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Womble

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Everything posted by Womble

  1. Okay do you have any idea how I can have stealth work on the pull (only time that spell is used) without my rotation freezing? The reason it does this is because like bug catcher suggested i already have condition checks that make sure my abilities don't go through when shadow dance is available and when you are stealthed on a pull it does nothing because shadow dance is available. I can't come up with anything ATM although I've not been at home the last few days to test anything. Any conditions I can think of all seem to conflict in one way or another.
  2. You can't because the profile will continue with the rotation the second it gets 5 CP. It would be fine if it worked but the profile attached just doesn't use are spells, not sure what the problem is. I don't want the user to have to manually use AOE. At that point I may as well remove AOE functions entirely. It seems to continue to use single target abilities on my profile and ignore the 2 abilities, 'fan of knives', and 'crimson tempest'.
  3. Okay I can replace back stab conditions C sharp code wManager.Wow.Helpers.MovementManager.IsFacing(ObjectManager.Me.Position, ObjectManager.Me.Rotation, ObjectManager.Target.Position, 1.57f) With is facing and use is facing on any abilities from the front then, so what is the purpose of the above C sharp code?
  4. Sorry I meant similar to that code. Like I could use the energy condition but then shadow dance never works because it never has enough energy. In my profile when the spell is usable I have all my abilities individually stop so it then had > 74 energy and uses it but its problematic and conflicts with my stealth pull because shadow dance is ready on a boss pull. So what I'm wondering if < 74 energy when shadow dance is usable can I use lua somehow to make it wait, stop or pause until it uses shadow dance as this would greatly improve the rotations DPS on the pull.
  5. No. Crimson Tempest is only used at 5 CP and then refreshes when the bleed debuf falls off the target.
  6. Yeah I figured but with PQR you'd have people causing issues about posted code snippets that we're "stolen" - ty.
  7. <FightClassSpell> <SpellName>Crimson Tempest</SpellName> <FightClassConditions> <FightClassCondition> <ContionType>ComboPoint</ContionType> <Param xsi:type="FightClassConditionNumber"> <Value>5</Value> </Param> </FightClassCondition> <FightClassCondition> <ContionType>HostileUnitNear</ContionType> <Param xsi:type="FightClassConditionUnitNear"> <Number>3</Number> <Type>Bigger</Type> <Radius>8</Radius> </Param> </FightClassCondition> <FightClassCondition> <ContionType>Buff</ContionType> <Param xsi:type="FightClassConditionStringBool"> <Name>Slice and Dice</Name> <Need>true</Need> </Param> </FightClassCondition> <FightClassCondition> <ContionType>Buff</ContionType> <Param xsi:type="FightClassConditionStringBool"> <Name>Shadow Dance</Name> </Param> </FightClassCondition> <FightClassCondition> <ContionType>Buff</ContionType> <Param xsi:type="FightClassConditionStringBool"> <Name>Vanish</Name> </Param> </FightClassCondition> <FightClassCondition> <ContionType>TargetBuffCastedByMe</ContionType> <Param xsi:type="FightClassConditionStringBool"> <Name>Crimson Tempest</Name> </Param> </FightClassCondition> <FightClassCondition> <ContionType>LuaScript</ContionType> <Param xsi:type="FightClassConditionLua"> <LuaScript>local nameSpell = GetSpellInfo(114015); local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellId = UnitBuff("player", nameSpell); ret = count;</LuaScript> <VarRet>ret</VarRet> <ValueRet>5</ValueRet> </Param> </FightClassCondition> </FightClassConditions> <Priority>34</Priority> <CombatOnly>false</CombatOnly> <CheckIfKnowUsableDistance>false</CheckIfKnowUsableDistance> <CheckIfView>false</CheckIfView> <AddToSettings>true</AddToSettings> <AOESpellMePos>true</AOESpellMePos> </FightClassSpell> and <SpellName>Fan of Knives</SpellName> <FightClassConditions> <FightClassCondition> <ContionType>HostileUnitNear</ContionType> <Param xsi:type="FightClassConditionUnitNear"> <Number>6</Number> <Type>Bigger</Type> <Radius>10</Radius> </Param> </FightClassCondition> <FightClassCondition> <ContionType>Buff</ContionType> <Param xsi:type="FightClassConditionStringBool"> <Name>Slice and Dice</Name> <Need>true</Need> </Param> </FightClassCondition> <FightClassCondition> <ContionType>Buff</ContionType> <Param xsi:type="FightClassConditionStringBool"> <Name>Shadow Dance</Name> </Param> </FightClassCondition> <FightClassCondition> <ContionType>Buff</ContionType> <Param xsi:type="FightClassConditionStringBool"> <Name>Vanish</Name> </Param> </FightClassCondition> </FightClassConditions> <Priority>33</Priority> <CombatOnly>false</CombatOnly> <CheckIfKnowUsableDistance>false</CheckIfKnowUsableDistance> <CheckIfView>false</CheckIfView> <AddToSettings>true</AddToSettings> <AOESpellMePos>true</AOESpellMePos> </FightClassSpell> I'm using both of these abilities with the highest priority in my rotation. Neither of these work no matter how many adds are near my character. I have tried a profile with only these 2 abilities and they work but for some reason neither of them work at all when placed in my full rotation / profile. I'm attaching my full profile (which does have known issues) if anyone doesn't mind having a look for me. Much appreciated. Wayne - Sub With Vanish ANTICIPATION 3.xml
  8. This post is mainly aimed at Droidz unless someone else knows. Recently you told me to use a second c sharp condition on my spells. This is: - wManager.Wow.Helpers.MovementManager.IsFacing(ObjectManager.Me.Position, ObjectManager.Me.Rotation, ObjectManager.Target.Position, 1.57f) I was wondering what the value would be to change that for abilities used from the front? The code doesn't have any '>' or '<' usage like '(System.Math.Abs(ObjectManager.Me.Rotation - ObjectManager.Target.Rotation) < 1.57f)'
  9. Basically I want to know if there's a way to change this: - ret=1; local nameSpell = GetSpellInfo(5171); if (not nameSpell) then return; end local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellId = UnitBuff("player", nameSpell); if (not expirationTime) then return; end local expireTimeLeft = expirationTime-GetTime(); if expireTimeLeft > 6 then ret = 0 end for the use of Shadow Dance. What I want it to do is use Shadow Dance when I have over 74 energy but I also want it to 'pause' my rotation and save energy in order to do that. I assume it's not as straight forward as 'if energy > 74 then ret = 0 end'
  10. If I credit you when I release my profile are you alright with me using this as an optional spell to run alongside my rotation?
