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461

Wednesday, February 22nd 2012, 3:03pm

DOH!!! Yeah, I just saw that on page 1 - 2. Now. if I could just get it to read My skills. :-\
Back to study mode. Thanks All.
SirMasterBlue
Areafiftyone GL
Your roving muse reporter
K60/R60
Artemis

462

Thursday, February 23rd 2012, 4:47pm

ok maybe im blind or its just to dam early for me to read, but has anyone created a wd/w diyce function yet, if not, im looking for the target debuff id for Beast Sigil so i can use pulse mastery. can anyone help?
Reni ~ HolySaints~ ßouncyßallzz -70w/70wd/67s ~ Playing w/wd before the warrior trend started. Bigballzz 61p/50k/40s only because p/s owns all in SW.

463

Thursday, February 23rd 2012, 6:45pm

@blitzclub06 : u dont need the buff id to use it , the buff id is only reallly useful for warriors and rogues as they both cast a "bleed" effect on target. And the rogue bleed doesnt eork for warriors combo , so calling buff by id was required.

U shoudnt have a problem with beast sigil

U can simply use " and tbuff("Beast Sigil")" -- tbuff or tbuffs depending on how u specified ur variable and ofc "beast sigil" if thats the the debuff name exactly.


I didnt link my wd/w dyice function , and not at home to do so right now , if this doesnt help u right now , i ll link u my sequence when. I get home.
using the name of e buff on target has worked for me so far with no problem

464

Thursday, February 23rd 2012, 11:38pm

Ok sooo.. i couldn't find one of these for a Knight/Warrior so I've only been playing with this for a bit and havn't tested at all but here is what i have so far:

Source code

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--Class: Knight/Warrior
            elseif mainClass == "KNIGHT" and subClass == "WARRIOR" then
            
            --Potions and Buffs
            Skill = {
                { name = "Holy Seal",                     use = (pctEB1 >= .05) and (not pbuffs['Holy Seal']) },
                { name = "Enhanced Armor",                use = (pctEB1 >= .05) and (not pbuffs['Enhanced Armor']) },
                { name = "Action: "..healthpot,           use = (phealth <= .40) },
                { name = "Action: "..manapot,             use = (pctEB1 <= .20) },
                { name = "Holy Shield",                   use = (phealth <= .10) },
                    }
                    
            --Combat
                if enemy then
                Skill2 = {
                    { name = "Resolution",                   use = combat and phealth <= .65 },
                    { name = "Shield of Valor",              use = phealth <= .8 and shield },
                    { name = "Shield of Discipline",         use = combat and shield },
                    { name = "Shield of Atonement",          use = combat and shield },
                    { name = "Threaten",                     use = boss and party and (tbuffs['Holy Seals 3'])},
                    { name = "Hatred Strike",                use = boss and party},
                    { name = "Whirlwind Shield",             use = party and shield},
                    { name = "Mana Return",                  use = (tbuffs['Holy Seals 3']) and (pctEB1 <= .70) },
                    { name = "Holy Strike",                  use = (pctEB1 >= .05)},
                            }
                end



2 Questions:
- Is there a way to check to see if i'm #1 on the agro table? And if not cast 'Authoritative Deterrence' or 'Lion King Battle Roar'.
- Can I check to see if i'm feared? And if i am cast fearless?

Also, is there anything wrong with the code i posted or any suggestions to it?

EDIT: The holy seal & enhanced armor works. I went outside of Varanas to kill a beetle though and i just stood there lookin' at it lol. What's wrong with the Holy Strike i have up there?

