Quoted from "Sixpax;213845"
Note that this does not automate your combat (sorry bot lovers), it just picks the best attack to execute every time you hit the macro. You'll have to hit the macro each time you want your character to perform an action.
INSTALLATION:
If you have any trouble setting this up, please read the link in my sig on creating custom functions. I posted a set of instructions (see post #21 of this thread) that might help as well. If there are errors in your code, you'll get an icon around your minimap that is flashing red. Click on that to get the exact error message.
First off, you'll need to create a folder to extract the .zip files (with their path). If you already have other addons, then the folder you need is already there, just navigate to the path.
Here's the path you should create/navigate to:
Runes of Magic\Interface\Addons
Next open the zip file from the bottom of this post. If you are using WinZip, extract the files into that folder (be sure "Use folder names" is checked). If you are using the standard Windows explorer to view the .zip file, just drag the DIYCE folder to that destination.
To verify you have it setup correctly, you will wind up with 3 files (DIYCE.toc, DIYCE.lua, and CustomFunctions.lua) in this folder:
Runes of Magic\Interface\Addons\DIYCE
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Source code |
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-- DIY Combat Engine version 2.2
local g_skill = {}
local g_lastaction = ""
function Msg(outstr,a1,a2,a3)
DEFAULT_CHAT_FRAME:AddMessage(tostring(outstr),a1,a2,a3)
end
function ReadSkills()
g_skill = {}
local skillname,slot
for page = 1,4 do
slot = 1
skillname = GetSkillDetail(page,slot)
repeat
local a1,a2,a3,a4,a5,a6,a7,a8,skillusable = GetSkillDetail(page,slot)
if skillusable then
g_skill[skillname] = { ['page'] = page, ['slot'] = slot }
end
slot = slot + 1
skillname = GetSkillDetail(page,slot)
until skillname == nil
end
end
-- Read Skills on Log-In/Class Change/Level-Up
local DIYCE_EventFrame = CreateUIComponent("Frame","DIYCE_EventFrame","UIParent")
DIYCE_EventFrame:SetScripts("OnEvent", [=[
if event == 'PLAYER_SKILLED_CHANGED' then
ReadSkills()
end
]=] )
DIYCE_EventFrame:RegisterEvent("PLAYER_SKILLED_CHANGED")
function PctH(tgt)
return (UnitHealth(tgt)/UnitMaxHealth(tgt))
end
function PctM(tgt)
return (UnitMana(tgt)/UnitMaxMana(tgt))
end
function PctS(tgt)
return (UnitSkill(tgt)/UnitMaxSkill(tgt))
end
function CancelBuff(buffname)
local i = 1
local buff = UnitBuff("player",i)
while buff ~= nil do
if buff == buffname then
CancelPlayerBuff(i)
return true
end
i = i + 1
buff = UnitBuff("player",i)
end
return false
end
function BuffList(tgt)
local list = {}
local buffcmd = UnitBuff
local infocmd = UnitBuffLeftTime
if UnitCanAttack("player",tgt) then
buffcmd = UnitDebuff
infocmd = UnitDebuffLeftTime
end
-- There is a max of 100 buffs/debuffs per unit apparently
for i = 1,100 do
local buff, _, stackSize, ID = buffcmd(tgt, i)
local timeRemaining = infocmd(tgt,i)
if buff then
-- Ad to list by name
list[buff:gsub('(%()(.)(%))', '%2')] = { stack = stackSize, time = timeRemaining, id = ID }
-- We also list by ID in case two different buffs/debuffs have the same name.
list[ID] = {stack = stackSize, time = timeRemaining, name = buff:gsub("(%()(.)(%))", "%2") }
else
break
end
end
return list
end
function CD(skillname)
local firstskill = GetSkillDetail(2,1)
if (g_skill[firstskill] == nil) or (g_skill[firstskill].page ~= 2) then
ReadSkills()
end
if g_skill[skillname] ~= nil then
local tt,cd = GetSkillCooldown(g_skill[skillname].page,g_skill[skillname].slot)
return cd <= 0.4
elseif skillname == nil then
return false
else
Msg("Skill not available: "..skillname) --Comment this line out if you do not wish to recieve this error message.
