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521

Monday, March 12th 2012, 3:54am

I dont know if this was mentioned yet but DIYCE 2.2 does not work on lvl 1 mobs in high level zones(no big deal here but maybe related to the next problem) or the rabbits you get inside the hat in grafu 4th boss. Any ideas why, v1 works fine

edit: this is for a scout using autoshot as first attack.

Peryl

Intermediate

Posts: 313

Location: Elsewhere

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522

Monday, March 12th 2012, 4:45am

This is a known issue, and there have been a few posts in this thread about exactly this.

The problem revolves around a piece of code originally implemented by Ghostwolf.
Near the beginning of the KillSequence function you will find the following:

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    --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

It was implemented to stop players attacking pointless critters. Unfortunately, this interferes with some of the mini-games and similar things.

A quick resolution is to simply remove or comment out this if statement. A better solution is to verify which zone you are in and not perform this check if in a zone where targeting level 1 mobs is desired.

Again, hunt through this thread for more details.
2013... The year from hell....

523

Monday, March 12th 2012, 6:28am

I used to use diyce on a r/s, now a long time later i'd like to set up the new version with my warrior / warden. so i downloaded, installed, and made the in-game macro. I then edited the customfunctions.lua to have:

Quoted

--Class: Warrior/Warden
if mainClass == "WARRIOR" and subClass == "WARDEN" then
local SurpriseAttack = GetActionUsable(14)

--Potions and Buffs
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Action: "..manapot, use = (pctEB2 <= .40) },
{ name = "Action: "..HoTslot, use = (phealth < .80) and (not party) },
{ name = "Aggressiveness", use = boss and enemy },
}

--Combat
if enemy then
Skill2 = {
{ name = "Surprise Attack", use = SurpriseAttack },
{ name = "Enraged", use = (EnergyBar1 <= 30) and (boss or elite) },
{ name = "Attack", use = (thealth == 1) },
}
end

which is just me deleting all things related to the mage side and replacing mage with warden. my problem is when i go into rom i get no response at all from the macro. also no response at all from diyce where all the addons load up.

if anyone knows what i'm missing i'd greatly appreciate it. also any ideas on proper rotation would be helpful.

edit: heres the macro: /run KillSequence("v2") though i doubt that's the problem
edit2: error minimap button says:

Quoted

interface\AddOns\DIYCE\CustomFunctions.lua [string '?']:216:function arguments expected near '/'
[string 'KillSequence('v2')']:1: attempt to call global 'KillSequence' (a nil value)

edit3 (lol): so adding a space after the double dash in and then commenting out this other line

Quoted

-- Class: Warrior/Warden
--{ name = "Action: "..HoTslot, use = (phealth < .80) and (not party) },
ended up solving it, so i guess that problem's solved lol

So the other question I had was about the targetting. Does it automatically not target pets? also is there a way to make it selectively target only players?

I've got two macros on a bar, with one hooked to tab, i switch when i want to target all but pets or just players. looking to hopefully not have to use that and just use diyce for it.

The other part to this, is my targetting macros as they sit will target things behind me as well as things in front. from what i can tell diyce wont do that, is there any way to make it? this is kind of an important thing vs rogues or runners in sw.

Peryl

Intermediate

Posts: 313

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524

Monday, March 12th 2012, 10:45am

Quoted from "Dark701;516284"

So the other question I had was about the targetting. Does it automatically not target pets? also is there a way to make it selectively target only players?

I've got two macros on a bar, with one hooked to tab, i switch when i want to target all but pets or just players. looking to hopefully not have to use that and just use diyce for it.

As it stands, DIYCE does not have this incorporated into it, but it has been asked many times. Hunt through this thread to find posts on what needs to be changed to allow this behaviour. You could also used modify the code used in those macros and incorporate it directly into DIYCE.

Quoted from "Dark701;516284"

The other part to this, is my targetting macros as they sit will target things behind me as well as things in front. from what i can tell diyce wont do that, is there any way to make it? this is kind of an important thing vs rogues or runners in sw.

Target selection is done via the TargetNearestEnemy function. As this is an internal game function, its behaviour in acquiring targets is fixed. It should be the same function as used via your macros so there should be no difference there.
2013... The year from hell....

JakoDanar

Beginner

Posts: 3

Location: Germany

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525

Monday, March 12th 2012, 4:12pm

You may alter/hook the TargetNearestEnemy function directly. Below code is just a concept I wrote in the german forum, special conditions for warden pets and maybe zone checks would be useful.

