IsBuffActive[old]Created by Tyndral - Last updated on July 16 2005
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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.
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fixed a little bug in itembuff checking that was pretty well breaking everything.
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