|
|
Source code |
1 |
[string '?']:145: attempt to call global 'GetDIYCETimerValue' (a nil value) |
|
|
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 |
-- DIY Combat Engine version 2.2
local g_skill = {}
local g_lastaction = ""
-- Holds the created timers
local DIYCE_Timers = {}
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("OnUpdate", [=[ DIYCE_TimerUpdate(elapsedTime) ]=] )
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 or 0, id = ID }
-- We also list by ID in case two different buffs/debuffs have the same name.
list[ID] = {stack = stackSize, time = timeRemaining or 0, 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 GetDIYCETimerValue(Skill[x].timer) == 0 and CD(Skill[x].name) then
if talktome then Msg("- "..Skill[x].name) end
CastSpellByName(Skill[x].name)
StartDIYCETimer(Skill[x].timer)
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
--[[ Timer Update function ]]--
-- Tick down any active timers
function DIYCE_TimerUpdate(elapsed)
for k,v in pairs(DIYCE_Timers) do
v.timeLeft = v.timeLeft - elapsed
if v.timeLeft < 0 then
v.timeLeft = 0
end
end
end
--[[ Create a named timer ]]--
-- if the named timer already exists, this does nothing.
function CreateDIYCETimer(timerName, waitTime)
if not DIYCE_Timers[timerName] then
DIYCE_Timers[timerName] = { timeLeft = 0, waitTime = waitTime }
end
end
--[[ Set/reset waitTimer of an existing timer ]]--
-- if the timer doesn't exist, this does nothing
function SetDIYCETimerDelay(timerName, waitTime)
if DIYCE_Timers[timerName] then
DIYCE_Timers[timerName].waitTime = waitTime
end
end
--[[ Delete named timer ]]--
-- if the timer doesn't exist, this does nothing
-- Not really needed, but added for completeness
function DeleteDIYCETimer(timerName)
if DIYCE_Timers[timerName] then
DIYCE_Timers[timerName] = nil
end
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
|
|
|
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 |
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,
['Heavy Shelling'] = true, --Juggler Apprentice in Grafu
['Dark Healing'] = true, --Mini-boss in Sardo
}
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, goat2, 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: Rogue/Scout
if mainClass == "THIEF" and subClass == "RANGER" then
--Timers for this class
CreateDIYCETimer("SSBleed", 7) --Cooldown to ensure Shadowstab is only hit every 7 seconds.
CreateDIYCETimer("LBBleed", 9) --Cooldown to ensure Low Blow is only hit every 9 seconds*.
--goat2: 0 = Buffs, 1 = Melee, 2 = Ranged, 3 = Cooldowns & Potions, 4 = Longer Cooldowns
if (goat2 == "0") then
Skill = {
{ name = "Combat Master", use = ((not pbuffs['Combat Master'])) },
{ name = "Action: 62 (Yawaka's Blessing)", use = ((not pbuffs['Yawaka's Blessing'])) },
{ name = "Action: 69 (Unbridled Enthusiam)", use = ((not pbuffs['Unbridled Enthusiasm'])) }, -- Speed Potion
}
elseif (goat2 == "3") then
Skill = {
{ name = "Informer", use = ((not pbuffs['Informer'])) },
{ name = "Action: 64 (Unknown Choice)", use = ((EnergyBar1 > 20)) },
{ name = "Action: 65 (Caviar Sandwich)", use = ((not pbuffs['Caviar Sandwich'])) },
}
elseif (goat2 == "4") then
Skill = {
{ name = "Action: 46 (Energy Potion)", use = ((EnergyBar1) <= 15 and (boss)) },
{ name = "Action: 30 (Strong Stimulant)", use = ((boss) and (not pbuffs['Fervent Attack'])) },
{ name = "Action: 34 (Extinction Potion)", use = ((boss) and (not pbuffs['Extinction Potion'])) },
{ name = "Energy Thief", use = ((EnergyBar1 < 50) and (boss) and (not tDead)) },
{ name = "Assassins Rage", use = ((boss) and (not tDead)) },
{ name = "Fervent Attack", use = ((boss) and (not tDead) and (not pbuffs['Strong Stimulant'])) },
}
end
if ((enemy) and (goat2 == "1")) then
Skill2 = {
{ name = "Wound Attack", use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) },
{ name = "Blind Spot", use = (((EnergyBar1 >= 25) and (boss) and (behind)) and (pbuffs['Energy Thief'] or pbuffs['Premeditation'])) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20), timer = "SSBleed" },
