DEBUFF
debuff
debuff || debuff.up
- It only checks for
player
applied debuffs.
Parameters
UNIT
: The unit to check for the debuff.NAME
: The name or ID of the debuff to check.
Returns BOOL
true
if the specified debuff name or ID is active on the unit,false
otherwise.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(Corruption)", UNIT},
-- in Lua code
_A.DSL:Get("debuff")("UNIT", "Corruption")
-- Lua Mode
UNIT:Debuff("Corruption")
debuff.any
debuff.any || debuff.any.up
- It checks for both
player and non-player
applied debuffs.
Parameters
UNIT
: The unit to check for the debuff.NAME
: The name or ID of the debuff to check.
Returns BOOL
true
if the specified debuff name or ID is active on the unit,false
otherwise.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(Chains of Ice).any", UNIT},
-- in Lua code
_A.DSL:Get("debuff.any")("UNIT", "Chains of Ice")
-- Lua Mode
UNIT:DebuffAny("Chains of Ice")
debuff.stack
debuff.stack || debuff.count
- It checks for player-applied debuff stacks.
Parameters
UNIT
: The unit to check for the debuff stacks.NAME
: The name or ID of the debuff to check.
Returns NUMBER
- The number of stacks of the specified debuff on the unit, or 0 if not present.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(Razorice).stack >= 3", UNIT},
-- in Lua code
_A.DSL:Get("debuff.stack")("UNIT", "Razorice") >= 3
-- Lua Mode
UNIT:DebuffStack("Razorice") >= 3
debuff.stack.any
debuff.stack.any || debuff.count.any
- It checks for all debuff sources, not just player-applied debuffs.
Parameters
UNIT
: The unit to check for the debuff stacks.NAME
: The name or ID of the debuff to check.
Returns NUMBER
- The number of stacks of the specified debuff on the unit, or 0 if not present.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(Necrotic Rot).stack.any >= 25", UNIT},
-- in Lua code
_A.DSL:Get("debuff.stack.any")("UNIT", "Necrotic Rot") >= 25
-- Lua Mode
UNIT:DebuffStackAny("Necrotic Rot") >= 25
debuff.duration
debuff.duration || debuff.remains
- It checks for player-applied debuffs only.
Parameters
UNIT
: The unit to check for the remaining duration of the debuff.NAME
: The name or ID of the debuff to check.
Returns NUMBER
- The remaining duration of the specified debuff on the unit in
seconds
, or 0 if not present.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(Corruption).duration", UNIT},
-- in Lua code
_A.DSL:Get("debuff.duration")("UNIT", "Corruption")
-- Lua Mode
UNIT:DebuffDuration("Corruption")
debuff.totalduration
- It checks for player-applied debuffs only.
Parameters
UNIT
: The unit to check for the total duration of the debuff.NAME
: The name or ID of the debuff to check.
Returns NUMBER
- The total duration of the specified debuff on the unit in
seconds
, or 0 if not present.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(Corruption).totalduration", UNIT},
-- in Lua code
_A.DSL:Get("debuff.totalduration")("UNIT", "Corruption")
-- Lua Mode
UNIT:DebuffTotalduration("Corruption")
debuff.refreshable
- This condition checks whether the specified debuff aura on the target unit is refreshable.
- A debuff 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 debuff.NAME
: The name or ID of the debuff to check.
Returns BOOL
true
if the debuff is refreshable, orfalse
if not or if the debuff is not present.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(Corruption).refreshable", UNIT},
-- in Lua code
_A.DSL:Get("debuff.refreshable")("UNIT", "Corruption")
-- Lua Mode
UNIT:DebuffRefreshable("Corruption")
debuff.duration.any
debuff.duration.any || debuff.remains.any
- It checks for all debuff sources, not just player-applied debuffs.
Parameters
UNIT
: The unit to check for the remaining duration of the debuff.NAME
: The name or ID of the debuff to check.
Returns NUMBER
- The remaining duration of the specified debuff on the unit in
seconds
, or 0 if not present.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(Quake).duration.any", UNIT},
-- in Lua code
_A.DSL:Get("debuff.duration.any")("UNIT", "Quake")
-- Lua Mode
UNIT:DebuffDurationAny("Quake")
debuff.many
- This condition counts the number of instances of the specified debuff applied by the player on the unit.
Parameters
UNIT
: The unit to count the instances of the debuff.NAME
: The name or ID of the debuff to count instances of.
Returns NUMBER
- The number of instances of the debuff applied by the player on the unit.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(Razorice).many", UNIT},
-- in Lua code
_A.DSL:Get("debuff.many")("UNIT", "Razorice")
-- Lua Mode
UNIT:DebuffMany("Razorice")
debuff.many.any
- This condition counts the number of instances of the specified debuff on the unit, regardless of the source.
Parameters
UNIT
: The unit to count the instances of the debuff.NAME
: The name or ID of the debuff to count instances of.
Returns NUMBER
- The number of instances of the debuff applied by the player on the target unit.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(debuff_name).many.any", UNIT},
-- in Lua code
_A.DSL:Get("debuff.many.any")("UNIT", "debuff_name")
-- Lua Mode
UNIT:DebuffManyAny("debuff_name")
debuff.type
- This condition checks if the target unit has a debuff with the specified type.
Parameters
UNIT
: The unit to check for the debuff with the specified type.debuff_type
: The type of debuff to check for."Magic", "Disease", "Poison", "Curse", "Enrage"
Returns BOOL
true
if the unit has a debuff with the specified type,false
otherwise.
Example:
-- DSL Mode
{ACTION, "UNIT.debuff(Curse).type", UNIT},
-- in Lua code
_A.DSL:Get("debuff.type")("UNIT", "Curse")
-- Lua Mode
UNIT:DebuffType("Curse")