are ready.

Parameters

  • IdOrName: The ID or name of the rune type.

Returns NUMBER

  • The number of ready runes of the specified type.

Example:

-- DSL Mode
{ACTION, "rune(Unholy).count > 2"},

-- in Lua code
_A.DSL:Get("rune.count")(_, "Frost") > 2

-- Lua Mode
PLAYER:RuneCount("Blood") > 2

maelstrom

  • This condition returns the amount of Maelstrom power on the player.

Returns NUMBER

  • The amount of Maelstrom power on the player.

Example:

-- DSL Mode
{ACTION, "maelstrom > 20"},

-- in Lua code
_A.DSL:Get("maelstrom")() > 20

-- Lua Mode
PLAYER:Maelstrom() > 20

totem

  • This condition checks if a specific totem is currently active for the player.

Parameters

  • totem(string): The spell ID or name of the totem to check for.

Returns BOOL

  • true if the specified totem is currently active, false otherwise.

Example:

-- DSL Mode
{ACTION, "totem(Flametongue Totem IV)"},

-- in Lua code
_A.DSL:Get("totem")(_ , "Flametongue Totem IV")

-- Lua Mode
PLAYER:Totem("Flametongue Totem IV")

totem.duration

  • This condition calculates the remaining duration (in seconds) of a specific totem.

Parameters

  • totem(string): The spell ID or name of the totem to check the duration for.

Returns NUMBER

  • The remaining duration of the specified totem in seconds, or 0 if the totem is not found.

Example:

-- DSL Mode
{ACTION, "totem(Mana Spring Totem IV).duration < 0.5"},

-- in Lua code
_A.DSL:Get("totem.duration")(_ , "Mana Spring Totem IV") < 0.5

-- Lua Mode
PLAYER:TotemDuration("Mana Spring Totem IV") < 0.5

totem.time

  • This condition returns the maximum duration (in seconds) of a specific totem.

Parameters

  • totem(string): The spell ID or name of the totem to retrieve the maximum duration for.

Returns NUMBER

  • The maximum duration of the specified totem in seconds, or 0 if the totem is not found.

Example:

-- DSL Mode
{ACTION, "totem(Mana Spring Totem IV).time == 60"},

-- in Lua code
_A.DSL:Get("totem.time")(_ , "Mana Spring Totem IV") == 60

-- Lua Mode
PLAYER:TotemTime("Mana Spring Totem IV") == 60

soulshards

  • This condition returns the current number of Soul Shards a player has.

Returns NUMBER

  • The current number of Soul Shards.

Example:

-- DSL Mode
{ACTION, "soulshards >= 3"},

-- in Lua code
_A.DSL:Get("soulshards")() >= 3

-- Lua Mode
PLAYER:Soulshards() >= 3

chi

  • This condition returns the current Chi a player has.

Returns NUMBER

  • The current number of chi.

Example:

-- DSL Mode
{ACTION, "chi >= 3"},

-- in Lua code
_A.DSL:Get("chi")() >= 3

-- Lua Mode
PLAYER:Chi() >= 3

chi.max

chi.max || chiMax

  • This condition returns the maximum number of Chi a player can have.

Returns NUMBER

  • The maximum number of Chi a player can have.

Example:

-- DSL Mode
{ACTION, "chi.max = 5"},

-- in Lua code
_A.DSL:Get("chi.max")() = 5

-- Lua Mode
PLAYER:ChiMax() = 5

chi.diff

chi.diff || chi.deficit || chidiff

  • This condition calculates the deficit of Chi.

Returns NUMBER

  • The deficit of Chi (maximum Chi - current Chi).

Example:

-- DSL Mode
{ACTION, "chi.diff > 2"},

-- in Lua code
_A.DSL:Get("chi.diff")() > 2

-- Lua Mode
PLAYER:ChiDiff() > 2

form

  • This condition retrieves the current shapeshift form index that the player is in.

Returns NUMBER

  • The shapeshift form index or 0 if the player is not in any form.

Example:

-- DSL Mode
{ACTION, "form == 3"},

-- in Lua code
_A.DSL:Get("form")() == 3

-- Lua Mode
PLAYER:Form() == 3

lunar.power

lunar.power || lunarpower || astralpower

  • This condition retrieve the current amount of lunar power (astral power) that the player has.

Returns NUMBER

  • The amount of lunar power (astral power) that the player has.

Example:

-- DSL Mode
{ACTION, "lunar.power >= 60"},

-- in Lua code
_A.DSL:Get("lunar.power")() >= 60

-- Lua Mode
PLAYER:LunarPower() >= 60

mushrooms

  • This condition counts the number of Wild Mushroom totems currently active.

Returns NUMBER

  • The number of Wild Mushroom totems currently active.

Example:

-- DSL Mode
{ACTION, "mushrooms > 0"},

-- in Lua code
_A.DSL:Get("mushrooms")() > 0

-- Lua Mode
PLAYER:Mushrooms() > 0

holy.power

holy.power || holypower

  • This condition retrieves the current amount of Holy Power that the player has.

Returns NUMBER

  • The amount of Holy Power that the player currently has.

Example:

-- DSL Mode
{ACTION, "holy.power >= 60"},

-- in Lua code
_A.DSL:Get("holy.power")() >= 60

-- Lua Mode
PLAYER:HolyPower() >= 60

rage

  • This condition retrieves the current amount of Rage that the player has.

Returns NUMBER

  • The amount of Rage that the player currently has.

