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

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  1. #7306
    joboy_67's Avatar Active Member Super Wiener CoreCoins Purchaser
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    Could anyone please update a Feral Druid PVP script?

    [BETA] PQRotation - an automated ability priority queue.
  2. #7307
    diesall's Avatar Contributor
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    Originally Posted by sheuron View Post
    Profile updates, package includes:
    Mage (Frost PvP, Fire PvE, Fire PvP, Arcane PvE)
    Priest (Holy PvE, Discipline PvP)
    Hunter (MM PvE, Survival PvE)
    Warrior (Protection PvE, Fury PvE)
    Rogue (Combat PvE, Subtlely PvP)
    Death Knight (Frost PvP)
    Shaman (Elemental PvE)
    Also included 2 text files with code necesary to auto gather herbs and archaelogy fragments

    http://goo.gl/rseZ0

    - Packed with the new directory structure to fit PQR 2.0, unzip and copy over your Profiles folder
    - Small fixes, began to use some of new PQR 2.0 functions.
    The way hes implemented the interrupt system, you could turn your herb and archaeology gathering scripts into, interrupt rotations, allowing them to be used by any class
    same goes for other profile authors implementing Fading light , shrapnel etc... just add your abilities for each respectively to the interrupt abilities already in place by xelper

  3. #7308
    diesall's Avatar Contributor
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    Originally Posted by Xelper View Post
    I like that, I will probably use it in my ret profile.

    You can also change that loop as well if you REALLY want... I did the minimum value (20ms) for that because I wasn't sure how much it would hurt people's performance if someone who was clueless turned it lower than that.
    Variable is PQR_UpdateInterval1. (Default is 0.1.) 0.1 = 100ms. I'm considering changing this default to 50ms.
    Variable for interrupt rotation loop is PQR_UpdateInterval2 (Default 0.05). 0.05 = 50ms.

    The reason I have also been so hesitant to do anything with GetNetStats() is because the last time I did those latency numbers weren't updated in real time so if you had a latency spike when it was calculating you could have an obscenely high number there... very rare, but still worrisome. I guess the solution is to implement a sanity check.... never allow that number > 0.25 or something. I also believe there is a small window (up to 30 sec) after logging in where latency show 0.


    Code:
    local minValue = 0.05
    local maxValue = 0.3
    local curPing = tonumber((select(3,GetNetStats()) + select(4,GetNetStats())) / 1000)
    
    
    if curPing < minValue then
    	curPing = minValue
    elseif curPing > maxValue then
    	curPing = maxValue
    end
    
    
    PQR_SpellAvailableTime = curPing
    PQR_DebugP("Set spell available time to "..curPing)
    why are you adding a world latency roundtrip to a home latency roundtrip, that is essentially doubling your actual latency

  4. #7309
    Xelper's Avatar ★ Elder ★
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    Originally Posted by sheuron View Post
    @xelper, about: PQR_AddToSpellDelayList(spell, item, seconds)

    Im using volcanic potion this way
    PQR_AddToSpellDelayList(79476,0,1) and is working without need to specify itemid, so whats the use for itemid?
    To prevent the rotation from needlessly delaying I check if the spellID provided is on cooldown using GetSpellCooldown(). This unfortunately doesn't work for spells that are associated with items, in which case I need to use GetItemCooldown().

    Basically, without the item ID if you spam it even while it is on cooldown it will delay the rotation.

    Code:
     
    Without ItemID:
    [19:33:51] <PQR Debug> DELAY: Golem's Strength was added.
    [19:33:51] <PQR Debug> DELAY: Removed Golem's Strength as the cast was successful.
    [19:33:52] <PQR Debug> DELAY: Golem's Strength was added.
     
    With ItemID:
    [19:35:49] <PQR Debug> DELAY: Golem's Strength was added.
    [19:35:49] <PQR Debug> DELAY: Removed Golem's Strength as the cast was successful.
    [19:35:50] <PQR Debug> DELAY: Golem's Strength was not added. Item is on cooldown.
    The reason we need the spellID as well is because I use UNIT_SPELLCAST_FAILED ( and _QUIET) to add the delay and UNIT_SPELLCAST_SUCCEEDED to remove the delay. These events only pass us the spell ID, not the item ID... and there is no other equivalent events for item usage.
    Last edited by Xelper; 03-11-2012 at 06:46 PM.

  5. #7310
    sharkyx1x's Avatar Active Member
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    what is the most uptodate PVE Disc profile?

  6. #7311
    Xelper's Avatar ★ Elder ★
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    Originally Posted by diesall View Post
    why are you adding a world latency roundtrip to a home latency roundtrip, that is essentially doubling your actual latency
    That is true, and might need a little fine tuning but basically the WoW combat lag tolerance system will queue up an event on the server side prior to you being off GCD. Therefore you want the proper spell to be queued up prior to you being off GCD.

    If you are casting the ability at your latency + the deviation caused by the ability check loop, your ability will reach the server after you are off GCD. In this case a higher latency value is a good thing. Double the latency seems like a safe bet to me.

    @sheuron: see previous page for my response to you, didn't want you to miss it
    Last edited by Xelper; 03-11-2012 at 06:57 PM.

