if not WeakAuras.IsLibsOK() then return end
---@type string
local AddonName = ...
---@class Private
local Private = select(2, ...)

-- Lua APIs
local tinsert, tsort = table.insert, table.sort
local tostring = tostring
local select, pairs, type = select, pairs, type
local ceil = ceil

-- WoW APIs
local GetTalentInfo = GetTalentInfo
local GetSpecialization = GetSpecialization
local UnitClass = UnitClass
local GetShapeshiftFormInfo, GetShapeshiftForm = GetShapeshiftFormInfo, GetShapeshiftForm
local GetRuneCooldown, UnitCastingInfo, UnitChannelInfo = GetRuneCooldown, UnitCastingInfo, UnitChannelInfo
local UnitDetailedThreatSituation = UnitDetailedThreatSituation
local MAX_NUM_TALENTS = MAX_NUM_TALENTS or 20

---@class WeakAuras
local WeakAuras = WeakAuras
local L = WeakAuras.L

local SpellRange = LibStub("SpellRange-1.0")
function WeakAuras.IsSpellInRange(spellId, unit)
  return SpellRange.IsSpellInRange(spellId, unit)
end

local LibRangeCheck = LibStub("LibRangeCheck-3.0")

function WeakAuras.GetRange(unit, checkVisible)
  return LibRangeCheck:GetRange(unit, checkVisible);
end

function WeakAuras.CheckRange(unit, range, operator)
  local min, max = LibRangeCheck:GetRange(unit, true);
  if (type(range) ~= "number") then
    range = tonumber(range);
  end
  if (not range) then
    return
  end
  if (operator == "<=") then
    return (max or 999) <= range;
  else
    return (min or 0) >= range;
  end
end

local RangeCacheStrings = {friend = "", harm = "", misc = ""}
local function RangeCacheUpdate()
  local friend, harm, misc = {}, {}, {}
  local friendString, harmString, miscString

  for range in LibRangeCheck:GetFriendCheckers() do
    tinsert(friend, range)
  end
  tsort(friend)
  for range in LibRangeCheck:GetHarmCheckers() do
    tinsert(harm, range)
  end
  tsort(harm)
  for range in LibRangeCheck:GetMiscCheckers() do
    tinsert(misc, range)
  end
  tsort(misc)

  for _, key in pairs(friend) do
    friendString = (friendString and (friendString .. ", ") or "") .. key
  end
  for _, key in pairs(harm) do
    harmString = (harmString and (harmString .. ", ") or "") .. key
  end
  for _, key in pairs(misc) do
      miscString = (miscString and (miscString .. ", ") or "") .. key
  end
  RangeCacheStrings.friend, RangeCacheStrings.harm, RangeCacheStrings.misc = friendString, harmString, miscString
end

LibRangeCheck:RegisterCallback(LibRangeCheck.CHECKERS_CHANGED, RangeCacheUpdate)

function WeakAuras.UnitDetailedThreatSituation(unit1, unit2)
  local ok, aggro, status, threatpct, rawthreatpct, threatvalue = pcall(UnitDetailedThreatSituation, unit1, unit2)
  if ok then
    return aggro, status, threatpct, rawthreatpct, threatvalue
  end
end

WeakAuras.UnitCastingInfo = UnitCastingInfo

if WeakAuras.IsRetail() then
  local cacheEmpowered = {}
  WeakAuras.UnitChannelInfo = function(unit)
    local name, text, texture, startTime, endTime, isTradeSkill, notInterruptible, spellID, _, numStages = UnitChannelInfo(unit)
    if name == nil and cacheEmpowered[unit] then
      local holdAtMaxTime
      holdAtMaxTime, name, text, texture, startTime, endTime, isTradeSkill, notInterruptible, spellID, _, numStages = unpack(cacheEmpowered[unit])
      if endTime == nil
      or holdAtMaxTime == nil
      or endTime + holdAtMaxTime < GetTime()
      then -- invalid or too old data
        cacheEmpowered[unit] = nil
        return nil
      end
    end
    return name, text, texture, startTime, endTime, isTradeSkill, notInterruptible, spellID, _, numStages
  end
  local cacheEmpoweredFrame = CreateFrame("Frame")
  cacheEmpoweredFrame:RegisterEvent("UNIT_SPELLCAST_EMPOWER_START")
  cacheEmpoweredFrame:RegisterEvent("UNIT_SPELLCAST_EMPOWER_UPDATE")
  cacheEmpoweredFrame:RegisterEvent("UNIT_SPELLCAST_EMPOWER_STOP")
  cacheEmpoweredFrame:RegisterEvent("PLAYER_TARGET_CHANGED")
  cacheEmpoweredFrame:RegisterEvent("PLAYER_SOFT_FRIEND_CHANGED")
  cacheEmpoweredFrame:RegisterEvent("PLAYER_SOFT_ENEMY_CHANGED")
  cacheEmpoweredFrame:RegisterEvent("PLAYER_FOCUS_CHANGED")
  cacheEmpoweredFrame:SetScript("OnEvent", function(_, event, unit, ...)
    if Private.player_target_events[event] then
      unit = Private.player_target_events[event]
    end
    if event == "UNIT_SPELLCAST_EMPOWER_START"
    or event == "UNIT_SPELLCAST_EMPOWER_UPDATE"
    or (
      (Private.player_target_events[event])
      and (select(10, UnitChannelInfo(unit)) or 0) > 0  -- 10th arg of UnitChannelInfo is numStages for empowered spells
    )
    then
      cacheEmpowered[unit] = {GetUnitEmpowerHoldAtMaxTime(unit), UnitChannelInfo(unit)}
    else
      cacheEmpowered[unit] = nil
    end
    if unit == "player" and event == "UNIT_SPELLCAST_EMPOWER_START" or event == "UNIT_SPELLCAST_EMPOWER_STOP" then
      local castLatencyFrame = Private.frames["Cast Latency Handler"]
      if castLatencyFrame then
        castLatencyFrame:GetScript("OnEvent")(nil, event, unit, ...)
      end
    end
    WeakAuras.ScanUnitEvents(event.."_FAKE", unit, ...)
  end)
else
  WeakAuras.UnitChannelInfo = UnitChannelInfo
end

local constants = {
  nameRealmFilterDesc = L[" Filter formats: 'Name', 'Name-Realm', '-Realm'. \n\nSupports multiple entries, separated by commas\nCan use \\ to escape -."],
  instanceFilterDeprecated = L["This filter has been moved to the Location trigger. Change your aura to use the new Location trigger or join the WeakAuras Discord server for help."],
}

if WeakAuras.IsClassicOrCata() then
  ---@param unit UnitToken
  ---@return string? role
  WeakAuras.UnitRaidRole = function(unit)
    local raidID = UnitInRaid(unit)
    if raidID then
      return select(10, GetRaidRosterInfo(raidID)) or "NONE"
    end
  end
end

---@param school integer
---@return string school
function WeakAuras.SpellSchool(school)
  return Private.combatlog_spell_school_types[school] or ""
end

---@param flag integer
---@return integer index
function WeakAuras.RaidFlagToIndex(flag)
  return Private.combatlog_raidFlags[flag] or 0
end

local function get_zoneId_list()
  local currentmap_id = C_Map.GetBestMapForUnit("player")
  local instanceId = select(8, GetInstanceInfo())
  local bottomText = L["Supports multiple entries, separated by commas. To include child zone ids, prefix with 'c', e.g. 'c2022'.\nGroup Zone IDs must be prefixed with 'g', e.g. 'g277'. \nSupports Area IDs from https://wago.tools/db2/AreaTable prefixed with 'a'. \nSupports Instance IDs prefixed with 'i'.\nEntries can be prefixed with '-' to negate."]
  if not instanceId and not currentmap_id then
    return ("%s\n\n%s"):format(Private.get_zoneId_list(), bottomText)
  elseif not currentmap_id then
    return ("%s|cffffd200%s|r\n%s: %d\n\n%s"):format(Private.get_zoneId_list(), L["Current Instance"], L["Instance Id"], instanceId, bottomText)
  end
  local currentmap_info = C_Map.GetMapInfo(currentmap_id)
  local currentmap_name = currentmap_info and currentmap_info.name or ""
  local currentmap_zone_name = ""
  local parentmap_zone_name = ""
  local mapGroupId = C_Map.GetMapGroupID(currentmap_id)
  if mapGroupId then
    currentmap_zone_name = string.format("|cffffd200%s|r\n%s: g%d\n\n",
                                         L["Current Zone Group"], currentmap_name, mapGroupId)

    -- if map is in a group, its real name is (or should be?) found in GetMapGroupMembersInfo
    for k, map in ipairs(C_Map.GetMapGroupMembersInfo(mapGroupId)) do
      if map.mapID and map.mapID == currentmap_id and map.name then
        currentmap_name = map.name
        break
      end
    end
  end
  if currentmap_info and currentmap_info.parentMapID > 0  then
    local parentmap_info = C_Map.GetMapInfo(currentmap_info.parentMapID)
    local parentmap_name = parentmap_info and parentmap_info.name or ""
    parentmap_zone_name = string.format("|cffffd200%s|r\n%s: c%d\n\n",
                                         L["Parent Zone"], parentmap_name, currentmap_info.parentMapID)
  end

  return ("%s|cffffd200%s|r\n%s: %d\n\n%s%s|cffffd200%s|r\n%s: i%d\n\n%s"):format(
    Private.get_zoneId_list(),
    L["Current Zone"],
    currentmap_name,
    currentmap_id,
    parentmap_zone_name,
    currentmap_zone_name,
    L["Current Instance"],
    L["Instance Id"],
    instanceId,
    bottomText
  )
end

Private.function_strings = {
  count = [[
    return function(count)
      if(count %s %s) then
        return true
      else
        return false
      end
    end
  ]],
  count_fraction = [[
    return function(count, max)
      if max == 0 then
        return false
      end
      local fraction = count/max
      if(fraction %s %s) then
        return true
      else
        return false
      end
    end
  ]],
  always = [[
    return function()
      return true
    end
  ]]
};

local hsvFrame = CreateFrame("ColorSelect")

-- HSV transition, for a much prettier color transition in many cases
-- see http://www.wowinterface.com/forums/showthread.php?t=48236
---@param perc number
---@param r1 number
---@param g1 number
---@param b1 number
---@param a1 number
---@param r2 number
---@param g2 number
---@param b2 number
---@param a2 number
---@return number r
---@return number g
---@return number b
---@return number a
function WeakAuras.GetHSVTransition(perc, r1, g1, b1, a1, r2, g2, b2, a2)
  --get hsv color for colorA
  hsvFrame:SetColorRGB(r1, g1, b1)
  local h1, s1, v1 = hsvFrame:GetColorHSV() -- hue, saturation, value
  --get hsv color for colorB
  hsvFrame:SetColorRGB(r2, g2, b2)
  local h2, s2, v2 = hsvFrame:GetColorHSV() -- hue, saturation, value
  local h3 = floor(h1 - (h1 - h2) * perc)
  -- find the shortest arc through the color circle, then interpolate
  local diff = h2 - h1
  if diff < -180 then
    diff = diff + 360
  elseif diff > 180 then
    diff = diff - 360
  end

  h3 = (h1 + perc * diff) % 360
  local s3 = s1 - ( s1 - s2 ) * perc
  local v3 = v1 - ( v1 - v2 ) * perc
  --get the RGB values of the new color
  hsvFrame:SetColorHSV(h3, s3, v3)
  local r, g, b = hsvFrame:GetColorRGB()
  --interpolate alpha
  local a = a1 - ( a1 - a2 ) * perc
  --return the new color
  return r, g, b, a
end


Private.anim_function_strings = {
straight = [[
function(progress, start, delta)
    return start + (progress * delta)
end
]],

straightTranslate = [[
function(progress, startX, startY, deltaX, deltaY)
    return startX + (progress * deltaX), startY + (progress * deltaY)
end
]],

straightScale = [[
function(progress, startX, startY, scaleX, scaleY)
    return startX + (progress * (scaleX - startX)), startY + (progress * (scaleY - startY))
end
]],

straightColor = [[
function(progress, r1, g1, b1, a1, r2, g2, b2, a2)
    return r1 + (progress * (r2 - r1)), g1 + (progress * (g2 - g1)), b1 + (progress * (b2 - b1)), a1 + (progress * (a2 - a1))
end
]],

straightHSV = [[
function(progress, r1, g1, b1, a1, r2, g2, b2, a2)
    return WeakAuras.GetHSVTransition(progress, r1, g1, b1, a1, r2, g2, b2, a2)
end
]],

circle = [[
function(progress, startX, startY, deltaX, deltaY)
    local angle = progress * 2 * math.pi
    return startX + (deltaX * math.cos(angle)), startY + (deltaY * math.sin(angle))
end
]],

circle2 = [[
function(progress, startX, startY, deltaX, deltaY)
    local angle = progress * 2 * math.pi
    return startX + (deltaX * math.sin(angle)), startY + (deltaY * math.cos(angle))
end
]],

spiral = [[
function(progress, startX, startY, deltaX, deltaY)
    local angle = progress * 2 * math.pi
    return startX + (progress * deltaX * math.cos(angle)), startY + (progress * deltaY * math.sin(angle))
end
]],

spiralandpulse = [[
function(progress, startX, startY, deltaX, deltaY)
    local angle = (progress + 0.25) * 2 * math.pi
    return startX + (math.cos(angle) * deltaX * math.cos(angle*2)), startY + (math.abs(math.cos(angle)) * deltaY * math.sin(angle*2))
end
]],

shake = [[
function(progress, startX, startY, deltaX, deltaY)
    local prog
    if(progress < 0.25) then
        prog = progress * 4
    elseif(progress < .75) then
        prog = 2 - (progress * 4)
    else
        prog = (progress - 1) * 4
    end
    return startX + (prog * deltaX), startY + (prog * deltaY)
end
]],

starShakeDecay = [[
function(progress, startX, startY, deltaX, deltaY)
    local spokes = 10
    local fullCircles = 4

    local r = min(abs(deltaX), abs(deltaY))
    local xScale = deltaX / r
    local yScale = deltaY / r

    local deltaAngle = fullCircles *2 / spokes * math.pi
    local p = progress * spokes
    local i1 = floor(p)
    p = p - i1

    local angle1 = i1 * deltaAngle
    local angle2 = angle1 + deltaAngle

    local x1 = r * math.cos(angle1)
    local y1 = r * math.sin(angle1)

    local x2 = r * math.cos(angle2)
    local y2 = r * math.sin(angle2)

    local x, y = p * x2 + (1-p) * x1, p * y2 + (1-p) * y1
    local ease = math.sin(progress * math.pi / 2)
    return ease * x * xScale, ease * y * yScale
end
]],

bounceDecay = [[
function(progress, startX, startY, deltaX, deltaY)
    local prog = (progress * 3.5) % 1
    local bounce = math.ceil(progress * 3.5)
    local bounceDistance = math.sin(prog * math.pi) * (bounce / 4)
    return startX + (bounceDistance * deltaX), startY + (bounceDistance * deltaY)
end
]],

bounce = [[
function(progress, startX, startY, deltaX, deltaY)
    local bounceDistance = math.sin(progress * math.pi)
    return startX + (bounceDistance * deltaX), startY + (bounceDistance * deltaY)
end
]],

flash = [[
function(progress, start, delta)
    local prog
    if(progress < 0.5) then
        prog = progress * 2
    else
        prog = (progress - 1) * 2
    end
    return start + (prog * delta)
end
]],

pulse = [[
function(progress, startX, startY, scaleX, scaleY)
    local angle = (progress * 2 * math.pi) - (math.pi / 2)
    return startX + (((math.sin(angle) + 1)/2) * (scaleX - 1)), startY + (((math.sin(angle) + 1)/2) * (scaleY - 1))
end
]],

alphaPulse = [[
function(progress, start, delta)
    local angle = (progress * 2 * math.pi) - (math.pi / 2)
    return start + (((math.sin(angle) + 1)/2) * delta)
end
]],

pulseColor = [[
function(progress, r1, g1, b1, a1, r2, g2, b2, a2)
    local angle = (progress * 2 * math.pi) - (math.pi / 2)
    local newProgress = ((math.sin(angle) + 1)/2);
    return r1 + (newProgress * (r2 - r1)),
         g1 + (newProgress * (g2 - g1)),
         b1 + (newProgress * (b2 - b1)),
         a1 + (newProgress * (a2 - a1))
end
]],

pulseHSV = [[
function(progress, r1, g1, b1, a1, r2, g2, b2, a2)
    local angle = (progress * 2 * math.pi) - (math.pi / 2)
    local newProgress = ((math.sin(angle) + 1)/2);
    return WeakAuras.GetHSVTransition(newProgress, r1, g1, b1, a1, r2, g2, b2, a2)
end
]],

fauxspin = [[
function(progress, startX, startY, scaleX, scaleY)
    local angle = progress * 2 * math.pi
    return math.cos(angle) * scaleX, startY + (progress * (scaleY - startY))
end
]],

fauxflip = [[
function(progress, startX, startY, scaleX, scaleY)
    local angle = progress * 2 * math.pi
    return startX + (progress * (scaleX - startX)), math.cos(angle) * scaleY
end
]],

backandforth = [[
function(progress, start, delta)
    local prog
    if(progress < 0.25) then
        prog = progress * 4
    elseif(progress < .75) then
        prog = 2 - (progress * 4)
    else
        prog = (progress - 1) * 4
    end
    return start + (prog * delta)
end
]],

wobble = [[
function(progress, start, delta)
    local angle = progress * 2 * math.pi
    return start + math.sin(angle) * delta
end
]],

hide = [[
function()
    return 0
end
]]
};

Private.anim_presets = {
  -- Start and Finish
  slidetop = {
    type = "custom",
    duration = 0.25,
    use_translate = true,
    x = 0, y = 50,
    use_alpha = true,
    alpha = 0
  },
  slideleft = {
    type = "custom",
    duration = 0.25,
    use_translate = true,
    x = -50,
    y = 0,
    use_alpha = true,
    alpha = 0
  },
  slideright = {
    type = "custom",
    duration = 0.25,
    use_translate = true,
    x = 50,
    y = 0,
    use_alpha = true,
    alpha = 0
  },
  slidebottom = {
    type = "custom",
    duration = 0.25,
    use_translate = true,
    x = 0,
    y = -50,
    use_alpha = true,
    alpha = 0
  },
  fade = {
    type = "custom",
    duration = 0.25,
    use_alpha = true,
    alpha = 0
  },
  grow = {
    type = "custom",
    duration = 0.25,
    use_scale = true,
    scalex = 2,
    scaley = 2,
    use_alpha = true,
    alpha = 0
  },
  shrink = {
    type = "custom",
    duration = 0.25,
    use_scale = true,
    scalex = 0,
    scaley = 0,
    use_alpha = true,
    alpha = 0
  },
  spiral = {
    type = "custom",
    duration = 0.5,
    use_translate = true,
    x = 100,
    y = 100,
    translateType = "spiral",
    use_alpha = true,
    alpha = 0
  },
  bounceDecay = {
    type = "custom",
    duration = 1.5,
    use_translate = true,
    x = 50,
    y = 50,
    translateType = "bounceDecay",
    use_alpha = true,
    alpha = 0
  },
  starShakeDecay = {
    type = "custom",
    duration = 1,
    use_translate = true,
    x = 50,
    y = 50,
    translateType = "starShakeDecay",
    use_alpha = true,
    alpha = 0
  },
  -- Main
  shake = {
    type = "custom",
    duration = 0.5,
    use_translate = true,
    x = 10,
    y = 0,
    translateType = "circle2"
  },
  spin = {
    type = "custom",
    duration = 1,
    use_scale = true,
    scalex = 1,
    scaley = 1,
    scaleType = "fauxspin"
  },
  flip = {
    type = "custom",
    duration = 1,
    use_scale = true,
    scalex = 1,
    scaley = 1,
    scaleType = "fauxflip"
  },
  wobble = {
    type = "custom",
    duration = 0.5,
    use_rotate = true,
    rotate = 3,
    rotateType = "wobble"
  },
  pulse = {
    type = "custom",
    duration = 0.75,
    use_scale = true,
    scalex = 1.05,
    scaley = 1.05,
    scaleType = "pulse"
  },
  alphaPulse = {
    type = "custom",
    duration = 0.5,
    use_alpha = true,
    alpha = 0.5,
    alphaType = "alphaPulse"
  },
  rotateClockwise = {
    type = "custom",
    duration = 4,
    use_rotate = true,
    rotate = -360
  },
  rotateCounterClockwise = {
    type = "custom",
    duration = 4,
    use_rotate = true,
    rotate = 360
  },
  spiralandpulse = {
    type = "custom",
    duration = 6,
    use_translate = true,
    x = 100,
    y = 100,
    translateType = "spiralandpulse"
  },
  circle = {
    type = "custom",
    duration = 4,
    use_translate = true,
    x = 100,
    y = 100,
    translateType = "circle"
  },
  orbit = {
    type = "custom",
    duration = 4,
    use_translate = true,
    x = 100,
    y = 100,
    translateType = "circle",
    use_rotate = true,
    rotate = 360
  },
  bounce = {
    type = "custom",
    duration = 0.6,
    use_translate = true,
    x = 0,
    y = 25,
    translateType = "bounce"
  }
};

WeakAuras.class_ids = {}
for classID = 1, 20 do -- GetNumClasses not supported by wow classic
  local classInfo = C_CreatureInfo.GetClassInfo(classID)
  if classInfo then
    WeakAuras.class_ids[classInfo.classFile] = classInfo.classID
  end
end

if WeakAuras.IsClassicOrCata() then
  ---@param index integer
  ---@param extraOption boolean?
  ---@return boolean? hasTalent
  function WeakAuras.CheckTalentByIndex(index, extraOption)
    local tab = ceil(index / MAX_NUM_TALENTS)
    local num_talent = (index - 1) % MAX_NUM_TALENTS + 1
    local name, _, _, _, rank  = GetTalentInfo(tab, num_talent)
    if name == nil then
      return nil
    end
    local result = rank and rank > 0
    if extraOption == 4 then
      return result
    elseif extraOption == 5 then
      return not result
    end
    return result;
  end
end

if WeakAuras.IsRetail() then
  local talentCheckFrame = CreateFrame("Frame")
  Private.frames["WeakAuras talentCheckFrame"] = talentCheckFrame
  talentCheckFrame:RegisterEvent("TRAIT_CONFIG_CREATED")
  talentCheckFrame:RegisterEvent("TRAIT_CONFIG_UPDATED")
  talentCheckFrame:RegisterEvent("PLAYER_TALENT_UPDATE")
  talentCheckFrame:RegisterEvent("PLAYER_SPECIALIZATION_CHANGED")
  talentCheckFrame:RegisterEvent("PLAYER_LOGIN")

  --- @type table<number, {rank: number, spellId: number}>
  local selectedTalentsById = {}

  Private.CheckTalentsForLoad = function(event)
    Private.StartProfileSystem("talent")
    selectedTalentsById = {}
    local configId = C_ClassTalents.GetActiveConfigID()
    if configId then
      local configInfo = C_Traits.GetConfigInfo(configId)
      if configInfo then
        for _, treeId in ipairs(configInfo.treeIDs) do
          local nodes = C_Traits.GetTreeNodes(treeId)
          for _, nodeId in ipairs(nodes) do
            local node = C_Traits.GetNodeInfo(configId, nodeId)
            if node.ID ~= 0 then
              for _, talentId in ipairs(node.entryIDs) do
                local entryInfo = C_Traits.GetEntryInfo(configId, talentId)
                if entryInfo.definitionID then
                  local definitionInfo = C_Traits.GetDefinitionInfo(entryInfo.definitionID)
                  local rank = node.activeRank
                  if node.activeEntry then
                    rank = node.activeEntry.entryID == talentId and node.activeEntry.rank or 0
                  end
                  if node.subTreeID then
                    local subTreeInfo = C_Traits.GetSubTreeInfo(configId, node.subTreeID)
                    if not subTreeInfo.isActive then
                      rank = 0
                    end
                  end
                  selectedTalentsById[talentId] = {
                    rank = rank,
                    spellId = definitionInfo.spellID
                  }
                end
              end
            end
          end
        end
      end
    end
    Private.ScanForLoads(nil, "WA_TALENT_UPDATE")
    WeakAuras.ScanEvents("WA_TALENT_UPDATE")

    if (event == "WA_DELAYED_PLAYER_ENTERING_WORLD" or event == "PLAYER_TALENT_UPDATE") then
      C_Timer.After(1, function()
        local spec = GetSpecialization()
        if type(spec) == "number" and spec > 0 then
          local specId = GetSpecializationInfo(spec)
          if specId then
            Private.talentInfo[specId] = nil
            Private.GetTalentData(specId)
          end
        end
      end)
    end

    Private.StopProfileSystem("talent")
  end

  talentCheckFrame:SetScript("OnEvent", Private.CheckTalentsForLoad)

  ---@param talentId integer
  ---@return string? spellName
  ---@return number? icon
  ---@return number? spellId
  ---@return number? rank
  function WeakAuras.GetTalentById(talentId)
    if selectedTalentsById[talentId] then
      local spellName, _, icon = Private.ExecEnv.GetSpellInfo(selectedTalentsById[talentId].spellId)
      return spellName, icon, selectedTalentsById[talentId].spellId, selectedTalentsById[talentId].rank
    end
  end

  ---@param talentId integer
  ---@return boolean hasTalent
  function WeakAuras.CheckTalentId(talentId)
    return selectedTalentsById[talentId] and selectedTalentsById[talentId].rank > 0
  end
end

---@param spellId integer
---@return boolean hasTalent
---@return number? spellid
function WeakAuras.CheckPvpTalentBySpellId(spellId)
  local checkTalentSlotInfo = C_SpecializationInfo.GetPvpTalentSlotInfo(1)
  if checkTalentSlotInfo then
    for i = 1, 3 do
      local talentSlotInfo = C_SpecializationInfo.GetPvpTalentSlotInfo(i)
      if talentSlotInfo and talentSlotInfo.selectedTalentID then
        local selectedSpellId = select(6, GetPvpTalentInfoByID(talentSlotInfo.selectedTalentID))
        if selectedSpellId == spellId then
          return true, spellId
        end
      end
    end
    return false, spellId
  end
  return false
end

---@param loadids string
---@param currentId string
---@return boolean result
function WeakAuras.CheckNumericIds(loadids, currentId)
  if (not loadids or not currentId) then
    return false;
  end

  local searchFrom = 0;
  local startI, endI = string.find(loadids, currentId, searchFrom);
  while (startI) do
    searchFrom = endI + 1; -- start next search from end
    if (startI == 1 or tonumber(string.sub(loadids, startI - 1, startI - 1)) == nil) then
      -- Either right at start, or character before is not a number
      if (endI == string.len(loadids) or tonumber(string.sub(loadids, endI + 1, endI + 1)) == nil) then
        return true;
      end
    end
    startI, endI = string.find(loadids, currentId, searchFrom);
  end
  return false;
end

---@param info any?
---@param val any
---@return boolean isNumeric
function WeakAuras.ValidateNumeric(info, val)
  if val ~= nil and val ~= "" and (not tonumber(val) or tonumber(val) >= 2^31) then
    return false;
  end
  return true
end

---@param info any?
---@param val any
---@return boolean isTime
function WeakAuras.ValidateTime(info, val)
  if val ~= nil and val ~= "" then
    if not tonumber(val) then
      if val:sub(1,1) == "-" then
        val = val:sub(2, #val)
      end
      return (val:match("^%d+:%d+:[%d%.]+$") or val:match("^%d+:[%d+%.]+$")) and true or false
    elseif tonumber(val) >= 2^31 then
      return false
    end
  end
  return true
end

---@param val number|string
---@return number? result
function WeakAuras.TimeToSeconds(val)
  if tonumber(val) then
    return tonumber(val)
  else
    local sign = 1
    if val:sub(1,1) == "-" then
      sign = -1
      val = val:sub(2, #val)
    end
    local h, m, s = val:match("^(%d+):(%d+):([%d%.]+)$")
    if h and m and s then
      return (h*3600 + m*60 + s) * sign
    else
      local m, s = val:match("^(%d+):([%d%.]+)$")
      if m and s then
        return (m*60 + s) * sign
      end
    end
  end
end

Private.tinySecondFormat = function(value)
  if type(value) == "string" then value = tonumber(value) end
  if type(value) == "number" then
     local negative = value < 0
     value = math.abs(value)
     local fraction = value - math.floor(value)
     local ret
     if value > 3600 then
        ret = ("%i:%02i:%02i"):format(math.floor(value / 3600), math.floor((value % 3600) / 60), value % 60)
     elseif value > 60 then
        ret = ("%i:%02i"):format(math.floor(value / 60), value % 60)
     else
        ret = ("%i"):format(value)
     end
     local negSign = negative and "-" or ""
     if fraction > 0 then
        return negSign .. ret .. tostring(Round(fraction * 100) / 100):sub(2)
     else
        return negSign .. ret
     end
  end
end

function Private.ExecEnv.ParseStringCheck(input)
  if not input then return end
  local matcher = {
    entries = {},
    negativeEntries = {},
    Check = function(self, e)
      return false
    end,
    CheckBoth = function(self, e)
      return self.entries[e] and not self.negativeEntries[e]
    end,
    CheckPositive = function(self, e)
      return self.entries[e]
    end,
    CheckNegative = function(self, e)
      return not self.negativeEntries[e]
    end,
    Add = function(self, e, negate)
      if negate then
        self.negativeEntries[e] = true
      else
        self.entries[e] = true
      end
    end
  }

  local start = 1
  local escaped = false
  local partial = ""
  local negate = false
  for i = 1, #input do
    local c = input:sub(i, i)
    if escaped then
      escaped = false
    elseif c == '\\' then
      partial = partial .. input:sub(start, i - 1)
      start = i + 1
      escaped = true
    elseif c == "," then
      matcher:Add(partial .. input:sub(start, i - 1):trim(), negate)
      start = i + 1
      partial = ""
      negate = false
    elseif c == "-" and partial:trim() == "" and input:sub(start, i - 1):trim() == "" then
      start = i + 1
      negate = true
    end
  end
  matcher:Add(partial .. input:sub(start, #input):trim(), negate)

  -- Update check function
  if next(matcher.entries) and next(matcher.negativeEntries) then
    matcher.Check = matcher.CheckBoth
  elseif next(matcher.entries) then
    matcher.Check = matcher.CheckPositive
  elseif next(matcher.negativeEntries) then
    matcher.Check = matcher.CheckNegative
  end

  return matcher
end

---@param info any?
---@param val string
---@return boolean result
function WeakAuras.ValidateNumericOrPercent(info, val)
  if val ~= nil and val ~= "" then
    local index = val:find("%% *$")
    local number = index and tonumber(val:sub(1, index-1)) or tonumber(val)
    if(not number or number >= 2^31) then
      return false;
    end
  end
  return true
end

function Private.ExecEnv.CheckMPlusAffixIds(loadids, currentId)
  if (not loadids or not currentId) or type(currentId) ~= "table" then
    return false
  end
  for i=1, #currentId do
    if loadids == currentId[i] then
      return true
    end
  end
  return false
end

function Private.ExecEnv.CheckGroupMemberType(loadSetting, currentFlags)
  if loadSetting == "LEADER" then
    return bit.band(currentFlags, 1) == 1
  elseif loadSetting == "ASSIST" then
    return bit.band(currentFlags, 2) == 2
  else
    return currentFlags == 0
  end
end

function Private.ExecEnv.CheckChargesDirection(direction, triggerDirection)
  return triggerDirection == "CHANGED"
    or (triggerDirection == "GAINED" and direction > 0)
    or (triggerDirection == "LOST" and direction < 0)
end

function Private.ExecEnv.CheckCombatLogFlags(flags, flagToCheck)
  if type(flags) ~= "number" then return end
  if(flagToCheck == "Mine") then
    return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_MINE) > 0
  elseif (flagToCheck == "InGroup") then
    return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_OUTSIDER) == 0
  elseif (flagToCheck == "InParty") then
    return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_PARTY) > 0
  elseif (flagToCheck == "NotInGroup") then
    return bit.band(flags, COMBATLOG_OBJECT_AFFILIATION_OUTSIDER) > 0
  end
end

function Private.ExecEnv.CheckCombatLogFlagsReaction(flags, flagToCheck)
  if type(flags) ~= "number" then return end
  if (flagToCheck == "Hostile") then
    return bit.band(flags, 64) ~= 0;
  elseif (flagToCheck == "Neutral") then
    return bit.band(flags, 32) ~= 0;
  elseif (flagToCheck == "Friendly") then
    return bit.band(flags, 16) ~= 0;
  end
end

local objectTypeToBit = {
  Object = 16384,
  Guardian = 8192,
  Pet = 4096,
  NPC = 2048,
  Player = 1024,
}

function Private.ExecEnv.CheckCombatLogFlagsObjectType(flags, flagToCheck)
  if type(flags) ~= "number" then return end
  local bitToCheck = objectTypeToBit[flagToCheck]
  if not bitToCheck then return end
  return bit.band(flags, bitToCheck) ~= 0;
end

function Private.ExecEnv.CheckRaidFlags(flags, flagToCheck)
  flagToCheck = tonumber(flagToCheck)
  if not flagToCheck or not flags then return end --bailout
  if flagToCheck == 0 then --no raid mark
    return bit.band(flags, COMBATLOG_OBJECT_RAIDTARGET_MASK) == 0
  elseif flagToCheck == 9 then --any raid mark
    return bit.band(flags, COMBATLOG_OBJECT_RAIDTARGET_MASK) > 0
  else -- specific raid mark
    return bit.band(flags, _G['COMBATLOG_OBJECT_RAIDTARGET'..flagToCheck]) > 0
  end
end

local function IsSpellKnownOrOverridesAndBaseIsKnown(spell, pet)
  if spell == 0 then return false end
  if IsSpellKnown(spell, pet) then
    return true
  end
  local baseSpell = FindBaseSpellByID(spell)
  if baseSpell and baseSpell ~= spell and baseSpell ~= 0 then
    if FindSpellOverrideByID(baseSpell) == spell then
      return IsSpellKnown(baseSpell, pet)
    end
  end
end

---@param spell string|number
---@return boolean result
function WeakAuras.IsPlayerSpellOrOverridesAndBaseIsPlayerSpell(spell)
  if spell == 0 then return false end
  if IsPlayerSpell(spell) then
    return true
  end
  local baseSpell = FindBaseSpellByID(spell)
  if baseSpell and baseSpell ~= spell and baseSpell ~= 0 then
    if FindSpellOverrideByID(baseSpell) == spell then
      return IsPlayerSpell(baseSpell)
    end
  end
  return false
end

---@private
function WeakAuras.IsSpellKnownForLoad(spell, exact)
  if spell == 0 then return false end
  local result = IsPlayerSpell(spell)
                 or IsSpellKnownOrOverridesAndBaseIsKnown(spell, false)
                 or IsSpellKnownOrOverridesAndBaseIsKnown(spell, true)
  if exact or result then
    return result
  end
  -- Dance through the spellname to the current spell id
  local spellName = Private.ExecEnv.GetSpellName(spell or "")
  if (spellName) then
    local otherSpell = select(7, Private.ExecEnv.GetSpellInfo(spellName))
    if otherSpell and otherSpell ~= spell then
      return WeakAuras.IsSpellKnownForLoad(otherSpell)
    end
  end
end

---@param spell string|number
---@param pet boolean?
---@return boolean result
function WeakAuras.IsSpellKnown(spell, pet)
  if spell == 0 then return false end
  if (pet) then
    return IsSpellKnownOrOverridesAndBaseIsKnown(spell, true)
  end
  return IsPlayerSpell(spell) or IsSpellKnownOrOverridesAndBaseIsKnown(spell, false)
end

---@param spell string|number
---@return boolean result
function WeakAuras.IsSpellKnownIncludingPet(spell)
  if (not tonumber(spell)) then
    spell = select(7, Private.ExecEnv.GetSpellInfo(spell));
  end
  if (not spell) then
    return false;
  end
  return WeakAuras.IsSpellKnown(spell, false) or WeakAuras.IsSpellKnown(spell, true)
end

do
-- A small helper to fire WA_DELAYED_SET_INFORMATION if GetNumSetItemsEquipped couldn't give
-- accurate information due to item information being unavailable
  local waitingFor = { }

  local itemDataLoadFrame = CreateFrame("Frame")

  itemDataLoadFrame:SetScript("OnEvent", function(frame, event, itemId, success)
    if waitingFor[itemId] then
      waitingFor[itemId] = nil
      if success then
        WeakAuras.ScanEvents("WA_DELAYED_SET_INFORMATION")
      end
      if next(waitingFor) == nil then
        itemDataLoadFrame:UnregisterEvent("GET_ITEM_INFO_RECEIVED")
      end
    end
  end)

  -- Returns the set id OR causes WA_DELAYED_SET_INFORMATION after the item information is available
  function Private.GetSetId(itemId)
    if itemId  then
      local name, _, _, _, _, _, _, _, _, _, _, _, _, _, _, setID = C_Item.GetItemInfo(itemId)
      if not name then
        if next(waitingFor) == nil then
          itemDataLoadFrame:RegisterEvent("GET_ITEM_INFO_RECEIVED")
        end
        waitingFor[itemId] = true
      else
        return setID
      end
    end
  end

end

---@param setID integer
---@return integer? quantity
---@return integer? maxQuantity
---@return string? setName
function WeakAuras.GetNumSetItemsEquipped(setID)
  if not setID or not type(setID) == "number" then return end
  local equipped = 0
  local setName = C_Item.GetItemSetInfo(setID)
  for i = 1, 18 do
    local item = GetInventoryItemID("player", i)
    if Private.GetSetId(item) == setID then
      equipped = equipped + 1
    end
  end
  return equipped, 18, setName
end

---@return number result
function WeakAuras.GetEffectiveAttackPower()
  local base, pos, neg = UnitAttackPower("player")
  return base + pos + neg
end

local function valuesForTalentFunction(trigger)
  return function()
    local single_class = Private.checkForSingleLoadCondition(trigger, "class")
    if not single_class then
      single_class = select(2, UnitClass("player"));
    end

    -- If a single specific class was found, load the specific list for it
    if WeakAuras.IsRetail() then
      local single_class_and_spec = Private.checkForSingleLoadCondition(trigger, "class_and_spec")
      if single_class_and_spec then
        return Private.GetTalentData(single_class_and_spec)
      else
        -- this should never happen
        return {}
      end
    elseif WeakAuras.IsCataClassic() then
      return Private.talentInfo[single_class]
    else -- classic & tbc
      if single_class and Private.talent_types_specific[single_class] then
        return Private.talent_types_specific[single_class]
      else
        return Private.talent_types
      end
    end
  end
end

local function valuesForHeroTalentFunction(trigger)
  return function()
    local single_class_and_spec = Private.checkForSingleLoadCondition(trigger, "class_and_spec")
    if single_class_and_spec then
      return select(2, Private.GetTalentData(single_class_and_spec))
    else
      -- this should never happen
      return {}
    end
  end
end