return
end
end
function MyCombat(Skill, arg1)
local spell_name = UnitCastingTime("player")
local talktome = ((arg1 == "v1") or (arg1 == "v2"))
local action,actioncd,actiondef,actioncnt
if spell_name ~= nil then
if (arg1 == "v2") then Msg("- ['..spell_name..']", 0, 1, 1) end
return true
end
for x,tbl in ipairs(Skill) do
local useit = type(Skill[x].use) ~= "function" and Skill[x].use or (type(Skill[x].use) == "function" and Skill[x].use() or false)
if useit then
if string.find(Skill[x].name, "Action:") then
action = tonumber((string.gsub(Skill[x].name, "(Action:)( *)(%d+)(.*)", "%3")))
_1,actioncd = GetActionCooldown(action)
actiondef,_1,actioncnt = GetActionInfo(action)
if GetActionUsable(action) and (actioncd == 0) and (actiondef ~= nil) and (actioncnt > 0) then
if talktome then Msg("- "..Skill[x].name) end
UseAction(action)
return true
end
elseif string.find(Skill[x].name, "Custom:") then
action = string.gsub(Skill[x].name, "(Custom:)( *)(.*)", "%3")
if CustomAction(action) then
return true
end
elseif string.find(Skill[x].name, "Item:") then
action = string.gsub(Skill[x].name, "(Item:)( *)(.*)", "%3")
if talktome then Msg("- "..Skill[x].name) end
UseItemByName(action)
return true
elseif CD(Skill[x].name) then
if talktome then Msg("- "..Skill[x].name) end
CastSpellByName(Skill[x].name)
return true
elseif string.find(Skill[x].name, "Pet Skill:") then
action = string.gsub(Skill[x].name, "(Pet Skill:)( *)(%d+)(.*)", "%3")
UsePetAction(action)
if (arg1 == "v2") then Msg(Skill[x].name.." has been fully processed") end
return true
end
end
end
if (arg1 == "v2") then Msg("- [IDLE]", 0, 1, 1) end
return false
end
function CustomAction(action)
if CD(action) then
if IsShiftKeyDown() then Msg("- "..action) end
g_lastaction = action
CastSpellByName(action)
return true
else
return false
end
end
function BuffTimeLeft(tgt, buffname)
local cnt = 1
local buff = UnitBuff(tgt,cnt)
while buff ~= nil do
if string.find(buff,buffname) then
return UnitBuffLeftTime(tgt,cnt)
end
cnt = cnt + 1
buff = UnitBuff(tgt,cnt)
end
return 0
end
function BuffParty(arg1,arg2)
-- arg1 = Quickbar slot # for targetable, instant-cast buff without a cooldown (eg. Amp Attack) for range checking.
-- arg2 = buff expiration time cutoff (in seconds) for refreshing buffs, default is 45 seconds.
local selfbuffs = { "Soul Bond", "Enhanced Armor", "Holy Seal" }
local groupbuffs = { "Grace of Life", "Amplified Attack", "Angel's Blessing", "Essence of Magic", "Magic Barrier", "Blessed Spring Water", "Fire Ward", "Savage Blessing", "Concentration Prayer", "Shadow Fury" }
local buffrefresh = arg2 or 45 -- Refresh buff time (seconds)
local spell = UnitCastingTime("player") -- Spell being cast?
local vocal = IsShiftKeyDown() -- Generate feedback if Shift key held
if (spell ~= nil) then
return
end
if vocal then Msg("- Checking self buffs on "..UnitName("player")) end
for i,buff in ipairs(selfbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
TargetUnit("player")
CastSpellByName(buff)
return
end
end
if vocal then Msg("- Checking group buffs on "..UnitName("player")) end
for i,buff in ipairs(groupbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
TargetUnit("player")
CastSpellByName(buff)
return
end
end
for num=1,GetNumPartyMembers()-1 do
TargetUnit("party"..num)
if GetActionUsable(arg1) and (UnitHealth("party"..num) > 0) then
if vocal then Msg("- Checking group buffs on "..UnitName("party"..num)) end
for i,buff in ipairs(groupbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("target",buff) <= buffrefresh) then
if UnitIsUnit("target","party"..num) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("target")) end
CastSpellByName(buff)
return
else
if vocal then Msg("- Error: "..UnitName("target").." != "..UnitName("party"..num)) end
end
end
end
else
if vocal then Msg("- Player "..UnitName("party"..num).." out of range or dead.") end
end
end
if vocal then Msg("- Nothing to do.") end
end
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Quoted from "Sixpax;213845"
HOW IT WORKS:
For those that want to know, this is how the Engine operates: The ReadSkills() function gets run whenever you enter the game, level-up, or switch classes. It goes through your skill book and memorizes all of your skill numbering and stores it in a global table (g_skill) to be referenced by the CD() function. The CD() function checks the cooldown on whatever skill is passed to it and will return a value of true if the named skill is not on cooldown and false otherwise, so think of this as a "is the skill ready" check. The MyCombat() function goes through a table (called "Skill") that you define with a list of each action/skill you want to perform looking for the first one that's ready to be used and meets the criteria you specify for that skill.
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--Potions and buffs
Skill = {
{ name = "Savage Blessing", use = (pctEB1 >= .05) and ((not pbuffs['Savage Blessing']) or (pbuffs['Savage Blessing'].time <= 45)) },
{ name = "Concentration Prayer", use = (pctEB1 >= .05) and ((not pbuffs['Concentration Prayer']) or (pbuffs ['Concentration Prayer'].time <= 45)) },
{ name = "Intensification", use = (pctEB1 >= .05) and (not pbuffs['Intensification']) and boss and enemy },
}
--Combat
if enemy then
Skill2 = {
{ name = "Binding Silence", use = (silenceThis) },
{ name = "Silence", use = (silenceThis) },
{ name = "Weakening Seed", use = (pctEB1 >= .05) and boss and ((not tbuffs['Weakening Seed']) or (tbuffs['Weakening Seed'].time < 4)) },
{ name = "Mother Nature's Wrath", use = (pctEB1 >= .05) },
--{ name = "Briar Entwinement", use = (pctEB1 >= .05) and ((not tbuffs['Briar Entwinement']) or (tbuffs['Briar Entwinement'].time < 4)) },
{ name = "Lightning", use = (pctEB1 >= .05) },
{ name = "Fireball", use = (pctEB1 >= .05) },
{ name = "Earth Arrow", use = (pctEB1 >= .05) },
}
end
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Source code |
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local EnergyBar1 = UnitMana("player")
local EnergyBar2 = UnitSkill("player")
local pctEB1 = PctM("player")
local pctEB2 = PctS("player")
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[U] skill [/U] [U]use [/U] [U](CD) [/U] Savage Blessing false true Concen. Prayer false true Intensification false true Lightning true true Fireball false false Earth Arrow true true |
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Source code |
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local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function DIYCE_DebugSkills(skillList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
for i,v in ipairs(skillList) do
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE.."" use = "..WHITE..(v.use and "true" or "false"))
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
function DIYCE_DebugBuffList(buffList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Buff List:")
for k,v in pairs(buffList) do
-- We ignore numbered entries because both the ID and name
-- are stored in the list. This avoids doubling the output.
