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hangman04

Savage Warrior

Posts: 113

Location: Romania

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401

Wednesday, February 1st 2012, 9:29am

Quoted from "WarPrince;506722"

Hey guys, so I have my r/s DIYCE working how I want it. However, I'm having trouble finding a way to make sure that i'm always normal attacking, not only for increased dps but also for energy thief. Can I get some suggestions on how to do it?


Or just press 1 when starting the fight :) that always works ^^ :P

hangman04

Savage Warrior

Posts: 113

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402

Wednesday, February 1st 2012, 9:49am

Quoted from "mrmisterwaa;506181"

Weird ... mine works perfectly fine ... what error do you get?


I have no idea. I set my function /run KillSequence("v2") but i get no feedback whatsoever.... So i'm still thinking one of sub functions kills the whole script.... have no idea which :(

403

Wednesday, February 1st 2012, 2:32pm

Quoted from "hangman04;506808"

Or just press 1 when starting the fight :) that always works ^^ :P


LOL, yea I already just have a seperate macro to auto target and auto attack. Just wondering if there was a better option.
The best mind-altering drug is truth.

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[/LEFT]

404

Wednesday, February 1st 2012, 2:36pm

Quoted from "dyonisusmora;506795"

you can make a timer for your attack skill to activate every 2 seconds for example, it has no CD and with the next button hit you can use a skill.

Source code

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{ name="Attack", use=true, timer="Attacktimer" }


and define a timer named Attacktimer at 2 seconds or so.

however this already seems to me like too lazy :))
just move in closer to the boss (supposing you are at the PC when you play)
one advice, because i see too many bot-like features are asked here, please don't make this addon to be banned.
and use this addon as it should be used: a helper, not a substitute.
thank you :)


Awesome thanks alot, Ill try it after work today. Don't worry I'm not trying to bot just trying to increase my dps is all =P. The only problem I see with this is, though i havn't tested it yet, will the timer slow down my other skills activation time? Also normal attacks are usually interrupted when you use any skill outside of the normal attack range. Either way ty and Ill check it out.

PS. My Dicye code only uses 5 skills for me. I buff up on my own and everything else.
The best mind-altering drug is truth.

[LEFT]
[/LEFT]

405

Wednesday, February 1st 2012, 6:16pm

I'm seeing alot of timer related comments. How exactly would one define a timer? Thank you in advance.

Peryl

Intermediate

Posts: 313

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406

Wednesday, February 1st 2012, 11:53pm

Quoted from "BlackLotus50;506919"

I'm seeing alot of timer related comments. How exactly would one define a timer? Thank you in advance.

The timers work as extra, fake cooldown timers for skills. The normal skill cooldown is still in effect so timers that are shorter than the skill's cooldown will not be noticed. The whole point of these things were to add extra timings when the GCD changes occurred.

To use them, first you must create a named timer. The timer's name can be pretty much anything, but you want it unique so it doesn't interfere with any other timers that might exist/be in use. This is done via the CreateDIYCETimer function. You can define this at the start of the function, it just needs to be created prior to its use (if not, nothing will happen). On creation of the timer, you also tell it what the duration of the timer is.

So if you wanted to create a 30 second timer and call it Thingy, you would create it with:

Source code

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CreateDIYCETimer("Thingy", 30)


To use this timer with a skill entry, you can add a timer entry to a skill in your skill list, giving the name of the timer you created previously. This will tell DIYCE to check this timer as well as the normal cooldown when it tries to use this skill. If DIYCE does use the skill, it will automatically start this timer with the duration you gave when the timer was created.

For example, if you want to use "UberLeetSkill" (an imaginary skill, obviously), you could use:

Source code

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    { name = "UberLeetSkill", use = true, timer = "Thingy" },


Since there are situations where you might want to disable the timer check, you can also provide yet another entry in the skill list called ignoretimer which, when set to true, will force DIYCE to ignore the timer.

For example, if you want to ignore the timer so that you could spam this imaginary skill if you were targeting a boss, you could use:

Source code

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    { name = "UberLeetSkill", use = true, timer = "Thingy", ignoretimer = boss },


Hope this explains things clearly enough.
2013... The year from hell....

407

Thursday, February 2nd 2012, 2:34am

So if you wanted to create a 30 second timer and call it Thingy, you would create it with:

Source code

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CreateDIYCETimer("Thingy", 30)


First of all Peryl that was very informative. However, i tried creating a timer in my code but it keeps telling me that "attempt to call global 'createDIYCETimer' (a nil value)". This was with this "CreateDIYCETimer("Attacktimer",3)" exactly as it is there written below all the locals in the KillSequence function. So i tried "Global CreateDIYCETimer("Attacktimer",3)" and that messed up all my addons lol. Any help would be appreciated.
The best mind-altering drug is truth.