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if not backup_TargetNearestEnemy then
    backup_TargetNearestEnemy=TargetNearestEnemy
end
function TargetNearestEnemy(shiftKeyDown)
    for i=1,10 do
        backup_TargetNearestEnemy(shiftKeyDown)
        if not UnitMaster("target") then break end
    end
    if UnitMaster("target") then TargetUnit("") end
end

526

Monday, March 12th 2012, 9:50pm

So I had the chance to test my script out, and these are the problems i'm running into...

1) if the fight lasts longer than the charge CD then it goes to too close to target messages and wont continue with any other skills... is there any way to avoid this? if not i'll just take it out and use charge manually.

2) I tried having both the rage follow up to probing attack and the elite mp one... didn't work, so i took out the mp one and it works... idk why maybe cause both rely on same debuff or something?

3) I'd like to use the dal setskill "Tourniqet" as a HoT triggered by hp... like the hp pot line, not sure if set skills are usable or not, saw people trying to use them but didn't see that anyone solved it yet. here's the script:

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               Skill = {
                { name = "Survival Instinct",              use = (phealth <= .49) },
                { name = "Action: "..healthpot,            use = (phealth <= .70) },
                { name = "Action: "..manapot,              use = (pctEB2 <= .40) },
                { name = "Briar Shield",                   use = (pctEB2 >= .05) and ((not pbuffs['Briar Shield']) or (pbuffs['Briar Shield'].time <= 45)) },
                { name = "Battle Creed",                   use = (pctEB2 >= .05) and ((not pbuffs['Battle Creed']) or (pbuffs['Battle Creed'].time <= 45)) },
                    }
                    
            --Combat
                if enemy then
                Skill2 = {
                    { name = "Savage Power",               use = (pctEB2 >= .05) and boss },
                    { name = "Aggressiveness",             use = boss },
                    { name = "Berserk",                    use = ((pctEB1 >= .25) and boss and (not pbuffs['Berserk'])) },
                    { name = "Frenzy",                     use = boss },
                    { name = "Elven Amulet",               use = (pctEB2 >= .05) and boss },

                    { name = "Surprise Attack",            use = SurpriseAttack },
                    { name = "Savage Whirlwind",           use = (pctEB2 >= .05) },
                    { name = "Open Flank",                 use = (pctEB1 >= .10) and (tbuffs['Vulnerable']) },
                    { name = "Probing Attack",             use = (pctEB1 >= .20) },
                    { name = "Slash",                      use = (pctEB1 >= .25) },
                    { name = "Power of the Wood Spirit",   use = (pctEB2 >= .05) },
                    { name = "Enraged",                    use = (EnergyBar1 <= 30) and (boss or elite) },
                    { name = "Attack",                     use = (thealth == 1) },
                        }
                end

JakoDanar

Beginner

Posts: 3

Location: Germany

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527

Monday, March 12th 2012, 10:40pm

Quoted from "Dark701;516443"

So I had the chance to test my script out, and these are the problems i'm running into...

1) if the fight lasts longer than the charge CD then it goes to too close to target messages and wont continue with any other skills... is there any way to avoid this? if not i'll just take it out and use charge manually.


with 'charge' you mean 'Surprise Attack'? it's minimum distance is 60, melee range is 50, so (not melee) should help

528

Wednesday, March 14th 2012, 5:28am

I hate to sound like a total scrub here, but this is my first time on the forums. Def not my first time on the game though. Im rollin Rogue / Scout atm, and I just decided to jump all the way from DIYCE 1.4 to 2.2. I figured i'd give your script a try, and I go to use it, and nothing works on the melee side. It ranged attacks fine, and it'll cast Shadowstab, but thats about it. Energy Thief also isnt working in the Burns macro.
Any ideas? I made sure to go in and change the action bar numbering on every spell, etc. I dont have Unknown Choice, or the Caviar Sandwiches (atm at least), would that effect the addon that drastically? I also tried removing the lines containing the two completely, and to no avail. =/
Halp? :D

529

Wednesday, March 14th 2012, 11:33am

Quoted from "xTeKNiK;516703"

I hate to sound like a total scrub here, but this is my first time on the forums. Def not my first time on the game though. Im rollin Rogue / Scout atm, and I just decided to jump all the way from DIYCE 1.4 to 2.2. I figured i'd give your script a try, and I go to use it, and nothing works on the melee side. It ranged attacks fine, and it'll cast Shadowstab, but thats about it. Energy Thief also isnt working in the Burns macro.
Any ideas? I made sure to go in and change the action bar numbering on every spell, etc. I dont have Unknown Choice, or the Caviar Sandwiches (atm at least), would that effect the addon that drastically? I also tried removing the lines containing the two completely, and to no avail. =/
Halp? :D


yes.
According to my magic ball, you have a typo in line 47, a missing Parenthesis in Line 124 and an "end" in Line 202 which does not belong there.

