I have only tried it in heroics and one LFR, but so far I'd say this is a very awesome CC. Thanks for making, ++ Rep!
since they have made changes to the API API -------------------- * New, better implementation of hotkeys added. Use HotkeysManager to handle any hotkey requirements. all hotkeys have become useless i.e. they auto repeat on a single key press so its hard to toggle anything on/off, i know this isnt a problem with your fantastic CR but if this change to the API is now going to be the new standard is there anything you can do to make your hotkeys compatable with the new API?
i know this is in the wrong thread but does anyone know if there's one for rogues aswell :S ? would be nice to replace our two pugs with my own chars (on two other accs)
Update is coming, I've had the chance to test it on the rogue cc before updating the warrior one. Update will arrive during today, in the meanwhile use the old HB before the new one arrived.
Is there a setting for use of Avatar? I can't find one... sorry if it's there. NVM ... Tier 6 settings lol sorry. Awesome profile BTW. thanks
New version (140) on the SVN. This version has hotkeys fixed for the new HonorBuddy version to reflect the new API changes. Make sure to checkout with our new Assembla SVN url and not the GoogleCode SVN!
Do not use the public dev for a few days! Current version is unstable and being worked on. If you still use the dev version, this is the update so far: Internal Revision 141. * Hotkey settings split to own settingsfile. * Settingsfile added for Prot & Arms. * Code cleanup. * More bosses added to bosslist, old content added! ========================================= Internal revision 142. * GUI files added for Protection & Arms. Not finished! * Several multi-spec related bug fixes. ========================================= Internal revision 143. * Working on settings and GUI for Protection. * Trinkets & Synapse Spring method edited to be used by all rotations. Settings moved from method to rotation. ========================================= Internal revision 144. * Template for GUI and settings ready --> Can now start adding the actual settings for Protection and arms.
i think i found some bugs in the stable version. Cast("Raging Blow", ret => RagingBlowStack2 || (RagingBlowAura && NonExecuteCheck) && ((ColossusSmashAura || BloodbathAura || RecklessnessAura || YBLua.GetSpellCooldown("Colossus Smash") >= 6))) the YBLua.GetSpellCooldown("Colossus Smash") >= 6 check doesnt work. and wouldnt it be better to cast raging blow before bloodthirst when cs is up? because if you have raging blow stack and then cs is up. you can first use raging blow and then bloodthirst and maybe get a procc. and the functions for trinkets and synapse have following check BloodbathAura && ColossusSmashAura but that doesnt seem to work. the trinkets and synapse are used on cooldown. //edit omg sry for the bad formating at the first time. must be late last night -.-
On Developers SVN (Don't use it for raiding purposes!) Internal revision 145. * Composite YBCombatBehavior edited for multi-spec. * Action bar Macro (HandleActionBarInterrupts) re-added. * LUA RunMacroText added. * Hotkey settings file changed to General settings file. Will look into this, but will not be fixed until next major release (If it's really broken ofcourse).
okay i took some time this weekend to look into this trinket thing. i came up with the following fix. first remove The triggers for trinkets and springs from YBHandleCd. Add the following below: Code: [FONT=Verdana] private Composite YBHandleTrinket1()[/FONT] [FONT=Verdana] {[/FONT] [FONT=Verdana] return new Decorator(ret => BloodbathAura && ColossusSmashAura && ([/FONT] [FONT=Verdana] (YBSettingsF.Instance.comboTrinket1 == "On Boss or Dummy" && IsTargetBoss) ||[/FONT] [FONT=Verdana] (YBSettingsF.Instance.comboTrinket1 == "On BL or TW" && (Me.HasAura(80353) || Me.HasAura(2825))) ||[/FONT] [FONT=Verdana] (YBSettingsF.Instance.comboTrinket1 == "Always")),[/FONT] [FONT=Verdana] new Action(ret => { TriggerTrinket1(); return RunStatus.Failure; } [/FONT] [FONT=Verdana] ));[/FONT] [FONT=Verdana] }[/FONT] [FONT=Verdana] private Composite YBHandleTrinket2()[/FONT] [FONT=Verdana] {[/FONT] [FONT=Verdana] return new Decorator(ret => BloodbathAura && ColossusSmashAura && ([/FONT] [FONT=Verdana] (YBSettingsF.Instance.comboTrinket2 == "On Boss or Dummy" && IsTargetBoss) ||[/FONT] [FONT=Verdana] (YBSettingsF.Instance.comboTrinket2 == "On BL or TW" && (Me.HasAura(80353) || Me.HasAura(2825))) ||[/FONT] [FONT=Verdana] (YBSettingsF.Instance.comboTrinket2 == "Always")),[/FONT] [FONT=Verdana] new Action(ret => { TriggerTrinket2(); return RunStatus.Failure; }[/FONT] [FONT=Verdana] ));[/FONT] [FONT=Verdana] }[/FONT] [FONT=Verdana] private Composite YBHandleSynapseSprings()[/FONT] [FONT=Verdana] {[/FONT] [FONT=Verdana] return new Decorator(ret => ColossusSmashAura && ([/FONT] [FONT=Verdana] (YBSettingsF.Instance.comboSynapseSprings == "On Boss or Dummy" && IsTargetBoss) ||[/FONT] [FONT=Verdana] (YBSettingsF.Instance.comboSynapseSprings == "On BL or