[BETA] PQRotation - an automated ability priority queue. menu

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  1. #1726
    tawing's Avatar Member
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    hey guys can someone make this for me please if taste for blood (60503) proc it will change stance to battle stance (2457) then use overpower(7384).

    [BETA] PQRotation - an automated ability priority queue.
  2. #1727
    xyzhacker's Avatar Sergeant
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    Delicious!

  3. #1728
    Luciferozzy's Avatar Member
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    if UnitBuff("player", "Taste for Blood") then RunMacroText("/castsequence reset=1 Battle Stance, Overpower ")
    this is a newb code but it should work.

    ---------- Post added at 01:50 PM ---------- Previous post was at 01:46 PM ----------

    sheuron

    Dunno if its just me but it seems like my hunter dps was decreased with this new updated comparing to the 1 befor.

  4. #1729
    Xelper's Avatar ★ Elder ★
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    Originally Posted by Progod View Post
    Great application i love it
    Nice to have for those times where you don't want to concentrate 100% like heroics and leveling.

    Was a list of PQR functions compiled? as I have tried to read all the pages and know it was requested but I may have missed it.
    PQR_IsMoving(seconds) = returns true or false if the player has been moving for X seconds. If the player has been standing still for 1 second this resets to false. Molten Feathers will cause this to always return false.
    PQR_IsCastingSpell(spellID) = returns true if you are casting (or channeling) the specified spell ID.
    PQR_NotBehindTarget() = returns true if you try to cast a spell that requires you to be behind your target and fail. Reverts back to false after 3 seconds.
    UnitBuffID(unit, spellID, [filter]) = identical to UnitBuff() in terms of returns, but accepts a spell ID instead of a spell name. Translates the spell ID to a spell name then does a UnitBuff() lookup.
    UnitDebuffID(unit, spellID, [filter]) = identical to UnitDebuff() in terms of returns, but accepts a spell ID instead of a spell name. Translates the spell ID to a spell name then does a UnitDebuff() lookup.

    ---------- Post added at 03:10 PM ---------- Previous post was at 02:52 PM ----------

    I wanted to explain the per-ability Cancel Channel functionality ahead of time. This setting defaults to "False" for every ability, however when set to "True" it will allow a spell to be cast during a channel. XMLs will be backwards compatible, and if an ability doesn't have a <CancelChannel></CancelChannel> setting in the XML it will just be assumed to be False. It will be up to the profile designer to determine when an ability that is set to True should interrupt the channel, and they can do this by implementing code into these abilities that looks like this:
    Code:
    local _, _, _, _, _, playerChanneling = UnitChannelInfo("player")
    if playerChanneling ~= nil then
        local currentTime = GetTime() * 1000
        if (playerChanneling - currentTime) > 300 then
            --we have more than 300ms left on our channel time
        end
    end
    Simply: An ability labeled as "Cancel Channel" will still function even if the player is not channeling, it will just have the added ability to cancel a channel by executing the spell ID or actions in the ability.
    Last edited by Xelper; 09-26-2011 at 02:29 PM.

  5. #1730
    bu_ba_911's Avatar Elite User
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    Originally Posted by Xelper View Post
    PQR_IsMoving(seconds) = returns true or false if the player has been moving for X seconds. If the player has been standing still for 1 second this resets to false. Molten Feathers will cause this to always return false.
    PQR_IsCastingSpell(spellID) = returns true if you are casting (or channeling) the specified spell ID.
    PQR_NotBehindTarget() = returns true if you try to cast a spell that requires you to be behind your target and fail. Reverts back to false after 3 seconds.
    UnitBuffID(unit, spellID, [filter]) = identical to UnitBuff() in terms of returns, but accepts a spell ID instead of a spell name. Translates the spell ID to a spell name then does a UnitBuff() lookup.
    UnitDebuffID(unit, spellID, [filter]) = identical to UnitDebuff() in terms of returns, but accepts a spell ID instead of a spell name. Translates the spell ID to a spell name then does a UnitDebuff() lookup.