---helper to check if a condition is checked and have a single value, and return it
---@param trigger table
---@param name string
---@param validateFn? fun(value: any): boolean values that do not validate are ignored
---@return any
function Private.checkForSingleLoadCondition(trigger, name, validateFn)
  local use_name = "use_"..name
  local trigger_use_name = trigger[use_name]
  local trigger_name = trigger[name]
  if trigger_use_name == true
  and trigger_name
  and trigger_name.single ~= nil
  and (validateFn == nil or validateFn(trigger_name.single))
  then
    return trigger_name.single
  end
  if trigger_use_name == false and trigger_name and trigger_name.multi ~= nil then
    local count = 0
    local key
    for k, v in pairs(trigger_name.multi) do
      if v ~= nil
      and (validateFn == nil or validateFn(k))
      then
        count = count + 1
        key = k
      end
    end
    if count == 1 then
      return key
    end
  end
end

Private.load_prototype = {
  -- Each entry
  --   name: name of argument for load function/option for options/setting in saved data
  --   Options data
  --     display: name to be displayed in the options
  --     type: type to be used for the options
  --     width: width in the options
  --     hidden: whether the option is shown in the options, defaults to false
  --   Load Function Data
  --     enable: whether the test should be tested or not, defaults to true
  --     test: overrides the default test
  --     init: whether the argument should be a function parameter or not. "arg" for yes. Defaults to no argument
  --     events: the events on which the test must be reevaluated
  --     optional: whether the test is relevant for the options classification between loaded and unloaded, defaults to false
  args = {
    {
      name ="generalTitle",
      display = L["General"],
      type = "description",
    },
    {
      name = "combat",
      display = L["In Combat"],
      type = "tristate",
      width = WeakAuras.normalWidth,
      init = "arg",
      optional = true,
      events = {"PLAYER_REGEN_DISABLED", "PLAYER_REGEN_ENABLED"}
    },
    {
      name = "never",
      display = L["Never"],
      type = "toggle",
      width = WeakAuras.normalWidth,
      test = "false",
    },
    {
      name = "alive",
      display = L["Alive"],
      type = "tristate",
      init = "arg",
      width = WeakAuras.normalWidth,
      optional = true,
      events = {"PLAYER_DEAD", "PLAYER_ALIVE", "PLAYER_UNGHOST"}
    },
    {
      name = "encounter",
      display = L["In Encounter"],
      type = "tristate",
      width = WeakAuras.normalWidth,
      init = "arg",
      optional = true,
      events = {"ENCOUNTER_START", "ENCOUNTER_END"}
    },
    {
      name = "warmode",
      display = L["In War Mode"],
      type = "tristate",
      init = WeakAuras.IsRetail() and "arg" or nil,
      width = WeakAuras.normalWidth,
      optional = true,
      enable = WeakAuras.IsRetail(),
      hidden = not WeakAuras.IsRetail(),
      events = {"PLAYER_FLAGS_CHANGED"}
    },
    {
      name = "petbattle",
      display = L["In Pet Battle"],
      type = "tristate",
      init = WeakAuras.IsRetail() and "arg" or nil,
      width = WeakAuras.normalWidth,
      optional = true,
      enable = WeakAuras.IsRetail(),
      hidden = not WeakAuras.IsRetail(),
      events = {"PET_BATTLE_OPENING_START", "PET_BATTLE_CLOSE"}
    },
    {
      name = "vehicle",
      display = (WeakAuras.IsClassicEra()) and L["On Taxi"] or L["In Vehicle"],
      type = "tristate",
      init = "arg",
      width = WeakAuras.normalWidth,
      optional = true,
      events = (WeakAuras.IsClassicEra()) and {"UNIT_FLAGS"}
               or {"VEHICLE_UPDATE", "UNIT_ENTERED_VEHICLE", "UNIT_EXITED_VEHICLE", "UPDATE_OVERRIDE_ACTIONBAR", "UNIT_FLAGS"}
    },
    {
      name = "vehicleUi",
      display = L["Has Vehicle UI"],
      type = "tristate",
      init = WeakAuras.IsCataOrRetail() and "arg" or nil,
      width = WeakAuras.normalWidth,
      optional = true,
      enable = WeakAuras.IsCataOrRetail(),
      hidden = not WeakAuras.IsCataOrRetail(),
      events = {"VEHICLE_UPDATE", "UNIT_ENTERED_VEHICLE", "UNIT_EXITED_VEHICLE", "UPDATE_OVERRIDE_ACTIONBAR", "UPDATE_VEHICLE_ACTIONBAR"}
    },
    {
      name = "dragonriding",
      display = L["Skyriding"],
      type = "tristate",
      init = WeakAuras.IsRetail() and "arg" or nil,
      width = WeakAuras.doubleWidth,
      optional = true,
      enable = WeakAuras.IsRetail(),
      hidden = not WeakAuras.IsRetail(),
      events = {"WA_DRAGONRIDING_UPDATE"}
    },
    {
      name ="playerTitle",
      display = L["Player"],
      type = "description",
    },
    {
      name = "class",
      display = L["Player Class"],
      type = "multiselect",
      values = "class_types",
      init = not WeakAuras.IsRetail() and "arg" or nil,
      enable = not WeakAuras.IsRetail(),
      hidden = WeakAuras.IsRetail(),
    },
    {
      name = "class_and_spec",
      display = L["Class and Specialization"],
      type = "multiselect",
      values = "spec_types_all",
      init = WeakAuras.IsCataOrRetail() and "arg" or nil,
      enable = WeakAuras.IsCataOrRetail(),
      hidden = not WeakAuras.IsCataOrRetail(),
      events = {"PLAYER_TALENT_UPDATE"}
    },
    {
      name = "talent",
      display = L["Talent"],
      type = "multiselect",
      values = valuesForTalentFunction,
      test = WeakAuras.IsRetail() and "WeakAuras.CheckTalentId(%d) == (%d == 4)" or "WeakAuras.CheckTalentByIndex(%d, %d)",
      enableTest = function(trigger, talent, arg)
        if WeakAuras.IsRetail() then
          local specId = Private.checkForSingleLoadCondition(trigger, "class_and_spec")
          if specId then
            local talentData = Private.GetTalentData(specId)
            if type(talentData) == "table" then
              for _, v in ipairs(talentData) do
                if talent == v[1] then
                  return true
                end
              end
            end
          end
        else
          return WeakAuras.CheckTalentByIndex(talent, arg) ~= nil
        end
      end,
      multiConvertKey = WeakAuras.IsRetail() and function(trigger, key)
        local specId = Private.checkForSingleLoadCondition(trigger, "class_and_spec")
        if specId then
          local talentData = Private.GetTalentData(specId)
          if type(talentData) == "table" and talentData[key] then
            return talentData[key][1]
          end
        end
      end or nil,
      events = (WeakAuras.IsClassicOrCata() and {"CHARACTER_POINTS_CHANGED", "PLAYER_TALENT_UPDATE", "ACTIVE_TALENT_GROUP_CHANGED"})
        or (WeakAuras.IsRetail() and {"WA_TALENT_UPDATE"}),
      inverse = function(load)
        -- Check for multi select!
        return WeakAuras.IsClassicEra() and (load.talent_extraOption == 2 or load.talent_extraOption == 3)
      end,
      extraOption = WeakAuras.IsClassicEra() and {
        display = "",
        values = function()
          return Private.talent_extra_option_types
        end
      },
      control = WeakAuras.IsCataOrRetail() and "WeakAurasMiniTalent" or nil,
      multiNoSingle = WeakAuras.IsCataOrRetail(), -- no single mode
      multiTristate = WeakAuras.IsCataOrRetail(), -- values can be true/false/nil
      multiAll = WeakAuras.IsCataOrRetail(), -- require all tests
      orConjunctionGroup = WeakAuras.IsCataOrRetail() and "talent",
      multiUseControlWhenFalse = WeakAuras.IsCataOrRetail(),
      enable = function(trigger)
        return WeakAuras.IsClassicEra()
            or (WeakAuras.IsCataClassic() and Private.checkForSingleLoadCondition(trigger, "class") ~= nil)
            or (WeakAuras.IsRetail() and Private.checkForSingleLoadCondition(trigger, "class_and_spec") ~= nil)
      end,
      hidden = function(trigger)
        return not (
            WeakAuras.IsClassicEra()
            or (WeakAuras.IsCataClassic() and Private.checkForSingleLoadCondition(trigger, "class") ~= nil)
            or (WeakAuras.IsRetail() and Private.checkForSingleLoadCondition(trigger, "class_and_spec") ~= nil))
      end,
    },
    {
      name = "talent2",
      display = WeakAuras.IsCataOrRetail() and L["Or Talent"] or L["And Talent"],
      type = "multiselect",
      values = valuesForTalentFunction,
      test = WeakAuras.IsRetail() and "WeakAuras.CheckTalentId(%d) == (%d == 4)" or "WeakAuras.CheckTalentByIndex(%d, %d)",
      enableTest = function(trigger, talent, arg)
        if WeakAuras.IsRetail() then
          local specId = Private.checkForSingleLoadCondition(trigger, "class_and_spec")
          if specId then
            local talentData = Private.GetTalentData(specId)
            if type(talentData) == "table" then
              for _, v in ipairs(talentData) do
                if talent == v[1] then
                  return true
                end
              end
            end
          end
        else
          return WeakAuras.CheckTalentByIndex(talent, arg) ~= nil
        end
      end,
      multiConvertKey = WeakAuras.IsRetail() and function(trigger, key)
        local specId = Private.checkForSingleLoadCondition(trigger, "class_and_spec")
        if specId then
          local talentData = Private.GetTalentData(specId)
          if type(talentData) == "table" and talentData[key] then
            return talentData[key][1]
          end
        end
      end or nil,
      events = (WeakAuras.IsClassicEra() and {"CHARACTER_POINTS_CHANGED"})
        or (WeakAuras.IsCataClassic() and {"CHARACTER_POINTS_CHANGED", "PLAYER_TALENT_UPDATE"})
        or (WeakAuras.IsRetail() and {"WA_TALENT_UPDATE"}),
      inverse = function(load)
        return WeakAuras.IsClassicEra() and (load.talent2_extraOption == 2 or load.talent2_extraOption == 3)
      end,
      extraOption = WeakAuras.IsClassicEra() and {
        display = "",
        values = function()
          return Private.talent_extra_option_types
        end,
      },
      control = WeakAuras.IsCataOrRetail() and "WeakAurasMiniTalent" or nil,
      multiNoSingle = WeakAuras.IsCataOrRetail(), -- no single mode
      multiTristate = WeakAuras.IsCataOrRetail(), -- values can be true/false/nil
      multiAll = WeakAuras.IsCataOrRetail(), -- require all tests
      orConjunctionGroup  = WeakAuras.IsCataOrRetail() and "talent",
      multiUseControlWhenFalse = WeakAuras.IsCataOrRetail(),
      enable = function(trigger)
        return (trigger.use_talent ~= nil or trigger.use_talent2 ~= nil) and (
          WeakAuras.IsClassicEra()
          or (WeakAuras.IsCataClassic() and Private.checkForSingleLoadCondition(trigger, "class") ~= nil)
          or (WeakAuras.IsRetail() and Private.checkForSingleLoadCondition(trigger, "class_and_spec") ~= nil)
        )
      end,
      hidden = function(trigger)
        return not((trigger.use_talent ~= nil or trigger.use_talent2 ~= nil) and (
          WeakAuras.IsClassicEra()
          or (WeakAuras.IsCataClassic() and Private.checkForSingleLoadCondition(trigger, "class") ~= nil)
          or (WeakAuras.IsRetail() and Private.checkForSingleLoadCondition(trigger, "class_and_spec") ~= nil))
        )
      end,
    },
    {
      name = "talent3",
      display = WeakAuras.IsCataOrRetail() and L["Or Talent"] or L["And Talent"],
      type = "multiselect",
      values = valuesForTalentFunction,
      test = WeakAuras.IsRetail() and "WeakAuras.CheckTalentId(%d) == (%d == 4)" or "WeakAuras.CheckTalentByIndex(%d, %d)",
      enableTest = function(trigger, talent, arg)
        if WeakAuras.IsRetail() then
          local specId = Private.checkForSingleLoadCondition(trigger, "class_and_spec")
          if specId then
            local talentData = Private.GetTalentData(specId)
            if type(talentData) == "table" then
              for _, v in ipairs(talentData) do
                if talent == v[1] then
                  return true
                end
              end
            end
          end
        else
          return WeakAuras.CheckTalentByIndex(talent, arg) ~= nil
        end
      end,
      multiConvertKey = WeakAuras.IsRetail() and function(trigger, key)
        local specId = Private.checkForSingleLoadCondition(trigger, "class_and_spec")
        if specId then
          local talentData = Private.GetTalentData(specId)
          if type(talentData) == "table" and talentData[key] then
            return talentData[key][1]
          end
        end
      end or nil,
      events = (WeakAuras.IsClassicEra() and {"CHARACTER_POINTS_CHANGED"})
        or (WeakAuras.IsCataClassic() and {"CHARACTER_POINTS_CHANGED", "PLAYER_TALENT_UPDATE"})
        or (WeakAuras.IsRetail() and {"WA_TALENT_UPDATE"}),
      inverse = function(load)
        return WeakAuras.IsClassicEra() and (load.talent3_extraOption == 2 or load.talent3_extraOption == 3)
      end,
      extraOption = WeakAuras.IsClassicEra() and {
        display = "",
        values = function()
          return Private.talent_extra_option_types
        end,
      },
      control = WeakAuras.IsCataOrRetail() and "WeakAurasMiniTalent" or nil,
      multiNoSingle = WeakAuras.IsCataOrRetail(), -- no single mode
      multiTristate = WeakAuras.IsCataOrRetail(), -- values can be true/false/nil
      multiAll = WeakAuras.IsCataOrRetail(), -- require all tests
      orConjunctionGroup  = WeakAuras.IsCataOrRetail() and "talent",
      multiUseControlWhenFalse = WeakAuras.IsCataOrRetail(),
      enable = function(trigger)
        return ((trigger.use_talent ~= nil and trigger.use_talent2 ~= nil) or trigger.use_talent3 ~= nil) and (
          WeakAuras.IsClassicEra()
          or (WeakAuras.IsCataClassic() and Private.checkForSingleLoadCondition(trigger, "class") ~= nil)
          or (WeakAuras.IsRetail() and Private.checkForSingleLoadCondition(trigger, "class_and_spec") ~= nil)
        )
      end,
      hidden = function(trigger)
        return not(((trigger.use_talent ~= nil and trigger.use_talent2 ~= nil) or trigger.use_talent3 ~= nil) and (
          WeakAuras.IsClassicEra()
          or (WeakAuras.IsCataClassic() and Private.checkForSingleLoadCondition(trigger, "class") ~= nil)
          or (WeakAuras.IsRetail() and Private.checkForSingleLoadCondition(trigger, "class_and_spec") ~= nil)
        ))
      end
    },
    {
      name = "herotalent",
      display = L["Hero Talent"],
      type = "multiselect",
      values = valuesForHeroTalentFunction,
      test = "WeakAuras.CheckTalentId(%d) == (%d == 4)",
      enableTest = function(trigger, talent, arg)
        local specId = Private.checkForSingleLoadCondition(trigger, "class_and_spec")
        if specId then
          local _, heroData = Private.GetTalentData(specId)
          if type(heroData) == "table" then
            for _, v in ipairs(heroData) do
              if talent == v[1] then
                return true
              end
            end
          end
        end
      end,
      multiConvertKey = function(trigger, key)
        local specId = Private.checkForSingleLoadCondition(trigger, "class_and_spec")
        if specId then
          local _, heroData = Private.GetTalentData(specId)
          if type(heroData) == "table" and type(heroData[key]) == "table" then
            return heroData[key][1]
          end
        end
      end or nil,
      events = {"WA_TALENT_UPDATE"},
      control = "WeakAurasMiniTalent",
      multiNoSingle = true, -- no single mode
      multiTristate = true, -- values can be true/false/nil
      multiAll = true, -- require all tests
      orConjunctionGroup = "herotalent",
      multiUseControlWhenFalse = true,
      enable = function(trigger)
        return WeakAuras.IsTWW() and Private.checkForSingleLoadCondition(trigger, "class_and_spec") ~= nil
      end,
      hidden = function(trigger)
        return not (WeakAuras.IsTWW() and Private.checkForSingleLoadCondition(trigger, "class_and_spec") ~= nil)
      end,
    },
    {
      name = "pvptalent",
      display = L["PvP Talent selected"],
      type = "multiselect",
      values = function(trigger)
        return function()
          local single_class;
          -- First check to use if the class load is on multi-select with only one class selected
          if(trigger.use_class == false and trigger.class and trigger.class.multi) then
            local num_classes = 0;
            for class in pairs(trigger.class.multi) do
              single_class = class;
              num_classes = num_classes + 1;
            end
            if(num_classes ~= 1) then
              single_class = nil;
            end
          end
          -- If that is not the case, see if it is on single-select
          if((not single_class) and trigger.use_class and trigger.class and trigger.class.single) then
            single_class = trigger.class.single
          end

          if (trigger.use_class == nil) then -- no class selected, fallback to current class
            single_class = select(2, UnitClass("player"));
          end

          local single_spec;
          if (single_class) then
            if(trigger.use_spec == false and trigger.spec and trigger.spec.multi) then
              local num_specs = 0;
              for spec in pairs(trigger.spec.multi) do
                single_spec = spec;
                num_specs = num_specs + 1;
              end
              if (num_specs ~= 1) then
                single_spec = nil;
              end
            end
          end
          if ((not single_spec) and trigger.use_spec and trigger.spec and trigger.spec.single) then
            single_spec = trigger.spec.single;
          end

          if (trigger.use_spec == nil) then
            single_spec = GetSpecialization();
          end

          -- If a single specific class was found, load the specific list for it
          if not single_class then
            single_class = select(2, UnitClass("player"))
          end
          if not single_spec then
            single_spec  = GetSpecialization()
          end

          if(single_class and Private.pvp_talent_types_specific[single_class]
            and single_spec and Private.pvp_talent_types_specific[single_class][single_spec]) then
            return Private.pvp_talent_types_specific[single_class][single_spec];
          else
            return {}
          end
        end
      end,
      test = "WeakAuras.CheckPvpTalentBySpellId(%d)",
      enable = WeakAuras.IsRetail(),
      hidden = not WeakAuras.IsRetail(),
      events = {"PLAYER_PVP_TALENT_UPDATE"}
    },
    {
      name = "spellknown",
      display = L["Spell Known"],
      type = "spell",
      test = "WeakAuras.IsSpellKnownForLoad(%s, %s)",
      events = WeakAuras.IsCataClassic() and {"SPELLS_CHANGED", "UNIT_PET", "PLAYER_TALENT_UPDATE"} or {"SPELLS_CHANGED", "UNIT_PET"},
      showExactOption = true
    },
    {
      name = "not_spellknown",
      display = WeakAuras.newFeatureString .. L["|cFFFF0000Not|r Spell Known"],
      type = "spell",
      test = "not WeakAuras.IsSpellKnownForLoad(%s, %s)",
      events = WeakAuras.IsCataClassic() and {"SPELLS_CHANGED", "UNIT_PET", "PLAYER_TALENT_UPDATE"} or {"SPELLS_CHANGED", "UNIT_PET"},
      showExactOption = true
    },
    {
      name = "player",
      init = "arg",
      enable = false,
      hidden = true
    },
    {
      name = "realm",
      init = "arg",
      enable = false,
      hidden = true
    },
    {
      name = "namerealm",
      display = L["Player Name/Realm"],
      type = "string",
      multiline = true,
      test = "nameRealmChecker:Check(player, realm)",
      preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)",
      desc = constants.nameRealmFilterDesc,
    },
    {
      name = "ignoreNameRealm",
      display = L["|cFFFF0000Not|r Player Name/Realm"],
      type = "string",
      multiline = true,
      test = "not nameRealmIgnoreChecker:Check(player, realm)",
      preamble = "local nameRealmIgnoreChecker = Private.ExecEnv.ParseNameCheck(%q)",
      desc = constants.nameRealmFilterDesc,
    },
    {
      name = "race",
      display = L["Player Race"],
      type = "multiselect",
      values = "race_types",
      init = "arg"
    },
    {
      name = "faction",
      display = L["Player Faction"],
      type = "multiselect",
      values = "faction_group",
      init = "arg"
    },
    {
      name = "level",
      display = L["Player Level"],
      type = "number",
      init = "arg",
      events = {"PLAYER_LEVEL_UP"},
      multiEntry = {
        operator = "and",
        limit = 2
      },
    },
    {
      name = "effectiveLevel",
      display = L["Player Effective Level"],
      type = "number",
      init = WeakAuras.IsRetail() and "arg" or nil,
      desc = L["The effective level differs from the level in e.g. Time Walking dungeons."],
      enable = WeakAuras.IsRetail(),
      hidden = not WeakAuras.IsRetail(),
      events = {"PLAYER_LEVEL_UP", "UNIT_FLAGS", "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA"},
      multiEntry = {
        operator = "and",
        limit = 2
      },
    },
    {
      name = "role",
      display = L["Spec Role"],
      type = "multiselect",
      values = "role_types",
      init = WeakAuras.IsCataOrRetail() and "arg" or nil,
      enable = WeakAuras.IsCataOrRetail(),
      hidden = not WeakAuras.IsCataOrRetail(),
      events = {"PLAYER_ROLES_ASSIGNED", "PLAYER_TALENT_UPDATE"}
    },
    {
      name = "spec_position",
      display = WeakAuras.newFeatureString .. L["Spec Position"],
      type = "multiselect",
      values = "spec_position_types",
      init = WeakAuras.IsCataOrRetail() and "arg" or nil,
      enable = WeakAuras.IsCataOrRetail(),
      hidden = not WeakAuras.IsCataOrRetail(),
      events = {"ACTIVE_TALENT_GROUP_CHANGED"}
    },
    {
      name = "raid_role",
      display = L["Raid Role"],
      type = "multiselect",
      values = "raid_role_types",
      init = WeakAuras.IsClassicOrCata() and "arg" or nil,
      enable = WeakAuras.IsClassicOrCata(),
      hidden = WeakAuras.IsRetail(),
      events = {"PLAYER_ROLES_ASSIGNED"}
    },
    {
      name = "ingroup",
      display = L["Group Type"],
      type = "multiselect",
      width = WeakAuras.normalWidth,
      init = "arg",
      values = "group_types",
      events = {"GROUP_ROSTER_UPDATE"},
      optional = true,
    },
    {
      name = "groupSize",
      display = L["Group Size"],
      type = "number",
      init = "arg",
      events = {"GROUP_ROSTER_UPDATE"},
      multiEntry = {
        operator = "and",
        limit = 2
      },
      optional = true,
    },
    {
      name = "group_leader",
      display = WeakAuras.newFeatureString .. L["Group Leader/Assist"],
      type = "multiselect",
      init = "arg",
      events = {"PARTY_LEADER_CHANGED", "GROUP_ROSTER_UPDATE"},
      width = WeakAuras.doubleWidth,
      values = "group_member_types",
      test = "Private.ExecEnv.CheckGroupMemberType(%s, group_leader)",
      optional = true,
    },
    {
      name ="locationTitle",
      display = L["Location"],
      type = "description",
    },
    {
      name = "zone",
      display = L["Zone Name"],
      type = "string",
      multiline = true,
      init = "arg",
      preamble = "local checker = Private.ExecEnv.ParseStringCheck(%q)",
      test = "checker:Check(zone)",
      events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "VEHICLE_UPDATE"},
      desc = L["Supports multiple entries, separated by commas. Escape ',' with \\. Prefix with '-' for negation."],
      optional = true,
    },
    {
      name = "zoneId",
      enable = false,
      hidden = true,
      init = "arg",
      optional = true,
    },
    {
      name = "zonegroupId",
      enable = false,
      hidden = true,
      init = "arg",
      optional = true,
    },
    {
      name = "instanceId",
      enable = false,
      hidden = true,
      init = "arg",
      optional = true,
    },
    {
      name = "minimapZoneText",
      enable = false,
      hidden = true,
      init = "arg",
      optional = true,
    },
    {
      name = "zoneIds",
      display = L["Player Location ID(s)"],
      type = "string",
      multiline = true,
      events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA", "VEHICLE_UPDATE"},
      desc = get_zoneId_list,
      preamble = "local zoneChecker = Private.ExecEnv.ParseZoneCheck(%q)",
      test = "zoneChecker:Check(zoneId, zonegroupId, instanceId, minimapZoneText)",
      optional = true,
    },
    {
      name = "encounterid",
      display = L["Encounter ID(s)"],
      type = "string",
      init = "arg",
      multiline = true,
      desc = Private.get_encounters_list,
      test = "WeakAuras.CheckNumericIds(%q, encounterid)",
      events = {"ENCOUNTER_START", "ENCOUNTER_END"},
      optional = true,
    },
    {
      name = "size",
      display = L["Instance Size Type"],
      type = "multiselect",
      values = "instance_types",
      sorted = true,
      init = "arg",
      events = {"ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA"},
      optional = true,
    },
    {
      name = "difficulty",
      display = L["Instance Difficulty"],
      type = "multiselect",
      values = "difficulty_types",
      init = not WeakAuras.IsClassicEra() and "arg" or nil,
      enable = not WeakAuras.IsClassicEra(),
      hidden = WeakAuras.IsClassicEra(),
      events = {"PLAYER_DIFFICULTY_CHANGED", "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA"},
      optional = true,
    },
    {
      name = "instance_type",
      display = L["Instance Type"],
      type = "multiselect",
      values = "instance_difficulty_types",
      sorted = true,
      init = not WeakAuras.IsClassicEra() and "arg" or nil,
      enable = not WeakAuras.IsClassicEra(),
      hidden = WeakAuras.IsClassicEra(),
      events = {"PLAYER_DIFFICULTY_CHANGED", "ZONE_CHANGED", "ZONE_CHANGED_INDOORS", "ZONE_CHANGED_NEW_AREA"},
      optional = true,
    },
    {
      name = "affixes",
      display = L["Mythic+ Affix"],
      type = "multiselect",
      values = "mythic_plus_affixes",
      init = WeakAuras.IsRetail() and "arg" or nil,
      test = "Private.ExecEnv.CheckMPlusAffixIds(%d, affixes)",
      enable = WeakAuras.IsRetail(),
      hidden = not WeakAuras.IsRetail(),
      events = {"CHALLENGE_MODE_START", "CHALLENGE_MODE_COMPLETED"},
      optional = true,
    },
    {
      name ="equipmentTitle",
      display = L["Equipment"],
      type = "description",
    },
    {
      name = "itemequiped",
      display = L["Item Equipped"],
      type = "item",
      multiEntry = {
        operator = "or"
      },
      test = "C_Item.IsEquippedItem(C_Item.GetItemInfo(%s) or '')",
      events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"}
    },
    {
      name = "not_itemequiped",
      display = WeakAuras.newFeatureString .. L["|cFFFF0000Not|r Item Equipped"],
      type = "item",
      multiEntry = {
        operator = "or"
      },
      test = "not C_Item.IsEquippedItem(C_Item.GetItemInfo(%s) or '')",
      events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"}
    },
    {
      name = "itemtypeequipped",
      display = L["Item Type Equipped"],
      type = "multiselect",
      test = "C_Item.IsEquippedItemType(Private.ExecEnv.GetItemSubClassInfo(%s) or '')",
      events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"},
      values = "item_weapon_types"
    },
    {
      name = "item_bonusid_equipped",
      display =  L["Item Bonus Id Equipped"],
      type = "string",
      test = "WeakAuras.CheckForItemBonusId(%q)",
      events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"},
      desc = L["Supports multiple entries, separated by commas"]
    },
    {
      name = "not_item_bonusid_equipped",
      display =  WeakAuras.newFeatureString .. L["|cFFFF0000Not|r Item Bonus Id Equipped"],
      type = "string",
      test = "not WeakAuras.CheckForItemBonusId(%q)",
      events = { "UNIT_INVENTORY_CHANGED", "PLAYER_EQUIPMENT_CHANGED"},
      desc = L["Supports multiple entries, separated by commas"]
    }
  }
};

local function AddUnitChangeInternalEvents(triggerUnit, t, includePets, unitisunit)
  if (triggerUnit == nil) then
    return
  end
  if (triggerUnit == "multi") then
    -- Handled by normal events"
  elseif triggerUnit == "pet" then
    tinsert(t, "PET_UPDATE")
  else
    if Private.multiUnitUnits[triggerUnit] then
      local isPet
      for unit in pairs(Private.multiUnitUnits[triggerUnit]) do
        isPet = WeakAuras.UnitIsPet(unit)
        if (includePets ~= nil and isPet) or (includePets ~= "PetsOnly" and not isPet) then
          tinsert(t, "UNIT_CHANGED_" .. string.lower(unit))
          if unitisunit then
            tinsert(t, "UNIT_IS_UNIT_CHANGED_" .. string.lower(unit) .. "_" .. string.lower(unitisunit))
          end
        end
      end
    else
      tinsert(t, "UNIT_CHANGED_" .. string.lower(triggerUnit))
      if unitisunit then
        tinsert(t, "UNIT_IS_UNIT_CHANGED_" .. string.lower(triggerUnit) .. "_" .. string.lower(unitisunit))
      end
    end
  end
end

local function AddWatchedUnits(triggerUnit, includePets, unitisunit)
  if (triggerUnit == nil) then
    return
  end
  if (triggerUnit == "multi") then
    -- Handled by normal events"
  elseif triggerUnit == "pet" then
    WeakAuras.WatchForPetDeath();
  else
    if Private.multiUnitUnits[triggerUnit] then
      local isPet
      for unit in pairs(Private.multiUnitUnits[triggerUnit]) do
        isPet = WeakAuras.UnitIsPet(unit)
        if (includePets ~= nil and isPet) or (includePets ~= "PetsOnly" and not isPet) then
          if unitisunit then
            WeakAuras.WatchUnitChange(unitisunit)
          end
          WeakAuras.WatchUnitChange(unit)
        end
      end
    else
      if unitisunit then
        WeakAuras.WatchUnitChange(unitisunit)
      end
      WeakAuras.WatchUnitChange(triggerUnit)
    end
  end
end

local function AddUnitSpecChangeInternalEvents(triggerUnit, t)
  if Private.multiUnitUnits[triggerUnit] then
    for unit in pairs(Private.multiUnitUnits[triggerUnit]) do
      local isPet = WeakAuras.UnitIsPet(unit)
      if (not isPet) then
        tinsert(t, "UNIT_SPEC_CHANGED_" .. string.lower(unit))
      end
    end
  end
end

local function AddUnitRoleChangeInternalEvents(triggerUnit, t)
  if (triggerUnit == nil) then
    return
  end

  if Private.multiUnitUnits[triggerUnit] then
    for unit in pairs(Private.multiUnitUnits[triggerUnit]) do
      if not WeakAuras.UnitIsPet(unit) then
        tinsert(t, "UNIT_ROLE_CHANGED_" .. string.lower(unit))
      end
    end
  else
    if not WeakAuras.UnitIsPet(triggerUnit) then
      tinsert(t, "UNIT_ROLE_CHANGED_" .. string.lower(triggerUnit))
    end
  end
end

local function AddRemainingCastInternalEvents(triggerUnit, t)
  if (triggerUnit == nil) then
    return
  end

  if Private.multiUnitUnits[triggerUnit] then
    for unit in pairs(Private.multiUnitUnits[triggerUnit]) do
      tinsert(t, "CAST_REMAINING_CHECK_" .. string.lower(unit))
    end
  else
    tinsert(t, "CAST_REMAINING_CHECK_" .. string.lower(triggerUnit))
  end
end

local function AddUnitEventForEvents(result, unit, event)
  if unit then
    if not result.unit_events then
      result.unit_events = {}
    end
    if not result.unit_events[unit] then
      result.unit_events[unit] = {}
    end
    tinsert(result.unit_events[unit], event)
  else
    if not result.events then
      result.events = {}
    end
    tinsert(result.events, event)
  end
end

local function AddTargetConditionEvents(result, useFocus)
  if WeakAuras.IsCataOrRetail() then
    if useFocus then
      tinsert(result, "PLAYER_FOCUS_CHANGED")
    end
  end
  tinsert(result, "PLAYER_SOFT_ENEMY_CHANGED")
  tinsert(result, "PLAYER_SOFT_FRIEND_CHANGED")
  tinsert(result, "PLAYER_TARGET_CHANGED")
  return result
end

local unitHelperFunctions = {
  UnitChangedForceEventsWithPets = function(trigger)
    local events = {}
    local includePets = trigger.use_includePets == true and trigger.includePets or nil
    if Private.multiUnitUnits[trigger.unit] then
      local isPet
      for unit in pairs(Private.multiUnitUnits[trigger.unit]) do
        isPet = WeakAuras.UnitIsPet(unit)
        if (includePets ~= nil and isPet) or (includePets ~= "PetsOnly" and not isPet) then
          tinsert(events, {"UNIT_CHANGED_" .. unit, unit})
        end
      end
    else
      if trigger.unit then
        tinsert(events, {"UNIT_CHANGED_" .. trigger.unit, trigger.unit})
      end
    end
    return events
  end,

  UnitChangedForceEvents = function(trigger)
    local events = {}
    if Private.multiUnitUnits[trigger.unit] then
      for unit in pairs(Private.multiUnitUnits[trigger.unit]) do
        if not WeakAuras.UnitIsPet(unit) then
          tinsert(events, {"UNIT_CHANGED_" .. unit, unit})
        end
      end
    else
      if trigger.unit then
        tinsert(events, {"UNIT_CHANGED_" .. trigger.unit, trigger.unit})
      end
    end
    return events
  end,

  SpecificUnitCheck = function(trigger)
    if not trigger.use_specific_unit then
      return "local specificUnitCheck = true\n"
    end

    if trigger.unit == nil then
      return "local specificUnitCheck = false\n"
    end

    return string.format([=[
      local specificUnitCheck = UnitIsUnit(%q, unit)
    ]=], trigger.unit or "")
  end
}

Private.event_categories = {
  spell = {
    name = L["Spell"],
    default = "Cooldown Progress (Spell)"
  },
  item = {
    name = L["Item"],
    default = "Cooldown Progress (Item)"
  },
  unit = {
    name = L["Player/Unit Info"],
    default = "Health"
  },
  addons = {
    name = L["Other Addons"],
    default = "GTFO"
  },
  combatlog = {
    name = L["Combat Log"],
    default = "Combat Log",
  },
  event = {
    name = L["Other Events"],
    default = "Chat Message"
  },
  custom = {
    name = L["Custom"],
  }
}

local GetNameAndIconForSpellName = function(trigger)
  local effectiveSpellId = Private.ExecEnv.GetEffectiveSpellId(trigger.spellName, trigger.use_exact_spellName, not trigger.use_ignoreoverride)
  local name, _, icon = Private.ExecEnv.GetSpellInfo(effectiveSpellId)
  return name, icon
end

Private.event_prototypes = {
  ["Unit Characteristics"] = {
    type = "unit",
    events = function(trigger)
      local unit = trigger.unit
      local result = {}
      AddUnitEventForEvents(result, unit, "UNIT_LEVEL")
      AddUnitEventForEvents(result, unit, "UNIT_FACTION")
      AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE")
      AddUnitEventForEvents(result, unit, "UNIT_FLAGS")
      AddUnitEventForEvents(result, unit, "PLAYER_FLAGS_CHANGED")
      if trigger.use_inRange then
        AddUnitEventForEvents(result, unit, "UNIT_IN_RANGE_UPDATE")
      end
      return result;
    end,
    internal_events = function(trigger)
      local unit = trigger.unit
      local result = {}
      AddUnitChangeInternalEvents(unit, result, nil, trigger.use_unitisunit and trigger.unitisunit or nil)
      AddUnitRoleChangeInternalEvents(unit, result)
      AddUnitSpecChangeInternalEvents(unit, result)
      return result
    end,
    loadFunc = function(trigger)
      AddWatchedUnits(trigger.unit, nil, trigger.use_unitisunit and trigger.unitisunit or nil)
    end,
    force_events = unitHelperFunctions.UnitChangedForceEvents,
    name = L["Unit Characteristics"],
    init = function(trigger)
      trigger.unit = trigger.unit or "target";
      local ret = [=[
        unit = string.lower(unit)
        local smart = %s
        local extraUnit = %q;
        local name, realm = WeakAuras.UnitNameWithRealm(unit)
      ]=];

      ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger)

      return ret:format(trigger.unit == "group" and "true" or "false", trigger.unitisunit or "");
    end,
    statesParameter = "unit",
    args = {
      {
        name = "unit",
        required = true,
        display = L["Unit"],
        type = "unit",
        init = "arg",
        values = "actual_unit_types_cast",
        desc = Private.actual_unit_types_cast_tooltip,
        test = "true",
        store = true,
        reloadOptions = true,
      },
      {
        name = "unitisunit",
        display = L["Unit is Unit"],
        type = "unit",
        init = "UnitIsUnit(unit, extraUnit)",
        values = function(trigger)
          if Private.multiUnitUnits[trigger.unit] then
            return Private.actual_unit_types
          else
            return Private.actual_unit_types_with_specific
          end
        end,
        test = "unitisunit",
        desc = function() return L["Can be used for e.g. checking if \"boss1target\" is the same as \"player\"."] end,
      },
      {
        name = "name",
        display = L["Name"],
        type = "string",
        store = true,
        hidden = true,
        test = "true"
      },
      {
        name = "realm",
        display = L["Realm"],
        type = "string",
        store = true,
        hidden = true,
        test = "true"
      },
      {
        name = "namerealm",
        display = L["Unit Name/Realm"],
        desc = constants.nameRealmFilterDesc,
        type = "string",
        multiline = true,
        preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)",
        test = "nameRealmChecker:Check(name, realm)",
        conditionType = "string",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseNameCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.name, state.realm)
        end,
        operator_types = "none",
      },
      {
        name = "class",
        display = L["Class"],
        type = "select",
        init = "select(2, UnitClass(unit))",
        values = "class_types",
        store = true,
        conditionType = "select"
      },
      {
        name = "specId",
        display = L["Specialization"],
        type = "multiselect",
        init = "WeakAuras.SpecForUnit(unit)",
        values = "spec_types_all",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return WeakAuras.IsCataOrRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end,
        desc = L["Requires syncing the specialization via LibSpecialization."],
      },
      {
        name = "classification",
        display = L["Classification"],
        type = "multiselect",
        init = "UnitClassification(unit)",
        values = "classification_types",
        store = true,
        conditionType = "select"
      },
      {
        name = "role",
        display = L["Assigned Role"],
        type = "select",
        init = "UnitGroupRolesAssigned(unit)",
        values = "role_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return WeakAuras.IsCataOrRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end
      },
      {
        name = "raid_role",
        display = L["Raid Role"],
        type = "select",
        init = "WeakAuras.UnitRaidRole(unit)",
        values = "raid_role_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return WeakAuras.IsClassicOrCata() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end
      },
      {
        name = "raidMarkIndex",
        display = L["Raid Mark"],
        type = "select",
        values = "raid_mark_check_type",
        store = true,
        conditionType = "select",
        init = "GetRaidTargetIndex(unit) or 0"
      },
      {
        name = "raidMark",
        display = L["Raid Mark Icon"],
        store = true,
        hidden = true,
        test = "true",
        init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''"
      },
      {
        name = "ignoreSelf",
        display = L["Ignore Self"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "not UnitIsUnit(\"player\", unit)"
      },
      {
        name = "ignoreDead",
        display = L["Ignore Dead"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "not UnitIsDeadOrGhost(unit)"
      },
      {
        name = "ignoreDisconnected",
        display = L["Ignore Disconnected"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "UnitIsConnected(unit)"
      },
      {
        name = "inRange",
        display = L["In Range"],
        desc = L["Uses UnitInRange() to check if in range. Matches default raid frames out of range behavior, which is between 25 to 40 yards depending on your class and spec."],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return WeakAuras.IsRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end,
        init = "Private.ExecEnv.UnitInRangeFixed(unit)"
      },
      {
        name = "hostility",
        display = L["Hostility"],
        type = "select",
        init = "WeakAuras.GetPlayerReaction(unit)",
        values = "hostility_types",
        store = true,
        conditionType = "select",
      },
      {
        name = "character",
        display = L["Character Type"],
        type = "select",
        init = "UnitIsPlayer(unit) and 'player' or 'npc'",
        values = "character_types",
        store = true,
        conditionType = "select"
      },
      {
        name = "level",
        display = L["Level"],
        type = "number",
        init = "UnitLevel(unit)",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "npcId",
        display = L["Npc ID"],
        type = "string",
        multiline = true,
        store = true,
        init = "select(6, strsplit('-', UnitGUID(unit) or ''))",
        conditionType = "string",
        preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)",
        test = "npcIdChecker:Check(npcId)",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseStringCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.npcId)
        end,
        operator_types = "none",
        desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."]
      },
      {
        name = "attackable",
        display = L["Attackable"],
        type = "tristate",
        init = "UnitCanAttack('player', unit)",
        store = true,
        conditionType = "bool"
      },
      {
        name = "inCombat",
        display = L["In Combat"],
        type = "tristate",
        init = "UnitAffectingCombat(unit)",
        store = true,
        conditionType = "bool"
      },
      {
        name = "afk",
        display = L["Afk"],
        type = "tristate",
        init = "UnitIsAFK(unit)",
        store = true,
        conditionType = "bool"
      },
      {
        name = "dnd",
        display = L["Do Not Disturb"],
        type = "tristate",
        init = "UnitIsDND(unit)",
        store = true,
        conditionType = "bool"
      },
      {
        hidden = true,
        test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck"
      }
    },
    automaticrequired = true,
    progressType = "none"
  },
  ["Faction Reputation"] = {
    type = "unit",
    progressType = "static",
    events = {
      ["events"] = {
        "UPDATE_FACTION",
      }
    },
    internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD"},
    force_events = "UPDATE_FACTION",
    name = L["Faction Reputation"],
    statesParameter = "one",
    automaticrequired = true,
    init = function(trigger)
      local ret = [=[
        local useWatched = %s
        local factionID = useWatched and Private.ExecEnv.GetWatchedFactionId() or %q
        local minValue, maxValue, currentValue
        local factionData = Private.ExecEnv.GetFactionDataByID(factionID)
        if not factionData then return end;

        local name, description = factionData.name, factionData.description
        local standingID = factionData.reaction
        local hasRep = factionData.isHeaderWithRep
        local barMin, barMax, barValue = factionData.currentReactionThreshold, factionData.nextReactionThreshold, factionData.currentStanding
        local atWarWith, canToggleAtWar, isHeader, isCollapsed, isWatched, isChild, hasBonusRepGain, canSetInactive = factionData.atWarWith, factionData. canToggleAtWar, factionData.isHeader, factionData.isCollapsed, factionData.isWatched, factionData.isChild, factionData.hasBonusRepGain, factionData.canSetInactive
        minValue, maxValue, currentValue = barMin, barMax, barValue
        local standing
        if tonumber(standingID) then
           standing = GetText("FACTION_STANDING_LABEL"..standingID, UnitSex("player"))
        end
        local isCapped = standingID == 8 and currentValue >= 42999
      ]=]
      if WeakAuras.IsRetail() then
        ret = ret .. [=[
          isCapped = standingID == MAX_REPUTATION_REACTION

          -- check if this is a friendship faction
          local friendshipRank, friendshipMaxRank
          local repInfo = factionID and C_GossipInfo.GetFriendshipReputation(factionID);
          if repInfo and repInfo.friendshipFactionID > 0 then
            standing = repInfo.reaction
            if repInfo.nextThreshold then
              minValue, maxValue, currentValue = repInfo.reactionThreshold, repInfo.nextThreshold, repInfo.standing
            else
              -- max rank, make it look like a full bar
              minValue, maxValue, currentValue = 0, 1, 1
              isCapped = true
            end
            local rankInfo = C_GossipInfo.GetFriendshipReputationRanks(factionID)
            if rankInfo.maxLevel > 0 then
              friendshipRank, friendshipMaxRank = rankInfo.currentLevel, rankInfo.maxLevel
            else
              friendshipRank, friendshipMaxRank = 1, 1
            end
          end

          -- check if this is a Major faction (renown)
          local renownLevel, maxRenownLevel, isWeeklyRenownCapped
          local isMajorFaction = factionID and C_Reputation.IsMajorFaction(factionID)
          if isMajorFaction then
            local majorFactionData = C_MajorFactions.GetMajorFactionData(factionID)
            minValue, maxValue = 0, majorFactionData.renownLevelThreshold
            isCapped = C_MajorFactions.HasMaximumRenown(factionID)
		        currentValue = isCapped and majorFactionData.renownLevelThreshold or majorFactionData.renownReputationEarned or 0
            standing = RENOWN_LEVEL_LABEL .. majorFactionData.renownLevel
            renownLevel = majorFactionData.renownLevel
            local renownLevels = C_MajorFactions.GetRenownLevels(factionID)
            maxRenownLevel = renownLevels and renownLevels[#renownLevels].level
            isWeeklyRenownCapped = C_MajorFactions.IsWeeklyRenownCapped(factionID)
          end

          -- check if this is a faction with a paragon track
          local paragonRewardPending = false
          local isParagon = factionID and C_Reputation.IsFactionParagon(factionID)
          if isParagon then
            local paragonCurrentValue, paragonBarMax, rewardQuestID, hasRewardPending, tooLowLevelForParagon = C_Reputation.GetFactionParagonInfo(factionID)
            if paragonCurrentValue then
              minValue, maxValue = 0, paragonBarMax
              currentValue = paragonCurrentValue %% paragonBarMax
              paragonRewardPending = hasRewardPending
            else
              minValue, maxValue, currentValue = 0, 0, 0
            end
          end
        ]=]
      end
      return ret:format(trigger.use_watched and "true" or "false", trigger.factionID or 0)
    end,
    args = {
      {
        name = "progressType",
        hidden = true,
        init = "'static'",
        store = true,
        test = "true"
      },
      {
        name = "watched",
        display = L["Use Watched Faction"],
        type = "toggle",
        test = "true",
        reloadOptions = true,
      },
      {
        name = "factionID",
        display = L["Faction"],
        required = true,
        type = "select",
        itemControl = "Dropdown-Currency",
        values = Private.GetReputations,
        headers = Private.GetReputationsHeaders,
        sorted = true,
        sortOrder = function()
          local sorted = Private.GetReputationsSorted()
          local sortOrder = {}
          for key, value in pairs(Private.GetReputations()) do
            tinsert(sortOrder, key)
          end
          table.sort(sortOrder, function(aKey, bKey)
            local aValue = sorted[aKey]
            local bValue = sorted[bKey]
            return aValue < bValue
          end)
          return sortOrder
        end,
        conditionType = "select",
        enable = function(trigger)
          return not trigger.use_watched
        end,
        reloadOptions = true,
        test = "true",
      },
      {
        name = "name",
        display = L["Faction Name"],
        type = "string",
        store = true,
        hidden = "true",
        init = "name",
        test = "true"
      },
      {
        name = "value",
        display = L["Reputation"],
        type = "number",
        store = true,
        init = [[currentValue - minValue]],
        conditionType = "number",
        progressTotal = "total",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "total",
        display = L["Total Reputation"],
        type = "number",
        store = true,
        init = [[maxValue - minValue]],
        conditionType = "number",
        noProgressSource = true,
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "percentRep",
        display = L["Reputation (%)"],
        type = "number",
        init = "total ~= 0 and (value / total) * 100 or nil",
        store = true,
        conditionType = "number",
        noProgressSource = true,
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "standing",
        display = L["Standing"],
        type = "string",
        init = "standing",
        store = true,
        hidden = "true",
        test = "true"
      },
      {
        name = "standingId",
        display = L["Standing"],
        type = "select",
        values = function()
          local ret = {}
          for i = 1, 8 do
            ret[i] = GetText("FACTION_STANDING_LABEL"..i, UnitSex("player"))
          end
          return ret
        end,
        init = "standingID",
        store = true,
        conditionType = "select",
      },
      {
        name = "capped",
        display = L["Capped"],
        type = "tristate",
        init = "isCapped",
        conditionType = "bool",
        store = true,
      },
      {
        name = "atWar",
        display = L["At War"],
        type = "tristate",
        init = "atWarWith",
        conditionType = "bool",
        store = true,
      },
      {
        name = "hasBonusRepGain",
        display = L["Bonus Reputation Gain"],
        type = "tristate",
        init = "hasBonusRepGain",
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail(),
      },
      {
        type = "header",
        name = "paragonReputationHeader",
        display = L["Paragon Reputation"],
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail(),
      },
      {
        name = "isParagon",
        display = L["Is Paragon Reputation"],
        type = "tristate",
        init = "isParagon",
        store = true,
        conditionType = "bool",
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail(),
      },
      {
        name = "paragonRewardPending",
        display = L["Paragon Reward Pending"],
        type = "tristate",
        init = "paragonRewardPending",
        store = true,
        conditionType = "bool",
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail(),
      },
      {
        type = "header",
        name = "friendshipReputationHeader",
        display = L["Friendship Reputation"],
        enable = WeakAuras.IsRetail() and function(trigger)
          local repInfo = trigger.factionID and C_GossipInfo.GetFriendshipReputation(trigger.factionID);
          return repInfo and repInfo.friendshipFactionID > 0
        end,
        hidden = not WeakAuras.IsRetail(),
      },
      {
        name = "friendshipRank",
        display = L["Friendship Rank"],
        type = "number",
        init = "friendshipRank",
        store = true,
        conditionType = "number",
        enable = WeakAuras.IsRetail() and function(trigger)
          local repInfo = trigger.factionID and C_GossipInfo.GetFriendshipReputation(trigger.factionID);
          return repInfo and repInfo.friendshipFactionID > 0
        end,
        hidden = not WeakAuras.IsRetail(),
        progressTotal = "friendshipMaxRank",
      },
      {
        name = "friendshipMaxRank",
        display = L["Friendship Max Rank"],
        type = "number",
        init = "friendshipMaxRank",
        store = true,
        conditionType = "number",
        enable = WeakAuras.IsRetail() and function(trigger)
          local repInfo = trigger.factionID and C_GossipInfo.GetFriendshipReputation(trigger.factionID);
          return repInfo and repInfo.friendshipFactionID > 0
        end,
        hidden = not WeakAuras.IsRetail(),
        noProgressSource = true,
      },
      {
        type = "header",
        name = "renownReputationHeader",
        display = L["Renown Reputation"],
        enable = WeakAuras.IsRetail() and function(trigger)
          local majorFactionData = trigger.factionID and C_MajorFactions.GetMajorFactionData(trigger.factionID)
          return majorFactionData and majorFactionData.renownLevel
        end,
        hidden = not WeakAuras.IsRetail(),
      },
      {
        name = "renownLevel",
        display = L["Renown Level"],
        type = "number",
        conditionType = "number",
        init = "renownLevel",
        store = true,
        enable = WeakAuras.IsRetail() and function(trigger)
          local majorFactionData = trigger.factionID and C_MajorFactions.GetMajorFactionData(trigger.factionID)
          return majorFactionData and majorFactionData.renownLevel
        end,
        hidden = not WeakAuras.IsRetail(),
        progressTotal = "maxRenownLevel",
      },
      {
        name = "maxRenownLevel",
        display = L["Renown Max Level"],
        type = "number",
        conditionType = "number",
        init = "maxRenownLevel",
        store = true,
        enable = WeakAuras.IsRetail() and function(trigger)
          local majorFactionData = trigger.factionID and C_MajorFactions.GetMajorFactionData(trigger.factionID)
          return majorFactionData and majorFactionData.renownLevel
        end,
        hidden = not WeakAuras.IsRetail(),
        noProgressSource = true,
      },
      {
        name = "isWeeklyRenownCapped",
        display = L["Is Weekly Renown Capped"],
        type = "tristate",
        conditionType = "bool",
        init = "isWeeklyRenownCapped",
        store = true,
        enable = WeakAuras.IsRetail() and function(trigger)
          local majorFactionData = trigger.factionID and C_MajorFactions.GetMajorFactionData(trigger.factionID)
          return majorFactionData and majorFactionData.renownLevel
        end,
        hidden = not WeakAuras.IsRetail(),
      },
    }
  },
  ["Experience"] = {
    type = "unit",
    progressType = "static",
    events = {
      ["events"] = {
        "PLAYER_XP_UPDATE",
      }
    },
    internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD"},
    force_events = "PLAYER_XP_UPDATE",
    name = L["Player Experience"],
    init = function(trigger)
      return ""
    end,
    statesParameter = "one",
    args = {
      {
        name = "level",
        display = L["Level"],
        required = false,
        type = "number",
        store = true,
        init = [[UnitLevel("player")]],
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "currentXP",
        display = L["Current Experience"],
        type = "number",
        store = true,
        init = [[UnitXP("player")]],
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
        progressTotal = "totalXP"
      },
      {
        name = "totalXP",
        display = L["Total Experience"],
        type = "number",
        store = true,
        init = [[UnitXPMax("player")]],
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "value",
        type = "number",
        store = true,
        init = "currentXP",
        hidden = true,
        test = "true",
      },
      {
        name = "total",
        type = "number",
        store = true,
        init = "totalXP",
        hidden = true,
        test = "true",
      },
      {
        name = "progressType",
        hidden = true,
        init = "'static'",
        store = true,
        test = "true"
      },
      {
        name = "percentXP",
        display = L["Experience (%)"],
        type = "number",
        init = "total ~= 0 and (value / total) * 100 or nil",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        type = "header",
        name = "restedExperienceHeader",
        display = L["Rested Experience"],
      },
      {
        name = "showRested",
        display = L["Show Rested Overlay"],
        type = "toggle",
        test = "true",
        reloadOptions = true,
      },
      {
        name = "restedXP",
        display = L["Rested Experience"],
        init = [[GetXPExhaustion() or 0]],
        type = "number",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "percentrested",
        display = L["Rested Experience (%)"],
        init = "total ~= 0 and (restedXP / total) * 100 or nil",
        type = "number",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
    },
    overlayFuncs = {
      {
        name = L["Rested"],
        func = function(trigger, state)
          return "forward", state.restedXP
        end,
        enable = function(trigger)
          return trigger.use_showRested
        end
      },
    },
    automaticrequired = true
  },
  ["Health"] = {
    type = "unit",
    includePets = "true",
    progressType = "static",
    events = function(trigger)
      local unit = trigger.unit
      local result = {}
      if WeakAuras.IsClassicEra() then
        AddUnitEventForEvents(result, unit, "UNIT_HEALTH_FREQUENT")
      else
        AddUnitEventForEvents(result, unit, "UNIT_HEALTH")
      end
      AddUnitEventForEvents(result, unit, "UNIT_MAXHEALTH")
      AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE")
      if WeakAuras.IsRetail() then
        if trigger.use_showAbsorb then
          AddUnitEventForEvents(result, unit, "UNIT_ABSORB_AMOUNT_CHANGED")
        end
        if trigger.use_showHealAbsorb then
          AddUnitEventForEvents(result, unit, "UNIT_HEAL_ABSORB_AMOUNT_CHANGED")
        end
      end
      if trigger.use_showIncomingHeal then
        AddUnitEventForEvents(result, unit, "UNIT_HEAL_PREDICTION")
      end
      if trigger.use_ignoreDead or trigger.use_ignoreDisconnected then
        AddUnitEventForEvents(result, unit, "UNIT_FLAGS")
      end
      if trigger.use_inRange then
        AddUnitEventForEvents(result, unit, "UNIT_IN_RANGE_UPDATE")
      end
      return result
    end,
    internal_events = function(trigger)
      local unit = trigger.unit
      local result = {}
      local includePets = trigger.use_includePets == true and trigger.includePets or nil
      AddUnitChangeInternalEvents(unit, result, includePets)
      if includePets ~= "PetsOnly" then
        AddUnitRoleChangeInternalEvents(unit, result)
      end
      AddUnitSpecChangeInternalEvents(unit, result)
      return result
    end,
    loadFunc = function(trigger)
      local includePets = trigger.use_includePets == true and trigger.includePets or nil
      AddWatchedUnits(trigger.unit, includePets)
    end,
    force_events = unitHelperFunctions.UnitChangedForceEventsWithPets,
    name = L["Health"],
    init = function(trigger)
      trigger.unit = trigger.unit or "player";
      local ret = [=[
        unit = string.lower(unit)
        local name, realm = WeakAuras.UnitNameWithRealm(unit)
        local smart = %s
      ]=];

      ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger)

      return ret:format(trigger.unit == "group" and "true" or "false");
    end,
    statesParameter = "unit",
    args = {
      {
        name = "unit",
        required = true,
        display = L["Unit"],
        type = "unit",
        init = "arg",
        values = "actual_unit_types_cast",
        desc = Private.actual_unit_types_cast_tooltip,
        test = "true",
        store = true
      },
      {
        name = "health",
        display = L["Health"],
        type = "number",
        init = "UnitHealth(unit)",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
        progressTotal = "maxhealth"
      },
      {
        name = "value",
        hidden = true,
        init = "health",
        store = true,
        test = "true"
      },
      {
        name = "total",
        hidden = true,
        init = "UnitHealthMax(unit)",
        store = true,
        test = "true"
      },
      {
        name = "progressType",
        hidden = true,
        init = "'static'",
        store = true,
        test = "true"
      },
      {
        name = "percenthealth",
        display = L["Health (%)"],
        type = "number",
        init = "total ~= 0 and (value / total) * 100 or nil",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "deficit",
        display = L["Health Deficit"],
        type = "number",
        init = "total - value",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
        progressTotal = "total"
      },
      {
        name = "maxhealth",
        display = WeakAuras.newFeatureString .. L["Max Health"],
        type = "number",
        init = "total",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        type = "header",
        name = "absorbAndHealingHeader",
        display = L["Absorb and Healing"],
      },
      {
        name = "showAbsorb",
        display = L["Fetch Absorb"],
        type = "toggle",
        test = "true",
        reloadOptions = true,
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail(),
      },
      {
        name = "absorbMode",
        display = L["Absorb Overlay"],
        type = "select",
        test = "true",
        values = "absorb_modes",
        required = true,
        enable = function(trigger) return WeakAuras.IsRetail() and trigger.use_showAbsorb end,
        hidden = not WeakAuras.IsRetail()
      },
      {
        name = "showHealAbsorb",
        display = L["Fetch Heal Absorb"],
        type = "toggle",
        test = "true",
        reloadOptions = true,
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail()
      },
      {
        name = "absorbHealMode",
        display = L["Absorb Heal Overlay"],
        type = "select",
        test = "true",
        values = "absorb_modes",
        required = true,
        enable = function(trigger) return WeakAuras.IsRetail() and trigger.use_showHealAbsorb end,
        hidden = not WeakAuras.IsRetail()
      },
      {
        name = "absorb",
        type = "number",
        display = L["Absorb"],
        init = "UnitGetTotalAbsorbs(unit)",
        store = true,
        conditionType = "number",
        enable = function(trigger) return WeakAuras.IsRetail() and trigger.use_showAbsorb end,
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
        progressTotal = "total"
      },
      {
        name = "healabsorb",
        type = "number",
        display = L["Heal Absorb"],
        init = "UnitGetTotalHealAbsorbs(unit)",
        store = true,
        conditionType = "number",
        enable = function(trigger) return WeakAuras.IsRetail() and trigger.use_showHealAbsorb end,
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "showIncomingHeal",
        display = L["Show Incoming Heal"],
        type = "toggle",
        test = "true",
        reloadOptions = true,
        progressTotal = "total"
      },
      {
        name = "healprediction",
        type = "number",
        display = L["Incoming Heal"],
        init = "UnitGetIncomingHeals(unit)",
        store = true,
        conditionType = "number",
        enable = function(trigger) return trigger.use_showIncomingHeal end,
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        type = "header",
        name = "unitCharacteristicsHeader",
        display = L["Unit Characteristics"],
      },
      {
        name = "name",
        display = L["Unit Name"],
        type = "string",
        store = true,
        hidden = true,
        test = "true"
      },
      {
        name = "realm",
        display = L["Realm"],
        type = "string",
        store = true,
        hidden = true,
        test = "true"
      },
      {
        name = "namerealm",
        display = L["Unit Name/Realm"],
        type = "string",
        multiline = true,
        preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)",
        test = "nameRealmChecker:Check(name, realm)",
        conditionType = "string",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseNameCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.name, state.realm)
        end,
        operator_types = "none",
        desc = constants.nameRealmFilterDesc,
      },
      {
        name = "npcId",
        display = L["Npc ID"],
        type = "string",
        multiline = true,
        store = true,
        init = "select(6, strsplit('-', UnitGUID(unit) or ''))",
        conditionType = "string",
        preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)",
        test = "npcIdChecker:Check(npcId)",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseStringCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.npcId)
        end,
        operator_types = "none",
        desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."]
      },
      {
        name = "class",
        display = L["Class"],
        type = "select",
        init = "select(2, UnitClass(unit))",
        values = "class_types",
        store = true,
        conditionType = "select"
      },
      {
        name = "specId",
        display = L["Specialization"],
        type = "multiselect",
        init = "WeakAuras.SpecForUnit(unit)",
        values = "spec_types_all",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return WeakAuras.IsCataOrRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end,
        desc = L["Requires syncing the specialization via LibSpecialization."],
      },
      {
        name = "role",
        display = L["Assigned Role"],
        type = "select",
        init = "UnitGroupRolesAssigned(unit)",
        values = "role_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return WeakAuras.IsCataOrRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end
      },
      {
        name = "raid_role",
        display = L["Raid Role"],
        type = "select",
        init = "WeakAuras.UnitRaidRole(unit)",
        values = "raid_role_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return WeakAuras.IsClassicOrCata() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end
      },
      {
        name = "raidMarkIndex",
        display = L["Raid Mark"],
        type = "select",
        values = "raid_mark_check_type",
        store = true,
        conditionType = "select",
        init = "GetRaidTargetIndex(unit) or 0"
      },
      {
        name = "raidMark",
        display = L["Raid Mark Icon"],
        store = true,
        hidden = true,
        test = "true",
        init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''"
      },
      {
        type = "header",
        name = "miscellaneousHeader",
        display = L["Miscellaneous"],
        enable = function(trigger)
          return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
      },
      {
        name = "includePets",
        display = L["Include Pets"],
        type = "select",
        values = "include_pets_types",
        width = WeakAuras.normalWidth,
        test = "true",
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end
      },
      {
        name = "ignoreSelf",
        display = L["Ignore Self"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "not UnitIsUnit(\"player\", unit)"
      },
      {
        name = "ignoreDead",
        display = L["Ignore Dead"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "not UnitIsDeadOrGhost(unit)"
      },
      {
        name = "ignoreDisconnected",
        display = L["Ignore Disconnected"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "UnitIsConnected(unit)"
      },
      {
        name = "inRange",
        display = L["In Range"],
        desc = L["Uses UnitInRange() to check if in range. Matches default raid frames out of range behavior, which is between 25 to 40 yards depending on your class and spec."],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return WeakAuras.IsRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end,
        init = "Private.ExecEnv.UnitInRangeFixed(unit)"
      },
      {
        name = "nameplateType",
        display = L["Nameplate Type"],
        type = "select",
        init = "WeakAuras.GetPlayerReaction(unit)",
        values = "hostility_types",
        conditionType = "select",
        store = true,
      },
      {
        name = "name",
        hidden = true,
        init = "UnitName(unit)",
        test = "true"
      },
      {
        hidden = true,
        test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck"
      }
    },
    overlayFuncs = {
      {
        name = L["Absorb"],
        func = function(trigger, state)
          local absorb = state.absorb
          if (trigger.absorbMode == "OVERLAY_FROM_START") then
            return 0, absorb;
          else
            return "forward", absorb;
          end
        end,
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.use_showAbsorb;
        end
      },
      {
        name = L["Heal Absorb"],
        func = function(trigger, state)
          local healabsorb = state.healabsorb
          if (trigger.absorbHealMode == "OVERLAY_FROM_START") then
            return 0, healabsorb;
          else
            return "forward", healabsorb;
          end
        end,
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.use_showHealAbsorb;
        end
      },
      {
        name = L["Incoming Heal"],
        func = function(trigger, state)
          if (trigger.use_showIncomingHeal) then
            local heal = state.healprediction;
            return "forward", heal;
          end
        end,
        enable = function(trigger)
          return trigger.use_showIncomingHeal;
        end
      }
    },
    automaticrequired = true
  },
  ["Power"] = {
    type = "unit",
    progressType = "static",
    events = function(trigger)
      local unit = trigger.unit
      local result = {}
      AddUnitEventForEvents(result, unit, "UNIT_POWER_FREQUENT")
      AddUnitEventForEvents(result, unit, "UNIT_MAXPOWER")
      AddUnitEventForEvents(result, unit, "UNIT_DISPLAYPOWER")
      AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE")

      -- The api for spell power costs is not meant to be for other units
      if trigger.use_showCost and trigger.unit == "player" then
        AddUnitEventForEvents(result, "player", "UNIT_SPELLCAST_START")
        AddUnitEventForEvents(result, "player", "UNIT_SPELLCAST_STOP")
        AddUnitEventForEvents(result, "player", "UNIT_SPELLCAST_FAILED")
        AddUnitEventForEvents(result, "player", "UNIT_SPELLCAST_SUCCEEDED")
      end
      if trigger.use_powertype and trigger.powertype == 99 then
        AddUnitEventForEvents(result, unit, "UNIT_ABSORB_AMOUNT_CHANGED")
      end
      if trigger.use_ignoreDead or trigger.use_ignoreDisconnected then
        AddUnitEventForEvents(result, unit, "UNIT_FLAGS")
      end

      if trigger.use_powertype and trigger.powertype == 4 then
        if WeakAuras.IsRetail() then
          AddUnitEventForEvents(result, unit, "UNIT_POWER_POINT_CHARGE")
        elseif WeakAuras.IsCataClassic() then
          AddUnitEventForEvents(result, unit, "UNIT_TARGET")
        else
          AddUnitEventForEvents(result, unit, "UNIT_TARGET")
        end
      end
      if trigger.use_inRange then
        AddUnitEventForEvents(result, unit, "UNIT_IN_RANGE_UPDATE")
      end
      return result;
    end,
    internal_events = function(trigger)
      local unit = trigger.unit
      local result = {}
      local includePets = trigger.use_includePets == true and trigger.includePets or nil
      AddUnitChangeInternalEvents(unit, result, includePets)
      if includePets ~= "PetsOnly" then
        AddUnitRoleChangeInternalEvents(unit, result)
      end
      AddUnitSpecChangeInternalEvents(unit, result)
      if WeakAuras.IsClassicEra() and trigger.use_showCost and trigger.unit == "player" then
        tinsert(result, "WA_UNIT_QUEUED_SPELL_CHANGED");
      end
      if WeakAuras.IsCataClassic() and trigger.unit == "player" and trigger.use_powertype and trigger.powertype == 26 then
        tinsert(result, "ECLIPSE_DIRECTION_CHANGE");
      end
      if WeakAuras.IsCataClassic() and trigger.unit == "player" and trigger.use_powertype and trigger.powertype == 4 then
        Private.WatchCOMBO_TARGET_CHANGED()
        tinsert(result, "WA_COMBO_TARGET_CHANGED");
      end
      return result
    end,
    loadFunc = function(trigger)
      if WeakAuras.IsClassicEra() and trigger.use_showCost and trigger.unit == "player" then
        WeakAuras.WatchForQueuedSpell()
      end
      local includePets = trigger.use_includePets == true and trigger.includePets or nil
      AddWatchedUnits(trigger.unit, includePets)
    end,
    force_events = unitHelperFunctions.UnitChangedForceEventsWithPets,
    name = L["Power"],
    init = function(trigger)
      trigger.unit = trigger.unit or "player";
      local ret = {}
      table.insert(ret, ([=[
        unit = string.lower(unit)
        local name, realm = WeakAuras.UnitNameWithRealm(unit)
        local smart = %s
        local powerType = %s;
        local unitPowerType = UnitPowerType(unit);
        local powerTypeToCheck = powerType or unitPowerType;
        if not WeakAuras.IsRetail() and powerType == 99 then powerType = 1 end
      ]=]):format(trigger.unit == "group" and "true" or "false", trigger.use_powertype and trigger.powertype or "nil"))

      local powerType = trigger.use_powertype and trigger.powertype or nil
      if WeakAuras.IsRetail() then
        if powerType == 7 then
          -- Soul Shards, this mirrors the ShardBar in the wow sources
          table.insert(ret, [[
            local shardModifier = UnitPowerDisplayMod(powerType)
            local power = UnitPower(unit, powerType, true) / shardModifier
            local total = math.max(1, UnitPowerMax(unit, powerType, true)) / shardModifier
            if GetSpecialization() ~= SPEC_WARLOCK_DESTRUCTION then
              power = floor(power)
            end
          ]])
        elseif powerType == 99 then
          table.insert(ret, ([[
            local power = UnitStagger(unit) or 0
            local scaleStagger = %s
            local total = math.max(1, UnitHealthMax(unit) * scaleStagger)
          ]]):format(trigger.use_scaleStagger and trigger.scaleStagger or 1))
        elseif powerType == 4 and trigger.unit == 'player' then
          table.insert(ret, ([[
            local chargedAsSeven = %s
            local comboPoint = UnitPower(unit, 4)
            local chargedComboPoint = GetUnitChargedPowerPoints('player') or {}
            if state.chargedComboPoint1 ~= chargedComboPoint[1] then
              state.chargedComboPoint = chargedComboPoint[1] -- For backwards compability
              state.chargedComboPoint1 = chargedComboPoint[1]
              state.changed = true
            end

            if state.chargedComboPoint2 ~= chargedComboPoint[2] then
              state.chargedComboPoint2 = chargedComboPoint[2]
              state.changed = true
            end

            if state.chargedComboPoint3 ~= chargedComboPoint[3] then
              state.chargedComboPoint3 = chargedComboPoint[3]
              state.changed = true
            end

            if state.chargedComboPoint4 ~= chargedComboPoint[4] then
              state.chargedComboPoint4 = chargedComboPoint[4]
              state.changed = true
            end
            local currentCharged = tContains(chargedComboPoint, comboPoint)
            if state.currentCharged ~= currentCharged then
              state.currentCharged = currentCharged
              state.changed = true
            end
            local power
            if chargedAsSeven then
              if tContains(chargedComboPoint, comboPoint) then
                power = 7
              else
                power = comboPoint
              end
            else
              power = UnitPower(unit, powerType)
            end
            local total = math.max(1, UnitPowerMax(unit, powerType))
          ]]):format(trigger.use_chargedAsSeven and "true" or "false"))
        else
          table.insert(ret, [[
            local power = UnitPower(unit, powerType)
            local total = math.max(1, UnitPowerMax(unit, powerType))
          ]])
        end
      else
        -- Combo Points
        if powerType == 4 then
          table.insert(ret, [[
            local power = GetComboPoints(unit, unit .. '-target')
            local total = math.max(1, UnitPowerMax(unit, 14))
          ]])
        else
          table.insert(ret, [[
            local power = UnitPower(unit, powerType)
            local total = math.max(1, UnitPowerMax(unit, powerType))
          ]])
        end
      end

      table.insert(ret, unitHelperFunctions.SpecificUnitCheck(trigger))

      local canEnableShowCost = (not trigger.use_powertype or trigger.powertype ~= 99) and trigger.unit == "player";
      if (canEnableShowCost and trigger.use_showCost) then
        table.insert(ret, [[
          if (event == "UNIT_DISPLAYPOWER") then
            local cost = WeakAuras.GetSpellCost(powerTypeToCheck)
            if state.cost ~= cost then
              state.cost = cost
              state.changed = true
            end
          elseif ( (event == "UNIT_SPELLCAST_START" or event == "UNIT_SPELLCAST_STOP" or event == "UNIT_SPELLCAST_FAILED" or event == "UNIT_SPELLCAST_SUCCEEDED") and unit == "player") or event == "WA_UNIT_QUEUED_SPELL_CHANGED" then
            local cost = WeakAuras.GetSpellCost(powerTypeToCheck)
            if state.cost ~= cost then
              state.cost = cost
              state.changed = true
            end
          end
        ]])
      end

      return table.concat(ret)
    end,
    statesParameter = "unit",
    args = {
      {
        name = "unit",
        required = true,
        display = L["Unit"],
        type = "unit",
        init = "arg",
        values = "actual_unit_types_cast",
        desc = Private.actual_unit_types_cast_tooltip,
        test = "true",
        store = true
      },
      {
        name = "powertype",
        display = L["Power Type"],
        type = "select",
        values = "power_types",
        init = "powerTypeToCheck",
        test = "true",
        store = true,
        conditionType = "select",
        reloadOptions = true
      },
      {
        name = "requirePowerType",
        display = L["Only if Primary"],
        type = "toggle",
        test = "unitPowerType == powerType",
        enable = function(trigger)
          return trigger.use_powertype
        end,
      },
      {
        name = "showCost",
        display = L["Overlay Cost of Casts"],
        type = "toggle",
        test = "true",
        enable = function(trigger)
          return (not trigger.use_powertype or trigger.powertype ~= 99) and trigger.unit == "player";
        end,
        reloadOptions = true
      },
      {
        name = "showChargedComboPoints",
        display = L["Overlay Charged Combo Points"],
        type = "toggle",
        test = "true",
        reloadOptions = true,
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player' and trigger.use_powertype and trigger.powertype == 4
        end,
        hidden = not WeakAuras.IsRetail()
      },
      {
        name = "chargedAsSeven",
        display = L["Treat charged combo point as 7 combo points"],
        type = "toggle",
        test = "true",
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player' and trigger.use_powertype and trigger.powertype == 4
        end,
        hidden = not WeakAuras.IsRetail()
      },
      {
        name = "currentCharged",
        type = "bool",
        display = L["Current Combo Point charged"],
        conditionType = "bool",
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player'and trigger.use_powertype and trigger.powertype == 4
        end,
        hidden = true,
        test = "true"
      },
      {
        name = "chargedComboPoint1",
        type = "number",
        display = L["Charged Combo Point 1"],
        conditionType = "number",
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player'and trigger.use_powertype and trigger.powertype == 4
        end,
        hidden = true,
        test = "true"
      },
      {
        name = "chargedComboPoint2",
        type = "number",
        display = L["Charged Combo Point 2"],
        conditionType = "number",
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player'and trigger.use_powertype and trigger.powertype == 4
        end,
        hidden = true,
        test = "true"
      },
      {
        name = "chargedComboPoint3",
        type = "number",
        display = L["Charged Combo Point 3"],
        conditionType = "number",
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player'and trigger.use_powertype and trigger.powertype == 4
        end,
        hidden = true,
        test = "true"
      },
      {
        name = "chargedComboPoint4",
        type = "number",
        display = L["Charged Combo Point 4"],
        conditionType = "number",
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player'and trigger.use_powertype and trigger.powertype == 4
        end,
        hidden = true,
        test = "true"
      },
      {
        name = "scaleStagger",
        display = L["Stagger Scale"],
        type = "string",
        validate = WeakAuras.ValidateNumeric,
        enable = function(trigger)
          return trigger.use_powertype and trigger.powertype == 99
        end,
        test = "true"
      },
      {
        name = "eclipseDirection",
        display = L["Eclipse Direction"],
        type = "select",
        values = "eclipse_direction_types",
        init = "GetEclipseDirection()",
        conditionType = "select",
        store = true,
        enable = function(trigger)
          return WeakAuras.IsCataClassic() and trigger.unit == "player" and trigger.use_powertype and trigger.powertype == 26
        end,
      },
      {
        name = "power",
        display = L["Power"],
        type = "number",
        init = "power",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
        progressTotal = "total"
      },
      {
        name = "value",
        hidden = true,
        init = "power",
        store = true,
        test = "true"
      },
      {
        name = "total",
        hidden = true,
        init = "total",
        store = true,
        test = "true"
      },
      {
        name = "stacks",
        hidden = true,
        init = "power",
        store = true,
        test = "true"
      },
      {
        name = "progressType",
        hidden = true,
        init = "'static'",
        store = true,
        test = "true"
      },
      {
        name = "percentpower",
        display = L["Power (%)"],
        type = "number",
        init = "total ~= 0 and (value / total) * 100 or nil",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "deficit",
        display = L["Power Deficit"],
        type = "number",
        init = "total - value",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
        progressTotal = "total"
      },
      {
        name = "maxpower",
        display = WeakAuras.newFeatureString .. L["Max Power"],
        type = "number",
        init = "total",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "name",
        display = L["Unit Name"],
        type = "string",
        store = true,
        hidden = true,
        test = "true"
      },
      {
        name = "realm",
        display = L["Realm"],
        type = "string",
        store = true,
        hidden = true,
        test = "true"
      },
      {
        type = "header",
        name = "unitCharacteristicsHeader",
        display = L["Unit Characteristics"],
      },
      {
        name = "namerealm",
        display = L["Unit Name/Realm"],
        type = "string",
        multiline = true,
        preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)",
        test = "nameRealmChecker:Check(name, realm)",
        conditionType = "string",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseNameCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.name, state.realm)
        end,
        operator_types = "none",
        desc = constants.nameRealmFilterDesc,
      },
      {
        name = "npcId",
        display = L["Npc ID"],
        type = "string",
        multiline = true,
        store = true,
        init = "select(6, strsplit('-', UnitGUID(unit) or ''))",
        conditionType = "string",
        preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)",
        test = "npcIdChecker:Check(npcId)",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseStringCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.npcId)
        end,
        operator_types = "none",
        desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."]
      },
      {
        name = "class",
        display = L["Class"],
        type = "select",
        init = "select(2, UnitClass(unit))",
        values = "class_types",
        store = true,
        conditionType = "select"
      },
      {
        name = "specId",
        display = L["Specialization"],
        type = "multiselect",
        init = "WeakAuras.SpecForUnit(unit)",
        values = "spec_types_all",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return WeakAuras.IsCataOrRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end,
        desc = L["Requires syncing the specialization via LibSpecialization."],
      },
      {
        name = "role",
        display = L["Assigned Role"],
        type = "select",
        init = "UnitGroupRolesAssigned(unit)",
        values = "role_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return WeakAuras.IsCataOrRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end
      },
      {
        name = "raid_role",
        display = L["Raid Role"],
        type = "select",
        init = "WeakAuras.UnitRaidRole(unit)",
        values = "raid_role_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return not WeakAuras.IsRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end
      },
      {
        name = "raidMarkIndex",
        display = L["Raid Mark"],
        type = "select",
        values = "raid_mark_check_type",
        store = true,
        conditionType = "select",
        init = "GetRaidTargetIndex(unit) or 0"
      },
      {
        name = "raidMark",
        display = L["Raid Mark Icon"],
        store = true,
        hidden = true,
        test = "true",
        init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''"
      },
      {
        type = "header",
        name = "miscellaneousHeader",
        display = L["Miscellaneous"],
        enable = function(trigger)
          return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
      },
      {
        name = "includePets",
        display = L["Include Pets"],
        type = "select",
        values = "include_pets_types",
        width = WeakAuras.normalWidth,
        test = "true",
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end
      },
      {
        name = "ignoreSelf",
        display = L["Ignore Self"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "not UnitIsUnit(\"player\", unit)"
      },
      {
        name = "ignoreDead",
        display = L["Ignore Dead"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "not UnitIsDeadOrGhost(unit)"
      },
      {
        name = "ignoreDisconnected",
        display = L["Ignore Disconnected"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "UnitIsConnected(unit)"
      },
      {
        name = "inRange",
        display = L["In Range"],
        desc = L["Uses UnitInRange() to check if in range. Matches default raid frames out of range behavior, which is between 25 to 40 yards depending on your class and spec."],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return WeakAuras.IsRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end,
        init = "Private.ExecEnv.UnitInRangeFixed(unit)"
      },
      {
        name = "nameplateType",
        display = L["Nameplate Type"],
        type = "select",
        init = "WeakAuras.GetPlayerReaction(unit)",
        values = "hostility_types",
        store = true,
        conditionType = "select",
      },
      {
        hidden = true,
        test = "WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck"
      }
    },
    overlayFuncs = {
      {
        name = L["Spell Cost"],
        func = function(trigger, state)
          return "back", type(state.cost) == "number" and state.cost;
        end,
        enable = function(trigger)
          return trigger.use_showCost and (not trigger.use_powertype or trigger.powertype ~= 99) and trigger.unit == "player";
        end
      },
      {
        name = L["Charged Combo Point (1)"],
        func = function(trigger, state)
          if type(state.chargedComboPoint1) == "number" then
            return state.chargedComboPoint1 - 1, state.chargedComboPoint1
          end
          return 0, 0
        end,
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player' and trigger.use_powertype and trigger.powertype == 4 and trigger.use_showChargedComboPoints
        end,
      },
      {
        name = L["Charged Combo Point (2)"],
        func = function(trigger, state)
          if type(state.chargedComboPoint2) == "number" then
            return state.chargedComboPoint2 - 1, state.chargedComboPoint2
          end
          return 0, 0
        end,
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player' and trigger.use_powertype and trigger.powertype == 4 and trigger.use_showChargedComboPoints
        end,
      },
      {
        name = L["Charged Combo Point (3)"],
        func = function(trigger, state)
          if type(state.chargedComboPoint3) == "number" then
            return state.chargedComboPoint3 - 1, state.chargedComboPoint3
          end
          return 0, 0
        end,
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player' and trigger.use_powertype and trigger.powertype == 4 and trigger.use_showChargedComboPoints
        end,
      },
      {
        name = L["Charged Combo Point (4)"],
        func = function(trigger, state)
          if type(state.chargedComboPoint4) == "number" then
            return state.chargedComboPoint4 - 1, state.chargedComboPoint4
          end
          return 0, 0
        end,
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.unit == 'player' and trigger.use_powertype and trigger.powertype == 4 and trigger.use_showChargedComboPoints
        end,
      }
    },
    automaticrequired = true
  },
  ["Alternate Power"] = {
    type = "unit",
    progressType = "static",
    events = function(trigger)
      local unit = trigger.unit
      local result = {}
      AddUnitEventForEvents(result, unit, "UNIT_POWER_FREQUENT")
      AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE")
      if trigger.use_ignoreDead or trigger.use_ignoreDisconnected then
        AddUnitEventForEvents(result, unit, "UNIT_FLAGS")
      end
      AddUnitEventForEvents(result, unit, "UNIT_POWER_BAR_SHOW")
      if trigger.use_inRange then
        AddUnitEventForEvents(result, unit, "UNIT_IN_RANGE_UPDATE")
      end
      return result
    end,
    internal_events = function(trigger)
      local unit = trigger.unit
      local result = { }
      AddUnitChangeInternalEvents(unit, result)
      AddUnitRoleChangeInternalEvents(unit, result)
      AddUnitSpecChangeInternalEvents(unit, result)
      return result
    end,
    loadFunc = function(trigger)
      AddWatchedUnits(trigger.unit)
    end,
    force_events = unitHelperFunctions.UnitChangedForceEvents,
    name = L["Alternate Power"],
    init = function(trigger)
      trigger.unit = trigger.unit or "player";
      local ret = [=[
        unit = string.lower(unit)
        local unitname, realm = WeakAuras.UnitNameWithRealm(unit)
        local smart = %s
      ]=]

      ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger)

      return ret:format(trigger.unit == "group" and "true" or "false");
    end,
    statesParameter = "unit",
    args = {
      {
        name = "unit",
        required = true,
        display = L["Unit"],
        type = "unit",
        init = "arg",
        values = "actual_unit_types_cast",
        desc = Private.actual_unit_types_cast_tooltip,
        test = "true",
        store = true
      },
      {
        name = "power",
        display = L["Alternate Power"],
        type = "number",
        init = "UnitPower(unit, 10)",
        multiEntry = {
          operator = "and",
          limit = 2
        },
        progressTotal = "total"
      },
      {
        name = "value",
        hidden = true,
        init = "power",
        store = true,
        test = "true"
      },
      {
        name = "total",
        hidden = true,
        init = "UnitPowerMax(unit, 10)",
        store = true,
        test = "true"
      },
      {
        name = "progressType",
        hidden = true,
        init = "'static'",
        store = true,
        test = "true"
      },
      {
        name = "name",
        hidden = true,
        init = "GetUnitPowerBarStrings(unit)",
        store = true,
        test = "true"
      },
      {
        name = "unitname",
        display = L["Unit Name"],
        type = "string",
        store = true,
        hidden = true,
        test = "true"
      },
      {
        name = "unitrealm",
        display = L["Realm"],
        type = "string",
        store = true,
        hidden = true,
        test = "true"
      },
      {
        name = "namerealm",
        display = L["Unit Name/Realm"],
        type = "string",
        multiline = true,
        preamble = "local nameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)",
        test = "nameRealmChecker:Check(unitname, unitrealm)",
        conditionType = "string",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseNameCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.unitname, state.unitrealm)
        end,
        operator_types = "none",
        desc = constants.nameRealmFilterDesc,
      },
      {
        name = "icon",
        hidden = true,
        init = "GetUnitPowerBarTextureInfo(unit, 1)",
        store = true,
        test = "true"
      },
      {
        name = "class",
        display = L["Class"],
        type = "select",
        init = "select(2, UnitClass(unit))",
        values = "class_types",
        store = true,
        conditionType = "select"
      },
      {
        name = "specId",
        display = L["Specialization"],
        type = "multiselect",
        init = "WeakAuras.SpecForUnit(unit)",
        values = "spec_types_all",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        desc = L["Requires syncing the specialization via LibSpecialization."],
      },
      {
        name = "role",
        display = L["Assigned Role"],
        type = "select",
        init = "UnitGroupRolesAssigned(unit)",
        values = "role_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end
      },
      {
        name = "raid_role",
        display = L["Raid Role"],
        type = "select",
        init = "WeakAuras.UnitRaidRole(unit)",
        values = "raid_role_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return not WeakAuras.IsRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end
      },
      {
        name = "raidMarkIndex",
        display = L["Raid Mark"],
        type = "select",
        values = "raid_mark_check_type",
        store = true,
        conditionType = "select",
        init = "GetRaidTargetIndex(unit) or 0"
      },
      {
        name = "raidMark",
        display = L["Raid Mark Icon"],
        store = true,
        hidden = true,
        test = "true",
        init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''"
      },
      {
        type = "header",
        name = "miscellaneousHeader",
        display = L["Miscellaneous"],
        enable = function(trigger)
          return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
      },
      {
        name = "ignoreSelf",
        display = L["Ignore Self"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "not UnitIsUnit(\"player\", unit)"
      },
      {
        name = "ignoreDead",
        display = L["Ignore Dead"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "not UnitIsDeadOrGhost(unit)"
      },
      {
        name = "ignoreDisconnected",
        display = L["Ignore Disconnected"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "UnitIsConnected(unit)"
      },
      {
        name = "inRange",
        display = L["In Range"],
        desc = L["Uses UnitInRange() to check if in range. Matches default raid frames out of range behavior, which is between 25 to 40 yards depending on your class and spec."],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return WeakAuras.IsRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
        end,
        init = "Private.ExecEnv.UnitInRangeFixed(unit)"
      },
      {
        name = "nameplateType",
        display = L["Nameplate Type"],
        type = "select",
        init = "WeakAuras.GetPlayerReaction(unit)",
        values = "hostility_types",
        store = true,
        conditionType = "select",
      },
      {
        hidden = true,
        test = "name and WeakAuras.UnitExistsFixed(unit, smart) and specificUnitCheck"
      }
    },
    automaticrequired = true
  },
  ["Combat Log"] = {
    type = "combatlog",
    events = {
      ["events"] = {"COMBAT_LOG_EVENT_UNFILTERED"}
    },
    init = function(trigger)
      local ret = [[
        local use_cloneId = %s;
      ]];
      return ret:format(trigger.use_cloneId and "true" or "false");
    end,
    name = L["Combat Log"],
    statesParameter = "all",
    args = {
      {}, -- timestamp ignored with _ argument
      {}, -- messageType ignored with _ argument (it is checked before the dynamic function)
      {}, -- hideCaster ignored with _ argument
      {
        type = "header",
        name = "sourceHeader",
        display = L["Source Info"],
      },
      {
        name = "sourceGUID",
        init = "arg",
        hidden = "true",
        test = "true",
        store = true,
        display = L["Source GUID"]
      },
      {
        name = "sourceUnit",
        display = L["Source Unit"],
        type = "unit",
        test = "(sourceGUID or '') == (UnitGUID(%q) or '') and sourceGUID",
        values = "actual_unit_types_with_specific",
        enable = function(trigger)
          return not (trigger.subeventPrefix == "ENVIRONMENTAL")
        end,
        store = true,
        conditionType = "select",
        conditionTest = function(state, needle, op)
          return state and state.show and ((state.sourceGUID or '') == (UnitGUID(needle) or '')) == (op == "==")
        end
      },
      {
        name = "sourceName",
        display = L["Source Name"],
        type = "string",
        multiline = true,
        init = "arg",
        store = true,
        conditionType = "string",
        preamble = "local sourceNameChecker = Private.ExecEnv.ParseStringCheck(%q)",
        test = "sourceNameChecker:Check(sourceName)",
        desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."],
      },
      {
        name = "sourceNpcId",
        display = L["Source NPC Id"],
        type = "string",
        multiline = true,
        init = "select(6, strsplit('-', sourceGUID or ''))",
        store = true,
        conditionType = "string",
        preamble = "local sourceNpcIdChecker = Private.ExecEnv.ParseStringCheck(%q)",
        test = "sourceNpcIdChecker:Check(sourceNpcId)",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseStringCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.sourceNpcId)
        end,
        operator_types = "none",
        desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."],
        enable = function(trigger)
          return not (trigger.subeventPrefix == "ENVIRONMENTAL")
        end,
      },
      {
        name = "sourceFlags",
        display = L["Source Affiliation"],
        type = "select",
        values = "combatlog_flags_check_type",
        init = "arg",
        store = true,
        test = "Private.ExecEnv.CheckCombatLogFlags(sourceFlags, %q)",
        conditionType = "select",
        conditionTest = function(state, needle, op)
          if state and state.show then
            return Private.ExecEnv.CheckCombatLogFlags(state.sourceFlags, needle)  == (op == "==")
          end
        end
      },
      {
        name = "sourceFlags2",
        display = L["Source Reaction"],
        type = "select",
        values = "combatlog_flags_check_reaction",
        test = "Private.ExecEnv.CheckCombatLogFlagsReaction(sourceFlags, %q)",
        conditionType = "select",
        conditionTest = function(state, needle, op)
          if state and state.show then
            return Private.ExecEnv.CheckCombatLogFlagsReaction(state.sourceFlags, needle)  == (op == "==")
          end
        end
      },
      {
        name = "sourceFlags3",
        display = L["Source Object Type"],
        type = "select",
        values = "combatlog_flags_check_object_type",
        test = "Private.ExecEnv.CheckCombatLogFlagsObjectType(sourceFlags, %q)",
        conditionType = "select",
        conditionTest = function(state, needle, op)
          if state and state.show then
            return Private.ExecEnv.CheckCombatLogFlagsObjectType(state.sourceFlags, needle) == (op == "==")
          end
        end
      },
      {
        name = "sourceRaidFlags",
        display = L["Source Raid Mark"],
        type = "select",
        values = "combatlog_raid_mark_check_type",
        init = "arg",
        store = true,
        test = "Private.ExecEnv.CheckRaidFlags(sourceRaidFlags, %q)",
        conditionType = "select",
        conditionTest = function(state, needle, op)
          if state and state.show then
            return Private.ExecEnv.CheckRaidFlags(state.sourceRaidFlags, needle) == (op == "==")
          end
        end
      },
      {
        name = "sourceRaidMarkIndex",
        display = WeakAuras.newFeatureString .. L["Source unit's raid mark index"],
        init = "WeakAuras.RaidFlagToIndex(sourceRaidFlags)",
        test = "true",
        store = true,
        hidden = true,
      },
      {
        name = "sourceRaidMark",
        display = WeakAuras.newFeatureString .. L["Source unit's raid mark texture"],
        test = "true",
        init = "sourceRaidMarkIndex > 0 and '{rt'..sourceRaidMarkIndex..'}' or ''",
        store = true,
        hidden = true,
      },
      {
        type = "header",
        name = "destHeader",
        display = L["Destination Info"],
        enable = function(trigger)
          return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
      },
      {
        name = "destGUID",
        init = "arg",
        hidden = "true",
        test = "true",
        store = true,
        display = L["Destination GUID"]
      },
      {
        name = "destUnit",
        display = L["Destination Unit"],
        type = "unit",
        test = "(destGUID or '') == (UnitGUID(%q) or '') and destGUID",
        values = "actual_unit_types_with_specific",
        enable = function(trigger)
          return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
        store = true,
        conditionType = "select",
        conditionTest = function(state, needle, op)
          return state and state.show and ((state.destGUID or '') == (UnitGUID(needle) or '')) == (op == "==")
        end
      },
      {
        name = "destName",
        display = L["Destination Name"],
        type = "string",
        multiline = true,
        init = "arg",
        store = true,
        conditionType = "string",
        preamble = "local destNameChecker = Private.ExecEnv.ParseStringCheck(%q)",
        test = "destNameChecker:Check(destName)",
        desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."],
        enable = function(trigger)
          return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
      },
      {
        name = "destNpcId",
        display = L["Destination NPC Id"],
        type = "string",
        multiline = true,
        init = "select(6, strsplit('-', destGUID or ''))",
        store = true,
        conditionType = "string",
        preamble = "local destNpcIdChecker = Private.ExecEnv.ParseStringCheck(%q)",
        test = "destNpcIdChecker:Check(destNpcId)",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseStringCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.destNpcId)
        end,
        operator_types = "none",
        desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."],
        enable = function(trigger)
          return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
      },
      { -- destName ignore for SPELL_CAST_START
        enable = function(trigger)
          return (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end
      },
      {
        name = "destFlags",
        display = L["Destination Affiliation"],
        type = "select",
        values = "combatlog_flags_check_type",
        init = "arg",
        store = true,
        test = "Private.ExecEnv.CheckCombatLogFlags(destFlags, %q)",
        conditionType = "select",
        conditionTest = function(state, needle, op)
          if state and state.show then
            return Private.ExecEnv.CheckCombatLogFlags(state.destFlags, needle) == (op == "==")
          end
        end,
        enable = function(trigger)
          return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
      },
      {
        name = "destFlags2",
        display = L["Destination Reaction"],
        type = "select",
        values = "combatlog_flags_check_reaction",
        test = "Private.ExecEnv.CheckCombatLogFlagsReaction(destFlags, %q)",
        conditionType = "select",
        conditionTest = function(state, needle, op)
          if state and state.show then
            return Private.ExecEnv.CheckCombatLogFlagsReaction(state.destFlags, needle) == (op == "==")
          end
        end,
        enable = function(trigger)
          return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
      },
      {
        name = "destFlags3",
        display = L["Destination Object Type"],
        type = "select",
        values = "combatlog_flags_check_object_type",
        test = "Private.ExecEnv.CheckCombatLogFlagsObjectType(destFlags, %q)",
        conditionType = "select",
        conditionTest = function(state, needle, op)
          if state and state.show then
            return Private.ExecEnv.CheckCombatLogFlagsObjectType(state.destFlags, needle) == (op == "==")
          end
        end,
        enable = function(trigger)
          return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
      },
      {-- destFlags ignore for SPELL_CAST_START
        enable = function(trigger)
          return (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
      },
      {
        name = "destRaidFlags",
        display = L["Dest Raid Mark"],
        type = "select",
        values = "combatlog_raid_mark_check_type",
        init = "arg",
        store = true,
        test = "Private.ExecEnv.CheckRaidFlags(destRaidFlags, %q)",
        conditionType = "select",
        conditionTest = function(state, needle, op)
          if state and state.show then
            return Private.ExecEnv.CheckRaidFlags(state.destRaidFlags, needle) == (op == "==")
          end
        end,
        enable = function(trigger)
          return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
      },
      { -- destRaidFlags ignore for SPELL_CAST_START
        enable = function(trigger)
          return (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end
      },
      {
        name = "destRaidMarkIndex",
        display = WeakAuras.newFeatureString .. L["Destination unit's raid mark index"],
        init = "WeakAuras.RaidFlagToIndex(destRaidFlags)",
        test = "true",
        store = true,
        hidden = true,
        enable = function(trigger)
          return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
      },
      {
        name = "destRaidMark",
        display = WeakAuras.newFeatureString .. L["Destination unit's raid mark texture"],
        test = "true",
        init = "destRaidMarkIndex > 0 and '{rt'..destRaidMarkIndex..'}' or ''",
        store = true,
        hidden = true,
        enable = function(trigger)
          return not (trigger.subeventPrefix == "SPELL" and trigger.subeventSuffix == "_CAST_START");
        end,
      },
      {
        type = "header",
        name = "subeventHeader",
        display = L["Subevent Info"],
        enable = function(trigger)
          return trigger.subeventPrefix and (
            trigger.subeventPrefix == "RANGE"
            or trigger.subeventPrefix == "ENVIRONMENTAL"
            or trigger.subeventPrefix:find("DAMAGE")
            or trigger.subeventPrefix:find("SPELL"))

            or trigger.subeventSuffix and (
              trigger.subeventSuffix == "_ABSORBED"
              or trigger.subeventSuffix == "_INTERRUPT"
              or trigger.subeventSuffix == "_DISPEL"
              or trigger.subeventSuffix == "_DISPEL_FAILED"
              or trigger.subeventSuffix == "_STOLEN"
              or trigger.subeventSuffix == "_AURA_BROKEN_SPELL"
              or trigger.subeventSuffix == "_DAMAGE"
              or trigger.subeventSuffix == "_HEAL"
              or trigger.subeventSuffix == "_ENERGIZE"
              or trigger.subeventSuffix == "_DRAIN"
              or trigger.subeventSuffix == "_LEECH"
              or trigger.subeventSuffix == "_DAMAGE"
              or trigger.subeventSuffix == "_MISSED"
              or trigger.subeventSuffix == "_EXTRA_ATTACKS"
              or trigger.subeventSuffix == "_CAST_FAILED"
              or trigger.subeventSuffix:find("DOSE")
              or trigger.subeventSuffix:find("AURA"))
        end,
      },
      {
        name = "spellId",
        display = L["Spell Id"],
        init = "arg",
        enable = function(trigger)
          return trigger.subeventPrefix and (trigger.subeventPrefix:find("SPELL") or trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix:find("DAMAGE"))
        end,
        store = true,
        preambleGroup = "spell",
        preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()",
        multiEntry = {
          operator = "preamble",
          preambleAdd = "spellChecker:AddExact(%q)"
        },
        test = "spellChecker:Check(spellId)",
        testGroup = "spell",
        conditionType = "number",
        type = "spell",
        showExactOption = false,
        noProgressSource = true
      },
      {
        name = "spellName",
        display = L["Spell Name"],
        type = "spell",
        noValidation = true,
        init = "arg",
        enable = function(trigger)
          return trigger.subeventPrefix and (trigger.subeventPrefix:find("SPELL") or trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix:find("DAMAGE"))
        end,
        store = true,
        preambleGroup = "spell",
        preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()",
        multiEntry = {
          operator = "preamble",
          preambleAdd = "spellChecker:AddName(%q)"
        },
        test = "spellChecker:Check(spellId)",
        testGroup = "spell",
        conditionType = "string"
      },
      {
        name = "spellSchool",
        display = WeakAuras.newFeatureString .. L["Spell School"],
        type = "select",
        values = "combatlog_spell_school_types_for_ui",
        sorted = true,
        test = "spellSchool == %d",
        init = "arg",
        conditionType = "select",
        store = true,
        enable = function(trigger)
          return trigger.subeventPrefix and (trigger.subeventPrefix:find("SPELL") or trigger.subeventPrefix == "RANGE" or trigger.subeventPrefix:find("DAMAGE"))
        end
      },
      {
        name = "environmentalType",
        display = L["Environment Type"],
        type = "select",
        init = "arg",
        values = "environmental_types",
        enable = function(trigger)
          return trigger.subeventPrefix == "ENVIRONMENTAL"
        end,
        store = true,
        conditionType = "select"
      },
      {
        name = "missType",
        display = L["Miss Type"],
        type = "select",
        init = "arg",
        values = "miss_types",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_MISSED" or trigger.subeventPrefix == "DAMAGE_SHIELD_MISSED")
        end,
        conditionType = "select",
        store = true
      },
      {
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_ABSORBED")
        end
      }, -- source of absorb GUID ignored with SPELL_ABSORBED
      {
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_ABSORBED")
        end
      }, -- source of absorb Name ignored with SPELL_ABSORBED
      {
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_ABSORBED")
        end
      }, -- source of absorb Flags ignored with SPELL_ABSORBED
      {
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_ABSORBED")
        end
      }, -- source of absorb Raid Flags ignored with SPELL_ABSORBED
      {
        name = "extraSpellId",
        display = WeakAuras.newFeatureString .. L["Extra Spell Id"],
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_ABSORBED" or trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL")
        end,
        test = WeakAuras.IsClassicEra() and "GetSpellInfo(%q or '') == extraSpellName" or nil,
        type = "spell",
        showExactOption = false,
        store = true,
        conditionType = "number",
        noProgressSource = true
      },
      {
        name = "extraSpellName",
        display = L["Extra Spell Name"],
        type = "spell",
        noValidation = true,
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_ABSORBED" or trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL")
        end,
        store = true,
        conditionType = "string"
      },
      {
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_ABSORBED" or trigger.subeventSuffix == "_INTERRUPT" or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_DISPEL_FAILED" or trigger.subeventSuffix == "_STOLEN" or trigger.subeventSuffix == "_AURA_BROKEN_SPELL")
        end
      }, -- extraSchool ignored with _ argument
      {
        name = "auraType",
        display = L["Aura Type"],
        type = "select",
        init = "arg",
        values = "aura_types",
        store = true,
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix:find("AURA") or trigger.subeventSuffix == "_DISPEL" or trigger.subeventSuffix == "_STOLEN")
        end,
        conditionType = "select"
      },
      {
        name = "amount",
        display = L["Amount"],
        type = "number",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_ABSORBED" or trigger.subeventSuffix == "_DAMAGE" or trigger.subeventSuffix == "_HEAL" or trigger.subeventSuffix == "_ENERGIZE" or trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH" or trigger.subeventPrefix:find("DAMAGE"))
        end,
        store = true,
        conditionType = "number"
      },
      {
        name = "overkill",
        display = L["Overkill"],
        type = "number",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT")
        end,
        store = true,
        conditionType = "number"
      },
      {
        name = "overhealing",
        display = L["Overhealing"],
        type = "number",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventSuffix == "_HEAL"
        end,
        store = true,
        conditionType = "number"
      },
      {
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT")
        end
      }, -- damage school ignored with _ argument
      {
        name = "resisted",
        display = L["Resisted"],
        type = "number",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT")
        end,
        store = true,
        conditionType = "number"
      },
      {
        name = "blocked",
        display = L["Blocked"],
        type = "number",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT")
        end,
        store = true,
        conditionType = "number"
      },
      {
        name = "absorbed",
        display = L["Absorbed"],
        type = "number",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT" or trigger.subeventSuffix == "_HEAL")
        end,
        store = true,
        conditionType = "number"
      },
      {
        name = "critical",
        display = L["Critical"],
        type = "tristate",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT" or trigger.subeventSuffix == "_HEAL")
        end,
        store = true,
        conditionType = "bool"
      },
      {
        name = "glancing",
        display = L["Glancing"],
        type = "tristate",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT")
        end,
        store = true,
        conditionType = "bool"
      },
      {
        name = "crushing",
        display = L["Crushing"],
        type = "tristate",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT")
        end,
        store = true,
        conditionType = "bool"
      },
      {
        name = "isOffHand",
        display = L["Is Off Hand"],
        type = "tristate",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and trigger.subeventPrefix and (
                 trigger.subeventSuffix == "_DAMAGE" or trigger.subeventPrefix == "DAMAGE_SHIELD" or trigger.subeventPrefix == "DAMAGE_SPLIT"
                 or trigger.subeventSuffix == "_MISSED" or trigger.subeventPrefix == "DAMAGE_SHIELD_MISSED")
        end,
        store = true,
        conditionType = "bool"
      },
      {
        name = "number",
        display = L["Number"],
        type = "number",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_EXTRA_ATTACKS" or trigger.subeventSuffix:find("DOSE"))
        end,
        store = true,
        conditionType = "number"
      },
      {
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_ENERGIZE")
        end
      }, -- unknown argument for _ENERGIZE ignored
      {
        name = "powerType",
        display = L["Power Type"],
        type = "select",
        init = "arg",
        values = "power_types",
        store = true,
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_ENERGIZE" or trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH")
        end,
        conditionType = "select"
      },
      {
        name = "extraAmount",
        display = L["Extra Amount"],
        type = "number",
        init = "arg",
        enable = function(trigger)
          return trigger.subeventSuffix and (trigger.subeventSuffix == "_ENERGIZE" or trigger.subeventSuffix == "_DRAIN" or trigger.subeventSuffix == "_LEECH")
        end,
        store = true,
        conditionType = "number"
      },
      {
        enable = function(trigger)
          return trigger.subeventSuffix == "_CAST_FAILED"
        end
      }, -- failedType ignored with _ argument - theoretically this is not necessary because it is the last argument in the event, but it is added here for completeness
      {
        type = "header",
        name = "miscellaneousHeader",
        display = L["Miscellaneous"],
      },
      {
        name = "cloneId",
        display = L["Clone per Event"],
        type = "toggle",
        test = "true",
        init = "use_cloneId and WeakAuras.GetUniqueCloneId() or ''"
      },
      {
        hidden = true,
        name = "icon",
        init = "(spellId and Private.ExecEnv.GetSpellIcon(spellId)) or 'Interface\\\\Icons\\\\INV_Misc_QuestionMark'",
        store = true,
        test = "true"
      },
    },
    countEvents = true,
    delayEvents = true,
    timedrequired = true,
    progressType = "timed"
  },
  ["Spell Activation Overlay"] = {
    type = "spell",
    events = {
    },
    loadInternalEventFunc = function(trigger)
      local name
      if (trigger.use_exact_spellName) then
        name = tonumber(trigger.spellName)
      else
        name = type(trigger.spellName) == "number" and Private.ExecEnv.GetSpellName(trigger.spellName) or trigger.spellName
      end
      if name == nil then return {} end
      return { "WA_UPDATE_OVERLAY_GLOW:" .. name }
    end,
    force_events = "WA_UPDATE_OVERLAY_GLOW",
    name = L["Spell Activation Overlay Glow"],
    loadFunc = function(trigger)
      if (trigger.use_exact_spellName) then
        WeakAuras.WatchSpellActivation(tonumber(trigger.spellName));
      else
        WeakAuras.WatchSpellActivation(type(trigger.spellName) == "number" and Private.ExecEnv.GetSpellName(trigger.spellName) or trigger.spellName);
      end
    end,
    init = function(trigger)
      local spellName
      if (trigger.use_exact_spellName) then
        spellName = trigger.spellName
        local ret = [[
          local spellName = %s
          local icon = Private.ExecEnv.GetSpellIcon(spellName)
        ]]
        return string.format(ret, tonumber(spellName) or "nil");
      else
        spellName = type(trigger.spellName) == "number" and Private.ExecEnv.GetSpellName(trigger.spellName) or trigger.spellName;
        local ret = [[
          local spellName = %q
          local icon = Private.ExecEnv.GetSpellIcon(spellName)
        ]]
        return string.format(ret, spellName or "");
      end
    end,
    GetNameAndIcon = GetNameAndIconForSpellName,
    statesParameter = "one",
    args = {
      {
        name = "spellName",
        required = true,
        display = L["Spell"],
        type = "spell",
        test = "true",
        showExactOption = true
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        hidden = true,
        test = "WeakAuras.SpellActivationActive(spellName)";
      }
    },
    automaticrequired = true,
    progressType = "static"
  },
  ["Cooldown Progress (Spell)"] = {
    type = "spell",
    events = function(trigger)
      if trigger.use_showlossofcontrol then
        return {
          ["events"] = {"LOSS_OF_CONTROL_UPDATE", "LOSS_OF_CONTROL_ADDED"}
        }
      else
        return {}
      end
    end,
    loadInternalEventFunc = function(trigger, untrigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0;
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      if spellName == nil then return {} end
      local events = {
        "SPELL_COOLDOWN_CHANGED:" .. spellName,
        "COOLDOWN_REMAINING_CHECK:" .. spellName,
        "WA_DELAYED_PLAYER_ENTERING_WORLD"
      };
      if (trigger.use_showgcd) then
        tinsert(events, "GCD_START");
        tinsert(events, "GCD_CHANGE");
        tinsert(events, "GCD_END");
      end
      return events;
    end,
    force_events = "SPELL_COOLDOWN_FORCE",
    name = L["Cooldown/Charges/Count"],
    loadFunc = function(trigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0;
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      local exactMatch = trigger.use_exact_spellName
      local followoverride = not trigger.use_ignoreoverride
      WeakAuras.WatchSpellCooldown(spellName, trigger.use_matchedRune, exactMatch, followoverride)
      if (trigger.use_showgcd) then
        WeakAuras.WatchGCD();
      end
    end,
    init = function(trigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      local ret = {}

      local showOnCheck = "false";
      if (trigger.genericShowOn == "showOnReady") then
        showOnCheck = "startTime and startTime == 0 or gcdCooldown";
      elseif (trigger.genericShowOn == "showOnCooldown") then
        showOnCheck = "startTime and startTime > 0 and not gcdCooldown";
      elseif (trigger.genericShowOn == "showAlways") then
        showOnCheck = "startTime ~= nil";
      end

      local trackSpecificCharge = trigger.use_trackcharge and trigger.trackcharge and trigger.trackcharge ~= ""
      local track = trigger.track or "auto"
      if track == "auto" and trackSpecificCharge then
        track = "charges"
      end

      table.insert(ret, ([=[
        local spellname = %s
        local ignoreRuneCD = %s
        local showgcd = %s;
        local showlossofcontrol = %s;
        local ignoreSpellKnown = %s;
        local useExact = %s
        local followoverride = %s
        local track = %q
        local effectiveSpellId = Private.ExecEnv.GetEffectiveSpellId(spellname, useExact, followoverride)
        local name, _, icon = Private.ExecEnv.GetSpellInfo(effectiveSpellId)
        local startTime, duration, gcdCooldown, readyTime, modRate, paused = WeakAuras.GetSpellCooldown(effectiveSpellId, ignoreRuneCD, showgcd, ignoreSpellKnown, track)
        local charges, maxCharges, spellCount, chargeGainTime, chargeLostTime = WeakAuras.GetSpellCharges(effectiveSpellId, ignoreSpellKnown)
        local stacks = maxCharges and maxCharges ~= 1 and charges or (spellCount and spellCount > 0 and spellCount) or nil;
        if showlossofcontrol and startTime and duration then
          local locStart, locDuration = WeakAuras.GetSpellLossOfControlCooldown(spellname);
          if locStart and locDuration and (locStart + locDuration) > (startTime + duration) then
            startTime = locStart
            duration = locDuration
          end
        end
        if (charges == nil) then
          -- Use fake charges for spells that use GetSpellCooldown
          charges = (duration == 0 or gcdCooldown) and 1 or 0;
        end
        local genericShowOn = %s
        local expirationTime = startTime and duration and startTime + duration
        state.spellname = spellname;
      ]=]):format(
        spellName,
        (trigger.use_matchedRune and "true" or "false"),
        (trigger.use_showgcd and "true" or "false"),
        (trigger.use_showlossofcontrol and "true" or "false"),
        (trigger.use_ignoreSpellKnown and "true" or "false"),
        (trigger.use_exact_spellName and "true" or "false"),
        (not trigger.use_ignoreoverride and "true" or "false"),
        track,
        showOnCheck
      ))

      if (not trackSpecificCharge) then
        table.insert(ret, [=[
          if paused then
            if not state.paused then
              state.paused = true
              state.expirationTime = nil
              state.changed = true
            end
            if state.remaining ~= startTime then
              state.remaining = startTime
              state.changed = true
            end
          else
            if (state.expirationTime ~= expirationTime) then
              state.expirationTime = expirationTime;
              state.changed = true;
            end

            if state.paused then
              state.paused = false
              state.remaining = nil
              state.changed = true
            end
          end
          if (state.duration ~= duration) then
            state.duration = duration;
            state.changed = true;
          end
          if (state.modRate ~= modRate) then
            state.modRate = modRate;
            state.changed = true;
          end
          state.progressType = 'timed';
        ]=])
      else -- Tracking charges
        local trackedCharge = tonumber(trigger.trackcharge) or 1;
        table.insert(ret, ([=[
          local trackedCharge = %s
          if (charges > trackedCharge) then
            if (state.expirationTime ~= 0) then
              state.expirationTime = 0;
              state.changed = true;
            end
            if (state.duration ~= 0) then
              state.duration = 0;
              state.changed = true;
            end
            state.modRate = nil;
            state.value = nil;
            state.total = nil;
            state.progressType = 'timed';
          else
            if duration then
              expirationTime = expirationTime + (trackedCharge - charges) * duration
            end
            if (state.expirationTime ~= expirationTime) then
              state.expirationTime = expirationTime;
              state.changed = true;
            end
            if (state.duration ~= duration) then
              state.duration = duration;
              state.changed = true;
            end
            if (state.modRate ~= modRate) then
              state.modRate = modRate;
              state.changed = true;
            end
            state.value = nil;
            state.total = nil;
            state.progressType = 'timed';
          end
        ]=]):format(trackedCharge - 1))
      end
      if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then
        table.insert(ret, ([[
          local remaining = 0;
          if (not paused and expirationTime and expirationTime > 0) then
            remaining = expirationTime - GetTime();
            local remainingModRate = remaining / (modRate or 1);
            local remainingCheck = %s;
            if(remainingModRate >= remainingCheck and remainingModRate > 0) then
              local event = "COOLDOWN_REMAINING_CHECK:" .. %s
              Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck * (modRate or 1), event);
            end
          end
        ]]):format(tonumber(trigger.remaining or 0) or 0, spellName))
      end

      return table.concat(ret)
    end,
    GetNameAndIcon = GetNameAndIconForSpellName,
    statesParameter = "one",
    progressType = "timed",
    useModRate = true,
    args = {
      {
      }, -- Ignore first argument (id)
      {
        name = "spellName",
        required = true,
        display = L["Spell"],
        type = "spell",
        test = "true",
        showExactOption = true,
      },
      {
        name = "extra Cooldown Progress (Spell)",
        display = function(trigger)
          return function()
            local text = "";
            if trigger.track == "charges" then
              text = L["Tracking Charge CDs"]
            elseif trigger.track == "cooldown" then
              text = L["Tracking Only Cooldown"]
            end

            if trigger.use_ignoreoverride
            then
              text = text .. L["Ignore Spell Override"]
            end

            if trigger.use_showgcd then
              if text ~= "" then text = text .. "; " end
              text = text .. L["Show GCD"]
            end

            if trigger.use_showlossofcontrol then
              if text ~= "" then text = text .. "; " end
              text = text .. L["Show Loss of Control"]
            end

            if trigger.use_matchedRune then
              if text ~= "" then text = text .. "; " end
              text = text ..L["Ignore Rune CDs"]
            end

            if trigger.use_ignoreSpellKnown then
              if text ~= "" then text = text .. "; " end
              text = text .. L["Disabled Spell Known Check"]
            end