---

EDIT2: Okay, actually this works.. i was saving to the backup and not actual folder :P. the "Shield" part however does not. I saw it in someone elses code, but i have nothing that identifies "shield". Anything know how I could define that variable?
Thanks again ;)


Thanks,
-Flashy

465

Friday, February 24th 2012, 4:18am

Does anyone have a good Knight/Scout lua started that I can work with? I hate starting from scratch again :(

466

Friday, February 24th 2012, 8:02am

@flashplat : i ll try helping with my little knoweldge of dyice, i havent seen any function so far that handles the level of aggro u have , and i have been reading these threads since dyice 1. Do u have the original code for ur sequence ,

tafter looking around the thread a bit u would need ,it seems, to specify shield as a variable :
local shield = (GetEquipSlotInfo(17) == "shield")

Something like that

Note : never played knight so i m not sure thats what u need or not EDIT2: @ blitzcllub06 this is the kill sequence i use ,its very basic as i barely play that combo :


@blitz -->this is my very basic wd/w kill sequence

Source code

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if ((enemy) and (goat2 == "0")) then
                    Skill2 = {
                        { name = "Pulse Mastery",                                       use = ((tbuffs['Beast Sigil']) and (pctEB1 >= .05)) },
                        { name = "Beast Chop",                                          use = (EnergyBar2 >= 21) },
                        { name = "Double Chop",                                         use = (pctEB1 >= .05) },
                        { name = "Slash",                                                use = (EnergyBar2 >= 25) },
                        { name = "Will Attack",                                         use = (pctEB1 >= .05) },
                        { name = "Power of the Wood Spirit",                            use = (pctEB1 >= .05) },
                              }
                    end

467

Friday, February 24th 2012, 12:00pm

@black dragon

u have a pretty cool k/r function here : http://forum.us.runesofmagic.com/showthr…ll=1#post480177 use that as starters

468

Friday, February 24th 2012, 2:51pm

Quoted from "neonsun;512597"

@flashplat

neonsun. I used this:
local shield = GetEquipSlotInfo(17) ~= nil

And it works with and without the shield! Thanks!

Yeah, if i could do something like "If (not (target's target = me)" <-- that would be perfect. THis would actually be better than the agro in my opinion becuase there are times when i'm not at the top of the agro table but still have focus (like when i use 'Authoritative Deterrence').

Thanks for the help!
-Flashy

469

Friday, February 24th 2012, 9:02pm

@Peryl I'm new to LUA but not to programming in general (turbo pascal, basic, and some minor C++ experience), and want to learn more. Any free resources you highly recommend for any of us interested in learning more? Definitely need some beginner level stuff and maybe a few advanced level resources too. I'd love to be able to figure out what I need to change in the DIYCE files to get it working right for me as I am having a few varied problems with it so far, including the "not doing a darned thing when executed by /run KillSequence() macro" problem. Surprisingly, /run KillSequence("v2") works as intended, and only gave me a list of Idle when my class combo was not listed in CustomFunctions.lua

470

Saturday, February 25th 2012, 8:12pm

Hi guys, this is my attempt at writing a sequence for my W/Wdn but I seem to be having some problems. The script works and doesn't give me any error messages. However, it doesn't use Open Flank when target is Vulnerable nor does it use Tactical Attack when target has bleed on it.

Source code

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--Class: Warrior/Warden            elseif mainClass == "WARRIOR" and subClass == "WARDEN" then
            
                if enemy then
                Skill = {
                    { name = "Savage Whirlwind",             use = (EnergyBar2 >= 240) },
                    { name = "Open Flank",                   use = (EnergyBar1 >= 10) and (tbuffs['Vulnerable']) },
                    { name = "Attack Weakener",              use = (EnergyBar1 <= 10) and (EnergyBar2 >= 280) and (tbuffs['Vulnerable']) },
                    { name = "Tactical Attack",              use = (EnergyBar1 >= 15) and (tbuffs[500081]) },
                    { name = "Probing Attack",               use = (EnergyBar1 >= 20) },
                    { name = "Slash",                        use = (EnergyBar1 >= 25) },
                    { name = "Power of the Wood Spirit",     use = (EnergyBar2 >= 123) },
                    { name = "Attack",                       use = (thealth == 1) },
                        }
                end


Can anybody tell me why this is happening? Thanks in advance.

Edit: Also, if there is already a Slash on target theoretically the script should use Tactical Attack immediately and skip Slash right? How can I get myself to use Slash as well even though another warrior may have put a Slash on it already?

471

Sunday, February 26th 2012, 9:02am

Darkniit : the function doesnt seem bad at 1st sight , but i need to see all ur local variables.
i inoticed u start with elseif , means u have a anothhrr condition before that.
Link that too plz

472

Sunday, February 26th 2012, 6:12pm

Everything else is exactly the same as it was downloaded from the OP. Except for my 2 functions that I added onto it.

