UNIT


is

Parameters

  • UNIT1: The first unit to compare.
  • UNIT2: The second unit to compare.

Returns BOOL

  • true if the two units are the same, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT1.is(UNIT2)", UNIT1},

-- in Lua code
_A.DSL:Get("is")("UNIT1", "UNIT2")

-- Lua Mode
UNIT1:Is(UNIT2)

ingroup

Parameters

  • UNIT: The unit to check for group membership.

Returns BOOL

  • true if the specified unit is in the player's party or raid group, false otherwise.

Examples:

-- DSL Mode
{ACTION, "ingroup", UNIT},

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

-- Lua Mode
UNIT:Ingroup()

incdmg

Parameters

  • UNIT: The unit to calculate incoming damage for.
  • seconds: The time frame in seconds to calculate incoming damage for (default is 3 seconds).

Returns NUMBER

  • The total damage taken by the unit in the specified time frame, or 0 if the target doesn't exist.

Examples:

-- DSL Mode
{ACTION, "UNIT.incdmg(3) > 10000", UNIT},

-- in Lua code
_A.DSL:Get("incdmg")("UNIT", "3") > 10000

-- Lua Mode
UNIT:Incdmg(3) > 10000

incdmg.phys

Parameters

  • UNIT: The unit for which to calculate incoming physical damage.
  • seconds: The time frame in seconds to calculate incoming physical damage for (default is 3 seconds).

Returns NUMBER

  • The total damage taken by the unit in the specified time frame, or 0 if the target doesn't exist.

Examples:

-- DSL Mode
{ACTION, "UNIT.incdmg.phys(3) > 10000", UNIT},

-- in Lua code
_A.DSL:Get("incdmg.phys")("UNIT", "3") > 10000

-- Lua Mode
UNIT:IncdmgPhys(3) > 10000

incdmg.magic

Parameters

  • UNIT: The unit for which to calculate incoming magic damage.
  • seconds: The time frame in seconds to calculate incoming magic damage for (default is 3 seconds).

Returns NUMBER

  • The total damage taken by the unit in the specified time frame, or 0 if the target doesn't exist.

Examples:

-- DSL Mode
{ACTION, "UNIT.incdmg.magic(3) > 10000", UNIT},

-- in Lua code
_A.DSL:Get("incdmg.magic")("UNIT", "3") > 10000

-- Lua Mode
UNIT:IncdmgMagic(3) > 10000

boss

Parameters

  • UNIT: The unit to check for boss status.

Returns BOOL

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

Examples:

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

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

-- Lua Mode
UNIT:Boss()

elite

Parameters

  • UNIT: The unit to check for elite classification.

Returns BOOL

  • true if the unit has an elite classification, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Elite()

classification

Parameters

  • UNIT: The unit to check for classification.

  • classif: The classification string to compare with.

    classif
    worldboss
    rareelite
    elite
    rare
    normal
    trivial
    minus

Returns BOOL

  • true if the unit's classification matches the given classif, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT.classification(rare)", UNIT},

-- in Lua code
_A.DSL:Get("classification")("UNIT", "rare")

-- Lua Mode
UNIT:Classification("rare")

id

Parameters

  • UNIT: The unit to check for the expected ID.
  • id: The expected ID to compare against.

Returns BOOL

  • true if the unit's ID matches the expected ID, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT.id(1589)", UNIT},

-- in Lua code
_A.DSL:Get("id")("UNIT", "1589")

-- Lua Mode
UNIT:Id(1589)

threat

Parameters

  • UNIT: The unit to check for threat percentage towards the player.

Returns NUMBER

  • The unit's threat percentage against the player. At 100% the player will become the primary target.

Examples:

-- DSL Mode
{ACTION, "UNIT.threat >= 80", UNIT},

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

-- Lua Mode
UNIT:Threat() >= 80

aggro

Parameters

  • UNIT: The unit to check for aggro on the player.