[LEFT]
[/LEFT]

408

Thursday, February 2nd 2012, 3:15am

anyone with a good s/r diyce they can show me?

Peryl

Intermediate

Posts: 313

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409

Thursday, February 2nd 2012, 3:17am

Quoted from "WarPrince;507011"

...
i tried creating a timer in my code but it keeps telling me that "attempt to call global 'createDIYCETimer' (a nil value)". This was with this "CreateDIYCETimer("Attacktimer",3)" exactly as it is there written below all the locals in the KillSequence function.

Unless you mistyped that error message, you need to use a capital C there, Lua is case sensitive. When Lua gives you an error like that, it means it doesn't know what the function name is. So either you mistyped something or some other syntax error. Re-check the code.

Quoted from "WarPrince;507011"

So i tried "Global CreateDIYCETimer("Attacktimer",3)" and that messed up all my addons lol. Any help would be appreciated.

Global isn't a recognized token in Lua.
2013... The year from hell....

410

Thursday, February 2nd 2012, 8:22pm

use it without global. also, did you modify your diyce.lua? the function for the timer must be defined there.

411

Friday, February 3rd 2012, 1:42am

Lol well i gave up on the timer thing. But its fine, ty all for the help. One more question and ill leave you guys alone. How can i find the id number for bleeds. For example i want to find the bleed id number for Blindspot. ty in advance.
The best mind-altering drug is truth.

[LEFT]
[/LEFT]

Peryl

Intermediate

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412

Friday, February 3rd 2012, 2:15am

Two methods:

You can run your DIYCE code with one of the debug options (set first parameter to "debugpbuffs" for viewing your buffs, use "debugtbuffs" for target debuffs).

You can also check out page 2 or three of this thread and/or the "useful macros" thread for a macro that will do the trick.
2013... The year from hell....

413

Friday, February 3rd 2012, 6:33am

ok im new to the DIYCE 2.0 but not to DIYCE 1, But for the life of me i cant figure this out. it works perfectly on my s/k side but when i change to r/s it does absolutely nothing, like its not even running. ive taken out the entire scout section and had nothing but the rogue section as an if statement and it still doesnt run it for some reason.

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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(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 <= .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/Knight
 		  if mainClass == "RANGER" and subClass == "KNIGHT" then
 
 		  --Combat
 		   if enemy then
  		  Skill2 = {
    		 { name = "Vampire Arrows", use = CD("Vampire Arrows") },
    		 { name = "Autoshot", use = (not ASon) },
     		 { name = "Combo Shot", use = CD("Combo Shot") },
       		 { name = "Reflected Shot", use = (CD("Reflected Shot")) },
      		 { name = "Piercing Arrow", use = (CD("Piercing Arrow")) },
     		 { name = "Shot", use = (CD("Shot")) },
    		 { name = "Wind Arrows", use = (CD("Wind Arrows")) and (EnergyBar1 >= 35) },
            	  }
  		  end


		--Class: Rogue/Scout
          elseif mainClass == "THIEF" and subClass == "RANGER" then
                    
            if enemy then
            Skill2 = {
                { name = "Blind Spot",                      use = (EnergyBar1 >= 20) and boss and behind and (pbuffs['Energy Thief'] or pbuffs['Premeditation']) },
                { name = "Shadowstab",                      use = (EnergyBar1 >= 20) and (not tbuffs[620313]) },
				{ name = "Low Blow",        		    use = (EnergyBar1 >= 25) and ((tbuffs[620313] and not tbuffs[620314]) or not pbuffs['Energy Thief']) },
                { name = "Wound Attack",                    use = (EnergyBar1 >= 35) },
                { name = "Vampire Arrows",                  use = (thealth > 1) },
                { name = "Shot",                            use = (not EnergyBar1 >= 20) },
                { name = "Wrist Attack",                    use = (EnergyBar2 >= 50) and boss },
                { name = "Throat Attack",                   use = (EnergyBar2 >= 50) and (boss or elite) and silenceThis },
                { name = "Attack",                          use = (thealth == 1) },
                    }
            end
                
            --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

414

Friday, February 3rd 2012, 8:36am

Quoted from "WarPrince;507243"

Lol well i gave up on the timer thing. But its fine, ty all for the help. One more question and ill leave you guys alone. How can i find the id number for bleeds. For example i want to find the bleed id number for Blindspot. ty in advance.



Source code

1
/script i=1 while UnitDebuff( "target", i) ~= nil do name, __, __, ID = UnitDebuff( "target", i) SendSystemChat(name.." "..ID) i = i + 1 end


put a bleed on a mob and run this macro

415

Sunday, February 5th 2012, 9:48am

Help

ive tryed every thing to make this work i must be missing something. Ive started from scratch and tryed changing the origenal. But i just cant get it to work. will someone upload the customfunctions with Knight/warr and warr/knight please.
thank you.

