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Can someone help write a function that will change the color of the text depending on the number of stacks?

Want to track stacks of selfless healer: if it have 1 stack - shows "1"(without icon) in white, 2 stack - "2" in yellow and 3 stacks - shows "3"  in green?

Also(but not necessary) if it have less than 5 seconds before the end - shows number of stacks in red

Is it possible?

http://pastebin.com/xMN7yDeZ

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Thanks a lot

Add 1 more condition to cicle wit stack and remove timer display(just a display, not a function) and got just what i want

http://pastebin.com/Afwv3eZZ

 

I'm confused, did you fix what you wanted, or are you asking for something?

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I'm confused, did you fix what you wanted, or are you asking for something?

Added one condition, and got what I wanted

For example, your "if...then"(part of all)

 if stacks == 3 then
        returnString = green .. stacks .. endColor .. " - " .. timerColor 

and my 

if stacks == 3 and timer <=5 then
        returnString = red .. stacks .. endColor      
    elseif stacks == 3 and timer >=5 then
        returnString = green .. stacks .. endColor 

That display number of stacks in red, when timer <=5 second without a timer and in other color when timer >= 5 second.

You just help me to understand how it works

P.S. sorry for bad English :)

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Ok ill try an easy one instead!

 

I want a weakaura that lits up a bloodboil icon once I have at least 1 fully charged death rune.

 

Thought it would be easy but I can't figure it out...

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Ok ill try an easy one instead!

 

I want a weakaura that lits up a bloodboil icon once I have at least 1 fully charged death rune.

 

Thought it would be easy but I can't figure it out...

 

You can try 'Action Usable' in status under the triggers.  That should let you know when its available for use.

 

Or do you only want on Death runes?

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Yeah only on death runes. Closest I can think of now is "action useable" and "blood runes = 0". But that doesn't make it lit up if I have 1 death rune and 1 blood.

Edited by Braindog

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Yeah only on death runes. Closest I can think of now is "action useable" and "blood runes = 0". But that doesn't make it lit up if I have 1 death rune and 1 blood.

Can't test this in game atm, but would you be able to change the blood rune trigger to death runes >= 1 (or > 0).

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Ticking just one of the rune types and then ticking Death Runes will make it search for Death Runes from other rune types as well, just fyi.

Edited by Redfella

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function()
    local deathavailable = 0;

    -- Get amount of runes available - returns 0 for cd and 1 for ready
    local blood1count  = GetRuneCount(1)
    local blood2count  = GetRuneCount(2)
    local frost1count  = GetRuneCount(5)
    local frost2count  = GetRuneCount(6)
    local unholy1count = GetRuneCount(3)
    local unholy2count = GetRuneCount(4)
    
    -- Get rune types (regular or death) - returns 1-4 where 4 is death
    local blood1type  = GetRuneType(1)
    local blood2type  = GetRuneType(2)
    local frost1type  = GetRuneType(5)
    local frost2type  = GetRuneType(6)
    local unholy1type = GetRuneType(3)
    local unholy2type = GetRuneType(4)
  
    if blood1count == 1 and blood1type == 4 then            
      deathavailable = deathavailable + 1
    end
    if blood2count == and blood2type == 4 then
      deathavailable = deathavailable + 1
    end
    if frost1count == 1 and frost1type == 4 then            
      deathavailable = deathavailable + 1
    end
    if frost2count == and frost2type == 4 then
      deathavailable = deathavailable + 1
    end
    if unholy1count == 1 and unholy1type == 4 then
      deathavailable = deathavailable + 1        
    end
    if unholy2count == 1 and unholy2type == 4 then
        deathavailable = deathavailable + 1
    end


    if deathavailable > 0 then
      return true
    end
end

This will return true if you have any death runes up.

 

Edit: The regular WA trigger should be enough for this usecase, but that's the gist of what I use when I want better control of rune CDs.

