--<< ====================================================================== >>-- -- Setup Module -- --<< ====================================================================== >>-- AceTimerPaladin = AceTimer:AddModule() function AceTimerPaladin:Initialize() local _, eclass = UnitClass("player") if eclass ~= "PALADIN" then self:DelModule(self) AceTimerPaladin = nil ACETIMER.PALADIN = nil end end function AceTimerPaladin:Enable() return self:Setup() end --<< ====================================================================== >>-- -- Setup Timers -- --<< ====================================================================== >>-- function AceTimerPaladin:Setup() local A = ACETIMER local C = A.PALADIN self:AddGroup(1, FALSE, "AQUA") self:AddGroup(2, TRUE, "NAVY") self:AddGroup(3, TRUE, "FUCHSIA") self:AddTimer(A.SPELL, C.BLESSING_OF_FREEDOM, 10, 1,1,1, { gr=1, d={tn=C.GUARDIAN_S_FAVOR, tb=3} }) self:AddTimer(A.SPELL, C.BLESSING_OF_KINGS, 300, 1,1,1, { gr=1, rc=TRUE }) self:AddTimer(A.SPELL, C.BLESSING_OF_LIGHT, 300, 1,1,1, { gr=1, rc=TRUE }) self:AddTimer(A.SPELL, C.BLESSING_OF_MIGHT, 300, 1,1,1, { gr=1, rc=TRUE }) self:AddTimer(A.SPELL, C.BLESSING_OF_PROTECTION, 6, 1,1,1, { gr=1, d={rs=2}, ea={[C.FORBEARANCE]=1} }) self:AddTimer(A.SPELL, C.BLESSING_OF_SACRIFICE, 30, 1,1,1, { gr=1, rc=TRUE }) self:AddTimer(A.SPELL, C.BLESSING_OF_SALVATION, 300, 1,1,1, { gr=1, rc=TRUE }) self:AddTimer(A.SPELL, C.BLESSING_OF_SANCTUARY, 300, 1,1,1, { gr=1, rc=TRUE }) self:AddTimer(A.SPELL, C.BLESSING_OF_WISDOM, 300, 1,1,1, { gr=1, rc=TRUE }) self:AddTimer(A.SPELL, C.CONSECRATION, 8, 0,0,0) self:AddTimer(A.SPELL, C.DIVINE_PROTECTION, 6, 0,1,1, { cr="BLUE", d={rs=2}, ea={[C.FORBEARANCE]=1} }) self:AddTimer(A.SPELL, C.DIVINE_SHIELD, 10, 0,1,1, { cr="BLUE", d={rs=2}, ea={[C.FORBEARANCE]=1} }) self:AddTimer(A.SPELL, C.HAMMER_OF_JUSTICE, 6, 1,0,0) self:AddTimer(A.SPELL, C.HOLY_SHIELD, 10, 1,0,0) self:AddTimer(A.SPELL, C.JUDGEMENT, 0, 1,0,0, { gr=2, ea={[C.JUDGEMENT_OF_JUSTICE]=1, [C.JUDGEMENT_OF_LIGHT]=1, [C.JUDGEMENT_OF_WISDOM]=1, [C.JUDGEMENT_OF_THE_CRUSADER]=1} }) self:AddTimer(A.SPELL, C.LAY_ON_HANDS, 0, 1,1,1, { ea={[C.LAY_ON_HANDS]=2} }) self:AddTimer(A.SPELL, C.REPENTANCE, 6, 1,0,0) self:AddTimer(A.SPELL, C.SEAL_OF_COMMAND, 30, 0,1,1, { gr=2, rc=TRUE }) self:AddTimer(A.SPELL, C.SEAL_OF_JUSTICE, 30, 0,1,1, { gr=2, rc=TRUE }) self:AddTimer(A.SPELL, C.SEAL_OF_LIGHT, 30, 0,1,1, { gr=2, rc=TRUE }) self:AddTimer(A.SPELL, C.SEAL_OF_RIGHTEOUSNESS, 30, 0,1,1, { gr=2, rc=TRUE }) self:AddTimer(A.SPELL, C.SEAL_OF_THE_CRUSADER, 30, 0,1,1, { gr=2, rc=TRUE }) self:AddTimer(A.SPELL, C.SEAL_OF_WISDOM, 30, 0,1,1, { gr=2, rc=TRUE }) self:AddTimer(A.SPELL, C.TURN_UNDEAD, 10, 1,0,0, { gr=3, d={rs=5} }) self:AddTimer(A.EVENT, C.FORBEARANCE, 60, 1,0,1, { tx="Interface\\Icons\\Spell_Holy_RemoveCurse" }) self:AddTimer(A.EVENT, C.JUDGEMENT_OF_JUSTICE, 10, 1,0,0, { cr="RED", xn=C.SEAL_OF_JUSTICE }) self:AddTimer(A.EVENT, C.JUDGEMENT_OF_LIGHT, 10, 1,0,0, { cr="RED", xn=C.SEAL_OF_LIGHT, d={tn=C.LASTING_JUDGEMENT, tb=10} }) self:AddTimer(A.EVENT, C.JUDGEMENT_OF_WISDOM, 10, 1,0,0, { cr="RED", xn=C.SEAL_OF_WISDOM, d={tn=C.LASTING_JUDGEMENT, tb=10} }) self:AddTimer(A.EVENT, C.JUDGEMENT_OF_THE_CRUSADER, 10, 1,0,0, { cr="RED", xn=C.SEAL_OF_THE_CRUSADER }) self:AddTimer(A.EVENT, C.LAY_ON_HANDS, 120, 1,1,1, { cr="BLUE" }) self:AddTimer(A.EVENT, C.REDOUBT, 10, 0,1,1, { cr="LIME", a=1 }) self:AddTimer(A.EVENT, C.VENGEANCE, 8, 0,1,1, { cr="LIME", a=1 }) self:AddTimer(A.EVENT, C.VINDICATION, 8, 1,0,0, { cr="RED", a=1 }) self:AddTimer(A.SKILL, C.HAMMER_OF_WRATH, 5, 0,1,1, { cr="YELLOW" }) end