416

Monday, February 6th 2012, 9:57am

http://forum.us.runesofmagic.com/showthr…ll=1#post481246

Was wondering how do u get the

Quoted

{ name = "Antidote", use = (pbuffs['Poisoned']) },
{ name = "Purify", use = (pbuffs['Curse']) },


to work ?
I´ve been pulling my earhair to my toe´s, and i cant get it to work.;)
Been running on the Coast of Opportynity by the dragonflyes at Cascade path and getting poisoned and no Antidote
"cleaning" :(

417

Monday, February 6th 2012, 12:10pm

"poisoned" it's a debuff :P not a buff

i have a function for debuff, and also one to use antidote on all poison effects, i will post it when i get home. in the meantime search on the old diyce forum, the info is there.

418

Monday, February 6th 2012, 5:19pm

hey there...

2 "problems":

1) the line "UseEquipmentItem(10)" still won't work with me (posted it way back... Error message is "Item does not exist")... everything else does: DIYCE equips the RWB, (then cannot use it), but after manually creating the Arrows (with the exact line "/script UseEquipmentItem(10)" manually or within a macro) it equips the arrows and changes back to the MNB:

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                    --Ammo Check and Equip
                    if GetCountInBagByName("Runendorn") > 0 then
                        UseItemByName("Runendorn")
                        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

I even put in some chat messages to be sure it is the line: it is. Anybody any idea ?

2) (and more interesting): is there a quick way to use the Skills from siege-war-titles within the code ?
I do have makros to use the right SW-title, use the skill and use the normal title again. But it does take quite a while:
a) find the correct Macro (at the moment i have 5 macros for SW-skills - with a growing tendency...)
b) there are some .wait 's in it...
so: no interrupting any casts with this method, if i not choose to set the Title beforehand (but: less damage because of the "wrong" title, and then there is a 1:4 chance that need exactly this one and not one of the others...)

I'm thinking of one action slot with a SW-Skill to retrieve cooldown information (they all have the same cooldown afaik).
then I still need a QUICK way to determine which skill to use, change titles and use the skill...
and: I'd probably have to a call an extra function for this, since i can't call a macro from an addon... but there are no "wait"s inside an addon...

anybody an idea ?

Peryl

Intermediate

Posts: 313

Location: Elsewhere

  • Send private message

419

Tuesday, February 7th 2012, 1:05am

Quoted from "Muinimula;508019"

hey there...

2 "problems":

1) the line "UseEquipmentItem(10)" still won't work with me (posted it way back... Error message is "Item does not exist")... everything else does: DIYCE equips the RWB, (then cannot use it), but after manually creating the Arrows (with the exact line "/script UseEquipmentItem(10)" manually or within a macro) it equips the arrows and changes back to the MNB:

Source code

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                    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

I even put in some chat messages to be sure it is the line: it is. Anybody any idea ?

The problem may be your use of GetInventoryItemDurable(). This function returns many parameters, the first being the current durability of the item in the given slot. Though your use may still be correct, you may want to look at GetInventoryItemType() instead. Just a stab in the dark though.

Quoted from "Muinimula;508019"

2) (and more interesting): is there a quick way to use the Skills from siege-war-titles within the code ?
I do have makros to use the right SW-title, use the skill and use the normal title again. But it does take quite a while:
a) find the correct Macro (at the moment i have 5 macros for SW-skills - with a growing tendency...)
b) there are some .wait 's in it...
so: no interrupting any casts with this method, if i not choose to set the Title beforehand (but: less damage because of the "wrong" title, and then there is a 1:4 chance that need exactly this one and not one of the others...)

I'm thinking of one action slot with a SW-Skill to retrieve cooldown information (they all have the same cooldown afaik).
then I still need a QUICK way to determine which skill to use, change titles and use the skill...
and: I'd probably have to a call an extra function for this, since i can't call a macro from an addon... but there are no "wait"s inside an addon...

anybody an idea ?
First, you may be able to get cooldown info directly from the skill. Check out GetSkillCooldown(). As for doing the waits, you could always break the code into separate functions that can be called from a macro and have the required /wait in the macro itself. You can even make your own slash commands to handle the bulk of the work (see The NEW Macro Guide for details on this).
2013... The year from hell....

420

Tuesday, February 7th 2012, 5:14am

Quoted from "dyonisusmora;507985"

"poisoned" it's a debuff :P not a buff

i have a function for debuff, and also one to use antidote on all poison effects, i will post it when i get home. in the meantime search on the old diyce forum, the info is there.


The only thing i could find in the DeBuff part was something like
[COLOR=black !important]
local dbuff = DebuffList("player")

So i wonder if this is all that is needed for it to work?
[/COLOR]