{ name = "Low Blow", use = ((EnergyBar1 >= 25) and (tbuffs[500654])), timer = "LBBleed" },
{ name = "Throat Attack", use = ((EnergyBar2 >= 50) and (boss or elite) and (silenceThis)) },
{ name = "Vampire Arrows", use = (EnergyBar2 >= 20) },
{ name = "Wrist Attack", use = ((EnergyBar2 >= 50) and (boss)) },
{ name = "Shot", use = ((EnergyBar1 < 20 )) },
}
elseif ((enemy) and (goat2 == "2")) then
Skill2 = {
{ name = "Vampire Arrows", use = (EnergyBar2 >= 20) },
{ name = "Shot", use = (true) },
}
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" or subClass == "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
|
Quoted from "ghostwolf82;485502"
@Peryl - That's what I thought. Ok, thanks for clarifying.
As for the use of the timers, I see a great potential use for rogues and warriors to keep track of bleeds now. Which is what I assume Sekrit is wanting to get this working for.

Guess I'm the one not quite getting what you wanted (though I think ghostwolf's comment has cleared it up for me somewhat.
Quoted from "mrmisterwaa;485500"
@Peryl, I understood that. >.>
Quoted from "mrmisterwaa;485500"
![]()
Source code
1 [string '?']:145: attempt to call global 'GetDIYCETimerValue' (a nil value)
Quoted from "mrmisterwaa;485500"
I was wondering if I could add a condition to the timer, to be ignored, if tbuffs['Energy Thief'] was true.
|
|
Source code |
1 |
{ name = "Shadowstab", use = (EnergyBar1 >= 20), timer = "SSBleed", ignoretimer = tbuffs['Energy Thief'] }
|
|
|
Source code |
1 |
elseif (Skill[x].ignoretimer or GetDIYCETimerValue(Skill[x].timer) == 0) and CD(Skill[x].name) then |
Quoted from "Stagg3r;485903"
DIYCE 2.2 BROKEN in 4.05Major nerf and DIYCE broken again... sigh...
I forgot to add this. There are a few erros in the middle that were my fault (spacing incorrect) but the others are just broken... Sad day for mages and healers today...
...snip...

|
|
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 |
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(4) -- # is your melee range spell slot number ************************************************************************
local a1,a2,a3,a4,a5,ASon = GetActionInfo(11) -- # 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: Mage/Priest
elseif mainClass == "MAGE" and subClass == "AUGUR" then
--Potions and Buffs
Skill = {
{ name = "Regenerate", use = (phealth <= .75) and (pctEB1 >= .05) and (not pbuffs['Regenerate']) },
{ name = "Urgent Heal", use = (phealth <= .70) and (pctEB1 >= .05) },
{ name = "Energy Well", use = (not pbuffs['Energy Well']) },
{ name = "Blessed Spring Water", use = (not combat) and (not pbuffs['Blessed Spring Water']) },
{ name = "Fire Ward", use = (not pbuffs['Fire Ward']) },
{ name = "Magic Barrier", use = (not pbuffs['Magic Barrier']) },
{ name = "Essence of Magic", use = (not pbuffs['Essence of Magic']) },
{ name = "Electrostatic Charge", use = (not pbuffs['Electrostatic Charge']) },
{ name = "Energy Influx", use = (boss) and (not pbuffs['Energy Influx']) }, -- 30 sec. lasting time
{ name = "Intensification", use = (boss) and (not pbuffs['Intensification']) }, -- 20 sec. lasting tme
{ name = "Elemental Catalysis", use = (boss) and (not pbuffs['Elemental Catalysis']) }, --20 sec. lasting time
}
--Combat
if enemy then
Skill2 = {
{ name = "Magic Drain", use = (boss) and (not tbuffs['Magic Drain']) },
{ name = "Electric Bolt", use = not (tbuffs['Electric Flow']) },
{ name = "Lightning", use = not (tbuffs['Lightning']) },
{ name = "Plasma Arrow", use = not (pbuffs['Charged']) },
{ name = "Electric Explosion", use = (enemy) and (pbuffs['Charged']) },
{ name = "Fireball", use = "Fireball" },
{ name = "Flame", use = "Flame" },
{ name = "Silence", use = silenceThis },
}
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
|
Quoted from "mrmisterwaa;480680"
RogueScout v1.1
A few changes were added to the DIYCE.lua that ghostwolf posted in the OP.
