IsBuffActive[old]

IsBuffActive[old]

Created by Tyndral - Last updated on July 16 2005
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Version Compatible Translations Patch Release Date
IsBuffActive[old] 0.5b (Current) English English 0 July 16 2005
IsBuffActive[old] 0.5 English English 0 June 21 2005 N/A
IsBuffActive[old] 0.3 English English 0 April 27 2005 N/A
IsBuffActive[old] 0.2 English English 0 April 15 2005 N/A
IsBuffActive[old] 0.1 English English 0 April 14 2005 N/A
  • Description
  • Change Log
***NO LONGER UPDATED ON THIS SITE***

Adds a new scriptable command, IsBuffActive(<buff>, [<unit>]);

allows you to check whether a particular Buff/Debuff is currently active on a unit or weapon.

Useful for writing Macros that perform different actions, depending on whether or not a particular buff/debuff is active.

<unit> is an optional argument, to specify the unit you wish to check. defaults to 'player'

For instance:

/script if (not IsBuffActive("Aspect of the Monkey")) then CastSpellByName("Aspect of the Monkey"); end;

Will cast Aspect of the Monkey so long as it isn't currently Active.

-or-

/script if (not IsBuffActive("Arcane Intellect", "target")) then CastSpellByName("Arcane Intellect(Rank 1)"); end;

for Arcane Intellect

-or-

/script if (IsBuffActive("Hunter's Mark", "target")) then CastSpellByName("Concussive Shot"); else CastSpellByName("Hunter's Mark(Rank 1)"); end;

to Cast Hunter's Mark, or if it is already active, then cast Concussive Shot.

Thanks to Trimble for the unit idea.
There is no dependency information for this file.
fixed a little bug in itembuff checking that was pretty well breaking everything.
XML Syndication
Current: 0.5b

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