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HPal.lua
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HPal.lua
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local wotlk = select(4, GetBuildInfo()) == 30300;
if wotlk then
local queue = {
"Pause",
"Divine Shield",
"Hand of Protection",
"Lay on Hands",
"Divine Protection",
"Divine Sacrifice",
"Hand of Sacrifice",
"Fel Healthstone",
"Aura Mastery",
"Divine Illumination",
"Hand of Freedom",
"Hammer of Wrath",
"Hammer of Justice",
"Divine Favor",
"Bauble of True Blood",
"Holy Shock",
"Flash of Light",
"Cleanse",
"Sacred Shield",
"Beacon of Light",
"Blessing of Kings",
}
local values = {
["Divine ShieldThreshold"] = 35,
["Lay on HandsThreshold"] = 35,
["Divine ProtectionThreshold"] = 35,
["Hand of ProtectionThreshold"] = 35,
["Divine SacrificeThreshold"] = 75,
["Hand of SacrificeThreshold"] = 75,
["Fel HealthstoneThreshold"] = 40,
--["Sacred ShieldThreshold"] = 0,
--["Beacon of LightThreshold"] = 0,
["Aura MasteryThreshold"] = 65,
["Divine IlluminationThreshold"] = 65,
["Hand of FreedomThreshold"] = 65,
["Hammer of WrathThreshold"] = 20,
--["Hammer of JusticeThreshold"] = 0,
["Divine FavorThreshold"] = 30,
["Bauble of True BloodThreshold"] = 30,
["Holy ShockThreshold"] = 85,
["Flash of LightThreshold"] = 85,
["CleanseThreshold"] = 45,
--["Blessing of KingsThreshold"] = 0,
}
local enables = {
["Divine Shield"] = true,
["Lay on Hands"] = true,
["Divine Protection"] = true,
["Hand of Protection"] = true,
["Divine Sacrifice"] = true,
["Hand of Sacrifice"] = true,
["Fel Healthstone"] = true,
["Sacred Shield"] = true,
["Beacon of Light"] = true,
["Aura Mastery"] = true,
["Divine Illumination"] = true,
["Hand of Freedom"] = true,
["Hammer of Wrath"] = true,
["Hammer of Justice"] = true,
["Divine Favor"] = true,
["Bauble of True Blood"] = true,
["Holy Shock"] = true,
["Flash of Light"] = true,
["Cleanse"] = true,
["Blessing of Kings"] = true,
}
local HoFDebuff = {
"Chains of Ice",
"Hamstring",
"Crippling Poison",
"Earthgrab Totem",
"Ice Barrier",
"Blade Twisting",
"Frostfire Bolt",
"Entangling Roots",
"Infected Wounds",
"Typhoon",
"Counterattack",
"Entrapment",
"Concussive Barrage",
"Concussive Shot",
"Wing Clip",
"Frostfire Orb",
"Venom Web Spray",
"Web",
"Pin",
"Freeze",
"Chilled",
"Cone of Cold",
"Crippling Poison II",
"Frost Shock",
"Frostbrand Attack",
"Aftermath",
"Curse of Exhaustion",
"Piercing Howl",
"Demonic Breath",
"Ice Trap"
}
-- Get spell or id number by name
local idName = setmetatable({}, {
__index = function(_, type)
return function(name)
if not name then return end
local link = type == "item"
and select(2, GetItemInfo(name)) or GetSpellLink(name)
return link and tonumber(link:match(type..":(%d+)"))
end
end
})
-- Pre Calculate Spell and Item IDs
print("Starting pre-calculation of spells and items IDs...")
