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  1. #10831
    safranzi's Avatar Corporal
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    Originally Posted by Ninjaderp View Post
    @safranzi I will rep you when I get my +rep off cooldown lol

    edit: could you upload the profile to mediafire instead? I get errors each time I try your links on woofile (says file damaged or something like it)
    Da_Xavi Combat PVE 1.1 ROGUE
    Last edited by safranzi; 05-05-2012 at 11:43 AM.

    [BETA] PQRotation - an automated ability priority queue.
  2. #10832
    Ninjaderp's Avatar Banned
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    Thank you that worked better, now I only need to lvl up my rogue (lvling it with Team Nova's leveling-sub atm)

  3. #10833
    BHLDepression's Avatar Member
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    Originally Posted by ghostwheel View Post
    the same with me.

    are you using enlish version of wow?
    Yea, i just updated his profiles and reset my game, but now there working, lol

  4. #10834
    Chicotheman's Avatar Member
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    Originally Posted by crystal_tech View Post
    as for shadow trance I can add it but i'm not going to add it to the default.
    Not at my computer right now so can't check, but would it be possible for me to just copy/paste the shadow trance from your affliction spec, and add it to your demo spec?

  5. #10835
    lawlmoto's Avatar Active Member
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    Originally Posted by Chicotheman View Post
    Not at my computer right now so can't check, but would it be possible for me to just copy/paste the shadow trance from your affliction spec, and add it to your demo spec?
    Long as you put it in the right spot in the rotation should work fine. Could be a dps loss if not placed in the correct spot though. You also might wanna add more conditionals to prioritize finishing consuming molten core, etc.

  6. #10836
    crystal_tech's Avatar Elite User
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    Originally Posted by Myra View Post
    Thank You so much for this genius piece of application. Best thing I have ever seen.

    I found this question some pages back, but haven't found it already been answered anywhere, though I've digged through most of the pages.

    Is there any possibility to make my keystrokes have priority over PQR? For example I want to BoP a teammate instead of steadily continue the rotation.
    to do that you need to add in the spell to the delay list i believe

    Please if someone helped you donate rep to them.

  7. #10837
    fzU's Avatar Member
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    hi, i'm searching for Warrior Arms PVE Single Target, i tried Arms PvE/AoE(BossArms SD5.2) on Training Dummy and LFR


    On Training Dummy i get around 29.5k with 398 itemlevel on a 100Mio Test


    Are there any other versions out there that i missed out? SD5.2 seems to be not 100% accurate on Mortal Strike Usage

    Greets and i must say PQR - amazing work!

  8. #10838
    safranzi's Avatar Corporal
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    Who can help me, I try to mill for inscriptions customer to make

    local herb = { "52988", "52986", "52987", "52985", "52983", "52984" } -- Herbs by ID´s


    if herb true then
    CastSpellByID(51005) -- Milling Cast Spell
    end

  9. #10839
    lawlmoto's Avatar Active Member
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    Originally Posted by fzU View Post
    hi, i'm searching for Warrior Arms PVE Single Target, i tried Arms PvE/AoE(BossArms SD5.2) on Training Dummy and LFR


    On Training Dummy i get around 29.5k with 398 itemlevel on a 100Mio Test


    Are there any other versions out there that i missed out? SD5.2 seems to be not 100% accurate on Mortal Strike Usage

    Greets and i must say PQR - amazing work!
    Latest version is 7.3 I believe

  10. #10840
    taker's Avatar Member
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    Shaman request - Chain heal (id 1064)

    Hi everyone, i have not very much hope but i need your help for making this ability to work (its the best chain heal code i have found so far, its based on GridStatusChainHealTarget) i have clean the code but it remains very complex.

    source: http://wow.curseforge.com/addons/gri...ainhealtarget/

    Code:
    local QuickHealth = LibStub and LibStub("LibQuickHealth-2.0", true) -- don't error if not found
    local MapFiles = LibStub("LibMapData-1.0")
    local GridStatus = Grid:GetModule("GridStatus")
    