Returns BOOL

  • true if the target has aggro on the player, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Aggro()

moving

Parameters

  • UNIT: The unit to check if is currently moving

Returns BOOL

  • true if the unit is moving, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Moving()

target

Parameters

  • UNIT1: The unit whose target will be checked.
  • UNIT2: The unit to compare the target against.

Returns BOOL

  • true if the target of the specified unit1 matches the given unit2, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT1.target(UNIT2)", UNIT1},

-- in Lua code
_A.DSL:Get("target")("UNIT1", "UNIT2")

-- Lua Mode
UNIT1:Target(UNIT2)

isplayer

isplayer || player

Parameters

  • UNIT: The unit to be checked.

Returns BOOL

  • true if the unit is a player-controlled unit, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Isplayer()

inphase

Parameters

  • UNIT: The unit to be checked for being in the same phase.

Returns BOOL

  • true if the unit is in the same phase as the player, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Inphase()

exists

Parameters

  • UNIT: The unit to be checked for existence.

Returns BOOL

  • true if the unit exists, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Exists()

guid

Parameters

  • UNIT: The unit for which to retrieve the GUID.

Returns STRING

  • The GUID of the target, or nil if the target is not valid.

Examples:

-- DSL Mode
N/A

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

-- Lua Mode
UNIT.guid
or
UNIT:Guid()

visible

Parameters

  • UNIT: The unit to check for visibility.

Returns BOOL

  • true if the unit is visible, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Visible()

dead

Parameters

  • UNIT: The unit to check for death or ghost state.

Returns BOOL

  • true if the unit is dead or a ghost, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Dead()

alive

Parameters

  • UNIT: The unit to check for being alive.

Returns BOOL

  • true if the unit is alive, false if it is dead or a ghost.

Examples:

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

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

-- Lua Mode
UNIT:Alive()

infront

Parameters

  • UNIT: The unit to check if the player is facing.

Returns BOOL

  • true if the player is facing the unit, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Infront()

infrontof

Parameters

  • UNIT1: The unit that is checked to be in front.
  • UNIT2: The unit to check if it is facing UNIT.

Returns BOOL

  • true if unit2 is facing unit1, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT1.infrontof(UNIT2)", UNIT1},

-- in Lua code
_A.DSL:Get("infrontof")("UNIT1", "UNIT2")

-- Lua Mode
UNIT1:Infrontof(UNIT2)

behind

Parameters

  • UNIT: The unit to check if the player is behind.

Returns BOOL

  • true if player is behind the unit, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Behind()

behindof

Parameters

  • UNIT1: The unit to check if it is behind unit2.
  • UNIT2: The reference unit.

Returns BOOL

  • true if unit1 is behind unit2, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT1.behindof(UNIT2)", UNIT1},

-- in Lua code
_A.DSL:Get("behindof")("UNIT1", "UNIT2")

-- Lua Mode
UNIT1:Behindof(UNIT2)

inConeOf

Parameters

  • UNIT1: The unit to check if it is within the cone.
  • UNIT2_ANGLE: The reference unit and the cone angle (optional, default angle is 180 degrees). Provide as a string in the format "unit2, angle".

Returns BOOL

  • true if unit1 is within the specified cone angle in front of unit2, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT1.inConeOf(UNIT2, 120)", UNIT},

-- in Lua code
_A.DSL:Get("inConeOf")("UNIT1", "UNIT2, 120")

-- Lua Mode
UNIT1:InConeOf(UNIT2, 120)

lastmoved

Parameters

  • UNIT: The unit to check for movement.

Returns NUMBER

  • The time in seconds since the unit was last moved, or 0 if the unit is not valid or has not moved.

Examples:

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

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

-- Lua Mode
UNIT:Lastmoved()

movingfor

Parameters

  • UNIT: The unit to check for movement.

Returns NUMBER

  • The time in seconds that the unit has been continuously moving, or 0 if the unit is not valid or is not moving.

Examples:

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

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

-- Lua Mode
UNIT:Movingfor()

pvp

Parameters

  • UNIT: The unit to check for PvP flag with the player.

Returns BOOL

  • true if the unit is flagged for PvP, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Pvp()

friend

Parameters

  • UNIT: The unit to check for friendly status.

