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421

Tuesday, February 7th 2012, 9:23am

Quoted from "Peryl;508108"

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.


thanks for the answer Peryl, i appreciate. Though I'm fairly sure it's not the GetInventoryItemDurable (since i added some chat messages in between the code and saw the problem in the line with the "UseEquipmentItem(10)"[COLOR=black !important][/COLOR]), I'll give it a try. You'll never know with this game...

Quoted from "Peryl;508108"

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).


yes. didn't think of GetSkillCooldown, but the main problem is the time needed to change the title and execute the skill. I was hoping someone had some experience with this and could tell me either the changes will be fast enough (especially for disrupting a cast...) or would throw in a nice "forget it, dude"... seems like a "try it for yourself"
:)

422

Wednesday, February 8th 2012, 7:16am

So im guessing it´s all talk in this community and no help.
People seems eager at first to give a helping hand and then dev/null .

Peryl

Intermediate

Posts: 313

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423

Wednesday, February 8th 2012, 12:14pm

Quoted from "kurreduttan;508388"

So im guessing it´s all talk in this community and no help.
People seems eager at first to give a helping hand and then dev/null .

Given that your previous post seemed to indicate a possible solution, did you actually try it out? or were you simply expecting to be spoon-fed all answers?

As I personally don't even play the game any more, nor have I ever actually used DIYCE or any of its variants when I did play, I find your comment both inaccurate and insulting.
2013... The year from hell....

424

Wednesday, February 8th 2012, 1:48pm

Seems you didnt even bother to read the response i was given on my first post about this, that i needed some help.
I usually try to solve my problems by me,myself and I. But sometimes even that wont do so i reach out for some help here and some people answers and then... DEV\NULL . And yes i have tried the possible solution and no luck. So if people isnt prepared to give help then why bother answer and give false hopes to those who are in need of some help.

425

Wednesday, February 8th 2012, 10:52pm

Quoted from "kurreduttan;508388"

So im guessing it´s all talk in this community and no help.
People seems eager at first to give a helping hand and then dev/null .


with that attitude mate you will not get far. most people here learned things by themselves, and trial and error. if you do not contribute at least respect the work of others.

that said, you posted this line:
local dbuff = DebuffList("player")

from this you can see it uses the function called DebuffList(). this function must be defined somewhere before you can use it to get a value.
here is the function (although you kinda pissed me off with the attitude - noone here owes you anything so don't be so demanding. we are not your employees)

Source code

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function DebuffList(tgt)
    local cnt = 1
    local buffstr = "/"
    local buff = UnitDebuff(tgt,cnt)
    while buff ~= nil do
            buffstr = buffstr..buff.."/"
            cnt = cnt + 1
            buff = UnitDebuff(tgt,cnt)
    end
    return string.gsub(buffstr, "(%()(.)(%))", "%2")
end


when you put this in your code, after that you can use the line you posted. good luck

426

Thursday, February 9th 2012, 4:32am

nevermind, was having trouble but not anymore.

427

Saturday, February 11th 2012, 8:30pm

last time i checked dyice coudnt deal with set skills properly has anyone found a work around .
if yes a link or explanation would be deeply appreciated

Ok i just read 40 all the thread with all its 426 posts and damn that was long.
last dyice i have used is dyice 1.4 withsome modifications.

Back then the only way to use set skills was thru linking it to hotbars and using the action coomand to use the skill.
has any thing changed with dyce 2.2 , is there a better way to do things?

From what i read dyice 2.2 is faster on all levels, is it also faster on using hotbar links? Cuz in the old dyice using set skills was sluggish

So any improvements?


thank you in advance

428

Thursday, February 16th 2012, 2:56pm

what am i doing wrong ???

i m using mrmisterwaa 's version of the custom function with his dyice so there are no problems.

my function doesn't produce errors , it just switches targets , no buffing no skill sequence , no little red errors , nothing....


EDIT : fixed it , it seems i had forgotten to set up goat2 as arg .


question : all that fairy sequence coding (i dont use it , playing warrior )-->doesnt it slow the code ?
question 2: am i using the timer function correctly ?



