local _, Ovale = ... local OvaleScripts = Ovale.OvaleScripts do local name = "SimulationCraft: Druid_Balance_T16H" local desc = "[5.4] SimulationCraft: Druid_Balance_T16H" local code = [[ # Based on SimulationCraft profile "Druid_Balance_T16H". # class=druid # spec=balance # talents=http://us.battle.net/wow/en/tool/talent-calculator#Ua!.0.1.0 Include(ovale_common) Include(ovale_druid_common) AddFunction BalanceDefaultActions { #jade_serpent_potion,if=buff.bloodlust.react|target.time_to_die<=40|buff.celestial_alignment.up if BuffPresent(burst_haste any=1) or target.TimeToDie() <= 40 or BuffPresent(celestial_alignment_buff) UsePotionIntellect() #starfall,if=!buff.starfall.up if not BuffPresent(starfall_buff) Spell(starfall) #force_of_nature,if=talent.force_of_nature.enabled if TalentPoints(force_of_nature_talent) Spell(force_of_nature_caster) #berserking,if=buff.celestial_alignment.up if BuffPresent(celestial_alignment_buff) Spell(berserking) #use_item,slot=hands,if=buff.celestial_alignment.up|cooldown.celestial_alignment.remains>30 if BuffPresent(celestial_alignment_buff) or SpellCooldown(celestial_alignment) > 30 UseItemActions() #wild_mushroom_detonate,moving=0,if=buff.wild_mushroom.stack>0&buff.solar_eclipse.up if WildMushroomCount() > 0 and BuffPresent(solar_eclipse_buff) Spell(wild_mushroom_detonate) #natures_swiftness,if=talent.dream_of_cenarius.enabled if TalentPoints(dream_of_cenarius_talent) Spell(natures_swiftness) #healing_touch,if=talent.dream_of_cenarius.enabled&!buff.dream_of_cenarius.up&mana.pct>25 if TalentPoints(dream_of_cenarius_talent) and not BuffPresent(dream_of_cenarius_caster_buff) and ManaPercent() > 25 Spell(healing_touch) #incarnation,if=talent.incarnation.enabled&(buff.lunar_eclipse.up|buff.solar_eclipse.up) if TalentPoints(incarnation_talent) and { BuffPresent(lunar_eclipse_buff) or BuffPresent(solar_eclipse_buff) } Spell(incarnation) #celestial_alignment,if=(!buff.lunar_eclipse.up&!buff.solar_eclipse.up)&(buff.chosen_of_elune.up|!talent.incarnation.enabled|cooldown.incarnation.remains>10) if { not BuffPresent(lunar_eclipse_buff) and not BuffPresent(solar_eclipse_buff) } and { BuffPresent(chosen_of_elune_buff) or not TalentPoints(incarnation_talent) or SpellCooldown(incarnation) > 10 } Spell(celestial_alignment) #natures_vigil,if=talent.natures_vigil.enabled if TalentPoints(natures_vigil_talent) Spell(natures_vigil) #starsurge,if=buff.shooting_stars.react&(active_enemies<5|!buff.solar_eclipse.up) if BuffPresent(shooting_stars_buff) and { Enemies() < 5 or not BuffPresent(solar_eclipse_buff) } Spell(starsurge) #moonfire,cycle_targets=1,if=buff.lunar_eclipse.up&(remains<(buff.natures_grace.remains-2+2*set_bonus.tier14_4pc_caster)) if BuffPresent(lunar_eclipse_buff) and { target.DebuffRemains(moonfire_debuff) < { BuffRemains(natures_grace_buff) -2 + 2 * ArmorSetBonus(T14_caster 4) } } Spell(moonfire) #sunfire,cycle_targets=1,if=buff.solar_eclipse.up&(remains<(buff.natures_grace.remains-2+2*set_bonus.tier14_4pc_caster)) if BuffPresent(solar_eclipse_buff) and { target.DebuffRemains(sunfire_debuff) < { BuffRemains(natures_grace_buff) -2 + 2 * ArmorSetBonus(T14_caster 4) } } Spell(sunfire) #hurricane,if=active_enemies>4&buff.solar_eclipse.up&buff.natures_grace.up if Enemies() > 4 and BuffPresent(solar_eclipse_buff) and