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(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: Warrior/Mage
            if mainClass == "WARRIOR" and subClass == "MAGE" then
                local SurpriseAttack = GetActionUsable(14)
    
            --Potions and Buffs
            Skill = {
                { name = "Action: "..healthpot,            use = (phealth <= .70) },
                { name = "Survival Instinct",              use = (phealth <= .30) and combat },
                { name = "Sense of Danger",                use = (phealth <= .30) and combat },
                { name = "Action: "..manapot,              use = (pctEB2 <= .40) },
                { name = "Action: "..Healslot,             use = (phealth < .70) and (not combat) and (not party) },
                { name = "Action: "..HoTslot,              use = (phealth < .80) and (not party) },
                { name = "Intensification",                use = (pctEB2 >= .05) and (not pbuffs['Intensification']) and boss and enemy },
                { name = "Aggressiveness",                 use = boss and enemy },
                { name = "Electric Attack",                use = (pctEB2 >= .05) and ((not pbuffs['Electric Attack']) or (pbuffs['Electric Attack'].time <= 45)) },
                    }
                    
            --Combat
                if enemy then
                Skill2 = {
                    { name = "Silence",                    use = (silenceThis) },
                    { name = "Surprise Attack",            use = SurpriseAttack },
                    { name = "Enraged",                    use = (EnergyBar1 <= 30) and (boss or elite) },
                    { name = "Electrical Rage",            use = (EnergyBar1 >= 15) and (pctEB2 >=.05) and (not pbuffs['High Voltage III']) },
                    { name = "Thunder Sword",              use = (pctEB2 >= .05) },
                    { name = "Lightning's Touch",          use = (pctEB2 >= .05) },
                    { name = "Attack",                     use = (thealth == 1) },
                        }
                end


            --Class: Rogue/Priest
            elseif mainClass == "THIEF" and subClass == "AUGUR" then
            
            --Potions and Buffs
            Skill = {
                { name = "Regenerate",                    use = (phealth <= .90) and (pctEB2 >= .05) and (not pbuffs['Regenerate']) },
                { name = "Action: "..healthpot,           use = (phealth <= .70) },
                { name = "Action: "..manapot,             use = (pctEB2 <= .40) },
                { name = "Magic Barrier",                 use = (pctEB2 >= .05) and ((not pbuffs['Magic Barrier']) or (pbuffs['Magic Barrier'].time <= 45)) },
                { name = "Quickness Aura",                use = (pctEB2 >= .05) and ((not pbuffs['Quickness Aura']) or (pbuffs['Quickness Aura'].time <= 45)) },
                { name = "Poison",                        use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45))},
                    }
                    
            --Combat
                if enemy then
                Skill2 = {
                    { name = "Premeditation",                use = (not combat) and boss and (EnergyBar1 >= 50) },
                    { name = "Slowing Poison",               use = boss },
                    { name = "Informer",                     use = boss },
                    { name = "Fervent Attack",               use = boss },
                    { name = "Assassins Rage",               use = boss },
                    { name = "Kick",                         use = (pctEB2 >= .05) },
                    { name = "Sneak Attack",                 use = (EnergyBar1 >= 20) and boss and behind and party },
                    { name = "Blind Spot Attack",            use = (EnergyBar1 >= 20) and boss and behind and party },
                    { name = "Shadowstab",                   use = (EnergyBar1 >= 20) and (not tbuffs[620313]) },
                    { name = "Low Blow",                     use = (EnergyBar1 >= 30) and (tbuffs[620313]) and (not tbuffs[500704]) },
                    { name = "Wound Attack",                 use = (EnergyBar1 >= 35) },
                    { name = "Shadowstab",                   use = (EnergyBar1 >= 20) },
                    { name = "Attack",                       use = (thealth == 1) },                    
                            }
                end
                
