SPELL
spell.cooldown || spell.cd
Parameters
SPELL
: The name or ID of the spell to check the cooldown for.
Returns NUMBER
- The remaining cooldown time in
seconds
for the specified spell.
Examples:
{ACTION, "spell(Nature's Cure).cooldown < 1"},
or
{ACTION, "spell(Nature's Cure).cd < 1"},
_A.DSL:Get("spell.cooldown")(_, "Nature's Cure") < 1
or
_A.DSL:Get("spell.cd")(_, "Nature's Cure") < 1
PLAYER:SpellCooldown("Nature's Cure") < 1
or
PLAYER:SpellCd("Nature's Cure") < 1
spell.recharge
Parameters
SPELL
: The name or ID of the spell to check the recharge for.
Returns NUMBER
- The remaining recharge time in
seconds
for the specified spell.
Examples:
{ACTION, "spell(Nature's Cure).recharge < 1"},
_A.DSL:Get("spell.recharge")(_, "Nature's Cure") < 1
PLAYER:SpellRecharge("Nature's Cure") < 1
spell.charges
- If the spell has a recharge time, it takes into account the remaining charges and the time since the last used charge to estimate the fractional charges.
Parameters
SPELL
: The name or ID of the spell to check charges for.
Returns NUMBER
- The number of available charges for the specified spell.
Examples:
{ACTION, "spell(Heroic Leap).charges > 1"},
_A.DSL:Get("spell.charges")(_, "Heroic Leap") > 1
PLAYER:SpellCharges("Heroic Leap") > 1
spell.count
Parameters
SPELL
: The name or ID of the spell to count.
Returns NUMBER
- The number of times a spell can be casted.
Examples:
{ACTION, "spell(Starfire).count == 2"},
_A.DSL:Get("spell.count")(_, "Starfire") == 1
PLAYER:SpellCount("Starfire") == 1
spell.usable
Parameters
SPELL
: The name or ID of the spell to check the usability for.
Returns BOOL
true
if the specified spell is usable, false
otherwise.
Examples:
{ACTION, "spell(Swiftmend).usable"},
_A.DSL:Get("spell.usable")(_, "Swiftmend")
PLAYER:SpellUsable("Swiftmend")
spell.exists
Parameters
SPELL
: The name or ID of the spell to check for existence.
Returns BOOL
true
if the specified spell exists in the player's spellbook, false
otherwise.
Examples:
{ACTION, "spell(Flourish).exists"},
_A.DSL:Get("spell.exists")(_, "Flourish")
PLAYER:SpellExists("Flourish")
spell.ready
Parameters
SPELL
: The name or ID of the spell to check for readiness.It considers the spell's cooldown, global cooldown, and network latency.
Returns BOOL
true
if the specified spell is ready for use, false
otherwise.
Examples:
{ACTION, "spell(Renewal).ready"},
_A.DSL:Get("spell.ready")(_, "Renewal")
PLAYER:SpellReady("Renewal")
spell.range
Parameters
UNIT
: The target unit to check range against.SPELL
: The name or ID of the spell to check range for.
Returns BOOL
true
if the unit is within range of the spell, false
otherwise.
Examples:
{ACTION, "UNIT.spell(Aimed Shot).range", UNIT},
_A.DSL:Get("spell.range")("UNIT", "Aimed Shot")
UNIT:SpellRange("Aimed Shot")
spell.cost
Parameters
SPELL
: The name or ID of the spell to retrieve costs for.
Returns NUMBER
- The amount of
"MANA", "RAGE", "FOCUS", "ENERGY", "HAPPINESS", "RUNES", "RUNIC_POWER", "SOUL_SHARDS", "HOLY_POWER", "STAGGER", "CHI", "FURY", "PAIN", "LUNAR_POWER", "INSANITY"
required to cast the spell.
Examples:
{ACTION, "spell(Ignore Pain).cost >= 50"},
_A.DSL:Get("spell.cost")(_, "Ignore Pain") >= 50
PLAYER:SpellCost("Ignore Pain") >= 50
spell.casttime
Parameters
SPELL
: The name or ID of the spell to retrieve the cast time for.
Returns NUMBER
- The cast time of the spell in
seconds
.
Examples:
{ACTION, "spell(Aimed Shot).casttime < 0.9"},
_A.DSL:Get("spell.casttime")(_, "Aimed Shot") < 0.9
PLAYER:SpellCasttime("Aimed Shot") < 0.9
spell.proc
- This condition checks if a specified spell is currently active as a proc.
Parameters
SPELL
: The name or ID of the spell to check for as a proc.
Returns BOOL
true
if the spell is currently active as a proc, false
otherwise.
Examples:
{ACTION, "spell(Ferocious Bite).proc"},
_A.DSL:Get("spell.proc")(_, "Ferocious Bite")
PLAYER:SpellProc("Ferocious Bite")
enchanted.mainhand
- This condition checks if the player's main-hand weapon has an enchantment.
Returns BOOL
true
if the player's main-hand weapon has an enchantment, false
otherwise.
Examples:
{ACTION, "enchanted.mainhand"},
_A.DSL:Get("enchanted.mainhand")()
PLAYER:EnchantedMainhand()
enchanted.offhand
- This condition checks if the player's off-handweapon has an enchantment.
Returns BOOL
true
if the player's off-hand weapon has an enchantment, false
otherwise.
Examples:
{ACTION, "enchanted.offhand"},
_A.DSL:Get("enchanted.offhand")()
PLAYER:EnchantedOffhand()
hasMainHandEnchant
- This condition checks if the main hand weapon is enchanted with a specific spell.
Parameters
SPELL
: The name or ID of the spell to check for on the main hand weapon enchant.
Returns BOOL
true
if main hand weapon is enchanted with the spell, false otherwise.
Examples:
{ACTION, "hasMainHandEnchant(Flametongue Weapon)"},
_A.DSL:Get("hasMainHandEnchant")(_, "Flametongue Weapon")
PLAYER:hasMainHandEnchant("Flametongue Weapon")
hasOffHandEnchant
- This condition checks if the off hand weapon is enchanted with a specific spell.
Parameters
SPELL
: The name or ID of the spell to check for on the off hand weapon enchant.
Returns BOOL
true
if off hand weapon is enchanted with the spell, false otherwise.
Examples:
{ACTION, "hasOffHandEnchant(Windfury Weapon)"},
_A.DSL:Get("hasOffHandEnchant")(_, "Windfury Weapon")
PLAYER:hasOffHandEnchant("Windfury Weapon")
glyph
Parameters
SPELL
: The name or ID of the spell to check for in the player's glyph sockets.
Returns BOOL
true
if the player has a glyph socketed that matches the given spell, false
otherwise.
Examples:
{ACTION, "glyph(Glyph of Stars)"},
_A.DSL:Get("glyph")(_, "Glyph of Stars")
PLAYER:Glyph("Glyph of Stars")