BuffPresent(natures_grace_buff) Spell(hurricane) #moonfire,cycle_targets=1,if=active_enemies<5&(remains<(buff.natures_grace.remains-2+2*set_bonus.tier14_4pc_caster)) if Enemies() < 5 and { target.DebuffRemains(moonfire_debuff) < { BuffRemains(natures_grace_buff) -2 + 2 * ArmorSetBonus(T14_caster 4) } } Spell(moonfire) #sunfire,cycle_targets=1,if=active_enemies<5&(remains<(buff.natures_grace.remains-2+2*set_bonus.tier14_4pc_caster)) if Enemies() < 5 and { target.DebuffRemains(sunfire_debuff) < { BuffRemains(natures_grace_buff) -2 + 2 * ArmorSetBonus(T14_caster 4) } } Spell(sunfire) #hurricane,if=active_enemies>5&buff.solar_eclipse.up&mana.pct>25 if Enemies() > 5 and BuffPresent(solar_eclipse_buff) and ManaPercent() > 25 Spell(hurricane) #moonfire,cycle_targets=1,if=buff.lunar_eclipse.up&ticks_remain<2 if BuffPresent(lunar_eclipse_buff) and target.TicksRemain(moonfire_debuff) < 2 Spell(moonfire) #sunfire,cycle_targets=1,if=buff.solar_eclipse.up&ticks_remain<2 if BuffPresent(solar_eclipse_buff) and target.TicksRemain(sunfire_debuff) < 2 Spell(sunfire) #hurricane,if=active_enemies>4&buff.solar_eclipse.up&mana.pct>25 if Enemies() > 4 and BuffPresent(solar_eclipse_buff) and ManaPercent() > 25 Spell(hurricane) #starsurge,if=cooldown_react if Spell(starsurge) Spell(starsurge) #starfire,if=buff.celestial_alignment.up&cast_time<buff.celestial_alignment.remains if BuffPresent(celestial_alignment_buff) and CastTime(starfire) < BuffRemains(celestial_alignment_buff) Spell(starfire) #wrath,if=buff.celestial_alignment.up&cast_time<buff.celestial_alignment.remains if BuffPresent(celestial_alignment_buff) and CastTime(wrath) < BuffRemains(celestial_alignment_buff) Spell(wrath) #starfire,if=eclipse_dir=1|(eclipse_dir=0&eclipse>0) if EclipseDir() == 1 or { EclipseDir() == 0 and Eclipse() > 0 } Spell(starfire) #wrath,if=eclipse_dir=-1|(eclipse_dir=0&eclipse<=0) if EclipseDir() == -1 or { EclipseDir() == 0 and Eclipse() <= 0 } Spell(wrath) #moonfire,moving=1,cycle_targets=1,if=ticks_remain<2 if Speed() > 0 and target.TicksRemain(moonfire_debuff) < 2 Spell(moonfire) #sunfire,moving=1,cycle_targets=1,if=ticks_remain<2 if Speed() > 0 and target.TicksRemain(sunfire_debuff) < 2 Spell(sunfire) #wild_mushroom,moving=1,if=buff.wild_mushroom.stack<buff.wild_mushroom.max_stack if Speed() > 0 and WildMushroomCount() < 3 Spell(wild_mushroom_caster) #starsurge,moving=1,if=buff.shooting_stars.react if Speed() > 0 and BuffPresent(shooting_stars_buff) Spell(starsurge) #moonfire,moving=1,if=buff.lunar_eclipse.up if Speed() > 0 and BuffPresent(lunar_eclipse_buff) Spell(moonfire) #sunfire,moving=1 if Speed() > 0 Spell(sunfire) } AddIcon specialization=balance help=main { BalanceDefaultActions() } ### Required symbols # berserking # celestial_alignment # celestial_alignment_buff # chosen_of_elune_buff # dream_of_cenarius_caster_buff # dream_of_cenarius_talent # force_of_nature_caster # force_of_nature_talent # healing_touch # hurricane # incarnation # incarnation_talent # jade_serpent_potion # lunar_eclipse_buff # moonfire # moonfire_debuff # natures_grace_buff # natures_swiftness # natures_vigil # natures_vigil_talent # shooting_stars_buff # solar_eclipse_buff # starfall # starfall_buff # starfire # starsurge # sunfire # sunfire_debuff # wild_mushroom_caster # wild_mushroom_detonate # wrath ]] OvaleScripts:RegisterScript("DRUID", name, desc, code, "reference") end