            --Class: Warrior/Warden
            elseif mainClass == "WARRIOR" and subClass == "WARDEN" then
            
                if enemy then
                Skill = {
                    { name = "Savage Whirlwind",             use = (EnergyBar2 >= 240) },
                    { name = "Open Flank",                   use = (EnergyBar1 >= 10) and (tbuffs['Vulnerable']) },
                    { name = "Attack Weakener",              use = (EnergyBar1 <= 10) and (EnergyBar2 >= 280) and (tbuffs['Vulnerable']) },
                    { name = "Tactical Attack",              use = (EnergyBar1 >= 15) and (tbuffs[500081]) },
                    { name = "Probing Attack",               use = (EnergyBar1 >= 20) },
                    { name = "Slash",                        use = (EnergyBar1 >= 25) },
                    { name = "Power of the Wood Spirit",     use = (EnergyBar2 >= 123) },
                    { name = "Attack",                       use = (thealth == 1) },
                        }
                end
            
            --Class: Scout/Warden
            elseif mainClass == "RANGER" and subClass == "WARDEN" then
            
                if enemy then
                Skill = {
                    { name = "Snipe",                  use = (pbuffs['Hidden Peril']) },
                    { name = "Combo Shot",             use = (true) },
                    { name = "Autoshot",               use = (not ASon) },
                    { name = "Hidden Peril",           use = (EnergyBar1 >= 30) },
                    { name = "Thorn Arrow",            use = (true) },
                    { name = "Reflected Shot",         use = (true) }, 
                    { name = "Piercing Arrow",         use = (true) }, 
                    { name = "Shoot",                  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" 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


Also Snipe isn't going off even though I have the Hidden Peril buff on for my S/Wdn side. I'd greatly appreciate it if you looked into it for me. The DIYCE.lua remains unchanged. I haven't looked at that at all.

473

Sunday, February 26th 2012, 9:43pm

@ darknight3z

This is my layout for my scout classes, you might find the s/wd helpfull.It also has stuff for warrior classes, as of rite now the only comp that has my wd/w layout is the computer at home. BTW TY neonsun for the wd/w help. it works perfectly.

Quoted

elseif mainClass == "WARRIOR" and subClass == "WARDEN" then

Skill = {
{ name = "Briar Shield", use = (pctEB2 >= .15) and ((not pbuffs['Briar Shield']) or (pbuffs['Briar Shield'].time <= 45)) },
{ name = "Battle Creed", use = (pctEB2 >= .15) and ((not pbuffs['Battle Creed']) or (pbuffs['Battle Creed'].time <= 45)) },
}

--Combat
if enemy then
Skill = {
{ name = "Survival Instinct", use = (phealth <= .49) },
{ name = "Elven Amulet", use = (EnergyBar2 >= 150) and (phealth <= .4) },
{ name = "Defensive Formation", use = (EnergyBar1 >= 25) and (phealth <= .30) },
{ name = "Savage Whirlwind", use = (EnergyBar2 >= 240) },
{ name = "Attack Weakener", use = (EnergyBar2 >= 280) and (tbuffs['Vulnerable']) },
{ name = "Action: 8", use = (EnergyBar1 >= 25) and (tbuffs['Vulnerable']) },
{ name = "Open Flank", use = (EnergyBar1 >= 10) and (tbuffs['Vulnerable']) },
{ name = "Probing Attack", use = (EnergyBar1 >= 15) },
{ name = "Tactical Attack", use = (EnergyBar1 >= 15) and (tbuffs[500081]) },
{ name = "Slash", use = (EnergyBar1 >= 25) },
{ name = "Power of the Wood Spirit", use = (EnergyBar2 >= 114) },
}
end


elseif mainClass == "RANGER" and subClass == "DRUID" then


Skill = {
{ name = "Savage Blessing", use = (pctEB1 >= .05) and ((not pbuffs['Savage Blessing']) or (pbuffs['Savage Blessing'].time <= 45)) },
}


