Released updated version! (8.20.2011) Loads of new composites to implement your rotation Fixed channeled spells being cast over and over Improved a lot buff/debuff handling Handling spell misses/dodge/parry/etc. Implemented the 'demonology 2.0' rotation (fucking full mastery specced with moonwell chalice) (hell yeah). Completly rewrote the main structure s.t. FelMaster is now an 'all in one' CC. Feel free to attach your custom rotations here and I'll add them to the project. Should now run better on non-english clients (localizing spell names, buffs/debuffs, auras). Loads of minor updates/fixes here and there... Removed the 'life tap - default action'... it should do nothing if no spells are available, not pre-casting life tap. Now supporting: Basic affliction Simple Demonology with felguard only Advanced 'rape my ass' Demonology for end gear raiding Destruction
Small documentation for using SimCraftBase helper Small documentation for using SimCraftBase helper Please use english spell/aura/buff/debuff names! bool SC.CanCast (name) returns true if player can cast spell composite SC.CastBuff(name, condition, label) cast self-buff composite SC.CastDebuff(name, condition, label) cast debuff on target (spell name must be the same as debuff name) composite SC.CastOffensiveBuff(spellName, buffName, condition, maxBuffTimeLeft, label) cast an offensive spell in order to refresh a self-buff composite SC.CastSpell(name, condition, label) cast a spell. Don't use it for channeled spells. double SC.CastTime(name) returns spell cast time in seconds composite SC.CastUniqueSpell(name, condition, label) cast a spell only once (timer is reset after 10s). Useful to summon pets for example. composite SC.ChannelSpell(name, condition, label) same as CastSpell, but for channeled spells like Drain Life. double SC.PlayerBuffTimeLeft (name) trivial. in seconds. bool SC.PlayerHasBuff(name) trivial. composite SC.RunMacroText(macroText, condition, label) run a macro text. Example: SC.RunMacroText("/say Hello world", a => true, "say hi"); composite SC.StopCast (condition, label) stops casting. double SC.TargetDebuffTimeLeft(name) trivial, in seconds. bool SC.TargetHasDebuff (name) trivial. composite SC.UseItem (name, condition, label) use equipped item if not on cooldown and available. Example: SC.UseItem("Moonwell Chalice", a => true, "let's rock!");
I'll try this out in a moment. Also, could you tell us more about this "fucking full mastery specced" demo? Just reforge as much as we can to mastery? Edit: Affliction is awesome <3 Also, the SpellLockWatcher, could you make it double buffered? I think I have some code laying around that makes it easy to do.
Yeah, read EJ thread about it: Demonology in Cataclysm (4.2 Release) - Elitist Jerks Just stack as much mastery as you can. I'm around +75% dmg on metamorphosis, under Moonwell Chalice. My doomguard is popping doombolts @ 60k crit (no buffs). Cry and cower, little arcane mage.
So, I just found the code to make a control double buffered. Might want to add it to the SpellLockWatcher, it flickers like crazy
Hey, I've been making a hunter CC based on your FelMaster one, now that you've made a new one I'd like to get the hunter one updated aswell. You say that this is now an "All-In-One" CC. Do you mean all in one for all classes or all in one all specs of warlock by that? Anyway, would be awesome if you could add the hunter to this CC, or maybe give me a hand in implementing my current CC to this one I have all 3, Beast Mastery, Marksmanship and Survival rotations pretty much done. Though they're lacking automatic trap launcher. Edit: Found your thread in AIO section. If I attach my rotations for hunter (made for older version of this CC) will you implement them, or would I have to update them all to this new one?
That's fairly easy. Check out how I made one of the warlock rotation and adapt it for your hunter rotations. Yes, I'll include them in this CC as long as it's tested and working Have a look at the new way to summon pets, too. You basically need to set the given talent spell (ex. Unstable Affliction for affliction locks) that will be used to detect the toon's spec and your rotations. You can also tweak your raid rotation into a solo simplified one. Once you're done, it should be automatically detected by the CC core. Nothing to edit, just add one new file per talent in the Classes/ folder of this CC.
Alright, just few questions. I had problems with calling pets. With hunter the pet has 3 stages or whatever. Dead, Alive or Null. But the pet can be dead and null. When null the pet is considered dead, at least the old CC wasn't able to tell if the pet was alive when null. Basically it would fuck up if the pet was null and dead, trying to call the pet all the time. I don't know how it works with warlock, if you can just summon a new pet? But hunters pet has to be revived. If the pet is null, but not dead (even though considered dead by the CC) reviving is going to fuck up. I couldn't figure out anyway past this so I just took calling pet away. So, should it work now? Also what's the difference between single rotation and PVE rotation? And how does this support add detection? The hunter CC now uses code made by Bobby53 to detect adds so it can use Multi-Shot.
Been running it for a few min.. It doesn't pull? It doesn't auto adjust to the target so he is facing him. It's basicly just spamming spells without pulling or targetting mobs?
"Doesn't make me a cup of tea or tidy my house either, terrible cc......." constructive or gtfo maybe? does exactly what it says on the tin, thanks for the work cowdude.
Are your panties a bit to uptight in your butt? I was just saying the clear thing that i saw when i runned it first. So don't get all QQing on me.
Nah i'm not mad bro, just pointing out that your post doesnt really say much more than what cowdude said in the initial, so i didnt really see the point in it? so i pulled a funny edit: bobby53 has just msged me to inform me that his personal version of shamwow DOES actually tidy his room while healing the ragnaros fight. I'll sit down.
Okay, I get the idea about that hunter pet trouble... I guess hunters may want to choose their pet depending on situation and pet party buff, for example. So let's avoid calling pets for them. That would let only the (Pet exists, Pet is dead) case => cast Revive Pet. What do you think?
Solo AKA Single rotation: the everyday, lonely cowboy rotation you'll be using when not in a party/raid/bg/... May be useful for people willing to quest but not fight. PVE rotation: the party/raid one. PVP rotation: only works in battlegrounds for now. You can implement these three points in your talent class, or only one, or two... as you wish. The PVP stuff remains a bit blurry right now as I got to add specific helpers. The bot will automatically detect which rotation it should use (i.e. if player in battleground, use pvp; else if in party or raid, use pve; else single rotation).
Could this CC be put as a working one? Meaning. It pulls and turns to mobs? Because my DPS goes highly up with this CC but the other ones. Just suck.
Yeah, can't really call or revive pets, that's not really a problem. Reviving fucks up if the pet is dismissed, and you don't want to revive anyway, there's a 10 second cast time. Bad for you if you're in a fight Oh, and thanks for clearing up what the rotations are. One more question though, what the hunter needs most is trap launcher. I don't think it's possible with this CC without any additional code? It would practically need to use trap launcher, choose the trap and then fire it at the targets location.