#LF Help timing of Combat Log Swing Damage

9 messages · Page 1 of 1 (latest)

thorny breach
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Hello, I am trying to create a weak aura that gives audio feedback if you succeed on a seal twist as a paladin. I am struggling with getting all the triggers right. Here is a link to my current weak aura, with print statements for debugging:
https://wago.io/x8_37YJs4

I set it up, such that the first trigger is just Combat Log, Swing, Damage. The other two are Aura type and then just the seals I want to twist. If the first one triggers without both Auras the counter will reset.

I have noticed that the first triggers multiple times per swing. How could I fix this?

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cunning orchid
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i don't quite understand how seal twisting works so i don't think i can be of much help, but from looking at the aura i'd assume a watched custom trigger would be more useful than conditions for handling the code.

thorny breach
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I dont think I quite understood how watched custom triggers work, but I tried it with the custom trigger (combination) function of:

function(t)
    return t[1]
end
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for seal twisting: i just want both auras active as I deal damage with the weapon

#

i do get that, but afterwards it fires trigger 1 once more, and then both buffs are not active

cunning orchid
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hmm, if you only want to check swing damage when those auras are active it might be best to do it all in 1 custom trigger to make it more reliable.
custom - status - events
events: CLEU:SWING_DAMAGE
custom trigger:

function(event,_,subevent,_,sourceGUID,sourceName,_,_,destGUID,destName,_,_)
    if subevent == "SWING_DAMAGE" and sourceGUID == UnitGUID("player")
    and C_UnitAuras.GetAuraDataBySpellName("player","Seal of Righteousness") and C_UnitAuras.GetAuraDataBySpellName("player","Seal of Command") then
        --increase count
    end
end
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if you're still getting unexpected SWING_DAMAGE behavior with that you can check event trace to see if something's unexpected happening. make sure to grab the CLEU-IN-ETRACE aura too from the pin

sharp sandBOT
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See this message #pins message for info on tracking the various game events fired by the API