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501

Thursday, March 1st 2012, 10:19am

Told u there was a problem with ur bufflist function :) mouahahah
Anyways good to know thats its working

krssrb

Beginner

Posts: 20

Location: Serbia

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502

Thursday, March 1st 2012, 1:47pm

Is there way to change this part of code that scout still target boss whan thay are in party but not other mobs?

Source code

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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
Warrior80/Mage80/Warlock80

RoMage

rustyx is lame rogue

Posts: 2,694

Location: web

Occupation: DB Admin

Mood: Unsure

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503

Thursday, March 1st 2012, 2:15pm

Try this

Source code

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NA

Peryl

Intermediate

Posts: 313

Location: Elsewhere

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504

Thursday, March 1st 2012, 2:17pm

Quoted from "krssrb;514097"

Is there way to change this part of code that scout still target boss whan thay are in party but not other mobs?

Yes there is. Basically you need to change targets then check if the target is a boss. If it isn't, change targets again. Since this has the potential of creating an infinite loop (for example, when there is no boss to target), we do try this only a certain number of times (say 10) and if we haven't found a boss, clear any target we might currently have.

The following should do the trick:

Source code

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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
    else 
        if (not LockedOn) or (not enemy) then
            -- Try up to ten times to target a boss
            for i = 1,10 do
                TargetNearestEnemy()
                if UnitSex("target") > 2 then
                    -- found a boss so exit this loop now
                    break
                end
            end
            -- if our current target isn't a boss, clear current target
            if UnitSex("target") <= 2 then
                TargetUnit("")
            end
        end
    end
2013... The year from hell....

Peryl

Intermediate

Posts: 313

Location: Elsewhere

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505

Thursday, March 1st 2012, 2:24pm

@RoMage

Your code would still be problematic since it'll only change targets if you are currently targeting a boss (the use of the boss variable here is the main problem). Also, it could still select a normal mob.
2013... The year from hell....

RoMage

rustyx is lame rogue

Posts: 2,694

Location: web

Occupation: DB Admin

Mood: Unsure

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506

Thursday, March 1st 2012, 2:25pm

Yep.... changed it multiple times... still trying to figure it out... (and learning at the same way)

Will check your code

So basically, you create loop and check if mob is boss or not. Very simple. :) Can we use (boss) instead of

Source code

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UnitSex("target")> 2


Thank you

ps. how would I loop trough raid party in function and check raid members name?

Peryl

Intermediate

Posts: 313

Location: Elsewhere

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507

Thursday, March 1st 2012, 2:46pm

Quoted from "RoMage;514105"

Yep.... changed it multiple times... still trying to figure it out... (and learning at the same way)

Will check your code

So basically, you create loop and check if mob is boss or not. Very simple. :) Can we use (boss) instead of

Source code

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UnitSex("target")> 2

Not really. The boss variable will only tell you if the old target was a boss. We use UnitSex("target") > 2 to check if the new target is a boss (we could of course set the boss variable inside the loop, but why bother since we'd be doing the exact same code to set it in the first place).

Quoted from "RoMage;514105"

ps. how would I loop trough raid party in function and check raid members name?

For raid members, check out the function GetRaidMember(). It is similar (but not identical) to GetPartyMember() (for party info of course).

Edit
You can get the number of raid/party members with GetNumRaidMembers() and GetNumPartyMembers(). You could of course just iterate over all 36 raid slots and check if the name is nil (meaning that slot is unused).

You may also be interested in the function PB_GetRaidInfo() though it is quite similar to GetRaidMember().

Edit 2:
More party/raid functions that may be of interest: InRaidByName() and InPartyByName().
2013... The year from hell....

508

Thursday, March 1st 2012, 4:10pm

Ok to take it a step further... Is there a way to target by, say, raid focus? If you always raid with the same tank you could mirror their target, but there are plenty of times that the tank has to hold one group of mobs while we dps another. Is there a way to set the target to be the same as the raid focus target? I know I can just click on the focus box but it can be slow in 12 mans like GCH
-- 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)

Peryl

Intermediate

Posts: 313

Location: Elsewhere

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509

Thursday, March 1st 2012, 5:07pm

I don't know of any functions to read the raid target/focus nor does there seem to be any shown on the RoM Wiki. So you would need to investigate how to get it yourself out of the raid's focus frame.

Probably want to start investigating the following functions:
  • RaidFrameOptions_RaidFocus_Cahnge (yes, the misspelling is part of the function name)
  • RaidFocusFrame_UpdateUnits
  • Other RaidFocusFrame related functions

May also want to check up RoM's usage of the RAID_TARGET_CHANGED event.
2013... The year from hell....

510

Thursday, March 1st 2012, 7:00pm

I'll give it a shot. Certainly still learning but if I can make use of it, I will post my results. I've been thinking about this for a while given how long it takes mages to actually *land* a spell. Even those that cast instantly take time to travel to the target, which tends to be dead before it gets there in many cases, so I'm trying to come up with some way to deliver the package quicker. Best way I can think of...
-- 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)

511

Saturday, March 3rd 2012, 10:07pm

Help, Befor I have no hair left!!!! LOL

Ok I have tried for 2 days to get this running, I have 1 char working and using a seperate file called M*****.lua, all i did was copy the customfunctions.lua file and modify it and then added it to the DIYCE.toc and it worked like a charm.

Now when I try to get it to work with another char it does not work, I have reinstalled DIYCE and put the M*****.lua file back and it works fine, the i add the Knight/Priest code from page 8 of this thread to the customfunctions.lua and have commented out the 1 skill i dont have, it it dont work at all!

