rune.group
Groups batch-toggle related items — aliases, triggers, timers, hooks, binds, bars, and commands — with one master switch. For a task-oriented introduction, see Groups.
Quick reference
Section titled “Quick reference”rune.group.enable(name) -- master switch onrune.group.disable(name) -- master switch offrune.group.is_enabled(name) -- true/false; unknown groups default to truerune.group.list() -- array of {name, enabled} across all registriesThe two-level model
Section titled “The two-level model”Every item has two independent enable switches: its own state
(h:disable()) and its group’s master switch. An item fires only when
both are enabled. Disabling a group doesn’t mutate individual
states — re-enabling the group restores each item exactly as it was.
rune.alias.exact("buff", "cast buff", {group = "combat"})rune.trigger.starts("Enemy", "attack", {group = "combat"})rune.timer.every(30, "heal", {group = "combat"})
rune.group.disable("combat") -- all three stop firingrune.group.enable("combat") -- all three resume, individual states preservedGroups don’t need to be declared — naming one in an item’s group
option (or toggling it) brings it into existence, and is_enabled
returns true for any group never disabled.
Removing by group
Section titled “Removing by group”rune.group only controls the master switches. Removal is
per-registry — rune.trigger.remove_group("combat"),
rune.alias.remove_group("combat"), and so on; see
Registries.
Slash commands
Section titled “Slash commands”/group <name> on|off toggles a group mid-game without typing Lua;
/groups lists every known group and its state.
Related: Groups guide · rune.trigger · rune.alias · rune.timer