Returns BOOL

  • true if the unit is friendly, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Friend()

canassist

Parameters

  • UNIT: The unit to check for assist eligibility.

Returns BOOL

  • true if the player can assist the unit, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Canassist()

enemy

enemy || canattack

Parameters

  • UNIT: The unit to check for enemy status or attack eligibility.

Returns BOOL

  • true if the unit is an enemy, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Enemy()

range

  • This condition checks the combat range between the player and a specified unit.

Parameters

  • UNIT: The unit to measure combat range against.
  • type(optional, default 1): The type of range to check (1 for melee spells, 2 for caster spells).

Returns NUMBER

  • The combat range between the player and the unit. (999 if the range cannot be determined)

Examples:

-- DSL Mode
{ACTION, "UNIT.range(2) < 20", UNIT},

-- in Lua code
_A.DSL:Get("range")("UNIT", "2") < 20

-- Lua Mode
UNIT:Range(2) < 20

rangefrom

  • This condition checks the combat range between two units.

Parameters

  • UNIT1: The first unit to measure combat range from.
  • UNIT2_type: A string containing the second unit and an (optional, default 1) (1 for melee spells, 2 for caster spells).

Returns NUMBER

  • The combat range between the two units. (999 if the range cannot be determined)

Examples:

-- DSL Mode
{ACTION, "UNIT1.rangefrom(UNIT2, 2) < 20", UNIT},

-- in Lua code
_A.DSL:Get("rangefrom")("UNIT1", "UNIT2, 2") < 20

-- Lua Mode
UNIT1:Rangefrom(UNIT2, 2) < 20

distance

Parameters

  • UNIT: The unit to measure distance against.

Returns NUMBER

  • The distance between the player and the unit, or 999 if the distance cannot be determined.

Examples:

-- DSL Mode
{ACTION, "UNIT.distance < 20", UNIT},

-- in Lua code
_A.DSL:Get("distance")("UNIT") < 20

-- Lua Mode
UNIT:Distance() < 20

distancefrom

Parameters

  • UNIT1: The first unit to measure distance from.
  • UNIT2: The second unit to measure distance to.

Returns NUMBER

  • The distance between the two units, or 999 if the range cannot be determined.

Examples:

-- DSL Mode
{ACTION, "UNIT1.distancefrom(UNIT2) < 20", UNIT},

-- in Lua code
_A.DSL:Get("distancefrom")("UNIT1", "UNIT2") < 20

-- Lua Mode
UNIT1:Distancefrom(UNIT2) < 20

level

Parameters

  • UNIT: The unit whose level to retrieve.

Returns NUMBER

  • The level of the unit, or -1 if the level cannot be determined.

Examples:

-- DSL Mode
{ACTION, "UNIT.level >= 45", UNIT},

-- in Lua code
_A.DSL:Get("level")("UNIT") >= 45

-- Lua Mode
UNIT:Level() >= 45

combat

Parameters

  • UNIT: The unit to check for combat status.

Returns BOOL

  • true if the unit is in combat, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Combat()

role

Parameters

  • UNIT: The unit whose role to retrieve.

Returns STRING

  • The role assigned to the target unit: "TANK", "HEALER", "DAMAGER", or "UNKNOWN" if the role cannot be determined.

Examples:

-- DSL Mode
N/A

-- in Lua code
_A.DSL:Get("role")("UNIT") == "HEALER"

-- Lua Mode
UNIT.role == "HEALER"
or
UNIT:Role() == "HEALER"

hasrole

Parameters

  • UNIT: The unit to check for the role.

  • expectedRole The expected role to search for within the unit's role.

    "TANK", "HEALER", "DAMAGER", or "UNKNOWN"

Returns BOOL

  • true if the unit has a role containing the expected name, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT.hasrole(TANK)", UNIT},

-- in Lua code
_A.DSL:Get("hasrole")("UNIT", "TANK")

-- Lua Mode
UNIT:Hasrole("TANK")

name

Parameters

  • UNIT: The unit whose name to retrieve.