            if trigger.genericShowOn ~= "showOnReady" and trigger.track ~= "cooldown" then
              if trigger.use_trackcharge and trigger.trackcharge ~= "" then
                if text ~= "" then text = text .. "; " end
                text = text .. L["Tracking Charge %i"]:format(trigger.trackcharge)
              end
            end
            if text == "" then
              return L["|cFFffcc00Extra Options:|r None"]
            end
            return L["|cFFffcc00Extra Options:|r %s"]:format(text)
          end
        end,
        type = "collapse",
      },
      {
        name = "track",
        display = L["Track Cooldowns"],
        type = "select",
        values = "cooldown_types",
        collapse = "extra Cooldown Progress (Spell)",
        test = "true",
        required = true,
        default = "auto"
      },
      {
        name = "showgcd",
        display = L["Show Global Cooldown"],
        type = "toggle",
        test = "true",
        collapse = "extra Cooldown Progress (Spell)"
      },
      {
        name = "ignoreoverride",
        display = L["Ignore Spell Override"],
        type = "toggle",
        test = "true",
        collapse = "extra Cooldown Progress (Spell)",
      },
      {
        name = "showlossofcontrol",
        display = WeakAuras.newFeatureString .. L["Show Loss of Control"],
        type = "toggle",
        test = "true",
        collapse = "extra Cooldown Progress (Spell)",
      },
      {
        name = "matchedRune",
        display = L["Ignore Rune CD"],
        type = "toggle",
        test = "true",
        collapse = "extra Cooldown Progress (Spell)"
      },
      {
        name = "ignoreSpellKnown",
        display = L["Disable Spell Known Check"],
        type = "toggle",
        test = "true",
        collapse = "extra Cooldown Progress (Spell)"
      },
      {
        name = "trackcharge",
        display = L["Show CD of Charge"],
        type = "number",
        enable = function(trigger)
          return (trigger.genericShowOn ~= "showOnReady") and trigger.track ~= "cooldown"
        end,
        test = "true",
        noOperator = true,
        collapse = "extra Cooldown Progress (Spell)"
      },
      {
        name = "remaining",
        display = L["Remaining Time"],
        type = "number",
        enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end
      },
      {
        name = "charges",
        display = L["Charges"],
        type = "number",
        store = true,
        conditionType = "number",
        progressTotal = "maxCharges"
      },
      {
        name = "spellCount",
        display = L["Spell Count"],
        type = "number",
        store = true,
        conditionType = "number"
      },
      {
        name = "stacks",
        init = "stacks",
        hidden = true,
        test = "true",
        store = true
      },
      {
        hidden  = true,
        name = "maxCharges",
        store = true,
        display = L["Max Charges"],
        conditionType = "number",
        test = "true",
      },
      {
        hidden = true,
        name = "readyTime",
        display = L["Since Ready"],
        conditionType = "elapsedTimer",
        store = true,
        test = "true"
      },
      {
        hidden = true,
        name = "chargeGainTime",
        display = L["Since Charge Gain"],
        conditionType = "elapsedTimer",
        store = true,
        test = "true"
      },
      {
        hidden = true,
        name = "chargeLostTime",
        display = L["Since Charge Lost"],
        conditionType = "elapsedTimer",
        store = true,
        test = "true"
      },
      {
        name = "genericShowOn",
        display =  L["Show"],
        type = "select",
        values = "cooldown_progress_behavior_types",
        test = "true",
        required = true,
        default = "showOnCooldown"
      },
      {
        hidden = true,
        name = "onCooldown",
        test = "true",
        display = L["On Cooldown"],
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and (state.paused or (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime())) == (needle == 1)
        end,
      },
      {
        hidden = true,
        name = "gcdCooldown",
        store = true,
        test = "true"
      },
      {
        name = "spellUsable",
        display = L["Spell Usable"],
        hidden = true,
        test = "true",
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and (Private.ExecEnv.IsUsableSpell(state.spellname or "") == (needle == 1))
        end,
        conditionEvents = AddTargetConditionEvents({
          "SPELL_UPDATE_USABLE",
          "UNIT_POWER_FREQUENT:player"
        }),
      },
      {
        name = "insufficientResources",
        display = L["Insufficient Resources"],
        hidden = true,
        test = "true",
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and (select(2, Private.ExecEnv.IsUsableSpell(state.spellname or "")) == (needle == 1));
        end,
        conditionEvents = AddTargetConditionEvents({
          "SPELL_UPDATE_USABLE",
          "UNIT_POWER_FREQUENT:player"
        }),
      },
      {
        name = "spellInRange",
        display = L["Spell in Range"],
        hidden = true,
        test = "true",
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and (UnitExists('target') and state.spellname and WeakAuras.IsSpellInRange(state.spellname, 'target') == needle)
        end,
        conditionEvents = AddTargetConditionEvents({
          "WA_SPELL_RANGECHECK",
        }),
      },
      {
        hidden = true,
        test = "genericShowOn"
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
    },
    hasSpellID = true,
    automaticrequired = true,
  },
  ["Cooldown Ready (Spell)"] = {
    type = "spell",
    events = {},
    loadInternalEventFunc = function(trigger, untrigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      if spellName == nil then return {} end
      return { "SPELL_COOLDOWN_READY:" .. spellName }
    end,
    name = L["Cooldown Ready Event"],
    loadFunc = function(trigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      local useExact = trigger.use_exact_spellName
      local followoverride = not trigger.use_ignoreoverride
      WeakAuras.WatchSpellCooldown(spellName, false, useExact, followoverride)
    end,
    init = function(trigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      local ret = [=[
        local triggerSpellName = %s
        local useExact = %s
        local followoverride = %s
        local name, _, icon = Private.ExecEnv.GetSpellInfo(overrideSpell)
        local effectiveTriggerSpellName = Private.ExecEnv.GetEffectiveSpellId(triggerSpellName, useExact, followoverride)
        local match = overrideSpell == effectiveTriggerSpellName
      ]=]
      return ret:format(spellName,
                        trigger.use_exact_spellName and "true" or "false",
                        not trigger.use_ignoreoverride and "true" or "false")
    end,
    GetNameAndIcon = GetNameAndIconForSpellName,
    statesParameter = "one",
    args = {
      {
        name = "spellName",
        required = true,
        display = L["Spell"],
        type = "spell",
        init = "arg",
        showExactOption = true,
        test = "match",
      },
      {
        name = "overrideSpell",
        init = "arg",
        hidden = true,
        test = "true"
      },
      {
        name = "ignoreoverride",
        display = L["Ignore Spell Override"],
        type = "toggle",
        test = "true",
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
    },
    hasSpellID = true,
    timedrequired = true,
    progressType = "timed"
  },
  ["Charges Changed"] = {
    type = "spell",
    events = {},
    loadInternalEventFunc = function(trigger, untrigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      if spellName == nil then return {} end
      return { "SPELL_CHARGES_CHANGED:" .. spellName }
    end,
    name = L["Charges Changed Event"],
    loadFunc = function(trigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      local useExact = trigger.use_exact_spellName
      local followoverride = not trigger.use_ignoreoverride
      WeakAuras.WatchSpellCooldown(spellName, false, useExact, followoverride)
    end,
    init = function(trigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      local ret = [=[
        local triggerSpellName = %s
        local useExact = %s
        local followoverride = %s
        local effectiveTriggerSpellName = Private.ExecEnv.GetEffectiveSpellId(triggerSpellName, useExact, followoverride)
        local name, _, icon = Private.ExecEnv.GetSpellInfo(overrideSpell)
        local match = overrideSpell == effectiveTriggerSpellName
      ]=]
      return ret:format(spellName,
                        trigger.use_exact_spellName and "true" or "false",
                        not trigger.use_ignoreoverride and "true" or "false")
    end,
    statesParameter = "one",
    GetNameAndIcon = GetNameAndIconForSpellName,
    args = {
      {
        name = "spellName",
        required = true,
        display = L["Spell"],
        type = "spell",
        init = "arg",
        showExactOption = true,
        test = "match",
      },
      {
        name = "overrideSpell",
        init = "arg",
        hidden = true,
        test = "true"
      },
      {
        name = "ignoreoverride",
        display = L["Ignore Spell Override"],
        type = "toggle",
        test = "true",
      },
      {
        name = "direction",
        required = true,
        display = L["Charge gained/lost"],
        type = "select",
        values = "charges_change_type",
        init = "arg",
        test = "Private.ExecEnv.CheckChargesDirection(direction, %q)",
        store = true,
        conditionType = "select",
        conditionValues = "charges_change_condition_type";
        conditionTest = function(state, needle)
          return state and state.show and state.direction and Private.ExecEnv.CheckChargesDirection(state.direction, needle)
        end,
      },
      {
        name = "charges",
        display = L["Charges"],
        type = "number",
        init = "arg",
        store = true,
        conditionType = "number"
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
    },
    hasSpellID = true,
    timedrequired = true,
    progressType = "timed"
  },
  ["Cooldown Progress (Item)"] = {
    type = "item",
    events = {},
    internal_events = function(trigger, untrigger)
      local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0")
      local events = {
        "ITEM_COOLDOWN_READY:" .. itemName,
        "ITEM_COOLDOWN_CHANGED:" .. itemName,
        "ITEM_COOLDOWN_STARTED:" .. itemName,
        "COOLDOWN_REMAINING_CHECK:" .. itemName,
      }
      if (trigger.use_showgcd) then
        tinsert(events, "GCD_START");
        tinsert(events, "GCD_CHANGE");
        tinsert(events, "GCD_END");
      end
      return events
    end,
    force_events = "ITEM_COOLDOWN_FORCE",
    name = L["Cooldown Progress (Item)"],
    loadFunc = function(trigger)
      WeakAuras.WatchItemCooldown(trigger.itemName or 0)
      if (trigger.use_showgcd) then
        WeakAuras.WatchGCD();
      end
    end,
    init = function(trigger)
      local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0")
      local ret = [=[
        local itemname = %s;
        local name = C_Item.GetItemInfo(itemname or 0) or "Invalid"
        local _, _, _, _, icon = C_Item.GetItemInfoInstant(itemname or 0)
        local showgcd = %s
        local startTime, duration, enabled, gcdCooldown = WeakAuras.GetItemCooldown(itemname, showgcd);
        local expirationTime = startTime + duration
        local genericShowOn = %s
        state.itemname = itemname;
      ]=];
      if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then
        local ret2 = [[
          local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0;
          local remainingCheck = %s;
          if(remaining >= remainingCheck and remaining > 0) then
            local event = "COOLDOWN_REMAINING_CHECK:" .. %s
            Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck, event);
          end
        ]];
        ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0, itemName);
      end
      return ret:format(itemName,
                        trigger.use_showgcd and "true" or "false",
                        "[[" .. (trigger.genericShowOn or "") .. "]]");
    end,
    GetNameAndIcon = function(trigger)
      local name = C_Item.GetItemInfo(trigger.itemName or 0)
      local _, _, _, _, icon = C_Item.GetItemInfoInstant(trigger.itemName or 0)
      return name, icon
    end,
    statesParameter = "one",
    args = {
      {
        name = "itemName",
        required = true,
        display = L["Item"],
        type = "item",
        test = "true"
      },
      {
        name = "remaining",
        display = L["Remaining Time"],
        type = "number",
        enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end,
        init = "remaining"
      },
      {
        name = "extra Cooldown Progress (Item)",
        display = function(trigger)
          return function()
            local text = "";
            if trigger.use_showgcd then
              if text ~= "" then text = text .. "; " end
              text = text .. L["Show GCD"]
            end
            if text == "" then
              return L["|cFFffcc00Extra Options:|r None"]
            end
            return L["|cFFffcc00Extra Options:|r %s"]:format(text)
          end
        end,
        type = "collapse",
      },
      {
        name = "showgcd",
        display = L["Show Global Cooldown"],
        type = "toggle",
        test = "true",
        collapse = "extra Cooldown Progress (Item)"
      },
      {
        name = "genericShowOn",
        display =  L["Show"],
        type = "select",
        values = "cooldown_progress_behavior_types",
        test = "true",
        required = true,
        default = "showOnCooldown"
      },
      {
        hidden = true,
        name = "enabled",
        store = true,
        test = "true",
      },
      {
        hidden = true,
        name = "onCooldown",
        test = "true",
        display = L["On Cooldown"],
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime() or state.enabled == 0) == (needle == 1)
        end,
      },
      {
        name = "itemInRange",
        display = L["Item in Range"],
        hidden = true,
        test = "true",
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and (UnitExists('target') and C_Item.IsItemInRange(state.itemname, 'target')) == (needle == 1)
        end,
        conditionEvents = AddTargetConditionEvents({
          "WA_SPELL_RANGECHECK",
        })
      },
      {
        hidden = true,
        name = "gcdCooldown",
        store = true,
        test = "true"
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        name = "progressType",
        hidden = true,
        init = "'timed'",
        store = true,
        test = "true"
      },
      {
        name = "duration",
        hidden = true,
        init = "duration",
        test = "true",
        store = true
      },
      {
        name = "expirationTime",
        init = "expirationTime",
        hidden = true,
        test = "true",
        store = true
      },
      {
        hidden = true,
        test = "(genericShowOn == \"showOnReady\" and (startTime == 0 and enabled == 1 or gcdCooldown))" ..
        "or (genericShowOn == \"showOnCooldown\" and (startTime > 0 or enabled == 0) and not gcdCooldown) " ..
        "or (genericShowOn == \"showAlways\")"
      }
    },
    hasItemID = true,
    automaticrequired = true,
    progressType = "timed"
  },
  ["Cooldown Progress (Equipment Slot)"] = {
    type = "item",
    events = {
      ["unit_events"] = {
        ["player"] = {"UNIT_INVENTORY_CHANGED"}
      }
    },
    internal_events = function(trigger, untrigger)
      local slot = trigger.itemSlot or 0
      local events = {
        "ITEM_SLOT_COOLDOWN_STARTED:" .. slot,
        "ITEM_SLOT_COOLDOWN_CHANGED:" .. slot,
        "COOLDOWN_REMAINING_CHECK:" .. slot,
        "ITEM_SLOT_COOLDOWN_ITEM_CHANGED:" .. slot,
        "ITEM_SLOT_COOLDOWN_READY:" .. slot,
        "WA_DELAYED_PLAYER_ENTERING_WORLD"
      }

      if (trigger.use_showgcd) then
        tinsert(events, "GCD_START");
        tinsert(events, "GCD_CHANGE");
        tinsert(events, "GCD_END");
      end

      return events
    end,
    force_events = "ITEM_COOLDOWN_FORCE",
    name = L["Cooldown Progress (Slot)"],
    loadFunc = function(trigger)
      WeakAuras.WatchItemSlotCooldown(trigger.itemSlot);
      if (trigger.use_showgcd) then
        WeakAuras.WatchGCD();
      end
    end,
    init = function(trigger)
      local ret = [[
        local showgcd = %s
        local itemSlot = %s
        local startTime, duration, enable, gcdCooldown = WeakAuras.GetItemSlotCooldown(itemSlot, showgcd)
        local expirationTime = startTime + duration
        local genericShowOn = %s
        local remaining = startTime + duration - GetTime();

        local name = ""
        local item = GetInventoryItemID("player", itemSlot or 0)
        if item then
          name = (C_Item.GetItemInfo(item))
        end
        local icon = GetInventoryItemTexture("player", itemSlot or 0)
        local stacks = GetInventoryItemCount("player", itemSlot or 0)
        if ((stacks == 1) and (not GetInventoryItemTexture("player", itemSlot or 0))) then
          stacks = 0
        end
      ]];
      if(trigger.use_remaining and trigger.genericShowOn ~= "showOnReady") then
        local ret2 = [[
          local remaining = expirationTime > 0 and (expirationTime - GetTime()) or 0;
          local remainingCheck = %s;
          if(remaining >= remainingCheck and remaining > 0) then
            local event = "COOLDOWN_REMAINING_CHECK:" .. %s
            Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck, event);
          end
        ]];
        ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0, trigger.itemSlot or 0);
      end
      return ret:format(trigger.use_showgcd and "true" or "false",
                        trigger.itemSlot or "0",
                        "[[" .. (trigger.genericShowOn or "") .. "]]");
    end,
    GetNameAndIcon = function(trigger)
      local item = GetInventoryItemID("player", trigger.itemSlot or 0);
      local name
      if (item) then
        name = C_Item.GetItemInfo(item)
      end
      local icon = GetInventoryItemTexture("player", trigger.itemSlot or 0)
      return name, icon
    end,
    statesParameter = "one",
    args = {
      {
        name = "itemSlot",
        required = true,
        display = L["Equipment Slot"],
        type = "select",
        values = "item_slot_types",
        test = "true"
      },
      {
        name = "extra Cooldown Progress (Equipment Slot)",
        display = function(trigger)
          return function()
            local text = "";
            if trigger.use_showgcd then
              if text ~= "" then text = text .. "; " end
              text = text .. L["Show GCD"]
            end
            if text == "" then
              return L["|cFFffcc00Extra Options:|r None"]
            end
            return L["|cFFffcc00Extra Options:|r %s"]:format(text)
          end
        end,
        type = "collapse",
      },
      {
        name = "showgcd",
        display = L["Show Global Cooldown"],
        type = "toggle",
        test = "true",
        collapse = "extra Cooldown Progress (Equipment Slot)"
      },
      {
        name = "remaining",
        display = L["Remaining Time"],
        type = "number",
        enable = function(trigger) return (trigger.genericShowOn ~= "showOnReady") end,
        init = "remaining"
      },
      {
        name = "testForCooldown",
        display = L["is useable"],
        type = "toggle",
        test = "enable == 1"
      },
      {
        name = "genericShowOn",
        display =  L["Show"],
        type = "select",
        values = "cooldown_progress_behavior_types",
        test = "true",
        required = true,
        default = "showOnCooldown"
      },
      {
        name = "progressType",
        hidden = true,
        init = "'timed'",
        store = true,
        test = "true"
      },
      {
        name = "duration",
        hidden = true,
        init = "duration",
        test = "true",
        store = true
      },
      {
        name = "expirationTime",
        init = "expirationTime",
        hidden = true,
        test = "true",
        store = true
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        name = "stacks",
        display = L["Stacks"],
        init = "stacks",
        hidden = true,
        test = "true",
        store = true,
        conditionType = "number"
      },
      {
        hidden = true,
        name = "onCooldown",
        test = "true",
        display = L["On Cooldown"],
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and (not state.gcdCooldown and state.expirationTime and state.expirationTime > GetTime()) == (needle == 1);
        end,
      },
      {
        hidden = true,
        name = "gcdCooldown",
        store = true,
        test = "true"
      },
      {
        hidden = true,
        test = "(genericShowOn == \"showOnReady\" and (startTime == 0 or gcdCooldown)) " ..
        "or (genericShowOn == \"showOnCooldown\" and startTime > 0 and not gcdCooldown) " ..
        "or (genericShowOn == \"showAlways\")"
      }
    },
    automaticrequired = true,
    progressType = "timed"
  },
  ["Cooldown Ready (Item)"] = {
    type = "item",
    events = {},
    internal_events = function(trigger)
      return { "ITEM_COOLDOWN_READY:" .. (trigger.itemName or 0) }
    end,
    name = L["Cooldown Ready Event (Item)"],
    loadFunc = function(trigger)
      WeakAuras.WatchItemCooldown(trigger.itemName or 0)
    end,
    init = function(trigger)
      local ret = [[
        local itemName = %s
        local name = C_Item.GetItemInfo(itemName) or "Invalid"
        local _, _, _, _, icon = C_Item.GetItemInfoInstant(itemName)
      ]]

      local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0")
      return ret:format(itemName)
    end,
    GetNameAndIcon = function(trigger)
      local name = C_Item.GetItemInfo(trigger.itemName or 0)
      local _, _, _, _, icon = C_Item.GetItemInfoInstant(trigger.itemName or 0)
      return name, icon
    end,
    statesParameter = "one",
    args = {
      {
        name = "itemName",
        required = true,
        display = L["Item"],
        type = "item",
        init = "arg"
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
    },
    hasItemID = true,
    timedrequired = true,
    progressType = "timed"
  },
  ["Cooldown Ready (Equipment Slot)"] = {
    type = "item",
    events = {},
    internal_events = function(trigger)
      return {
        "ITEM_SLOT_COOLDOWN_READY:" .. (trigger.itemSlot or 0)
      }
    end,
    name = L["Cooldown Ready Event (Slot)"],
    loadFunc  = function(trigger)
      WeakAuras.WatchItemSlotCooldown(trigger.itemSlot);
    end,
    init = function(trigger)
      local ret = [[
        local itemSlot = %s
        local item = GetInventoryItemID("player", itemSlot)
        local name = ""
        if (item) then
          name = C_Item.GetItemInfo(item)
        end
        local icon = GetInventoryItemTexture("player", itemSlot)
      ]]

      return ret:format(trigger.itemSlot or 0)
    end,
    GetNameAndIcon = function(trigger)
      local item = GetInventoryItemID("player", trigger.itemSlot or 0)
      local name = item and C_Item.GetItemInfo(item) or nil
      local icon = GetInventoryItemTexture("player", trigger.itemSlot or 0)
      return name, icon
    end,
    statesParameter = "one",
    args = {
      {
        name = "itemSlot",
        required = true,
        display = L["Equipment Slot"],
        type = "select",
        values = "item_slot_types",
        init = "arg"
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
    },
    hasItemID = true,
    timedrequired = true,
    progressType = "timed"
  },
  ["GTFO"] = {
    type = "addons",
    events = {
      ["events"] = {"GTFO_DISPLAY"}
    },
    name = L["GTFO Alert"],
    statesParameter = "one",
    args = {
      {
        name = "alertType",
        display = L["Alert Type"],
        type = "select",
        init = "arg",
        values = "gtfo_types",
        store = true,
        conditionType = "select"
      },
    },
    timedrequired = true,
    progressType = "timed"
  },
  ["Global Cooldown"] = {
    type = "spell",
    events = {},
    internal_events = {
      "GCD_START",
      "GCD_CHANGE",
      "GCD_END",
      "GCD_UPDATE",
      "WA_DELAYED_PLAYER_ENTERING_WORLD"
    },
    force_events = "GCD_UPDATE",
    name = L["Global Cooldown"],
    loadFunc = function(trigger)
      WeakAuras.WatchGCD();
    end,
    init = function(trigger)
      local ret = [[
        local inverse = %s;
        local duration, expirationTime, name, icon = WeakAuras.GetGCDInfo()
        local hasSpellName = WeakAuras.GcdSpellName();
      ]];
      return ret:format(trigger.use_inverse and "true" or "false");
    end,
    statesParameter = "one",
    args = {
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true"
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        name = "duration",
        hidden = true,
        init = "duration",
        test = "true",
        store = true
      },
      {
        name = "expirationTime",
        init = "expirationTime",
        hidden = true,
        test = "true",
        store = true
      },
      {
        name = "progressType",
        hidden = true,
        init = "'timed'",
        test = "true",
        store = true
      },
      {
        hidden = true,
        test = "(inverse and duration == 0) or (not inverse and duration > 0 and hasSpellName)"
      }
    },
    hasSpellID = true,
    automaticrequired = true,
    progressType = "timed"
  },
  ["Swing Timer"] = {
    type = "unit",
    events = {},
    internal_events = {
      "SWING_TIMER_UPDATE"
    },
    force_events = "SWING_TIMER_UPDATE",
    name = L["Swing Timer"],
    loadFunc = function()
      WeakAuras.InitSwingTimer();
    end,
    init = function(trigger)
      local ret = [=[
        local inverse = %s;
        local hand = %q;
        local triggerRemaining = %s
        local duration, expirationTime, name, icon = WeakAuras.GetSwingTimerInfo(hand)
        local remaining = expirationTime and expirationTime - GetTime()
        local remainingCheck = not triggerRemaining or remaining and remaining %s triggerRemaining

        if triggerRemaining and remaining and remaining >= triggerRemaining and remaining > 0 then
          Private.ExecEnv.ScheduleScan(expirationTime - triggerRemaining, "SWING_TIMER_UPDATE")
        end
      ]=];
      return ret:format(
        (trigger.use_inverse and "true" or "false"),
        trigger.hand or "main",
        trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil",
        trigger.remaining_operator or "<"
      );
    end,
    args = {
      {
        name = "note",
        type = "description",
        display = "",
        text = function()
          if not WeakAuras.IsRetail() then
            return L["Note: Due to how complicated the swing timer behavior is and the lack of APIs from Blizzard, results are inaccurate in edge cases."]
          end
        end,

      },
      {
        name = "hand",
        required = true,
        display = L["Weapon"],
        type = "select",
        values = "swing_types",
        test = "true"
      },
      {
        name = "duration",
        hidden = true,
        init = "duration",
        test = "true",
        store = true
      },
      {
        name = "expirationTime",
        init = "expirationTime",
        hidden = true,
        test = "true",
        store = true
      },
      {
        name = "progressType",
        hidden = true,
        init = "'timed'",
        test = "true",
        store = true
      },
      {
        name = "name",
        hidden = true,
        init = "name",
        test = "true",
        store = true
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        name = "remaining",
        display = L["Remaining Time"],
        type = "number",
        enable = function(trigger) return not trigger.use_inverse end,
        test = "true"
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true"
      },
      {
        hidden = true,
        test = "(inverse and duration == 0) or (not inverse and duration > 0)"
      },
      {
        hidden = true,
        test = "remainingCheck"
      }
    },
    automaticrequired = true,
    progressType = "timed",
    statesParameter = "one"
  },
  ["Action Usable"] = {
    type = "spell",
    events = function()
      local events = {
        "SPELL_UPDATE_USABLE",
        "PLAYER_TARGET_CHANGED",
        "RUNE_POWER_UPDATE",
        "PLAYER_SOFT_ENEMY_CHANGED",
        "PLAYER_SOFT_FRIEND_CHANGED"
      }
      if WeakAuras.IsCataClassic() then
        tinsert(events, "RUNE_TYPE_UPDATE")
      end

      return {
        ["events"] = events,
        ["unit_events"] = {
          ["player"] = { "UNIT_POWER_FREQUENT" }
        }
      }
    end,
    loadInternalEventFunc = function(trigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      if spellName == nil then return {} end
      return { "SPELL_COOLDOWN_CHANGED:" .. spellName }
    end,
    force_events = "SPELL_UPDATE_USABLE",
    name = L["Action Usable"],
    statesParameter = "one",
    loadFunc = function(trigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      local useExact = trigger.use_exact_spellName
      local followoverride = not trigger.use_ignoreoverride
      WeakAuras.WatchSpellCooldown(spellName, false, useExact, followoverride)
    end,
    init = function(trigger)
      local spellName = type(trigger.spellName) ~= "table" and trigger.spellName or 0
      if type(trigger.spellName) == "string" then
        spellName = select(7, Private.ExecEnv.GetSpellInfo(spellName)) or 0
      end
      local ret = [=[
        local spellName = %s
        local useExact = %s
        local followoverride = %s
        local effectiveSpellId = Private.ExecEnv.GetEffectiveSpellId(spellName, useExact, followoverride)
        local name, _, icon = Private.ExecEnv.GetSpellInfo(effectiveSpellId)

        local startTime, duration, gcdCooldown, readyTime, paused = WeakAuras.GetSpellCooldown(effectiveSpellId, nil, nil, nil, nil)
        local charges, maxCharges, spellCount, chargeGainTime, chargeLostTime = WeakAuras.GetSpellCharges(effectiveSpellId, nil)
        local stacks = maxCharges and maxCharges > 1 and charges
                       or spellCount and spellCount > 0 and spellCount
                       or nil
        if (charges == nil) then
          charges = (duration == 0 or gcdCooldown) and 1 or 0;
        end
        local ready = (startTime == 0 and not paused) or charges > 0
        local active = Private.ExecEnv.IsUsableSpell(spellName or "") and ready
      ]=]
      if(trigger.use_targetRequired) then
        ret = ret.."active = active and WeakAuras.IsSpellInRange(spellName or '', 'target')\n";
      end
      if(trigger.use_inverse) then
        ret = ret.."active = not active\n";
      end

      if (type(spellName) == "string") then
        spellName = string.format("%q", spellName)
      end

      return ret:format(spellName,
                        trigger.use_exact_spellName and "true" or "false",
                        not trigger.use_ignoreoverride and "true" or "false")
    end,
    GetNameAndIcon = GetNameAndIconForSpellName,
    args = {
      {
        name = "spellName",
        display = L["Spell"],
        required = true,
        type = "spell",
        test = "true",
        showExactOption = true,
        store = true
      },
      {
        name = "ignoreoverride",
        display = L["Ignore Spell Override"],
        type = "toggle",
        test = "true",
      },
      -- This parameter uses the IsSpellInRange API function, but it does not check spell range at all
      -- IsSpellInRange returns nil for invalid targets, 0 for out of range, 1 for in range (0 and 1 are both "positive" values)
      {
        name = "targetRequired",
        display = L["Require Valid Target"],
        type = "toggle",
        test = "true"
      },
      {
        name = "charges",
        display = L["Charges"],
        type = "number",
        enable = function(trigger) return not(trigger.use_inverse) end,
        store = true,
        conditionType = "number",
      },
      {
        name = "spellCount",
        display = L["Spell Count"],
        type = "number",
        enable = function(trigger) return not(trigger.use_inverse) end,
        store = true,
        conditionType = "number",
      },
      {
        hidden = true,
        name = "readyTime",
        display = L["Since Ready"],
        conditionType = "elapsedTimer",
        store = true,
        test = "true"
      },
      {
        hidden = true,
        name = "chargeGainTime",
        display = L["Since Charge Gain"],
        conditionType = "elapsedTimer",
        store = true,
        test = "true"
      },
      {
        hidden = true,
        name = "chargeLostTime",
        display = L["Since Charge Lost"],
        conditionType = "elapsedTimer",
        store = true,
        test = "true"
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true",
        reloadOptions = true
      },
      {
        name = "spellInRange",
        display = L["Spell in Range"],
        hidden = true,
        test = "true",
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and (UnitExists('target') and state.spellName and WeakAuras.IsSpellInRange(state.spellName, 'target') == needle)
        end,
        conditionEvents = AddTargetConditionEvents({
          "WA_SPELL_RANGECHECK",
        })
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        name = "stacks",
        display = L["Stacks"],
        hidden = true,
        init = "stacks",
        test = "true",
        store = true,
        conditionType = "number"
      },
      {
        hidden = true,
        test = "active"
      }
    },
    hasSpellID = true,
    automaticrequired = true,
    progressType = "none"
  },
  ["Talent Known"] = {
    type = "unit",
    events = function()
      local events
      if WeakAuras.IsClassicEra() then
        events = {
          "CHARACTER_POINTS_CHANGED",
          "SPELLS_CHANGED"
        }
      elseif WeakAuras.IsCataClassic() then
        events = {
          "CHARACTER_POINTS_CHANGED",
          "SPELLS_CHANGED",
          "PLAYER_TALENT_UPDATE"
        }
      elseif WeakAuras.IsRetail() then
        -- nothing
      end
      return {
        ["events"] = events
      }
    end,
    internal_events = WeakAuras.IsRetail() and  {"WA_TALENT_UPDATE"} or nil,
    force_events = (WeakAuras.IsRetail() and "TRAIT_CONFIG_UPDATED") or "CHARACTER_POINTS_CHANGED",
    name = L["Talent Known"],
    init = function(trigger)
      local inverse = trigger.use_inverse and not WeakAuras.IsRetail()
      local ret = {}
      if (trigger.use_talent) then
        -- Single selection
        local index = trigger.talent and trigger.talent.single;
        local tier = index and ceil(index / MAX_NUM_TALENTS)
        local column = index and ((index - 1) % MAX_NUM_TALENTS + 1)
        table.insert(ret, ([[
          local tier = %s;
          local column = %s;
          local active = false
          local name, icon, _, _, rank = GetTalentInfo(tier, column)
          if rank and rank > 0 then
            active = true;
            activeName = name;
            activeIcon = icon;
          end
        ]]):format(tier or 0, column or 0))
        if (inverse) then
          table.insert(ret, [[
            active = not (active);
          ]])
        end
      elseif (trigger.use_talent == false) then
        if (trigger.talent.multi) then
          table.insert(ret, [[
            local active = true
            local activeIcon, activeName, _
          ]])
          if WeakAuras.IsRetail() then
            table.insert(ret, [[
              local index
              local rank = 0
            ]])
          else
            table.insert(ret, [[
              local tier
              local column
            ]])
          end
          for index, value in pairs(trigger.talent.multi) do
            if WeakAuras.IsClassicOrCata() then
              local tier = index and ceil(index / MAX_NUM_TALENTS)
              local column = index and ((index - 1) % MAX_NUM_TALENTS + 1)
              table.insert(ret, ([[
                if (not active) then
                  tier = %s
                  column = %s
                  local name, icon, _, _, rank = GetTalentInfo(tier, column)
                  if rank > 0 then
                    active = true;
                    activeName = name;
                    activeIcon = icon;
                  end
                end
              ]]):format(tier, column))
            elseif WeakAuras.IsRetail() then
              table.insert(ret, ([[
                local talentId = %s
                local shouldBeActive = %s
                if talentId then
                  activeName, activeIcon, _, rank = WeakAuras.GetTalentById(talentId)
                  if activeName ~= nil then
                    if rank > 0 ~= shouldBeActive then
                      active = false
                    end
                  end
                end
              ]]):format(index, value and "true" or "false"))
            end
          end
          if (inverse) then
            table.insert(ret, [[
              active = not (active);
            ]])
          end
        end
      end
      if (WeakAuras.IsTWW() and trigger.use_herotalent == false) then
        if (trigger.herotalent.multi) then
          table.insert(ret, [[
            local heroActive = true
            local activeIcon, activeName, _
            local index
          ]])
          for index, value in pairs(trigger.herotalent.multi) do
            table.insert(ret, ([[
              local talentId = %s
              local shouldBeActive = %s
              if talentId then
                activeName, activeIcon, _, rank = WeakAuras.GetTalentById(talentId)
                if activeName ~= nil then
                  if rank > 0 ~= shouldBeActive then
                    heroActive = false
                  end
                end
              end
            ]]):format(index, value and "true" or "false"))
          end
          if (inverse) then
            table.insert(ret, [[
              heroActive = not (heroActive);
            ]])
          end
        end
      end
      return table.concat(ret)
    end,
    args = {
      {
        name = "class",
        display = L["Class"],
        type = "select",
        init = "select(2, UnitClass('player'))",
        values = "class_types",
        store = true,
        conditionType = "select",
        required = true,
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail(),
        reloadOptions = true,
      },
      {
        name = "spec",
        display = L["Talent Specialization"],
        type = "select",
        init = "WeakAuras.IsRetail() and GetSpecialization()",
        required = true,
        values = function(trigger)
          return WeakAuras.spec_types_specific[trigger.class]
        end,
        enable = function(trigger)
          if WeakAuras.IsRetail() and trigger.use_class and trigger.class then
            return true
          else
            return false
          end
        end,
        reloadOptions = true,
      },
      {
        name = "talent",
        display = L["Talent"],
        type = "multiselect",
        values = function(trigger)
          local class = select(2, UnitClass("player"));
          if WeakAuras.IsRetail() then
            local classId
            for i = 1, GetNumClasses() do
              if select(2, GetClassInfo(i)) == trigger.class then
                classId = i
              end
            end
            if classId and trigger.spec then
              local specId = GetSpecializationInfoForClassID(classId, trigger.spec)
              if specId then
                local talentData = Private.GetTalentData(specId)
                if talentData then
                  return talentData
                end
              end
            end
            return {}
          else
            if Private.talent_types_specific[class] then
              return Private.talent_types_specific[class];
            else
              return Private.talent_types;
            end
          end
        end,
        multiUseControlWhenFalse = WeakAuras.IsRetail(),
        multiAll = WeakAuras.IsRetail(),
        multiNoSingle = WeakAuras.IsRetail(),
        multiTristate = WeakAuras.IsRetail(), -- values can be true/false/nil
        control = WeakAuras.IsRetail() and "WeakAurasMiniTalent" or nil,
        multiConvertKey = WeakAuras.IsRetail() and function(trigger, key)
          local classId
          for i = 1, GetNumClasses() do
            if select(2, GetClassInfo(i)) == trigger.class then
              classId = i
            end
          end
          if classId and trigger.spec then
            local specId = GetSpecializationInfoForClassID(classId, trigger.spec)
            if specId then
              local talentData = Private.GetTalentData(specId)
              if type(talentData) == "table" and talentData[key] then
                return talentData[key][1]
              end
            end
          end
        end or nil,
        enable = function(trigger)
          if WeakAuras.IsRetail() then
            if trigger.use_class and trigger.class and trigger.use_spec and trigger.spec then
              return true
            else
              return false
            end
          else
            return true
          end
        end,
        test = "active",
        reloadOptions = true,
      },
      {
        display = L["Rank"],
        desc = L["Check if a single talent match a Rank"],
        name = "stacks",
        type = "number",
        conditionType = "number",
        init = "rank",
        store = true,
        enable = function(trigger)
          if WeakAuras.IsRetail() then
            if trigger.use_class and trigger.class
            and trigger.use_spec and trigger.spec
            and trigger.use_talent == false
            and trigger.talent and type(trigger.talent.multi) == "table"
            then
              local count, value = 0, nil
              for _, v in pairs(trigger.talent.multi) do
                value = v
                count = count + 1
              end
              return count == 1 and value == true
            end
          end
          return false
        end,
      },
      {
        name = "herotalent",
        display = L["Hero Talent"],
        type = "multiselect",
        values = function(trigger)
          local classId
          for i = 1, GetNumClasses() do
            if select(2, GetClassInfo(i)) == trigger.class then
              classId = i
            end
          end
          if classId and trigger.spec then
            local specId = GetSpecializationInfoForClassID(classId, trigger.spec)
            if specId then
              local _, heroData = Private.GetTalentData(specId)
              if heroData then
                return heroData
              end
            end
          end
          return {}
        end,
        multiUseControlWhenFalse = true,
        multiAll = true,
        multiNoSingle = true,
        multiTristate = true,
        control = "WeakAurasMiniTalent",
        multiConvertKey = function(trigger, key)
          local classId
          for i = 1, GetNumClasses() do
            if select(2, GetClassInfo(i)) == trigger.class then
              classId = i
            end
          end
          if classId and trigger.spec then
            local specId = GetSpecializationInfoForClassID(classId, trigger.spec)
            if specId then
              local _, heroData = Private.GetTalentData(specId)
              if type(heroData) == "table" and type(heroData[key]) == "table" then
                return heroData[key][1]
              end
            end
          end
        end,
        enable = function(trigger)
          return WeakAuras.IsTWW() and trigger.use_class and trigger.class and trigger.use_spec and trigger.spec and true or false
        end,
        test = "heroActive",
        reloadOptions = true,
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true",
        enable = not WeakAuras.IsRetail(),
        hidden = WeakAuras.IsRetail(),
      },
      {
        hidden = true,
        name = "icon",
        init = "activeIcon",
        store = "true",
        test = "true"
      },
      {
        hidden = true,
        name = "name",
        init = "activeName",
        store = "true",
        test = "true"
      },
    },
    automaticrequired = true,
    statesParameter = "one",
    progressType = "none"
  },
  ["PvP Talent Selected"] = {
    type = "unit",
    events = function()
      return {
        ["events"] = { "PLAYER_PVP_TALENT_UPDATE" }
      }
    end,
    force_events = "PLAYER_PVP_TALENT_UPDATE",
    name = L["PvP Talent Selected"],
    init = function(trigger)
      local inverse = trigger.use_inverse;
      local ret = {}
      if (trigger.use_talent) then
        -- Single selection
        local index = trigger.talent and trigger.talent.single;
        table.insert(ret, ([[
          local index = %s
          local activeName, activeIcon, _