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,
        ['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, 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(21) -- # 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: Warrior/warden
        if mainClass == "WARRIOR" and subClass == "WARDEN" then
            --Timers for this class
            CreateDIYCETimer("SSBleed", 6.5) --Change the value between 6 -> 7.5 depending on your lag.
            --goat2: 0 = Buffs, 1 = Melee, 2 = Ranged, 3 = Cooldowns & Potions, 4 = Longer Cooldowns
            
            if (goat2 == "0") then
            Skill =  {
                { name = "Battle Creed",                      use = (not pbuffs['Battle Creed']) },
                { name = "Briar Shield",                      use = (not pbuffs['Briar Shield']) },
                --{ name = "Action: 69 (Unbridled Enthusiam)",   use = ((not pbuffs['Unbridled Enthusiasm'])) }, -- Speed Potion
                     }
            
            end

            if ((enemy) and (goat2 == "1")) then
            Skill2 = {
                { name = "Savage Whirlwind",                   use = (pctEB2 >= .05) },
                { name = "Tactical Attack",                    use = ((tbuffs[500081]) and (EnergyBar1 >= 16)) },
                { name = "Attack Weakener",                    use = ((pctEB2 >= .05) and tbuffs['Vulnerable']) },
                { name = "Open Flank",                         use = ((tbuffs['Vulnerable']) and (EnergyBar1 >=11))  },
                { name = "Probing Attack",                     use = ((EnergyBar1 >= 21) and (tbuffs[500081])) },
                { name = "Slash",                              use = (EnergyBar1 >= 26),       timer = "SSBleed" },
                { name = "Enraged",                            use = ((EnergyBar1 < 25) and (boss or elite)) },
                { name = "Power of the Wood Spirit",           use = (pctEB2 >= .05) },
                    }
            
            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

Peryl

Intermediate

Posts: 313

Location: Elsewhere

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429

Thursday, February 16th 2012, 5:51pm

Quoted from "neonsun;510606"

question : all that fairy sequence coding (i dont use it , playing warrior )-->doesnt it slow the code ?

PriestFairySequence is an independent function that would need to be called in order for it to actually do anything. Since you aren't calling it, the only effect it has is to take up a little more Lua program space. So it doesn't change execution speed of KillSequence at all. You could remove that entire function an nothing would change, but then if you ever decide to roll a priest, you would likely want it back.

Quoted from "neonsun;510606"

question 2: am i using the timer function correctly ?

Looks fine to me.
2013... The year from hell....

430

Thursday, February 16th 2012, 7:39pm

ok functions perfectly
peryl thank you for taking some of your time to reply .

i have another question :

Source code

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 { name = "Slash",          use = (EnergyBar1 >= 26), timer = "SSBleed" }, [B]ignoretimer = (pbuffs['aggressivness'])[/B]},


would this work , i want the timer to be ignored and skill to be spammed when aggressivness is on.

Also why most of the dyice script i have seen lately do not call for pots by name but rather by action button slot ? is that faster ?

RoMage

rustyx is lame rogue

Posts: 2,694

Location: web

Occupation: DB Admin

Mood: Unsure

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431

Thursday, February 16th 2012, 8:07pm

I recall someone from original DIYCE saying that this way, by number rather then by name of pot, CD is counted as well.

Peryl

Intermediate

Posts: 313

Location: Elsewhere

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432

Thursday, February 16th 2012, 8:51pm

Quoted from "neonsun;510657"

ok functions perfectly
peryl thank you for taking some of your time to reply .

i have another question :

Source code

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 { name = "Slash",          use = (EnergyBar1 >= 26), timer = "SSBleed" [COLOR=#ff0000]}[/COLOR], [B]ignoretimer = (pbuffs['aggressivness'])[/B]},

would this work , i want the timer to be ignored and skill to be spammed when aggressivness is on.

Edit: Noticed one small problem. Remove the extra close curly brace (I highlighted it in red above).

Yes, though you need to make sure that the player buff name given matches exactly, including case. Of course, this would only make it ignore the extra DIYCE timer, the normal skill cooldowns, GCD, etc still apply.

Quoted from "neonsun;510657"

Also why most of the dyice script i have seen lately do not call for pots by name but rather by action button slot ? is that faster ?
As RoMage mentions, this is an easy way to get the pot cooldowns.

To do it directly, DIYCE would need to scan your bags for the item in question, then check for any cooldown on the item. Doing it through the action bars lets the game itself deal with the getting the cooldown times and we just need to check that one action button.
2013... The year from hell....

433

Friday, February 17th 2012, 1:00pm

Quoted from "neonsun;510657"


Also why most of the dyice script i have seen lately do not call for pots by name but rather by action button slot ? is that faster ?


action buttons check for cooldown.

names do not. so for example if you are low on hp and you have a pot on cooldown it will spam that pot but nothing will happen. ex: the 3 min cd pot for faster running is activated. i press sprint (rogue), it overrides it, and for 3 minutes it will try to use that pot, ahile nothiong will happen. that sux.
only use names for items that have no cooldowns.

[EDIT] wow by the time i wrote this, 2 more ppl answered that. talking about fast reaction :)

434

Saturday, February 18th 2012, 1:51am

Upgrade uses more

I've been all over this and a few other threads. My ? is...is there a way to check the level of a skill to adjust the amount of mana/energy used? :confused:
i.e.