if type(k) ~= "number" then
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..k..SILVER..']: "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.." stack: "..WHITE..v.stack..LTBLUE.." time: "..WHITE..v.time)
end
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
local silenceList = {
['Annihilation'] = true,
['King Bug Shock'] = true,
['Mana Rift'] = true,
['Dream of Gold'] = true,
['Flame'] = true,
['Flame Spell'] = true,
['Wave Bomb'] = true,
['Silence'] = true,
['Recover'] = true,
['Restore Life'] = true,
['Heal'] = true,
['Curing Shot'] = true,
['Leaves of Fire'] = true,
['Urgent Heal'] = true,
}
function PriestFairySequence(arg1)
local Skill = {}
local Skill2 = {}
local i = 0
local FairyExists = UnitExists("playerpet")
local FairyBuffs = BuffList("playerpet")
local combat = GetPlayerCombatState()
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Summon Fairy
if (not FairyExists) and (not combat) then
if mainClass == "AUGUR" then
if subClass == "THIEF" then
Skill = {
{ name = "Shadow Fairy", use = true },
}
elseif subClass == "RANGER" then
Skill = {
{ name = "Water Fairy", use = true },
}
elseif subClass == "MAGE" then
Skill = {
{ name = "Wind Fairy", use = true },
}
elseif subClass == "KNIGHT" then
Skill = {
{ name = "Light Fairy", use = true },
}
elseif subClass == "WARRIOR" then
Skill = {
{ name = "Fire Fairy", use = true },
}
end
end
end
--Cast Halo
if FairyExists then
if mainClass == "AUGUR" then
if subClass == "THIEF" then
if (not FairyBuffs[503459]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Wraith Halo)", use = true },
}
end
elseif subClass == "RANGER" then
if (not FairyBuffs[503457]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Frost Halo)", use = true },
}
end
elseif subClass == "MAGE" then
if (not FairyBuffs[503461]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Windrider Halo)", use = true },
}
end
elseif subClass == "KNIGHT" then
if (not FairyBuffs[503507]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Devotion Halo)", use = true },
}
end
elseif subClass == "WARRIOR" then
if (not FairyBuffs[503455]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Accuracy Halo)", use = true },
}
end
end
--Cast Conceal
if (not MyCombat(Skill, arg1)) then
if (not FairyBuffs[503753]) then
if (arg1 == "v1") then
Msg("- Activating Conceal", 0, 1, 1)
end
Skill2 = {
{ name = "Pet Skill: 7 (Conceal)", use = true },
}
end
end
end
end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
end
function KillSequence(arg1, healthpot, manapot, foodslot)
--arg1 = "v1" or "v2" for debugging
--healthpot = # of actionbar slot for health potions
--manapot = # of actionbar slot for mana potions
--foodslot = # of actionbar slot for food (add more args for more foodslots if needed)
local Skill = {}
local Skill2 = {}
local i = 0
-- Player and target status.
local combat = GetPlayerCombatState()
local enemy = UnitCanAttack("player","target")
local EnergyBar1 = UnitMana("player")
local EnergyBar2 = UnitSkill("player")
local pctEB1 = PctM("player")
local pctEB2 = PctS("player")
local tbuffs = BuffList("target")
local pbuffs = BuffList("player")
local tDead = UnitIsDeadOrGhost("target")
local behind = (not UnitIsUnit("player", "targettarget"))
local melee = GetActionUsable(13) -- # is your melee range spell slot number
local a1,a2,a3,a4,a5,ASon = GetActionInfo(14) -- # is your Autoshot slot number
local phealth = PctH("player")
local thealth = PctH("target")
local LockedOn = UnitExists("target")
local boss = UnitSex("target") > 2
local elite = UnitSex("target") == 2
local party = GetNumPartyMembers() >= 2
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Silence Logic
local tSpell,tTime,tElapsed = UnitCastingTime("target")
local silenceThis = tSpell and silenceList[tSpell] and ((tTime - tElapsed) > 0.1)
--Potion Checks
healthpot = healthpot or 0
manapot = manapot or 0
--Equipment and Pet Protection
if phealth <= .04 then
--SwapEquipmentItem() --Note: Remove the first double dash to re-enable equipment protection.
for i=1,6 do
if (IsPetSummoned(i) == true) then
ReturnPet(i);
end
end
end
--Check for level 1 mobs, if it is, drop target and acquire a new one.