You can solve all your problems by sending me all your money, waiting for a full moon and dancing around an oak (at least 100 years old) at midnight.

Alternatively, you could read this Thread. Especially the posts where someone said "post you code".

530

Wednesday, March 14th 2012, 11:47am

Quoted from "JakoDanar;516454"

with 'charge' you mean 'Surprise Attack'? it's minimum distance is 60, melee range is 50, so (not melee) should help


sir how to do it?

{ name = "Surprise Attack", use = SurpriseAttack ( not melee) }, ?

not working please help me sir. :(

JakoDanar

Beginner

Posts: 3

Location: Germany

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531

Wednesday, March 14th 2012, 12:41pm

Quoted from "odidee;516734"

sir how to do it?

{ name = "Surprise Attack", use = SurpriseAttack ( not melee) }, ?

not working please help me sir. :(



{ name = "Surprise Attack", use = SurpriseAttack and ( not melee) }
:)

532

Friday, March 16th 2012, 2:52pm

So I tried the "not melee" thing and now surprise attack wont go off with or without it... here's the code again.

note the only way I can get surprise attack to cast is by commenting out the "local SurpriseAttack = GetActuionUsable(14)" and the "use = SurpriseAttack and (not melee) }," lines.

Source code

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        -- Class: Warrior/Warden
            if mainClass == "WARRIOR" and subClass == "WARDEN" then
                --local SurpriseAttack = GetActionUsable(14)
                
            --Potions and Buffs
            Skill = {
                { name = "Survival Instinct",              use = (phealth <= .49) },
                { name = "Action: "..healthpot,            use = (phealth <= .60) },
                { name = "Action: "..manapot,              use = (pctEB2 <= .40) },
                { name = "Briar Shield",                   use = (pctEB2 >= .05) and ((not pbuffs['Briar Shield']) or (pbuffs['Briar Shield'].time <= 45)) },
                { name = "Battle Creed",                   use = (pctEB2 >= .05) and ((not pbuffs['Battle Creed']) or (pbuffs['Battle Creed'].time <= 45)) },
                    }
                    
            --Combat
                if enemy then
                
                Skill2 = {
                    { name = "Surprise Attack",                    use = (thealth == 1) }, --SurpriseAttack and (not melee) },
                    { name = "Savage Whirlwind",                   use = (pctEB2 >= .05) },
                    { name = "Tactical Attack",                    use = ((tbuffs[500081]) and (EnergyBar1 >= 16)) },
                    { name = "Attack Weakener",                    use = ((pctEB2 >= .05) and tbuffs['Vulnerable'] and (not pbuffs['Aggressiveness'])) },
                    { name = "Open Flank",                         use = ((tbuffs['Vulnerable']) and (EnergyBar1 >=11))  },
                    { name = "Probing Attack",                     use = ((EnergyBar1 >= 21) and (tbuffs[500081])) },
                    { name = "Slash",                              use = (EnergyBar1 >= 26), timer = "SSBleed", ignoretimer = (pbuffs['Aggressiveness']) },
                    { name = "Power of the Wood Spirit",           use = (pctEB2 >= .05) },
                    { name = "Attack",                             use = (thealth == 1) },
                        } 
                end


also error button says nothing but an error from cgnspam that i've had forever.

Posts: 262

Location: The Ocean?

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533

Friday, March 16th 2012, 4:21pm

Quoted from "Dark701;517394"

So I tried the "not melee" thing and now surprise attack wont go off with or without it... here's the code again.

note the only way I can get surprise attack to cast is by commenting out the "local SurpriseAttack = GetActuionUsable(14)" and the "use = SurpriseAttack and (not melee) }," lines.

