GSE: Sequences, Variables, Macros

GSE: Sequences, Variables, Macros

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[ENH] Real-time variables

gnibeda opened this issue · 1 comments

commented

🟢 How does GSE currently work
From wiki: variables evaluated out of combat every time you zone, change target, change talents etc.

🟢 Describe the solution you'd like
I want real-time or per-action variable evaluation. This is needed to be able track buffs debuffs on target and perform corresponding actions using conditional block in sequence.

🟢 Describe alternatives you've considered
Currently I don't able track buffs/debuffs, because variables doesn't evaluated during combat.

🟢 Additional context
I've used a simple variable to track debuff on the target, eg.:

return (AuraUtil.FindAuraByName("Hunter's Mark", "target", "HARMFUL") ~= NIL)

This function works fine, I can check it using /dump GSE.V.VariableName() and it always returns the correct value.
But it won't work during sequences, because you need to change the target or enter a combat after applying debug, so GSE can evaluate the variable. I can't find a solution for how to make it work in the current implementation of variables in GSE.
If real-time or per-action variables can cause performance loss, we can simply have additional option(checkbox) for each variable, setting it will make this variable real-time.

commented

What you are asking for simply can’t be done.

WoW’s anti-bot measures limit what a mod like GSE can evaluate in combat and still be able to cast spells. Once GSE looks at a buff or how much mana you have or how many combat points or enemy health or any other real time value it is then blocked from using any character abilities and spells. It just errors with “Interface Action Blocked” and GSE simply halts until you exit combat and reload the UI.

The technical wow term for this is the “restricted combat environment” and “Tainted Execution”