--Combat
if enemy then
Skill = {
{ name = "Vampire Arrows", use = true },
{ name = "Autoshot", use = (not ASon) },
{ name = "Combo Shot", use = true },
{ name = "Reflected Shot", use = (CD("Reflected Shot")) },
{ name = "Piercing Arrow", use = (CD("Piercing Arrow")) },
{ name = "Wind Arrows", use = (CD("Wind Arrows")) and (EnergyBar1 >= 35) },
{ name = "Shoot", use = true },
}

end


elseif mainClass == "RANGER" and subClass == "WARRIOR" then


--Combat
if enemy then

Skill = {
{ name = "Defensive Formation", use = (phealth <= .30) },
{ name = "Vampire Arrows", use = true },
{ name = "Autoshot", use = (not ASon) },
{ name = "Reflected Shot", use = (CD("Reflected Shot")) },
{ name = "Slash", use = (EnergyBar1 >= 25) },
{ name = "Combo Shot", use = true },
{ name = "Reflected Shot", use = (CD("Reflected Shot")) },
{ name = "Piercing Arrow", use = (CD("Piercing Arrow")) },
{ name = "Wind Arrows", use = (CD("Wind Arrows")) and (EnergyBar1 >= 35) },
{ name = "Shoot", use = true },
}

end

elseif mainClass == "RANGER" and subClass == "WARDEN" then

Skill = {
{ name = "Frost Arrow", use = (not combat) and (EnergyBar1 >= 20) and ((not pbuffs['Frost Arrow']) or (pbuffs['Frost Arrow'].time <= 45)) },
{ name = "Entling Offering", use = (pctEB2 >= .15) and ((not pbuffs['Entling Offering']) or (pbuffs['Entling Offering'].time <= 45)) },
{ name = "Briar Shield", use = (pctEB2 >= .15) and ((not pbuffs['Briar Shield']) or (pbuffs['Briar Shield'].time <= 45)) },
}


--Combat
if enemy then

Skill = {
{ name = "Snipe", use = (pbuffs['Hidden Peril']) },
{ name = "Hidden Peril", use = (EnergyBar1 >= 30) and (CD("Snipe")) },
{ name = "Vampire Arrows", use = (CD("Vampire Arrows")) and (EnergyBar1 >= 20) },
{ name = "Autoshot", use = (not ASon) },
{ name = "Thorn Arrow", use = (CD("Thorn Arrow")) and (EnergyBar2 >= 180) },
{ name = "Reflected Shot", use = (CD("Reflected Shot")) },
{ name = "Piercing Arrow", use = (CD("Piercing Arrow")) },
{ name = "Combo Shot", use = (CD("Combo Shot")) },
{ name = "Power of the Wood Spirit", use = (EnergyBar2 >= 114) },
{ name = "Wind Arrows", use = (EnergyBar1 >= 15) and (CD("Snipe")) },
{ name = "Shoot", use = (CD("Shoot")) },

}

end


elseif mainClass == "WARRIOR" and subClass == "KNIGHT" then

Skill = {
{ name = "Blocking Stance", use = (EnergyBar2 >= 20) and ((not pbuffs['Blocking Stance']) or (pbuffs['Blocking Stance'].time <= 45)) },
{ name = "Enhanced Armor", use = (EnergyBar2 >= 20) and ((not pbuffs['Enhanced Armor']) or (pbuffs['Enhanced Armor'].time <= 45)) },
}


--Combat
if enemy then

Skill = {
{ name = "Survival Instinct", use = (phealth <= .49) },
{ name = "Defensive Formation", use = (EnergyBar1 >= 25) and (phealth <= .30) },
{ name = "Open Flank", use = (EnergyBar1 >= 10) and (tbuffs['Vulnerable']) },
{ name = "Probing Attack", use = (EnergyBar1 >= 15) },
{ name = "Tactical Attack", use = (EnergyBar1 >= 15) and (tbuffs[500654]) },
{ name = "Slash", use = (EnergyBar1 >= 25) },
{ name = "Holy Strike", use = (EnergyBar2 >= 15) },
}

end

end
Reni ~ HolySaints~ ßouncyßallzz -70w/70wd/67s ~ Playing w/wd before the warrior trend started. Bigballzz 61p/50k/40s only because p/s owns all in SW.

474

Sunday, February 26th 2012, 10:47pm

Quoted from "blitzclub06;513245"

@ darknight3z

This is my layout for my scout classes, you might find the s/wd helpfull.It also has stuff for warrior classes, as of rite now the only comp that has my wd/w layout is the computer at home. BTW TY neonsun for the wd/w help. it works perfectly.


