Brian 10 Posted May 14, 2016 Share Posted May 14, 2016 Is it possible to get actual haste dot information through LUA? I am playing 3.3.5, and with haste snapshotting, I want to know what I snapshotted. Also, please do not say to just check when you cast, because it can come down to milliseconds so sometimes that messes up. I want to know if it's possible to check my debuffs on boss, for example lets say Debuff ID 1234, and get the haste associated with that dot, or ticks per second, or something similiar. Pseudo code: if (BossHasDebuffA) { if(DebuffATicks >= ThreshHold){ DoNothing; } else{ if(PlayerHasNeededHasteBuffs){ Cast DebuffA; } } } else{ Cast DebuffA; } In this pseudo code, how would I get DebuffATicks without assuming it snapshotted correctly(IE, checking buffs when cast because that is extremely unreliable) Also, how would you get the total time on a debuff rather than time remaining? (Again, I would prefer not checking this when applied and being able to check this whenever) Link to comment https://wrobot.eu/forums/topic/3015-possible-to-get-haste-dot-information/ Share on other sites More sharing options...
BetterSister 367 Posted May 14, 2016 Share Posted May 14, 2016 Too advanced stuff. I'm out Link to comment https://wrobot.eu/forums/topic/3015-possible-to-get-haste-dot-information/#findComment-13945 Share on other sites More sharing options...
Brian 10 Posted May 15, 2016 Author Share Posted May 15, 2016 "_, _, _, _, _, duration = UnitDebuff('target', 'Corruption',nil,'PLAYER'); print(duration); return duration; Didn't think duration of UnitDebuff was the full duration ;s Link to comment https://wrobot.eu/forums/topic/3015-possible-to-get-haste-dot-information/#findComment-13971 Share on other sites More sharing options...
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