Quoted from "ghostwolf82;483736"
@ Peryl - I'll get that into the main code. I never would have guessed at a nil return on a buff/debuff either. Not even sure how that's possible... The people who code this game astonish me at every turn...
Quoted from "Peryl;483739"
Though I still can be caught shaking my head from time to time, I've pretty much stopped being astonished (though it might be interesting to know what medication they're on).
As to the nil value, it might be caused by an aura. Wondering what the buff/debuff was.
@mrmisterwaa Can you shed some light on this? As in what mob it was you had targeted at the time or if it was self, can you re-create the situation?
Quoted from "mrmisterwaa;483773"
Yes, actually, it's the Windrunner ticket I have on.
I would assume it has something to do with any buff that is permanent (or at least will not disappear.)
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CustomFunctions.lua[string '?']:293: 'end' expected (to close 'function' at line 154) near '<eof>' |
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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, mode)
--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: Knight/Scout
if mainClass == "KNIGHT" and subClass == "RANGER" then
--Potions and Buffs
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Action: "..manapot, use = (pctEB2 <= .40) },
{ name = "Resolution", use = (phealth <= .30) and combat },
}
--Combat
if enemy then
if (mode == "arrow") then --set mode to "arrow" in a seperate macro to call the ranged spells, otherwise it will go right to the melee spells (this is how mode is meant to work).
Skill2 = {
{ name = "Vampire Arrows", use = true },
{ name = "Sacred Resistance", use = true },
{ name = "Shot", use = true },
}
else
Skill2 = {
-- Use Throat Attack on detect enemy spell cast.
{ name = "Throat Attack", use = (melee and (silenceThis) and pctEB1 >= 15) },
{ name = "Schock", use = (silenceThis) },
{ name = "Shield of Valor", use = ((phealth <= .8) and shield) },
{ name = "Shield of Discipline", use = (silenceThis and shield) },
{ name = "Shield of Atonement", use = (combat and shield and (not tbuffs['Restrained'])) },
{ name = "Mana Return", use = (tbuffs['Holy Seals 3']) and (pctEB1 <= .70) },
{ name = "Threaten", use = (tbuffs['Holy Seals 3']) and (not tbuffs['Threaten']) },
{ name = "Hatred Strike", use = (combat and party) },-- Agro Multiplier if in party only
{ name = "Charge", use = (combat and (tspell ~= nil)) or (not melee and not tbuffs['Charge']) }, -- charge spellcasters
{ name = "Whirlwind Shield", use = (EnergyBar1 >= 189) },
{ name = "Holy Strike", use = (EnergyBar1 >= 145 ) and not tbuffs['Light Seal III'] },
}
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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- S/K VN and GCH tanking complete 
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-- Custom Local Functions
-- DoTMaster Function adds target to focus and keeps spell refreshed.
-- usage /run DoTMaster("Spell Name")
function DoTMaster(spellname, DMvocal)
local LockedOn = UnitExists("target")
local tDead = UnitIsDeadOrGhost("target")
local enemy = UnitCanAttack("player","target")
--Check for level one mobs before doing combat
if (LockedOn and (UnitLevel("target") < 2)) then
TargetNearestEnemy()
return
end
local function add_to_focus(thisunit)
local onlist = false
local freeslot = 0
for i = 1,10 do
if (not UnitExists("focus"..i)) and (freeslot == 0) then
freeslot = i
elseif UnitIsUnit(thisunit, "focus"..i) then
return false
end
end
if freeslot == 0 then
Msg("All slots full, skipping "..thisunit)
return false
else
FocusUnit(freeslot, thisunit)
end
end
if enemy and not tDead and UnitLevel("target") > 1 then
if add_to_focus("target") then
if (DMvocal == "v1") then Msg("- Casting ['..spellname..'] on "..UnitName(target)) end
CastSpellByName(spellname)
return true
end
end
for i = 1,10 do
if UnitIsDeadOrGhost("focus"..i) and (not UnitIsPlayer("focus"..i)) then
FocusUnit(i, "")
elseif UnitExists("focus"..i) and UnitCanAttack("player", "focus"..i)
and BuffTimeLeft("focus"..i, spellname) <= 2 then
FocusUnit(11, "target")
TargetUnit("focus"..i)
CastSpellByName(spellname)
if (DMvocal == "v1") then Msg("- ReCasting "..spellname.." on "..UnitName(("focus"..i)).." "..i) end
TargetUnit("focus11")
FocusUnit(11, "")
return true
end
end
end
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/run DoTMaster("Holy Light's Fury","v1")
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if enemy and not tDead and UnitLevel("target") > 1 then
if add_to_focus("target") then
if (DMvocal == "v1") then Msg("- Casting ['..spellname..'] on "..UnitName(target)) end
CastSpellByName(spellname)
return true
end
end
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BuffTimeLeft("focus"..i, spellname) <= 2
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(fbuffs(spellname).time <= 2) |
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-- Custom Local Functions
-- DIYCE 2.2
-- DoTMaster Function adds target to focus and keeps spell refreshed.