local preCalcId = {}
for _, name in ipairs(queue) do
if name ~= "Pause" and name ~= "Fel Healthstone" then
local id = idName.spell(name) or idName.item(name)
if id then
preCalcId[name] = id
print(name .. ": " .. id)
else
print("Warning: Could not find ID for name '" .. name .. "'")
end
end
end
-- Function Usable Spells when under crowd control
local function UsableSilence(spellid, stutter)
if tonumber(spellid) == nil then
spellid = ni.spell.id(spellid)
end
local result = false;
if spellid == nil or spellid == 0 then
return false;
end
local spellName = GetSpellInfo(spellid);
if not ni.player.isstunned()
and not ni.player.issilenced()
and ni.spell.available(spellid, stutter)
and IsUsableSpell(spellName) then
result = true;
end
return result;
end;
local function GUICallback(key, item_type, value)
if item_type == "enabled" then
local ability = key:gsub("Threshold", "")
enables[ability] = value
--print("Updated", ability, "to", tostring(value))
elseif item_type == "value" then
values[key] = value
end
end
-- GUI
local items = {
settingsfile = "HPal.json",
callback = GUICallback,
{ type = "separator" },
{ type = "title", text = "|cffFFFF00Holy Paladin|r PVP Profile" },
{ type = "separator" },
}
for _, ability in ipairs(queue) do
if ability ~= "Pause" then
local spellId = idName.spell(ability)
local spellIcon = spellId and ni.spell.icon(spellId) or ""
table.insert(items, {
type = "entry",
text = spellIcon .. " " .. ability,
enabled = enables[ability],
value = values[ability .. "Threshold"],
key = ability .. "Threshold"
})
end
end
local abilities = {
-- Pause
["Pause"] = function()
if IsMounted()
or UnitInVehicle("player")
or UnitIsDeadOrGhost("player")
or UnitChannelInfo("player")
or UnitCastingInfo("player")
or ni.player.islooting()
then
return true
end
end,
-- Divine Shield
["Divine Shield"] = function()
if enables["Divine Shield"] then
if UsableSilence(idName.spell("Divine Shield"))
and ni.unit.hp("player") <= values["Divine ShieldThreshold"]
and not ni.unit.debuff("player", "Forbearance")
and UnitAffectingCombat("player")
then
if UnitCastingInfo("player") or UnitChannelInfo("player") then
ni.spell.stopcasting()
end
ni.spell.cast("Divine Shield", "player")
print("Divine Shield")
return true
end
end
return false
end,
-- Hand of Protection
["Hand of Protection"] = function()
if enables["Hand of Protection"] then
if UsableSilence(idName.spell("Hand of Protection"))
and UnitAffectingCombat("player")
then
local lowMember = ni.members.inrangebelow("player", 30, values["Hand of ProtectionThreshold"])[1]
if lowMember
and lowMember:valid("Hand of Protection", false, true)
and not ni.unit.debuff(lowMember.guid, "Forbearance")
then
ni.spell.cast("Hand of Protection", lowMember.guid)
print("Hand of Protection", lowMember.name)
return true
end
end
end
return false
end,
-- Lay on Hands
["Lay on Hands"] = function()
if enables["Lay on Hands"] then
local inArena = select(2, IsInInstance()) == "arena"
if inArena then
return false
end
if UsableSilence(idName.spell("Lay on Hands"))
and UnitAffectingCombat("player")
then
local lowMember = ni.members.inrangebelow("player", 40, values["Lay on HandsThreshold"])[1]
if lowMember
and lowMember:valid("Lay on Hands", false, true)
and not ni.unit.debuff(lowMember.guid, "Forbearance")
then
ni.spell.cast("Lay on Hands", lowMember.guid)
print("Lay on Hands", lowMember.name)
return true
end
end
end
return false
end,
-- Divine Protection
["Divine Protection"] = function()
if enables["Divine Protection"] then
if UsableSilence(idName.spell("Divine Protection"))
and ni.unit.hp("player") <= values["Divine ShieldThreshold"]
and not ni.unit.debuff("player", "Forbearance")
and UnitAffectingCombat("player")
then
if UnitCastingInfo("player") or UnitChannelInfo("player") then
ni.spell.stopcasting()
end
ni.spell.cast("Divine Protection", "player")
print("Divine Protection")
return true
end
end
return false
end,
