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sp_swingtimer's Introduction

SP_SwingTimer

Author: EinBaum

Swing timer bar for auto attacks. Now for both hands!

Settings

Use these commands for configuration: /st /swingtimer

SLAM MACRO.txt

This spammable macro will only cast Slam if the swing timer has just been reset after an auto attack.

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sp_swingtimer's Issues

Thank you for this macro

But..Maybe my expression is not accurate enough
I mean, how do I run this macro ..What are the specific syntax examples?
I'm using this macro now, and he'll jump out of an error frame:(

I'm getting an error, not sure why.

Interface\AddOns\SP_SwingTimer\SP_SwingTimer.lua:332: attempt to perform arithmetic on local `armor' (a nil value)
I've tried a few different swing timers, so i went and deleted my WTF and the old addons. I still ge tthe error. I make a new fresh toon, it works fine. Is there any way to fix this or is the only possible way to correct it to re install my client?

WOW Classic

Hi,
it seems like it is not working for the current classic release :(. Could you add a version for it? Also I wonder how I had to modify your slam macro to a spamable sinister strike macro for rogues, to not clip any attacks sword speced

macro cannot work :(

hello.
can you give me an example of a specific macro?
I don't know much about your macro:(

Support for Flurry, resetting timer, etc

This is a great addon and I use it all the time on a Warrior and Enhancement Shaman. I'm wondering about improving it to support the following:

Flurry for both Warrior and Shaman. After a crit is achieved, the swing timer does not change. So for example a Shaman with 3/3 Flurry swings are 30% faster. So after that crit, the timer should instantly drop by 30%. I would think this would be easy to detect and make happen similar to how the Parry support works. The rest of the swings adequately reflect the increased weapon speed from Flurry, but it's that first (and sometimes second) swing that the timer is not accurate.

Another area that could use improvement is when a spell is cast in the middle of the swing. For example if a Shaman decides to do a healing spell, once that healing spell goes off, the swing timer should reset. I believe that is how it would work.

Another improvement would be to reset the swing timer whenever a player is either knocked down or is disarmed. An example of this is the Raptors just outside Grom'gol. They do a melee knock down and a dropped weapon debuff. After the debuff disappears the swing timer does not reset. It just sits there at zero and waits until a new swing happens. I think this would be easy to pay attention to the debuffs that happen and when it detects any type of knockdown or dropped weapon, then reset the swing timer as soon as the debuff goes away. The only difficult part would be gathering all the different possible NPC knockdown debuffs that happen in the game. But it might not be too difficult to figure out.

Do you have any thoughts on this? I might see about forking this and putting in the improvement myself if you aren't interested. I'm not a wow addon lua expert but I can trip my way through it.

Armor Values

Commented on a commit that was made. Just curious as to why you don't use the api function UnitResistance("target",0) (if you do I missed it). It doesn't work on player targets but will give you the NPC armor values after debuffs. 0 is the arg for armor values.

Purpose of the macro...

Maybe you could add a brief explanation of what the macro is supposed to accomplish in the readme.txt

Because right now I am a bit confused. From what I can tell, once the slam cast finishes then the auto attack timer starts again. So, to me, it seems optimal to start the slam cast immediately following an auto attack. Furthermore, it seems like your macro is a very non-ideal time to start the slam cast because you have just progressed through 2 seconds of the swing timer.

Given that this is the case then I might offer two suggestions:

First make the swing timer count up, rather than down... the reason for this is that the start value (or maximum duration) of the swing timer is variable and always changing due to flurry.

The first suggestion would then allow you to make a spamable macro that only starts the slam cast in the first 0.1 seconds of your swing timer, thereby minimizing the amount of wasted due the the reset of the swing timer resulting from casting slam.

Hopefully this wall of text makes sense!

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