-- usage /run DoTMaster("Spell Name")
function DoTMaster(spellname, DMvocal)
local LockedOn = UnitExists("target")
local tDead = UnitIsDeadOrGhost("target")
local enemy = UnitCanAttack("player","target")
local spell = UnitCastingTime("player") -- Spell being cast?
local thisunit = "target"
if (spell ~= nil) then
return
end
--Check for level one mobs before doing combat
if (LockedOn and (UnitLevel("target") < 2)) then
TargetNearestEnemy()
return
end
local function add_to_focus(thisunit)
local onlist = false
local freeslot = 0
for i = 1,10 do
if (not UnitExists("focus"..i)) and (freeslot == 0) then
freeslot = i
elseif UnitIsUnit("target", "focus"..i) then
return false
end
end
if freeslot == 0 then
Msg("All slots full, skipping "..UnitName("target"))
return false
else
FocusUnit(freeslot, "target")
if (DMvocal == "v1") then Msg("- Focusing on "..UnitName("target").." in slot "..freeslot) end
return true
end
end
if enemy and not tDead and UnitLevel("target") > 1 then
if add_to_focus(thisunit) then
if (DMvocal == "v1") then Msg("- Casting ['..spellname..'] on "..UnitName("target")) end
CastSpellByName(spellname)
return false
end
end
for i = 1,10 do
fbuffs = BuffList("focus"..i)
thisunit = "focus"..i
if UnitIsDeadOrGhost(thisunit) and (not UnitIsPlayer(thisunit)) then
TargetUnit(thisunit)
UseSkill(1,1) -- Loot Corpse
FocusUnit(i, "")
if (DMvocal == "v1") then Msg("- "..UnitName("target").." "..i.." is dead. Dropping Focus.") end
return
end
if UnitExists(thisunit) and UnitCanAttack("player", thisunit) and (not fbuffs[spellname] or fbuffs[spellname].time <= 2) then
FocusUnit(11, "target")
TargetUnit(thisunit)
CastSpellByName(spellname)
if (DMvocal == "v1") then Msg("- Reapplying "..spellname.." to "..UnitName((thisunit)).." "..i) end
TargetUnit("focus11")
FocusUnit(11, "")
return
end
end
end
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Quoted
function ScoutRogue(arg1,arg2)
local Skill = {}
local i = 0
local mana = UnitSkill("player")
local focus = UnitMana("player")
local friendly = (not UnitCanAttack("player","target"))
local targetAlive = (not UnitIsDeadOrGhost("target"))
local pvp = ((not friendly) and (UnitIsPlayer("target")))
local combat = GetPlayerCombatState()
local pbuffs = BuffList("player")
local tbuffs = BuffList("target")
local a1,a2,a3,a4,a5,ASon = GetActionInfo(3)
i=i+1; Skill = { name = "Vampire Arrows", use = (focus >= 20) }
i=i+1; Skill[i] = { name = "Autoshot", use = (not ASon) }
i=i+1; Skill[i] = { name = "Combo Shot", use = (true) }
i=i+1; Skill[i] = { name = "Reflected Shot", use = (true) }
i=i+1; Skill[i] = { name = "Piercing Arrow", use = (true) }
i=i+1; Skill[i] = { name = "Wind Arrows", use = (focus >= 15) }
i=i+1; Skill[i] = { name = "Snipe", use = (true) }
i=i+1; Skill[i] = { name = "Shot", use = (true) }
MyCombat(Skill,arg1)
end
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[B]/Script DEFAULT_CHAT_FRAME:AddMessage(GetZoneID());[/B] |
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[B]/script DEFAULT_CHAT_FRAME:AddMessage(GetZoneName());[/B] |
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-- Class: Scout/Rogue
if mainClass == "RANGER" and subClass == "THIEF" then
--Potions and Buffs
Skill = {
{ name = "Frost Arrow", use = ((not pbuffs['Frost Arrow']) or (pbuffs['Frost Arrow'].time <= 15)) },
{ name = "Weak Spot", use = ((CD("Weak Spot") and (not pbuffs['Informer'])) and (EnergyBar1 >= 55)) },
{ name = "Sapping Arrow", use = boss and (not tbuffs['Sapping Arrow'] and (EnergyBar2 >= 45)) },
{ name = "Action: 31", use = (pbuffs['Confusion'] or pbuffs[503390]) }
}
--Combat
if enemy then
Skill2 = {
{ name = "Shot", use = (CD("Shot")) },
{ name = "Autoshot", use = (not ASon) },
--{ name = "Vampire Arrows", use = CD("Vampire Arrows") and (EnergyBar1 >= 40) },
{ name = "Combo Shot", use = (tbuffs[503169] and CD("Combo Shot")) },
{ name = "Wind Arrows", use = (CD("Wind Arrows") and (EnergyBar1 >= 45)) },
{ name = "Piercing Arrow", use = boss and ((EnergyBar1 <= 45) and CD("Piercing Arrow")) },
{ name = "Throat Attack", use = ((EnergyBar2 >= 50) and (boss or elite) and (silenceThis)) }
--{ name = "Wrist Attack", use = (not tbuffs['Wrist Attack'] and pctEB1 >= 50 and melee) },
--{ name = "Joint Blow", use = (not tbuffs['Joint Blow'] and pctEB1 >= 50 and melee) }
}
end
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{ name = "Action: 31", use = (pbuffs['Confusion'] or pbuffs[503390]) }
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Quoted from "ghostwolf82;484198"
Yes, anything that is level 1 will be untargeted, and a new target will be selected. To fix this, on a permanent basis, I will need someone else's help.
