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  1. #1
    lg40's Avatar Member
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    player.lunar and player.solar

    Im trying to get starsurge to cast at 80 in the balance cycle but it wasn't working. So i tried just the code below and it didn't work either. Any idea how it is supposed to work?


    Code:
    { "2912", { "!player.moving", "player.lunar >1" }}, --StarFire
    { "5176", { "!player.moving", "player.solar >1" }},  --Wrath

    player.lunar and player.solar
  2. #2
    Mackdaddy2887's Avatar Knight-Lieutenant
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    Originally Posted by lg40 View Post
    Im trying to get starsurge to cast at 80 in the balance cycle but it wasn't working. So i tried just the code below and it didn't work either. Any idea how it is supposed to work?


    Code:
    { "2912", { "!player.moving", "player.lunar >1" }}, --StarFire
    { "5176", { "!player.moving", "player.solar >1" }},  --Wrath
    have you tried just

    Code:
    { "2912", { "!player.moving", "player.lunar" }}, --StarFire
    { "5176", { "!player.moving", "player.solar" }},  --Wrath
    im assuming its just a check whether or not ur on the solar or lunar side. i dont think the >1 does anything, and thus making it not work correctly? Im honestly just guessing here though, worth a test

  3. #3
    ImogenOC's Avatar Contributor ProbablyEngine Community Manager
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    The api is difficult to work with, as we can only check bool for the side.
    ProbablyEngine - Developer and Lead Support
    A Powerful Rotation Bot: ProbablyEngine

  4. #4
    lg40's Avatar Member
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    Originally Posted by Mackdaddy2887 View Post
    have you tried just

    Code:
    { "2912", { "!player.moving", "player.lunar" }}, --StarFire
    { "5176", { "!player.moving", "player.solar" }},  --Wrath
    im assuming its just a check whether or not ur on the solar or lunar side. i dont think the >1 does anything, and thus making it not work correctly? Im honestly just guessing here though, worth a test

    Ya i tested that and it works but very poorly

  5. #5
    ImogenOC's Avatar Contributor ProbablyEngine Community Manager
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    /run print(GetEclipseDirection())
    Returns only moon / sun / none, not a percentage. So we can't feasibly check the percentage without tapping... Something. I haven't figured it out yet.

    However, I may have a workaround for the time being...

    Astral Communion = 127663
    Celestial Alignment = 112071
    Solar Peak = 171744
    Lunar Peak = 171743

    Check for these buffs in the mean time as you can

    We can pull directly Spell_Power_Eclipse via FrameXML\Constants.lua
    From there we can combine
    UnitPower("player", SPELL_POWER_ECLIPSE) and GetEclipseDirection()
    I'm stressed for time so I can't write you the PE condition at this moment, but I'll send the info to hack for him to update

    Code:
    <Imogen> Workaround for our balance bug
    <Imogen> Don't have time to write condition so I'll just explain it
    <Imogen> pulling via framexml/constants.lua we can get Spell_Power_Eclipse
    <Imogen> w/ UnitPower("player", SPELL_POWER_ECLIPSE) we can get the count
    <Imogen> and GetEclipseDirection()
    <Imogen> gives us the direction
    <Imogen> Which means we can use the integer from unit power to get us our arg
    <Imogen> e.g.
    <Imogen> player.balance.sun >= 40
    <Imogen> so it'd be balance [Input Arg] [Input Integer]
    <Imogen> if true then true
    <Imogen> else false
    <Imogen> oh
    <Imogen> and if balance = sun/moon
    <Imogen> and we want a sanity check for if none
    <Imogen> so if none return false
    <Imogen> hope that helps
    really gotta run this time, hope that helps.
    Last edited by ImogenOC; 01-02-2015 at 02:37 PM.
    ProbablyEngine - Developer and Lead Support
    A Powerful Rotation Bot: ProbablyEngine

  6. #6
    MrBrain1's Avatar Member
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    Originally Posted by ImogenOC View Post
    /run print(GetEclipseDirection())
    Returns only moon / sun / none, not a percentage. So we can't feasibly check the percentage without tapping... Something. I haven't figured it out yet.

    However, I may have a workaround for the time being...

    Astral Communion = 127663
    Celestial Alignment = 112071
    Solar Peak = 171744
    Lunar Peak = 171743

    Check for these buffs in the mean time as you can
    we are already doing that, but its like playing Warrior without using your rage

  7. #7
    Filint's Avatar Contributor Authenticator enabled
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    In my Balance rotation I created a PE condition that checks if spell_power_eclipse is > or < than given value! that combined with the direction works flawlessly for all logic required for balance afaik

  8. #8
    MrBrain1's Avatar Member
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    Originally Posted by Filint View Post
    In my Balance rotation I created a PE condition that checks if spell_power_eclipse is > or < than given value! that combined with the direction works flawlessly for all logic required for balance afaik
    well then would you elaborate with some code?

  9. #9
    MrBrain1's Avatar Member
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    iam testing the player.lunar, player.solar fix right now. it seems that the fix has done at least something.

    iam now able to get the Rotation cast wrath on player.solar and starfire on player.lunar as soon it enters the appropriate side,

    but i have the issue that once it reaches the Side's Peak, it begins casting the other Side's Spell an not continuing casting until it chages sides.

    Also i still dont have a clue how i could inplement a presumed Sidechange e.g. Predicting the Side is nearly change, better cast the next Sides Spell.

    Code:
    { "78674", "player.buff(112071}" }, --StarSurge with Celestial Alignment buff
    		{ "78674", "player.spell(78674).charges > 2" }, --StarSurge with more then 2 charges
    		{ "164812", "target.debuff(Moonfire).duration <= 2"}, --MoonFire
    		{ "164815", "target.debuff(Sunfire).duration <= 2"}, --SunFire
    		{ "2912", "player.lunar"}, --StarFire
    		{ "5176", "player.solar"},  --Wrath
    Last edited by MrBrain1; 01-10-2015 at 05:33 AM.

  10. #10
    MrBrain1's Avatar Member
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    still no solution

  11. #11
    NessK's Avatar Member
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    I started another thread before I came to this one. Does this look workable ?
    ['pereclipse'] = [[function(u)
    - local m = UnitPowerMax(u, SPELL_POWER_ECLIPSE)
    + local m = UnitPowerMax('player', SPELL_POWER_ECLIPSE)
    if(m == 0) then
    return 0
    else
    - return math.abs(UnitPower(u, SPELL_POWER_ECLIPSE)/m*100)
    + return math.abs(UnitPower('player', SPELL_POWER_ECLIPSE)/m*100)
    end

    Using something like this ?

    local maxpower = UnitPowerMax(player , SPELL_POWER_ECLIPSE);

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