Quoted from "ghostwolf82;488564"
I currently ha a R/P/S giving me R/P and R/S to play as. Here are my scripts for those two combos:
R/P:
R/S:
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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 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
For the R/S combo, add this to the local variables section:
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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
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Source code
1 2local _,_,_,_,RWB,_ = GetActionInfo( SlotRWB ) local _,_,_,_,MNB,_ = GetActionInfo( SlotMNB )
And then add this to CustomFunctions.lua, outside of any functions:
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1 2 3 arrowTime = 0 SlotRWB = 16 --Action Bar Slot # for Rune War Bow SlotMNB = 17 --Action Bar Slot # for your Main Bow
Hope this helps someone along the way.
Quoted from "ghostwolf82;488970"
I think you are asking what would the macro look like to call this section of script? If that is what you are asking, then it is the exact same macro as the one found in the first post of this thread. The macro for DIYCE v2 never changes.
Quoted from "torivio360;488990"
Thanks for your help, but I tested with the macros in the first post, and it does not work
Quoted from "mrmisterwaa;488995"
Ghostwolf,
Did you fix the problem with GCD that occurred in the newest patch?
Quoted from "mrmisterwaa;489022"
Oh I didn't make it clear enough.
Ghostwolf earlier in the thread (1 - 2 pages back) says that the GCD broke DIYCE's melee checker.
Did he fix it? >.>
Quoted from "Grandpoubba;488581"
ok, i read the thread page by page but cannot find what im looking for
(almost certain i missed what im looking for but...ya know...lol)
I've been gone for 6months too since like april/may ish
i/ve lost most info, links, addons etc since then(PC total crash, long story hehe)
I want my "Ignore Pain" skill to activate if im feared for example.
in v1.4 i made a addition script looking at my debuffs on myself
if i remember i had a "pdbuff" that checked my debuffs and applied Ignore Pain if i was stunned, rooted etc
now, i could read old thread from scratch and make it and convert to new 2.2 but... Thought I'd ask the pros.
The fears spells applied to me are name "Primal Fear" and seem to be instant spells from mobs so "local silenceList" doest apply.
can someone point me in right direction please or give me an example as reference
TY all for your time
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1 2 3 4 5 |
and [ /code] brackets.
Also, for your skill Feint, try this instead
[code]
{ name = "Feint", use = ((_target == UnitName("target")) and (_type == "DODGE")) },
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Quoted from "ghostwolf82;489040"
@torivio360 - Try it with just "/run KillSequence()", and yes, as Muinimula said, a simple "it doesnt work" doesn't really help us to help you debug anything. Specifics are needed. Perhaps try posting exactly what you have in your CustomFunctions.lua
Quoted from "Peryl;482677"
To fix, change the following lines in the BuffList() function in DIYCE.lua
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Source code
1 2 3 4-- 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") }
All I did here is added or 0 where I use timeRemaining.