If you want something even fancier, then this is the way to go:

 

 -- Get precise rune state info
    local s1, d1, r1 = GetRuneCooldown(1)
    local s2, d2, r2 = GetRuneCooldown(2)
    local s3, d3, r3 = GetRuneCooldown(3)
    local s4, d4, r4 = GetRuneCooldown(4)
    local s5, d5, r5 = GetRuneCooldown(5)
    local s6, d6, r6 = GetRuneCooldown(6)     
    
    -- CD time & availability info
    s1 = s1 or 0
    s2 = s2 or 0
    s3 = s3 or 0
    s4 = s4 or 0
    s5 = s5 or 0
    s6 = s6 or 0    
    d1 = d1 or 0
    d2 = d2 or 0
    d3 = d3 or 0
    d4 = d4 or 0
    d5 = d5 or 0
    d6 = d6 or 0
    
    -- avoid nil errors
    local cd1 = 0
    local cd2 = 0
    local cd3 = 0
    local cd4 = 0
    local cd5 = 0
    local cd6 = 0
    
    -- Time until runes are ready to be used again    
    if (s1 + d1 - GetTime() > 0) then
        cd1 = s1 + d1 - GetTime()    
    end
    
    if (s2 + d2 - GetTime() > 0) then
        cd2 = s2 + d2 - GetTime()       
    end
    
    if (s3 + d3 - GetTime() > 0) then
        cd3 = s3 + d3 - GetTime()       
    end
    
    if (s4 + d4 - GetTime() > 0) then
        cd4 = s4 + d4 - GetTime()      
    end
    
    if (s5 + d5 - GetTime() > 0) then
        cd5 = s5 + d5 - GetTime()        
    end
    
    if (s6 + d6 - GetTime() > 0) then
        cd6 = s6 + d6 - GetTime()        
    end      

Then for checking if rune 1 is on CD for more than say, 7 seconds you'd do:

    if (cd1 > 7) then            
        ...
    end              
Edited by Redfella

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Hey guys.  I have one more important aura that I can't get to trigger properly.  I want an aura that will display a message and play a sound when my pvp target has successfully cast a spell.  For example, my target is a player druid, and I want to know when he casts Wild Charge. I've created a trigger that is set to Status-->Cast, then set the spell name to Wild Charge. But that trigger is not going off when expected.  Any help would be appreciated, as this (and subsequent auras) will hopefully improve my sorry a** at pvp.

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Anyone know how the new feature with BigWigs works?

 

Edit: Never mind. Found a video of it here: 

Edited by Woopza

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So I've got a set of WA's for all of my resource bars and each one has a corresponding text aura to show me numerically how much of that resource I have.  For mana, the text aura not only shows the amount of mana, but also the percentage of mana that I have.... to 12-ish decimals.  Is there any way to restrict how many decimals are shown?

 

The aura set:

dm0fDaGiQqXLKufJIuQ0PiLQSksPcDljLDrfk9lsPcgMI6yIYYifptjnnvX1uL2gv03KKghPQZPICqLqlefEivktKkjxuPYgrr9rQq1iLuvNujyLKsf9sQKAMkvPBskLDsPFkjgkvILII8uKPsXvvQQVskv1EH)sQmyjvoSuwSs5XIQjRQUSWMrPplsJwf1Pjz1sQsVMkKzlv3we7wL(TedxrwoQEovnDIRRW2Pc(Us04jLCEvy9kvX(Ps1idgqnyGaYdsJJnZXo7yDckb0h0hgqAvHL1hcSpGoQWY6db2AA0xfepsvLR5ykaLYlJjqHwtT7p(ydKp6SUuuxbeJkgtfTT3DmBa1(FLOk3wxNWvPPb3ddeqQpiMcFzWZd3RJrJ7bDhjgUknn4EyZa1lTpmG(kwwv(OlhWakz0ffmqGaI3YdyaLm6IcgiqajTECfyaLm6IcgiqaXl9agqjJUOGbceiqaLddSzWasRkSS(qGT2dOJkSS(qGTw2lOTc)hC3k9chgyZGDgwnWod7kSZW(aBgeqQ8YfBGylxH5El1dQY(M9UGDhOTg3TsVWHbwnG53S3QZoxZM1un755vpyR9(a7kyUQtnNCQPQZ5N5Sx9oFbBTxNqa1lTpmGg(q3nCi4ydK06XvGbuYOlkyGabuEV59WaYRUP9au933A2XeeqdFOlV38EWaeVLhWakz0ffmqGa6Ryzv5JUCadOKrxuWabciEPhWakz0ffmqGabepsvLR5yka1g82wJdYlTCh5Xgi1vj6Yljt9qIpSzG2k8FWx46db21mqBf(p4mA5o6ZltGOsx9bjCvAAWHbKCmfG8stgEqJB4qCfqTHuafoexbKlLLbh0uzzWLJPawnGg(q34QeWa0Wh6MkldUCmfGbO8Hxkj6oR(birLeFiGKqlbBGevsWXgOTwUJ(8YKBLEHddSzWodRgyNHDf2zyFGndcOZHk9SaBMEqBf(p4GbOTc)hCsTNa2mqT)xjQYT11jCvAAW9WabelVLeKWBsdwnGwQ(YzyFM1ds9bXCjF4DVognoO7iXWvPPb3dBgOTc)h8kSS(qGDvdey1adiTQWY6db2ApGoQWY6db2AzVGylxH5El1dQY(M9UGDhOTg3TsVWHb2mW8ZRMmnoN1pRzT6PQvpb2AVVWQbm)(u95KZhnVA0RpRQ(zWw7Df2vWSZvnAQop78DDvt1tNEbBT3viG6L2hgqdFO7goeCSbsA94kWakz0ffmqGakV38Eya5v30EaQ(7Bn7ycuYOlkya5QDlAQVRTl4413agqGa6Ryzv5JUCadOKrxuWabciEPhWakz0ffmqGaA4dD59M3Jnq8wEadOKrxuWabceq8ivvUMJPauBWBBnoiV0YDKhBG2k8FWx46db21mqcxLMgCyajhtbiV0KHh04goexbuBifq5dVus0Dw9dqIkj(GchIRaYLYYGdAQSm4YXuaRtqdFOBCvcyaA4dDtLLbxoMcWacij0sWgOZHk9SaBMEqBTCh95Lj3k9chgyZGDgwnWod7kSZW(aBgeqBf(p4GbOTc)hCsTNa2mq3rIHRstdUh2mqBf(p4mA5o6ZltGOsx9bTv4)GxHL1hcSRAaPYlxSbARW)b3TsVWHb2myNHvdSZWUc7mSpWMbbu7)vIQCBDDcxLMgCpmqaXYBjbj8M0GvdOLQVCg2Nz9GuFqm5I71XOXbjQKGJniWUcdi2Yvi1EcyZQc6R8t92Hj0savptGoQWY6db2AzpG4rQQCnhtbij0saP(G2DdE6H71zcTeq17Wlk2dqUTZA2XeiF0zDPOUci32zn7ycKWvPPbhgqYXuaYlnz4bnUHdXva1gsbu(WlLeDNv)aKOsIpOWH4kGCPSm4GMkldUCmfWUcA4dDJRsadqdFOBQSm4YXuagqaXYBjbj8M0GDf0s1xodMFDo)84808CMt9Ao98a2ApNaPvfwwFiG5AVo1C61PEnVRo1Fs)RtWw7DgeB5kGwmpx9JR06UxNl8WR(Xn)a0DKy4Q00G7Hnd05qLEwaZpv1)ox9z2zvnzZAEMbBTh9G6L2hgqdFO7goeCSbsA94kWakz0ffmqGaYpf5Wakz0ffmWMbgWUcgqGaA4dD59M3Jnq8wEadOKrxuWabcO8EZ7HbKxDt7biTvX