Uncommon Rares
Macro APITriggers

Battle Ended

Runs when combat finishes.

Category
Combat
Runs when
The battle ends.
Summary
Runs when combat finishes.
Version
1

Events

  • combat-end

Lua Example

print("Source event", ctx.combat.timelineEventId)

ctx Fields

TriggerPathTypeLabelDescription
Battle Endedctx.combat.timelineEventIdidSource eventTimeline event where the battle ended.
Battle Endedctx.player.levelnumberPlayer levelThe player level used for this macro run.
Battle Endedctx.player.currencyCoppernumberCurrencyThe player currency carried in copper.
Battle Endedctx.player.bag.usedSlotsnumberBag usedThe number of backpack slots currently occupied.
Battle Endedctx.player.bag.maxSlotsnumberBag capacityThe current backpack capacity including equipped bag bonuses.
Battle Endedctx.player.bag.freeSlotsnumberBag freeThe number of free backpack slots remaining.
Battle Endedctx.player.derivedStats.maxLifenumberDerived statA derived stat value; other stat keys are available beside maxLife.
Battle Endedctx.player.equipment.mainHand.itemDefinitionKeystringEquipped itemAn equipped item definition key. Replace mainHand with another equipment slot as needed.
Battle Endedctx.player.equipment.mainHand.raritystringEquipped item rarityThe rarity of an equipped item.
Battle Endedctx.player.equipment.mainHand.itemLevelnumberEquipped item levelThe required level of an equipped item.
Battle Endedctx.player.equipment.mainHand.dropLevelnumberEquipped drop levelThe drop level used to generate an equipped item.
Battle Endedctx.player.equipment.mainHand.stats.maxLifenumberEquipped item statA stat contribution from an equipped item; other stat keys are available beside maxLife.
Battle Endedctx.player.equipment.mainHand.affixes[].keystringEquipped affixA rolled affix key on an equipped item.

Blocks

BlockCategorySummary
ContinueFlowReturns continue to the Storyteller.
PauseFlowReturns pause to the Storyteller.