if (LockedOn and (UnitLevel("target") < 2)) then
TargetUnit("")
return
end
--Begin Player Skill Sequences
--Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT,
--Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
-- Class: Warrior/Mage
if mainClass == "WARRIOR" and subClass == "MAGE" then
local SurpriseAttack = GetActionUsable(14)
--Potions and Buffs
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Survival Instinct", use = (phealth <= .30) and combat },
{ name = "Sense of Danger", use = (phealth <= .30) and combat },
{ name = "Action: "..manapot, use = (pctEB2 <= .40) },
{ name = "Action: "..Healslot, use = (phealth < .70) and (not combat) and (not party) },
{ name = "Action: "..HoTslot, use = (phealth < .80) and (not party) },
{ name = "Intensification", use = (pctEB2 >= .05) and (not pbuffs['Intensification']) and boss and enemy },
{ name = "Aggressiveness", use = boss and enemy },
{ name = "Electric Attack", use = (pctEB2 >= .05) and ((not pbuffs['Electric Attack']) or (pbuffs['Electric Attack'].time <= 45)) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Silence", use = (silenceThis) },
{ name = "Surprise Attack", use = SurpriseAttack },
{ name = "Enraged", use = (EnergyBar1 <= 30) and (boss or elite) },
{ name = "Electrical Rage", use = (EnergyBar1 >= 15) and (pctEB2 >=.05) and (not pbuffs['High Voltage III']) },
{ name = "Thunder Sword", use = (pctEB2 >= .05) },
{ name = "Lightning's Touch", use = (pctEB2 >= .05) },
{ name = "Attack", use = (thealth == 1) },
}
end
--Class: Rogue/Priest
elseif mainClass == "THIEF" and subClass == "AUGUR" then
--Potions and Buffs
Skill = {
{ name = "Regenerate", use = (phealth <= .90) and (pctEB2 >= .05) and (not pbuffs['Regenerate']) },
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Action: "..manapot, use = (pctEB2 <= .40) },
{ name = "Magic Barrier", use = (pctEB2 >= .05) and ((not pbuffs['Magic Barrier']) or (pbuffs['Magic Barrier'].time <= 45)) },
{ name = "Quickness Aura", use = (pctEB2 >= .05) and ((not pbuffs['Quickness Aura']) or (pbuffs['Quickness Aura'].time <= 45)) },
{ name = "Poison", use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45))},
}
--Combat
if enemy then
Skill2 = {
{ name = "Premeditation", use = (not combat) and boss and (EnergyBar1 >= 50) },
{ name = "Slowing Poison", use = boss },
{ name = "Informer", use = boss },
{ name = "Fervent Attack", use = boss },
{ name = "Assassins Rage", use = boss },
{ name = "Kick", use = (pctEB2 >= .05) },
{ name = "Sneak Attack", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Blind Spot Attack", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) and (not tbuffs[620313]) },
{ name = "Low Blow", use = (EnergyBar1 >= 30) and (tbuffs[620313]) and (not tbuffs[500704]) },
{ name = "Wound Attack", use = (EnergyBar1 >= 35) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) },
{ name = "Attack", use = (thealth == 1) },
}
end
--ADD MORE CLASS COMBOS HERE.
--USE AN "ELSEIF" TO CONTINUE WITH MORE CLASS COMBOS.
--THE NEXT "END" STATEMENT IS THE END OF THE CLASS COMBOS STATEMENTS.
--DO NOT POST BELOW THE FOLLOWING "END" STATEMENT!
end
--End Player Skill Sequences
if (arg1=="debugskills") then --Used for printing the skill table, and true/false usability
DIYCE_DebugSkills(Skill)
DIYCE_DebugSkills(Skill2)
elseif (arg1=="debugpbuffs") then --Used for printing your buff names, and buffID
DIYCE_DebugBuffList(pbuffs)
elseif (arg1=="debugtbuffs") then --Used for printing target buff names, and buffID
DIYCE_DebugBuffList(tbuffs)
elseif (arg1=="debugall") then --Used for printing all of the above at the same time
DIYCE_DebugSkills(Skill)
DIYCE_DebugSkills(Skill2)
DIYCE_DebugBuffList(pbuffs)
DIYCE_DebugBuffList(tbuffs)
end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
--Select Next Enemy
if (tDead) then
TargetUnit("")
return
end
if mainClass == "RANGER" and (not party) then --To keep scouts from pulling mobs without meaning to.
if (not LockedOn) or (not enemy) then
TargetNearestEnemy()
return
end
elseif mainClass ~= "RANGER" then --Let all other classes auto target.
if (not LockedOn) or (not enemy) then
TargetNearestEnemy()
return
end
end
end
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Source code |
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/run KillSequence() |
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Source code |
1 |
/run KillSequence("v1",59,57,"","",20)
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I have provided a link to the Notepad++ website, this is a free tool to download and use.
Quoted from "Sixpax;213845"
I highly recommend downloading and using Notepad++ when editing code. It helps to catch things like unbalanced parentheses and other typos. It also displays the line numbers next to each line so if you get an error in game, you can refer to the line number it lists.