Source code

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        -- Class: Warrior/Warden
            if mainClass == "WARRIOR" and subClass == "WARDEN" then
                --local SurpriseAttack = GetActionUsable(14)
                
            --Potions and Buffs
            Skill = {
                { name = "Survival Instinct",              use = (phealth <= .49) },
                { name = "Action: "..healthpot,            use = (phealth <= .60) },
                { name = "Action: "..manapot,              use = (pctEB2 <= .40) },
                { name = "Briar Shield",                   use = (pctEB2 >= .05) and ((not pbuffs['Briar Shield']) or (pbuffs['Briar Shield'].time <= 45)) },
                { name = "Battle Creed",                   use = (pctEB2 >= .05) and ((not pbuffs['Battle Creed']) or (pbuffs['Battle Creed'].time <= 45)) },
                    }
                    
            --Combat
                if enemy then
                
                Skill2 = {
                    { name = "Surprise Attack",                    use = (thealth == 1) }, --SurpriseAttack and (not melee) },
                    { name = "Savage Whirlwind",                   use = (pctEB2 >= .05) },
                    { name = "Tactical Attack",                    use = ((tbuffs[500081]) and (EnergyBar1 >= 16)) },
                    { name = "Attack Weakener",                    use = ((pctEB2 >= .05) and tbuffs['Vulnerable'] and (not pbuffs['Aggressiveness'])) },
                    { name = "Open Flank",                         use = ((tbuffs['Vulnerable']) and (EnergyBar1 >=11))  },
                    { name = "Probing Attack",                     use = ((EnergyBar1 >= 21) and (tbuffs[500081])) },
                    { name = "Slash",                              use = (EnergyBar1 >= 26), timer = "SSBleed", ignoretimer = (pbuffs['Aggressiveness']) },
                    { name = "Power of the Wood Spirit",           use = (pctEB2 >= .05) },
                    { name = "Attack",                             use = (thealth == 1) },
                        } 
                end


also error button says nothing but an error from cgnspam that i've had forever.


Weird question,

What did you use as your melee check?

534

Friday, March 16th 2012, 10:47pm

Hi, guys probably I'm the next person which is asking for a little help with DYICE ^ ^. Okey, that was opening !
The question is how to make Item Set Skill working in this engine?:) I tried doing it by the name of the skill ''Brash Ferocity Strike", but it doesn't work ;/
Sorry for my low english and thanks for any tips!

535

Friday, March 16th 2012, 11:56pm

I used the


Source code

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SurpriseAttack and (not melee) },


line that someone posted on the last page

536

Saturday, March 17th 2012, 3:32am

Quoted from "Dark701;517595"

I used the


Source code

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SurpriseAttack and (not melee) },


line that someone posted on the last page



What he wants to know is what skill did you use when you declared the variable in this section of your code. Should be a low cost, range 50 skill assigned to it. It being the "melee" line.

Source code

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    -- 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 tank                     = UnitIsUnit("player", "targettarget")
    local melee                 = GetActionUsable(4) -- # is your melee range spell slot number
 -- local behind                 = GetActionUsable(3) -- # is your blind spot spell slot number
    local a1,a2,a3,a4,a5,ASon     = GetActionInfo(6)  -- # 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
    local PetExists             = UnitExists("playerpet")
    local petname                 = UnitName("playerpet")
    local pethealth             = PctH("playerpet")
    local petbuffs                 = BuffList("playerpet")
    local petAttackActive         = false
BB-code

537

Sunday, March 18th 2012, 10:29pm

ok so been working on a r/p setup, and since the one that was default didn't do what I wanted i've been trying to merge both the r/s diyce and r/p together... here's what i've got:

Source code

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--Class: Rogue/Priest
            elseif mainClass == "THIEF" and subClass == "AUGUR" then
            
            --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 = CDs, 3 = Burn CDs
            --left to figure out: rest of r/p elites, ss/lb bleed timers?
            
            if (goat2 == "0") then
            
            Skill = {
                { name = "Poison",                             use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45))},
                { 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 = "Action: 62 (Yawaka's Blessing)",     use = ((not pbuffs['Yawaka's Blessing'])) }, -- don't have (yet)
                    }
                    
            elseif (goat2 == "2") then
            Skill = {
                --{ name = "Action: 64 (Unknown Choice)",        use = ((EnergyBar1 > 20)) }, -- don't have (yet)
                --{ name = "Action: 34 (Extinction Potion)",     use = ((boss) and (not pbuffs['Extinction Potion'])) }, -- don't use (yet)
                --{ name = "Action: 30 (Strong Stimulant)",      use = ((boss) and (not pbuffs['Fervent Attack'])) }, -- don't use (yet)
                { name = "Evasion",                            use = (boss) },
                    }
                    