I get
-----------
Skill List
-----------
Buff List
-----------

Both blank, if i put a buff on I see the buff in the buff list, but still no skills, It does target a npc to fight but thats it, no fighting, no buffs, no movement at all

he is a Knight lvl 43 / priest lvl 43

Macro

Source code

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/run KillSequence("debugall")


DIYCE.lua

Source code

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-- DIY Combat Engine version 2.2

local g_skill  = {}
local g_lastaction = ""

function Msg(outstr,a1,a2,a3)
    DEFAULT_CHAT_FRAME:AddMessage(tostring(outstr),a1,a2,a3)
end

function ReadSkills()
    g_skill = {}
    local skillname,slot

    for page = 1,4 do
        slot = 1
        skillname = GetSkillDetail(page,slot)
        repeat
            local a1,a2,a3,a4,a5,a6,a7,a8,skillusable = GetSkillDetail(page,slot)
            if skillusable then
                g_skill[skillname] = { ['page'] = page, ['slot'] = slot }
            end
            slot = slot + 1
            skillname = GetSkillDetail(page,slot)
        until skillname == nil
    end
end

-- Read Skills on Log-In/Class Change/Level-Up
        local DIYCE_EventFrame = CreateUIComponent("Frame","DIYCE_EventFrame","UIParent")
            DIYCE_EventFrame:SetScripts("OnEvent", [=[ 
                    if event == 'PLAYER_SKILLED_CHANGED' then
                        ReadSkills()
                        end
                    ]=] )
            DIYCE_EventFrame:RegisterEvent("PLAYER_SKILLED_CHANGED")

function PctH(tgt)
    return (UnitHealth(tgt)/UnitMaxHealth(tgt))
end

function PctM(tgt)
    return (UnitMana(tgt)/UnitMaxMana(tgt))
end

function PctS(tgt)
    return (UnitSkill(tgt)/UnitMaxSkill(tgt))
end

function CancelBuff(buffname)
    local i = 1
    local buff = UnitBuff("player",i)

    while buff ~= nil do
        if buff == buffname then
            CancelPlayerBuff(i)
            return true
        end

        i = i + 1
        buff = UnitBuff("player",i)
    end
    return false
end

function BuffList(tgt)
    local list = {}
    local buffcmd = UnitBuff
    local infocmd = UnitBuffLeftTime

    if UnitCanAttack("player",tgt) then
        buffcmd = UnitDebuff
        infocmd = UnitDebuffLeftTime
    end

    -- There is a max of 100 buffs/debuffs per unit apparently
    for i = 1,100 do
        local buff, _, stackSize, ID = buffcmd(tgt, i)
        local timeRemaining = infocmd(tgt,i)
        if buff then
            -- Ad to list by name
            list[buff:gsub('(%()(.)(%))', '%2')] = { stack = stackSize, time = timeRemaining, id = ID }
            -- We also list by ID in case two different buffs/debuffs have the same name.
            list[ID] = {stack = stackSize, time = timeRemaining, name = buff:gsub("(%()(.)(%))", "%2") }
        else
            break
        end
    end

    return list
end

function CD(skillname)
    local firstskill = GetSkillDetail(2,1)
    if (g_skill[firstskill] == nil) or (g_skill[firstskill].page ~= 2) then
        ReadSkills()
    end

    if g_skill[skillname] ~= nil then
        local tt,cd = GetSkillCooldown(g_skill[skillname].page,g_skill[skillname].slot)
        return cd <= 0.4
    elseif skillname == nil then
        return false
    else
        Msg("Skill not available: "..skillname)        --Comment this line out if you do not wish to recieve this error message.
        return
    end
end

function MyCombat(Skill, arg1)
    local spell_name = UnitCastingTime("player")
    local talktome = ((arg1 == "v1") or (arg1 == "v2"))
    local action,actioncd,actiondef,actioncnt
    
    if spell_name ~= nil then
        if (arg1 == "v2") then Msg("- ['..spell_name..']", 0, 1, 1) end
        return true
    end

    for x,tbl in ipairs(Skill) do
        
    local useit = type(Skill[x].use) ~= "function" and Skill[x].use or (type(Skill[x].use) == "function" and Skill[x].use() or false)
        if useit then
            if string.find(Skill[x].name, "Action:") then
                action = tonumber((string.gsub(Skill[x].name, "(Action:)( *)(%d+)(.*)", "%3")))
                _1,actioncd = GetActionCooldown(action)
                actiondef,_1,actioncnt = GetActionInfo(action)
                if GetActionUsable(action) and (actioncd == 0) and (actiondef ~= nil) and (actioncnt > 0) then
                    if talktome then Msg("- "..Skill[x].name) end
                    UseAction(action)
                    return true
                end
            elseif string.find(Skill[x].name, "Custom:") then
                action = string.gsub(Skill[x].name, "(Custom:)( *)(.*)", "%3")
                if CustomAction(action) then
                    return true
                end
            elseif string.find(Skill[x].name, "Item:") then
                action = string.gsub(Skill[x].name, "(Item:)( *)(.*)", "%3")
                if talktome then Msg("- "..Skill[x].name) end
                UseItemByName(action)
                return true
            elseif CD(Skill[x].name) then
                if talktome then Msg("- "..Skill[x].name) end
                CastSpellByName(Skill[x].name)
                return true
            elseif string.find(Skill[x].name, "Pet Skill:") then
                action = string.gsub(Skill[x].name, "(Pet Skill:)( *)(%d+)(.*)", "%3")
                    UsePetAction(action)
                if (arg1 == "v2") then Msg(Skill[x].name.." has been fully processed") end
                return true
            end
        end
    end
    if (arg1 == "v2") then Msg("- [IDLE]", 0, 1, 1) end
    
    return false
end

function CustomAction(action)
    if CD(action) then
        if IsShiftKeyDown() then Msg("- "..action) end
        g_lastaction = action
        CastSpellByName(action)
        return true
    else
        return false
    end
end

function BuffTimeLeft(tgt, buffname)
    local cnt = 1
    local buff = UnitBuff(tgt,cnt)

    while buff ~= nil do
        if string.find(buff,buffname) then
            return UnitBuffLeftTime(tgt,cnt)
        end
        cnt = cnt + 1
        buff = UnitBuff(tgt,cnt)
    end

    return 0
end

function BuffParty(arg1,arg2)
--    arg1 = Quickbar slot # for targetable, instant-cast buff without a cooldown (eg. Amp Attack) for range checking.
--    arg2 = buff expiration time cutoff (in seconds) for refreshing buffs, default is 45 seconds.