6AqjJUOGbKRyA)fCfyasBvSUgmaXufhF)DGbeiG(kwwv(OlhWakz0ffmqGaIx6bmGsgDrbdeiqa1(FLOk3wxNWvPPb3ddeiW(adi2Yvi1EcyZQc6R8t92Hj0savptGoQWY6db2AzpGuxLOlVKm1dj(WMbIhPQY1CmfGKqlbu7)vIQCBDDcxLMgCpmqavVdVOypa52oRzhtG8rN1LI6kGCBN1SJjqQpiMl5dV71zcTeqS8wsqcVjnyxbTu9LZGzNvFFFEoDA25jnzpv1a2ApNaPvfwwFiG5AVo1C61PEnVRo1Fs)RtWw7DgeB5kGwmpx9JR06UxNl8WR(Xn)a0DKy4Q00G7Hnd05qLEwaZpv1)oxD9DDED90Qg9GT2JEq9s7ddOHp0Ddhco2ajTECfyaLm6Icgiqa5NICyaLm6IcgyZadyxbdiqa9vSSQ8rxoGbuYOlkyGabeV0dyaLm6IcgiqaL3BEpmG8QBApaPTkwxdkz0ffmGQ)(wZoMadiqan8HU8EZ7XgiElpGbuYOlkyGabciHRstdomGKJPaKxAYWdACdhIRaQnKcOWH4kGCPSm4GMkldUCmfWQb0Wh6gxLagGg(q3uzzWLJPamaLp8sjr3z1pajQK4dbcSVWaITCfsTNa2SQG(k)uVDycTeq1ZeiEKQkxZXuascTeqcxLMgCyajhtbiV0KHh04goexbuBifq5dVus0Dw9dqIkj(GchIRaYLYYGdAQSm4YXuaBgOHp0nUkbman8HUPYYGlhtbyabu9o8II9aKB7SMDmbYhDwxkQRaYTDwZoMa1(FLOk3wxNWvPPb3ddeqhvyz9HaBTShqS8wsqcVjnyxbTu9LZG5xNZppopnpN5uVMtppGT2ZjqAvHL1hcyU2RtnNEDQxZ7Qt9N0)6eS1ENbXwUcOfZZv)4kTU715cp8QFCZpaDhjgUknn4EyZaDouPNfW8J(5v9RNwZCMDQ6AvNGT2JEq9s7ddOHp0Ddhco2ajTECfyaLm6IcgiqaL3BEpmG8QBApaPTkwxdkz0ffmGCft7VGRadqA)fzIPfQWeyabcOHp0L3BEp2aXB5bmGsgDrbdeiG8tromGsgDrbdSzGbSRGbeiG(kwwv(OlhWakz0ffmqGaIx6bmGsgDrbdeiqaP(GyQLgUxNj0sGaRtyaXwUcP2taBwvqFLFQ3omHwcO6zcepsvLR5ykajHwcO6D4ff7bi32zn7ycKp6SUuuxbKB7SMDmbQ9)krvUTUoHRstdUhgiGeUknn4WasoMcqEPjdpOXnCiUcO2qkGchIRaYLYYGdAQSm4YXuaRtqdFOBCvcyaA4dDtLLbxoMcWau(WlLeDNv)aKOsIpeqS8wsqcVjnyxbTu9LZG5xNZppopnpN5uVMtppGT2ZjqAvHL1hcyU2RtnNEDQxZ7Qt9N0)6eS1ENbXwUcOfZZv)4kTU715cp8QFCZpaDhjgUknn4EyZaDouPNfW8J(5v9RNwZCMDQ6AvNGT2JEqhvyz9HaBTShq9s7ddOHp0Ddhco2ajTECfyaLm6Icgiqa5NICyaLm6IcgyZadyxbdiqa9vSSQ8rxoGbuYOlkyGabeV0dyaLm6IcgiqaL3BEpmG8QBApaPTkwxdkz0ffmGC1Ufn1312fC86Badiqan8HU8EZ7XgiElpGbuYOlkyGabci1hetU4EDMqlbcSvHbKwvyz9HaBThqhvyz9HaBTSxqBf(p4Uv6fomWMb7mSAGDg2vyNH9b2miGylxH5El1dQY(M9UGDhOTg3TsVWHb2mWSt9zv1KT((U(QxVMQ6bBT3vyxbZVZ6D(KP)zwJZQv14CfS1ERcbuV0(WaA4dD3WHGJnqsRhxbgqjJUOGbceq(PihgqjJUOGb2mWa2vWaceqdFOlV38EWaeV0dyaLm6IcgiqaL3BEpmG8QBApaP9xKjMwOctGsgDrbdiTvX6AWaceqFflRkF0LdyaLm6IcgiqaXB5bmGsgDrbdeiqaXJuv5AoMcqTbVT14G8sl3rESbARW)bFHRpeyxZaTv4)GZOL7OpVmbIkD1hKWvPPbhgqYXuaYlnz4bnUHdXva1gsbu4qCfqUuwgCqtLLbxoMcyZan8HUXvjGbOHp0nvwgC5ykadq5dVus0Dw9dqIkj(qajHwc2aDouPNfyZ0dARL7OpVm5wPx4WaBgSZWQb2zyxHDg2hyZGaARW)bVclRpeyx1aARW)bhmaTv4)GtQ9eWMbsujbhBGA)VsuLBRRt4Q00G7HbciwEljiH3KgSAaTu9LZW(mRhK6dIPwA4EDmACq3rIHRstdUh2mqQ8YfBqGvpmG0QclRpeyR9a6OclRpeyRL9cARW)b3TsVWHb2myNHvdSZWUc7mSpWMbbeB5km3BPEqv23S3fS7aT14Uv6fomWQbmRFTA26jNNEFEMDUUMb2AVRWUcMRwDEwtvnRZpZVRZ6Dc2AVpqa1lTpmGg(q3nCi4ydK06XvGbuYOlkyGab0Wh6Y7nVhBG4LEadOKrxuWabcO8EZ7HbKxDt7biMQ447VduYOlkya5kM2FbxbgG0wfRRbdqmvXX3FhyabcOVILvLp6YbmGsgDrbdeiG4T8agqjJUOGbceiG4rQQCnhtbO2G32ACqEPL7ip2aTv4)GVW1hcSRzG2k8FWz0YD0NxMarLU6ds4Q00Gddi5yka5LMm8Gg3WH4kGAdPakCiUcixkldoOPYYGlhtbSRGg(q34QeWa0Wh6MkldUCmfGbO8Hxkj6oR(birLeFiGKqlbBGohQ0ZcSz6bT1YD0NxMCR0lCyGnd2zy1a7mSRWod7dSzqaTv4)GxHL1hcSRAaTv4)GdgG2k8FWj1EcyZajQKGJnqT)xjQYT11jCvAAW9WabelVLeKWBsdwnGwQ(YzyFM1ds9bT7g80d3RJrJd6osmCvAAW9WMbsLxUydcSNGbKwvyz9HaBThqhvyz9HaMRP)55rZQMmnzpVZVzZGT2ZjqSLRWCVL6bvzFZExWUd0wJ7wPx4WaBgSZWQbm)68n7TQZ5znNQ(u9zgS1ERc7ky(vVg9z6Rw9DD2z1QZRGT27keq9s7ddOHp0Ddhco2ajTECfyaLm6IcgiqaL3BEpmG8QBApav)9TMDmbkz0ffmGCzX9UORwWcgG0(lY0ER4MRbdqu9xuBlAbdqABrhFhyaYvmT)cUcmaPTkwxdgGCHPf2rgWaceqFflRkF0LdyaLm6IcgiqaXl9agqjJUOGbceqdFOlV38ESbI3YdyaLm6IcgiqGaIhPQY1CmfGAdEBRXb5LwUJ8yd0wH)d(cxFiWUMbs4Q00Gddi5yka5LMm8Gg3WH4kGAdPakF4LsIUZQFasujXhu4qCfqUuwgCqtLLbxoMcyNbn8HUXvjGbOHp0nvwgC5ykadiGKqlbBGohQ0ZcSz6bT1YD0NxMCR0lCyGnd2zy1a7mSRWod7dSzqaTv4)GdgG2k8FWj1EcyZaDhjgUknn4EyZaTv4)GZOL7OpVmbIkD1h0wH)dEfwwFiWUQbKkVCXgOTc)hC3k9chgyZGDgwnWod7kSZW(aBgeqT)xjQYT11jCvAAW9WabelVLeKWBsdwnGwQ(YzyFM1ds9bPT2T5EDmACqIkj4ydcSzZWaITCfsTNa2SQG(k)uVDycTeq1ZK71vZ96QN86bu(WlLetOLaIDCZfv5QD1EURD6EDUxN715ED8qg8R71PDZMN1o6ED7FvIlLLbx76yM6TJG7y0EAh2)QexkldU2AAPDDmt92rWDmApTN7ANX9d6OclRpeyRL9aIhPQY1CmfGKqlbK6QeD5LKPEiXh2mqQpiT1Un3RZeAjGQ3HxuShGCBN1SJjq(OZ6srDfqUTZA2XeiHRstdomGKJPaKxAYWdACdhIRaQnKcO8Hxkj6oR(birLeFqHdXva5szzWbnvwgC5ykGDg0Wh6gxLagGg(q3uzzWLJPamGaIL3scs4nPb7kOLQVCg23vqAvHL1hcyU2RtnNEDQxZ7Qt9N0)6eS1ENbXwUcOfZZv)4kTU715cp8QFCZpaDhjgUknn4EyZaDouPNfW8tv9VZvxFxNxxpTQrpyR9OhuV0(WaA4dD3WHGJnqsRhxbgqjJUOGbceq59M3ddiV6M2dq1FFRzhtGsgDrbdixwCVl6QfSGbiT)ImT3kU5AWaev)f12IwWaK2w0X3bgGCft7VGRadqARI11GbixyAHDKbmGab0xXYQYhD5agqjJUOGbceq8spGbuYOlkyGab0Wh6Y7nVhBG4T8agqjJUOGbceiGA)VsuLBRRt4Q00G7HbceiGCa2Shnzqaa