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local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
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 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
function Rogue1(arg1, healthpot, manapot, foodslot)
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 = 1 -- GetActionUsable(1) -- # is your melee range spell slot number Desactivated due to patch problem
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
--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
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
i = 0
if (boss) then
if (bossmode == 3) then
i=i+1; Skill[i] = { ['name'] = "Assassins Rage", ['use'] =(not pbuffs['Potion of Annihilation'])}
i=i+1; Skill[i] = { ['name'] = "Action: 9 (Potion of Annihilation)", ['use'] =((not pbuffs['Assassins Rage']) and (not pbuffs['Potion of Annihilation']))}
i=i+1; Skill[i] = { ['name'] = "Action: 11 (Strong Stimulant)", ['use'] = (not pbuffs['Fervent Attack']) }
i=i+1; Skill[i] = { ['name'] = "Informer", ['use'] = (not pbuffs['Informer']) }
i=i+1; Skill[i] = { ['name'] = "Fervent Attack", ['use'] = (not pbuffs['Strong Stimulant'])}
end
if (bossmode == 2 ) then
i=i+1; Skill[i] = { ['name'] = "Informer", ['use'] = (not pbuffs['Informer']) }
i=i+1; Skill[i] = { ['name'] = "Fervent Attack", ['use'] = (not pbuffs['Strong Stimulant'])}
i=i+1; Skill[i] = { ['name'] = "Assassins Rage", ['use'] =(not pbuffs['Potion of Annihilation'])}
end
if (bossmode > 0 ) then
-- i=i+1; Skill[i] = { ['name'] = "Action: 50 (Unknown Choice)", ['use'] = (EnergyBar1 > 20) }
-- i=i+1; Skill[i] = { ['name'] = "Action: 46 (Caviar Sandwich)", ['use'] = (not pbuffs['Caviar Sandwich']) }
i=i+1; Skill[i] = { ['name'] = "Energy Thief", ['use'] = (EnergyBar1<=20)}
i=i+1; Skill[i] = { ['name'] = "Throat Attack", ['use'] = ((EnergyBar2 >= 50) and (boss or elite) and (silenceThis)) }
end
end
i=i+1; Skill[i] = { ['name'] = "Action: 29 (Yawaka's Blessing)", ['use'] = (not pbuffs['Yawaka's Blessing']) }
i=i+1; Skill[i] = { ['name'] = "Combat Master", ['use'] = ((not pbuffs['Combat Master'])) }
i=i+1; Skill[i] = { ['name'] = "Poison", ['use'] = ((not pbuffs['Poisonous'])) }
if ((enemy) and melee) then
Skill2 = {
--{ name = "Wrist Attack", use = ((EnergyBar2 >= 50) and (boss)) }, -- need table skill
{ name = "Wound Attack", use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) },
--{ name = "Blind Spot", use = (EnergyBar1 >= 25) },
{ name = "Low Blow", use = ((EnergyBar1 >= 25) and (tbuffs[500654]) ) },
{ name = "Shadowstab", use = ((EnergyBar1 >= 20) and (not tbuffs[500654])) },
{ name = "Vampire Arrows", use = (EnergyBar2 >= 20) },
{ name = "Shot", use = ((EnergyBar1 < 20 )) },
}
elseif (not melee) then
Skill2 = {
{ name = "Vampire Arrows", use = (EnergyBar2 >= 20) },
{ name = "Shot", use = (not melee) },
}
end
if (tDead) then return end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
end
function Rogue2(arg1, healthpot, manapot, foodslot)
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 = 1 -- GetActionUsable(1) -- # is your melee range spell slot number Desactivated due to patch problem
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
--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
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
i = 0
if (boss) then
if (bossmode == 3) then
i=i+1; Skill[i] = { ['name'] = "Assassins Rage", ['use'] =(not pbuffs['Potion of Annihilation'])}
i=i+1; Skill[i] = { ['name'] = "Action: 9 (Potion of Annihilation)", ['use'] =((not pbuffs['Assassins Rage']) and (not pbuffs['Potion of Annihilation']))}
i=i+1; Skill[i] = { ['name'] = "Action: 11 (Strong Stimulant)", ['use'] = (not pbuffs['Fervent Attack']) }
i=i+1; Skill[i] = { ['name'] = "Informer", ['use'] = (not pbuffs['Informer']) }
