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Source code |
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local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function DIYCE_DebugSkills(skillList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
for i,v in ipairs(skillList) do
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE.."" use = "..WHITE..(v.use and "true" or "false"))
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
function DIYCE_DebugBuffList(buffList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Buff List:")
for k,v in pairs(buffList) do
-- We ignore numbered entries because both the ID and name
-- are stored in the list. This avoids doubling the output.
if type(k) ~= "number" then
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..k..SILVER..']: "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.." stack: "..WHITE..v.stack..LTBLUE.." time: "..WHITE..v.time)
end
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
local silenceList = {
['Annihilation'] = true,
['King Bug Shock'] = true,
['Mana Rift'] = true,
['Dream of Gold'] = true,
['Flame'] = true,
['Flame Spell'] = true,
['Wave Bomb'] = true,
['Silence'] = true,
['Recover'] = true,
['Restore Life'] = true,
['Heal'] = true,
['Curing Shot'] = true,
['Leaves of Fire'] = true,
['Urgent Heal'] = true,
}
function PriestFairySequence(arg1)
local Skill = {}
local Skill2 = {}
local i = 0
local FairyExists = UnitExists("playerpet")
local FairyBuffs = BuffList("playerpet")
local combat = GetPlayerCombatState()
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Summon Fairy
if (not FairyExists) and (not combat) then
if mainClass == "AUGUR" then
if subClass == "THIEF" then
Skill = {
{ name = "Shadow Fairy", use = true },
}
elseif subClass == "RANGER" then
Skill = {
{ name = "Water Fairy", use = true },
}
elseif subClass == "MAGE" then
Skill = {
{ name = "Wind Fairy", use = true },
}
elseif subClass == "KNIGHT" then
Skill = {
{ name = "Light Fairy", use = true },
}
elseif subClass == "WARRIOR" then
Skill = {
{ name = "Fire Fairy", use = true },
}
end
end
end
--Cast Halo
if FairyExists then
if mainClass == "AUGUR" then
if subClass == "THIEF" then
if (not FairyBuffs[503459]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Wraith Halo)", use = true },
}
end
elseif subClass == "RANGER" then
if (not FairyBuffs[503457]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Frost Halo)", use = true },
}
end
elseif subClass == "MAGE" then
if (not FairyBuffs[503461]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Windrider Halo)", use = true },
}
end
elseif subClass == "KNIGHT" then
if (not FairyBuffs[503507]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Devotion Halo)", use = true },
}
end
elseif subClass == "WARRIOR" then
if (not FairyBuffs[503455]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Accuracy Halo)", use = true },
}
end
end
--Cast Conceal
if (not MyCombat(Skill, arg1)) then
if (not FairyBuffs[503753]) then
if (arg1 == "v1") then
Msg("- Activating Conceal", 0, 1, 1)
end
Skill2 = {
{ name = "Pet Skill: 7 (Conceal)", use = true },
}
end
end
end
end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
end
function KillSequence(arg1, healthpot, manapot, foodslot)
--arg1 = "v1" or "v2" for debugging
--healthpot = # of actionbar slot for health potions
--manapot = # of actionbar slot for mana potions
--foodslot = # of actionbar slot for food (add more args for more foodslots if needed)
local Skill = {}
local Skill2 = {}
local i = 0
-- Player and target status.
local combat = GetPlayerCombatState()
local enemy = UnitCanAttack("player","target")
local EnergyBar1 = UnitMana("player")
local EnergyBar2 = UnitSkill("player")
local pctEB1 = PctM("player")
local pctEB2 = PctS("player")
local tbuffs = BuffList("target")
local pbuffs = BuffList("player")
local tDead = UnitIsDeadOrGhost("target")
local behind = (not UnitIsUnit("player", "targettarget"))
local melee = GetActionUsable(13) -- # is your melee range spell slot number
local a1,a2,a3,a4,a5,ASon = GetActionInfo(14) -- # is your Autoshot slot number
local phealth = PctH("player")
local thealth = PctH("target")
local LockedOn = UnitExists("target")
local boss = UnitSex("target") > 2
local elite = UnitSex("target") == 2
local party = GetNumPartyMembers() >= 2
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Silence Logic
local tSpell,tTime,tElapsed = UnitCastingTime("target")
local silenceThis = tSpell and silenceList[tSpell] and ((tTime - tElapsed) > 0.1)
--Potion Checks
healthpot = healthpot or 0
manapot = manapot or 0
--Equipment and Pet Protection
if phealth <= .04 then
--SwapEquipmentItem() --Note: Remove the first double dash to re-enable equipment protection.