This macro now works with other Rogues in the party.
Line 222 & 223 have the timers for Shadowstab & Low Blow, these values can be changed to ensure that energy conservation is maintained during combat (non-burns) and that during burns with Energy Thief active, it will not activate the counter on Low Blow.
Everything is working perfectly (well, as far as I can tell.)
If you want to use it, don't forget you also have to change the Action #'s for the following:
Melee Check (Line 177) (Any skill with a range of 50, Shadowstab, Low Blow, Wound Attack from your hot-bar should be put here for me it's Low Blow)
Yawaka's Blessing (Line 229),
Unbridled Enthusiam (Line 230),
Unknown Choice (Line 235),
Caviar Sandwich (Line 236),
Energy Potion (Line 240),
Strong Stimulant (Line 241),
Extinction Potion (Line 242).
A macro should be made for each one.
/run KillSequence("","0") --- Buffs
/run KillSequence("","1") --- Melee Combat
/run KillSequence("","2") --- Ranged Combat
/run KillSequence("","3") --- Long Cooldowns (Informer, Unknown Choice, Caviar Sandwich)
/run KillSequence("","4") --- Burning Cooldowns (Strong Stimluant etc.)
iluperylghostwolf.
A few changes to the OP's Customfunctions to suit my needs.
![]()
Source code
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298-- DIY Combat Engine version 2.2 local g_skill = {} local g_lastaction = "" -- Holds the created timers local DIYCE_Timers = {} 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("OnUpdate", [=[ DIYCE_TimerUpdate(elapsedTime) ]=] ) 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 or 0, id = ID } -- We also list by ID in case two different buffs/debuffs have the same name. list[ID] = {stack = stackSize, time = timeRemaining or 0, 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 (Skill[x].ignoretimer or GetDIYCETimerValue(Skill[x].timer) == 0) and CD(Skill[x].name) then if talktome then Msg("- "..Skill[x].name) end CastSpellByName(Skill[x].name) StartDIYCETimer(Skill[x].timer) 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 --[[ Timer Update function ]]-- -- Tick down any active timers function DIYCE_TimerUpdate(elapsed) for k,v in pairs(DIYCE_Timers) do v.timeLeft = v.timeLeft - elapsed if v.timeLeft < 0 then v.timeLeft = 0 end end end --[[ Create a named timer ]]-- -- if the named timer already exists, this does nothing. function CreateDIYCETimer(timerName, waitTime) if not DIYCE_Timers[timerName] then DIYCE_Timers[timerName] = { timeLeft = 0, waitTime = waitTime } end end --[[ Set/reset waitTimer of an existing timer ]]-- -- if the timer doesn't exist, this does nothing function SetDIYCETimerDelay(timerName, waitTime) if DIYCE_Timers[timerName] then DIYCE_Timers[timerName].waitTime = waitTime end end --[[ Delete named timer ]]-- -- if the timer doesn't exist, this does nothing -- Not really needed, but added for completeness function DeleteDIYCETimer(timerName) if DIYCE_Timers[timerName] then DIYCE_Timers[timerName] = nil end end --[[ Get a timer's current time ]]-- -- if the timer doesn't exist, this returns 0 function GetDIYCETimerValue(timerName) if timerName then return DIYCE_Timers[timerName] and DIYCE_Timers[timerName].timeLeft or 0 end return 0 end --[[ Starts a timer ticking down ]]-- -- if timer doesn't exist, this does nothing function StartDIYCETimer(timerName) if timerName and DIYCE_Timers[timerName] then DIYCE_Timers[timerName].timeLeft = DIYCE_Timers[timerName].waitTime end 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
Change log (06/11/2011): Updated to DIYCE 2.1 & Updated the silenceList with a few spells to interrupt during Sardo/Grafu.