Source code

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{ name = "Crazy Blades", use = (EnergyBar1 >= (20+(2(skillLevel)))) and ((not pbuffs['Crazy Blades']) or (pbuffs['Crazy Blades'].time <= 45)) },


BTW....thanks for everything! You guys/gals are amazing!

435

Saturday, February 18th 2012, 2:24am

I have done some searching for an extending "silencethis" today. Basically, we were doing Sardo runs and one member dropped out right at Jacklin. For those that don't know, the boss has a shared debuff that becomes very deadly with anything less than a full 6 person group. I thought of what I could do to help as the non DIYCErs couldn't seem to time Throat Cut.

Of course adding "Merging Rune" to SilenceThis took care of it but I just have that and the other common routines that have been posted with folks functions. SilenceThis is a fantastic part of DIYCE and I'll try to add more iterupts and post them. So far this is all I have:

Source code

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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,
['Merging Rune'] = true, --Jacklin Sardo
['Heavy Shelling'] = true, --Juggler Apprentice in Grafu
['Dark Healing'] = true, --Mini-boss in Sardo
}



In the meantime, does anyone have a more complete list already built?
-- Stagger - Osha - Eyeofthetempest --

M/R/W 72/52/51
Formerly M/D/S, M/R/D (The search for decent DPS in a post GCD RoM continues)

Posts: 262

Location: The Ocean?

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436

Saturday, February 18th 2012, 1:01pm

Quoted from "Stagg3r;510992"

I have done some searching for an extending "silencethis" today. Basically, we were doing Sardo runs and one member dropped out right at Jacklin. For those that don't know, the boss has a shared debuff that becomes very deadly with anything less than a full 6 person group. I thought of what I could do to help as the non DIYCErs couldn't seem to time Throat Cut.

Of course adding "Merging Rune" to SilenceThis took care of it but I just have that and the other common routines that have been posted with folks functions. SilenceThis is a fantastic part of DIYCE and I'll try to add more iterupts and post them. So far this is all I have:

Source code

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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,
['Merging Rune'] = true, --Jacklin Sardo
['Heavy Shelling'] = true, --Juggler Apprentice in Grafu
['Dark Healing'] = true, --Mini-boss in Sardo
}



In the meantime, does anyone have a more complete list already built?


Just a little reminder,

Throat Attack does not stop Merging Rune from commencing. You will still get the debuffs, unless this has changed in the last patch.

-TunaShake

437

Saturday, February 18th 2012, 11:03pm

Hey guys. I was wondering if somebody could help me with writing code for using an item. I have this so far in my code,
{ name = "Action: 14", use = (boss and (EnergyBar1 <25)) },
I have the item i want to use in slot 14 but it doesn't seem to work. Is there a way for me to specifically name the item to be used or is assigning the item to a slot then using that slot the only way. Thank you in advance.
The best mind-altering drug is truth.

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Peryl

Intermediate

Posts: 313

Location: Elsewhere

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438

Saturday, February 18th 2012, 11:10pm

You could try:

Source code

1
{ name = "Item: [b]Name of Item[/b]", use = (boss and (EnergyBar1 <25)) },

Replace Name Of Item with the actual name of the item. It is case sensitive.

It will not check cooldowns on the item this way however (on a potion for example).
2013... The year from hell....

439

Saturday, February 18th 2012, 11:20pm

Quoted from "TunaShake;511078"

Just a little reminder,

Throat Attack does not stop Merging Rune from commencing. You will still get the debuffs, unless this has changed in the last patch.

-TunaShake


Right... That's why I put it on my list so he was hit with a Mage Silence. It seemed to make a difference. I got the text but no... well... death. May have been a fluke if y'all know for sure that Silence doesn't stop the debuff too. Obviously, Jacklin isn't the best example and the easiest way to take him out is having 6 people but it is the one that got me thinking about the SilenceThis function.
-- Stagger - Osha - Eyeofthetempest --

M/R/W 72/52/51
Formerly M/D/S, M/R/D (The search for decent DPS in a post GCD RoM continues)

440

Saturday, February 18th 2012, 11:26pm

Quoted from "Peryl;511142"

You could try:

Source code

1
{ name = "Item: [B]Name of Item[/B]", use = (boss and (EnergyBar1 <25)) },

Replace Name Of Item with the actual name of the item. It is case sensitive.

It will not check cooldowns on the item this way however (on a potion for example).


By saying that it wont check cooldowns, do you mean that it will keep trying to use the potion and therefore not advance anymore in the code? Im trying to set it up to where an energy pot will be used before energy thief. If this can you tell me how to have the cd checked.
The best mind-altering drug is truth.

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