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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
|
. 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?
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Source code |
1 2 3 4 5 6 7 8 9 10 |
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
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Quoted from "neonsun;512597"
@flashplat
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 |
--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
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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(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
|
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
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.
....lucky u
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 |
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
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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