Rogue: Add MMO-C combat rogue script.
Johnny C. Lam [12-10-14 - 17:20]
Rogue: Add MMO-C combat rogue script.
The script is from the "Simulationcraft results for WoD" thread on the
MMO-Champions rogue class forums:
http://www.mmo-champion.com/threads/1601753-Simulationcraft-results-for-WoD
diff --git a/scripts/files.xml b/scripts/files.xml
index fec4844..056722a 100644
--- a/scripts/files.xml
+++ b/scripts/files.xml
@@ -26,6 +26,7 @@
<Script file="leafkiller_druid.lua" />
<Script file="lunaeclipse_druid.lua" />
+ <Script file="mmo_champion_rogue.lua" />
<Script file="wiljo_mage.lua" />
<Script file="simulationcraft_deathknight_blood.lua" />
diff --git a/scripts/mmo_champion_rogue.lua b/scripts/mmo_champion_rogue.lua
new file mode 100644
index 0000000..0919fc6
--- /dev/null
+++ b/scripts/mmo_champion_rogue.lua
@@ -0,0 +1,226 @@
+local OVALE, Ovale = ...
+local OvaleScripts = Ovale.OvaleScripts
+
+do
+ local name = "MMO-Champion: Rogue"
+ local desc = "[6.0.3] MMO-Champion: Combat"
+ local code = [[
+# Based on APL from "Simulationcraft results for WoD" thread (last update 2014-12-02).
+# http://www.mmo-champion.com/threads/1601753-Simulationcraft-results-for-WoD
+# class=rogue
+# spec=combat
+# talents=3111123
+# glyphs=energy/disappearance
+
+Include(ovale_common)
+Include(ovale_rogue_spells)
+
+AddCheckBox(opt_potion_agility ItemName(draenic_agility_potion) default)
+
+AddFunction UsePotionAgility
+{
+ if CheckBoxOn(opt_potion_agility) and target.Classification(worldboss) Item(draenic_agility_potion usable=1)
+}
+
+AddFunction UseItemActions
+{
+ Item(HandSlot usable=1)
+ Item(Trinket0Slot usable=1)
+ Item(Trinket1Slot usable=1)
+}
+
+AddFunction GetInMeleeRange
+{
+ if not target.InRange(kick)
+ {
+ Spell(shadowstep)
+ Texture(misc_arrowlup help=L(not_in_melee_range))
+ }
+}
+
+AddFunction InterruptActions
+{
+ if not target.IsFriend() and target.IsInterruptible()
+ {
+ if target.InRange(kick) Spell(kick)
+ if not target.Classification(worldboss)
+ {
+ if target.InRange(cheap_shot) Spell(cheap_shot)
+ if target.InRange(deadly_throw) and ComboPoints() == 5 Spell(deadly_throw)
+ if target.InRange(kidney_shot) Spell(kidney_shot)
+ Spell(arcane_torrent_energy)
+ if target.InRange(quaking_palm) Spell(quaking_palm)
+ }
+ }
+}
+
+# ActionList: CombatDefaultActions --> main, shortcd, cd
+
+AddFunction CombatDefaultActions
+{
+ #ambush
+ Spell(ambush)
+ #slice_and_dice,if=buff.slice_and_dice.remains<2|(target.time_to_die>45&combo_points=5&buff.slice_and_dice.remains<10.8)
+ if { BuffRemaining(slice_and_dice_buff) < 2 or target.TimeToDie() > 45 and ComboPoints() == 5 and BuffRemaining(slice_and_dice_buff) < 10.8 } and BuffRemaining(slice_and_dice_buff) < BaseDuration(slice_and_dice_buff) Spell(slice_and_dice)
+ #call_action_list,name=generator,if=combo_points<5|!dot.revealing_strike.ticking|(talent.anticipation.enabled&anticipation_charges<=4&buff.deep_insight.down)
+ if ComboPoints() < 5 or not target.DebuffPresent(revealing_strike_debuff) or Talent(anticipation_talent) and BuffStacks(anticipation_buff) <= 4 and BuffExpires(deep_insight_buff) CombatGeneratorActions()
+ #call_action_list,name=finisher,if=combo_points=5&dot.revealing_strike.ticking&(buff.deep_insight.up|!talent.anticipation.enabled|(talent.anticipation.enabled&anticipation_charges>=4))
+ if ComboPoints() == 5 and target.DebuffPresent(revealing_strike_debuff) and { BuffPresent(deep_insight_buff) or not Talent(anticipation_talent) or Talent(anticipation_talent) and BuffStacks(anticipation_buff) >= 4 } CombatFinisherActions()
+}
+
+AddFunction CombatDefaultShortCdActions
+{
+ # CHANGE: Get within melee range of the target.
