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  1. #1
    aeonz's Avatar Master Sergeant
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    Dazed and Snared problem

    I'm building my own Restoration Shaman within MTS profile and I can't remember where I found this - "!player.debuff(Dazed)" I can't seem to get this to work. This is what I have -

    Code:
    	{ "Windwalk Totem", {
    		"!player.debuff(Dazed)",
    		"player.state.snare",
    		 "!player.totem(Windwalk Totem)",
    		(function() return fetch("mtsconfShamanResto", "WindwalkPvp") end)
    	}, "player" },
    I want Windwalk Totem to not use when dazed but only snared. It works when snared but if I'm dazed it still uses it...
    Last edited by aeonz; 04-19-2015 at 04:40 AM.

    Dazed and Snared problem
  2. #2
    ImogenOC's Avatar Contributor ProbablyEngine Community Manager
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    Try ID 1604.
    ProbablyEngine - Developer and Lead Support
    A Powerful Rotation Bot: ProbablyEngine

  3. #3
    aeonz's Avatar Master Sergeant
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    Originally Posted by ImogenOC View Post
    Try ID 1604.
    Thanks I'll give it a try if I ever get dazed

  4. #4
    aeonz's Avatar Master Sergeant
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    sadly it didn't work... just had an annoying hunter having Aspect of the Pack on and everytime I was hit I had the Dazed debuff and it would still cast Windwalking Totem..

  5. #5
    StinkyTwitch's Avatar Active Member
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    Try this
    Code:
    { "Windwalk Totem", { 
    	"player.state.snare",
    	"!player.debuff(15571)",
    	"!player.totem(Windwalk Totem)",
    	function() return fetch("mtsconfShamanResto", "WindwalkPvp") end,
    }, },
    Leave out the "player" target part as well.
    "Shootings easy, Aimings hard!" Stinky

  6. #6
    aeonz's Avatar Master Sergeant
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    That's funny I was just thinking that just a few minutes ago lol but ya ty will give it a try

    Update: Nevermind... I thought it did work but turns out it didn't...
    Last edited by aeonz; 04-19-2015 at 05:02 PM.

  7. #7
    akeon1's Avatar Contributor
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    you could modify PE to remove daze from the snare state by editing line 74 of states.lua

    "^movement.*slowed", "movement speed reduced", "^slowed by", "^dazed",

    or... try installing idTip addon (shows spell id on descriptions), and when you have the daze debuff, mouse over it to double check you have the right spell id.

  8. #8
    aeonz's Avatar Master Sergeant
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    Originally Posted by akeon1 View Post
    you could modify PE to remove daze from the snare state by editing line 74 of states.lua

    "^movement.*slowed", "movement speed reduced", "^slowed by", "^dazed",

    or... try installing idTip addon (shows spell id on descriptions), and when you have the daze debuff, mouse over it to double check you have the right spell id.
    Sorry for the late reply I was out of town but ty I will give this a try

  9. #9
    aeonz's Avatar Master Sergeant
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    Didn't work...

  10. #10
    StinkyTwitch's Avatar Active Member
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    Not sure why its not working. It works perfectly for "Master's Call" on my hunter. If you can, hover over the "Dazed" debuff when you get it and check the spell ID.
    "Shootings easy, Aimings hard!" Stinky

  11. #11
    aeonz's Avatar Master Sergeant
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    It's 1604 I've tried multiple times and yet it keeps casting the totem when I don't want it to. It's weird :/ Unless I have somewhere in my profile hidden and I'm not seeing it :P

  12. #12
    aeonz's Avatar Master Sergeant
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    Ok! I finally figured it out!!

    Code:
    ProbablyEngine.states.status.snare = {
    	"^movement.*slowed", 
    	--"movement speed reduced", 
    	"^slowed by", 
    	"^dazed",
    	"^reduces movement speed"
    }

    By taking out "movement speed reduced", when being Dazed it wouldn't cast my Windwalk Totem but still worked when snared. I haven't fully tested this out to make sure if certain snares did or didn't work.

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