for i=1,6 do
if (IsPetSummoned(i) == true) then
ReturnPet(i);
end
end
end
--Check for level 1 mobs, if it is, drop target and acquire a new one.
if (LockedOn and (UnitLevel("target") < 2)) then
TargetUnit("")
return
end
--Begin Player Skill Sequences
--Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT,
--Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
-- Class:
if mainClass == "THIEF" and subClass == "RANGER" then
Skill = {
{ name = "Combat Master", use = ((not pbuffs['Combat Master')) }
{ name = 'Action: 62', use = ((not pbuffs['Yawaka's Blessing')) }
{ name = 'Action: 69', use = ((not pbuffs['Unbridled Enthusiasm')) } -- Speed Potion
{ name = 'Poison', use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45)) },
}
if enemy then
Skill2 = {
{ name = "Wound Attack", use = (EnergyBar1 >= 35 and (tbuffs[620313] and tbuffs[500704])) },
{ name = "Blind Spot", use = (EnergyBar1 >= 20) and boss and behind and (pbuffs['Energy Thief'] or pbuffs['Premeditation']) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) and (not tbuffs[620313]) },
{ name = "Low Blow", use = (EnergyBar1 >= 25) and (tbuffs[620313]) and ((not tbuffs[500704]) or pbuffs['Energy Thief']) },
{ name = "Vampire Arrows", use = (not EnergyBar1 >= 20) },
{ name = "Shot", use = (not EnergyBar1 >= 20) },
}
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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Quoted from "billswin;500077"
any help would be great, cannot get this to work - this is my CustomFunctions.lua .
I cannot get the s/wd diyce to work and am using /run KillSequence() in game.
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Source code |
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/run KillSequence("", "PvP")
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Source code |
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/run KillSequence("", "PvE")
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Quoted from "mrmisterwaa;500137"
@fammyone,
I can't see anything wrong.
I suggest you grab my macro and try it to see if it works.
Quoted from "billswin;500287"
I have no clue, I downloaded your diyce.lua and customfunctions.lua and cannot get it to work in game granted I am a s/wd but it should still work you would think or try.
my in game macro was /run KillSequence ("2"), but I tried everything I can think of, seems alot more complicated than the old diyce.
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Source code |
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{ name = "Frost Arrow", use = (not pbuffs("Frost Arrow")) },
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{ name = "Frost Arrow", use = (not pbuffs[highlight][[/highlight]"Frost Arrow"[highlight]][/highlight]) },
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Source code |
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/run KillSequence("", "PvE")
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/run KillSequence("", "PvP")
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Source code |
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local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function DIYCE_DebugSkills(skillList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
for i,v in ipairs(skillList) do
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE.."" use = "..WHITE..(v.use and "true" or "false"))
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
function DIYCE_DebugBuffList(buffList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Buff List:")
for k,v in pairs(buffList) do
-- We ignore numbered entries because both the ID and name
-- are stored in the list. This avoids doubling the output.