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Source code |
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/run PriestFairySequence() |
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Source code |
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/run if (not PriestFairySequence() then KillSequence() end |
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Source code |
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function PriestFairySequence(arg1)
local Skill = {}
local Skill2 = {}
local i = 0
local FairyExists = UnitExists("playerpet")
local FairyBuffs = BuffList("playerpet")
local combat = GetPlayerCombatState()
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Summon Fairy
if (not FairyExists) and (not combat) then
if mainClass == "AUGUR" then
if subClass == "THIEF" then
Skill = {
{ name = "Shadow Fairy", use = true },
}
elseif subClass == "RANGER" then
Skill = {
{ name = "Water Fairy", use = true },
}
elseif subClass == "MAGE" then
Skill = {
{ name = "Wind Fairy", use = true },
}
elseif subClass == "KNIGHT" then
Skill = {
{ name = "Light Fairy", use = true },
}
elseif subClass == "WARRIOR" then
Skill = {
{ name = "Fire Fairy", use = true },
}
end
end
end
--Cast Halo
if FairyExists then
if mainClass == "AUGUR" then
if subClass == "THIEF" then
if (not FairyBuffs[503459]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Wraith Halo)", use = true },
}
end
elseif subClass == "RANGER" then
if (not FairyBuffs[503457]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Frost Halo)", use = true },
}
end
elseif subClass == "MAGE" then
if (not FairyBuffs[503461]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Windrider Halo)", use = true },
}
end
elseif subClass == "KNIGHT" then
if (not FairyBuffs[503507]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Devotion Halo)", use = true },
}
end
elseif subClass == "WARRIOR" then
if (not FairyBuffs[503455]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Accuracy Halo)", use = true },
}
end
end
--Cast Conceal
if (not MyCombat(Skill, arg1)) then
if (not FairyBuffs[503753]) then
if (arg1 == "v1") then
Msg("- Activating Conceal", 0, 1, 1)
end
Skill2 = {
{ name = "Pet Skill: 7 (Conceal)", use = true },
}
end
end
end
end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
end
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Source code |
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/run BuffParty(#) |
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Source code |
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/run if (not BuffParty(#)) then KillSequence() end |
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function BuffTimeLeft(tgt, buffname)
local cnt = 1
local buff = UnitBuff(tgt,cnt)
while buff ~= nil do
if string.find(buff,buffname) then
return UnitBuffLeftTime(tgt,cnt)
end
cnt = cnt + 1
buff = UnitBuff(tgt,cnt)
end
return 0
end
-function BuffParty(arg1,arg2)
-- arg1 = Quickbar slot # for targetable, instant-cast buff without a cooldown (eg. Amp Attack) for range checking.
-- arg2 = buff expiration time cutoff (in seconds) for refreshing buffs, default is 45 seconds.
local selfbuffs = { "Soul Bond", "Enhanced Armor", "Holy Seal" }
local groupbuffs = { "Grace of Life", "Amplified Attack", "Angel's Blessing", "Essence of Magic", "Magic Barrier", "Blessed Spring Water", "Fire Ward", "Savage Blessing", "Concentration Prayer", "Shadow Fury" }
local buffrefresh = arg2 or 45 -- Refresh buff time (seconds)
local spell = UnitCastingTime("player") -- Spell being cast?
local vocal = IsShiftKeyDown() -- Generate feedback if Shift key held
if (spell ~= nil) then
return
end
if vocal then Msg("- Checking self buffs on "..UnitName("player")) end
for i,buff in ipairs(selfbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
TargetUnit("player")
CastSpellByName(buff)
return
end
end
if vocal then Msg("- Checking group buffs on "..UnitName("player")) end
for i,buff in ipairs(groupbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
TargetUnit("player")
CastSpellByName(buff)
return
end
end
for num=1,GetNumPartyMembers()-1 do
TargetUnit("party"..num)
if GetActionUsable(arg1) and (UnitHealth("party"..num) > 0) then
if vocal then Msg("- Checking group buffs on "..UnitName("party"..num)) end
for i,buff in ipairs(groupbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("target",buff) <= buffrefresh) then
if UnitIsUnit("target","party"..num) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("target")) end
CastSpellByName(buff)
return
else
if vocal then Msg("- Error: "..UnitName("target").." != "..UnitName("party"..num)) end
end
end
end
else
if vocal then Msg("- Player "..UnitName("party"..num).." out of range or dead.") end
end
end
if vocal then Msg("- Nothing to do.") end
end
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Source code |
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/run if Potion(57) then return; elseif PriestFairySequence("v1") then return; elseif BuffParty(20) then return; elseif PartyHealer.Main() then return; elseif KillSequence("",59,57) then return; end
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Source code |
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local silenceList = {
['Annihilation'] = true,
['King Bug Shock'] = true,
['Mana Rift'] = true,
['Dream of Gold'] = true,
['Flame'] = true,
['Flame Spell'] = true,
['Wave Bomb'] = true,
['Silence'] = true,
['Recover'] = true,
['Restore Life'] = true,
['Heal'] = true,
['Curing Shot'] = true,
['Leaves of Fire'] = true,
['Urgent Heal'] = true,
}
function KillSequence(arg1, healthpot, manapot, foodslot)
--arg1 = "v1" or "v2" for debugging
--healthpot = # of actionbar slot for health potions
--manapot = # of actionbar slot for mana potions
--foodslot = # of actionbar slot for food (add more args for more foodslots if needed)
local Skill = {}
local Skill2 = {}
local i = 0
-- Player and target status.
