--WeakAurasSaved.HoTP 3.0 --TRIGGER function() return true end --ICON --Trigger for scripts function() WeakAurasSaved.HoTP.percentageHealth = aura_env.round((UnitHealth("player") / UnitHealthMax("player")) * 100, 0) WeakAurasSaved.HoTP.currentHealth = UnitHealth("player") WeakAurasSaved.HoTP.missingHealthPercentage = aura_env.round(((UnitHealthMax("player") - UnitHealth("player")) / UnitHealthMax("player")) * 100, 2) WeakAurasSaved.HoTP.missingHealth = UnitHealthMax("player") - UnitHealth("player") local healingMultiplier = 1. local versa = GetCombatRatingBonus(CR_VERSATILITY_DAMAGE_DONE) healingMultiplier = healingMultiplier + (healingMultiplier * (WeakAurasSaved.HoTP.traitLevel * WeakAurasSaved.HoTP.traitEffectiveness)) healingMultiplier = healingMultiplier + (healingMultiplier * (versa / 100)) for k, v in pairs(WeakAurasSaved.HoTP.Buffs) do if UnitBuff("player", k) ~= nil then healingMultiplier = healingMultiplier + (healingMultiplier * v) end end local talent = select(10, GetTalentInfoByID(22430)) if talent == true then healingMultiplier = healingMultiplier + (healingMultiplier * 0.3) end WeakAurasSaved.HoTP.hotpRelativeHeal = 0.3 * healingMultiplier --How much % hotp heals disregarding missing health WeakAurasSaved.HoTP.hotpAbsoluteRelativeHeal = WeakAurasSaved.HoTP.hotpRelativeHeal * WeakAurasSaved.HoTP.missingHealthPercentage --How much % hp hotp will heal regarding missing health WeakAurasSaved.HoTP.hotpAbsoluteHeal = aura_env.round(WeakAurasSaved.HoTP.hotpRelativeHeal * WeakAurasSaved.HoTP.missingHealth, 0) WeakAurasSaved.HoTP.newApsoluteHealth = aura_env.round(WeakAurasSaved.HoTP.currentHealth + WeakAurasSaved.HoTP.hotpAbsoluteHeal, 0) WeakAurasSaved.HoTP.newRelativeHealth = aura_env.round(WeakAurasSaved.HoTP.percentageHealth + WeakAurasSaved.HoTP.hotpAbsoluteRelativeHeal, 0) end --DURATION function() return WeakAurasSaved.HoTP.percentageHealth, 100, 1 end --NAME function() return WeakAurasSaved.HoTP.percentageHealth .. " " .. WeakAurasSaved.HoTP.newRelativeHealth .. " +" .. aura_env.round(WeakAurasSaved.HoTP.hotpAbsoluteRelativeHeal, 0) end --DISPLAY function() return ("%.0fk / %.0fk"):format(UnitHealth("player") / 1000, UnitHealthMax("player") / 1000); end --INIT aura_env.round = function(var, n) if (n) then var = math.floor((var * 10 ^ n) + 0.5) / (10 ^ n) else var = math.floor(var + 0.5) end return var end WeakAurasSaved.HoTP = { ["Buffs"] = { ["Consecration"] = 0.3, ["Avenging Wrath"] = 0.35, ["Chains of Thrayn"] = 0.5, ["Ilterendi, Crown Jewel of Silvermoon"] = 0.15, }, ["traitLevel"] = 7, ["traitEffectiveness"] = 0.06, ["percentageHealth"] = 0, ["currentHealth"] = 0, ["hotpRelativeHeal"] = 0, ["hotpAbsoluteRelativeHeal"] = 0, ["hotpAbsoluteHeal"] = 0, ["newApsoluteHealth"] = 0, ["newRelativeHealth"] = 0, ["missingHealth"] = 0, ["missingHealthPercentage"] = 0, }