-- Divine Sacrifice
["Divine Sacrifice"] = function()
if enables["Divine Sacrifice"] then
if UsableSilence(idName.spell("Divine Sacrifice"))
and UnitAffectingCombat("player")
then
local lowMember = ni.members.inrangebelow("player", 30, values["Divine SacrificeThreshold"])[1]
if lowMember
and lowMember:valid("Divine Sacrifice", false, true)
then
ni.spell.cast("Divine Sacrifice", "player")
print("Divine Sacrifice", lowMember.name)
return true
end
end
end
return false
end,
-- Hand of Sacrifice
["Hand of Sacrifice"] = function()
if enables["Hand of Sacrifice"] then
if UsableSilence(idName.spell("Hand of Sacrifice"))
and not (ni.unit.buff("player", "Hand of Freedom") or ni.unit.buff("player", "Divine Shield"))
and UnitAffectingCombat("player")
then
local lowMember = ni.members.inrangebelow("player", 30, values["Hand of SacrificeThreshold"])[1]
if lowMember
and lowMember:valid("Hand of Sacrifice", false, true)
and lowMember.guid ~= UnitGUID("player")
then
ni.spell.cast("Hand of Sacrifice", lowMember.guid)
print("Hand of Sacrifice", lowMember.name)
return true
end
end
end
return false
end,
-- Fel Healthstone
["Fel Healthstone"] = function()
if enables["Fel Healthstone"] then
if ni.unit.hp("player") <= values["Fel HealthstoneThreshold"]
and (ni.player.hasitem(36894) or ni.player.hasitem(36892))
and UnitAffectingCombat("player")
then
ni.player.useitem("Fel Healthstone")
print("Fel Healthstone")
return true
end
end
return false
end,
-- Aura Mastery
["Aura Mastery"] = function()
if enables["Aura Mastery"] then
if UsableSilence(idName.spell("Aura Mastery"))
and ni.unit.hp("player") <= values["Aura MasteryThreshold"]
and not (ni.unit.buff("player", "Divine Shield") or ni.unit.buff("player", "Hand of Protection"))
and ni.unit.buff("player", "Concentration Aura")
and UnitAffectingCombat("player")
then
ni.spell.cast("Aura Mastery", "player")
print("Aura Mastery")
return true
end
end
return false
end,
-- Divine Illumination
["Divine Illumination"] = function()
if enables["Divine Illumination"] then
if UsableSilence(idName.spell("Divine Illumination"))
and ni.unit.power("player") <= values["Divine IlluminationThreshold"]
and UnitAffectingCombat("player")
then
ni.spell.cast("Divine Illumination", "player")
print("Divine Illumination")
return true
end
end
return false
end,
-- Hammer of Wrath
["Hammer of Wrath"] = function()
if enables["Hammer of Wrath"] then
if UsableSilence(idName.spell("Hammer of Wrath")) then
local enemies = ni.unit.enemiesinrange("player", 30)
for i = 1, #enemies do
local target = enemies[i].guid
if ni.unit.hp(target) <= values["Hammer of WrathThreshold"]
and ni.spell.valid(target, "Hammer of Wrath", false, true)
then
ni.player.lookat(target)
ni.spell.cast("Hammer of Wrath", target)
print("Hammer of Wrath")
return true
end
end
end
end
return false
end,
-- Hand of Freedom
["Hand of Freedom"] = function()
if enables["Hand of Freedom"] then
if UsableSilence(idName.spell("Hand of Freedom")) then
for i = 1, #ni.members.sort() do
local member = ni.members[i]
local hasHoFDebuff = false
for debuffName, debuffId in pairs(HoFDebuff) do
if member:debuff(debuffId) then
hasHoFDebuff = true
break
end
end
if member:valid("Hand of Freedom", false, true)
and member:combat()
and hasHoFDebuff
then
ni.spell.cast("Hand of Freedom", member.unit)
print("Hand of Freedom", member.name)
return true
end
end
end
end
return false
end,
-- Hammer of Justice
["Hammer of Justice"] = function()
if enables["Hammer of Justice"] then
if UsableSilence(idName.spell("Hammer of Justice")) then
local targetEnemy = ni.unit.enemiesinrange("player", 10)
if targetEnemy
and ni.spell.valid(targetEnemy, "Hammer of Justice")
then
ni.spell.cast("Hammer of Justice", targetEnemy)
print("Hammer of Justice", targetEnemy)
return true
end
end
end
return false
end,
-- Divine Favor
["Divine Favor"] = function()
if enables["Divine Favor"] then
if UsableSilence(idName.spell("Divine Favor"))