if type(k) ~= "number" then
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..k..SILVER..']: "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.." stack: "..WHITE..v.stack..LTBLUE.." time: "..WHITE..v.time)
end
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
local silenceList = {
['Annihilation'] = true,
['King Bug Shock'] = true,
['Mana Rift'] = true,
['Dream of Gold'] = true,
['Flame'] = true,
['Flame Spell'] = true,
['Wave Bomb'] = true,
['Silence'] = true,
['Recover'] = true,
['Restore Life'] = true,
['Heal'] = true,
['Curing Shot'] = true,
['Leaves of Fire'] = true,
['Urgent Heal'] = true,
}
function KillSequence(arg1, mode)
--arg1 = "v1" or "v2" for debugging
--mode = "PvE" or "PvP"
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(1) -- # 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: Scout/Warden
if mainClass == "RANGER" and subClass == "WARDEN" then
--Potions and Buffs
Skill = {
{ name = "Frost Arrow", use = (not pbuffs['Frost Arrow']) },
{ name = "Briar Shield", use = (not pbuffs['Briar Shield']) },
{ name = "Entling Offering", use = (not pbuffs['Entling Offering']) },
}
--Combat & PVE
if enemy and (mode == "PvE") then
Skill2 = {
{ name = "Snipe", use = (pbuffs['Hidden Peril']) },
{ name = "Combo Shot", use = (true) },
{ name = "Autoshot", use = (not ASon) },
{ name = "Vampire Arrows", use = (EnergyBar1 >= 30) },
{ name = "Thorn Arrow", use = (true) },
{ name = "Hidden Peril", use = (EnergyBar1 >= 30) },
{ name = "Reflected Shot", use = (true) },
{ name = "Piercing Arrow", use = (true) },
{ name = "Wind Arrows", use = (EnergyBar1 >= 55) },
{ name = "Shoot", use = (true) },
}
--Combat & PVP
elseif enemy and (mode == "PvP") then
Skill2 = {
{ name = "Detection", use = (not pbuffs['Detection']) },
{ name = "Snipe", use = (pbuffs['Hidden Peril']) },
{ name = "Autoshot", use = (not ASon) },
{ name = "Piercing Arrow", use = (true) },
{ name = "Reflected Shot", use = (true) },
{ name = "Vampire Arrows", use = (true) },
{ name = "Thorn Arrow", use = (true) },
{ name = "Hidden Peril", use = (EnergyBar1 >= 30) },
{ name = "Combo Shot", use = (true) },
{ name = "Wind Arrows", use = (EnergyBar1 >= 35) },
}
end
--ADD MORE CLASS COMBOS HERE.
--USE AN "ELSEIF" TO CONTINUE WITH MORE CLASS COMBOS.
--THE NEXT "END" STATEMENT IS THE END OF THE CLASS COMBOS STATEMENTS.
--DO NOT POST BELOW THE FOLLOWING "END" STATEMENT!
end
--End Player Skill Sequences
if (arg1=="debugskills") then --Used for printing the skill table, and true/false usability
DIYCE_DebugSkills(Skill)
DIYCE_DebugSkills(Skill2)
elseif (arg1=="debugpbuffs") then --Used for printing your buff names, and buffID
DIYCE_DebugBuffList(pbuffs)
elseif (arg1=="debugtbuffs") then --Used for printing target buff names, and buffID
DIYCE_DebugBuffList(tbuffs)
elseif (arg1=="debugall") then --Used for printing all of the above at the same time
DIYCE_DebugSkills(Skill)
DIYCE_DebugSkills(Skill2)
DIYCE_DebugBuffList(pbuffs)
DIYCE_DebugBuffList(tbuffs)
end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
--Select Next Enemy
if (tDead) then
TargetUnit("")
return
end
if mainClass == "RANGER" and (not party) then --To keep scouts from pulling mobs without meaning to.
if (not LockedOn) or (not enemy) then
TargetNearestEnemy()
return
end
elseif mainClass ~= "RANGER" then --Let all other classes auto target.
if (not LockedOn) or (not enemy) then
TargetNearestEnemy()
return
end
end
end
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Source code |
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 |
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, healthpot, manapot, foodslot)
--arg1 = "v1" or "v2" for debugging
--healthpot = # of actionbar slot for health potions
--manapot = # of actionbar slot for mana potions
--foodslot = # of actionbar slot for food (add more args for more foodslots if needed)
local Skill = {}
local Skill2 = {}
local i = 0
-- Player and target status.