+ GetInMeleeRange()
+ #blade_flurry,if=(active_enemies>=2&!buff.blade_flurry.up)|(active_enemies<2&buff.blade_flurry.up)
+ if Enemies() >= 2 and not BuffPresent(blade_flurry_buff) or Enemies() < 2 and BuffPresent(blade_flurry_buff) Spell(blade_flurry)
+
+ unless Spell(ambush)
+ {
+ #vanish,if=time>10&(combo_points<=3|(talent.anticipation.enabled&anticipation_charges<3)|(combo_points<4|(talent.anticipation.enabled&anticipation_charges<4)))&((talent.shadow_focus.enabled&buff.adrenaline_rush.down&energy<60)|(talent.subterfuge.enabled&energy>=90)|(!talent.shadow_focus.enabled&!talent.subterfuge.enabled&energy>=60))
+ if TimeInCombat() > 10 and { ComboPoints() <= 3 or Talent(anticipation_talent) and BuffStacks(anticipation_buff) < 3 or ComboPoints() < 4 or Talent(anticipation_talent) and BuffStacks(anticipation_buff) < 4 } and { Talent(shadow_focus_talent) and BuffExpires(adrenaline_rush_buff) and Energy() < 60 or Talent(subterfuge_talent) and Energy() >= 90 or not Talent(shadow_focus_talent) and not Talent(subterfuge_talent) and Energy() >= 60 } Spell(vanish)
+
+ unless { BuffRemaining(slice_and_dice_buff) < 2 or target.TimeToDie() > 45 and ComboPoints() == 5 and BuffRemaining(slice_and_dice_buff) < 10.8 } and BuffRemaining(slice_and_dice_buff) < BaseDuration(slice_and_dice_buff) and Spell(slice_and_dice)
+ {
+ #marked_for_death,if=combo_points<=1&dot.revealing_strike.ticking&(!talent.shadow_reflection.enabled|buff.shadow_reflection.up|cooldown.shadow_reflection.remains>30)
+ if ComboPoints() <= 1 and target.DebuffPresent(revealing_strike_debuff) and { not Talent(shadow_reflection_talent) or BuffPresent(shadow_reflection_buff) or SpellCooldown(shadow_reflection) > 30 } Spell(marked_for_death)
+ }
+ }
+}
+
+AddFunction CombatDefaultCdActions
+{
+ #potion,name=draenic_agility,if=buff.bloodlust.react|target.time_to_die<40|(buff.adrenaline_rush.up&buff.archmages_greater_incandescence_agi.up)
+ if BuffPresent(burst_haste_buff any=1) or target.TimeToDie() < 40 or BuffPresent(adrenaline_rush_buff) and BuffPresent(archmages_greater_incandescence_agi_buff) UsePotionAgility()
+ #kick
+ InterruptActions()
+ #preparation,if=!buff.vanish.up&cooldown.vanish.remains>30
+ if not BuffPresent(vanish_buff) and SpellCooldown(vanish) > 30 Spell(preparation)
+ #use_item,slot=trinket2
+ UseItemActions()
+ #blood_fury
+ Spell(blood_fury_ap)
+ #berserking
+ Spell(berserking)
+ #arcane_torrent,if=energy<60
+ if Energy() < 60 Spell(arcane_torrent_energy)
+
+ unless Enemies() >= 2 and not BuffPresent(blade_flurry_buff) or Enemies() < 2 and BuffPresent(blade_flurry_buff) and Spell(blade_flurry)
+ {
+ #shadow_reflection,if=(cooldown.killing_spree.remains<10&combo_points>3)|buff.adrenaline_rush.up