    ---------- Post added at 03:10 PM ---------- Previous post was at 02:52 PM ----------

    I wanted to explain the per-ability Cancel Channel functionality ahead of time. This setting defaults to "False" for every ability, however when set to "True" it will allow a spell to be cast during a channel. XMLs will be backwards compatible, and if an ability doesn't have a <CancelChannel></CancelChannel> setting in the XML it will just be assumed to be False. It will be up to the profile designer to determine when an ability that is set to True should interrupt the channel, and they can do this by implementing code into these abilities that looks like this:
    Code:
    local _, _, _, _, _, playerChanneling = UnitChannelInfo("player")
    if playerChanneling ~= nil then
        local currentTime = GetTime() * 1000
        if (playerChanneling - currentTime) > 300 then
            --we have more than 300ms left on our channel time
        end
    end
    Simply: An ability labeled as "Cancel Channel" will still function even if the player is not channeling, it will just have the added ability to cancel a channel by executing the spell ID or actions in the ability.

    love the idea and thank your for the list of your functions, was always curious if there were more out there than i knew about lol

    ---------- Post added at 02:47 PM ---------- Previous post was at 02:41 PM ----------

    Originally Posted by Ninjaderp View Post
    lol the part where it's only for pve made me laugh
    i know very well that this thing can be used to rape pvp XD
    ^0^Team Nova's PQR NCC ^0^

    If you think someone did something good, take the time to show your appreciation!

  6. #1731
    Unasrage's Avatar Member
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    Originally Posted by bu_ba_911 View Post

    lol the part where it's only for pve made me laugh
    i know very well that this thing can be used to rape pvp XD
    did you enjoy the part where ppl say that in arenas above 1400 it wold not work...lol

    sure it doest... only in 2250+ ehehehehe

    again just sad sad trolls...oitty on them...

  7. #1732
    Progod's Avatar Member
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    Thanks Xelper

  8. #1733
    Zemnexx's Avatar Active Member CoreCoins Purchaser
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    This program is gonna be around forever!!!!

    I'm an optimist.

  9. #1734
    bu_ba_911's Avatar Elite User
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    after i finish my holy paladin rotation......

    what else is left to code besides rogue stuff? (which i don't have a good character of to code personally lol)

    and im not including all of the pvp rotations.... those will have to be done by pvp enthusiasts of each class
    ^0^Team Nova's PQR NCC ^0^

    If you think someone did something good, take the time to show your appreciation!

  10. #1735
    kclux's Avatar Active Member
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    Did anyone manage to code a working line of sigh check yet ? That would be awesome.

  11. #1736
    nvode's Avatar Active Member
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    +Rep and Donated! Thanks alot bud!

  12. #1737
    Unasrage's Avatar Member
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    Originally Posted by bu_ba_911 View Post
    after i finish my holy paladin rotation......

    what else is left to code besides rogue stuff? (which i don't have a good character of to code personally lol)

    and im not including all of the pvp rotations.... those will have to be done by pvp enthusiasts of each class
    Disc priest coff coff...:P still no good profile out and on the rogue codes there are a few really good out combat by sheuron and a assasination 1 that i dont know the name of the rigther (sorry m8 ) sub profile seen 2 out but .. none decent .

    Lately i had more fun testing profiles them actually playing the game i'm going on a big trip in a few days to a country where theres no access to internet or very few access so will be away for atleast 3 months.

    hope that this project continues to grow and improve, and i want to specially tks to the designer of the project and the nice comunity that was formed tks to it.

    See ya all in 3 months

  13. #1738
    unclesam77's Avatar Member
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    just realised we don't have a moonkin profile.
    can i request for 1 please. thank you

  14. #1739
    bu_ba_911's Avatar Elite User
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    Updated PvP/Pve (Yes fixed PvE Holy rotation) Holy Paladin

    -----------------download----------------
    PvP_Holy_Paladin_BETAv2.2_BETA.zip

    Notes:
    *Added Holy Wrath to cast on focus target if focus target is Undead, Demon or Elemental
    *Added Turn Undead to cast on focus it focus target is Undead or Demon
    *Removed Mouseover from the new targeting system ONLY on PvP because it was causing me more headaches than it helped fix
    *Fixed Holy PvE and updated it to use the new Targeting System. Played around with healing levels to conserve mana, may have gone to far or not enough, didn't test long enough to see
    *Added Hammer of Wrath to cast when Target is under 20% health (Hammer doesn't become active if your focus target is under 20%)
    *Minor bugs fixed here and there and were beneath my interest to remember
    ^0^Team Nova's PQR NCC ^0^

    If you think someone did something good, take the time to show your appreciation!

  15. #1740
    unclesam77's Avatar Member
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    Originally Posted by pandapl View Post
    thanks for sharing this. can someone modofy the rotation so it doesnt auto target nearest enemy and attacked it . been causing alot of unnecessary aggro..
    it usualy auto target something nearest when in combat, thanks.

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