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4. Check Reference Manual

cd (VirtualCooldown)

Adds a virtual cooldown to that specific ability (in this place of that sequence). The cooldown is target specific, but only the default target is used to determine which target to affect the cooldown to, you can set the default target either with the /nb dt command or by changing it in the class file (see the archmage file for an example).

Usage

cd:cooldown

cooldown: <number>

The length of the virtual cooldown.

Example

/nb add 1 [Nature's Bond]cd:13[Ability 2][Ability 3]...

Apply the Natures bond HoT to your pet once every 13 seconds.



st (Stack)

Used to check if a target has the effect of the ability it is linked to.

Usage

st:stack:self:target:duration

stack : <number>

The max size of the effect stack you want. If the effect doesn't stack use 1.

self : s

s if you want to check only effects given by yourself, leave blank otherwise.

target : f, e or p

The mod will usually guess the target you want to check using the tags of the ability, but in some cases it doesn't work, so use f (friendly target), e (enemy target) or p (player, yourself). If you always use the same option for an ability you can set it's default target either with the /nb dt command or by changing it in the class file (see the archmage file for an example).

duration : <number>

The duration at the end of the effect when the mod will ignore that the effect is applied, mostly useful to refresh debuffs before they run out.

Example

/nb add 1 [Fervor]st:3:s:e:2[Ability 2][Ability 3]...

Keep 3 stacks of
Fervor on your target and refreshes them 2 seconds before they expire.


cm (CareerMechanic)

Checks whether you have a certain amount of career mechanic or not.

Usage

cm:mechanic:need

mechanic : <number>

The value of your mechanic you want. For archmage and shaman the values range from -5 to 5, negative values being one type of magic, and positive the other, I can't remember which is which atm though.

need : + or -

+ if you want the ability to show up when you have more than the value above, - when you have less (leaving this blank means +).

p (Pet)

Checks whether you have a pet or not.

Usage

p:need

need : + or -

+ if you want the ability to show up when you have a pet, - if not.

e (Effect)

Checks whether a target have the effect given by one of your abilities.

Usage

e:effect:stack:self:need:target

effect : <abilityID>

The ID of the ability you want to check the effect of (use /nb id [abilityLink] to get the id of an ability).

stack : <number>

The max size of the effect stack you want. If the effect doesn't stack use 1.

self : s

s if you want to check only effects given by yourself, leave blank otherwise.

need : + or -

+ if you want the ability to show up when the effect is on the target, - when it doesn't have it (leaving this blank means +).

target : f, e or p

The mod will usually guess the target you want to check using the tags of the ability, but in some cases it doesn't work, so use f (friendly target), e (enemy target) or p (player, yourself). If you always use the same option for an ability you can set it's default target either with the /nb dt command or by changing it in the class file (see the archmage file for an example).

con (Condition)

Checks whether a target has a specific condition. Additionally you can check for the Unstoppable and Immovable buffs with this check.

Usage

con:condition:need:target

condition : <conditionShortName>

The condition you want to check for :
  • heal    = "isHealing"
  • dbuf    = "isDebuff"
  • buf     = "isBuff"
  • def     = "isDefensive"
  • off     = "isOffensive"
  • dam     = "isDamaging"
  • sbuf    = "isStatsBuff"
  • hex     = "isHex"
  • cur     = "isCurse"
  • crip    = "isCripple"
  • ail     = "isAilment"
  • bols    = "isBolster"
  • aug     = "isAugmentation"
  • bless   = "isBlessing"
  • ench    = "isEnchantment"
  • unst    = "isUnstoppable"
  • imm     = "isImmovable"

need : + or -

+ if you want the ability to show up when the target has the condition, - when it doesn't have it (leaving this blank means +).

target : f, e or p

The mod will usually guess the target you want to check using the tags of the ability, but in some cases it doesn't work, so use f (friendly target), e (enemy target) or p (player, yourself). If you always use the same option for an ability you can set it's default target either with the /nb dt command or by changing it in the class file (see the archmage file for an example).

ft (FriendlyTarget)

Checks whether you have a friendly target.

Usage

ft:need

need : + or -

+ if you want the ability to show up when you have a friendly target, - when you don't.

et (EnemyTarget)

Checks whether you have an enemy target.

Usage

et:need

need : + or -

+ if you want the ability to show up when you have an enemy target, - when you don't.

com (Combat)

Checks whether you are in combat.

Usage

com:need

need : + or -

+ if you want the ability to show up when you are in combat, - when you aren't.

hp (HitPoints)

Checks whether you have a certain amount of hp.

Usage

hp:hitpoints:need

hitpoints : <number>

The amount of hp you want to check for.

need : + or -

+ if you want the ability to show up when you have more hp than the value above, - when you have less (leaving this blank means +).

hpp (HitPointsPercent)

Checks whether a target has a certain % of hp.

Usage

hpp:hitpointspercent:need:target

hitpointspercent : <number>

The % of hp you want to check for.

need : + or -

+ if you want the ability to show up when the target has more hp % than the value above, - when the target has less (leaving this blank means +).

target : f, e or p

The mod will usually guess the target you want to check using the tags of the ability, but in some cases it doesn't work, so use f (friendly target), e (enemy target) or p (player, yourself). If you always use the same option for an ability you can set it's default target either with the /nb dt command or by changing it in the class file (see the archmage file for an example).

ap (ActionPoints)

Checks whether you have a certain amount of ap.