    -- upvalues
    local GridRoster = Grid:GetModule("GridRoster")
    local GridFrame = Grid:GetModule("GridFrame")
    local UnitGUID = UnitGUID
    local GetPlayerMapPosition = GetPlayerMapPosition
    local SetMapToCurrentZone = SetMapToCurrentZone
    local GetCurrentMapDungeonLevel = GetCurrentMapDungeonLevel
    local GetMapInfo = GetMapInfo
    local UnitHealth = QuickHealth and QuickHealth.UnitHealth or UnitHealth
    local UnitHealthMax = UnitHealthMax
    local UnitIsVisible = UnitIsVisible
    local UnitIsDeadOrGhost = UnitIsDeadOrGhost
    local UnitIsConnected = UnitIsConnected
    local UnitIsEnemy = UnitIsEnemy
    local UnitIsCharmed = UnitIsCharmed
    local math_min = math.min
    local math_floor = math.floor
    local tinsert = table.insert
    local tsort = table.sort
    
    -- local data
    local update_timer = 0
    local ch_testrange_sq = 12.5 ^ 2
    
    
    
    local settings = {
            enable = true,
            showjumps = true,
            range = true,
            cycle_time = 0.5,
            minjumps = 2,
            maxhealth = 85,
        }
    
    
    local refresh_state = {
        map_width = 0,
        map_height = 0,
        player_x = 0,
        player_y = 0,
        player_data = nil
    }
    
    function GridStatusChainHealTarget:UnitsInRange(x1, y1, x2, y2, test_dist_sq)
        local xx = (x2 - x1) * refresh_state.map_width
        local yy = (y2 - y1) * refresh_state.map_height
        local dist_sq = xx*xx + yy*yy
    
        if dist_sq <= test_dist_sq then
            return true
        end
        return false
    end
    
    function GridStatusChainHealTarget:IsValidTarget(unitid)
        return not UnitIsDeadOrGhost(unitid) and
                UnitIsConnected(unitid) and
                UnitIsVisible(unitid) and
                not (UnitIsCharmed(unitid) and UnitIsEnemy("player", unitid))
    end
    
    function GridStatusChainHealTarget:RefreshMapData()
        -- check player position
        refresh_state.player_x, refresh_state.player_y = GetPlayerMapPosition("player")
        if refresh_state.player_x <= 0 and refresh_state.player_y <= 0 then
            if WorldMapFrame:IsVisible() then
                return false
            end
    
        -- continue only if map supported
        if (refresh_state.player_x > 0 or refresh_state.player_y > 0) then
            local fileName = GetMapInfo()
            local currentLevel = GetCurrentMapDungeonLevel()
            refresh_state.map_width, refresh_state.map_height = MapFiles:MapArea(fileName, currentLevel)
            if refresh_state.map_width ~= 0 and refresh_state.map_height ~= 0 then
                return true
            end
        end
    
        return false
    end
    
    function GridStatusChainHealTarget:RefreshAll()
        local refresh_state = refresh_state
    
        if not self:RefreshMapData() then
            self:ClearChStatus()
        else
            -- cache player data
            refresh_state.player_data = {}
    
            for cguid, unitid in GridRoster:IterateRoster() do
                local cx, cy = GetPlayerMapPosition(unitid)
                if (cx ~= 0 or cy ~= 0) and self:IsValidTarget(unitid) then
                    local health = UnitHealth(unitid)
                    local health_max = UnitHealthMax(unitid)
    
                    local pdata = {
                        guid = cguid,
                        x = cx,
                        y = cy,
                        deficit = health_max - health,
                        percent = health / health_max,
                        inrange = {} -- list of unitids candidates to jump to
                    }
    
                    -- make list of players in range of everyone
                    for tunitid, tdata in pairs(refresh_state.player_data) do
                        -- Only include targets below maxhealth %
                        if unitid ~= tunitid and self:UnitsInRange(pdata.x, pdata.y, tdata.x, tdata.y, ch_testrange_sq) then
                            if tdata.percent < (85 * 0.01) then
                                tinsert(pdata.inrange, tunitid)
                            end
                            if pdata.percent < (85 * 0.01) then
                                tinsert(tdata.inrange, unitid)
                            end
                        end
                    end
    
                    refresh_state.player_data[unitid] = pdata
                end
            end
    
    
            self:RefreshCh()
        end
    end
    
    function GridStatusChainHealTarget:RefreshCh()
        local refresh_state = refresh_state
    
        local ch_best_uid = nil
        local ch_best_pdata = nil
        local ch_best_jumps = 0
    
