Is there a way to get an accurate rune count now? You used to be able to use "player.runes(frost) > 1" etc, but now that doesn't work because rune types have changed.
Is there a way to get an accurate rune count now? You used to be able to use "player.runes(frost) > 1" etc, but now that doesn't work because rune types have changed.
Try adding this:
ProbablyEngine.condition.register("runes", function(target, spell)
return UnitPower(target, SPELL_POWER_RUNES)
end)
After that is just "player.runes > x"
GLuck,
Dr Z
I could not get my rune count with UnitPower(target, SPELL_POWER_RUNES) to work correctly. It always returned a value of 6, it didn't matter if the rune was ready or not. I got mine working with this instead. I replaced the existing runes.count with the following. Now it checks how many runes are ready.
ProbablyEngine.condition.register("runes.count", function(target, count)
local count = 0
for rune = 1, 6 do
local _, _, ready = GetRuneCooldown(rune)
if ready then
count = count + 1
end
end
return count
end)
Then just do:
{ "Spell", "player.runes.count > X" }
Last edited by smellytardy; 11-30-2016 at 02:06 AM.