and UnitAffectingCombat("player")
then
local lowMember = ni.members.inrangebelow("player", 40, values["Divine FavorThreshold"])[1]
if lowMember
and lowMember:valid("Holy Shock", false, true)
and ni.spell.available("Divine Favor")
then
ni.spell.cast("Divine Favor", "player")
print("Divine Favor")
ni.spell.cast("Holy Shock", lowMember.guid)
print("Holy Shock")
return true
end
end
end
return false
end,
-- Bauble of True Blood (Trinket)
["Bauble of True Blood"] = function()
if enables["Bauble of True Blood"] then
if ni.player.hasitemequipped(idName.item("Bauble of True Blood"))
and ni.player.itemcd(idName.item("Bauble of True Blood")) == 0
and UnitAffectingCombat("player")
then
local lowMember = ni.members.inrangebelow("player", 40, values["Bauble of True BloodThreshold"])[1]
if lowMember
and lowMember:los()
then
ni.player.useitem(idName.item("Bauble of True Blood"), lowMember.guid)
print("Bauble of True Blood", lowMember.name)
return true
end
end
end
return false
end,
-- Holy Shock
["Holy Shock"] = function()
if enables["Holy Shock"] then
if UsableSilence(idName.spell("Holy Shock")) then
local lowMember = ni.members.inrangebelow("player", 40, values["Holy ShockThreshold"])[1]
if lowMember
and lowMember:valid("Holy Shock", false, true)
then
ni.spell.cast("Holy Shock", lowMember.guid)
print("Holy Shock", lowMember.name)
return true
end
end
end
return false
end,
-- Flash of Light
["Flash of Light"] = function()
if enables["Flash of Light"] then
if (not ni.player.movingfor(0.1) or ni.unit.buff("player", "Infusion of Light"))
and UsableSilence(idName.spell("Flash of Light"))
then
local lowMember = ni.members.inrangebelow("player", 40, values["Flash of LightThreshold"])[1]
if lowMember
and lowMember:valid("Flash of Light", false, true)
then
ni.spell.cast("Flash of Light", lowMember.guid)
print("Flash of Light", lowMember.name)
return true
end
end
end
end,
-- Cleanse
["Cleanse"] = function()
if enables["Cleanse"] then
if UsableSilence(idName.spell("Cleanse")) then
for i = 1, #ni.members.sort() do
if ni.healing.candispel(ni.members[i].guid)
and ni.members[i]:valid("Cleanse", false, true)
then
ni.spell.cast("Cleanse", ni.members[i].guid)
print("Cleanse", ni.members[i].name)
return true
end
end
end
end
return false
end,
-- Sacred Shield
["Sacred Shield"] = function()
if enables["Sacred Shield"] then
if UsableSilence(idName.spell("Sacred Shield"))
and not ni.unit.buff("player", "Sacred Shield")
and not (ni.unit.buff("player", "Divine Shield") or ni.unit.buff("player", "Hand of Protection"))
then
ni.spell.cast("Sacred Shield", "player")
print("Sacred Shield")
return true
end
end
return false
end,
-- Beacon of Light
["Beacon of Light"] = function()
if enables["Beacon of Light"] then
if UsableSilence(idName.spell("Beacon of Light"))
and not ni.unit.buff("player", "Beacon of Light")
and not (ni.unit.buff("player", "Divine Shield") or ni.unit.buff("player", "Hand of Protection"))
then
ni.spell.cast("Beacon of Light", "player")
print("Beacon of Light")
return true
end
end
return false
end,
-- Blessing of Kings
["Blessing of Kings"] = function()
if enables["Blessing of Kings"]
and ni.spell.available("Blessing of Kings")
and not UnitAffectingCombat("player")
then
local hasGreaterBlessing = ni.unit.buff("player", "Greater Blessing of Kings")
local hasBlessing = ni.unit.buff("player", "Blessing of Kings")
if not hasBlessing and not hasGreaterBlessing then
ni.spell.cast("Blessing of Kings", "player")
print("Blessing of Kings")
return true
end
end
return false
end,
}
local function OnLoad()
ni.GUI.AddFrame("HPal", items)
end
local function OnUnLoad()
ni.GUI.DestroyFrame("HPal")
end
ni.bootstrap.profile("HPal", queue, abilities, OnLoad, OnUnLoad)
else ni.bootstrap.profile("HPal", {"Error"}, {["Error"] = function() ni.vars.profiles.enabled = false; if not wotlk then ni.frames.floatingtext:message("Profile for 3.3.5a") end end}) end