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Womble

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Posts posted by Womble

  1. Right, it just looks like its pointing out an error, guess not.

     

    So, my finished HS is: -

    condiok = 0; 
    local playerhealth = 100 * UnitHealth("player") / UnitHealthMax("player") 
    if UnitPower("player") >= 85 or UnitBuff ("player",GetSpellInfo(122510)) and (playerhealth >= 75) then 
    	condiok = 1; 
    end 

    and my finished Cleave: -

    condiok = 0; 
    local playerhealth = 100 * UnitHealth("player") / UnitHealthMax("player") 
    if (UnitBuff ("player",GetSpellInfo(2565)) and (playerhealth >= 50) and UnitPower("player") >= 30) or UnitBuff ("player",GetSpellInfo(122510)) then
    	condiok = 1; 
    end

    I tried to play around and get '(playerhealth >= 50)' to work - at first I had no luck but then I managed to get it to work. The local playerhealth line basically works out the % of the players health if you do the math so I then attempted to get it to work at certain values.

     

    I assume the code is correct? They both seem to work properly with the AND's / OR's at least.

  2. Hi.

     

    Your code doesn't work: -

    condiok = 0; 
    local playerhealth = 100 * UnitHealth("player") / UnitHealthMax("player") 
    local targethealth = 100 * UnitHealth("target") / UnitHealthMax("target") 
    local threat = UnitDetailedThreatSituation("player", "target") 
    local start, duration, enabled = GetSpellCooldown(2565) 
    if (start + duration - GetTime() > 0 and UnitPower("player") >= 85) or UnitBuff
    
    ("player",GetSpellInfo(122510)) or UnitBuff("player",GetSpellInfo(122016)) then 
    	condiok = 1; 
    end 
    

    but I decided to play around with it and can get it to work: -

    condiok = 0;
    local playerhealth = 100 * UnitHealth("player") / UnitHealthMax("player")
    local targethealth = 100 * UnitHealth("target") / UnitHealthMax("target")
    local threat = UnitDetailedThreatSituation("player", "target")
    local start, duration, enabled = GetSpellCooldown(2565)
    if UnitPower("player") >= 85) or UnitBuffID("player",122510) 
    then
    condiok = 1;
    end
    

    The only difference is I took out 'if (start + duration - GetTime() >0' and then deleted the ')' after the UnitPower check since that closed bracket wasn't needed any more. I also removed the Incite check because I didn't want that in.

     

    It works like this, been watching it carefully.

     

    Out of curiosity though, why doesn't the Shield Block part of your 'HSProt.xml' work, any idea?

     

    These parts: 'local start, duration, enabled = GetSpellCooldown(2565) if (start + duration - GetTime() > 0'

  3. A lot of things can be improved with multiple conditions outside of lua. Certain things though like refreshing something before it falls off as far as I know needs an lua script or the above example where you want to watch 2 sets of durations and act differently above / below those times.

     

    But yeah, what Droidz says as well, try those.

     

    Let us know how the King Similie one works, sounds like the initial fight class just wasn't made that well tbh.

  4. Tested the 5.4 frost dk profiel by King Similie - it seems to be using Frost Strike when KM is up and Obliterate is on CD.

     

    Is that the issue you wanted resolving? If so just try grabbing that.

     

    Most of the thinking is condition based.

     

    What you basically want to fix your issue is another version of your Frost Strike that has a buff condition checking for KM. That is assuming you already have a Frost Strike that's used to dump RP at certain amounts?

     

    If you're using your own then upload yours to here in a reply and I'll fix it.

  5. My sub profile is pretty mental I've got a lot of fake pooling and thinking going on.

     

    For example I have eviscerate using 2 lua scripts that check if there's at least 10 seconds left on slice and 10 on rupture (it's more like 12 and 8 seconds but just generalising) and if there is it will use 5 CP on an evis if not then it will build into anticipation (fake combo points, basically 5 anticipation is like having 10 CP).

     

    My slice and rupture abilities both refresh before they drop.

     

    I'm not 100% but I think I can sort that issue for you using some of the lua scripts I currently have in my profile, I'll play around with a frost profile tomorrow.

     

    But all that aside, sometimes its slow and it's not because of conditions - it just simply varies in speed on and off. The only issue I really have with it now sadly.

  6. Today I have something new, none rogue related.

     

    Until I get help regarding a couple of my rogue threads I decided to leave that rather than do further damage trying to improve it.

     

    I've now decided to make a protection warrior one to (the aim) a high level.

     

    Very simple problem I have, the proc, buff 'Ultimatum' doesn't seem to work at all when placed alongside Heroic Strike or Cleave.

     

    The buff gives you a rage free Heroic Strike or Cleave but doesn't work whether with a normal HS / Cleave or one using an lua script for either condition.

     

    I noticed someone who created one of the other protection warrior profiles also said he had the same issue.

  7. I mean, am I supposed to refer to Hemorrhage as 'Sinister Strike' when trying to identify a debuff (bleed) on my target. There are several issues at hand, things I am uncertain of but even then - I have tried almost every possible combination of things to fix these issues but they still persist, even with the new 'Is Behind'

  8. Alright, I'm going to need help. I've been testing the new 'Is Behind' and thought it was brilliant only to find there's been some occasions where it's been worse, it is also random - it hasn't happened on the same targets so I decided to question my rotation again.

     

    I have 2 CP building abilities.

     

    They are Backstab and Hemorrhage (Sinister Strike to Wrobot).

     

    Backstab is from behind.

    Hemorrhage is from in front.

     

    Backstab conditions: -

     

    Buff > Name Shadow Dance > Need: False

    Buff > Name Stealth > Need: False

    Buff > Name Vanish > Need: False

    Is Spell Usable > Shadow Dance > Need: False

    Target Buff Casted By Me > Hemorrhage > Need: True

    Is Behind > Value: True

     

    and an lua script condition that reads: -

     

    "local nameSpell = GetSpellInfo(114015);

    local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellId = UnitBuff("player", nameSpell);
    ret = 0;
    if count < 5 then ret = 1 end"
     
    It casts under 5 anticipation, pretty simple.
     
    I then have a Sinister Strike (Hemorrhage remember) with the following conditions: -
     
    Combo Point > Type: Smaller > Value: 5
    Is Behind > Value: False
     
    I have set 'Check if know spell, is usable and good distance' to False for Sinister Strike in case it was causing issues but this hasn't fixed anything. 
     
    I thought the problem could be that my Backstab condition checking for "Target Buff Casted By Me > Hemorrhage > Need: True" could be the problem so I've tried setting Hemorrhage to 'Sinister Strike'.
     
    If you're wondering, Hemorrhage leaves a bleed, called the same thing so I assumed it could also be called Sinister Strike.
     
    None of these have fixed the issue.
     
    Any ideas? It still tries to backstab sometimes when it shouldn't, sometimes it uses Sinister Strike/Hemo from behind despite being told not to.
     
    The rotation is attached, so you can have a look in the editor yourself if you wish.
     
    Kinda getting fed up with this now.

    Wayne - Sub With Vanish ANTICIPATION 4.8.2.xml

  9. With the new 'Is Behind' condition which seems fantastic btw, what would be the lua code taht would do the following: -

     

    IF Is Behind = true then return true (so it backstab)

    else Sinister Strike (this is actually Hemo for reference)

     

    This would enable me to remove an entire spell and somewhat simplify things at my end. And perhaps help make the rotation perform faster.

     

    Any ideas?

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