i=i+1; Skill[i] = { ['name'] = "Fervent Attack", ['use'] = (not pbuffs['Strong Stimulant'])}
end
if (bossmode == 2 ) then
i=i+1; Skill[i] = { ['name'] = "Informer", ['use'] = (not pbuffs['Informer']) }
i=i+1; Skill[i] = { ['name'] = "Fervent Attack", ['use'] = (not pbuffs['Strong Stimulant'])}
i=i+1; Skill[i] = { ['name'] = "Assassins Rage", ['use'] =(not pbuffs['Potion of Annihilation'])}
end
if (bossmode > 0 ) then
i=i+1; Skill[i] = { ['name'] = "Action: 40 (Unknown Choice)", ['use'] = (EnergyBar1 > 20) }
i=i+1; Skill[i] = { ['name'] = "Action: 36 (Caviar Sandwich)", ['use'] = (not pbuffs['Caviar Sandwich']) }
i=i+1; Skill[i] = { ['name'] = "Energy Thief", ['use'] = (EnergyBar1<=20)}
i=i+1; Skill[i] = { ['name'] = "Combat Master", ['use'] = ((not pbuffs['Combat Master'])) }
end
end
i=i+1; Skill[i] = { ['name'] = "Action: 29 (Yawaka's Blessing)", ['use'] = (not pbuffs['Yawaka's Blessing']) }
i=i+1; Skill[i] = { ['name'] = "Combat Master", ['use'] = ((not pbuffs['Combat Master'])) }
i=i+1; Skill[i] = { ['name'] = "Poison", ['use'] = ((not pbuffs['Poisonous'])) }
if ((enemy) and melee) then
Skill2 = {
{ name = "Throat Attack", use = ((EnergyBar2 >= 50) and (boss or elite) and (silenceThis)) },
--{ name = "Wrist Attack", use = ((EnergyBar2 >= 50) and (boss)) }, -- need table skill
{ name = "Wound Attack", use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) },
{ name = "Blind Spot", use = (EnergyBar1 >= 25) },
{ name = "Shadowstab", use = ((EnergyBar1 >= 20) and (not tbuffs[500654])) },
{ name = "Low Blow", use = ((EnergyBar1 >= 25) and (tbuffs[500654]) and ((not tbuffs[500704]) or (pbuffs['Energy Thief']))) },
{ name = "Vampire Arrows", use = (EnergyBar2 >= 20) },
{ name = "Shot", use = ((EnergyBar1 < 20 )) },
}
elseif (not melee) then
Skill2 = {
{ name = "Vampire Arrows", use = (EnergyBar2 >= 20) },
{ name = "Shot", use = (not melee) },
}
end
if (tDead) then return end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
end
function ChangeModeBoss(arg1)
if (bossmode==0) then
bossmode =1
Msg("- Boss mode to ON LVL 1 -\n")
else if (bossmode==1) then
bossmode =2
Msg("- Boss mode to ON LVL 2 -\n")
else if (bossmode==2) then
bossmode =3
Msg("- Boss mode to ON LVL 3 -\n")
else
bossmode =0
Msg("- Boss mode to OFF -\n")
end
end
end
end
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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 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 |
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")
--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 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
--Class: Warrior/Warden
elseif mainClass == "WARRIOR" and subClass == "WARDEN" then
--Combat
if enemy then
Skill = {
{ name = "Survival Instinct", use = (health <= .33) },
{ name = "Savage Whirlwind", use = (EnergyBar2 >= 25) },
{ name = "Attack Weakener", use = (EnergyBar2 >= 20) and (tbuffs['Vulnerable']) },
{ name = "Probing Attack", use = (EnergyBar1 >= 15) },
{ name = "Open Flank", use = (EnergyBar1 >= 10) and (tbuffs['Vulnerable']) and CD("Attack Weakener") },
{ name = "Slash", use = (EnergyBar1 >= 25) },
{ name = "Power of the Wood Spirit", use = (EnergyBar2 >= 25) },
}
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("")
return
elseif (not LockedOn) or (not enemy) then
TargetNearestEnemy()
return
end
end
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Quoted from "pikspk;490688"
Hi my DIYCE dont work. I'm spaming "/run KillSequence()" macro and character dont attack target, only targeting it.
Quoted from "krssrb;490861"
I have save problem, it just target mobs and do nothing
It return messige:
[string 'KillSequence('','1')']:1: attempt to call global 'KillSequence' (a nil value)
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Source code |
1 |
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on the target.