I'm sure you're all familiar with ClcInfo, or ClcInfo_Monk respectively, this does essentially the same thing, but with TellMeWhen, made by yours truly.
Has an exact copy of the rotation as the latest version of SimulationCraft would suggest it.
Why might you need one, I hear you ask?
Because if you're like me, and you have your eyes on the playfield, you might not want to concern yourself with the amount of chi you have and when your energy is going to cap - let the computer do the computing for you. That's me anyway
Hope this helps someone.
Code:
^1^T^SPoint^T ^Sy^F-4735802765815582 ^f-46^Sx ^F4659930167667284^f-50 ^Spoint^SRIGHT ^SrelativePoint^SRIGHT ^t^SScale^F6490314477076846 ^f-51^SEnabled ^B^SColumns ^N11^STree2 ^b^STree1 ^b^SIcons ^T^N1^T ^SShowTimer^B ^SType^Sbuff ^SName^STiger~`Power ^SShowTimerTextnoOCC^B ^SDurationMaxEnabled^B ^SShowWhen^N3 ^SCustomTex^S125359 ^SDurationMin^N3 ^SEnabled^B ^SConditions^T ^N1^T ^SType^SBUFFDUR ^SChecked^B ^SOperator^S<= ^SName^STiger~`Power ^SLevel^N3 ^t^N2^T ^SType^SCHI ^SOperator^S> ^t^Sn^N2 ^t^SDurationMax^N3 ^t^N2^T ^SType^Scooldown ^SName^SEnergizing~`Brew ^SShowTimerTextnoOCC^B ^SOverlay_BarGCD^B ^SConditions^T ^N1^T ^SType^SENERGY ^SOperator^S< ^SLevel^N20 ^t^N2^T ^SType^SLUA ^SName^S((100-UnitPower("player",3))/GetPowerRegen())>5 ^t^Sn^N2 ^t^SEnabled^B ^t^N3^T ^SShowTimer^B ^SBuffOrDebuff^SEITHER ^SUnit^Starget ^SType^Sconditionicon ^SName^SRising~`Sun~`Kick ^SShowTimerTextnoOCC^B ^SCustomTex^SRising~`Sun~`Kick ^SConditions^T ^N1^T ^SType^SDEBUFFDUR ^SChecked^B ^SUnit^Starget ^SName^SRising~`Sun~`Kick ^t^N2^T ^SType^SCHI ^SOperator^S>= ^SLevel^N2 ^t^N3^T ^SType^SSPELLCD ^SName^SRising~`Sun~`Kick ^t^Sn^N3 ^t^SOnlyMine^B ^SEnabled^B ^SDurationMin^N3 ^SDurationMax^N3 ^t^N4^T ^SType^Sconditionicon ^SConditions^T ^N1^T ^SType^SBUFFDUR ^SChecked^B ^SName^STiger~`Power ^t^N2^T ^SType^SDEBUFFDUR ^SChecked^B ^SOperator^S> ^SUnit^Starget ^SName^SRising~`Sun~`Kick ^SLevel^N1 ^t^N3^T ^SType^SLUA ^SName^S((100-UnitPower("player",3))/GetPowerRegen())>1 ^t^Sn^N3 ^t^SCustomTex^STiger~`Palm ^SEnabled^B ^t^N5^T ^SShowTimer^B ^SDurationMin^N3 ^SType^Scooldown ^SUnAlpha^N0.99 ^SDurationAlpha^N0.93 ^SName^SRising~`Sun~`Kick ^SManaCheck^B ^SShowTimerTextnoOCC^B ^SShowWhen^N3 ^SRangeCheck^B ^SEnabled^B ^SConditions^T ^N1^T ^SType^SCHI ^SOperator^S>= ^SLevel^N2 ^t^N2^T ^SType^SSPELLCD ^SOperator^S< ^SName^SRising~`Sun~`Kick ^SLevel^N3 ^t^N3^T ^SType^SICON ^SLevel^N1 ^SIcon^STellMeWhen_Group7_Icon3 ^t^Sn^N3 ^t^SDurationMax^N3 ^t^N6^T ^SType^Scooldown ^SName^SFists~`of~`Fury ^SManaCheck^B ^SRangeCheck^B ^SEnabled^B ^SConditions^T ^N1^T ^SType^SCHI ^SOperator^S>= ^SLevel^N3 ^t^N2^T ^SType^SBUFFDUR ^SChecked^B ^SOperator^S> ^SName^STiger~`Power ^SLevel^N4 ^t^N3^T ^SType^SBUFFDUR ^SChecked^B ^SName^SEnergizing~`Brew ^t^N4^T ^SType^SLUA ^SName^S((100-UnitPower("player",3))/GetPowerRegen())>4 ^t^Sn^N4 ^t^t^N7^T ^SSort^N1 ^SType^Sconditionicon ^SConditionDurEnabled^B ^SUnConditionDurEnabled^B ^SCustomTex^SChi~`Wave ^SEnabled^B ^SConditions^T ^N1^T ^SType^SSPELLCD ^SName^SChi~`Wave ^t^N2^T ^SType^SLUA ^SName^S((100-UnitPower("player",3))/GetPowerRegen())>2 ^t^Sn^N2 ^t^t^N8^T ^SType^Sconditionicon ^SConditions^T ^N1^T ^SType^SBUFFDUR ^SChecked^B ^SOperator^S> ^SName^SCombo~`Breaker:~`Blackout~`Kick ^t^Sn^N1 ^t^SCustomTex^SBlackout~`Kick ^SEnabled^B ^t^N9^T ^SType^Sconditionicon ^SCustomTex^STiger~`Palm ^SEnabled^B ^SConditions^T ^N1^T ^SType^SBUFFDUR ^SChecked^B ^SOperator^S> ^SName^SCombo~`Breaker:~`Tiger~`Palm ^SPrtsBefore^N1 ^t^N2^T ^SType^SLUA ^SPrtsAfter^N1 ^SName^S((100-UnitPower("player",3))/GetPowerRegen())>=2 ^t^N3^T ^SType^SBUFFDUR ^SChecked^B ^SOperator^S<= ^SUnit^Starget ^SName^SCombo~`Breaker:~`Tiger~`Palm ^SAndOr^SOR ^SPrtsBefore^N1 ^SLevel^N2 ^t^N4^T ^SType^SBUFFDUR ^SChecked^B ^SPrtsAfter^N1 ^SOperator^S> ^SName^SCombo~`Breaker:~`Tiger~`Palm ^t^Sn^N4 ^t^t^N10^T ^SType^Sconditionicon ^SConditions^T ^N1^T ^SType^SCHI ^SOperator^S<= ^SLevel^N3 ^t^Sn^N1 ^t^SCustomTex^SJab ^SEnabled^B ^t^N11^T ^SType^Sconditionicon ^SConditions^T ^N1^T ^SType^SCHI ^SLevel^N5 ^t^N2^T ^SType^SLUA ^SName^S(UnitPower("unit"~`,~`powerType)+(8-(GetTime()-GetSpellCooldown("Rising~`Sun~`Kick")))*GetPowerRegen())>40 ^SAndOr^SOR ^t^Sn^N2 ^t^SCustomTex^S100784 ^SEnabled^B ^t^t^SSortPriorities^T ^N1^T ^SMethod^Svisiblealpha ^t^N2^T ^SMethod^Sid ^SOrder^N-1 ^t^N4^T ^SMethod^Sduration ^SOrder^N1 ^t^t^SLayoutDirection^N2 ^SName^SRotation~`Helper~`Chi~`Wave ^SSettingsPerView^T ^Sicon^T ^SSpacingX^N2 ^t^t^t^N61501^S~`~| ^Sgroup^N7 ^^
The leftmost visible one is the one you want to press, but if there's multiple visible, you'd be able to pick any of them, but the highest prio one is always left. If you see nothing, you know you can safely Chi Wave. I might find a way to add Chi Wave to the Aura, but currently, seeing as it isn't mentioned in any way in SimCraft, I didn't put it in there.
EDIT:
- Added Chi Wave filler
- Added missing condition for RSK
EDIT 10.3.2013
- Updated to 520-2 prios
EDIT 16.3.2013
- Updated to 520-3 prios