  7. #7312
    imdasandman's Avatar Contributor
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    Originally Posted by diesall View Post
    nope the addon is broken for now, the text PQR injects into wow chat has different formatting in 2.0, ill get around to writing a new version of the addon,
    most of my time and resources are devoted to my other project a pixel perfect HD only, complete UI replacement for WoW.
    any beta/alphas of your new ui out? I would be happy to test it out for you I have all classes maxed to 85 and plenty of alts at various levels that I am sure would be great for testing this ui out.
    My Frost/Unholy DK WoL ranking edits(4.3) and crystals Hunter Beta profiles-
    https://imdasandmandeathknight.googl...com/svn/trunk/
    Originally Posted by Valma View Post
    Oh sure. (: Plz,lord,rewrite my profile without "re-inventing a wheel".I'm really interested how would you do so.I even ready to eat my pants if yours will perform better in raids than mine

  8. #7313
    K-Z's Avatar Member
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    anyone have a destro lock profile plz?

  9. #7314
    Taran32's Avatar Knight-Lieutenant
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    @kickmydog

    Is there a reason that your profiles are no longer Aspect switching between Fox and Hawk? I've noticed that ever since upgrading to PQR 2 today.

  10. #7315
    fireman605's Avatar Member
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    Originally Posted by Taran32 View Post
    @kickmydog

    Is there a reason that your profiles are no longer Aspect switching between Fox and Hawk? I've noticed that ever since upgrading to PQR 2 today.
    he will have to modify them xelper took out preform before function kickmydog was one of the only profile makers that used it u can use an old copy of pqr until then

  11. #7316
    crystal_tech's Avatar Elite User
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    okay i'm working on updating everything i've coded. but i've hit a snag

    Code:
    local current_life = UnitHealth("target")
    local first_time = GetTime()
    local first_life = UnitHealth("target")
    local first_life_max = UnitHealthMax('target")
    
    if current_life > 0 then
    	local time_diff = GetTime() - first_time
    	local hp_diff = first_life - current_life
    	if hp_diff > 0 then
    		local full_time = time_diff* first_life_max/hp_diff
    		local past_first_time = (first_life_max - first_life) * time_diff/hp_diff
    		calc_time = first_time - past_first_time + full_time - current_time
    			if calc_time < 1 then
    				calc_time = 1
    			end
    	end
    		time_to_die = SecondsToTime(calc_time)
    		print(time_to_die)
    end
    i'm trying to create a timer that i can call to other ablities. it should calc out the time till a mob/boss dies but its busted somewhere. If tried to modify the code from rTimeToDie : Combat Mods : World of Warcraft AddOns
    but i can't get it to work. so I'm offering rep for the fix.

    notes:

    I just want to create a timer ability and then do a check against it in my code such as:

    if unitdebuff("target", 1950) == nil and time_to_die > 21 then return true end



    thanks for your help!
    Last edited by crystal_tech; 03-11-2012 at 09:04 PM.

  12. #7317
    Taran32's Avatar Knight-Lieutenant
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    Originally Posted by fireman605 View Post
    he will have to modify them xelper took out preform before function kickmydog was one of the only profile makers that used it u can use an old copy of pqr until then
    Much appreciated.

  13. #7318
    crystal_tech's Avatar Elite User
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    Originally Posted by fireman605 View Post
    he will have to modify them xelper took out preform before function kickmydog was one of the only profile makers that used it u can use an old copy of pqr until then
    sadly i used it too..

  14. #7319
    firepong's Avatar Elite User
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    Originally Posted by crystal_tech View Post
    okay i'm working on updating everything i've coded. but i've hit a snag

    Code:
    local current_life = UnitHealth("target")
    local first_time = GetTime()
    local first_life = UnitHealth("target")
    local first_life_max = UnitHealthMax('target")
    
    if current_life > 0 then
    	local time_diff = GetTime() - first_time
    	local hp_diff = first_life - current_life
    	if hp_diff > 0 then
    		local full_time = time_diff* first_life_max/hp_diff
    		local past_first_time = (first_life_max - first_life) * time_diff/hp_diff
    		calc_time = first_time - past_first_time + full_time - current_time
    			if calc_time < 1 then
    				calc_time = 1
    			end
    	end
    		time_to_die = SecondsToTime(calc_time)
    		print(time_to_die)
    end
    i'm trying to create a timer that i can call to other ablities. it should calc out the time till a mob/boss dies but its busted somewhere. If tried to modify the code from rTimeToDie : Combat Mods : World of Warcraft AddOns
    but i can't get it to work. so I'm offering rep for the fix.

    notes:

    I just want to create a timer ability and then do a check against it in my code such as:

    if unitdebuff("target", 1950) == nil and time_to_die > 21 then return true end



    thanks for your help!
    Would that even be possible? I mean, with the damage going out changing so much, to where its never accurate enough to use, the time could be off by a lot. I mean, what if a DPS dies, and lets say he has a DPS of 30k. Your loosing a good chunk of damage on the boss. If the fights got more than a minute left, your loosing an estimated 1.8mil dmg a minute there, depending on class and procs if the spec is RNG based. This would especially not work on Zon'ozz where the boss takes more damage the more stacks of the de-buff he gets on him.

  15. #7320
    crystal_tech's Avatar Elite User
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    Originally Posted by firepong View Post
    Would that even be possible? I mean, with the damage going out changing so much, to where its never accurate enough to use, the time could be off by a lot. I mean, what if a DPS dies, and lets say he has a DPS of 30k. Your loosing a good chunk of damage on the boss. If the fights got more than a minute left, your loosing an estimated 1.8mil dmg a minute there, depending on class and procs if the spec is RNG based. This would especially not work on Zon'ozz where the boss takes more damage the more stacks of the de-buff he gets on him.
    it would be an estimate of time till kill. its not checking dps but how fast the hp drops or heals. longer the fight the better estimate it would be. in the addon itself there is a check for boss lvl too that i'm prob going to use/mod for my code.

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