![]()
Source code
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308local 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, ['Heavy Shelling'] = true, --Juggler Apprentice in Grafu ['Dark Healing'] = true, --Mini-boss in Sardo } 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, goat2, 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(2) -- # 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 <= .03 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: Rogue/Scout if mainClass == "THIEF" and subClass == "RANGER" then --Timers for this class CreateDIYCETimer("SSBleed", 6.5) --Change the value between 6 -> 7.5 depending on your lag. CreateDIYCETimer("LBBleed", 8.5) --Change the value between 7 -> 8.5 depending on your lag. --goat2: 0 = Buffs, 1 = Melee, 2 = Ranged, 3 = Cooldowns & Potions, 4 = Longer Cooldowns if (goat2 == "0") then Skill = { { name = "Combat Master", use = ((not pbuffs['Combat Master'])) }, { name = "Action: 62 (Yawaka's Blessing)", use = ((not pbuffs['Yawaka's Blessing'])) }, { name = "Action: 69 (Unbridled Enthusiam)", use = ((not pbuffs['Unbridled Enthusiasm'])) }, -- Speed Potion } elseif (goat2 == "3") then Skill = { { name = "Informer", use = ((not pbuffs['Informer'])) }, { name = "Action: 64 (Unknown Choice)", use = ((EnergyBar1 > 20)) }, { name = "Action: 65 (Caviar Sandwich)", use = ((not pbuffs['Caviar Sandwich'])) }, } elseif (goat2 == "4") then Skill = { { name = "Action: 46 (Energy Potion)", use = ((EnergyBar1) <= 15 and (boss)) }, { name = "Action: 30 (Strong Stimulant)", use = ((boss) and (not pbuffs['Fervent Attack'])) }, { name = "Action: 34 (Extinction Potion)", use = ((boss) and (not pbuffs['Extinction Potion'])) }, { name = "Energy Thief", use = ((EnergyBar1 < 50) and (boss) and (not tDead)) }, { name = "Assassins Rage", use = ((boss) and (not tDead)) }, { name = "Fervent Attack", use = ((boss) and (not tDead) and (not pbuffs['Strong Stimulant'])) }, } end if ((enemy) and (goat2 == "1")) then Skill2 = { { name = "Wound Attack", use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) }, { name = "Blind Spot", use = (((EnergyBar1 >= 25) and (boss) and (behind)) and (pbuffs['Energy Thief'] or pbuffs['Premeditation'])) }, { name = "Shadowstab", use = (EnergyBar1 >= 20), timer = "SSBleed" }, { name = "Low Blow", use = (((EnergyBar1 >= 25) and (tbuffs[500654])) or (tbuffs['Energy Thief'])), timer = "LBBleed", ignoretimer = not tbuffs['Energy Thief'] }, { name = "Throat Attack", use = ((EnergyBar2 >= 50) and (boss or elite) and (silenceThis)) }, { name = "Vampire Arrows", use = (EnergyBar2 >= 20) }, { name = "Wrist Attack", use = ((EnergyBar2 >= 50) and (boss)) }, { name = "Shot", use = ((EnergyBar1 < 20 )) }, } elseif ((enemy) and (goat2 == "2")) then Skill2 = { { name = "Vampire Arrows", use = (EnergyBar2 >= 20) }, { name = "Shot", use = (true) }, } 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" or subClass == "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
Change log (11/11/2011): Updated to DIYCE 2.2.
Change log (12/11/2011): Fixed a tiny bug.
Change log (23/11/2011): Timers have been added.
Well if use had a value of false, it wouldn't cast that specific skill.
As far as I can tell, it's working perfectly, a little delay that I do not enjoy. But it's perfect for people who have a low-ping to the server.