          local active, spellId = WeakAuras.CheckPvpTalentBySpellId(index)
          if spellId then
            activeName, _, activeIcon = Private.ExecEnv.GetSpellInfo(spellId)
          end
        ]]):format(index or 0))
        if (inverse) then
          table.insert(ret, [[
            active = not (active);
          ]])
        end
      elseif (trigger.use_talent == false) then
        if (trigger.talent.multi) then
          table.insert(ret, [[
            local active = false;
            local activeIcon;
            local activeName
            local talentId
            local _
          ]])
          for index in pairs(trigger.talent.multi) do
            table.insert(ret, ([[
              if (not active) then
                local index = %s
                active, spellId = WeakAuras.CheckPvpTalentBySpellId(index)
                if active and spellId then
                  activeName, _, activeIcon = Private.ExecEnv.GetSpellInfo(spellId)
                end
              end
            ]]):format(index))
          end
          if (inverse) then
            table.insert(ret, [[
              active = not (active);
            ]])
          end
        end
      end
      return table.concat(ret);
    end,
    args = {
      {
        name = "talent",
        display = L["Talent selected"],
        type = "multiselect",
        values = function()
          local class = select(2, UnitClass("player"));
          local spec =  GetSpecialization();
          if(Private.pvp_talent_types_specific[class] and  Private.pvp_talent_types_specific[class][spec]) then
            return Private.pvp_talent_types_specific[class][spec];
          else
            return {}
          end
        end,
        test = "active",
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true"
      },
      {
        hidden = true,
        name = "icon",
        init = "activeIcon",
        store = "true",
        test = "true"
      },
      {
        hidden = true,
        name = "name",
        init = "activeName",
        store = "true",
        test = "true"
      },
    },
    automaticrequired = true,
    statesParameter = "one",
    progressType = "none"
  },
  ["Class/Spec"] = {
    type = "unit",
    events = function()
      local events = { "PLAYER_TALENT_UPDATE" }
      return {
        ["events"] = events
      }
    end,
    force_events = "PLAYER_TALENT_UPDATE",
    name = L["Class and Specialization"],
    init = function(trigger)
      return [[
         local specId, specName, _, specIcon = GetSpecializationInfo(GetSpecialization())
      ]]
    end,
    args = {
      {
        name = "specId",
        display = L["Class and Specialization"],
        type = "multiselect",
        values = "spec_types_all",
        store = "true",
        conditionType = "select"
      },
      {
        hidden = true,
        name = "icon",
        init = "specIcon",
        store = "true",
        test = "true"
      },
      {
        hidden = true,
        name = "name",
        init = "specName",
        store = "true",
        test = "true"
      },
    },
    automaticrequired = true,
    statesParameter = "one",
    progressType = "none"
  },
  ["Loot Specialization"] = {
    type = "unit",
    events = function()
      local events = {"PLAYER_LOOT_SPEC_UPDATED", "PLAYER_SPECIALIZATION_CHANGED" }
      return {
        ["events"] = events
      }
    end,
    force_events = "PLAYER_LOOT_SPEC_UPDATED",
    name = L["Loot Specialization"],
    init = function(trigger)
      return [[
         local lootSpecId = GetLootSpecialization()
         local currentSpecId = GetSpecializationInfo(GetSpecialization())
         if lootSpecId == 0 then --Player chose 'Current Specialization'
          lootSpecId = currentSpecId
         end
         local _, lootSpecName, _, lootSpecIcon = GetSpecializationInfoByID(lootSpecId)
      ]]
    end,
    args = {
      {
        name = "lootSpecId",
        display = L["Loot Specialization Id"],
        type = "multiselect",
        init = "lootSpecId",
        values = "spec_types_all",
        conditionType = "select",
        store = true,
      },
      {
        name = "name",
        display = L["Loot Specialization Name"],
        init = "lootSpecName",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        name = "isCurrentSpec",
        display = L["Is Current Specialization"],
        init = "lootSpecId == currentSpecId",
        type = "tristate",
        conditionType = "bool",
        store = true,
      },
      {
        hidden = true,
        name = "icon",
        init = "lootSpecIcon",
        store = "true",
        test = "true",
      },
    },
    automaticrequired = true,
    statesParameter = "one",
    progressType = "none"
  },
  ["Totem"] = {
    type = "spell",
    events = {
      ["events"] = {
        "PLAYER_TOTEM_UPDATE",
        "PLAYER_ENTERING_WORLD"
      }
    },
    internal_events = {
      "COOLDOWN_REMAINING_CHECK",
    },
    force_events = "PLAYER_ENTERING_WORLD",
    name = L["Totem"],
    statesParameter = "full",
    progressType = "timed",
    triggerFunction = function(trigger)
      local ret = [[return
      function (states)
        local totemType = %s;
        local triggerTotemName = %q
        local triggerTotemPattern = %q
        local triggerTotemPatternOperator = %q
        local triggerTotemIcon = %s
        local triggerTotemIconOperator = %q
        local clone = %s
        local inverse = %s
        local remainingCheck = %s

        local function checkActive(remaining)
          return remaining %s remainingCheck;
        end

        if (totemType) then -- Check a specific totem slot
          local _, totemName, startTime, duration, icon = GetTotemInfo(totemType);
          active = (startTime and startTime ~= 0);

          if not Private.ExecEnv.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemPatternOperator) then
            active = false;
          end

          if not Private.ExecEnv.CheckTotemIcon(icon, triggerTotemIcon, triggerTotemIconOperator) then
            active = false
          end

          if (inverse) then
            active = not active;
            if (triggerTotemName) then
              icon = Private.ExecEnv.GetSpellIcon(triggerTotemName);
            end
          elseif (active and remainingCheck) then
            local expirationTime = startTime and (startTime + duration) or 0;
            local remainingTime = expirationTime - GetTime()
            if (remainingTime >= remainingCheck) then
              Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck);
            end
            active = checkActive(remainingTime);
          end
          states[""] = states[""] or {}
          local state = states[""];
          state.show = active;
          state.changed = true;
          if (active) then
            state.name = totemName;
            state.totemName = totemName;
            state.progressType = "timed";
            state.duration = duration;
            state.expirationTime = startTime and (startTime + duration);
            state.icon = icon;
          end
        elseif inverse then -- inverse without a specific slot
          local found = false;
          for i = 1, 5 do
            local _, totemName, startTime, duration, icon = GetTotemInfo(i);
            if ((startTime and startTime ~= 0)
              and Private.ExecEnv.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemPatternOperator)
              and Private.ExecEnv.CheckTotemIcon(icon, triggerTotemIcon, triggerTotemIconOperator)
            ) then
              found = true;
            end
          end
          local cloneId = "";
          states[cloneId] = states[cloneId] or {};
          local state = states[cloneId];
          state.show = not found;
          state.changed = true;
          state.name = triggerTotemName;
          state.totemName = triggerTotemName;
          if (triggerTotemName) then
            state.icon = Private.ExecEnv.GetSpellIcon(triggerTotemName)
          end
        else -- check all slots
          for i = 1, 5 do
            local _, totemName, startTime, duration, icon = GetTotemInfo(i);
            active = (startTime and startTime ~= 0);

            if not Private.ExecEnv.CheckTotemName(totemName, triggerTotemName, triggerTotemPattern, triggerTotemPatternOperator)
              or not Private.ExecEnv.CheckTotemIcon(icon, triggerTotemIcon, triggerTotemIconOperator)
            then
              active = false;
            end
            if (active and remainingCheck) then
              local expirationTime = startTime and (startTime + duration) or 0;
              local remainingTime = expirationTime - GetTime()
              if (remainingTime >= remainingCheck) then
                Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck);
              end
              active = checkActive(remainingTime);
            end

            local cloneId = clone and tostring(i) or "";
            states[cloneId] = states[cloneId] or {};
            local state = states[cloneId];
            state.show = active;
            state.changed = true;
            if (active) then
              state.name = totemName;
              state.totemName = totemName;
              state.progressType = "timed";
              state.duration = duration;
              state.expirationTime = startTime and (startTime + duration);
              state.icon = icon;
            end
            if (active and not clone) then
              break;
            end
          end
        end
        return true;
      end
      ]];
      local totemName = tonumber(trigger.totemName) and Private.ExecEnv.GetSpellName(tonumber(trigger.totemName)) or trigger.totemName;
      ret = ret:format(trigger.use_totemType and tonumber(trigger.totemType) or "nil",
        trigger.use_totemName and totemName or "",
        trigger.use_totemNamePattern and trigger.totemNamePattern or "",
        trigger.use_totemNamePattern and trigger.totemNamePattern_operator or "",
        trigger.use_icon and trigger.icon or "nil",
        trigger.use_icon and trigger.icon_operator or "",
        trigger.use_clones and "true" or "false",
        trigger.use_inverse and "true" or "false",
        trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil",
        trigger.use_remaining and trigger.remaining_operator or "<");
      return ret;
    end,
    args = {
      {
        name = "totemType",
        display = L["Totem Number"],
        type = "select",
        values = "totem_types"
      },
      {
        name = "totemName",
        display = L["Totem Name"],
        type = "string",
        conditionType = "string",
        store = true,
        desc = L["Enter a name or a spellId"]
      },
      {
        name = "totemNamePattern",
        display = L["Totem Name Pattern Match"],
        type = "longstring",
      },
      {
        name = "icon",
        display = L["Totem Icon"],
        type = "number",
        conditionType = "number",
        operator_types = "only_equal",
        store = true,
      },
      {
        name = "clones",
        display = L["Clone per Match"],
        type = "toggle",
        test = "true",
        enable = function(trigger) return not trigger.use_totemType end,
      },
      {
        name = "remaining",
        display = L["Remaining Time"],
        type = "number",
        enable = function(trigger) return not(trigger.use_inverse) end
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true",
        enable = function(trigger) return (trigger.use_totemName or trigger.use_totemNamePattern) and not trigger.use_clones end
      }
    },
    automaticrequired = true
  },
  ["Item Count"] = {
    type = "item",
    events = {
      ["events"] = {
        "BAG_UPDATE_DELAYED",
        "PLAYER_ENTERING_WORLD"
      }
    },
    internal_events = {
      "ITEM_COUNT_UPDATE",
    },
    force_events = "BAG_UPDATE_DELAYED",
    name = L["Item Count"],
    loadFunc = function(trigger)
      if(trigger.use_includeCharges) then
        WeakAuras.RegisterItemCountWatch();
      end
    end,
    init = function(trigger)
      local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0")
      local ret = [[
        local itemName = %s
        local exactSpellMatch = %s
        if not exactSpellMatch and tonumber(itemName) then
          itemName = C_Item.GetItemInfo(itemName)
        end
        local count = C_Item.GetItemCount(itemName or "", %s, %s, %s, %s);
        local reagentQuality, reagentQualityTexture
        if WeakAuras.IsRetail() and itemName then
          reagentQuality = C_TradeSkillUI.GetItemReagentQualityByItemInfo(itemName)
          if reagentQuality then
            reagentQualityTexture = CreateAtlasMarkupWithAtlasSize("Professions-Icon-Quality-Tier" .. reagentQuality .. "-Small")
          end
        end
      ]];
      return ret:format(
        itemName,
        trigger.use_exact_itemName and "true" or "nil",
        trigger.use_includeBank and "true" or "nil",
        trigger.use_includeCharges and "true" or "nil",
        WeakAuras.IsRetail() and trigger.use_includeReagentBank and "true" or "nil",
        WeakAuras.IsRetail() and trigger.use_includeWarBandBank and "true" or "nil"
      )
    end,
    args = {
      {
        name = "itemName",
        required = true,
        display = L["Item"],
        type = "item",
        showExactOption = true,
        test = "true"
      },
      {
        name = "name",
        display = L["Name"],
        init = "itemName",
        type = "string",
        hidden = true,
        store = true,
        test = "true",
        conditionType = "string"
      },
      {
        name = "includeBank",
        display = L["Include Bank"],
        type = "toggle",
        test = "true"
      },
      {
        name = "includeReagentBank",
        display = L["Include Reagent Bank"],
        type = "toggle",
        test = "true",
        enable = WeakAuras.IsRetail(),
      },
      {
        name = "includeWarBandBank",
        display = L["Include War Band Bank"],
        type = "toggle",
        test = "true",
        enable = WeakAuras.IsRetail(),
      },
      {
        name = "includeCharges",
        display = L["Include Charges"],
        type = "toggle",
        test = "true"
      },
      {
        name = "count",
        display = L["Item Count"],
        type = "number"
      },
      {
        name = "stacks",
        display = L["Stacks"],
        init = "count",
        hidden = true,
        store = true,
        test = "true",
        conditionType = "number"
      },
      {
        name = "value",
        init = "count",
        hidden = true,
        store = true,
        test = "true",
        display = L["Progress Value"],
        conditionType = "number"
      },
      {
        name = "total",
        init = 0,
        hidden = true,
        store = true,
        test = "true",
        display = L["Progress Total"],
        conditionType = "number"
      },
      {
        name = "progressType",
        init = "'static'",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        name = "icon",
        init = "C_Item.GetItemIconByID(itemName or '')",
        hidden = true,
        store = true,
        test = "true"
      },
      {
        name = "name",
        init = "itemName and itemName ~= '' and C_Item.GetItemNameByID(itemName) or itemName",
        hidden = true,
        store = true,
        test = "true"
      },
      {
        name = "reagentQuality ",
        display = L["Reagent Quality"],
        store = true,
        test = "true",
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = true
      },
      {
        name = "reagentQualityTexture",
        display = L["Reagent Quality Texture"],
        store = true,
        test = "true",
        enable = WeakAuras.IsRetail(),
        hidden = true
      },
    },
    statesParameter = "one",
    hasItemID = true,
    automaticrequired = true,
    progressType = "static"
  },
  ["Stance/Form/Aura"] = {
    type = "unit",
    events = {
      ["events"] = {
        "UPDATE_SHAPESHIFT_FORM",
        "UPDATE_SHAPESHIFT_COOLDOWN"
      }
    },
    internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" },
    force_events = "WA_DELAYED_PLAYER_ENTERING_WORLD",
    name = L["Stance/Form/Aura"],
    init = function(trigger)
      local inverse = trigger.use_inverse;
      local ret = {[[
        local form = GetShapeshiftForm()
        local active = false
      ]]}
      if trigger.use_form and trigger.form and trigger.form.single then
        -- Single selection
        table.insert(ret, ([[
          local trigger_form = %d
          active = form == trigger_form
        ]]):format(trigger.form.single))
        if inverse then
          table.insert(ret, [[
            active = not active
          ]])
        end
      elseif trigger.use_form == false and trigger.form and trigger.form.multi then
        for index in pairs(trigger.form.multi) do
          table.insert(ret, ([[
            if not active then
              local index = %d
              active = form == index
            end
          ]]):format(index))
        end
        if inverse then
          table.insert(ret, [[
            active = not active
          ]])
        end
      elseif trigger.use_form == nil then
        table.insert(ret, [[
          active = true
        ]])
      end
      return table.concat(ret)
    end,
    statesParameter = "one",
    args = {
      {
        name = "note",
        type = "description",
        display = "",
        text = function()
          return L["Note: This trigger internally stores the shapeshift position, and thus is incompatible with learning stances on the fly, like e.g. the Gladiator Rune."]
        end,
        hidden = not (C_Seasons and C_Seasons.GetActiveSeason and C_Seasons.GetActiveSeason() == 2),
      },
      {
        name = "form",
        display = L["Form"],
        type = "multiselect",
        values = "form_types",
        test = "active",
        store = true,
        conditionType = "select"
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true",
        enable = function(trigger) return type(trigger.use_form) == "boolean" end
      },
    },
    nameFunc = function(trigger)
      local _, class = UnitClass("player");
      local name
      if(class == trigger.class) then
        local form = GetShapeshiftForm();
        if form > 0 then
          local _, name = GetShapeshiftFormInfo(form);
        else
          name = "Humanoid";
        end
        return name;
      else
        local types = WeakAuras[class:lower().."_form_types"];
        if(types) then
          return types[GetShapeshiftForm()];
        end
      end
    end,
    iconFunc = function(trigger)
      local icon = "136116"
      local form = GetShapeshiftForm()
      if form and form > 0 then
        icon = GetShapeshiftFormInfo(form);
      end
      return icon or "136116"
    end,
    automaticrequired = true,
    progressType = "none"
  },
  ["Weapon Enchant"] = {
    type = "item",
    events = {},
    internal_events = {
      "TENCH_UPDATE",
    },
    force_events = "TENCH_UPDATE",
    name = WeakAuras.IsRetail() and L["Weapon Enchant / Fishing Lure"] or L["Weapon Enchant"],
    init = function(trigger)
      WeakAuras.TenchInit();

      local ret = [[
        local triggerWeaponType = %q
        local triggerName = %q
        local triggerStack = %s
        local triggerRemaining = %s
        local triggerShowOn = %q
        local _, expirationTime, duration, name, icon, stacks, enchantID

        if triggerWeaponType == "main" then
          expirationTime, duration, name, shortenedName, icon, stacks, enchantID = WeakAuras.GetMHTenchInfo()
        elseif triggerWeaponType == "off" then
          expirationTime, duration, name, shortenedName, icon, stacks, enchantID = WeakAuras.GetOHTenchInfo()
        elseif triggerWeaponType == "ranged" and WeakAuras.IsCataClassic() then
          expirationTime, duration, name, shortenedName, icon, stacks, enchantID = WeakAuras.GetRangeTenchInfo()
        end

        local remaining = expirationTime and expirationTime - GetTime()

        local nameCheck = triggerName == "" or name and triggerName == name or shortenedName and triggerName == shortenedName or tonumber(triggerName) and enchantID and tonumber(triggerName) == enchantID
        local stackCheck = not triggerStack or stacks and stacks %s triggerStack
        local remainingCheck = not triggerRemaining or remaining and remaining %s triggerRemaining
        local found = expirationTime and nameCheck and stackCheck and remainingCheck

        if(triggerRemaining and remaining and remaining >= triggerRemaining and remaining > 0) then
          Private.ExecEnv.ScheduleScan(expirationTime - triggerRemaining, "TENCH_UPDATE");
        end

        if not found then
          expirationTime = nil
          duration = nil
          remaining = nil
        end
      ]];

      local showOnActive = trigger.showOn == 'showOnActive' or not trigger.showOn

      return ret:format(trigger.weapon or "main",
      trigger.use_enchant and trigger.enchant or "",
      showOnActive and trigger.use_stacks and tonumber(trigger.stacks or 0) or "nil",
      showOnActive and trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil",
      trigger.showOn or "showOnActive",
      trigger.stacks_operator or "<",
      trigger.remaining_operator or "<")
    end,
    args = {
      {
        name = "weapon",
        display = L["Weapon"],
        type = "select",
        values = "weapon_types",
        test = "true",
        default = "main",
        required = true
      },
      {
        name = "enchant",
        display = L["Weapon Enchant"],
        desc = L["Enchant Name or ID"],
        type = "string",
        test = "true"
      },
      {
        name = "enchantID",
        hidden = true,
        test = "true",
        display = L["Enchant ID"],
        store = true,
        conditionType = "number",
        operator_types = "only_equal",
        noProgressSource = true
      },
      {
        name = "stacks",
        display = L["Stack Count"],
        type = "number",
        conditionType = "number",
        test = "true",
        enable = function(trigger)
          return not WeakAuras.IsRetail() and (not trigger.showOn or trigger.showOn == "showOnActive")
        end,
        hidden = WeakAuras.IsRetail(),
        store = true
      },
      {
        name = "duration",
        hidden = true,
        init = "duration",
        test = "true",
        store = true
      },
      {
        name = "expirationTime",
        init = "expirationTime",
        hidden = true,
        test = "true",
        store = true
      },
      {
        name = "progressType",
        hidden = true,
        init = "duration and 'timed'",
        test = "true",
        store = true
      },
      {
        name = "name",
        hidden = true,
        init = "name",
        test = "true",
        store = true
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        name = "enchanted",
        display = L["Enchanted"],
        hidden = true,
        init = "found == true",
        test = "true",
        store = true,
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and state.enchanted == (needle == 1)
        end,
      },
      {
        name = "remaining",
        display = L["Remaining Time"],
        type = "number",
        test = "true",
        enable = function(trigger)
          return not trigger.showOn or trigger.showOn == "showOnActive"
        end
      },
      {
        name = "showOn",
        display = L["Show On"],
        type = "select",
        values = "weapon_enchant_types",
        test = 'true',
        default = "showOnActive",
        required = true
      },
      {
        hidden = true,
        test = "(triggerShowOn == 'showOnActive' and found) " ..
        "or (triggerShowOn == 'showOnMissing' and not found) "  ..
        "or (triggerShowOn == 'showAlways')"
      }
    },
    automaticrequired = true,
    progressType = "timed",
    statesParameter = "one"
  },
  ["Chat Message"] = {
    type = "event",
    events = function(trigger)
      if trigger.use_messageType and trigger.messageType and Private.chat_message_types[trigger.messageType] then
        local events = {trigger.messageType}
        if Private.chat_message_leader_event[trigger.messageType] then
          table.insert(events, Private.chat_message_leader_event[trigger.messageType])
        end
        return { events = events }
      end
      return {
        ["events"] = {
          "CHAT_MSG_INSTANCE_CHAT",
          "CHAT_MSG_INSTANCE_CHAT_LEADER",
          "CHAT_MSG_BG_SYSTEM_ALLIANCE",
          "CHAT_MSG_BG_SYSTEM_HORDE",
          "CHAT_MSG_BG_SYSTEM_NEUTRAL",
          "CHAT_MSG_BN_WHISPER",
          "CHAT_MSG_CHANNEL",
          "CHAT_MSG_EMOTE",
          "CHAT_MSG_GUILD",
          "CHAT_MSG_MONSTER_EMOTE",
          "CHAT_MSG_MONSTER_PARTY",
          "CHAT_MSG_MONSTER_SAY",
          "CHAT_MSG_MONSTER_WHISPER",
          "CHAT_MSG_MONSTER_YELL",
          "CHAT_MSG_OFFICER",
          "CHAT_MSG_PARTY",
          "CHAT_MSG_PARTY_LEADER",
          "CHAT_MSG_RAID",
          "CHAT_MSG_RAID_LEADER",
          "CHAT_MSG_RAID_BOSS_EMOTE",
          "CHAT_MSG_RAID_BOSS_WHISPER",
          "CHAT_MSG_RAID_WARNING",
          "CHAT_MSG_SAY",
          "CHAT_MSG_WHISPER",
          "CHAT_MSG_YELL",
          "CHAT_MSG_SYSTEM",
          "CHAT_MSG_TEXT_EMOTE",
          "CHAT_MSG_LOOT",
          "CHAT_MSG_COMMUNITIES_CHANNEL"
        }
      }
    end,
    name = L["Chat Message"],
    init = function(trigger)
      local ret = [[
        if (event:find('LEADER')) then
          event = event:sub(1, -8);
        end
        if (event == 'CHAT_MSG_TEXT_EMOTE') then
          event = 'CHAT_MSG_EMOTE';
        end
         local use_cloneId = %s;
      ]];
      return ret:format(trigger.use_cloneId and "true" or "false");
    end,
    statesParameter = "all",
    args = {
      {
        name = "messageType",
        display = L["Message Type"],
        type = "select",
        values = "chat_message_types",
        sorted = true,
        test = "event == %q",
      },
      {
        name = "message",
        display = L["Message"],
        init = "arg",
        type = "longstring",
        canBeCaseInsensitive = true,
        store = true,
        conditionType = "string",
      },
      {
        name = "sourceName",
        display = L["Source Name"],
        init = "arg",
        type = "string",
        store = true,
        conditionType = "string",
      },
      { -- language Name
      },
      { -- Channel Name
      },
      {
        name = "destName",
        display = L["Destination Name"],
        init = "arg",
        type = "string",
        store = true,
        conditionType = "string",
      },
      {
        name = "cloneId",
        display = L["Clone per Event"],
        type = "toggle",
        test = "true",
        init = "use_cloneId and WeakAuras.GetUniqueCloneId() or ''",
        reloadOptions = true
      },
    },
    countEvents = true,
    delayEvents = true,
    timedrequired = true,
    progressType = "timed"
  },
  ["Spell Cast Succeeded"] = {
    type = "event",
    events = function(trigger)
      local result = {}
      local unit = trigger.unit
      AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_SUCCEEDED")
      return result
    end,
    name = L["Spell Cast Succeeded"],
    statesParameter = "unit",
    args = {
      {
        name = "unit",
        init = "arg",
        display = L["Caster Unit"],
        type = "unit",
        test = "true",
        values = "actual_unit_types_cast",
        store = true,
        conditionType = "select",
        conditionTest = function(state, needle, op)
          return state and state.show and (UnitIsUnit(needle, state.unit or '') == (op == "=="))
        end
      },
      {
      },
      { -- castGUID
      },
      {
        name = "spellId",
        display = L["Spell Id"],
        type = "spell",
        init = "arg",
        store = true,
        multiEntry = {
          operator = "preamble",
          preambleAdd = "spellChecker:AddExact(%q)"
        },
        preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()",
        test = "spellChecker:Check(spellId)",
        conditionType = "number",
        noProgressSource = true
      },
      {
        name = "icon",
        hidden = true,
        init = "Private.ExecEnv.GetSpellIcon(spellId or 0)",
        store = true,
        test = "true"
      },
      {
        name = "name",
        hidden = true,
        init = "Private.ExecEnv.GetSpellName(spellId or 0)",
        store = true,
        test = "true"
      },
    },
    countEvents = true,
    delayEvents = true,
    timedrequired = true,
    progressType = "timed"
  },
  ["Ready Check"] = {
    type = "event",
    events = {
      ["events"] = {"READY_CHECK"}
    },
    name = L["Ready Check"],
    args = {},
    statesParameter = "one",
    delayEvents = true,
    timedrequired = true,
    progressType = "timed"
  },
  ["Combat Events"] = {
    type = "event",
    events = {
      ["events"] = {
        "PLAYER_REGEN_ENABLED",
        "PLAYER_REGEN_DISABLED"
      }
    },
    name = L["Entering/Leaving Combat"],
    args = {
      {
        name = "eventtype",
        required = true,
        display = L["Type"],
        type = "select",
        values = "combat_event_type",
        test = "event == %q"
      }
    },
    statesParameter = "one",
    countEvents = true,
    delayEvents = true,
    timedrequired = true,
    progressType = "timed"
  },
  ["Encounter Events"] = {
    type = "event",
    events = {
      ["events"] = {
        "ENCOUNTER_START",
        "ENCOUNTER_END"
      }
    },
    name = L["Entering/Leaving Encounter"],
    args = {
      {
        name = "eventtype",
        required = true,
        display = L["Type"],
        type = "select",
        values = "encounter_event_type",
        test = "event == %q",
        reloadOptions = true
      },
      {
        name = "encounterId",
        display = L["Id"],
        type = "string",
        validate = WeakAuras.ValidateNumeric,
        conditionType = "number",
        store = true,
        init = "arg"
      },
      {
        name = "encounterName",
        display = L["Name"],
        type = "string",
        conditionType = "string",
        store = true,
        init = "arg"
      },
      {
        name = "difficulty",
        display = L["Difficulty"],
        type = "select",
        values = "difficulty_types",
        test = "%q == WeakAuras.InstanceDifficulty()",
        conditionType = "select",
        conditionTest = function(state, needle)
          return WeakAuras.InstanceDifficulty() == needle
        end,
        store = true,
        init = "arg"
      },
      {},
      {
        name = "success",
        display = L["Success"],
        type = "toggle",
        conditionType = "bool",
        enable = function(trigger)
          return trigger.eventtype == "ENCOUNTER_END"
        end,
        store = true,
        test = "success == 1",
        conditionTest = function(state, needle)
          return state and (state.success == needle)
        end,
        init = "arg"
      }
    },
    statesParameter = "one",
    countEvents = true,
    delayEvents = true,
    timedrequired = true,
    progressType = "timed"
  },
  ["Evoker Essence"] = {
    type = "unit",
    events = {},
    internal_events = {
      "ESSENCE_UPDATE"
    },
    force_events = "ESSENCE_UPDATE",
    name = L["Evoker Essence"],
    loadFunc = function()
      WeakAuras.InitEssenceCooldown()
    end,
    statesParameter = "one",
    init = function(trigger)
      trigger.essence = trigger.essence or 0
      local ret = [[
        local triggerEssence = %s
        local genericShowOn = %s
        local duration, expirationTime, remaining, paused, essence, total = WeakAuras.GetEssenceCooldown(triggerEssence)
        local ready = paused
        local onCooldown = paused == false
      ]]
      return ret:format(
        trigger.use_essence and trigger.essence or "nil",
        trigger.use_essence and trigger.essence and ("[[" .. (trigger.genericShowOn or "") .. "]]") or "[[showAlways]]"
      );
    end,
    args = {
      {
        name = "note",
        type = "description",
        display = "",
        text = function()
          return L["Note: This trigger relies on the WoW API, which returns incorrect information in some cases."]
        end
      },
      {
        name = "essence",
        display = L["Essence"],
        type = "select",
        values = "essence_specific_types",
        test = "(genericShowOn == \"showOnReady\" and ready) " ..
        "or (genericShowOn == \"showOnCooldown\" and onCooldown) " ..
        "or (genericShowOn == \"showAlways\" and paused ~= nil)",
        reloadOptions = true
      },
      {
        name = "genericShowOn",
        display =  L["Show"],
        type = "select",
        values = "cooldown_progress_behavior_types",
        test = "true",
        enable = function(trigger) return trigger.use_essence end,
        required = true
      },
      {
        hidden = true,
        name = "onCooldown",
        test = "true",
        display = L["On Cooldown"],
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and state.expirationTime and (state.expirationTime == math.huge) == (needle == 0)
        end,
        enable = function(trigger)
          return trigger.use_essence and type(trigger.essence) == "number" and trigger.essence > 0
        end
      },
      {
        hidden = true,
        name = "charging",
        test = "true",
        display = L["Charging"],
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and (state.essence == (state.triggerEssence or 0) - 1) == (needle == 1)
        end,
        enable = function(trigger)
          return trigger.use_essence and type(trigger.essence) == "number" and trigger.essence > 0
        end
      },
      {
        name = "progressType",
        hidden = true,
        init = "'timed'",
        store = true,
        test = "true"
      },
      {
        name = "duration",
        hidden = true,
        init = "duration",
        test = "true",
        store = true
      },
      {
        name = "expirationTime",
        init = "expirationTime",
        hidden = true,
        test = "true",
        store = true
      },
      {
        name = "remaining",
        init = "remaining",
        hidden = true,
        test = "true",
        store = true
      },
      {
        name = "paused",
        init = "paused",
        hidden = true,
        test = "true",
        store = true
      },
      {
        name = "triggerEssence",
        hidden = true,
        init = "triggerEssence",
        test = "true",
        store = true
      },
      {
        name = "essence",
        display = L["Current Essence"],
        hidden = true,
        init = "essence",
        test = "true",
        store = true
      },
      {
        name = "total",
        display = L["Total Essence"],
        hidden = true,
        init = "total",
        test = "true",
        store = true
      },
    },
    automaticrequired = true,
    progressType = "timed"
  },
  ["Death Knight Rune"] = {
    type = "unit",
    events = function()
      if WeakAuras.IsCataClassic() then
        return { events = { "RUNE_POWER_UPDATE", "RUNE_TYPE_UPDATE"} }
      else
        return { events = { "RUNE_POWER_UPDATE" } }
      end
    end,
    internal_events = {
      "RUNE_COOLDOWN_READY",
      "RUNE_COOLDOWN_CHANGED",
      "RUNE_COOLDOWN_STARTED",
      "COOLDOWN_REMAINING_CHECK",
      "WA_DELAYED_PLAYER_ENTERING_WORLD"
    },
    force_events = "RUNE_COOLDOWN_FORCE",
    name = L["Death Knight Rune"],
    loadFunc = function(trigger)
      trigger.rune = trigger.rune or 0;
      if (trigger.use_rune) then
        WeakAuras.WatchRuneCooldown(trigger.rune);
      else
        for i = 1, 6 do
          WeakAuras.WatchRuneCooldown(i);
        end
      end
    end,
    init = function(trigger)
      trigger.rune = trigger.rune or 0;
      local ret
      if WeakAuras.IsCataClassic() then
        ret = [[
          local rune = %s;
          local genericShowOn = %s
          local includeDeathRunes = %s;
          local startTime, duration = WeakAuras.GetRuneCooldown(rune);
          local numBloodRunes = 0;
          local numUnholyRunes = 0;
          local numFrostRunes = 0;
          local numDeathRunes = 0;
          local numRunes = 0;
          local isDeathRune = GetRuneType(rune) == 4
          for index = 1, 6 do
            local startTime = GetRuneCooldown(index);
            if startTime == 0 then
              numRunes = numRunes + 1;
              local runeType = GetRuneType(index)
              if runeType == 1 then
                numBloodRunes = numBloodRunes + 1;
              elseif runeType == 2 then
                numFrostRunes = numFrostRunes + 1;
              elseif runeType == 3 then
                numUnholyRunes = numUnholyRunes + 1;
              elseif runeType == 4 then
                numDeathRunes = numDeathRunes + 1;
              end
            end
          end
          if includeDeathRunes then
            numBloodRunes  = numBloodRunes  + numDeathRunes;
            numUnholyRunes = numUnholyRunes + numDeathRunes;
            numFrostRunes  = numFrostRunes  + numDeathRunes;
          end
        ]];
      else
        ret = [[
          local rune = %s;
          local startTime, duration = WeakAuras.GetRuneCooldown(rune);
          local genericShowOn = %s
          local numRunes = 0;
          for index = 1, 6 do
            local startTime = WeakAuras.GetRuneCooldown(index);
            if startTime == 0 then
              numRunes = numRunes + 1;
            end
          end
        ]];
      end
      if trigger.use_remaining then
        local ret2 = [[
          local expirationTime = startTime + duration
          local remaining = expirationTime - GetTime();
          local remainingCheck = %s;
          if(remaining >= remainingCheck and remaining > 0) then
            Private.ExecEnv.ScheduleScan(expirationTime - remainingCheck);
          end
        ]];
        ret = ret..ret2:format(tonumber(trigger.remaining or 0) or 0);
      end
      if WeakAuras.IsCataClassic() then
        return ret:format(
          trigger.rune,
          "[[" .. (trigger.genericShowOn or "") .. "]]",
          (trigger.use_includeDeathRunes and "true" or "false")
        );
      else
        return ret:format(
          trigger.rune,
          "[[" .. (trigger.genericShowOn or "") .. "]]"
        );
      end
    end,
    statesParameter = "one",
    args = {
      {
        name = "rune",
        display = L["Rune"],
        type = "select",
        values = "rune_specific_types",
        test = "(genericShowOn == \"showOnReady\" and (startTime == 0)) " ..
        "or (genericShowOn == \"showOnCooldown\" and startTime > 0) " ..
        "or (genericShowOn == \"showAlways\")",
        reloadOptions = true
      },
      {
        name = "isDeathRune",
        display = L["Is Death Rune"],
        type = "tristate",
        init = "isDeathRune",
        store = true,
        conditionType = "bool",
        enable = function(trigger) return WeakAuras.IsCataClassic() and trigger.use_rune end,
        hidden = not WeakAuras.IsCataClassic()
      },
      {
        name = "remaining",
        display = L["Remaining Time"],
        type = "number",
        enable = function(trigger) return trigger.use_rune and not(trigger.genericShowOn == "showOnReady") end
      },
      {
        name = "genericShowOn",
        display =  L["Show"],
        type = "select",
        values = "cooldown_progress_behavior_types",
        test = "true",
        enable = function(trigger) return trigger.use_rune end,
        required = true
      },
      {
        name = "runesCount",
        display = L["Rune Count"],
        type = "number",
        init = "numRunes",
        enable = function(trigger) return not trigger.use_rune end
      },
      {
        hidden = true,
        name = "onCooldown",
        test = "true",
        display = L["On Cooldown"],
        conditionType = "bool",
        conditionTest = function(state, needle)
          return state and state.show and (state.expirationTime and state.expirationTime > GetTime()) == (needle == 1)
        end,
        enable = function(trigger) return trigger.use_rune end
      },
      {
        name = "bloodRunes",
        display = L["Rune Count - Blood"],
        type = "number",
        init = "numBloodRunes",
        store = true,
        conditionType = "number",
        enable = function(trigger) return WeakAuras.IsCataClassic() and not trigger.use_rune end,
        hidden = not WeakAuras.IsCataClassic()
      },
      {
        name = "frostRunes",
        display = L["Rune Count - Frost"],
        type = "number",
        init = "numFrostRunes",
        store = true,
        conditionType = "number",
        enable = function(trigger) return WeakAuras.IsCataClassic() and not trigger.use_rune end,
        hidden = not WeakAuras.IsCataClassic()
      },
      {
        name = "unholyRunes",
        display = L["Rune Count - Unholy"],
        type = "number",
        init = "numUnholyRunes",
        store = true,
        conditionType = "number",
        enable = function(trigger) return WeakAuras.IsCataClassic() and not trigger.use_rune end,
        hidden = not WeakAuras.IsCataClassic()
      },
      {
        name = "includeDeathRunes",
        display = L["Include Death Runes"],
        type = "toggle",
        test = "true",
        enable = function(trigger) return WeakAuras.IsCataClassic() and trigger.use_bloodRunes or trigger.use_unholyRunes or trigger.use_frostRunes end,
        hidden = not WeakAuras.IsCataClassic()
      },
    },
    durationFunc = function(trigger)
      if trigger.use_rune then
        local startTime, duration = WeakAuras.GetRuneCooldown(trigger.rune)
        return duration, startTime + duration
      else
        local numRunes = 0;
        for index = 1, 6 do
          if GetRuneCooldown(index) == 0 then
            numRunes = numRunes + 1;
          end
        end
        return numRunes, 6, true;
      end
    end,
    stacksFunc = function(trigger)
      local numRunes = 0;
      for index = 1, 6 do
        if GetRuneCooldown(index) == 0 then
          numRunes = numRunes  + 1;
        end
      end
      return numRunes;
    end,
    nameFunc = function(trigger)
      if WeakAuras.IsCataClassic() then
        local runeNames = { L["Blood"], L["Frost"], L["Unholy"], L["Death"] }
        return runeNames[GetRuneType(trigger.rune)];
      end
    end,
    iconFunc = function(trigger)
      if WeakAuras.IsCataClassic() then
        if trigger.rune then
          local runeIcons = {
            "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Blood",
            "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Frost",
            "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Unholy",
            "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-Death"
          };
          return runeIcons[GetRuneType(trigger.rune)];
        end
      else
        return "Interface\\PlayerFrame\\UI-PlayerFrame-Deathknight-SingleRune";
      end
    end,
    automaticrequired = true,
    progressType = function(trigger)
      if trigger.use_rune then
        return "timed"
      else
        return "static"
      end
    end
  },
  ["Item Equipped"] = {
    type = "item",
    events = {
      ["events"] = {
        "PLAYER_EQUIPMENT_CHANGED",
      },
      ["unit_events"] = {
        ["player"] = {"UNIT_INVENTORY_CHANGED"}
      }
    },
    internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD", },
    force_events = "UNIT_INVENTORY_CHANGED",
    name = L["Item Equipped"],
    init = function(trigger)
      local itemName = type(trigger.itemName) == "number" and trigger.itemName or string.format("%q", trigger.itemName or "0")

      local ret = [[
        local inverse = %s;
        local triggerItemName = %s
        local itemName = C_Item.GetItemInfo(triggerItemName)
        local _, _, _, _, icon = C_Item.GetItemInfoInstant(triggerItemName)
        local itemSlot = %s;
        local equipped = WeakAuras.CheckForItemEquipped(itemName, itemSlot);
      ]];