Returns STRING

  • The name of the unit, or Unknown if the name cannot be determined.

Examples:

-- DSL Mode
N/A

-- in Lua code
_A.DSL:Get("name")("UNIT") == "Gul'dan"

-- Lua Mode
UNIT.name == "Gul'dan"
or
UNIT:Name() == "Gul'dan"

hasname

Parameters

  • UNIT: The unit to check for the name.
  • expectedName The expected name to search for within the unit's name.

Returns BOOL

  • true if the unit has a name containing the expected name, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT.hasname(Gul'dan)", UNIT},

-- in Lua code
_A.DSL:Get("hasname")("UNIT", "Gul'dan")

-- Lua Mode
UNIT:Hasname("Gul'dan")

creature.type

Parameters

  • UNIT: The unit whose creature type to retrieve.

Returns STRING

  • The localized creature type of the unit, or nil if the creature type cannot be determined.

    • enUS "Aberration", "Beast", "Critter", "Demon", "Dragonkin", "Elemental", "Gas Cloud", "Giant", "Humanoid", "Mechanical", "Non-combat Pet", "Not specified", "Totem", "Undead", "Wild Pet"

Examples:

-- DSL Mode
N/A

-- in Lua code
_A.DSL:Get("creature.type")("UNIT") ~= "Undead"

-- Lua Mode
UNIT:CreatureType() ~= "Undead"

hascreature.type

Parameters

  • UNIT: The unit to check for the creature type.
  • expectedType The localized expected creature type to compare with.

Returns BOOL

  • true if the unit has the expected creature type, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT.hascreature.type(Humanoid)", UNIT},

-- in Lua code
_A.DSL:Get("hascreature.type")("UNIT", "Humanoid")

-- Lua Mode
UNIT:HascreatureType("Humanoid")

class || hasclass

Parameters

  • UNIT: The unit to check for the class.
  • expectedClass The expected class name to compare with.

Returns BOOL

  • true if the unit belongs to the expected class, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT.hasclass(WARRIOR)", UNIT},
-- or
{ACTION, "UNIT.class(WARRIOR)", UNIT},

-- in Lua code
_A.DSL:Get("hasclass")("UNIT", "WARRIOR")
-- or
_A.DSL:Get("class")("UNIT", "WARRIOR")

-- Lua Mode
UNIT:Hasclass("WARRIOR")
-- or
UNIT:Class("WARRIOR")

inmelee

Parameters

  • UNIT: The unit to check for melee range.

Returns BOOL

  • true if the target unit is within melee range, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Inmelee()

timetodie

timetodie || deadthin || ttd

Parameters

  • UNIT: The unit for which to estimate time to death.

Returns NUMBER

  • The estimated time to death in seconds. Returns a high value if is a dummy.

Examples:

-- DSL Mode
{ACTION, "UNIT.ttd > 8", UNIT},

-- in Lua code
_A.DSL:Get("ttd")("UNIT") > 8

-- Lua Mode
UNIT:Ttd() > 8

timetopercent

timetopercent || ttp

Parameters

  • UNIT: The unit for which to estimate time to reach a specific health percentage.
  • PERCENTAGE: The health percentage (0-100) to which you want to estimate the time. If not provided or invalid, defaults to 0%.

Returns NUMBER

  • The estimated time to X percentage in seconds. Returns a high value if the calculation cannot be performed.

Examples:

-- DSL Mode
{ACTION, "UNIT.ttp(20) > 35", UNIT},

-- in Lua code
_A.DSL:Get("ttp")("UNIT", "20") > 35

-- Lua Mode
UNIT:Ttp(20) > 35

charmed

Parameters

  • UNIT: The unit to check for being charmed.

Returns BOOL

  • true if the unit is charmed, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Charmed()

isdummy

Parameters

  • UNIT: The unit to check for being a dummy unit.

Returns BOOL

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

Examples:

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

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

-- Lua Mode
UNIT:Isdummy()

haste

Parameters

  • UNIT: The unit for which to retrieve the spell haste percentage.