Usage

ap:actionpoints:need

actionpoints : <number>

The amount of ap you want to check for.

need : + or -

+ if you want the ability to show up when you have more ap than the value above, - when you have less (leaving this blank means +).

c (Career)

Checks whether a target is of a specific career.

Usage

c:career:need:target

career : <careerShortName>

The career you want to check for :
Ranged physical DPS
  • en  = GameData.CareerLine.ENGINEER
  • sw  = GameData.CareerLine.SHADOW_WARRIOR
  • sh  = GameData.CareerLine.SQUIG_HERDER
Tank
  • ib  = GameData.CareerLine.IRON_BREAKER
  • bg  = GameData.CareerLine.SHADE (Blackguard)
  • sm  = GameData.CareerLine.SWORDMASTER
  • bo  = GameData.CareerLine.BLACK_ORC
  • kbs = GameData.CareerLine.KNIGHT
  • chs = GameData.CareerLine.CHOSEN
Melee DPS
  • wh  = GameData.CareerLine.WITCH_HUNTER
  • we  = GameData.CareerLine.ASSASSIN
  • wl  = GameData.CareerLine.SEER (White Lion)
  • ma  = GameData.CareerLine.WARRIOR (Marauder)
  • sl  = GameData.CareerLine.SLAYER
  • chp = GameData.CareerLine.CHOPPA
Ranged support
  • am  = GameData.CareerLine.ARCHMAGE
  • sha = GameData.CareerLine.SHAMAN
  • rp  = GameData.CareerLine.RUNE_PRIEST
  • zlt = GameData.CareerLine.ZEALOT
Ranged magical DPS
  • bw  = GameData.CareerLine.BRIGHT_WIZARD
  • sor = GameData.CareerLine.SORCERER
  • mag = GameData.CareerLine.MAGUS
Melee support
  • wp  = GameData.CareerLine.WARRIOR_PRIEST
  • dok = GameData.CareerLine.BLOOD_PRIEST (Disciple of Khaine)
Other
  • npc = 0 (mobs)
  • obj = -1 (keep doors, ...)

need : + or -

+ if you want the ability to show up when the target is of the specific career, - if it is not (leaving this blank means +).

target : f, e or p

The mod will usually guess the target you want to check using the tags of the ability, but in some cases it doesn't work, so use f (friendly target), e (enemy target) or p (player, yourself). If you always use the same option for an ability you can set it's default target either with the /nb dt command or by changing it in the class file (see the archmage file for an example).

a (Archetype)

Checks whether a target is of a specific archetype.

Usage

a:archetype:need:target

archetype : <archetypeShortName>

The archetype you want to check for :
Basic archetypes
  • "tank",   -- Tank
  • "mdps",   -- Melee DPS
  • "rpdps",  -- Ranged Physical DPS
  • "rmdps",  -- Ranged Magical DPS
  • "rsupp",  -- Ranged Support
  • "msupp",  -- Melee Support
Composite archetypes
  • "melee",  -- Melee
  • "cast",   -- Caster
  • "dps",    -- DPS
  • "pdps",   -- Physical DPS
  • "rdps",   -- Ranged DPS
  • "supp",   -- Support
  • "wu",     -- Weapon user (MELEE + RPDPS)
Other
  • "npc" -- (both npc and obj "careers")

need : + or -

+ if you want the ability to show up when the target is of the specific archetype, - if it is not (leaving this blank means +).

target : f, e or p

The mod will usually guess the target you want to check using the tags of the ability, but in some cases it doesn't work, so use f (friendly target), e (enemy target) or p (player, yourself). If you always use the same option for an ability you can set it's default target either with the /nb dt command or by changing it in the class file (see the archmage file for an example).

mov (Movement)

Checks whether you are moving.

Usage

mov:need

need : + or -

+ if you want the ability to show up when you are moving, - if you are not.

ae (AbilityEnabled)

Checks whether one of your ability is enabled. This means if it is grayed in the action bar or not, not related to cooldown or range. Use only for abilities other than the one this is linked to, as it will be checked by default.

Usage

ae:ability:need

ability : <abilityId>

The ID of the ability you want to check.

need : + or -

+ if you want the ability to show up when the ability above is enabled, - if not (leaving this blank means +).

atv (AbilityTargetValid)

Checks whether one of your ability has a valid target. Use only for abilities other than the one this is linked to, as it will be checked by default.

Usage

atv:ability:need

ability : <abilityId>

The ID of the ability you want to check.

need : + or -

+ if you want the ability to show up when the ability above has a valid target, - if not (leaving this blank means +).

acd (AbilityOnCooldown)

Checks whether one of your ability is on cooldown. Use only for abilities other than the one this is linked to, as it will be checked by default.

Usage

acd:ability:need

ability : <abilityId>

The ID of the ability you want to check.

need : + or -

+ if you want the ability to show up when the ability above is on cooldown, - if not (leaving this blank means +).