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Not home atm. But if you can add some code, basically return this:

local formattedNumber = string.format("%.1f", number)

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Not home atm. But if you can add some code, basically return this:

local formattedNumber = string.format("%.1f", number)

That works great, thanks.

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Hi, I wanted to create a simple weakaura which counts the amount of "Frostdeep Minnow" and gives me an alert when the amount is 5 (simply because thats the limit and I dont want to keep my bags opened)...

 

So far it is working, but the problem is the message won't hide except I reduce the amount of "Frostdeep Minnow" in my bags... Is it possible to use a timer or something?

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Is it real to track other player's Gorefiend Grasp with WA?

You're going to have to rephrase this. There is no gorefiend grasp.

Link the spell from wowhead or something.

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I found two different auras that were positioned as showing remaining Befouled absorb on affected players in Fel Lord Zakuun fight.

None of them worked for me. I'm not even sure that unit type guys are using is right for showing more than one person with debuff. I would very appreciate any insight.

 

Aura one:

da0Idaqjev9jcvJcrXPqK6weIDjvyyeuhtIwgr5zestdeUMeQTrO8njyCa05uHwhIihKa1cvWdjGMiisxeevBKGmsevojrAMei3KaStPs)eadfrWsre1trnvv6QikTweHMRkyVu)fudMi6WqwSu1JbAYs5YI2SK(ScnAaDAvTAjKxdsZgPBJWUH63knCIQLl45cnDsxxrBheLVJiz8GioVkA9sfTFIWU0xZVzPyndveyEqk4IJhq9p91tycef6gwOW90FeOU1ZiqekueCiBMJML1rzhc3rzPzcZnZnFndjauRXuTqIaybafRyXa8OOYKj7yzzPRIarXMpbOwJPAHermrpkSOhl(ieclAbzqaOWUkceaAwd)4yg81CC2dUtS6bZTSFwR3t5PzYjyswacrwbzgJisZdzDN0Szw3LQVCZcUpUHEZGZOUeWa)wAwFISzEgtymIi9GzmIiHx5zaPBWC9XnYio5JItAZZycR7s1xUhmR7s1xo8kpdiDdMRpUrgXjFuCsBgJiYOVUBP5HSUtA2SAUoP0iic7bRMbM)iq1DliZmDrnFnRiAIvFntmP67RvRMtm4oXAg(M5YcfkyEgt4edUtSMHV5bZTVwFWjvp91mXKQVVwTAoS00xZetQ((A1Q5acm91mXKQVVwTAEgt4oxC6EZZycdUe9i1dM7CXPzYLuA9dPeskWxrTKA1CDXk)DMUBPyMd54V47P808dUyZrfbcnsc7JvZdaCVaiaZrfbcnkWfROhtKy1maK9YsHui383mlusLqsbTHMessIiOZjMKKqYHSUtA2mtQVPaD3cYmJATx)fJOWA4hhZq0xRMXtIB4hhZq0Dln3(OCk6uk4InlfRzOIaZdsbxC8aQ)PVEctGOq3WcfUN(Ja1TEgbIqHIGhdzIndUlTTKc7bRMr(AEiR7KMnZsXAgQiW8GuWfhpG6F6RNWeik0nSqH7P)iqDRNrGiuOi4q2SAgYC3siKvA1g 

Aura two:

dm0cfaGiuKlrLiJsjPtPKYSa0TqQAxOGFrLuggj6yuXYeKNPKQPHqxdb2gvQVrcJtaNdfADujv3tjs7JkjoisfTqa8qLqnrLOSruIrQevNeGwPeZePc3ujIDII6NkjgksLwkvI6PkMkQ6QkbMlkP9Q6Vk1GPCysTyK4XOYKr0LLAZa9zuQrJuonHvtLWRfuZMQUnjTBH(nrdhbTCqEoOMUORlPTlqFNkjnELGopsA9kHSFOVZ5)i(aymBiqnxZkGCYimRAkcViPUv1(Wsiz4nfVGnTucsfMMwd5Inut(b(tigCyqjdooFu)q(H88Fw4kGGWDEwOpqG1DRKOscCwxzOaooepi9ej4dxfoLQ89cZpG1ixkKXvxdlOHgAOHf0qdn08soThTnWnWnWnWnWnWnWnWnWnWnWnWnWnWGAFTrBPOTGOixwtPccUkte61uBiMaIgta0GYQVjzAnSGgAOHgwqdn0qtaIwqTV2OL06iAOHgAOHgAybn0qdn0qdn0eGRgu7RnAUcAmYiJRHwsRJOHf0qdn0qdn0qdn0qdTGAFTrBPOPQtAma6LsOvdQ9121CuQu5AOXadOXuyMqdlOHgAOHgAOHwhjXcAOHgADKelOHgAOHf0qdn0G6ScfrlO2xBS0rsSGfSGfSGfSGfSGfSGfSGfSGfSGfSGfSGfSGfS8rZLcze(8FGtnuE(pKYnxfoLQNYZNFsibB2n05)uJDWoMFsHAt(Pd2X8ZILQu0jA0HK9NOwTHp)z25danOS6BYNF4QWPuDttq2FsHAt(Pc3BycBVNzTAFkFQW9Ugf5b4dztPccYtLW(ZYPtxEjSSa645hqzm)SmjKaMU09dTwWMwEwiqri3eekqihIoRhiGcgpi9eD)Xl1KN)tQ9Dmp)h1QpfN)5ZpDKtwJzdji)4OqHIpv4E3roznMnKG8a8Huack4Q(K65)Ow9P48pF(Pc37fjJ9P8bsZ1N)JA1NIZ)85hiPVp)h1QpfN)5Zpv4EZjvPOZdWZpGYyoIf1NzNaFifWe61uNuZfg(JlX9bQzlKrEQe2FeCY4hruKBoPkH(oBYZSZhDnLNYhnjPifYO2VtibB2ne85F(rq(z5SSyxhnaAqz13KFCvbzs7SqGc3HCR0XnrIejqbJbuCq6j6(tSQYdjyZUHGpZoFOUciiCNNf6vqKOsLUdTEicCyKOcfboi9eD)HuatOxtfqoz8dGXSHa1CnRaYjJWSQPi8IK6wv7dlHKH3u8c20sjivyAAnKl2qn5h4uZfgMUsrm)aWk88RSKNF0N)danOS6BYpagZgcuZ1SciNmcZQMIWlsQBvTpSesgEtXlytlLGuHPP1qUyd1Kp)e8m7qmKZZF 

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Is it real to do something like radar for Iron Reaver's ability - Barrage? To know how far need to run to avoid damage

Try to explain. Archimonde's Shackled torment on mythic looks like that

zvc66h.jpg

I know that Barrage don't have radius - its conical AoE, but still...

For example it should work like this: if Barrage casts to my side - WA triggered and say me(maybe arrow and distance) in what direction and how many meters I must run to avoid this. Or like on screenshot - it will be geometrie figure.

 

Sorry for my English smile.png

P.S. If someone did this earlier(or someone can do this himself) - please share it. It will be better than I am going to try to do it

Edited by Serafim1991

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Is it possible to make a WA for Wrath of Gul'dan that only affects ranged and basically says "Left, Middle, Right"? I thought about changing the one from Blackhand, but since melee's also get affected by Wrath i wasent sure if it would work.

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Is it real to do something like radar for Iron Reaver's ability - Barrage? To know how far need to run to avoid damage

Try to explain. Archimonde's Shackled torment on mythic looks like that

zvc66h.jpg

I know that Barrage don't have radius - its conical AoE, but still...

For example it should work like this: if Barrage casts to my side - WA triggered and say me(maybe arrow and distance) in what direction and how many meters I must run to avoid this. Or like on screenshot - it will be geometrie figure.

 

Sorry for my English smile.png

P.S. If someone did this earlier(or someone can do this himself) - please share it. It will be better than I am going to try to do it

This is not possible for the same reason it's impossible to know exactly how far away you are from an enemy target.  Hostile NPC coordinates are not available to players in any way, shape, or form, so a player (or WA) would have no way to know where Iron Reaver is or what directions it's facing in order to give you a cone that shows whether or not you'd be hit.  The reason that the Shackled Torment aura works is that there is an event that applies the shackled torment debuff on a player and WA snapshots the players coordinates when that happens and expands a range circle around it.  From there it tracks the players position vs the snapshoted coordinates from earlier and updates accordingly.

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