Ovale Spell Priority 7.0.15.0
=============================

Changes from version 7.0.14.0:
------------------------------

-   Bug fixes for mage spells and death knight runes

-   Various fixes

-   Fixes #60 Add support for "variable" commands in SimulationCraft

-   Merge branch 'DK-Blood-fixes' of https://github.com/kevindesmet/Ovale into kevindesmet-DK-Blood-fixes

    # Conflicts:
    #	Scripts.lua

-   Merge pull request #63 from ShmooDude/pool_resource

    Separate cooldown and waiting on resources
-   Merge pull request #66 from kevindesmet/Warlock-Affliction-SL

    Add Siphon life debuff information
-   Merge pull request #67 from kevindesmet/DK-frost

    Default script selection for frost DK
-   Merge pull request #70 from kevindesmet/fix-for-68

    nil reference check
-   Added extra condition as suggested by @shmooDude

-   nil reference check

-   D&D: cd 15 for blood

-   Reverting changes to RP cost of death strike

    @Sidoine, is there a way to accomplish this?

-   Add Siphon life debuff information

    so Ovale stops suggesting Siphon Life even if it's on the target

-   death strike: RP modifier when ossuary talent is chosen

-   death strike: RP modifier from T18 set

-   Default script for Blood DK

-   Separate cooldown and waiting on resources

    Simulationcraft will stop evaluating the action list at the point where
    a pool_resource line resolves to true.  Since Ovale evaluates the entire
    action list before determining an action, the equivilent in Ovale is to
    ignore the resource requirement when determining the best action.

    Separates out the normal cooldown (or GCD) information from the extra
    time required to pool resources for a spell.

    pool_resource=1 will cause BestAction to ignore any additional time
    needed for resource requirements.  This mimics Simulationcraft's
    pool_resource,for_next=1 functionality.

    extra_amount=# will increase the cost of an ability by that amount.  It
    can be used with pool_resource=1 to mimic the
    pool_resource,for_next=1,extra_amount=# functionality or on an ability
    that consumes extra resources such as Ferocious Bite.

    Fixed the red icon color and changed it to simply reference the now
    separate actionResourcExtend.  If the nored parameter does not equal 1
    and actionResourceExtend is greater than 0, then change the icon color
    to red to indicate we are waiting on a lack of resources.

    The simcraft translator should be updated to utilize this new
    functionality on any pool_resource,for_next=1 or
    pool_resource,for_next=1,extra_amount=# where # is a defined number.
    Calculated numbers will still have to use if/unless logic but the only
    script I've seen those in is the Rogue Subtlety script.

-   Default script selection for frost DK (underscore between death and knight)

-   Merge branch 'master' of https://github.com/Sidoine/Ovale into DK-blood

-   Asphyxiate spellid fixes

-   Add D&D in Aoe rotation

-   Asphyxiate cd = 45

-   Suggest single target rotation when only 1 Enemy

-   Reimport SimulationCraft scripts (need work before release because it breaks some scripts)

    Fixes #54 adds interrupts for hunters

-   Reimport SimulationCraft scripts (need work before release because it breaks some scripts)

    Fixes #54 adds interrupts for hunters

-   Merge pull request #49 from kevindesmet/default-scripts

    fixing default script selection for all classes
-   Merge pull request #50 from kevindesmet/fix-for-44

    use death_strike instead of plague_strike
-   Merge pull request #51 from kevindesmet/dh-havoc

    Fixes for DH Havoc
-   Merge pull request #52 from kevindesmet/DK-blood

    Very basic blood DK script
-   Merge pull request #58 from Driphter/master

    Updated Shadow Dance spell id in stealthed_buff
-   Fixes #48 add support for *value*_percent=XX parameters, e.g. rage_percent=80 reduce the rage cost of 20%

    Fix lunar_strike and solar_wrath cost after hot fix

-   Update Data.lua
-   Update Data.lua
-   Very basic blood DK script

-   Optimizing rotation

-   Added fury costs to spells

-   use death_strike instead of plague_strike

    plague_strike is no longer a baseline spell for all death knights. Using
    death_strike instead to determine melee range

-   DK scripts contain underscore between death and knight

-   fixing default script selection for all classes

-   Merge pull request #47 from kevindesmet/default-ww

    no weapontype in default script for WW Monk
-   Merge pull request #46 from kevindesmet/DH

    First attempt to DH scripts
-   Merge pull request #42 from ShmooDude/druid-fixes

    Druid fixes
-   Merge pull request #41 from ShmooDude/Wrecking-Ball-Fix

    Wrecking Ball fix
-   Merge pull request #40 from ShmooDude/GCDRemaining-and-Warrior-fixes

    Gcd remaining and warrior fixes
-   Go for the real default

    elseif not really needed, the default is decided further down

-   no weapontype in default script for WW Monk

    Simulationcraft no longer provides seperate 1H and 2H scripts for WW.
    Assumes 1H anyway.

-   default script selection for DH

-   First attempt to DH scripts

-   Ashamane's Frenzy fix
-   Balance and misc fixes for ovale_spells_druid.lua

    Added missing information for Balance spells.
    Cooldown reduction talent for guardian.
    Removed lacerate_debuff (fixed in the simcraft translator in previous Commit)
    Brutal Slash should be charges, not max_stacks.
-   Pulverize uses Thrash fix
-   Wrecking Ball fix

    The fix is programmed specifically for Wrecking Ball/Whirlwind.  Possible there's a better place to put this but I wasn't having much luck elsewhere.  Put it there because that's the function conditions.lua calls.
    
    Basically, the code checks if the aura is Wrecking Ball, then checks if the last (gcd) spell cast was Whirlwind.  If it was, and the aura started before the cast of Whirlwind, then sets the ending time of the aura to the starting time of the spellcast.
-   Arms and Protection update

    The rage costs for Arms should be percent reductions and not an absolute value.  Currently you can only have percent reductions from an aura.  These reductions come from a talent.
    
    Dragon Roar, 9 times out of 10, you'd want in in the main box, but I was reluctant to put it there with no way to change it (outside of a custom script).  What would be best is, similar to how movement abilities have a checkbox, you could have a just have a Dragon Roar checkbox.  I'm gonna do this in my custom script, might want to do it in the simcraft translator so it's automatic as well.  Not really too familiar with that yet so haven't tried.
-   GCDRemaining fix

    `state.startCast` doesn't seem to have an accurate value (or any value at all) most of the time.
    Changed instead to use the start time of the `LastInFlightSpell()`
-   Fix outlaw bugs with roll the dices and ambush

-   Fake commit in order to see if the packager will start again