local combat = GetPlayerCombatState()
local enemy = UnitCanAttack("player","target")
local EnergyBar1 = UnitMana("player")
local EnergyBar2 = UnitSkill("player")
local pctEB1 = PctM("player")
local pctEB2 = PctS("player")
local tbuffs = BuffList("target")
local pbuffs = BuffList("player")
local tDead = UnitIsDeadOrGhost("target")
local behind = (not UnitIsUnit("player", "targettarget"))
local melee = GetActionUsable(13) -- # is your melee range spell slot number
local a1,a2,a3,a4,a5,ASon = GetActionInfo(14) -- # is your Autoshot slot number
local phealth = PctH("player")
local thealth = PctH("target")
local LockedOn = UnitExists("target")
local boss = UnitSex("target") > 2
local elite = UnitSex("target") == 2
local party = GetNumPartyMembers() >= 2
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Silence Logic
local tSpell,tTime,tElapsed = UnitCastingTime("target")
local silenceThis = tSpell and silenceList[tSpell] and ((tTime - tElapsed) > 0.1)
--Potion Checks
healthpot = healthpot or 0
manapot = manapot or 0
--Equipment and Pet Protection
if phealth <= .04 then
--SwapEquipmentItem() --Note: Remove the first double dash to re-enable equipment protection.
for i=1,6 do
if (IsPetSummoned(i) == true) then
ReturnPet(i);
end
end
end
--Check for level 1 mobs, if it is, drop target and acquire a new one.
if (LockedOn and (UnitLevel("target") < 2)) then
TargetUnit("")
return
end
--Begin Player Skill Sequences
--Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT,
--Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
--Class: WARRIOR/THIEF
if mainClass == "WARRIOR" and subClass == "THIEF" then
--Combat
if enemy then
Skill2 = {
{ name = "Survival Instinct", use = (phealth <= .30) },
{ name = "Enraged", use = (EnergyBar1 <= 30) and (boss or elite) },
{ name = "Splitting Chop", use = (RageBar1 >= 15) and (tbuffs['Weakened']) },
{ name = "Blood Dance", use = (phealth >= .40) },
{ name = "Open Flank", use = (RageBar1 >= 10) and (tbuffs['Vulnerable']) and CD("Splitting Chop") },
{ name = "Keen Attack", use = (EnergyBar1 >= 20) and (tbuffs['Vulnerable']) },
{ name = "Probing Attack", use = (RageBar1 >= 15) },
{ name = "Slash", use = (RageBar1 >= 25) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) },
}
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
|
Quoted from "mrmisterwaa;499181"
Install notepad++ as Ghostwolf suggested in the OP and try to solve the problem occurring at line 220+.
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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 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 |
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,
['Dark Healing'] = true,
['Leaves of Fire'] = true,
['Urgent Heal'] = true,
}
function KillSequence(arg1, arg2, healthpot, manapot, foodslot)
--arg1 = "v1" or "v2" for debugging
--arg2 = Use for multiple buttons for cooldowns and other stuff
--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 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
if (LockedOn and (UnitLevel("target") < 2)) then
TargetUnit("")
TargetNearestEnemy()
return
end
--Begin Player Skill Sequences
--Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT,
--Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
-- Class: Rogue/Scout
if mainClass == "THIEF" and subClass == "RANGER" then
--arg2: 0 = Buffs, 1 = Melee, 2 = Ranged, 3 = Cooldowns & Potions, 4 = Longer Cooldowns
if (arg2 == "0") then
Skill = {
{ name = "Poison", use = ((not pbuffs['Poisonous'])) },
{ name = "Combat Master", use = ((not pbuffs['Combat Master'])) },
{ name = "Action: 63 (Galloping Gale)", use = ((not pbuffs['Galloping Gale'])) },
{ name = "Action: 64 (Unbridled Enthusiam)", use = ((not pbuffs['Unbridled Enthusiasm'])) },
{ name = "Action: 65 (Scarlet Love)", use = ((not pbuffs['Scarlet Love'])) },
{ name = "Action: 66 (Hero Potion)", use = ((not pbuffs['Hero Potion'])) },
{ name = "Action: 67 (Touch of the Unicorn)", use = ((not pbuffs['Touch of the Unicorn'])) },
}
elseif (arg2 == "3") then
Skill = {
{ name = "Informer", use = ((not pbuffs['Informer'])) },
{ name = "Action: 71 (Unknown Choice)", use = ((EnergyBar1 > 20)) },