    local selfbuffs = { "Soul Bond", "Enhanced Armor", "Holy Seal" }
    local groupbuffs = { "Grace of Life", "Amplified Attack", "Angel's Blessing", "Essence of Magic", "Magic Barrier", "Blessed Spring Water", "Fire Ward", "Savage Blessing", "Concentration Prayer", "Shadow Fury"  }

    local buffrefresh = arg2 or 45           -- Refresh buff time (seconds)
    local spell = UnitCastingTime("player")  -- Spell being cast?
    local vocal = IsShiftKeyDown()           -- Generate feedback if Shift key held

    if (spell ~= nil) then
        return
    end

    if vocal then Msg("- Checking self buffs on "..UnitName("player")) end
    for i,buff in ipairs(selfbuffs) do
        if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
            if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
            TargetUnit("player")
            CastSpellByName(buff)
            return
        end
    end

    if vocal then Msg("- Checking group buffs on "..UnitName("player")) end
    for i,buff in ipairs(groupbuffs) do
        if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
            if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
            TargetUnit("player")
            CastSpellByName(buff)
            return
        end
    end

    for num=1,GetNumPartyMembers()-1 do
        TargetUnit("party"..num)
        if GetActionUsable(arg1) and (UnitHealth("party"..num) > 0) then
            if vocal then Msg("- Checking group buffs on "..UnitName("party"..num)) end
            for i,buff in ipairs(groupbuffs) do
                if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("target",buff) <= buffrefresh) then
                    if UnitIsUnit("target","party"..num) then
                        if vocal then Msg("- Casting "..buff.." on "..UnitName("target")) end
                        CastSpellByName(buff)
                        return
                    else
                        if vocal then Msg("- Error: "..UnitName("target").." != "..UnitName("party"..num)) end
                    end
                end
            end
        else
            if vocal then Msg("- Player "..UnitName("party"..num).." out of range or dead.") end
        end
    end

    if vocal then Msg("- Nothing to do.") end
end


DIYCE.toc

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DIYCE.lua
CustomFunctions.lua
M*****.lua


CustomFunctions.lua

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local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"

function DIYCE_DebugSkills(skillList)
    DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
    
    for i,v in ipairs(skillList) do
        DEFAULT_CHAT_FRAME:AddMessage(SILVER.."  ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE..""  use = "..WHITE..(v.use and "true" or "false"))
    end

    DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end

function DIYCE_DebugBuffList(buffList)
    DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Buff List:")
    
    for k,v in pairs(buffList) do
        -- We ignore numbered entries because both the ID and name 
        -- are stored in the list. This avoids doubling the output.
        if type(k) ~= "number" then
            DEFAULT_CHAT_FRAME:AddMessage(SILVER.."  ['..WHITE..k..SILVER..']:  "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.."  stack: "..WHITE..v.stack..LTBLUE.."  time: "..WHITE..v.time)
        end
    end
    
    DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")    
end

local silenceList = {
        ['Annihilation']     = true,
        ['King Bug Shock']     = true,
        ['Mana Rift']         = true,
        ['Dream of Gold']     = true,
        ['Flame']             = true,
        ['Flame Spell']     = true,
        ['Wave Bomb']         = true,
        ['Silence']         = true,
        ['Recover']         = true,
        ['Restore Life']     = true,
        ['Heal']             = true,
        ['Curing Shot']     = true,
        ['Leaves of Fire']     = true,
        ['Urgent Heal']     = true,
                    }
                    
function PriestFairySequence(arg1)
    local Skill = {}
    local Skill2 = {}
    local i = 0
    local FairyExists = UnitExists("playerpet")
    local FairyBuffs = BuffList("playerpet")
    local combat = GetPlayerCombatState()

    --Determine Class-Combo
    mainClass, subClass = UnitClassToken( "player" )

    --Summon Fairy
    if (not FairyExists) and (not combat) then
        if mainClass == "AUGUR" then
            if subClass == "THIEF" then
                Skill = {
                    { name = "Shadow Fairy",            use = true },
                        }
            elseif subClass == "RANGER" then
                Skill = {
                    { name = "Water Fairy",                use = true },
                        }
            elseif subClass == "MAGE" then
                Skill = {
                    { name = "Wind Fairy",                use = true },
                        }            
            elseif subClass == "KNIGHT" then
                Skill = {
                    { name = "Light Fairy",                use = true },
                        }            
            elseif subClass == "WARRIOR" then
                Skill = {
                    { name = "Fire Fairy",                use = true },
                        }
            end
        end
    end    
    
    --Cast Halo
    if FairyExists then
        if mainClass == "AUGUR" then
            if subClass == "THIEF" then
                if (not FairyBuffs[503459]) then
                    if (arg1 == "v1") then
                        Msg("- Activating Halo", 0, 1, 1)
                    end
                    Skill = {
                        { name = "Pet Skill: 6 (Wraith Halo)",    use = true },
                            }
                end
            elseif subClass == "RANGER" then
                if (not FairyBuffs[503457]) then
                    if (arg1 == "v1") then
                        Msg("- Activating Halo", 0, 1, 1)
                    end
                    Skill = {
                        { name = "Pet Skill: 6 (Frost Halo)",    use = true },
                            }
                end
            elseif subClass == "MAGE" then
                if (not FairyBuffs[503461]) then
                    if (arg1 == "v1") then
                        Msg("- Activating Halo", 0, 1, 1)
                    end
                    Skill = {
                        { name = "Pet Skill: 6 (Windrider Halo)",    use = true },
                            }
                end
            elseif subClass == "KNIGHT" then
                if (not FairyBuffs[503507]) then
                    if (arg1 == "v1") then
                        Msg("- Activating Halo", 0, 1, 1)
                    end
                    Skill = {
                        { name = "Pet Skill: 6 (Devotion Halo)",    use = true },
                            }
                end
            elseif subClass == "WARRIOR" then
                if (not FairyBuffs[503455]) then
                    if (arg1 == "v1") then
                        Msg("- Activating Halo", 0, 1, 1)
                    end
                    Skill = {
                        { name = "Pet Skill: 6 (Accuracy Halo)",    use = true },
                            }
                end
            end
        