            elseif (goat2 == "3") then
            Skill = {
                { name = "Informer",                           use = ((not pbuffs['Informer'])) },
                --{ name = "Action: 64 (Unknown Choice)",        use = ((EnergyBar1 > 20)) }, -- don't have (yet)
                --{ name = "Action: 34 (Extinction Potion)",     use = ((boss) and (not pbuffs['Extinction Potion'])) }, -- don't use (yet)
                --{ name = "Action: 30 (Strong Stimulant)",      use = ((boss) and (not pbuffs['Fervent Attack'])) }, -- don't use (yet)
                { name = "Evasion",                            use = (boss) },
                { name = "Assassins Rage",                     use = (boss) },
                { name = "Fervent Attack",                     use = ((boss) and (not pbuffs['Strong Stimulant'])) },
                    } 
            end
            
            if ((enemy) and (goat2 == "1")) then
            Skill2 = {
                --{ name = "Regenerate",                         use = (phealth <= .80) and (pctEB2 >= .05) and (not pbuffs['Regenerate']) },
                --{ name = "Action: "..healthpot,                use = (phealth <= .70) },
                --{ name = "Action: "..manapot,                  use = (pctEB2 <= .40) },
                { name = "Holy Aura",                           use = (phealth <= .60) },
                { name = "Premeditation",                      use = (not combat) and boss and (EnergyBar1 >= 50) },
                { name = "Wound Attack",                       use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) },
                { name = "Sneak Attack",                       use = ((EnergyBar1 >= 25) and (behind)) }, --and boss
                { name = "Blind Spot",                         use = ((EnergyBar1 >= 25) and (behind)) }, --and boss
                { name = "Low Blow",                           use = ((EnergyBar1 >= 25) and (tbuffs[500654])) },     --timer = "LBBleed" },
                { name = "Shadowstab",                         use = (EnergyBar1 >= 20), },      --timer = "SSBleed" },
                { name = "Attack",                             use = (thealth == 1) }, 
                     }
            end


basically I took out all the r/s specific stuff from the r/s setup and tried to fit in the r/p parts I needed.

I ended up just commenting out the parts about bleed timers because after an hour of trying to solve the same error just wasn't happening, figure i'll tackle that another time.

My main issue is that it doesn't seem to pay any attention to the "behind" flag. as in it will stop at the sneak attack and just give not behind target errors instead of continuing with the rotation if you aren't actually behind the target.

I guess I was under the assumption the "behind" flag did what it seems it would... is there a way to make it work or does it require a seperate macro for behind skills like the old diyce did?

538

Monday, March 19th 2012, 10:25am

@Dark701

Quoted

My main issue is that it doesn't seem to pay any attention to the "behind" flag. as in it will stop at the sneak attack and just give not behind target errors instead of continuing with the rotation if you aren't actually behind the target.

I guess I was under the assumption the "behind" flag did what it seems it would... is there a way to make it work or does it require a seperate macro for behind skills like the old diyce did?



This was actually discussed before. The mechanics of "behind" works not actually as really behind, it just checks that you are not target of your target. see here for more details: http://forum.us.runesofmagic.com/showthr…4951#post504951

539

Tuesday, March 20th 2012, 3:52pm

@ Dark701

I guess the main question is, why are u trying to incorperate a surprise attack in to you diyce? The eaisest thing to do is set up surprise attack on the button next to the button that you use for ur diyce correct? I mean you only use charge to start the fight. So why make your diyce harder than it has to be? But thats my input. From one w/wd to another.... just take it out and make life easier on your self.

@ Linaquel
you asking about how to incorperate your ISS into your diyce, it would look something like this...

{ name = "Action: X", use = (EnergyBar1 >= Y) },

in that equation x= the number of the skill bar you have it in
y= the ammount of energy/rage/mp/focus it takes to work the skill.

now if you have an ISS like mine, it would look like this
{ use = "Action: X", use = (EnergyBar1 >= Y) and (tbuffs['Z']) },

in that equation x= the number of the skill bar
y= the amount of energy/rage/mp/focus
z= the name of the debuff put on the boss that is needed before the skill is able to be used

The easiest way to make it work is to put ur ISS in the main skill bar as the first or second box as that would be number 1 or number 2.

hope that helps you.
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.

540

Thursday, March 22nd 2012, 11:18am

hi I'm looking for a warrior/rogue diyce that uses sword of imprisonment, for some reason it doesn't work on mine.