{ name = "Fervent Attack", use = ((not pbuffs['Fervent Attack'])) },
{ name = "Evasion", use = ((not pbuffs['Evasion'])) },
{ name = "Assassins Rage", use = ((not pbuffs['Assassins Rage'])) },
}
elseif (arg2 == "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 (arg2 == "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) and (not tbuffs[500654])) },
{ name = "Low Blow", use = ((EnergyBar1 >= 25) and (tbuffs[500654]) and ((not tbuffs[500704]) or pbuffs['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 (arg2 == "2") then
Skill2 = {
{ name = "Vampire Arrows", use = (EnergyBar2 >= 20) },
{ name = "Shot", use = (not melee) },
}
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
--End Player Skill Sequences
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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 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 |
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 = "Poison", use = ((not pbuffs['Poisonous'])) },
{ name = "Combat Master", use = ((not pbuffs['Combat Master'])) },
{ name = "Action: 83 (Galloping Gale)", use = ((not pbuffs['Galloping Gale'])) },
{ name = "Action: 84 (Unbridled Enthusiam)", use = ((not pbuffs['Unbridled Enthusiasm'])) },
{ name = "Action: 85 (Scarlet Love)", use = ((not pbuffs['Scarlet Love'])) },
{ name = "Action: 86 (Hero Potion)", use = ((not pbuffs['Hero Potion'])) },
{ name = "Action: 87 (Touch of the Unicorn)", use = ((not pbuffs['Touch of the Unicorn'])) },
}
elseif (goat2 == "3") then
Skill = {
{ name = "Informer", use = ((not pbuffs['Informer'])) },
{ name = "Action: 91 (Unknown Choice)", use = ((not pbuffs['Unknown Choice'])) },
{ name = "Fervent Attack", use = ((not pbuffs['Fervent Attack'])) },
{ name = "Evasion", use = ((not pbuffs['Evasion'])) },
{ name = "Assassins Rage", use = ((not pbuffs['Assassins Rage'])) },
}
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
|
Quoted from "undefind;500994"
... i cant get unknown choice to fire, and i cant get my hero pot and unicorn pots to fire if i dont have any of the pots listed before them in my inventory.
...
i suspect the problem lies with the coding in using pots.
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Source code |
1 |
{ name = "Action: [highlight]91[/highlight] (Unknown Choice)", use = ((not pbuffs['Unknown Choice'])) },
|
Quoted from "undefind;500994"
Edit: when trying to fire the buffs (the one with unknown choice) i get this error: call ChatFrameChannelChange's on event line: [string '?']:393: attempt to index global 'g_ChannelChangeConfig' (a nil value)
Edit: I did some more testing by moving the hero pot line to fire right after combat master (since i have those in my inventory) and it still did not fire. (unknown choice still doesnt work, but i cleaned the code up a bit and i dont get the error anymore.). so obviously the problem is in the coding i used to fire potions. can someone tell me why my pots wont fire? also, i still need help with unknown choice. thanks.
Quoted from "Peryl;501077"
Sort of, the problem lies with how you are using the Action: DIYCE command.
Taking your "Unknown Choice" line as an example, you currently have this:
The problem is the number you are providing (highlighted in red above). This must be the action bar slot number that contains the buff/spell/whatever you wish to use. Valid values are from 1 to 80, where there are 20 slots per action bar, and a maximum of four bars split as follows:
![]()
Source code
1{ name = "Action: [highlight]91[/highlight] (Unknown Choice)", use = ((not pbuffs['Unknown Choice'])) },
- Main action bar (1-20)
- Upper action bar (21-40)
- Right action bar (41-60)
- Left action bar (61-80)
The slots are numbers left to right, top to bottom. Upper bar is the bar immediately above the bottom most (first/main) action bar, the right bar is the vertical action bar that normally shows up on the right side of the screen, the left action bar is the vertical bar that appears immediately to the left of the Right action bar (left and right bars are hidden by default).
Not sure why you would be getting that error, but it does raise a few interesting questions.