            --Cast Conceal
        if (not MyCombat(Skill, arg1)) then
            if (not FairyBuffs[503753]) then
                if (arg1 == "v1") then
                    Msg("- Activating Conceal", 0, 1, 1)
                end
                Skill2 = {
                    { name = "Pet Skill: 7 (Conceal)",    use = true },
                        }
            end
        end
        end
    end
    
    if (not MyCombat(Skill, arg1)) then
        MyCombat(Skill2, arg1)
    end
end
                        
function KillSequence(arg1, healthpot, manapot, foodslot)
--arg1 = "v1" or "v2" for debugging
--healthpot = # of actionbar slot for health potions
--manapot = # of actionbar slot for mana potions
--foodslot = # of actionbar slot for food (add more args for more foodslots if needed)

    local Skill = {}
    local Skill2 = {}
    local i = 0
    
    -- Player and target status.
    local combat = GetPlayerCombatState()
    local enemy = UnitCanAttack("player","target")
    local EnergyBar1 = UnitMana("player")
    local EnergyBar2 = UnitSkill("player")
    local pctEB1 = PctM("player")
    local pctEB2 = PctS("player")
    local tbuffs = BuffList("target")
    local pbuffs = BuffList("player")
    local tDead = UnitIsDeadOrGhost("target")
    local behind = (not UnitIsUnit("player", "targettarget"))
    local melee = GetActionUsable(13) -- # is your melee range spell slot number
    local a1,a2,a3,a4,a5,ASon = GetActionInfo(14)  -- # is your Autoshot slot number
    local phealth = PctH("player")
    local thealth = PctH("target")
    local LockedOn = UnitExists("target")
    local boss = UnitSex("target") > 2
    local elite = UnitSex("target") == 2
    local party = GetNumPartyMembers() >= 2
    
    --Determine Class-Combo
    mainClass, subClass = UnitClassToken( "player" )

    --Silence Logic
    local tSpell,tTime,tElapsed = UnitCastingTime("target")
    local silenceThis = tSpell and silenceList[tSpell] and ((tTime - tElapsed) > 0.1)
    
    --Potion Checks
    healthpot = healthpot or 0
    manapot = manapot or 0
    
    --Equipment and Pet Protection
    if phealth <= .04 then
            --SwapEquipmentItem()        --Note: Remove the first double dash to re-enable equipment protection.
        for i=1,6 do
            if (IsPetSummoned(i) == true) then
                ReturnPet(i);
            end
        end        
    end
        
    --Check for level 1 mobs, if it is, drop target and acquire a new one.
    if (LockedOn and (UnitLevel("target") < 2)) then
        TargetUnit("")
        return
    end
    
    --Begin Player Skill Sequences
    
        --Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT, 
        --Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
        
        -- Class: 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
                
            --ADD MORE CLASS COMBOS HERE.
        -- Class: Knight/Priest
-- DIYCE 2.0
            elseif mainClass == "KNIGHT" and subClass == "AUGUR" then


            --Potions and Buffs
            Skill = {
                { name = "Action: "..healthpot,                 use = (phealth <= .40) },
                { name = "Action: "..manapot,                  use = ((pctEB1 <= .50) and (phealth >= .40)) }, -- only mana pot if decent health
                { name = "Magic Barrier",                        use = (pctEB1 >= .05 and (not pbuffs['Magic Barrier'])) },
                { name = "Holy Seal",                              use = (pctEB1 >= .05 and (not pbuffs['Holy Seal'])) },
                { name = "Enhanced Armor",                    use = (pctEB1 >= .05 and (not pbuffs['Enhanced Armor'])) },
                { name = "Blessed Spring Water",             use = (pctEB1 >= .05 and (not pbuffs['Blessed Spring Water'])) },

            -- Heals
                { name = "Holy Shield",                       use = (phealth <= .20) },
                --{ name = "Holy Illumination",                     use = (combat and (phealth <= .75) and (not pbuffs['Holy Illumination'])) },
                { name = "Holy Aura",             use = (phealth <= .30) },
                { name = "Resolution",                             use = (combat and (phealth <= .65)) },
                { name = "Urgent Heal",                           use = (phealth <= .65) },
                { name = "Regenerate",                           use = ((phealth <= .90) and (not pbuffs['Regenerate'])) },
                    }

            -- Combat
                if enemy then
                Skill2 = {
                { name = "Shield of Valor",                   use = ((phealth <= .8) and shield) },
                { name = "Shield of Discipline",             use = (silenceThis and shield) },
                { name = "Shield of Atonement",           use = (combat and shield and (not tbuffs['Restrained'])) },
                { name = "Rising Tide",                        use = (not melee and (thealth >= .99)) }, -- To Pull with
                { name = "Mana Return",                     use = (tbuffs['Holy Seals 3']) and (pctEB1 <= .70) },
                { name = "Threaten",                          use = (tbuffs['Holy Seals 3']) and (not tbuffs['Threaten']) },
                { name = "Hatred Strike",                    use = (combat and party) },-- Agro Multiplier if in party only
                { name = "Disarmament",                    use = ((UnitLevel("target") >= (UnitLevel("player") - 10)) and (boss or elite) and ((not tbuffs['Disarmament IV']) or (tbuffs['Disarmament IV'].time <= 3))) }, -- stack to 4
                { name = "Whirlwind Shield",               use = (shield and pctEB1 >= .2 ) },
                { name = "Charge",        use = (combat and (tspell ~= nil)) or (not melee and not tbuffs['Charge']) }, -- charge spellcasters
                { name = "Holy Light's Fury",                  use = (pctEB1 >= .2 ) and not tbuffs['Holy Light's Fury'] }, -- Knight/Priest 15 Elite
                { name = "Holy Smite",        use = (pctEB1 >= .2 ) and tbuffs['Holy Light's Fury'] }, -- Knight/Priest 20 Elite
                { name = "Holy Strike",                        use = (pctEB1 >= .2 ) and not tbuffs['Light Seal III'] },
                { name = "Punishment",                        use = (tbuffs['Light Seal III']) },
                    }
            end            
            
             
            --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

Peryl

Intermediate

Posts: 313

Location: Elsewhere

  • Send private message

512

Sunday, March 4th 2012, 12:19am

Quoted from "zenman2008;514620"

Ok I have tried for 2 days to get this running, I have 1 char working and using a seperate file called M*****.lua, all i did was copy the customfunctions.lua file and modify it and then added it to the DIYCE.toc and it worked like a charm.

Now when I try to get it to work with another char it does not work, I have reinstalled DIYCE and put the M*****.lua file back and it works fine, the i add the Knight/Priest code from page 8 of this thread to the customfunctions.lua and have commented out the 1 skill i dont have, it it dont work at all!