TW" && (Me.HasAura(80353) || Me.HasAura(2825))) ||[/FONT] [FONT=Verdana] (YBSettingsF.Instance.comboSynapseSprings == "Always")),[/FONT] [FONT=Verdana] new Action(ret => { TriggerSynapseSprings(); return RunStatus.Failure; }[/FONT] [FONT=Verdana] ));[/FONT] [FONT=Verdana] }[/FONT] I removed the bloodbath condition from springs because i have one trinket with cant be used with springs. and it aligns with bloodbath (both 1 min cd). springs would never be used, in YBCombatBehavior add the following under new Decorator(ret => Default, YBHandleCd()) Code: [FONT=Verdana] new Decorator(ret => Default, YBHandleTrinket1()),[/FONT] [FONT=Verdana] new Decorator(ret => Default, YBHandleTrinket2()),[/FONT] [FONT=Verdana] new Decorator(ret => Default, YBHandleSynapseSprings()),[/FONT] I also noticed that you used the conditions for raging blow from simcraft. the new version has some changes: actions+=/raging_blow,if=buff.raging_blow.react=2|(buff.raging_blow.react&(debuff.colossus_smash.up|cooldown.colossus_smash.remains>=3|(cooldown.bloodthirst.remains>=1&buff.raging_blow.remains<=3))) so here is the updated version: Cast("Raging Blow", ret => NonExecuteCheck && (RagingBlowStack2 || (RagingBlowAura && ((ColossusSmashAura || SpellManager.Spells["Colossus Smash"].CooldownTimeLeft.TotalSeconds >= 3 || (SpellManager.Spells["Bloodthirst"].CooldownTimeLeft.TotalSeconds >= 1 && StyxWoW.Me.ActiveAuras["Raging Blow"].TimeLeft.Seconds <= 3)))))), and in the enemy count function. change u.IsWithinMeleeRange to (u.Distance <= 8 || u.IsWithinMeleeRange) (range of whirlwind and the meleerange check else it bugs out on elegon dunno why) because sometimes it only stacks up meat cleaver up 1. changing this it works much better now.
I've already updated the raging blow in the latest dev version, Nomnomnom hasn't been online the entire day. So I need him to be online so he can look over the changes. Thanks for the trinket fixes though
no problem i updated my post for change with aoe enemy detection. there must be also a problem with YBLua.GetSpellCooldown. because on single target bladestorm gets never casted. maybe change the function to not use lua to get cooldown. SpellManager.Spells["Spell"].CooldownTimeLeft.TotalSeconds seems to work.
Most likely because the Spellmanager doesn't have the right SpellId for Bladestorm under "name". * It works when using ID instead of name I don't trust that spellmanager when it comes for detection of "names", so we're switching to ID only in a newer release. This way, it won't get conflicted etc if the spellmanager is updated. ** I looked it over again, and told wulf about it. He gave me something to test, which will arrive in the new release version. Thanks for reporting
@ schm0, thanks for the fixes/info. We've updated Raging Blow at the developers version and will be pushed at next major release. Trinket fixes was already in the developers version . If possible could you test if bladestorm is fixed using the developer version posted at second post? PHP: new PrioritySelector(ret => BloodbathAura && ColossusSmashAura && ( (YBSettingsF.Instance.comboSynapseSprings == "On Boss or Dummy" && IsTargetBoss) || (YBSettingsF.Instance.comboSynapseSprings == "On BL or TW" && (Me.HasAura(80353) || Me.HasAura(2825))) || (YBSettingsF.Instance.comboSynapseSprings == "Always")), new Action(ret => { TriggerSynapseSprings(); return RunStatus.Failure; }), new PrioritySelector(ret => BloodbathAura && ColossusSmashAura && ( (YBSettingsF.Instance.comboTrinket1 == "On Boss or Dummy" && IsTargetBoss) || (YBSettingsF.Instance.comboTrinket1 == "On BL or TW" && (Me.HasAura(80353) || Me.HasAura(2825))) || (YBSettingsF.Instance.comboTrinket1 == "Always")), new Action(ret => { TriggerTrinket1(); return RunStatus.Failure; }), new PrioritySelector(ret => BloodbathAura && ColossusSmashAura && ( (YBSettingsF.Instance.comboTrinket2 == "On Boss or Dummy" && IsTargetBoss) || (YBSettingsF.Instance.comboTrinket2 == "On BL or TW" && (Me.HasAura(80353) || Me.HasAura(2825))) || (YBSettingsF.Instance.comboTrinket2 == "Always")), new Action(ret => { TriggerTrinket2(); return RunStatus.Failure; }) We are also working on something new which will improve the DPS of this routine even further . Not going into detail yet though!
okay tested the dev version. it still uses trinkets even when bloodbath and cs arent up. bladestorm doesnt work either. YBLua.GetSpellCooldown simply does not work for me. (im using non english client) SpellManager.Spells["Spell Name"].CooldownTimeLeft.TotalSeconds works. pls change the order of trinkets and springs usage. it first used the springs and then my trinket isnt useable. i prefer to first use my trinket then the springs. here is fix for interrups (they get casted both at the same time) Code: private static Composite YBHandleInterrupts() { return new PrioritySelector( Cast("Disrupting Shout", ret => Me.CurrentTarget.IsCasting && Me.CurrentTarget.CanInterruptCurrentSpellCast && !SpellManager.CanCast("Pummel")), Cast("Pummel", ret => Me.CurrentTarget.IsCasting && Me.CurrentTarget.CanInterruptCurrentSpellCast) ); }