+ if SpellCooldown(killing_spree) < 10 and ComboPoints() > 3 or BuffPresent(adrenaline_rush_buff) Spell(shadow_reflection)
+
+ unless Spell(ambush)
+ or { BuffRemaining(slice_and_dice_buff) < 2 or target.TimeToDie() > 45 and ComboPoints() == 5 and BuffRemaining(slice_and_dice_buff) < 10.8 } and BuffRemaining(slice_and_dice_buff) < BaseDuration(slice_and_dice_buff) and Spell(slice_and_dice)
+ {
+ #killing_spree,if=(energy<40|(buff.bloodlust.up&time<10)|buff.bloodlust.remains>20)&buff.adrenaline_rush.down&(!talent.shadow_reflection.enabled|cooldown.shadow_reflection.remains>30|buff.shadow_reflection.remains>3)&!time_to_die<44|(time_to_die<44&(buff.archmages_greater_incandescence_agi.remains>3|buff.deep_insight.remains>3|buff.detonation.remains>3|time_to_die<4))
+ if { Energy() < 40 or BuffPresent(burst_haste_buff any=1) and TimeInCombat() < 10 or BuffRemaining(burst_haste_buff any=1) > 20 } and BuffExpires(adrenaline_rush_buff) and { not Talent(shadow_reflection_talent) or SpellCooldown(shadow_reflection) > 30 or BuffRemaining(shadow_reflection_buff) > 3 } and not TimeToDie() < 44 or TimeToDie() < 44 and { BuffRemaining(archmages_greater_incandescence_agi_buff) > 3 or BuffRemaining(deep_insight_buff) > 3 or BuffRemaining(detonation_buff) > 3 or TimeToDie() < 4 } Spell(killing_spree)
+ #adrenaline_rush,if=(energy<35|buff.bloodlust.up)&cooldown.killing_spree.remains>10&!time_to_die<44|(time_to_die<44&(buff.archmages_greater_incandescence_agi.remains>buff.archmages_greater_incandescence_agi.duration*0.8|buff.deep_insight.remains>buff.deep_insight.duration*0.8|buff.detonation.remains>buff.detonation.duration*0.8|time_to_die<4))
+ if { Energy() < 35 or BuffPresent(burst_haste_buff any=1) } and SpellCooldown(killing_spree) > 10 and not TimeToDie() < 44 or TimeToDie() < 44 and { BuffRemaining(archmages_greater_incandescence_agi_buff) > BaseDuration(archmages_greater_incandescence_agi_buff) * 0.8 or BuffRemaining(deep_insight_buff) > BaseDuration(deep_insight_buff) * 0.8 or BuffRemaining(detonation_buff) > BaseDuration(detonation_buff) * 0.8 or TimeToDie() < 4 } Spell(adrenaline_rush)
+ }
+ }
+}
+
+# ActionList: CombatFinisherActions --> main
+
+AddFunction CombatFinisherActions
+{
+ #pool_resource,for_next=1
+ #death_from_above
+ Spell(death_from_above)
+ unless SpellUsable(death_from_above) and SpellCooldown(death_from_above) < TimeToEnergyFor(death_from_above)
+ {
+ #crimson_tempest,if=active_enemies>6&remains<2
+ if Enemies() > 6 and target.DebuffRemaining(crimson_tempest_debuff) < 2 Spell(crimson_tempest)
+ #crimson_tempest,if=active_enemies>8
+ if Enemies() > 8 Spell(crimson_tempest)
+ #eviscerate
+ Spell(eviscerate)
+ }
+}
+
+# ActionList: CombatGeneratorActions --> main
+
+AddFunction CombatGeneratorActions
+{