I get
-----------
Skill List
-----------
Buff List
-----------

Both blank, if i put a buff on I see the buff in the buff list, but still no skills, It does target a npc to fight but thats it, no fighting, no buffs, no movement at all

he is a Knight lvl 43 / priest lvl 43

The main problem as I see it is because you copied all the code in CustomFunctions.lua into another file and then also load this file. What happens is that all the functions declared in this new file override the ones declared in CustomFunctions.lua since they have the same name.

My suggestion is to completely ditch this new file and add only that other character's skill list as another class combo in KillSequence (that was the point of those elseifs after all).

Conversely, if you absolutely want another function, or some custom skill list for that a character that happens to have the same class combo as another, then do use a new file, but copy only the KillSquence function and make sure to rename it to something else (say KillSquence2 or SpecialKillSequence etc) then for that one character only, use that name for the macro instead of KillSequence.
2013... The year from hell....

513

Sunday, March 4th 2012, 7:37am

Quoted from "Peryl;514630"

The main problem as I see it is because you copied all the code in CustomFunctions.lua into another file and then also load this file. What happens is that all the functions declared in this new file override the ones declared in CustomFunctions.lua since they have the same name.

My suggestion is to completely ditch this new file and add only that other character's skill list as another class combo in KillSequence (that was the point of those elseifs after all).

Conversely, if you absolutely want another function, or some custom skill list for that a character that happens to have the same class combo as another, then do use a new file, but copy only the KillSquence function and make sure to rename it to something else (say KillSquence2 or SpecialKillSequence etc) then for that one character only, use that name for the macro instead of KillSequence.


That makes alot of sense to me now, thanks for the information, I will fix that and remember that now

514

Tuesday, March 6th 2012, 1:39am

Thanks mrmisterwaa for the codes. I am using it for my r/s and it works great.

But when I farm event and killing monsters one after another, the code kind of lag....like after I kill 1 monster and targeting the next one, I spam the macro and it doesn't do anything until i get too close and the mobs hit me first then I start hitting it. Tried it in RT also, after killing a wave of adds, and targeted the next mob, my attack doesn't do anything until either monster hits me or my party members or my party members attack it first before i can attack.

So is there a way I can change/twitch the code a bit so I can attack the mobs as soon as I can?
Thanks for the help!

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[COLOR=black ! important]
-- DIY Combat Engine version 2.2

local g_skill  = {}
local g_lastaction = ""
-- Holds the created timers
local DIYCE_Timers = {}

function Msg(outstr,a1,a2,a3)
    DEFAULT_CHAT_FRAME:AddMessage(tostring(outstr),a1,a2,a3)
end

function ReadSkills()
    g_skill = {}
    local skillname,slot

    for page = 1,4 do
        slot = 1
        skillname = GetSkillDetail(page,slot)
        repeat
            local a1,a2,a3,a4,a5,a6,a7,a8,skillusable = GetSkillDetail(page,slot)
            if skillusable then
                g_skill[skillname] = { ['page'] = page, ['slot'] = slot }
            end
            slot = slot + 1
            skillname = GetSkillDetail(page,slot)
        until skillname == nil
    end
end

-- Read Skills on Log-In/Class Change/Level-Up
        local DIYCE_EventFrame = CreateUIComponent("Frame","DIYCE_EventFrame","UIParent")
        DIYCE_EventFrame:SetScripts("OnUpdate", [=[ DIYCE_TimerUpdate(elapsedTime) ]=] )
            DIYCE_EventFrame:SetScripts("OnEvent", [=[ 
                    if event == 'PLAYER_SKILLED_CHANGED' then
                        ReadSkills()
                        end
                    ]=] )
            DIYCE_EventFrame:RegisterEvent("PLAYER_SKILLED_CHANGED")

function PctH(tgt)
    return (UnitHealth(tgt)/UnitMaxHealth(tgt))
end

function PctM(tgt)
    return (UnitMana(tgt)/UnitMaxMana(tgt))
end

function PctS(tgt)
    return (UnitSkill(tgt)/UnitMaxSkill(tgt))
end

function CancelBuff(buffname)
    local i = 1
    local buff = UnitBuff("player",i)

    while buff ~= nil do
        if buff == buffname then
            CancelPlayerBuff(i)
            return true
        end

        i = i + 1
        buff = UnitBuff("player",i)
    end
    return false
end

function BuffList(tgt)
    local list = {}
    local buffcmd = UnitBuff
    local infocmd = UnitBuffLeftTime

    if UnitCanAttack("player",tgt) then
        buffcmd = UnitDebuff
        infocmd = UnitDebuffLeftTime
    end

    -- There is a max of 100 buffs/debuffs per unit apparently
    for i = 1,100 do
        local buff, _, stackSize, ID = buffcmd(tgt, i)
        local timeRemaining = infocmd(tgt,i)
        if buff then
            -- Ad to list by name
            list[buff:gsub('(%()(.)(%))', '%2')] = { stack = stackSize, time = timeRemaining or 0, id = ID }
            -- We also list by ID in case two different buffs/debuffs have the same name.
            list[ID] = {stack = stackSize, time = timeRemaining or 0, name = buff:gsub("(%()(.)(%))", "%2") }
        else
            break
        end
    end

    return list
end

function CD(skillname)
    local firstskill = GetSkillDetail(2,1)
    if (g_skill[firstskill] == nil) or (g_skill[firstskill].page ~= 2) then
        ReadSkills()
    end

    if g_skill[skillname] ~= nil then
        local tt,cd = GetSkillCooldown(g_skill[skillname].page,g_skill[skillname].slot)
        return cd <= 0.4
    elseif skillname == nil then
        return false
    else
        Msg("Skill not available: "..skillname)        --Comment this line out if you do not wish to recieve this error message.
        return
    end
end

function MyCombat(Skill, arg1)
    local spell_name = UnitCastingTime("player")
    local talktome = ((arg1 == "v1") or (arg1 == "v2"))
    local action,actioncd,actiondef,actioncnt
    
    if spell_name ~= nil then
        if (arg1 == "v2") then Msg("- ['..spell_name..']", 0, 1, 1) end
        return true
    end