I appreciate you showing me yours Blitz but we have written the Snipe line exactly the same and that's the only one I'm having problems with on Scout script. Warrior script's Open Flank and Tactical is being stubborn and not going off still. :p

475

Monday, February 27th 2012, 7:32am

@blitz : yr welcome buddy ! Also nice set of functions. In your w/wd , action 8 refers to the tosh skill doesnt it :) ....lucky u

@at dark : i m at a loss for words here buddy , does attack weakener pass or not at least ? Do u have lag ?
Can u test atk weakener several times plz and get back to us.
Also no error msgs in game right ( i believe u know how to check for those)
Test ur attack weakener only if possible then retest ur function by adjusting rage values for the problem skills to x+1 ( of = 11 etc....)
-->> of shear curiosity u sure ur calling the right customfunction file right ,i m asking cuz i keep 2 custom functions one for testing and 1 for playing. And i sometimes make the mistake of loading game with the wrong customfunction :D

476

Monday, February 27th 2012, 7:58am

@blitz : i still dont understand why do u use cd checks in ur scout functions thou , that stuff is handled automatically by dyice usually isnt ?

477

Monday, February 27th 2012, 4:59pm

Nope no lag. I play at 60FPS and 45ping. No Attack Weakener doesn't pass through either. I took out all the skills out of the function except for Probing Attack, Attack Weakener and Power of the Wood Spirit. Just uses Probing Attack and PoTWS. The red error circle on the mini map area doesn't flash so no errors. And yes the file is called CustomFunction.lua :p

478

Monday, February 27th 2012, 7:47pm

Ok from the looks of things ur having problem with ur bufflist function, seems its not reacting to all ur script.
problem is this Is way above my knoweldge base.
ur gona have to be patient until one of the "big boyz" replies to the thread.

I do want u to try something for me thou.

Remove ur dyice folder from the addon folder , launch the game , (get in game)
then quit
put the folder back in , and launch the game again.

(this v stupid but it has fixed a problem once or twice , so humour me and try it )

Hope u find ur solution soon

479

Tuesday, February 28th 2012, 12:25am

Ammocheck

Hey!

I was wondering if there was a ammocheck function for DIYCE that keeps track of how many arrows you got left and preventing you to get the red message when got 1 arrow left or even out of arrows. So I got some code from my friend that I pasted into my DIYCE.

But I'm still getting the red message "Out of arrows" when I got 1 arrow left and my Vampire Arrows skill is under cooldown?

This is the part of my CustomFunctions where I pasted the code I have got from my friend.

Source code

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local ammocheck = GetInventoryItemDurable("player", 9) >= 3 (This row is under the function KillSequence(arg1, healthpot, manapot, foodslot) where the other locals are.)

if mainClass == "RANGER" and subClass == "WARRIOR" then
                
                    
            --Combat
                if enemy then
                Skill2 = {
                    { name = "Target Lock",                   use = (boss) },
                    { name = "Combo Shot",                   use = (ammocheck) and (pvp) or (boss or elite) },    
                    { name = "Autoshot",                   use = (boss or elite) and (not ASon) },
                    
                    { name = "Vampire Arrows",             use = (EnergyBar1 >= 30) },
                    { name = "Piercing Arrow",               use = (ammocheck) },
                    { name = "Reflected Shot",               use = true },
                    { name = "Shot",                       use = true },
                        }
                end


/ B

480

Tuesday, February 28th 2012, 1:23am

Quoted from "neonsun;513404"

Ok from the looks of things ur having problem with ur bufflist function, seems its not reacting to all ur script.
problem is this Is way above my knoweldge base.
ur gona have to be patient until one of the "big boyz" replies to the thread.

I do want u to try something for me thou.

Remove ur dyice folder from the addon folder , launch the game , (get in game)
then quit
put the folder back in , and launch the game again.

(this v stupid but it has fixed a problem once or twice , so humour me and try it )

Hope u find ur solution soon


Nope didn't do the trick lol. Thanks for the attempt at helping.