Groups
Anything you register (aliases, triggers, timers, hooks, binds, bars,
slash commands) can carry a group. A group is a master switch: an item
fires only if it is enabled and its group is enabled.
rune.trigger.contains("attacks you", "flee", { group = "coward" })rune.alias.exact("cower", "hide", { group = "coward" })rune.timer.every(5, "peek", { group = "coward" })/group coward off -- everything above goes quiet/group coward on -- and comes back, individual states preserved/groups -- list groups and their stateFrom Lua: rune.group.enable/disable/is_enabled(name), and
rune.group.list() returns an array of {name, enabled}.
Patterns
Section titled “Patterns”Mode switches. A combat mode that arms spell-up triggers, or a quiet mode that gags channels. Bind them to keys:
rune.bind("f2", function() if rune.group.is_enabled("spellup") then rune.group.disable("spellup") else rune.group.enable("spellup") end rune.ui.refresh_bars()end)Bulk removal. The alias, trigger, timer, hooks, binds, and bars
registries can each drop a whole group with
rune.trigger.remove_group("quest-xyz") and the equivalents. Useful when
a script builds temporary registrations.
Gotchas
Section titled “Gotchas”- Group toggles don’t touch individual enabled/disabled states: disable one trigger inside an enabled group and it stays disabled when the group cycles.
- A disabled bind swallows its key rather than letting it through to typing, so disabling a group of binds mutes those keys entirely.
Related: rune.group reference, The Scripting Model, Triggers