Quoted from "mrmisterwaa;486335"
@ghostwolf,
It's not the ranged I am having trouble with. It's the melee.
Melee isn't working properly.
I think it has something to do with the melee checks.
|
|
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 |
--Class: Rogue/Priest
elseif mainClass == "THIEF" and subClass == "AUGUR" then
--Potions and Buffs
Skill = {
{ name = "Holy Aura", use = (phealth <= .20) },
{ name = "Regenerate", use = (phealth <= .90) and (pctEB2 >= .05) and (not pbuffs['Regenerate']) },
{ name = "Urgent Heal", use = (phealth <= .70) and (pctEB2 >= .05) and (not combat) },
{ 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 combat) and ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45))},
}
--Combat
if enemy then
Skill2 = {
--{ name = "Throw", use = (not melee) and (not boss) },
{ name = "Premeditation", use = (not combat) and boss and (EnergyBar1 >= 50) and (not pbuffs['Premeditiation']) },
{ 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 = (tbuffs[620313]) and (tbuffs[500704]) and (EnergyBar1 >= 35) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) },
{ name = "Attack", use = (thealth == 1) },
}
end
|
|
|
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 |
--Class: Rogue/Scout
elseif mainClass == "THIEF" and subClass == "RANGER" then
--Timers for this class
CreateDIYCETimer("SSBleed", 6.8) --Change the value between 6 -> 7.5 depending on your lag.
CreateDIYCETimer("LBBleed", 8.8) --Change the value between 7 -> 8.5 depending on your lag.
--Ammo Check and Equip
if GetCountInBagByName("Runic Thorn") > 0 then
UseItemByName("Runic Thorn")
return true
end
if GetInventoryItemDurable("player", 9) == 0
and GetTime() - arrowTime > 2 then
if (not RWB) then
UseAction(SlotRWB)
return
end
UseEquipmentItem(10)
arrowTime = GetTime()
return true
end
if (not MNB) then
UseAction(SlotMNB)
return
end
--Potions and Buffs
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Combat Master", use = ((not pbuffs['Combat Master']) or (pbuffs['Combat Master'].time <= 45)) and (EnergyBar2 >= 30) },
{ name = "Poison", use = (not combat) and ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45)) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Throat Attack", use = melee and (silenceThis) },
{ name = "Substitute", use = subThis and (EnergyBar2 >= 30) },
{ name = "Energy Thief", use = ((EnergyBar1 < 25) and (boss) and (not tDead)) },
{ name = "Fervent Attack", use = (pbuffs['Energy Thief']) },
{ name = "Premeditation", use = (not combat) and boss and (EnergyBar1 >= 50) and (not pbuffs['Premeditation']) },
{ name = "Informer", use = boss },
{ name = "Assassins Rage", use = boss },
{ name = "Evasion", use = boss },
{ name = "Wrist Attack", use = (EnergyBar2 >= 35) and boss },
{ name = "Sneak Attack", use = (EnergyBar1 >= 20) and boss and behind and party and (not combat) },
{ name = "Blind Spot", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Vampire Arrows", use = (not melee) and (EnergyBar2 >= 20) },
{ name = "Shot", use = (not melee) },
{ name = "Wound Attack", use = (EnergyBar1 >= 35) and (tbuffs[620313]) and (tbuffs[500704]) },
{ name = "Low Blow", use = (EnergyBar1 >= 25) and (tbuffs[620313]) and (not tbuffs[500704]), timer = "LBBleed" },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) and (not tbuffs[620313]), timer = "SSBleed" },
{ name = "Vampire Arrows", use = (EnergyBar2 >= 20) },
{ name = "Shot", use = true },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) },
{ name = "Attack", use = (thealth == 1) },
}
end
|
|
|
Source code |
1 2 |
local _,_,_,_,RWB,_ = GetActionInfo( SlotRWB )
local _,_,_,_,MNB,_ = GetActionInfo( SlotMNB )
|
|
|
Source code |
1 2 3 |
arrowTime = 0 SlotRWB = 16 --Action Bar Slot # for Rune War Bow SlotMNB = 17 --Action Bar Slot # for your Main Bow |