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  1. #46
    Snitzel29's Avatar Master Sergeant
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    Kill Shot and other execute type spells have the same problem you're describing

    Bug Reports / Suggestions!
  2. #47
    Malloot's Avatar Member
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    Originally Posted by Mackdaddy2887 View Post
    I think I might know the error here.

    Consider the warrior spell Raging Blow, it doesn't have a cooldown, it is only castable if you have a stack of raging blow.

    Now consider this code:

    Code:
    {"Raging Blow"},
    PE doesn't get hung up trying to cast this ability when you don't have the buff, PE knows when an action is usable.

    I believe the same is the case with swiftmend. Swiftmend is only usable when targets have Rejuve, but it's not looking at the target, it's looking at the player. swiftmend itself is greyed out when you don't have rejuve on yourself. But if you were to target another target that has the rejuve, swiftmend lights up showing usable. I believe PE won't cast swiftmend unless:
    A. You yourself have rejuve, showing PE the action is usable, or
    B. Your targeting someone who has rejuve, showing PE the action is usable.

    So, in my profile, I must either make it constantly auto target people, or keep rejuve on myself 100% of the time.

    I haven't been able to test yet since I'm at school, but it coincides with my previous testing, and logically makes sense. This must be the case.

    Can we have a fix for swiftmend? I can put the required conditional that the target have the buff in my profile, to keep it from getting stuck.



    EDIT: Confirmed. This is the problem. Will keep Rejuve on self 100% uptime until this is resolved, in order for the routine to cast it correctly
    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.

  3. #48
    Snitzel29's Avatar Master Sergeant
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    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.

  4. #49
    StinkyTwitch's Avatar Active Member
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    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)

  5. #50
    turtlemans's Avatar Member
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    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.

  6. #51
    snowhawk's Avatar Contributor
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    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
    Code:
    and UnitInVehicle("player") == false
    to

    Code:
    and (UnitInVehicle("player") == false or UnitDebuff('player', GetSpellName(157059)))
    Feature: timetoexecute/executein/timetohealth functionality
    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().

  7. #52
    StinkyTwitch's Avatar Active Member
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    Actually its better to just replace:
    Code:
    and UnitInVehicle("player") == false
    with
    Code:
    and UnitHasVehicleUI("player") == false
    I've already submitted a fix on the gitlab source.

  8. #53
    barandeniz's Avatar Member
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    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. ?

  9. #54
    Malloot's Avatar Member
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    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

  10. #55
    StinkyTwitch's Avatar Active Member
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    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

  11. #56
    Malloot's Avatar Member
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    Originally Posted by StinkyTwitch View Post
    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.
    Yeah simC translating is easy enough as is, would be cool to have that "or"

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