      return ret:format(trigger.use_inverse and "true" or "false", itemName, trigger.use_itemSlot and trigger.itemSlot or "nil");
    end,
    GetNameAndIcon = function(trigger)
      local name = C_Item.GetItemInfo(trigger.itemName or 0)
      local _, _, _, _, icon = C_Item.GetItemInfoInstant(trigger.itemName or 0)
      return name, icon
    end,
    statesParameter = "one",
    args = {
      {
        name = "itemName",
        display = L["Item"],
        type = "item",
        required = true,
        test = "true"
      },
      {
        name = "itemSlot",
        display = WeakAuras.newFeatureString .. L["Item Slot"],
        type = "select",
        values = "item_slot_types",
        test = "true",
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true"
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "itemName",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        hidden = true,
        test = "(inverse and not equipped) or (equipped and not inverse)"
      }
    },
    hasItemID = true,
    automaticrequired = true,
    progressType = "none"
  },
  ["Item Type Equipped"] = {
    type = "item",
    events = {
      ["events"] = {
        "PLAYER_EQUIPMENT_CHANGED",
      },
      ["unit_events"] = {
        ["player"] = {"UNIT_INVENTORY_CHANGED"}
      }
    },
    init = function(trigger)
      local ret
      if trigger.use_itemSlot then
        local itemSlot = trigger.itemSlot and tonumber(trigger.itemSlot)
        if itemSlot then
          ret = string.format("local itemSlot = %s\n", trigger.itemSlot)
        else
          ret = "local itemSlot = nil\n"
        end
      else
        ret = "local itemSlot = nil\n"
      end
      return ret
    end,
    internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD", },
    force_events = "UNIT_INVENTORY_CHANGED",
    name = L["Item Type Equipped"],
    args = {
      {
          name = "itemSlot",
          required = false,
          display = L["Equipment Slot"],
          type = "select",
          values = "item_slot_types",
          test = "true"
      },
      {
        name = "itemTypeName",
        display = L["Item Type"],
        type = "multiselect",
        values = "item_weapon_types",
        required = true,
        test = "Private.ExecEnv.IsEquippedItemType(%s, itemSlot)"
      },
    },
    automaticrequired = true,
    progressType = "none"
  },
  ["Item Bonus Id Equipped"] = {
    type = "item",
    events = {
      ["events"] = {
        "PLAYER_EQUIPMENT_CHANGED",
      },
      ["unit_events"] = {
        ["player"] = {"UNIT_INVENTORY_CHANGED"}
      }
    },
    internal_events = { "WA_DELAYED_PLAYER_ENTERING_WORLD", },
    force_events = "UNIT_INVENTORY_CHANGED",
    name = L["Item Bonus Id Equipped"],
    statesParameter = "one",
    init = function(trigger)
      local ret = [=[
        local fetchLegendaryPower = %s
        local item = %q
        local inverse = %s
        local useItemSlot, slotSelected = %s, %d

        local itemBonusId, itemId, itemName, icon, itemSlot, itemSlotString = WeakAuras.GetBonusIdInfo(item, useItemSlot and slotSelected)
        local itemBonusId = tonumber(itemBonusId)
        if fetchLegendaryPower then
          itemName, icon = WeakAuras.GetLegendaryData(itemBonusId or item)
        end

        local slotValidation = (useItemSlot and itemSlot == slotSelected) or (not useItemSlot)
      ]=]
      return ret:format(trigger.use_legendaryIcon and "true" or "false", trigger.itemBonusId or "", trigger.use_inverse and "true" or "false",
                        trigger.use_itemSlot and "true" or "false", trigger.itemSlot)
    end,
    args = {
      {
        name = "itemBonusId",
        display = L["Item Bonus Id"],
        type = "string",
        store = "true",
        test = "true",
        required = true,
        desc = L["Supports multiple entries, separated by commas"],
        conditionType = "number",
        noProgressSource = true
      },
      {
        name = "legendaryIcon",
        display = L["Fetch Legendary Power"],
        type = "toggle",
        test = "true",
        desc = L["Fetches the name and icon of the Legendary Power that matches this bonus id."],
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail(),
      },
      {
        name = "name",
        display = L["Item Name"],
        hidden = "true",
        init = "itemName",
        store = "true",
        test = "true",
      },
      {
        name = "icon",
        hidden = "true",
        init = "icon",
        store = "true",
        test = "true",
      },
      {
        name = "itemId",
        display = L["Item Id"],
        hidden = "true",
        store = "true",
        test = "true",
        conditionType = "number",
        operator_types = "only_equal",
        noProgressSource = true
      },
      {
        name = "itemSlot",
        display = L["Item Slot"],
        type = "select",
        store = "true",
        conditionType = "select",
        values = "item_slot_types",
        test = "true",
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true",
      },
      {
        name = "itemSlotString",
        display = L["Item Slot String"],
        hidden = "true",
        store = "true",
        test = "true",
      },
      {
        hidden = true,
        test = "not inverse == (itemBonusId and slotValidation or false)",
      }
    },
    automaticrequired = true,
    progressType = "none"
  },
  ["Item Set"] = {
    type = "item",
    events = {
      ["events"] = {"PLAYER_EQUIPMENT_CHANGED"}
    },
    internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD",
                       "WA_DELAYED_SET_INFORMATION"},
    force_events = "PLAYER_EQUIPMENT_CHANGED",
    name = L["Item Set Equipped"],
    automaticrequired = true,
    init = function(trigger)
      local ret = [[
        local setid = %s
        local value, total, name = WeakAuras.GetNumSetItemsEquipped(setid)
      ]]
      return string.format(ret, trigger.itemSetId and tonumber(trigger.itemSetId) or "0");
    end,
    GetNameAndIcon = function(trigger)
      local name = select(3, WeakAuras.GetNumSetItemsEquipped(trigger.itemSetId and tonumber(trigger.itemSetId) or 0))
      return name, nil
    end,
    statesParameter = "one",
    args = {
      {
        name = "itemSetId",
        display = L["Item Set Id"],
        type = "string",
        test = "true",
        store = "true",
        required = true,
        validate = WeakAuras.ValidateNumeric,
        desc = function()
          if WeakAuras.IsRetail() then
            return L["Set IDs can be found on websites such as wowhead.com/item-sets"]
          elseif WeakAuras.IsClassicEra() then
            return L["Set IDs can be found on websites such as classic.wowhead.com/item-sets"]
          elseif WeakAuras.IsCataClassic() then
            return L["Set IDs can be found on websites such as wowhead.com/cata/item-sets"]
          end
        end
      },
      {
        name = "equipped",
        display = L["Equipped"],
        type = "number",
        init = "value",
        store = true,
        required = true,
        conditionType = "number"
      },
      {
        name = "progressType",
        hidden = true,
        init = "'static'",
        store = true,
        test = "true"
      },
      {
        name = "value",
        hidden = true,
        init = "value",
        store = true,
        test = "true"
      },
      {
        name = "total",
        hidden = true,
        init = "total",
        store = true,
        test = "true"
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        store = true,
        test = "true",
        conditionType = "string"
      },
    },
    progressType = "static"
  },
  ["Equipment Set"] = {
    type = "item",
    events = {
      ["events"] = {
        "PLAYER_EQUIPMENT_CHANGED",
        "WEAR_EQUIPMENT_SET",
        "EQUIPMENT_SETS_CHANGED",
        "EQUIPMENT_SWAP_FINISHED",
      }
    },
    internal_events = {"WA_DELAYED_PLAYER_ENTERING_WORLD"},
    force_events = "PLAYER_EQUIPMENT_CHANGED",
    name = L["Equipment Set Equipped"],
    init = function(trigger)
      trigger.itemSetName = trigger.itemSetName or "";
      local itemSetName = type(trigger.itemSetName) == "string" and ("[=[" .. trigger.itemSetName .. "]=]") or "nil";

      local ret = [[
        local useItemSetName = %s;
        local triggerItemSetName = %s;
        local inverse = %s;
        local partial = %s;

        local itemSetName, icon, numEquipped, numItems = WeakAuras.GetEquipmentSetInfo(useItemSetName and triggerItemSetName or nil, partial);
      ]];

      return ret:format(trigger.use_itemSetName and "true" or "false", itemSetName, trigger.use_inverse and "true" or "false", trigger.use_partial and "true" or "false");
    end,
    GetNameAndIcon = function(trigger)
      local name, icon = WeakAuras.GetEquipmentSetInfo(trigger.use_itemSetName and trigger.itemSetName or nil, true)
      return name, icon
    end,
    statesParameter = "one",
    args = {
      {
        name = "itemSetName",
        display = L["Equipment Set"],
        type = "string",
        test = "true",
        store = true,
        conditionType = "string",
        init = "itemSetName"
      },
      {
        name = "partial",
        display = L["Allow partial matches"],
        type = "toggle",
        test = "true"
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true"
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        name = "value",
        init = "numEquipped",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        name = "total",
        init = "numItems",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        name = "progressType",
        init = "'static'",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        hidden = true,
        test = "(inverse and itemSetName == nil) or (not inverse and itemSetName)"
      }
    },
    hasItemID = true,
    automaticrequired = true,
    progressType = "static"
  },
  ["Threat Situation"] = {
    type = "unit",
    events = function(trigger)
      local unit = trigger.unit
      local result = {}
      if unit and unit ~= "none" then
        AddUnitEventForEvents(result, unit, "UNIT_THREAT_LIST_UPDATE")
      else
        AddUnitEventForEvents(result, "player", "UNIT_THREAT_SITUATION_UPDATE")
      end
      return result
    end,
    internal_events = function(trigger)
      local unit = trigger.unit
      local result = {}
      if unit and unit ~= "none" then
        AddUnitChangeInternalEvents(unit, result)
      end
      return result
    end,
    loadFunc = function(trigger)
      local unit = trigger.unit
      if unit and unit ~= "none" then
        AddWatchedUnits(unit)
      end
    end,
    force_events = unitHelperFunctions.UnitChangedForceEvents,
    name = L["Threat Situation"],
    init = function(trigger)
      trigger.unit = trigger.unit or "target";
      local ret = [[
        unit = string.lower(unit)
        local name = UnitName(unit, false)
        local ok = true
        local aggro, status, threatpct, rawthreatpct, threatvalue, threattotal
        if unit and unit ~= "none" then
          aggro, status, threatpct, rawthreatpct, threatvalue = WeakAuras.UnitDetailedThreatSituation('player', unit)
          threattotal = (threatvalue or 0) * 100 / (threatpct ~= 0 and threatpct or 1)
        else
          status = UnitThreatSituation('player')
          aggro = status == 2 or status == 3
          threatpct, rawthreatpct, threatvalue, threattotal = 100, 100, 0, 100
        end
      ]];
      return ret .. unitHelperFunctions.SpecificUnitCheck(trigger);
    end,
    progressType = "static",
    statesParameter = "unit",
    args = {
      {
        name = "unit",
        display = L["Unit"],
        required = true,
        type = "unit",
        init = "arg",
        values = "threat_unit_types",
        test = "true",
        store = true,
        default = "target"
      },
      {
        name = "status",
        display = L["Status"],
        type = "select",
        values = "unit_threat_situation_types",
        store = true,
        conditionType = "select"
      },
      {
        name = "aggro",
        display = L["Aggro"],
        type = "tristate",
        store = true,
        conditionType = "bool",
      },
      {
        name = "threatpct",
        display = L["Threat Percent"],
        desc = L["Your threat on the mob as a percentage of the amount required to pull aggro. Will pull aggro at 100."],
        type = "number",
        store = true,
        conditionType = "number",
        enable = function(trigger) return trigger.unit ~= "none" end,
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "rawthreatpct",
        display = L["Raw Threat Percent"],
        desc = L["Your threat as a percentage of the tank's current threat."],
        type = "number",
        store = true,
        conditionType = "number",
        enable = function(trigger) return trigger.unit ~= "none" end,
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "threatvalue",
        display = L["Threat Value"],
        desc = L["Your total threat on the mob."],
        type = "number",
        store = true,
        conditionType = "number",
        enable = function(trigger) return trigger.unit ~= "none" end,
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        type = "header",
        name = "unitCharacteristicsHeader",
        display = L["Unit Characteristics"],
      },
      {
        name = "name",
        display = L["Unit Name"],
        type = "string",
        store = true,
        multiline = true,
        preamble = "local nameChecker = Private.ExecEnv.ParseStringCheck(%q)",
        test = "nameChecker:Check(name)",
        conditionType = "string",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseStringCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.name)
        end,
        operator_types = "none",
        desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."]
      },
      {
        name = "npcId",
        display = L["Npc ID"],
        type = "string",
        multiline = true,
        store = true,
        init = "select(6, strsplit('-', UnitGUID(unit) or ''))",
        conditionType = "string",
        preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)",
        test = "npcIdChecker:Check(npcId)",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseStringCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.npcId)
        end,
        operator_types = "none",
        desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."]
      },
      {
        name = "value",
        hidden = true,
        init = "threatvalue",
        store = true,
        test = "true"
      },
      {
        name = "total",
        hidden = true,
        init = "threattotal",
        store = true,
        test = "true"
      },
      {
        name = "progressType",
        hidden = true,
        init = "'static'",
        store = true,
        test = "true"
      },
      {
        hidden = true,
        test = "status ~= nil and ok"
      },
      {
        hidden = true,
        test = "WeakAuras.UnitExistsFixed(unit, false) and specificUnitCheck"
      }
    },
    automaticrequired = true
  },
  ["Crowd Controlled"] = {
    type = "unit",
    events = {
      ["events"] = {
        "LOSS_OF_CONTROL_UPDATE",
        "PLAYER_ENTERING_WORLD"
      }
    },
    force_events = "LOSS_OF_CONTROL_UPDATE",
    name = L["Crowd Controlled"],
    statesParameter = "one",
    init = function(trigger)
      local ret = [=[
          local show = false
          local use_controlType = %s
          local controlType = %s
          local inverse = %s
          local use_interruptSchool = %s
          local interruptSchool = tonumber(%q)
          local duration, expirationTime, spellName, icon, spellName, spellId, locType, lockoutSchool, name, _
          for i = 1, C_LossOfControl.GetActiveLossOfControlDataCount() do
            local data = C_LossOfControl.GetActiveLossOfControlData(i)
            if data then
              if (not use_controlType)
              or (data.locType == controlType and (controlType ~= "SCHOOL_INTERRUPT" or ((not use_interruptSchool) or bit.band(data.lockoutSchool, interruptSchool) > 0)))
              then
                spellId = data.spellID
                spellName, _, icon = Private.ExecEnv.GetSpellInfo(data.spellID)
                duration = data.duration
                if data.startTime and data.duration then
                  expirationTime = data.startTime + data.duration
                end
                locType = data.locType
                lockoutSchool = data.lockoutSchool
                name = data.displayText
                show = true
                break
              end
            end
          end
      ]=]
      ret = ret:format(
        trigger.use_controlType and "true" or "false",
        type(trigger.controlType) == "string" and "[["..trigger.controlType.."]]" or [["STUN"]],
        trigger.use_inverse and "true" or "false",
        trigger.use_interruptSchool and "true" or "false",
        trigger.interruptSchool or 0
      )
      return ret
    end,
    args = {
      {
        name = "controlType",
        display = L["Specific Type"],
        type = "select",
        values = "loss_of_control_types",
        conditionType = "select",
        test = "true",
        default = "STUN",
        init = "locType",
        store = true,
      },
      {
        name = "interruptSchool",
        display = L["Interrupt School"],
        type = "select",
        values = "main_spell_schools",
        conditionType = "select",
        default = 1,
        test = "true",
        enable = function(trigger) return trigger.controlType == "SCHOOL_INTERRUPT" end,
        init = "lockoutSchool",
        store = true,
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true",
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        conditionType = "string",
        store = true,
        test = "true",
      },
      {
        name = "spellName",
        display = L["Spell Name"],
        hidden = true,
        conditionType = "string",
        store = true,
        test = "true",
      },
      {
        name = "spellId",
        display = L["Spell Id"],
        hidden = true,
        conditionType = "number",
        operator_types = "only_equal",
        store = true,
        test = "true",
        noProgressSource = true
      },
      {
        name = "lockoutSchool",
        display = L["Interrupted School Text"],
        hidden = true,
        init = "lockoutSchool and lockoutSchool > 0 and GetSchoolString(lockoutSchool) or nil",
        store = true,
        test = "true",
      },
      {
        name = "icon",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        name = "duration",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        name = "expirationTime",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        name = "progressType",
        hidden = true,
        init = "'timed'",
        store = true,
        test = "true",
      },
      {
        hidden = true,
        test = "inverse ~= show",
      },
    },
    automaticrequired = true,
    progressType = "timed"
  },
  ["Cast"] = {
    type = "unit",
    events = function(trigger)
      local result = {}
      local unit = trigger.unit
      AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_START")
      AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_DELAYED")
      AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_STOP")
      AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_CHANNEL_START")
      AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_CHANNEL_UPDATE")
      AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_CHANNEL_STOP")
      AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_INTERRUPTIBLE")
      AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_NOT_INTERRUPTIBLE")
      AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_INTERRUPTED")
      AddUnitEventForEvents(result, unit, "UNIT_NAME_UPDATE")
      if WeakAuras.IsRetail() then
        AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_EMPOWER_START_FAKE")
        AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_EMPOWER_UPDATE_FAKE")
        AddUnitEventForEvents(result, unit, "UNIT_SPELLCAST_EMPOWER_STOP_FAKE")
      end
      AddUnitEventForEvents(result, unit, "UNIT_TARGET")
      return result
    end,
    internal_events = function(trigger)
      local unit = trigger.unit
      local result = {}
      if unit == "nameplate" and trigger.use_onUpdateUnitTarget then
        tinsert(result, "WA_UNIT_TARGET_NAME_PLATE")
      end
      AddRemainingCastInternalEvents(unit, result)
      local includePets = trigger.use_includePets == true and trigger.includePets or nil
      AddUnitChangeInternalEvents(unit, result, includePets)
      if includePets ~= "PetsOnly" then
        AddUnitRoleChangeInternalEvents(unit, result)
      end
      return result
    end,
    loadFunc = function(trigger)
      if trigger.use_showLatency and trigger.unit == "player" then
        WeakAuras.WatchForCastLatency()
      end
      if trigger.unit == "nameplate" and trigger.use_onUpdateUnitTarget then
        WeakAuras.WatchForNameplateTargetChange()
      end
      local includePets = trigger.use_includePets == true and trigger.includePets or nil
      AddWatchedUnits(trigger.unit, includePets)
    end,
    force_events = unitHelperFunctions.UnitChangedForceEventsWithPets,
    progressType = "timed",
    name = L["Cast"],
    init = function(trigger)
      trigger.unit = trigger.unit or "player";
      local ret = [=[
        unit = string.lower(unit)
        local destUnit = unit .. '-target'
        local sourceName, sourceRealm = WeakAuras.UnitNameWithRealm(unit)
        local destName, destRealm = WeakAuras.UnitNameWithRealm(destUnit)
        destName = destName or ""
        destRealm = destRealm or ""
        local smart = %s
        local remainingCheck = %s
        local inverseTrigger = %s
        local showChargedDuration = %s
        local empowered = false
        local stage = 0
        local stagesData = {}

        local show, expirationTime, castType, spell, icon, startTime, endTime, interruptible, spellId, remaining, _, stageTotal

        spell, _, icon, startTime, endTime, _, _, interruptible, spellId = WeakAuras.UnitCastingInfo(unit)
        if spell then
          castType = "cast"
        else
          spell, _, icon, startTime, endTime, _, interruptible, spellId, _, stageTotal = WeakAuras.UnitChannelInfo(unit)
          if spell then
            castType = "channel"
            if stageTotal and stageTotal > 0 then
              empowered = true

              local lastFinish = 0
              for i = 1, stageTotal do
                stagesData[i] = {
                  start = lastFinish,
                  finish = lastFinish + GetUnitEmpowerStageDuration(unit, i - 1) / 1000
                }
                lastFinish = stagesData[i].finish
                if startTime / 1000 + lastFinish <= GetTime() then
                  stage = i
                end
                if Round(startTime/1000) == Round(GetTime()) then
                  Private.ExecEnv.ScheduleCastCheck(startTime / 1000 + lastFinish, unit)
                end
              end
            end
          end
        end
        if empowered and showChargedDuration then
          endTime = endTime + GetUnitEmpowerHoldAtMaxTime(unit)
        end
        interruptible = not interruptible
        expirationTime = endTime and endTime > 0 and (endTime / 1000) or 0
        remaining = expirationTime - GetTime()

        if remainingCheck and remaining >= remainingCheck and remaining > 0 then
          Private.ExecEnv.ScheduleCastCheck(expirationTime - remainingCheck, unit)
        end
      ]=];
      ret = ret:format(trigger.unit == "group" and "true" or "false",
                        trigger.use_remaining and tonumber(trigger.remaining or 0) or "nil",
                        trigger.use_inverse and "true" or "false",
                        trigger.use_showChargedDuration and "true" or "false"
                      );

      ret = ret .. unitHelperFunctions.SpecificUnitCheck(trigger)

      return ret
    end,
    statesParameter = "unit",
    args = {
      {
        name = "unit",
        required = true,
        display = L["Unit"],
        type = "unit",
        init = "arg",
        values = function(trigger)
          if trigger.use_inverse then
            return Private.actual_unit_types_with_specific
          else
            return Private.actual_unit_types_cast
          end
        end,
        desc = Private.actual_unit_types_cast_tooltip,
        test = "true",
        store = true
      },
      {
        name = "spellNames",
        display = L["Name(s)"],
        type = "spell",
        enable = function(trigger) return not trigger.use_inverse end,
        preambleGroup = "spell",
        preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()",
        multiEntry = {
          operator = "preamble",
          preambleAdd = "spellChecker:AddName(%q)"
        },
        test = "spellChecker:Check(spellId)",
        testGroup = "spell",
        noValidation = true,
      },
      {
        name = "spellIds",
        display = L["Exact Spell ID(s)"],
        type = "spell",
        enable = function(trigger) return not trigger.use_inverse end,
        preambleGroup = "spell",
        preamble = "local spellChecker = Private.ExecEnv.CreateSpellChecker()",
        multiEntry = {
          operator = "preamble",
          preambleAdd = "spellChecker:AddExact(%q)"
        },
        test = "spellChecker:Check(spellId)",
        testGroup = "spell",
      },
      {
        name = "spellId",
        display = L["Spell ID"],
        conditionType = "number",
        store = true,
        test = "true",
        hidden = true,
        noProgressSource = true
      },
      {
        name = "spell",
        display = L["Spellname"],
        type = "string",
        conditionType = "string",
        store = true,
        test = "true",
        hidden = true
      },
      {
        name = "castType",
        display = L["Cast Type"],
        type = "select",
        values = "cast_types",
        enable = function(trigger) return not trigger.use_inverse end,
        store = true,
        conditionType = "select"
      },
      {
        name = "interruptible",
        display = L["Interruptible"],
        type = "tristate",
        enable = function(trigger) return not trigger.use_inverse end,
        store = true,
        conditionType = "bool",
      },

      {
        name = "remaining",
        display = L["Remaining Time"],
        type = "number",
        enable = function(trigger) return not trigger.use_inverse end,
      },
      {
        type = "header",
        name = "empoweredHeader",
        display = L["Empowered Cast"],
        enable = WeakAuras.IsRetail() and function(trigger) return not trigger.use_inverse end or false,
        hidden = not WeakAuras.IsRetail()
      },
      {
        name = "empowered",
        display = L["Empowered"],
        type = "tristate",
        enable = WeakAuras.IsRetail() and function(trigger) return not trigger.use_inverse end or false,
        store = true,
        conditionType = "bool",
        hidden = not WeakAuras.IsRetail()
      },
      {
        name = "showChargedDuration",
        display = L["Show charged duration for empowered casts"],
        type = "toggle",
        enable = WeakAuras.IsRetail() and function(trigger) return not trigger.use_inverse end or false,
        hidden = not WeakAuras.IsRetail(),
        reloadOptions = true,
      },
      {
        name = "stage",
        display = L["Current Stage"],
        type = "number",
        enable = WeakAuras.IsRetail() and function(trigger) return not trigger.use_inverse end or false,
        store = true,
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "stageTotal",
        display = L["Total Stages"],
        type = "number",
        enable = WeakAuras.IsRetail() and function(trigger) return not trigger.use_inverse end or false,
        store = true,
        conditionType = "number",
        hidden = not WeakAuras.IsRetail()
      },
      {
        name = "charged",
        display = L["Empowered Cast Fully Charged"],
        hidden = true,
        init = "stage == stageTotal",
        test = "true",
        enable = WeakAuras.IsRetail() and function(trigger) return not trigger.use_inverse end or false,
        store = true,
        type = "toggle",
        conditionType = "bool",
      },
      {
        name = "name",
        hidden = true,
        init = "spell",
        test = "true",
        store = true
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        name = "duration",
        hidden = true,
        init = "endTime and startTime and (endTime - startTime)/1000 or 0",
        test = "true",
        store = true
      },
      {
        name = "expirationTime",
        init = "expirationTime",
        hidden = true,
        test = "true",
        store = true
      },
      {
        name = "progressType",
        hidden = true,
        init = "'timed'",
        test = "true",
        store = true
      },
      {
        name = "inverse",
        hidden = true,
        init = "castType == 'cast'",
        test = "true",
        store = true
      },
      {
        name = "autoHide",
        hidden = true,
        init = "not empowered",
        test = "true",
        store = true,
        enable = function(trigger)
          return not trigger.use_inverse
        end
      },
      {
        type = "header",
        name = "unitCharacteristicsHeader",
        display = L["Unit Characteristics"],
      },
      {
        name = "npcId",
        display = L["Npc ID"],
        type = "string",
        multiline = true,
        store = true,
        init = "select(6, strsplit('-', UnitGUID(unit) or ''))",
        conditionType = "string",
        preamble = "local npcIdChecker = Private.ExecEnv.ParseStringCheck(%q)",
        test = "npcIdChecker:Check(npcId)",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseStringCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.npcId)
        end,
        operator_types = "none",
        desc = L["Supports multiple entries, separated by commas. Prefix with '-' for negation."],
        enable = function(trigger)
          return not trigger.use_inverse
        end,
      },
      {
        name = "class",
        display = L["Class"],
        type = "select",
        init = "select(2, UnitClass(unit))",
        values = "class_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return not trigger.use_inverse
        end
      },
      {
        name = "role",
        display = L["Assigned Role"],
        type = "select",
        init = "UnitGroupRolesAssigned(unit)",
        values = "role_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return WeakAuras.IsCataOrRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
                 and not trigger.use_inverse
        end
      },
      {
        name = "raid_role",
        display = L["Raid Role"],
        type = "select",
        init = "WeakAuras.UnitRaidRole(unit)",
        values = "raid_role_types",
        store = true,
        conditionType = "select",
        enable = function(trigger)
          return not WeakAuras.IsRetail() and (trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party")
                 and not trigger.use_inverse
        end
      },
      {
        name = "raidMarkIndex",
        display = L["Raid Mark"],
        type = "select",
        values = "raid_mark_check_type",
        store = true,
        conditionType = "select",
        init = "GetRaidTargetIndex(unit) or 0"
      },
      {
        name = "raidMark",
        display = L["Raid Mark Icon"],
        store = true,
        hidden = true,
        test = "true",
        init = "raidMarkIndex > 0 and '{rt'..raidMarkIndex..'}' or ''"
      },
      {
        name = "nameplateType",
        display = L["Nameplate Type"],
        type = "select",
        init = "WeakAuras.GetPlayerReaction(unit)",
        values = "hostility_types",
        store = true,
        conditionType = "select",
      },
      {
        name = "sourceUnit",
        init = "unit",
        display = L["Caster"],
        type = "unit",
        values = "actual_unit_types_with_specific",
        conditionType = "unit",
        conditionTest = function(state, unit, op)
          return state and state.show and state.unit and (UnitIsUnit(state.sourceUnit, unit) == (op == "=="))
        end,
        store = true,
        hidden = true,
        enable = function(trigger) return not trigger.use_inverse end,
        test = "true"
      },
      {
        name = "sourceName",
        display = L["Caster Name"],
        type = "string",
        store = true,
        hidden = true,
        test = "true",
        enable = function(trigger) return not trigger.use_inverse end,
      },
      {
        name = "sourceRealm",
        display = L["Caster Realm"],
        type = "string",
        store = true,
        hidden = true,
        test = "true",
        enable = function(trigger) return not trigger.use_inverse end,
      },
      {
        name = "sourceNameRealm",
        display = L["Source Unit Name/Realm"],
        type = "string",
        multiline = true,
        preamble = "local sourceNameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)",
        test = "sourceNameRealmChecker:Check(sourceName, sourceRealm)",
        conditionType = "string",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseNameCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.sourceName, state.sourceRealm)
        end,
        operator_types = "none",
        enable = function(trigger) return not trigger.use_inverse end,
        desc = constants.nameRealmFilterDesc,
      },
      {
        name = "destUnit",
        display = L["Caster's Target"],
        type = "unit",
        values = "actual_unit_types_with_specific",
        conditionType = "unit",
        conditionTest = function(state, unit, op)
          return state and state.show and state.destUnit and (UnitIsUnit(state.destUnit, unit) == (op == "=="))
        end,
        store = true,
        enable = function(trigger) return not trigger.use_inverse end,
        test = "UnitIsUnit(destUnit, [[%s]])"
      },
      {
        name = "destName",
        display = L["Name of Caster's Target"],
        type = "string",
        store = true,
        hidden = true,
        test = "true",
        enable = function(trigger) return not trigger.use_inverse end,
      },
      {
        name = "destRealm",
        display = L["Realm of Caster's Target"],
        type = "string",
        store = true,
        hidden = true,
        test = "true",
        enable = function(trigger) return not trigger.use_inverse end,
      },
      {
        name = "destNameRealm",
        display = L["Name/Realm of Caster's Target"],
        type = "string",
        multiline = true,
        preamble = "local destNameRealmChecker = Private.ExecEnv.ParseNameCheck(%q)",
        test = "destNameRealmChecker:Check(destName, destRealm)",
        conditionType = "string",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseNameCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.destName, state.destRealm)
        end,
        operator_types = "none",
        enable = function(trigger) return not trigger.use_inverse end,
        desc = constants.nameRealmFilterDesc,
      },
      {
        type = "header",
        name = "miscellaneousHeader",
        display = L["Miscellaneous"],
      },
      {
        name = "showLatency",
        display = L["Overlay Latency"],
        type = "toggle",
        test = "true",
        enable = function(trigger)
          return trigger.unit == "player" and not trigger.use_inverse
        end,
        reloadOptions = true
      },
      {
        name = "includePets",
        display = L["Include Pets"],
        type = "select",
        values = "include_pets_types",
        width = WeakAuras.normalWidth,
        test = "true",
        enable = function(trigger)
          return trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end
      },
      {
        name = "ignoreSelf",
        display = L["Ignore Self"],
        type = "toggle",
        width = WeakAuras.doubleWidth,
        enable = function(trigger)
          return trigger.unit == "nameplate" or trigger.unit == "group" or trigger.unit == "raid" or trigger.unit == "party"
        end,
        init = "not UnitIsUnit(\"player\", unit)"
      },
      {
        name = "onUpdateUnitTarget",
        display = WeakAuras.newFeatureString .. L["Advanced Caster's Target Check"],
        desc = L["Check nameplate's target every 0.2s"],
        type = "toggle",
        test = "true",
        enable = function(trigger)
          return trigger.unit == "nameplate"
        end
      },
      {
        name = "inverse",
        display = L["Inverse"],
        type = "toggle",
        test = "true",
        reloadOptions = true
      },
      {
        hidden = true,
        test = "WeakAuras.UnitExistsFixed(unit, smart) and ((not inverseTrigger and spell) or (inverseTrigger and not spell)) and specificUnitCheck"
      },
      {
        name = "stagesData",
        hidden = true,
        test = "true",
        store = true,
        init = "stagesData",
      }
    },
    overlayFuncs = {
      {
        name = L["Latency"],
        func = function(trigger, state)
          local latency = WeakAuras.GetCastLatency()
          if not latency then return 0, 0 end
          return 0, latency
        end,
        enable = function(trigger)
          return trigger.use_showLatency and trigger.unit == "player"
        end
      },
      {
        name = L["Empowered 1"],
        func = function(trigger, state)
          if not state.stageTotal or state.stageTotal < 1 then return 0, 0 end
          return state.duration - state.stagesData[1].start, state.duration - state.stagesData[1].finish
        end,
        enable = WeakAuras.IsRetail()
      },
      {
        name = L["Empowered 2"],
        func = function(trigger, state)
          if not state.stageTotal or state.stageTotal < 2 then return 0, 0 end
          return state.duration - state.stagesData[2].start, state.duration - state.stagesData[2].finish
        end,
        enable = WeakAuras.IsRetail()
      },
      {
        name = L["Empowered 3"],
        func = function(trigger, state)
          if not state.stageTotal or state.stageTotal < 3 then return 0, 0 end
          return state.duration - state.stagesData[3].start, state.duration - state.stagesData[3].finish
        end,
        enable = WeakAuras.IsRetail()
      },
      {
        name = L["Empowered 4"],
        func = function(trigger, state)
          if not state.stageTotal or state.stageTotal < 4 then return 0, 0 end
          return state.duration - state.stagesData[4].start, state.duration - state.stagesData[4].finish
        end,
        enable = WeakAuras.IsRetail()
      },
      {
        name = L["Empowered 5"],
        func = function(trigger, state)
          if not state.stageTotal or state.stageTotal < 5 then return 0, 0 end
          return state.duration - state.stagesData[5].start, state.duration - state.stagesData[5].finish
        end,
        enable = WeakAuras.IsRetail()
      },
      {
        name = L["Empowered Fully Charged"],
        func = function(trigger, state)
          if not state.stageTotal or not state.stagesData[state.stageTotal]
            or not trigger.use_showChargedDuration
          then
            return 0, 0
          end
          return state.duration - state.stagesData[state.stageTotal].finish, 0
        end,
        enable = function(trigger)
          return WeakAuras.IsRetail() and trigger.use_showChargedDuration
        end
      }
    },
    GetNameAndIcon = function(trigger)
      local name, icon, spellId, _
      if trigger.use_spellNames and type(trigger.spellNames) == "table" then
        for _, spellName in ipairs(trigger.spellNames) do
          spellId = WeakAuras.SafeToNumber(spellName)
          if spellId then
            name, _, icon = Private.ExecEnv.GetSpellInfo(spellName)
            if name and icon then
              return name, icon
            end
          elseif not tonumber(spellName) then
            name, _, icon = Private.ExecEnv.GetSpellInfo(spellName)
            if name and icon then
              return name, icon
            end
          end
        end
      end
      if trigger.use_spellIds and type(trigger.spellIds) == "table" then
        for _, spellIdString in ipairs(trigger.spellIds) do
          spellId = WeakAuras.SafeToNumber(spellIdString)
          if spellId then
            name, _, icon = Private.ExecEnv.GetSpellInfo(spellIdString)
            if name and icon then
              return name, icon
            end
          end
        end
      end
    end,
    automaticrequired = true,
  },
  ["Character Stats"] = {
    type = "unit",
    name = L["Character Stats"],
    events = {
      ["events"] = {
        "COMBAT_RATING_UPDATE",
        "PLAYER_TARGET_CHANGED"
      },
      ["unit_events"] = {
        ["player"] = {"UNIT_STATS", "UNIT_ATTACK_POWER", "UNIT_AURA", "PLAYER_DAMAGE_DONE_MODS", "UNIT_RESISTANCES"}
      }
    },
    internal_events = function(trigger, untrigger)
      local events = { "WA_DELAYED_PLAYER_ENTERING_WORLD" }
      if trigger.use_moveSpeed then
        tinsert(events, "PLAYER_MOVE_SPEED_UPDATE")
      end
      return events
    end,
    loadFunc = function(trigger)
      if trigger.use_moveSpeed then
        WeakAuras.WatchForPlayerMoving()
      end
    end,
    init = function()
      local ret = [[
        local main_stat, _
        if WeakAuras.IsRetail() then
          _, _, _, _, _, main_stat = GetSpecializationInfo(GetSpecialization() or 0)
        end
      ]]
      return ret;
    end,
    force_events = "CONDITIONS_CHECK",
    statesParameter = "one",
    args = {
      {
        type = "header",
        name = "primaryStatsHeader",
        display = L["Primary Stats"],
      },
      {
        name = "mainstat",
        display = L["Main Stat"],
        type = "number",
        init = "UnitStat('player', main_stat or 1)",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "strength",
        display = L["Strength"],
        type = "number",
        init = "UnitStat('player', LE_UNIT_STAT_STRENGTH)",
        store = true,
        enable = WeakAuras.IsClassicOrCata(),
        conditionType = "number",
        hidden = WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "agility",
        display = L["Agility"],
        type = "number",
        init = "UnitStat('player', LE_UNIT_STAT_AGILITY)",
        store = true,
        enable = WeakAuras.IsClassicOrCata(),
        conditionType = "number",
        hidden = WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "intellect",
        display = L["Intellect"],
        type = "number",
        init = "UnitStat('player', LE_UNIT_STAT_INTELLECT)",
        store = true,
        enable = WeakAuras.IsClassicOrCata(),
        conditionType = "number",
        hidden = WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "spirit",
        display = L["Spirit"],
        type = "number",
        init = "UnitStat('player', 5)",
        store = true,
        enable = WeakAuras.IsClassicOrCata(),
        conditionType = "number",
        hidden = WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "stamina",
        display = L["Stamina"],
        type = "number",
        init = "select(2, UnitStat('player', LE_UNIT_STAT_STAMINA)) * GetUnitMaxHealthModifier('player')",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        type = "header",
        name = "secondaryStatsHeader",
        display = L["Secondary Stats"],
      },
      {
        name = "criticalrating",
        display = L["Critical Rating"],
        type = "number",
        init = "max(GetCombatRating(CR_CRIT_MELEE), GetCombatRating(CR_CRIT_RANGED), GetCombatRating(CR_CRIT_SPELL))",
        store = true,
        enable = WeakAuras.IsCataOrRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsCataOrRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "criticalpercent",
        display = L["Critical (%)"],
        type = "number",
        init = "WeakAuras.GetCritChance()",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "hitrating",
        display = L["Hit Rating"],
        type = "number",
        init = "max(GetCombatRating(CR_HIT_MELEE), GetCombatRating(CR_HIT_RANGED), GetCombatRating(CR_HIT_SPELL))",
        store = true,
        enable = WeakAuras.IsCataClassic(),
        conditionType = "number",
        hidden = not WeakAuras.IsCataClassic(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "hitpercent",
        display = L["Hit (%)"],
        type = "number",
        init = "WeakAuras.GetHitChance()",
        store = true,
        conditionType = "number",
        enable = WeakAuras.IsCataClassic(),
        hidden = not WeakAuras.IsCataClassic(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "hasterating",
        display = L["Haste Rating"],
        type = "number",
        init = "GetCombatRating(CR_HASTE_SPELL)",
        store = true,
        enable = WeakAuras.IsCataOrRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsCataOrRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "hastepercent",
        display = L["Haste (%)"],
        type = "number",
        init = "GetHaste()",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "meleehastepercent",
        display = L["Melee Haste (%)"],
        type = "number",
        init = "GetMeleeHaste()",
        store = true,
        conditionType = "number",
        enable = WeakAuras.IsCataClassic(),
        hidden = not WeakAuras.IsCataClassic(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "expertiserating",
        display = L["Expertise Rating"],
        type = "number",
        init = "GetCombatRating(CR_EXPERTISE)",
        store = true,
        enable = WeakAuras.IsCataClassic(),
        conditionType = "number",
        hidden = not WeakAuras.IsCataClassic(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "expertisebonus",
        display = L["Expertise Bonus"],
        type = "number",
        init = "GetCombatRatingBonus(CR_EXPERTISE)",
        store = true,
        conditionType = "number",
        enable = WeakAuras.IsCataClassic(),
        hidden = not WeakAuras.IsCataClassic(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "spellpenpercent",
        display = L["Spell Peneration Percent"],
        type = "number",
        init = "GetSpellPenetration()",
        store = true,
        enable = WeakAuras.IsCataClassic(),
        conditionType = "number",
        hidden = not WeakAuras.IsCataClassic(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "masteryrating",
        display = L["Mastery Rating"],
        type = "number",
        init = "GetCombatRating(CR_MASTERY)",
        store = true,
        enable = WeakAuras.IsRetail(), -- CATA TODO: Mastery stat constants & functions are not implemented yet
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "masterypercent",
        display = L["Mastery (%)"],
        type = "number",
        init = "GetMasteryEffect()",
        store = true,
        enable = WeakAuras.IsRetail(), -- CATA TODO: Mastery stat constants & functions are not implemented yet
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "versatilityrating",
        display = L["Versatility Rating"],
        type = "number",
        init = "GetCombatRating(CR_VERSATILITY_DAMAGE_DONE)",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "versatilitypercent",
        display = L["Versatility (%)"],
        type = "number",
        init = "GetCombatRatingBonus(CR_VERSATILITY_DAMAGE_DONE) + GetVersatilityBonus(CR_VERSATILITY_DAMAGE_DONE)",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "attackpower",
        display = L["Attack Power"],
        type = "number",
        init = "WeakAuras.GetEffectiveAttackPower()",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        type = "header",
        name = "tertiaryStatsHeader",
        display = L["Tertiary Stats"],
      },
      {
        name = "leechrating",
        display = L["Leech Rating"],
        type = "number",
        init = "GetCombatRating(CR_LIFESTEAL)",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "leechpercent",
        display = L["Leech (%)"],
        type = "number",
        init = "GetLifesteal()",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "movespeedrating",
        display = L["Movement Speed Rating"],
        type = "number",
        init = "GetCombatRating(CR_SPEED)",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "moveSpeed",
        display = L["Continuously update Movement Speed"],
        type = "boolean",
        test = true,
        width = WeakAuras.doubleWidth
      },
      {
        name = "movespeedpercent",
        display = L["Current Movement Speed (%)"],
        type = "number",
        init = "GetUnitSpeed('player') / 7 * 100",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "runspeedpercent",
        display = L["Run Speed (%)"],
        type = "number",
        init = "select(2, GetUnitSpeed('player')) / 7 * 100",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "avoidancerating",
        display = L["Avoidance Rating"],
        type = "number",
        init = "GetCombatRating(CR_AVOIDANCE)",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "avoidancepercent",
        display = L["Avoidance (%)"],
        type = "number",
        init = "GetAvoidance()",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        type = "header",
        name = "defensiveStatsHeader",
        display = L["Defensive Stats"],
      },
      {
        name = "dodgerating",
        display = L["Dodge Rating"],
        type = "number",
        init = "GetCombatRating(CR_DODGE)",
        store = true,
        enable = WeakAuras.IsCataOrRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsCataOrRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "dodgepercent",
        display = L["Dodge (%)"],
        type = "number",
        init = "GetDodgeChance()",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "parryrating",
        display = L["Parry Rating"],
        type = "number",
        init = "GetCombatRating(CR_PARRY)",
        store = true,
        enable = WeakAuras.IsCataOrRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsCataOrRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "parrypercent",
        display = L["Parry (%)"],
        type = "number",
        init = "GetParryChance()",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "blockpercent",
        display = L["Block (%)"],
        type = "number",
        init = "GetBlockChance()",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "blocktargetpercent",
        display = L["Block against Target (%)"],
        type = "number",
        init = "PaperDollFrame_GetArmorReductionAgainstTarget(GetShieldBlock())",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "blockvalue",
        display = L["Block Value"],
        type = "number",
        init = "GetShieldBlock()",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "staggerpercent",
        display = L["Stagger (%)"],
        type = "number",
        init = "C_PaperDollInfo.GetStaggerPercentage(\"player\")",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "staggertargetpercent",
        display = L["Stagger against Target (%)"],
        type = "number",
        init = "select(UnitExists(\"target\") and 2 or 1, C_PaperDollInfo.GetStaggerPercentage(\"player\"))",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "armorrating",
        display = L["Armor Rating"],
        type = "number",
        init = "select(2, UnitArmor('player'))",
        store = true,
        conditionType = "number",
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "armorpercent",
        display = L["Armor (%)"],
        type = "number",
        init = "PaperDollFrame_GetArmorReduction(select(2, UnitArmor('player')), UnitEffectiveLevel and UnitEffectiveLevel('player') or UnitLevel('player'))",
        store = true,
        enable = WeakAuras.IsCataOrRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsCataOrRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "armortargetpercent",
        display = L["Armor against Target (%)"],
        type = "number",
        init = "PaperDollFrame_GetArmorReductionAgainstTarget(select(2, UnitArmor('player')))",
        store = true,
        enable = WeakAuras.IsRetail(),
        conditionType = "number",
        hidden = not WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        type = "header",
        name = "resistanceHeader",
        display = L["Resistances"],
        hidden = WeakAuras.IsRetail(),
        enable = WeakAuras.IsClassicOrCata(),
      },
      {
        name = "resistanceholy",
        display = L["Holy Resistance"],
        type = "number",
        init = "select(2, UnitResistance('player', 1))",
        store = true,
        enable = WeakAuras.IsClassicOrCata(),
        conditionType = "number",
        hidden = WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "resistancefire",
        display = L["Fire Resistance"],
        type = "number",
        init = "select(2, UnitResistance('player', 2))",
        store = true,
        enable = WeakAuras.IsClassicOrCata(),
        conditionType = "number",
        hidden = WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "resistancenature",
        display = L["Nature Resistance"],
        type = "number",
        init = "select(2, UnitResistance('player', 3))",
        store = true,
        enable = WeakAuras.IsClassicOrCata(),
        conditionType = "number",
        hidden = WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "resistancefrost",
        display = L["Frost Resistance"],
        type = "number",
        init = "select(2, UnitResistance('player', 4))",
        store = true,
        enable = WeakAuras.IsClassicOrCata(),
        conditionType = "number",
        hidden = WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "resistanceshadow",
        display = L["Shadow Resistance"],
        type = "number",
        init = "select(2, UnitResistance('player', 5))",
        store = true,
        enable = WeakAuras.IsClassicOrCata(),
        conditionType = "number",
        hidden = WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
      {
        name = "resistancearcane",
        display = L["Arcane Resistance"],
        type = "number",
        init = "select(2, UnitResistance('player', 6))",
        store = true,
        enable = WeakAuras.IsClassicOrCata(),
        conditionType = "number",
        hidden = WeakAuras.IsRetail(),
        multiEntry = {
          operator = "and",
          limit = 2
        },
      },
    },
    automaticrequired = true,
    progressType = "none"
  },
  ["Conditions"] = {
    type = "unit",
    events = function(trigger, untrigger)
      local events = {}
      if trigger.use_incombat ~= nil then
        tinsert(events, "PLAYER_REGEN_ENABLED")
        tinsert(events, "PLAYER_REGEN_DISABLED")
        tinsert(events, "PLAYER_ENTERING_WORLD")
      end
      if trigger.use_pvpflagged ~= nil or trigger.use_afk ~= nil then
        tinsert(events, "PLAYER_FLAGS_CHANGED")
      end
      if trigger.use_alive ~= nil then
        tinsert(events, "PLAYER_DEAD")
        tinsert(events, "PLAYER_ALIVE")
        tinsert(events, "PLAYER_UNGHOST")
      end
      if trigger.use_resting ~= nil then
        tinsert(events, "PLAYER_UPDATE_RESTING")
        tinsert(events, "PLAYER_ENTERING_WORLD")
      end
      if trigger.use_mounted ~= nil then
        tinsert(events, "PLAYER_MOUNT_DISPLAY_CHANGED")
        tinsert(events, "PLAYER_ENTERING_WORLD")
      end
      local unit_events = {}
      local pet_unit_events = {}
      if trigger.use_vehicle ~= nil then
        if WeakAuras.IsClassicEra() then
          tinsert(unit_events, "UNIT_FLAGS")
        else
          tinsert(unit_events, "UNIT_ENTERED_VEHICLE")
          tinsert(unit_events, "UNIT_EXITED_VEHICLE")
        end
        tinsert(events, "PLAYER_ENTERING_WORLD")
      end
      if trigger.use_HasPet ~= nil then
        tinsert(pet_unit_events, "UNIT_HEALTH")
      end
      if trigger.use_ingroup ~= nil then
        tinsert(events, "GROUP_ROSTER_UPDATE")
      end
      if trigger.use_instance_difficulty ~= nil
         or trigger.use_instance_type ~= nil
         or trigger.use_instance_size ~= nil
      then
        tinsert(events, "PLAYER_DIFFICULTY_CHANGED")
      end