When in Grafu run this line of code:
Then also run this line:
![]()
Source code
1 [B]/Script DEFAULT_CHAT_FRAME:AddMessage(GetZoneID());[/B]
And please post both results here. Would like to have more than one source post these results to confirm and cross check accuracy. Preferably from two different servers.
![]()
Source code
1 [B]/script DEFAULT_CHAT_FRAME:AddMessage(GetZoneName());[/B]
Quoted from "mrmisterwaa;484232"
Try isolating it (putting it by itself in the DIYCE) and check if it works.
It doesn't, then we have a tiny problem. If it does work, there might be something you are over-looking.
Do you get any errors?
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{ name = "ROFL", use = (pbuffs[503390]) }
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{ name = "/ROFL", use = (pbuffs[503390]) }
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 |
function WarriorRogue(arg1)
local Skill = {}
local i = 0
local rage = UnitMana("player")
local energy = UnitSkill("player")
local enemy = UnitCanAttack("player","target")
local tbuffs = BuffList("target")
local phealth = PctH("player")
if enemy then
i=i+1; Skill[i] = { name = "Survival Instinct", use = ( phealth <= .49 )}
i=i+1; Skill[i] = { name = "Enraged", use = ( rage <= 20 )}
i=i+1; Skill[i] = { name = "Splitting Chop", use = ( (rage >= 15) and tbuffs['Weakened'] )}
i=i+1; Skill[i] = { name = "Keen Attack", use = ( (energy >= 20) and tbuffs['Vulnerable'] )}
i=i+1; Skill[i] = { name = "Open Flank", use = ( (rage >= 10) and tbuffs['Vulnerable'] and CD("Splitting Chop") )}
i=i+1; Skill[i] = { name = "Probing Attack", use = ( (rage >= 20) )}
i=i+1; Skill[i] = { name = "Blood Dance", use = ( phealth >= .85 )}
i=i+1; Skill[i] = { name = "Slash", use = ( rage >= 25 )}
i=i+1; Skill[i] = { name = "Shadowstab", use = ( energy >= 20 )}
i=i+1; Skill[i] = { name = "Attack", use = true }
end
MyCombat(Skill,arg1)
end
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function WarriorRogue(arg1)
local Skill = {}
local i = 0
local rage = UnitMana("player")
local energy = UnitSkill("player")
local enemy = UnitCanAttack("player","target")
local tbuffs = BuffList("target")
local phealth = PctH("player")
if enemy then
i=i+1; Skill[i] = { name = "Survival Instinct", use = ( phealth <= .49 )}
i=i+1; Skill[i] = { name = "Enraged", use = ( rage <= 20 )}
i=i+1; Skill[i] = { name = "Splitting Chop", use = ( (rage >= 15) and tbuffs['Weakened'] )}
i=i+1; Skill[i] = { name = "Open Flank", use = ( (rage >= 10) and tbuffs['Vulnerable'] and not tbuffs['Shattered Armor'] and CD("Splitting Chop") )}
i=i+1; Skill[i] = { name = "Keen Attack", use = ( (energy >= 20) and tbuffs['Vulnerable'] )}
i=i+1; Skill[i] = { name = "Open Flank", use = ( (rage >= 10) and tbuffs['Vulnerable'] and CD("Splitting Chop") )}
i=i+1; Skill[i] = { name = "Probing Attack", use = ( (rage >= 20) )}
i=i+1; Skill[i] = { name = "Blood Dance", use = ( phealth >= .85 )}
i=i+1; Skill[i] = { name = "Slash", use = ( rage >= 25 )}
i=i+1; Skill[i] = { name = "Shadowstab", use = ( energy >= 20 )}
i=i+1; Skill[i] = { name = "Attack", use = true }
end
MyCombat(Skill,arg1)
end
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Quoted from "hangman04;484955"
yes i consider dacay a loss in dps if i cast it and i don;t any buff. But i can cast a buff only once every 12+20= 32 secs not sooner. I was asking if there is smth for this.
I can't help you there. I've not played either Warrior or Rogue and so could not possibly give advice on skill rotations.
Quoted from "hangman04;484955"
as for the wr / r script my questions was more like which is better for dps. i've been playing only for few days.