        -- check all
        for unitid, p1 in pairs(refresh_state.player_data) do
            if not settings.range or GridFrame:UnitInRange(unitid, 40) then
    
                local curbest = nil
                local curbest_unitid = nil
                local curjumps = math_min(#(p1.inrange), 3)
                -- We're only interested in players that will generate at least minjumps number of jumps
                if curjumps >= settings.minjumps then
    
                    for _, tunitid in pairs(p1.inrange) do
                        local p2 = refresh_state.player_data[tunitid]
                        if (not curbest) or (p2.deficit > curbest.deficit) then
                            curbest = p2
                            curbest_unitid = tunitid
                        end
                    end
    
                    -- Check if we found a better target, based on number of jumps and health deficit
                    if curbest and (curjumps >= ch_best_jumps) and ((not ch_best_pdata) or (curbest.deficit > ch_best_pdata.deficit)) then
                        ch_best_pdata = curbest
                        ch_best_uid = curbest_unitid
                        ch_best_jumps = curjumps
                    end
                end
            end
        end
    
        -- Clear and update status
        self:ClearChStatus()
    
        if ch_best_pdata then
            self.core:SendStatusGained(	ch_best_pdata.guid,
            tostring(ch_best_jumps))
            if settings.showjumps then
                for _, tunitid in pairs(ch_best_pdata.inrange) do
                    if tunitid ~= ch_best_uid then
                        local p1 = refresh_state.player_data[tunitid]
                        if mana >= 4404 and moving == 0 then
        -- return true
                            SilentCast(1064,p1)  ??
                end
            end
                end
            end
        end
    end
    end
    Last edited by taker; 05-05-2012 at 01:04 PM.

  11. #10841
    Ninjaderp's Avatar Banned
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    Originally Posted by fzU View Post
    hi, i'm searching for Warrior Arms PVE Single Target, i tried Arms PvE/AoE(BossArms SD5.2) on Training Dummy and LFR


    On Training Dummy i get around 29.5k with 398 itemlevel on a 100Mio Test


    Are there any other versions out there that i missed out? SD5.2 seems to be not 100% accurate on Mortal Strike Usage

    Greets and i must say PQR - amazing work!
    Search for Bossqwerty in this thread and download the latest arms-profile from his signature if he still has it there.

  12. #10842
    nertharul's Avatar Member
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    Originally Posted by fzU View Post
    hi, i'm searching for Warrior Arms PVE Single Target, i tried Arms PvE/AoE(BossArms SD5.2) on Training Dummy and LFR


    On Training Dummy i get around 29.5k with 398 itemlevel on a 100Mio Test


    Are there any other versions out there that i missed out? SD5.2 seems to be not 100% accurate on Mortal Strike Usage

    Greets and i must say PQR - amazing work!
    Free Cloud Storage - MediaFire

    Those r the lastest boss profiles, +rep him thnx

  13. #10843
    safranzi's Avatar Corporal
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    Last edited by safranzi; 05-05-2012 at 02:22 PM.

  14. #10844
    Kaolla's Avatar Contributor
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    Originally Posted by garoboldy View Post
    I'm shocked we don't have Blood DK pvp rotations yet. and literally 1 rotation for pvp right now which hardly works

    Time to put the try hard hat on and make one I guess.
    O_o What do you need it to do?

    Sent from my Galaxy Nexus using Tapatalk 2

  15. #10845
    Andrew2010's Avatar Private
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    I'll release a 4.0.6 build later. All of the offsets used are not in that XML and I use patterns internally to find them, one of these patterns I know for a fact does not work before 4.1. I can't guarantee you have all of the right offsets either...
    Ok, thanks, i will w8 for 4.0.6 release, i know the priority for now is MoP

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