    for x,tbl in ipairs(Skill) do
        
    local useit = type(Skill[x].use) ~= "function" and Skill[x].use or (type(Skill[x].use) == "function" and Skill[x].use() or false)
        if useit then
            if string.find(Skill[x].name, "Action:") then
                action = tonumber((string.gsub(Skill[x].name, "(Action:)( *)(%d+)(.*)", "%3")))
                _1,actioncd = GetActionCooldown(action)
                actiondef,_1,actioncnt = GetActionInfo(action)
                if GetActionUsable(action) and (actioncd == 0) and (actiondef ~= nil) and (actioncnt > 0) then
                    if talktome then Msg("- "..Skill[x].name) end
                    UseAction(action)
                    return true
                end
            elseif string.find(Skill[x].name, "Custom:") then
                action = string.gsub(Skill[x].name, "(Custom:)( *)(.*)", "%3")
                if CustomAction(action) then
                    return true
                end
            elseif string.find(Skill[x].name, "Item:") then
                action = string.gsub(Skill[x].name, "(Item:)( *)(.*)", "%3")
                if talktome then Msg("- "..Skill[x].name) end
                UseItemByName(action)
                return true
            elseif (Skill[x].ignoretimer or GetDIYCETimerValue(Skill[x].timer) == 0) and CD(Skill[x].name) then
                if talktome then Msg("- "..Skill[x].name) end
                CastSpellByName(Skill[x].name)
                StartDIYCETimer(Skill[x].timer)
                return true
            elseif string.find(Skill[x].name, "Pet Skill:") then
                action = string.gsub(Skill[x].name, "(Pet Skill:)( *)(%d+)(.*)", "%3")
                    UsePetAction(action)
                if (arg1 == "v2") then Msg(Skill[x].name.." has been fully processed") end
                return true
            end
        end
    end
    if (arg1 == "v2") then Msg("- [IDLE]", 0, 1, 1) end
    
    return false
end

--[[ Timer Update function ]]--
-- Tick down any active timers
function DIYCE_TimerUpdate(elapsed)
    for k,v in pairs(DIYCE_Timers) do
        v.timeLeft = v.timeLeft - elapsed
        if v.timeLeft < 0 then
            v.timeLeft = 0
        end
    end
end

--[[ Create a named timer ]]--
-- if the named timer already exists, this does nothing.
function CreateDIYCETimer(timerName, waitTime)
    if not DIYCE_Timers[timerName] then
        DIYCE_Timers[timerName] = { timeLeft = 0, waitTime = waitTime }
    end
end

--[[ Set/reset waitTimer of an existing timer ]]--
-- if the timer doesn't exist, this does nothing
function SetDIYCETimerDelay(timerName, waitTime)
    if DIYCE_Timers[timerName] then
        DIYCE_Timers[timerName].waitTime = waitTime
    end
end

--[[ Delete named timer ]]--
-- if the timer doesn't exist, this does nothing
-- Not really needed, but added for completeness
function DeleteDIYCETimer(timerName)
    if DIYCE_Timers[timerName] then
        DIYCE_Timers[timerName] = nil
    end
end

--[[ Get a timer's current time ]]--
-- if the timer doesn't exist, this returns 0
function GetDIYCETimerValue(timerName)
    if timerName then
        return DIYCE_Timers[timerName] and DIYCE_Timers[timerName].timeLeft or 0
    end
    return 0
end

--[[ Starts a timer ticking down ]]--
-- if timer doesn't exist, this does nothing
function StartDIYCETimer(timerName)
    if timerName and DIYCE_Timers[timerName] then
        DIYCE_Timers[timerName].timeLeft = DIYCE_Timers[timerName].waitTime
    end
end

function CustomAction(action)
    if CD(action) then
        if IsShiftKeyDown() then Msg("- "..action) end
        g_lastaction = action
        CastSpellByName(action)
        return true
    else
        return false
    end
end

function BuffTimeLeft(tgt, buffname)
    local cnt = 1
    local buff = UnitBuff(tgt,cnt)

    while buff ~= nil do
        if string.find(buff,buffname) then
            return UnitBuffLeftTime(tgt,cnt)
        end
        cnt = cnt + 1
        buff = UnitBuff(tgt,cnt)
    end

    return 0
end

function BuffParty(arg1,arg2)
--    arg1 = Quickbar slot # for targetable, instant-cast buff without a cooldown (eg. Amp Attack) for range checking.
--    arg2 = buff expiration time cutoff (in seconds) for refreshing buffs, default is 45 seconds.

    local selfbuffs = { "Soul Bond", "Enhanced Armor", "Holy Seal" }
    local groupbuffs = { "Grace of Life", "Amplified Attack", "Angel's Blessing", "Essence of Magic", "Magic Barrier", "Blessed Spring Water", "Fire Ward", "Savage Blessing", "Concentration Prayer", "Shadow Fury"  }

    local buffrefresh = arg2 or 45           -- Refresh buff time (seconds)
    local spell = UnitCastingTime("player")  -- Spell being cast?
    local vocal = IsShiftKeyDown()           -- Generate feedback if Shift key held

    if (spell ~= nil) then
        return
    end

    if vocal then Msg("- Checking self buffs on "..UnitName("player")) end
    for i,buff in ipairs(selfbuffs) do
        if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
            if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
            TargetUnit("player")
            CastSpellByName(buff)
            return
        end
    end

    if vocal then Msg("- Checking group buffs on "..UnitName("player")) end
    for i,buff in ipairs(groupbuffs) do
        if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
            if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
            TargetUnit("player")
            CastSpellByName(buff)
            return
        end
    end

    for num=1,GetNumPartyMembers()-1 do
        TargetUnit("party"..num)
        if GetActionUsable(arg1) and (UnitHealth("party"..num) > 0) then
            if vocal then Msg("- Checking group buffs on "..UnitName("party"..num)) end
            for i,buff in ipairs(groupbuffs) do
                if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("target",buff) <= buffrefresh) then
                    if UnitIsUnit("target","party"..num) then
                        if vocal then Msg("- Casting "..buff.." on "..UnitName("target")) end
                        CastSpellByName(buff)
                        return
                    else
                        if vocal then Msg("- Error: "..UnitName("target").." != "..UnitName("party"..num)) end
                    end
                end
            end
        else
            if vocal then Msg("- Player "..UnitName("party"..num).." out of range or dead.") end
        end
    end

    if vocal then Msg("- Nothing to do.") end
end[/COLOR]