      return {
        ["events"] = events,
        ["unit_events"] = {
          ["player"] = unit_events,
          ["pet"] = pet_unit_events
        }
      }
    end,
    internal_events = function(trigger, untrigger)
      local events = { "CONDITIONS_CHECK"};

      if (trigger.use_ismoving ~= nil) then
        tinsert(events, "PLAYER_MOVING_UPDATE");
      end

      if trigger.use_instance_difficulty ~= nil
        or trigger.use_instance_type ~= nil
        or trigger.use_instance_size ~= nil
        or trigger.use_pvpflagged ~= nil
      then
        tinsert(events, "WA_DELAYED_PLAYER_ENTERING_WORLD")
      end

      if (trigger.use_HasPet ~= nil) then
        AddUnitChangeInternalEvents("pet", events)
      end

      return events;
    end,
    force_events = "CONDITIONS_CHECK",
    name = L["Conditions"],
    loadFunc = function(trigger)
      if (trigger.use_ismoving ~= nil) then
        WeakAuras.WatchForPlayerMoving();
      end
      if (trigger.use_HasPet ~= nil) then
        AddWatchedUnits("pet")
      end
    end,
    init = function(trigger)
      return "";
    end,
    args = {
      {
        name = "alwaystrue",
        display = L["Always active trigger"],
        type = "tristate",
        init = "true"
      },
      {
        name = "incombat",
        display = L["In Combat"],
        type = "tristate",
        init = "UnitAffectingCombat('player')"
      },
      {
        name = "pvpflagged",
        display = L["PvP Flagged"],
        type = "tristate",
        init = "UnitIsPVP('player')",
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail()
      },
      {
        name = "alive",
        display = L["Alive"],
        type = "tristate",
        init = "not UnitIsDeadOrGhost('player')"
      },
      {
        name = "vehicle",
        display = not WeakAuras.IsCataOrRetail() and L["On Taxi"] or L["In Vehicle"],
        type = "tristate",
        init = not WeakAuras.IsCataOrRetail() and "UnitOnTaxi('player')" or "UnitInVehicle('player')",
      },
      {
        name = "resting",
        display = L["Resting"],
        type = "tristate",
        init = "IsResting()"
      },
      {
        name = "mounted",
        display = L["Mounted"],
        type = "tristate",
        init = "IsMounted()"
      },
      {
        name = "HasPet",
        display = L["HasPet"],
        type = "tristate",
        init = "UnitExists('pet') and not UnitIsDead('pet')"
      },
      {
        name = "ismoving",
        display = L["Is Moving"],
        type = "tristate",
        init = "IsPlayerMoving()"
      },
      {
        name = "afk",
        display = L["Is Away from Keyboard"],
        type = "tristate",
        init = "UnitIsAFK('player')"
      },
      {
        name = "ingroup",
        display = L["Group Type"],
        type = "multiselect",
        values = "group_types",
        init = "Private.ExecEnv.GroupType()",
      },
      {
        name = "instance_size",
        display = L["Instance Size Type"].." "..L["|cffff0000deprecated|r"],
        desc = constants.instanceFilterDeprecated,
        type = "multiselect",
        values = "instance_types",
        sorted = true,
        init = "WeakAuras.InstanceType()",
      },
      {
        name = "instance_difficulty",
        display = L["Instance Difficulty"].." "..L["|cffff0000deprecated|r"],
        desc = constants.instanceFilterDeprecated,
        type = "multiselect",
        values = "difficulty_types",
        init = "WeakAuras.InstanceDifficulty()",
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail(),
      },
      {
        name = "instance_type",
        display = L["Instance Type"].." "..L["|cffff0000deprecated|r"],
        desc = constants.instanceFilterDeprecated,
        type = "multiselect",
        values = "instance_difficulty_types",
        init = "WeakAuras.InstanceTypeRaw()",
        enable = WeakAuras.IsRetail(),
        hidden = not WeakAuras.IsRetail(),
      },
    },
    automaticrequired = true,
    progressType = "none"
  },

  ["Spell Known"] = {
    type = "spell",
    events = {
      ["events"] = WeakAuras.IsCataClassic() and {"SPELLS_CHANGED","PLAYER_TALENT_UPDATE"} or {"SPELLS_CHANGED"},
      ["unit_events"] = {
        ["player"] = {"UNIT_PET"}
      }
    },
    internal_events = {
      "WA_DELAYED_PLAYER_ENTERING_WORLD"
    },
    force_events = "SPELLS_CHANGED",
    name = L["Spell Known"],
    statesParameter = "one",
    init = function(trigger)
      local spellName;
      local ret = {};
      if (trigger.use_exact_spellName) then
        spellName = tonumber(trigger.spellName) or "nil";
        if spellName == 0 then
          spellName = "nil"
        end
        table.insert(ret, ([[
          local spellName = %s;
          local name, _, icon = Private.ExecEnv.GetSpellInfo(spellName)
        ]]):format(spellName))
      else
        local name = type(trigger.spellName) == "number" and Private.ExecEnv.GetSpellName(trigger.spellName) or trigger.spellName or "";
        table.insert(ret, ([[
          local spellName = select(7, Private.ExecEnv.GetSpellInfo(%q))
          local name, _, icon = Private.ExecEnv.GetSpellInfo(spellName)
        ]]):format(name))
      end
      if (trigger.use_inverse) then
        table.insert(ret, ([[
          local usePet = %s;
          local active = not spellName or not WeakAuras.IsSpellKnown(spellName, usePet)
        ]]):format(trigger.use_petspell and "true" or "false"))
      else
        table.insert(ret, ([[
          local usePet = %s;
          local active = spellName and WeakAuras.IsSpellKnown(spellName, usePet)
        ]]):format(trigger.use_petspell and "true" or "false"))
      end
      return table.concat(ret)
    end,
    GetNameAndIcon = function(trigger)
      local name, _, icon = Private.ExecEnv.GetSpellInfo(trigger.spellName)
      return name, icon
    end,
    args = {
      {
        name = "spellName",
        required = true,
        display = L["Spell"],
        type = "spell",
        test = "true",
        showExactOption = true,
      },
      {
        name = "petspell",
        display = L["Pet Spell"],
        type = "toggle",
        test = "true"
      },
      {
        name = "inverse",
        display = WeakAuras.newFeatureString .. L["Inverse"],
        type = "toggle",
        test = "true",
      },
      {
        name = "name",
        display = L["Name"],
        hidden = true,
        init = "name",
        test = "true",
        store = true,
        conditionType = "string"
      },
      {
        name = "icon",
        hidden = true,
        init = "icon",
        test = "true",
        store = true
      },
      {
        hidden = true,
        test = "active"
      }
    },
    automaticrequired = true,
    progressType = "none"
  },

  ["Pet Behavior"] = {
    type = "unit",
    events = function(trigger)
      local result = {};
      if (trigger.use_behavior) then
        tinsert(result, "PET_BAR_UPDATE");
      end
      if (trigger.use_petspec) then
        tinsert(result, "PET_SPECIALIZATION_CHANGED");
      end
      return {
        ["events"] = result,
        ["unit_events"] = {
          ["player"] = {"UNIT_PET"}
        }
      };
    end,
    internal_events = {
      "WA_DELAYED_PLAYER_ENTERING_WORLD"
    },
    force_events = "WA_DELAYED_PLAYER_ENTERING_WORLD",
    name = L["Pet"],
    init = function(trigger)
      local ret = "local activeIcon\n";
      if (trigger.use_behavior) then
        ret = [[
            local inverse = %s
            local check_behavior = %s
            local name, i, active, behavior, _
            for index = 1, NUM_PET_ACTION_SLOTS do
              name, i, _, active = GetPetActionInfo(index)
              if active then
                activeIcon = _G[i]
                if name == "PET_MODE_AGGRESSIVE" then
                  behavior = "aggressive"
                  break
                elseif name == "PET_MODE_ASSIST" then
                  behavior = "assist"
                  break
                elseif name == "PET_MODE_DEFENSIVEASSIST" then
                  behavior = "defensive"
                  break
                elseif name == "PET_MODE_DEFENSIVE" then
                  behavior = "defensive"
                  break
                elseif name == "PET_MODE_PASSIVE" then
                  behavior = "passive"
                  break
                end
              end
            end
        ]]
        ret = ret:format(trigger.use_inverse and "true" or "false", trigger.use_behavior and ('"' .. (trigger.behavior or "") .. '"') or "nil");
      end
      if (trigger.use_petspec) then
        ret = ret .. [[
          local petspec = GetSpecialization(false, true)
          if (petspec) then
            activeIcon = select(4, GetSpecializationInfo(petspec, false, true));
          end
        ]]
      end
      return ret;
    end,
    statesParameter = "one",
    args = {
      {
        name = "behavior",
        display = L["Pet Behavior"],
        type = "select",
        values = "pet_behavior_types",
        test = "UnitExists('pet') and (not check_behavior or (inverse and check_behavior ~= behavior) or (not inverse and check_behavior == behavior))",
      },
      {
        name = "inverse",
        display = L["Inverse Pet Behavior"],
        type = "toggle",
        test = "true",
        enable = function(trigger) return trigger.use_behavior end
      },
      {
        name = "petspec",
        display = L["Pet Specialization"],
        type = "select",
        values = "pet_spec_types",
      },
      {
        hidden = true,
        name = "icon",
        init = "activeIcon",
        store = "true",
        test = "true"
      },
    },
    automaticrequired = true,
    progressType = "none"
  },

  ["Queued Action"] = {
    type = "spell",
    events = {
      ["events"] = {"ACTIONBAR_UPDATE_STATE"}
    },
    internal_events = {
      "ACTIONBAR_SLOT_CHANGED",
      "ACTIONBAR_PAGE_CHANGED"
    },
    name = L["Queued Action"],
    init = function(trigger)
      trigger.spellName = trigger.spellName or 0
      local spellName
      if trigger.use_exact_spellName then
        spellName = trigger.spellName
      else
        spellName = type(trigger.spellName) == "number" and Private.ExecEnv.GetSpellInfo(trigger.spellName) or trigger.spellName
      end
      local ret = [=[
        local spellname = %q
      ]=]
      return ret:format(spellName)
    end,
    args = {
      {
        name = "spellName",
        required = true,
        display = L["Spell"],
        type = "spell",
        test = "true",
        showExactOption = true,
      },
      {
        hidden = true,
        test = "spellname and IsCurrentSpell(spellname)";
      },
    },
    iconFunc = function(trigger)
      return Private.ExecEnv.GetSpellIcon(trigger.spellName or 0);
    end,
    automaticrequired = true,
    progressType = "none"
  },

  ["Range Check"] = {
    type = "unit",
    events = {
      ["events"] = {"FRAME_UPDATE"}
    },
    name = L["Range Check"],
    init = function(trigger)
      trigger.unit = trigger.unit or "target";
      local ret = [=[
          local unit = %q;
          local min, max = WeakAuras.GetRange(unit, true);
          min = min or 0;
          max = max or 999;
          local triggerResult = true;
      ]=]
      if (trigger.use_range) then
        trigger.range = trigger.range or 8;
        if (trigger.range_operator == "<=") then
          ret = ret .. "triggerResult = max <= " .. tostring(trigger.range) .. "\n";
        else
          ret = ret .. "triggerResult = min >= " .. tostring(trigger.range).. "\n";
        end
      end
      return ret:format(trigger.unit);
    end,
    statesParameter = "one",
    args = {
      {
        name = "note",
        type = "description",
        display = "",
        text = function() return L["Note: This trigger type estimates the range to the hitbox of a unit. The actual range of friendly players is usually 3 yards more than the estimate. Range checking capabilities depend on your current class and known abilities as well as the type of unit being checked. Some of the ranges may also not work with certain NPCs.|n|n|cFFAAFFAAFriendly Units:|r %s|n|cFFFFAAAAHarmful Units:|r %s|n|cFFAAAAFFMiscellanous Units:|r %s"]:format(RangeCacheStrings.friend or "", RangeCacheStrings.harm or "", RangeCacheStrings.misc or "") end
      },
      {
        name = "unit",
        required = true,
        display = L["Unit"],
        type = "unit",
        init = "unit",
        values = "unit_types_range_check",
        test = "true",
        store = true
      },
      {
        hidden = true,
        name = "minRange",
        display = L["Minimum Estimate"],
        type = "number",
        init = "min",
        store = true,
        test = "true"
      },
      {
        hidden = true,
        name = "maxRange",
        display = L["Maximum Estimate"],
        type = "number",
        init = "max",
        store = true,
        test = "true"
      },
      {
        name = "range",
        display = L["Distance"],
        type = "number",
        operator_types = "without_equal",
        test = "triggerResult",
        conditionType = "number",
        conditionTest = function(state, needle, needle2)
          return state and state.show and WeakAuras.CheckRange(state.unit, needle, needle2);
        end,
      },
      {
        hidden = true,
        test = "UnitExists(unit)"
      }
    },
    automaticrequired = true,
    progressType = "none"
  },
  ["Currency"] = {
    type = "unit",
    progressType = "static",
    events = {
      ["events"] = {
        "CHAT_MSG_CURRENCY",
        "CURRENCY_DISPLAY_UPDATE",
      }
    },
    force_events = "CHAT_MSG_CURRENCY",
    name = WeakAuras.newFeatureString..L["Currency"],
    init = function(trigger)
      local ret = [=[
        local currencyInfo = C_CurrencyInfo.GetCurrencyInfo(%d)
        if not currencyInfo then
          currencyInfo = C_CurrencyInfo.GetCurrencyInfo(1) --Currency Token Test Token 4
          currencyInfo.iconFileID = "Interface\\Icons\\INV_Misc_QuestionMark" --We don't want the user to think their input was valid
        end
      ]=]
      -- WORKAROUND https://github.com/WeakAuras/WeakAuras2/issues/5106
      if WeakAuras.IsCataClassic() then
        ret = ret .. [=[
          if currencyInfo.quantityEarnedThisWeek then
            currencyInfo.quantityEarnedThisWeek = currencyInfo.quantityEarnedThisWeek / 100
          end
        ]=]
      end
      return ret:format(trigger.currencyId or 1)
    end,
    statesParameter = "one",
    args = {
      {
        name = "currencyId",
        type = "currency",
        itemControl = "Dropdown-Currency",
        values = Private.GetDiscoveredCurrencies,
        headers = Private.GetDiscoveredCurrenciesHeaders,
        sorted = true,
        sortOrder = function()
          local discovered_currencies_sorted = Private.GetDiscoveredCurrenciesSorted()
          local sortOrder = {}
          for key, value in pairs(Private.GetDiscoveredCurrencies()) do
            tinsert(sortOrder, key)
          end
          table.sort(sortOrder, function(aKey, bKey)
            local aValue = discovered_currencies_sorted[aKey]
            local bValue = discovered_currencies_sorted[bKey]
            return aValue < bValue
          end)
          return sortOrder
        end,
        required = true,
        display = L["Currency"],
        store = true,
        test = "true",
      },
      {
        name = "name",
        init = "currencyInfo.name",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        name = "value",
        init = "currencyInfo.quantity",
        type = "number",
        display = L["Quantity"],
        store = true,
        conditionType = "number",
      },
      {
        name = "total",
        init = "currencyInfo.maxQuantity",
        type = "number",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        name = "progressType",
        init = "'static'",
        hidden = true,
        store = true,
        test = "true",
      },
      {
        name = "icon",
        init = "currencyInfo.iconFileID",
        store = true,
        hidden = true,
        test = "true",
      },
      {
        name = "maxQuantity",
        init = "currencyInfo.maxQuantity",
        type = "number",
        display = L["Max Quantity"],
        store = true,
        conditionType = "number",
        enable = function(trigger)
          local currencyInfo = Private.GetCurrencyInfoForTrigger(trigger)
          return currencyInfo and currencyInfo.maxQuantity and currencyInfo.maxQuantity > 0
        end
      },
      {
        name = "quantityEarnedThisWeek",
        init = "currencyInfo.quantityEarnedThisWeek",
        type = "number",
        display = L["Quantity earned this week"],
        store = true,
        conditionType = "number",
        enable = function(trigger)
          local currencyInfo = Private.GetCurrencyInfoForTrigger(trigger)
          return currencyInfo and currencyInfo.quantityEarnedThisWeek and currencyInfo.quantityEarnedThisWeek > 0
        end,
      },
      {
        name = "totalEarned",
        init = "currencyInfo.totalEarned",
        type = "number",
        display = L["Total Earned in this Season"],
        store = true,
        conditionType = "number",
        enable = function(trigger)
          local currencyInfo = Private.GetCurrencyInfoForTrigger(trigger)
          return currencyInfo and currencyInfo.useTotalEarnedForMaxQty and currencyInfo.totalEarned and currencyInfo.totalEarned > 0
        end,
      },
      -- Various Capped properties
      {-- quantity / maxQuantity cap
        name = "capped",
        init = [[currencyInfo.maxQuantity > 0 and currencyInfo.quantity >= currencyInfo.maxQuantity]],
        type = "tristate",
        display = L["Capped"],
        store = true,
        conditionType = "bool",
        enable = function(trigger)
          local currencyInfo = Private.GetCurrencyInfoForTrigger(trigger)
          return currencyInfo and currencyInfo.maxQuantity and currencyInfo.maxQuantity > 0
        end
      },
      {-- "Season" Cap: totalEarned / maxQuantity
        name = "seasonCapped",
        init = [[currencyInfo.maxQuantity > 0 and currencyInfo.totalEarned >= currencyInfo.maxQuantity]],
        type = "tristate",
        display = L["Capped at Season Max"],
        store = true,
        conditionType = "bool",
        enable = function(trigger)
          local currencyInfo = Private.GetCurrencyInfoForTrigger(trigger)
          return currencyInfo and currencyInfo.useTotalEarnedForMaxQty == true
        end
      },
      {-- "Weekly" Cap: quantityEarnedThisWeek / maxWeeklyQuantity
        name = "weeklyCapped",
        init = [[currencyInfo.maxWeeklyQuantity > 0 and currencyInfo.quantityEarnedThisWeek >= currencyInfo.maxWeeklyQuantity]],
        type = "tristate",
        display = L["Capped at Weekly Max"],
        store = true,
        conditionType = "bool",
        enable = function(trigger)
          local currencyInfo = Private.GetCurrencyInfoForTrigger(trigger)
          return currencyInfo and currencyInfo.maxWeeklyQuantity and currencyInfo.maxWeeklyQuantity > 0
        end
      },
      {
        name = "description",
        init = "currencyInfo.description",
        type = "string",
        display = L["Description"],
        store = true,
        hidden = true,
        test = "true",
      },
      {
        name = "quality",
        init = "currencyInfo.quality",
        type = "number",
        display = L["Quality Id"],
        hidden = true,
        test = "true",
        store = true
      },
      {
        name = "discovered",
        init = "currencyInfo.discovered",
        type = "tristate",
        display = L["Discovered"],
        store = true,
        conditionType = "bool",
      },
    },
    GetNameAndIcon = function(trigger)
      local currencyInfo = Private.GetCurrencyInfoForTrigger(trigger)
      return currencyInfo and currencyInfo.name, currencyInfo and currencyInfo.iconFileID
    end,
    automaticrequired = true
  },
  ["Location"] = {
    type = "unit",
    events = {
      ["events"] = {
        "ZONE_CHANGED",
        "ZONE_CHANGED_INDOORS",
        "ZONE_CHANGED_NEW_AREA",
        "PLAYER_DIFFICULTY_CHANGED",
      }
    },
    internal_events = {"INSTANCE_LOCATION_CHECK"},
    force_events = "INSTANCE_LOCATION_CHECK",
    name = WeakAuras.newFeatureString..L["Location"],
    init = function(trigger)
      local ret = [=[
        local uiMapId = C_Map.GetBestMapForUnit("player")
        local zonegroupId = uiMapId and C_Map.GetMapGroupID(uiMapId)
        local instanceName, _, _, _, _, _, _, instanceId = GetInstanceInfo()
        local minimapZoneText = GetMinimapZoneText()
        local zoneText = GetZoneText()
      ]=]
      return ret
    end,
    statesParameter = "one",
    args = {
      {
        name = "zoneIds",
        display = L["Player Location ID(s)"],
        type = "string",
        multiline = true,
        desc = get_zoneId_list,
        preamble = "local zoneChecker = Private.ExecEnv.ParseZoneCheck(%q)",
        test = "zoneChecker:Check(uiMapId, zonegroupId, instanceId, minimapZoneText)",
        conditionType = "string",
        conditionPreamble = function(input)
          return Private.ExecEnv.ParseZoneCheck(input)
        end,
        conditionTest = function(state, needle, op, preamble)
          return preamble:Check(state.zoneId, state.zonegroupId, state.instanceId, state.subzone)
        end,
        operator_types = "none",
      },
      {
        name = "zoneId",
        display = L["Zone ID"],
        init = "uiMapId",
        store = true,
        hidden = true,
        test = "true",
      },
      {
        name = "zonegroupId",
        display = L["Zone Group ID"],
        init = "zonegroupId",
        store = true,
        hidden = true,
        test = "true",
      },
      {
        name = "zone",
        display = L["Zone Name"],
        type = "string",
        conditionType = "string",
        store = true,
        init = "zoneText",
        multiEntry = {
          operator = "or",
        }
      },
      {
        name = "subzone",
        display = L["Subzone Name"],
        desc = L["Name of the (sub-)zone currently shown above the minimap."],
        type = "string",
        conditionType = "string",
        store = true,
        init = "minimapZoneText",
        multiEntry = {
          operator = "or",
        },
      },
      {
        type = "header",
        name = "instanceHeader",
        display = L["Instance Info"],
      },
      {
        name = "instanceId",
        display = L["Instance ID"],
        init = "instanceId",
        store = true,
        hidden = true,
        test = "true",
      },
      {
        name = "instance",
        display = L["Instance Name"],
        test = "true",
        hidden = "true",
        store = true,
      },
      {
        name = "instanceSize",
        display = L["Instance Size Type"],
        type = "multiselect",
        values = "instance_types",
        sorted = true,
        init = "WeakAuras.InstanceType()",
        conditionType = "select",
        store = true,
      },
      {
        name = "instanceDifficulty",
        display = L["Instance Difficulty"],
        type = "multiselect",
        values = "difficulty_types",
        init = "WeakAuras.InstanceDifficulty()",
        conditionType = "select",
        store = true,
        enable = not WeakAuras.IsClassicEra(),
        hidden = WeakAuras.IsClassicEra(),
      },
      {
        name = "instanceType",
        display = L["Instance Type"],
        type = "multiselect",
        values = "instance_difficulty_types",
        init = "WeakAuras.InstanceTypeRaw()",
        conditionType = "select",
        store = true,
        enable = not WeakAuras.IsClassicEra(),
        hidden = WeakAuras.IsClassicEra(),
      },
    },
    automaticrequired = true,
    progressType = "none"
  },
};

if WeakAuras.IsClassicEra() then
  Private.event_prototypes["Death Knight Rune"] = nil
  Private.event_prototypes["Currency"] = nil
  Private.event_prototypes["Alternate Power"] = nil
end
if WeakAuras.IsCataClassic() then
  Private.event_prototypes["Swing Timer"] = nil
end
if WeakAuras.IsClassicOrCata() then
  if not UnitDetailedThreatSituation then
    Private.event_prototypes["Threat Situation"] = nil
  end
  Private.event_prototypes["Evoker Essence"] = nil
  Private.event_prototypes["Equipment Set"] = nil
  Private.event_prototypes["Spell Activation Overlay"] = nil
  Private.event_prototypes["PvP Talent Selected"] = nil
  Private.event_prototypes["Class/Spec"] = nil
  Private.event_prototypes["Loot Specialization"] = nil
end
if WeakAuras.IsRetail() then
  Private.event_prototypes["Queued Action"] = nil
end

Private.category_event_prototype = {}
for name, prototype in pairs(Private.event_prototypes) do
  Private.category_event_prototype[prototype.type] = Private.category_event_prototype[prototype.type] or {}
  Private.category_event_prototype[prototype.type][name] = prototype.name
end

Private.dynamic_texts = {
  ["p"] = {
    get = function(state)
      if not state then return nil end
      if state.progressType == "static" then
        return state.value or nil
      end
      if state.progressType == "timed" then
        if state.paused then
          return state.remaining and state.remaining >= 0 and state.remaining or nil
        end

        if not state.expirationTime or not state.duration then
          return nil
        end
        local remaining = state.expirationTime - GetTime();
        return remaining >= 0 and remaining or nil
      end
    end,
    func = function(remaining, state, progressPrecision)
      progressPrecision = progressPrecision or 1

      if not state or state.progressType ~= "timed" then
        return remaining
      end
      if type(remaining) ~= "number" then
        return ""
      end

      local remainingStr = "";
      if remaining == math.huge then
        remainingStr = " ";
      elseif remaining > 60 then
        remainingStr = string.format("%i:", math.floor(remaining / 60));
        remaining = remaining % 60;
        remainingStr = remainingStr..string.format("%02i", remaining);
      elseif remaining > 0 then
        if progressPrecision == 4 and remaining <= 3 then
          remainingStr = remainingStr..string.format("%.1f", remaining);
        elseif progressPrecision == 5 and remaining <= 3 then
          remainingStr = remainingStr..string.format("%.2f", remaining);
        elseif progressPrecision == 6 and remaining <= 3 then
          remainingStr = remainingStr..string.format("%.3f", remaining);
        elseif (progressPrecision == 4 or progressPrecision == 5 or progressPrecision == 6) and remaining > 3 then
          remainingStr = remainingStr..string.format("%d", remaining);
        else
          remainingStr = remainingStr..string.format("%.".. progressPrecision .."f", remaining);
        end
      else
        remainingStr = " ";
      end
      return remainingStr
    end
  },
  ["t"] = {
    get = function(state)
      if not state then return "" end
      if state.progressType == "static" then
        return state.total, false
      end
      if state.progressType == "timed" then
        if not state.duration then
          return nil
        end
        return state.duration, true
      end
    end,
    func = function(duration, state, totalPrecision)
      if not state or state.progressType ~= "timed" then
        return duration
      end
      if type(duration) ~= "number" then
        return ""
      end
      local durationStr = "";
      if math.abs(duration) == math.huge or tostring(duration) == "nan" then
        durationStr = " ";
      elseif duration > 60 then
        durationStr = string.format("%i:", math.floor(duration / 60));
        duration = duration % 60;
        durationStr = durationStr..string.format("%02i", duration);
      elseif duration > 0 then
        if totalPrecision == 4 and duration <= 3 then
          durationStr = durationStr..string.format("%.1f", duration);
        elseif totalPrecision == 5 and duration <= 3 then
          durationStr = durationStr..string.format("%.2f", duration);
        elseif totalPrecision == 6 and duration <= 3 then
          durationStr = durationStr..string.format("%.3f", duration);
        elseif (totalPrecision == 4 or totalPrecision == 5 or totalPrecision == 6) and duration > 3 then
          durationStr = durationStr..string.format("%d", duration);
        else
          durationStr = durationStr..string.format("%."..totalPrecision.."f", duration);
        end
      else
        durationStr = " ";
      end
      return durationStr
    end
  },
  ["n"] = {
    get = function(state)
      if not state then return "" end
      return state.name or state.id or "", true
    end,
    func = function(v)
      return v
    end
  },
  ["i"] = {
    get = function(state)
      if not state then return "" end
      return state.icon or "Interface\\Icons\\INV_Misc_QuestionMark"
    end,
    func = function(v)
      return "|T".. v ..":12:12:0:0:64:64:4:60:4:60|t"
    end
  },
  ["s"] = {
    get = function(state)
      if not state or state.stacks == 0 then return "" end
      return state.stacks
    end,
    func = function(v)
      return v
    end
  }
};

-- Events in that list can be filtered by unitID
Private.UnitEventList = {
  PLAYER_GUILD_UPDATE = true,
  MINIMAP_PING = true,
  PARTY_MEMBER_DISABLE = true,
  PARTY_MEMBER_ENABLE = true,
  READY_CHECK_CONFIRM = true,
  PLAYER_GAINS_VEHICLE_DATA = true,
  PLAYER_LOSES_VEHICLE_DATA = true,
  ARENA_COOLDOWNS_UPDATE = true,
  ARENA_CROWD_CONTROL_SPELL_UPDATE = true,
  HONOR_XP_UPDATE = true,
  INCOMING_RESURRECT_CHANGED = true,
  INCOMING_SUMMON_CHANGED = true,
  KNOWN_TITLES_UPDATE = true,
  PLAYER_DAMAGE_DONE_MODS = true,
  PLAYER_FLAGS_CHANGED = true,
  PLAYER_PVP_KILLS_CHANGED = true,
  PLAYER_PVP_RANK_CHANGED = true,
  PLAYER_SPECIALIZATION_CHANGED = true,
  PLAYER_TRIAL_XP_UPDATE = true,
  PLAYER_XP_UPDATE = true,
  PVP_TIMER_UPDATE = true
}

Private.InternalEventByIDList = {
  ITEM_COOLDOWN_STARTED = true,
  ITEM_COOLDOWN_CHANGED = true,
  ITEM_COOLDOWN_READY = true,
  ITEM_SLOT_COOLDOWN_STARTED = true,
  ITEM_SLOT_COOLDOWN_CHANGED = true,
  ITEM_SLOT_COOLDOWN_READY = true,
  ITEM_SLOT_COOLDOWN_ITEM_CHANGED = true,
  SPELL_COOLDOWN_CHANGED = true,
  SPELL_COOLDOWN_READY = true,
  SPELL_CHARGES_CHANGED = true,
  WA_UPDATE_OVERLAY_GLOW = true,
}