Example:

-- DSL Mode
{ACTION, "rage >= 50"},

-- in Lua code
_A.DSL:Get("rage")() >= 50

-- Lua Mode
PLAYER:Rage() >= 50

rage.diff

rage.diff || rage.deficit || ragediff

  • This condition calculates the deficit of Rage the player has.

Returns NUMBER

  • The deficit of Rage that the player currently has.

Example:

-- DSL Mode
{ACTION, "rage.diff >= 15"},

-- in Lua code
_A.DSL:Get("rage.diff")() >= 15

-- Lua Mode
PLAYER:RageDiff() >= 15

stance

  • This condition retrieves the index of the stance that the player is in.

Returns NUMBER

  • The index of the current stance.

Example:

-- DSL Mode
{ACTION, "stance == 2"},

-- in Lua code
_A.DSL:Get("stance")() == 2

-- Lua Mode
PLAYER:Stance() == 2

fury

  • This condition retrieves the current amount of fury (resource) that the player has.

Returns NUMBER

  • The current amount of fury.

Example:

-- DSL Mode
{ACTION, "fury >= 50"},

-- in Lua code
_A.DSL:Get("fury")() >= 50

-- Lua Mode
PLAYER:Fury() >= 50

fury.diff

fury.diff || fury.deficit || furydiff

  • This condition retrieves the deficit of fury (resource) that the player has.

Returns NUMBER

  • The deficit of fury.

Example:

-- DSL Mode
{ACTION, "fury.diff >= 15"},

-- in Lua code
_A.DSL:Get("fury.diff")() >= 15

-- Lua Mode
PLAYER:FuryDiff() >= 15

pain

  • This condition retrieves the current amount of pain (resource) that the player has.

Returns NUMBER

  • The current amount of pain.

Example:

-- DSL Mode
{ACTION, "pain >= 30"},

-- in Lua code
_A.DSL:Get("pain")() >= 30

-- Lua Mode
PLAYER:Pain() >= 30

arcane.charges

arcane.charges || arcanecharges

  • This condition retrieves the current number of Arcane Charges that the player has.

Returns NUMBER

  • The current number of Arcane Charges.

Example:

-- DSL Mode
{ACTION, "arcane.charges >= 15"},

-- in Lua code
_A.DSL:Get("arcane.charges")() >= 15

-- Lua Mode
PLAYER:ArcaneCharges() >= 15

combo

combo || combo.points || combopoints

  • This condition retrieves the current number of Combo Points that the player has.

Returns NUMBER

  • The current number of Combo Points.

Example:

-- DSL Mode
{ACTION, "combo >= 4"},

-- in Lua code
_A.DSL:Get("combo")() >= 4

-- Lua Mode
PLAYER:Combo() >= 4

combo.max

combo.max || combomax

  • This condition returns the maximum number of Combo Points a player can have.

Returns NUMBER

  • The maximum number of Combo Points.

Example:

-- DSL Mode
{ACTION, "combo.max > 5"},

-- in Lua code
_A.DSL:Get("combo.max")() > 5

-- Lua Mode
PLAYER:ComboMax() > 5

combo.diff

combo.diff || combo.deficit || combodiff || combopoints.diff || combopoints.deficit || combopointsdiff

  • This condition calculates the deficit of Combo Points the player has until reaching the maximum amount.

Returns NUMBER

  • The deficit of Combo Points.

Example:

-- DSL Mode
{ACTION, "combo.diff > 2"},

-- in Lua code
_A.DSL:Get("combo.diff")() > 2

-- Lua Mode
PLAYER:ComboDiff() > 2

time.to.max

time.to.max || timetomax

  • This condition calculates the estimated time in seconds for a player's resource to reach its maximum value.

Returns NUMBER

  • The estimated time in seconds to reach maximum resource.

Example:

-- DSL Mode
{ACTION, "time.to.max < 1"},

-- in Lua code
_A.DSL:Get("time.to.max")() < 1

-- Lua Mode
PLAYER:TimeToMax() < 1

warlock.minions

  • This condition returns the number of Warlock's minions.

Returns NUMBER

  • The number of Warlock's minions.

Example:

-- DSL Mode
{ACTION, "warlock.minions > 2"},

-- in Lua code
_A.DSL:Get("warlock.minions")() > 2

-- Lua Mode
PLAYER:WarlockMinions() > 2

warlock.minions.type

  • This condition returns the number of Warlock's minions of a specific type.

Parameters

  • type: The type of minion (e.g., "Imp", "Voidwalker", etc.)

Returns NUMBER

  • The number of Warlock's minions of the specified type.

Example:

-- DSL Mode
{ACTION, "warlock.minions(Voidwalker).type > 0"},

-- in Lua code
_A.DSL:Get("warlock.minions.type")(_, "Voidwalker") > 0

-- Lua Mode
PLAYER:WarlockMinionsType("Voidwalker") > 0

warlock.empower

  • This condition returns the number of empowered Warlock's minions.

Returns NUMBER

  • The number of empowered Warlock's minions.

Example:

-- DSL Mode
{ACTION, "warlock.empower > 3"},

-- in Lua code
_A.DSL:Get("warlock.empower")() > 3

-- Lua Mode
PLAYER:WarlockEmpower() > 3

warlock.empower.missing

  • This condition returns the number of Warlock's minions that are not currently empowered.

Returns NUMBER

  • The number of unempowered Warlock's minions.

Example:

-- DSL Mode
{ACTION, "warlock.empower.missing > 2"},

-- in Lua code
_A.DSL:Get("warlock.empower.missing")() > 2

-- Lua Mode
PLAYER:WarlockEmpowerMissing() > 2