PLAYER


group.members

group.members || num.members

Returns NUMBER

  • The number of members in the player's group.

Example:

-- DSL Mode
{ACTION, "num.members"},

-- in Lua code
_A.DSL:Get("num.members")()

-- Lua Mode
PLAYER:NumMembers()

issolo

Returns BOOL

  • true if the player is not in a group, false otherwise.

Example:

-- DSL Mode
{ACTION, "issolo"},

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

-- Lua Mode
PLAYER:Issolo()

isparty

Returns BOOL

  • true if the player is in a party group, false otherwise.

Example:

-- DSL Mode
{ACTION, "isparty"},

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

-- Lua Mode
PLAYER:Isparty()

israid

Returns BOOL

  • true if the player is in a raid group, false otherwise.

Example:

-- DSL Mode
{ACTION, "israid"},

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

-- Lua Mode
PLAYER:Israid()

group.type

Returns NUMBER

  • 1 if solo, 2 if party, 3 if raid.

Example:

-- DSL Mode
{ACTION, "group.type==1"},

-- in Lua code
_A.DSL:Get("group.type")() == 1

-- Lua Mode
PLAYER:GroupType() == 1

auto.attack

auto.attack || auto.shoot

  • This conditions 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:

-- DSL Mode
{ACTION, "auto.attack"},

-- in Lua code
_A.DSL:Get("auto.attack")()

-- Lua Mode
PLAYER:AutoAttack()

swimming

  • This condition checks if the player character is currently swimming.

Returns BOOL

  • true if the player character is swimming, false otherwise.

Examples:

-- DSL Mode
{ACTION, "swimming"},

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

-- Lua Mode
PLAYER:Swimming()

falling

  • This condition checks if the player character is currently falling.

Returns BOOL

  • true if the player character is falling, false otherwise.

Examples:

-- DSL Mode
{ACTION, "falling"},

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

-- Lua Mode
PLAYER:Falling()

falling.duration

  • These conditions provide 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:

-- DSL Mode
{ACTION, "falling.duration > 1.5"},

-- in Lua code
_A.DSL:Get("falling.duration")() > 1.5

-- Lua Mode
PLAYER:FallingDuration() > 1.5

indoors

  • This condition checks if the player character is currently indoors.

Returns BOOL

  • true if the player character is indoors, false otherwise.

Examples:

-- DSL Mode
{ACTION, "indoors"},

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

-- Lua Mode
PLAYER:Indoors()

mounted

  • This condition checks if the player character is currently mounted.

Returns BOOL

  • true if the player character is mounted, false otherwise.

Examples:

-- DSL Mode
{ACTION, "mounted"},

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

-- Lua Mode
PLAYER:Mounted()

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:

-- DSL Mode
{ACTION, "outcombat.time > 10"},

-- in Lua code
_A.DSL:Get("outcombat.time")() > 10

-- Lua Mode
PLAYER:OutcombatTime() > 10

lost.control

  • This condition checks if the player is currently under the effect of any of the control states.

Returns BOOL

  • true if the player is in any of control states, otherwise false.

    "stunned", "sapped", "disoriented", "polymorphed", "incapacitated", "feared", "horrified", "fleeing", "intimidated", "asleep", "charmed", "banished", "silenced", "paralyzed"

Examples:

-- DSL Mode
{ACTION, "lost.control"},

-- in Lua code
_A.DSL:Get("lost.control")()

-- Lua Mode
PLAYER:LostControl()

out.of.control

  • This condition checks if the player is currently in any of the specified loss of control states.

Parameters

  • STATE(s): A string containing one or more loss of control states separated by '||'.

Returns BOOL

  • true if the player is in any of the specified loss of control states, otherwise false.

    "stunned", "sapped", "disoriented", "polymorphed", "incapacitated", "feared", "horrified", "fleeing", "intimidated", "asleep", "charmed", "banished", "silenced", "paralyzed"

Examples:

-- DSL Mode
{ACTION, "out.of.control(feared || incapacitate)"},

-- in Lua code
_A.DSL:Get("out.of.control")(_, "feared || incapacitate")

-- Lua Mode
PLAYER:OutOfControl("feared || incapacitate")

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:

-- DSL Mode
{ACTION, "lastcast(Vendeta)"},

-- in Lua code
_A.DSL:Get("lastcast")(_, "Vendeta")

-- Lua Mode
PLAYER:Lastcast("Vendeta")

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:

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

-- in Lua code
_A.DSL:Get("lasttarget")(_, "UNIT")

-- Lua Mode
UNIT:lasttarget()

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:

-- DSL Mode
{ACTION, "lastcast(Battle Cry).succeed"},

-- in Lua code
_A.DSL:Get("lastcast.succeed")(_, "Battle Cry")

-- Lua Mode
PLAYER:LastcastSucceed("Battle Cry")

prev.gcd

prev.gcd || lastcast.gcd

  • These conditions check if the provided spell at a given index matches the last spell cast by the player. The index parameter allows checking previous casts within a stored spell history.

Parameters

  • SPELL_INDEX: A combination of spell identifier or name and an index (optional) to specify a previous cast.

Returns BOOL

  • true if the provided spell at the specified index matches the last spell cast by the player, otherwise false.

Examples:

-- DSL Mode
{ACTION, "prev(Regrowth, 2).gcd"},

-- in Lua code
_A.DSL:Get("prev.gcd")(_, "Regrowth, 2")

-- Lua Mode
PLAYER:PrevGcd("Regrowth", 2)

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:

-- DSL Mode
{ACTION, "lastcast(Aimed Shot).seen"},

-- in Lua code
_A.DSL:Get("lastcast.seen")(_, "Aimed Shot")

-- Lua Mode
PLAYER:LastcastSeen("Aimed Shot")

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:

-- DSL Mode
{ACTION, "UNIT.unitLastCast(Counterspell).succeed"},

-- in Lua code
_A.DSL:Get("unitLastCast.succeed")("UNIT", "Counterspell")

-- Lua Mode
UNIT:UnitLastCastSucceed("Counterspell")

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:

-- DSL Mode
{ACTION, "lastcast(Rejuvenation).count"},

-- in Lua code
_A.DSL:Get("lastcast.count")(_, "Rejuvenation")

-- Lua Mode
PLAYER:LastcastCount("Rejuvenation")

sform

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:

-- DSL Mode
{ACTION, "sform=5"}, -- Bear Form

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

-- Lua Mode
PLAYER:Sform()==5

has.form

has.form || has.ShapeshiftForm

  • This condition checks if the player has a specific shapeshift form active.

Parameters

  • STRING: The name of the shapeshift form to check.

Returns BOOL

  • true if the player has the specified shapeshift form, otherwise false.

Examples:

-- DSL Mode
{ACTION, "has(Swift Flight Form).form"},

-- in Lua code
_A.DSL:Get("has.form")(_, "Swift Flight Form")

-- Lua Mode
PLAYER:HasForm("Swift Flight Form")

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:

-- DSL Mode
{ACTION, "spell.IsTargeting"},

-- in Lua code
_A.DSL:Get("spell.IsTargeting")()

-- Lua Mode
PLAYER:SpellIsTargeting()

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:

-- DSL Mode
{ACTION, "isStealthed"},

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

-- Lua Mode
PLAYER:IsStealthed()

isHavingLunch

  • This condition checks if the player has a lunch-related buff active.

Returns BOOL

  • true if the player has a lunch-related buff, otherwise false.

Examples:

-- DSL Mode
{ACTION, "isHavingLunch"},

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

-- Lua Mode
PLAYER:IsHavingLunch()