Kill Shot and other execute type spells have the same problem you're describing
Kill Shot and other execute type spells have the same problem you're describing
MTS used to have a solution to this with Spells like SWD, Kill shot etc. He made a unit cache function and checked that for any mobs around to meet for example SWD conditions. The generic unit cache function seems to be out of the addon pack now as i guess there where problems with it. However the raid/party chache system is still in there.
He then made a function for a specific spell to check that cache and use the ability on any mob around that meets the conditions.
** Priest - Shadow Word: Death **
DESC: Uses unit cache to verify if any unit around
meets Shadow Word: Death Conditions.
Build By: MTS
---------------------------------------------------]]
SWD = function()
for i=1,#mts.unitCache do
if not mts.immuneEvents(mts.unitCache[i].key) and mts.unitCache[i].health <= 20 and UnitCanAttack("player", mts.unitCache[i].key) then
if mts.Infront(mts.unitCache[i].key) then
ProbablyEngine.dsl.parsedTarget = mts.unitCache[i].key
return true
end
end
end
return false
end,
I am quite sure the same could be done for Swiftmend, check the MTS unit cache file and the fix from about 10 days ago on Github called Better Generic Cache and cleaner dots for more info as i only understand what it does, not how its done
Last edited by Malloot; 01-08-2015 at 04:43 AM.
I've actually tried this with Kill Shot,it still doesn't work unless you're targeting the mob with <= 35% health (the same thing works no problem for other spells like arcane shot, etc)
the best thing ive come up with is to /target the mob before casting, it's not ideal but it works
Last edited by Snitzel29; 01-08-2015 at 09:20 AM.
Feature:
Whitelist of UnitID's that will bypass UnitAffectingCombat checks.
Details:
There are a number of Units in WoD that are attackable but are not considered In Combat with the "player". Here is a list of Units I've researched so far.
Code:31144, -- Training Dummy - Lvl 80 31146, -- Raider's Training Dummy - Lvl ?? 32541, -- Initiate's Training Dummy - Lvl 55 (Scarlet Enclave) 32542, -- Disciple's Training Dummy - Lvl 65 32545, -- Initiate's Training Dummy - Lvl 55 32546, -- Ebon Knight's Training Dummy - Lvl 80 32666, -- Training Dummy - Lvl 60 32667, -- Training Dummy - Lvl 70 46647, -- Training Dummy - Lvl 85 60197, -- Scarlet Monastery Dummy 67127, -- Training Dummy - Lvl 90 87761, -- Dungeoneer's Training Dummy <Damage> HORDE GARRISON 88288, -- Dunteoneer's Training Dummy <Tanking> HORDE GARRISON 88289, -- Training Dummy <Healing> HORDE GARRISON 88314, -- Dungeoneer's Training Dummy <Tanking> ALLIANCE GARRISON 88316, -- Training Dummy <Healing> ALLIANCE GARRISON 89078, -- Training Dummy (Garrison) 87318, -- Dungeoneer's Training Dummy <Damage> -- WOD DUNGEONS/RAIDS 75966, -- Defiled Spirit (Shadowmoon Burial Grounds) 76220, -- Blazing Trickster (Auchindoun Normal) 76518, -- Ritual of Bones (Shadowmoon Burial Grounds) 79511, -- Blazing Trickster (Auchindoun Heroic) 81638, -- Aqueous Globule (The Everbloom) 153792, -- Rallying Banner (UBRS Black Iron Grunt) 77252, -- Ore Crate (BRF Oregorger) 79504, -- Ore Crate (BRF Oregorger) 86644, -- Ore Crate (BRF Oregorger)
Bug: DK Ability Cooldowns
Build: 6.0.3r13
Details:
When the runes required for a death knight spell have a longer cooldown than the spell itself, player.spell(x).cooldown returns the rune cooldown, not the spell cooldown.
This makes it difficult to use blood tap in any DK rotation.
Bug: PE stops working when grasped on Kromog in BRF.
Build: 6.0.3r13
Details:
The Kromag encounter has a debuff Rune of Grasping Earth that indicates a player is being grasped. This grasp animation triggers the UnitInVehicle check and causes profiles to stop. Quick workaround below.
system\timers\rotation.lua::53
toCode:and UnitInVehicle("player") == false
Feature: timetoexecute/executein/timetohealth functionalityCode:and (UnitInVehicle("player") == false or UnitDebuff('player', GetSpellName(157059)))
Details:
I'm looking to avoid stopcasting to execute, cast certain spells prior to execute, and to allow easier secondary resource maintainence. The function could smart check execute ranges based on spec or could allow a health% argument to be passed to a function like timetohealth().
Actually its better to just replace:
withCode:and UnitInVehicle("player") == false
I've already submitted a fix on the gitlab source.Code:and UnitHasVehicleUI("player") == false
is there any solution to issue that reseting CR and PE configs when we use github application to sync PE ? i want to use github but its very annoying to set up all confings when we enter to game everytime. ?
Would be really nice if we could get "or" to work some way, preferably with the same | simC uses for easyer translation of SimC code
A SimC translator is probably not going to happen. I can tell you that "or" has been in the works for a while. The developer working on it just recently got back into the dev channels so we'll see if it makes it to the live branch soon.
"Shootings easy, Aimings hard!" Stinky