local combat = GetPlayerCombatState()
local enemy = UnitCanAttack("player","target")
local EnergyBar1 = UnitMana("player")
local EnergyBar2 = UnitSkill("player")
local pctEB1 = PctM("player")
local pctEB2 = PctS("player")
local tbuffs = BuffList("target")
local pbuffs = BuffList("player")
local tDead = UnitIsDeadOrGhost("target")
local behind = (not UnitIsUnit("player", "targettarget"))
local melee = GetActionUsable(13) -- # is your melee range spell slot number
local phealth = PctH("player")
local thealth = PctH("target")
local LockedOn = UnitExists("target")
local boss = UnitSex("target") > 2
local elite = UnitSex("target") == 2
local party = GetNumPartyMembers() >= 2
local a1,a2,a3,a4,a5,ASon = GetActionInfo(4) -- # is your Autoshot slot number
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Silence Logic
local tSpell,tTime,tElapsed = UnitCastingTime("target")
local silenceThis = tSpell and silenceList[tSpell] and ((tTime - tElapsed) > 0.1)
--Potion Checks
healthpot = healthpot or 0
manapot = manapot or 0
--Equipment and Pet Protection
if phealth <= .04 then
--SwapEquipmentItem() --Note: Remove the first double dash to re-enable equipment protection.
for i=1,3 do
if (IsPetSummoned(i) == true) then
ReturnPet(i);
end
end
end
if (LockedOn and (UnitLevel("target") < 2)) then
TargetUnit("")
TargetNearestEnemy()
return
end
--Begin Player Skill Sequences
--Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT,
--Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
-- Class: Scout/Warden
if mainClass == "RANGER" and subClass == "WARDEN" then
--Potions and Buffs
Skill = {
{ name = "Entling Offering", use = (pctEB2 >= .05) and ((not pbuffs['Entling Offering']) or (pbuffs['Entling Offering'].time <= 45)) },
{ name = "Barriar Shield", use = (pctEB2 >= .05) and ((not pbuffs['Barriar Shield']) or (pbuffs['Barriar Shield'].time <= 45)) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Snipe", use = (ChkArg(Pbuffs['Hidden Peril'])) },
{ name = "Combo Shot", use = Combo Shot },
{ name = "Autoshot", use = not Ason },
{ name = "Hidden Peril", use = Hidden Peril },
{ name = "Thorn Arrow", use = Thorn Arrow },
{ name = "Shoot", use = Shoot },
{ name = "Vampire Arrows", use = Vampire Arrows },
{ name = "Piercing Arrow", use = Piercing Arrow },
}
end
--Class: Rogue/Scout
elseif mainClass == "THIEF" and subClass == "RANGER" then
--Potions and Buffs
Skill = {
{ name = "Combat Master", use = ((not pbuffs['Combat Master']) or (pbuffs['Combat Master'].time <= 45)) },
{ name = "Poison", use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45))},
}
--Combat
if enemy then
Skill2 = {
{ name = "Premeditation", use = (not combat) and boss and (EnergyBar1 >= 50) },
{ name = "Assassins Rage", use = boss },
{ name = "Energy Thief", use = boss },
{ name = "Sneak Attack", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Blind Spot Attack", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) and (not tbuffs[620313]) },
{ name = "Low Blow", use = (EnergyBar1 >= 30) and (tbuffs[620313]) and (not tbuffs[500704]) },
{ name = "Wound Attack", use = (EnergyBar1 >= 35) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) },
{ name = "Shot", use = Shot },
{ name = "Attack", use = (thealth == 1) },
}
end
--ADD MORE CLASS COMBOS HERE.
--USE AN "ELSEIF" TO CONTINUE WITH MORE CLASS COMBOS.
--THE NEXT "END" STATEMENT IS THE END OF THE CLASS COMBOS STATEMENTS.
--DO NOT POST BELOW THE FOLLOWING "END" STATEMENT!
end
--End Player Skill Sequences
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
--Select Next Enemy
if (tDead) then
TargetUnit("")
TargetNearestEnemy()
return
elseif (not LockedOn) or (not enemy) then
TargetNearestEnemy()
return
end
end
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Source code |
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elseif mainClass == "THIEF" and subClass == "RANGER" then
Skill = {
{ name = "Combat Master", use = ((not pbuffs['Combat Master')) }
{ name = 'Action: 62', use = ((not pbuffs['Yawaka's Blessing')) }
{ name = 'Action: 69', use = ((not pbuffs['Unbridled Enthusiasm')) } -- Speed Potion
{ name = 'Poison', use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45)) },
}
if enemy then
Skill2 = {
{ name = "Blind Spot", use = (EnergyBar1 >= 20) and boss and behind and (pbuffs['Energy Thief'] or pbuffs['Premeditation']) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) and (not tbuffs[620313]) },
{ name = "Low Blow", use = (EnergyBar1 >= 25) and (tbuffs[620313]) and ((not tbuffs[500704]) or pbuffs['Energy Thief']) },
{ name = "Wound Attack", use = (EnergyBar1 >= 35) },
{ name = "Vampire Arrows", use = (thealth > 1) },
{ name = "Shot", use = (not EnergyBar1 >= 20) },
{ name = "Wrist Attack", use = (EnergyBar2 >= 50) and boss },
{ name = "Throat Attack", use = (EnergyBar2 >= 50) and (boss or elite) and silenceThis },
{ name = "Attack", use = (thealth == 1) },
}
end
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Quoted from "mrmisterwaa;479820"
ghostwolf82, I came across a tiny logic problem with Wound Attack.
As a Rogue Scout who has Energy Thief during burn, I tend to set Low Blow to cast if Energy Thief or Grievous Wound is up on (myself for Energy Thief) the target.