+ #revealing_strike,if=(combo_points=4&dot.revealing_strike.remains<7.2&(target.time_to_die>dot.revealing_strike.remains+7.2)|(target.time_to_die<dot.revealing_strike.remains+7.2&ticks_remain<2))|!ticking
+ if ComboPoints() == 4 and target.DebuffRemaining(revealing_strike_debuff) < 7.2 and target.TimeToDie() > target.DebuffRemaining(revealing_strike_debuff) + 7.2 or target.TimeToDie() < target.DebuffRemaining(revealing_strike_debuff) + 7.2 and target.TicksRemaining(revealing_strike_debuff) < 2 or not target.DebuffPresent(revealing_strike_debuff) Spell(revealing_strike)
+ #sinister_strike,if=dot.revealing_strike.ticking
+ if target.DebuffPresent(revealing_strike_debuff) Spell(sinister_strike)
+}
+
+# ActionList: CombatPrecombatActions --> main, shortcd, cd
+
+AddFunction CombatPrecombatActions
+{
+ #flask,type=greater_draenic_agility_flask
+ #food,type=frosty_stew
+ #apply_poison,lethal=deadly
+ if BuffRemaining(lethal_poison_buff) < 1200 Spell(deadly_poison)
+ #snapshot_stats
+ #stealth
+ if BuffExpires(stealthed_buff any=1) Spell(stealth)
+ #slice_and_dice,if=talent.marked_for_death.enabled
+ if Talent(marked_for_death_talent) and BuffRemaining(slice_and_dice_buff) < BaseDuration(slice_and_dice_buff) Spell(slice_and_dice)
+}
+
+AddFunction CombatPrecombatShortCdActions
+{
+ unless BuffRemaining(lethal_poison_buff) < 1200 and Spell(deadly_poison)
+ or BuffExpires(stealthed_buff any=1) and Spell(stealth)
+ {
+ #marked_for_death
+ Spell(marked_for_death)
+ }
+}
+
+AddFunction CombatPrecombatCdActions
+{
+ unless BuffRemaining(lethal_poison_buff) < 1200 and Spell(deadly_poison)
+ {
+ #potion,name=draenic_agility
+ UsePotionAgility()
+ }
+}
+
+### Combat icons.
+AddCheckBox(opt_rogue_combat_aoe L(AOE) specialization=combat default)
+
+AddIcon specialization=combat help=shortcd enemies=1 checkbox=!opt_rogue_combat_aoe
+{
+ if InCombat(no) CombatPrecombatShortCdActions()
+ CombatDefaultShortCdActions()
+}
+
+AddIcon specialization=combat help=shortcd checkbox=opt_rogue_combat_aoe
+{
+ if InCombat(no) CombatPrecombatShortCdActions()
+ CombatDefaultShortCdActions()
+}
+
+AddIcon specialization=combat help=main enemies=1
+{
+ if InCombat(no) CombatPrecombatActions()
+ CombatDefaultActions()
+}
+
+AddIcon specialization=combat help=aoe checkbox=opt_rogue_combat_aoe
+{
+ if InCombat(no) CombatPrecombatActions()
+ CombatDefaultActions()
+}
+
+AddIcon specialization=combat help=cd enemies=1 checkbox=!opt_rogue_combat_aoe
+{
+ if InCombat(no) CombatPrecombatCdActions()
+ CombatDefaultCdActions()
+}
+
+AddIcon specialization=combat help=cd checkbox=opt_rogue_combat_aoe
+{
+ if InCombat(no) CombatPrecombatCdActions()
+ CombatDefaultCdActions()
+}
+]]
+ OvaleScripts:RegisterScript("ROGUE", name, desc, code, "script")
+end