  11. Alright, amidst the chaos I managed to have a '>' instead of '<' which I also pasted into several key abilities thus breaking my rotation. Problem solved for now. I have a couple of issues from doing a full siege clear that need ironing out and an aoe problem (again) but I'll make a new post for these problems. Otherwise the profile is looking golden so I should be able to get a release shortly!
  12. Works in your Sub Fixed 4 profile but not in this. Not sure why.
  13. Here is a condensed part of my profile showing neither of these working. Infact, it doesn't cast either slice or rupture at all. Hmm. SUB TEST 4.xml
  14. Hey, I must have been wrong about Slice and Dice yesterday. Testing both and neither are working. My slice code: - local nameSpell = GetSpellInfo(5171); local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellId = UnitBuff("player", nameSpell); local expireTimeLeft = expirationTime-GetTime(); ret = 0; if expireTimeLeft <= 6 then ret = 1 end return value research: 1 return value var: ret and my rupture code: - ret = 0; local nameSpell = GetSpellInfo(1943); if (not nameSpell) then return; end local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellId = UnitDebuff("target", nameSpell); if (not expirationTime) then return; end local expireTimeLeft = expirationTime-GetTime(); if expireTimeLeft <= 6 then ret = 1 end return value research: 1 return value var: ret
  15. Thank you - that works for Slice and Dice. I tried the same for Rupture: - local nameSpell = GetSpellInfo(1943); local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellId = UnitBuff("target", nameSpell); local expireTimeLeft = expirationTime-GetTime(); ret = 0; if expireTimeLeft <= 2 then ret = 1 end Changing 5171 to 1943 for the spell and UnitBuff("player", nameSpell) to UnitBuff("target", nameSpell) but rupture won't work. Any ideas what I'm doing wrong?
  16. Could you use a similar script to check for duration of spells? i.e. local nameSpell = GetSpellInfo(*INSERT SLICE AND DICE HERE*); local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellId = UnitBuff("player", nameSpell); ret = 0; if duration <= 3 then ret = 1 end Would this refresh slice and dice if under 3 seconds?
  17. I don't quite understand what you mean with the second c# code or what it does but I'll try them out later. If you could try to explain what they do again that would be great.
  18. I've put your print code into my profile just now to watch it alongside my rotation, and it's only refusing to use backstab when the print says either 'no back' or 'no back and facing' otherwise it works, basically like the screenshots but I wanted to confirm it. The only other important thing I noticed is sometimes when moving from the front of my target to the back it takes 5/10 seconds 'sometimes' to update to 'back and facing' from 'no back' or 'no back and facing' - which is another key problem. I have to head out for now but I'll check back later. Thanks for your patience - just trying to create the absolute best profile I can.
  19. Hey. Testing that rotation now. It shows the problem clearly to me: I get crazy results, I've taken a few screenshot examples. I'll send them you in a moment.
  20. I've also tried to remove hemo entirely and the same issue, it just stops using backstab. It's got to be the position of the '0.35f' that is wrong somehow.
  21. Update 2: I've found somewhat of a fix... Basically I recreated the exact same spell as 'Hemorrhage', called it 'Sinister Strike' and set the 'Check if know spell, is usable and good distance' to true from false. However we still need better detection whether we are behind or infront of the boss because at certain points / angles behind the boss it thinks you aren't behind which causes random hemorrhages. So like I said above, what would be brilliant is a 180 check behind the boss whether its the above code, lua, c+ or a new condition. I just don't know the calculation or math to work that out sadly. And vice versa a 180 check infront so that hemo will go off the instant you slightly go ahead of the boss by mistake, or too far to the side. Also see: - which is now more relevant than this thread, but I'll keep this open so you know the issues at hand.
  22. Important Update: I had created my profile on a lower level raiding dummy. I decided to try and replicate the issue by using my profile on the raiding dummy of level '??'. Guess what happens? None of my ambush or backstab abilities work. As soon as I attack one of the nearby lower level dummys my rotation starts to use backstab and ambush. Thing is I don't have any 'target level' checks on these abilities... Sigh.
  23. Have done. Working. Thanks.
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