How do I make it so Wound Attack will always have a priority over Low Blow when Energy Thief is up?
Here is the RogueScout function of mine, at least the first version of it.
So right now, if I have it right, it will do it the way I want ... except where since it doesn't have a sequence. If Energy Thief is up, it will spam Low Blow.
![]()
Source code
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22elseif mainClass == "THIEF" and subClass == "RANGER" then Skill = { { name = "Combat Master", use = ((not pbuffs['Combat Master')) } { name = 'Action: 62', use = ((not pbuffs['Yawaka's Blessing')) } { name = 'Action: 69', use = ((not pbuffs['Unbridled Enthusiasm')) } -- Speed Potion { name = 'Poison', use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45)) }, } if enemy then Skill2 = { { name = "Blind Spot", use = (EnergyBar1 >= 20) and boss and behind and (pbuffs['Energy Thief'] or pbuffs['Premeditation']) }, { name = "Shadowstab", use = (EnergyBar1 >= 20) and (not tbuffs[620313]) }, { name = "Low Blow", use = (EnergyBar1 >= 25) and (tbuffs[620313]) and ((not tbuffs[500704]) or pbuffs['Energy Thief']) }, { name = "Wound Attack", use = (EnergyBar1 >= 35) }, { name = "Vampire Arrows", use = (thealth > 1) }, { name = "Shot", use = (not EnergyBar1 >= 20) }, { name = "Wrist Attack", use = (EnergyBar2 >= 50) and boss }, { name = "Throat Attack", use = (EnergyBar2 >= 50) and (boss or elite) and silenceThis }, { name = "Attack", use = (thealth == 1) }, } end
I want to make it so that Shadowstab & Wound Attack have to be used even though Energy Thief is up.
How do I do that right? o.O
Can hit harder than shot if it crits.
Quoted from "ghostwolf82;479689"
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Source code
1 2 3 4 5 6 7 8 9--Equipment and Pet Protection if phealth <= .04 then --SwapEquipmentItem() --Note: Remove the first double dash to re-enable equipment protection. [B]for i=1,3 do[/B] if (IsPetSummoned(i) == true) then ReturnPet(i); end end end
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/script if (UnitSex("target") > 2) then KillSequence("", "boss") else
KillSequence() end
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Quoted from "bleedingblak;479843"
Put joint blow skill under shot. It is useful ^_^ just +55 itCan hit harder than shot if it crits.
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 |
-- Class: Scout/Knight
if mainClass == "RANGER" and subClass == "KNIGHT" then
--Combat
if enemy then
Skill2 = [B][COLOR=red]{[/COLOR][/B]
{ name = "Vampire Arrows", use = CD("Vampire Arrows") }
{ name = "Autoshot", use = (not ASon) }
{ name = "Combo Shot", use = CD("Combo Shot") }
{ name = "Reflected Shot", use = (CD("Reflected Shot")) }
{ name = "Piercing Arrow", use = (CD("Piercing Arrow")) }
{ name = "Wind Arrows", use = (CD("Wind Arrows")) and (EnergyBar1 >= 35) }
{ name = "Shot", use = (CD("Shot")) }
[COLOR=red][B]}[/B][/COLOR]
end
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Quoted from "samohn;479942"
Seem to be having trouble with my portion of the customfunction. It is not recognizing the parenthesis above the "end" as being associated with the parenthesis on the line "Skill2 = {". I'm not sure why.
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Source code
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15-- Class: Scout/Knight if mainClass == "RANGER" and subClass == "KNIGHT" then --Combat if enemy then Skill2 = [B][COLOR=red]{[/COLOR][/B] { name = "Vampire Arrows", use = CD("Vampire Arrows") } { name = "Autoshot", use = (not ASon) } { name = "Combo Shot", use = CD("Combo Shot") } { name = "Reflected Shot", use = (CD("Reflected Shot")) } { name = "Piercing Arrow", use = (CD("Piercing Arrow")) } { name = "Wind Arrows", use = (CD("Wind Arrows")) and (EnergyBar1 >= 35) } { name = "Shot", use = (CD("Shot")) } [COLOR=red][B]}[/B][/COLOR] end
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Source code |
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--Combat
if enemy then
Skill2 = {
{ name = "Vampire Arrows", use = CD("Vampire Arrows") },
{ name = "Autoshot", use = (not ASon) },
{ name = "Combo Shot", use = CD("Combo Shot") },
{ name = "Reflected Shot", use = (CD("Reflected Shot")) },
{ name = "Piercing Arrow", use = (CD("Piercing Arrow")) },
{ name = "Wind Arrows", use = (CD("Wind Arrows")) and (EnergyBar1 >= 35) },
{ name = "Shot", use = (CD("Shot")) },
}
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)
Quoted from "freym;479775"
well i have some problems with this new dyce.
i made some modifications to CustomFunctions
but when enter game and make macro
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Source code
1 2 3 4 5 6 7 8 9 10 11 12 13--Combat if enemy then Skill2 = { { name = "Snipe", use = (ChkArg(Pbuffs['Hidden Peril'])) }, { name = "Combo Shot", use = Combo Shot }, { name = "Autoshot", use = not Ason }, { name = "Hidden Peril", use = Hidden Peril }, { name = "Thorn Arrow", use = Thorn Arrow }, { name = "Shoot", use = Shoot }, { name = "Vampire Arrows", use = Vampire Arrows }, { name = "Piercing Arrow", use = Piercing Arrow }, } end
/run KillSequence("v2") nothing happends.