Source code

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[COLOR=black ! important]
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, goat2, healthpot, manapot, foodslot)
--arg1 = "v1" or "v2" for debugging
--healthpot = # of actionbar slot for health potions
--manapot = # of actionbar slot for mana potions
--foodslot = # of actionbar slot for food (add more args for more foodslots if needed)

    local Skill = {}
    local Skill2 = {}
    local i = 0
    
    -- Player and target status.
    local combat = GetPlayerCombatState()
    local enemy = UnitCanAttack("player","target")
    local EnergyBar1 = UnitMana("player")
    local EnergyBar2 = UnitSkill("player")
    local pctEB1 = PctM("player")
    local pctEB2 = PctS("player")
    local tbuffs = BuffList("target")
    local pbuffs = BuffList("player")
    local tDead = UnitIsDeadOrGhost("target")
    local behind = (not UnitIsUnit("player", "targettarget"))
    local melee = GetActionUsable(2) -- # is your melee range spell slot number
    local a1,a2,a3,a4,a5,ASon = GetActionInfo(14)  -- # is your Autoshot slot number
    local phealth = PctH("player")
    local thealth = PctH("target")
    local LockedOn = UnitExists("target")
    local boss = UnitSex("target") > 2
    local elite = UnitSex("target") == 2
    local party = GetNumPartyMembers() >= 2
    
    
    --Determine Class-Combo
    mainClass, subClass = UnitClassToken( "player" )

    --Silence Logic
    local tSpell,tTime,tElapsed = UnitCastingTime("target")
    local silenceThis = tSpell and silenceList[tSpell] and ((tTime - tElapsed) > 0.1)
    
    --Potion Checks
    healthpot = healthpot or 0
    manapot = manapot or 0
    
    --Equipment and Pet Protection
    if phealth <= .03 then
            SwapEquipmentItem()        --Note: Remove the first double dash to re-enable equipment protection.
        for i=1,6 do
            if (IsPetSummoned(i) == true) then
                ReturnPet(i);
            end
        end        
    end
        
    --Check for level 1 mobs, if it is, drop target and acquire a new one.
    if (LockedOn and (UnitLevel("target") < 2)) then
        TargetUnit("")
        return
    end
    
    --Begin Player Skill Sequences
    
        --Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT, 
        --Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
        
        -- Class: Rogue/Scout
            if mainClass == "THIEF" and subClass == "RANGER" then
            --Timers for this class
            CreateDIYCETimer("SSBleed", 6.5) --Change the value between 6 -> 7.5 depending on your lag.
            CreateDIYCETimer("LBBleed", 8.5) --Change the value between 7 ->  8.5 depending on your lag.
            --goat2: 0 = Buffs, 1 = Melee, 2 = Ranged, 3 = Cooldowns & Potions, 4 = Longer Cooldowns
            
            if (goat2 == "0") then
            Skill =  {
                { name = "Combat Master",                      use = ((not pbuffs['Combat Master'])) },
                { name = "Action: 62 (Yawaka's Blessing)",     use = ((not pbuffs['Yawaka's Blessing'])) },
                { name = "Action: 69 (Unbridled Enthusiam)",   use = ((not pbuffs['Unbridled Enthusiasm'])) }, -- Speed Potion
                     }
            elseif (goat2 == "3") then
            Skill =  {
               { name = "Informer",                            use = ((not pbuffs['Informer'])) },
               { name = "Action: 64 (Unknown Choice)",         use = ((EnergyBar1 > 20)) },
               { name = "Action: 65 (Caviar Sandwich)",        use = ((not pbuffs['Caviar Sandwich'])) },
                     }
            elseif (goat2 == "4") then
            Skill = {
                { name = "Action: 46 (Energy Potion)",         use = ((EnergyBar1) <= 15 and (boss)) },
                { name = "Action: 30 (Strong Stimulant)",      use = ((boss) and (not pbuffs['Fervent Attack'])) },
                { name = "Action: 34 (Extinction Potion)",     use = ((boss) and (not pbuffs['Extinction Potion'])) },
                { name = "Energy Thief",                       use = ((EnergyBar1 < 50) and (boss) and (not tDead)) },
                { name = "Assassins Rage",                     use = ((boss) and (not tDead)) },
                { name = "Fervent Attack",                     use = ((boss) and (not tDead) and (not pbuffs['Strong Stimulant'])) },
                    }
            end

            if ((enemy) and (goat2 == "1")) then
            Skill2 = {
                { name = "Wound Attack",                       use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) },
                { name = "Blind Spot",                         use = (((EnergyBar1 >= 25) and (boss) and (behind)) and (pbuffs['Energy Thief'] or pbuffs['Premeditation'])) },
                { name = "Shadowstab",                         use = (EnergyBar1 >= 20),       timer = "SSBleed" },
                { name = "Low Blow",                           use = (((EnergyBar1 >= 25) and (tbuffs[500654])) or (tbuffs['Energy Thief'])),      timer = "LBBleed",   ignoretimer = not tbuffs['Energy Thief'] },
                { name = "Throat Attack",                      use = ((EnergyBar2 >= 50) and (boss or elite) and (silenceThis)) },
                { name = "Vampire Arrows",                     use = (EnergyBar2 >= 20) },
                { name = "Wrist Attack",                       use = ((EnergyBar2 >= 50) and (boss)) },
                { name = "Shot",                               use = ((EnergyBar1 < 20 )) },
                    }
            elseif ((enemy) and (goat2 == "2")) then
            Skill2 = {
                { name = "Vampire Arrows",                     use = (EnergyBar2 >= 20) },
                { name = "Shot",                               use = (true) },
                     }
            end
                
