Bear T.O.E. 63 Posted April 7, 2014 Share Posted April 7, 2014 Ok I don't know if this will work the way I have coded it so I'm here asking if this will do what it says it will do. local buffed=0 if UnitExists("player") and not UnitIsFriend("player", "target") and not (UnitIsDead("player")) then health = GetHealth("player") if (health > 99,75,65,50,40,32,15,1) then --[[ Evasion,Cloak of Shadows,Smoke Bomb,Lifeblood, local idBuffs={31224,76577,121279} local idPreparation=14185 local spellname=GetSpellInfo(idPreparation) local start, duration, enabled = GetSpellCooldown(spellname) if (enabled==1) then for i=1, 4 do if (IsPlayerSpell(idHealthBuffs)) then local start, duration, enabled = GetSpellCooldown(idHealthBuffs) if (duration==0) then local spellname=GetSpellInfo(idHealthBuffs) CastSpellByName(spellname) print("buff: "..spellname) buffed=buffed+1 end end end end But if this code does not do what I'm trying to get it to do... is there a way to combine all the Life Saving Buffs to be used the way their tool tips mean them to be used. I want to conserve space in my fight classes Rotation list by combining all the Life saving buffs to pop at different health spots to make them work the best for my class. Link to comment https://wrobot.eu/forums/topic/1321-making-a-healthbuff-lua-with-conditional-poping/ Share on other sites More sharing options...
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