Quoted from "mrmisterwaa;479820"
ghostwolf82, I came across a tiny logic problem with Wound Attack.
As a Rogue Scout who has Energy Thief during burn, I tend to set Low Blow to cast if Energy Thief or Grievous Wound is up on (myself for Energy Thief) the target.
How do I make it so Wound Attack will always have a priority over Low Blow when Energy Thief is up?
Here is the RogueScout function of mine, at least the first version of it.
So right now, if I have it right, it will do it the way I want ... except where since it doesn't have a sequence. If Energy Thief is up, it will spam Low Blow.
![]()
Source code
1 tbuffs[500704])
I want to make it so that Shadowstab & Wound Attack have to be used even though Energy Thief is up.
How do I do that right? o.O
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Source code |
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/run for i=1,100 do local n,_,_,id=UnitDebuff("target",i) if n then DEFAULT_CHAT_FRAME:AddMessage(n.." = "..id) else break end end
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Source code |
1 |
{ name = "Low Blow", use = (EnergyBar1 >= 25) and ((tbuffs[620313]) and (not tbuffs[500704])) or (pbuffs['Energy Thief']) },
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Quoted from "jtanner28;479849"
I had a feeling that this was going to be happening soon. I delayed writing up a "DIYCE for Dummies" tutorial for my guild because I wanted it to have all the new info in it. I'll do my write-up on DIYCE2 instead.
One quick question Ghostwolf: I am in the process of learning lua programming for the express purpose of writing a GUI for DIYCE. I'm going through Peryl's RoMWiki tutorials on XML and Dynamic Frames. I haven't examined DIYCE2 in detail yet. Is it adaptable to the general writeup that Peryl wrote for a possible GUI? I'd like your thoughts on whether this is an appropriate Addon target now that the playing field has changed.
EDIT:
Also, I noticed this while perusing the Custom Function code:
Shouldn't that actually be "for i=1,6 do" for this of us that have opened up all 6 pet slots?
EDIT2:
One other item: Would there be any code execution speed gain or any other advantages gained by re-writing the engine and/or custom function and placing certain checks in the macro itself? For instance a macro like this (assuming the proper engine alterations):
This macro example does not take in to account the pre-defined argument positions that you defined in your custom code earlier. The macros could be made arbitrarily complex. The reason I think it might speed up execution is that some conditional checks could be made before even calling the custom DiYCE2 function. You could then create a section in your custom function where the argument is checked with an if-elseif-else block for the various arguments that could be passed by the macro. Things like health, target casting status, and other "common" arguments could be passed. You obviously couldn't pass something like a melee range condition because it hasn't been defined yet.
![]()
Source code
1 2/script if (UnitSex("target") > 2) then KillSequence("", "boss") else KillSequence() end
It's just a thought.![]()
(To note, you actually can set up a melee check in a macro to use before calling the function.)
Quoted from "jtanner28;479962"
Allen, you need commas at the end of each skill line. Essentially, these lines are elements of an array instead of individual lines of code like the old DIYCE. Hence, a comma is required to separate the individual elements of the array. Without the commas, the array definition closes at the first closing parenthesis. At least that is my understanding if it. (Actually, the individual skills in the old DIYCE were elements of an array also, but the index variable was manually incremented on each line. In the new DIYCE, we're saving some memory overhead by allowing the array to automatically increment the index variable.) Like this:
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Source code |
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function Pet(petnum)
if IsPetSummoned(petnum)
then ReturnPet(petnum)
else SummonPet(petnum)
end
end
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Source code |
1 |
/run Pet(1) |
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 |
function Potion(healthpot,manapot)
local Skill = {}
local i = 0
local pctmana = PctM("player")
local phealth = PctH("player")
healthpot = healthpot or 0
manapot = manapot or 0
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Action: "..manapot, use = (pctmana <= .40) },
}
MyCombat(Skill,arg1)
end
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Source code |
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/run Potion(59,57) |
Quoted from "ghostwolf82;480007"
Something else, while thinking of the pet protection, here is a small function I wrote up to call and return my pet with one macro button (macro follows):
![]()
Source code
1 2 3 4 5 6function Pet(petnum) if IsPetSummoned(petnum) then ReturnPet(petnum) else SummonPet(petnum) end end
Just change the number to the corresponding slot your pet resides in.
![]()
Source code
1 /run Pet(1)
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Source code |
1 |
/script if IsPetSummoned(1) then ReturnPet(1) else SummonPet(1) end |

Quoted from "ghostwolf82;480004"
Make sure this is the correct corresponding number for the debuff you place on the enemy mob. That number is the one I used for R/P, which I believe is different from other rogues due to an elite skill. Check for what debuffs are on your target with:
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Source code
1/run for i=1,100 do local n,_,_,id=UnitDebuff("target",i) if n then DEFAULT_CHAT_FRAME:AddMessage(n.." = "..id) else break end end
Also, as for wound attack, use this for Low Blow
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Source code
1{ name = "Low Blow", use = (EnergyBar1 >= 25) and ((tbuffs[620313]) and (not tbuffs[500704])) or (pbuffs['Energy Thief']) },
Again, making sure that your version of Grievous Wound is causing debuff 500704.
heh.|
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Source code |
1 |
(not pbuffs['Energy Thief']) |