            --ADD MORE CLASS COMBOS HERE. 
            --USE AN "ELSEIF" TO CONTINUE WITH MORE CLASS COMBOS.
            --THE NEXT "END" STATEMENT IS THE END OF THE CLASS COMBOS STATEMENTS.
            --DO NOT POST BELOW THE FOLLOWING "END" STATEMENT!
            end
    --End Player Skill Sequences
    
    if (arg1=="debugskills") then        --Used for printing the skill table, and true/false usability
        DIYCE_DebugSkills(Skill)
        DIYCE_DebugSkills(Skill2)
    elseif (arg1=="debugpbuffs") then    --Used for printing your buff names, and buffID
        DIYCE_DebugBuffList(pbuffs)
    elseif (arg1=="debugtbuffs") then    --Used for printing target buff names, and buffID
        DIYCE_DebugBuffList(tbuffs)
    elseif (arg1=="debugall") then        --Used for printing all of the above at the same time
        DIYCE_DebugSkills(Skill)
        DIYCE_DebugSkills(Skill2)
        DIYCE_DebugBuffList(pbuffs)
        DIYCE_DebugBuffList(tbuffs)
    end
    
    if (not MyCombat(Skill, arg1)) then
        MyCombat(Skill2, arg1)
    end
        
    --Select Next Enemy
    if (tDead) then
        TargetUnit("")
        return
    end
    if (mainClass == "RANGER" or subClass == "RANGER")  and (not party) then        --To keep scouts from pulling mobs without meaning to.
        if (not LockedOn) or (not enemy) then
            TargetNearestEnemy()
            return
        end
    elseif mainClass ~= "RANGER" then                    --Let all other classes auto target.
        if (not LockedOn) or (not enemy) then
            TargetNearestEnemy()
            return
        end
    end
end[/COLOR]

515

Wednesday, March 7th 2012, 1:45am

I was wondering if anyone could share a diyce setup for warden/scout, im pretty new to all of this and been trying to figure how to make one, if anyone can share atleast a part of it to get me started or share theyr diyce for me to modify it at my taste id really appeaciate it thank you!

516

Wednesday, March 7th 2012, 6:11pm

To support auto targeting on raid tank I've added some modifications, these will use tanks target if were in raid and u hold alt key down.

Source code

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-- DIY Combat Engine version 2.2


local g_skill  = {}
local g_lastaction = ""
local g_main_tank = nil


-- Holds the created timers
local DIYCE_Timers = {}


-- Hold profiling information
local profile_data = {}
local do_profile = false


function Msg(outstr,a1,a2,a3)
    DEFAULT_CHAT_FRAME:AddMessage(tostring(outstr),a1,a2,a3)
end


function GetMainTank()
    return g_main_tank
end


--[[
    - what if tank is outside of range, or mob?
    - what about normal party
--]]
function SetMainTank()
    function _findMainTank(s,e)
        for i = s,e do
            local UnitId = "raid"..tostring(i)
            if(UnitInRaid(UnitId) and UnitIsRaidMainTank(UnitId)) then 
                return(UnitId)
            end
        end
        return(nil)
    end


    local main_tank = nil
    if((GetNumRaidMembers() >= 2) and (not UnitIsRaidMainTank("player"))) then
        local p = UnitRaidIndex("player")
        local s = math.floor(((p-1)/6)*6)
        main_tank = _findMainTank(s, s+5) or _findMainTank(1,36)
    end
    g_main_tank = main_tank
end


function ReadSkills()
    g_skill = {}
    local skillname,slot


    for page = 1,4 do
        slot = 1
        skillname = GetSkillDetail(page,slot)
        repeat
            local a1,a2,a3,a4,a5,a6,a7,a8,skillusable = GetSkillDetail(page,slot)
            if skillusable then
                g_skill[skillname] = { ['page'] = page, ['slot'] = slot }
            end
            slot = slot + 1
            skillname = GetSkillDetail(page,slot)
        until skillname == nil
    end
end


-- Read Skills on Log-In/Class Change/Level-Up
        local DIYCE_EventFrame = CreateUIComponent("Frame","DIYCE_EventFrame","UIParent")
        DIYCE_EventFrame:SetScripts("OnUpdate", [=[ DIYCE_TimerUpdate(elapsedTime) ]=] )
        DIYCE_EventFrame:SetScripts("OnEvent", [=[ 
                if event == 'PLAYER_SKILLED_CHANGED' then
                    ReadSkills()
                elseif event == 'PARTY_MEMBER_CHANGED' then
                    SetMainTank()
                elseif event == 'LOADING_END' then
                    SetMainTank()
                    end
                ]=] )
        DIYCE_EventFrame:RegisterEvent("PLAYER_SKILLED_CHANGED")
        DIYCE_EventFrame:RegisterEvent("PARTY_MEMBER_CHANGED")
        DIYCE_EventFrame:RegisterEvent("LOADING_END")


Which maintains a g_main_tank variable whenever were in raid with tank view.

Then I use this in my custom:

Source code

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    local zoneid = (GetZoneID() % 1000)
    local pvp = (zoneid == 402)
    local tank = GetMainTank()

    -- Modifier Keys
    local useShift = IsShiftKeyDown()	-- Auto select next target
    local useCtrl  = IsCtrlKeyDown()	        -- Show target buffs/debuffs. verbose
    local useAlt   = IsAltKeyDown()		-- Follow tank raid view
    
    ...

    -- Select Next Enemy TODO: incorporate the Scout fix from original
    -- if (mainClass == "RANGER" or subClass == "RANGER")  and (not party) then
    if tDead or not LockedOn then
        if pvp or useShift or useAlt then
            TargetNearestEnemy()
            
            -- Only target players in pvp, no pets
            if pvp then
                for i=1,10 do
                    if UnitIsPlayer("target") then
                        break
                    end
                    TargetNearestEnemy()
                end


            -- Do we have a tank view and want to assist (useAlt?)
            elseif tank and useAlt then
                if not tankAssist then
                    Msg("Assisting tank ['..UnitName(tank)..']", 1, 0, 0)
                end
                AssistUnit(tank)
                tankAssist = true
            else
                tankAssist = false
            end
        end
    end


-frafall

Peryl

Intermediate

Posts: 313

Location: Elsewhere

  • Send private message

517

Thursday, March 8th 2012, 12:29am

Nice one frafall.

You didn't show where you set the pvp, useShift and useAlt variables, so some folk may have trouble trying to add this to their DIYCE.
2013... The year from hell....

518

Thursday, March 8th 2012, 12:09pm

RS.DIYCE.zip

R/S Diyce by Sekrit, just to simplify some things. (Some guildies have been using it, and on their behalf, thank you.)
Ravesden has attached the following file:
  • RS.DIYCE.zip (6.45 kB - 152 times downloaded - latest: Dec 1st 2015, 11:23am)

Ravesden, D/S/Wd 80/75/62
Retired. Click siggy for old RoM vids, among other things.

519

Thursday, March 8th 2012, 12:10pm

Thank you Rave :D

520

Friday, March 9th 2012, 12:17pm

Ye true, I've added the variables in original post, note the pvp zone used is SW, also note the zoneid % 1000 to account for different channels