Returns NUMBER

  • The spell haste percentage of the specified unit.

Examples:

-- DSL Mode
{ACTION, "UNIT.haste > 30", UNIT},

-- in Lua code
_A.DSL:Get("haste")("UNIT") > 30

-- Lua Mode
UNIT:Haste() > 30

connected

Parameters

  • UNIT: The unit to check for being connected to the game world.

Returns BOOL

  • true if the specified unit is connected to the game world, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Connected()

combat.time

Parameters

  • UNIT: The unit to check for combat time duration.

Returns NUMBER

  • The time duration in seconds for which the specified unit has been in combat.

Examples:

-- DSL Mode
{ACTION, "UNIT.combat.time > 5", UNIT},

-- in Lua code
_A.DSL:Get("combat.time")("UNIT") > 5

-- Lua Mode
UNIT:CombatTime() > 5

los

Parameters

  • UNIT: The unit to check for line of sight.

Returns BOOL

  • true if there is line of sight between the player character and the specified unit, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Los()

losfrom

Parameters

  • UNIT1: The first unit to check from.
  • UNIT2: The second unit to check line of sight to.

Returns BOOL

  • true if there is line of sight between the two specified units, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT1.losfrom(UNIT2)", UNIT1},

-- in Lua code
_A.DSL:Get("losfrom")("UNIT1", "UNIT2")

-- Lua Mode
UNIT1:Losfrom(UNIT2)

hasloot

Parameters

  • UNIT: The unit to check for loot availability.

Returns BOOL

  • true if the specified unit has loot that can be looted by the player character, false otherwise.

Examples:

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

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

-- Lua Mode
UNIT:Hasloot()

spec

Parameters

  • UNIT: The unit for which to retrieve the specialization ID.

Returns NUMBER

  • The specialization ID of the specified unit.

Examples:

-- DSL Mode
{ACTION, "UNIT.spec=73", UNIT},

-- in Lua code
_A.DSL:Get("spec")("UNIT")==73

-- Lua Mode
UNIT:Spec()==73

hasSpec

Parameters

  • UNIT: The unit for which to check the specialization.
  • expectedSpecId: The expected specialization ID.

Returns BOOL

  • true if the unit has the expected specialization ID, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT.hasSpec(73)", UNIT},

-- in Lua code
_A.DSL:Get("hasSpec")("UNIT", "73")

-- Lua Mode
UNIT:HasSpec(73)

delay

  • This condition checks whether the specified unit has passed a delay period.

Parameters

  • UNIT: The unit to check for the delay.
  • name_secs: A string containing the name and delay time (in seconds) separated by comma.

Returns BOOL

  • true if the delay has passed, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT.delay(delayName, 0.5)", UNIT},

-- in Lua code
_A.DSL:Get("delay")("UNIT", "delayName, 0.5")

-- Lua Mode
UNIT:delay("delayName", 0.5)

timeout

timeout || to

  • This condition checks whether the specified unit has exceeded a timeout period.

Parameters

  • UNIT: The unit to check for the timeout.
  • name_secs: A string containing the name and timeout duration (in seconds) separated by comma.

Returns BOOL

  • true if the timeout has not been reached, false otherwise.

Examples:

-- DSL Mode
{ACTION, "UNIT.timeout(timeoutName, 0.5)", UNIT},

-- in Lua code
_A.DSL:Get("timeout")("UNIT", "timeoutName, 0.5")

-- Lua Mode
UNIT:timeout("timeoutName", 0.5)

frame.visible

  • This condition checks whether the specified frame, identified by its name (case sensitive), is currently visible.

Parameters

  • name: The name of the frame to check for visibility.

Returns BOOL

  • true if the frame is currently shown; otherwise, returns false.

Examples:

-- DSL Mode
{ACTION, "UNIT.frame(TaxiFrame).visible", UNIT},

-- in Lua code
_A.DSL:Get("frame.visible")("UNIT", "TaxiFrame")

-- Lua Mode
UNIT:frameVisible("TaxiFrame")