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581

Thursday, April 26th 2012, 5:10am

I was not able to find anything on PartyHealer from the EU forums. If anyone has the code I would greatly appreciate it if you would post it or PM me with it. Thank you.

I was able to find a link to the old forum pages with Google search but sadly, I could not actually access the pages that were referenced.

582

Sunday, April 29th 2012, 6:31pm

This is my first time incorporating a set skill into my rotation and it doesn't seem to go off.

Source code

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Skill = {					{ name = "Elven Amulet",                 use = (phealth <= .30) },
					{ name = "Survival Instinct",            use = (phealth <= .20) },
					{ name = "Savage Whirlwind",             use = (EnergyBar2 >= 240) },
					{ name = "Action: 3",                    use = (EnergyBar1 >= 25) and (tbuffs['Vulnerable']) },
					{ name = "Open Flank",                   use = (EnergyBar1 >= 10) and (tbuffs['Vulnerable']) },
					{ name = "Attack Weakener",              use = (EnergyBar1 <= 10) and (EnergyBar2 >= 280) and (tbuffs['Vulnerable']) },
					--{ name = "Tactical Attack",              use = (EnergyBar1 >= 15) and (tbuffs[500081]) },
					{ name = "Probing Attack",               use = (EnergyBar1 >= 20) },
					{ name = "Slash",                        use = (EnergyBar1 >= 25) },
					{ name = "Power of the Wood Spirit",     use = (EnergyBar2 >= 123) },
					{ name = "Attack",                       use = (thealth == 1) },
						}
				end


I tried running the script with

Source code

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/run KillSequence("debugskills")


and Action: 3 came up as true but was never used. Anyone know why?
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Peryl

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583

Sunday, April 29th 2012, 8:39pm

You didn't mention what your Action: 3 actually is (it'll be whatever you put in the third button on the main action bar), so the following may or may not apply.

When DIYCE sees one of these Action: number, it assumes number is the action bar slot you want to use. It then checks the following:

  • Is the action usable? (as in, it is a usable action)
  • Is this action not on cooldown?
  • Is there a valid icon file associated with this action? (mostly a sanity check)
  • Is the count associated with this action greater than zero?


If any of the above checks are false, then DIYCE will simply not use this action.

The last check is where it might be failing depending on what you have in that action bar slot. You can see for yourself with the following macro:

Source code

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/run _,_,abcount = GetActionInfo(3)
/run DEFAULT_CHAT_FRAME:AddMessage("Count in action bar button 3 is "..tonumber(abcount))

If this returns zero (or less) then DIYCE will never actually use the action.
2013... The year from hell....

584

Sunday, April 29th 2012, 10:42pm

Action: 3 is the set skill Brash Ferocity Strike. It's on the 3rd box on the main action bar. It doesn't have a cool down so it can be spammed as long as the target has the correct debuff, which it does, because it comes up as true. I ran it with

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[LEFT]
/run _,_,abcount = GetActionInfo(3)
/run DEFAULT_CHAT_FRAME:AddMessage("Count in action bar button 3 is "..tonumber(abcount))[/LEFT]

and it gave me "Count in action bar button 3 is 1"
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Peryl

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585

Monday, April 30th 2012, 12:01am

Quoted from "mikkehboii;527999"

Action: 3 is the set skill Brash Ferocity Strike.
...
it gave me "Count in action bar button 3 is 1"

Well then, lets verify the other checks.

Run this macro:

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/run icnfile=GetActionInfo(3)
/run _,cldown=GetActionCooldown(3)
/run DEFAULT_CHAT_FRAME:AddMessage("Action 3 icon: "..(icnfile or "nil").."\n  coldown: "..(cldown or "nil").."\n  usable: "..tostring(GetActionUsable(3)))

This should shown the icon file and path, the current cooldown (should be 0) and if the action is usable (should show as true). If any of them show a value of nil or false then DIYCE won't use the action since it'll fail the checks.
2013... The year from hell....

586

Monday, April 30th 2012, 12:10am

Ok, I ran it with that and I got "Action 3 icon: interface\Icons\skill_panel_icons\sp_war_z21_001.ddscoldown: 0
usable: false"
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587

Monday, April 30th 2012, 12:23am

Quoted from "mikkehboii;528009"

usable: false

There's the problem.

For whatever reason, the game has tagged it as an unusable action. If you can still click it manually and use it that way, then I can only suggest modifying your DIYCE code to not bother checking for the usability of the action.

Open DIYCE.lua in a text editor, and search for Action:. Just a few lines below the first match, you will see this line:

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if GetActionUsable(action) and (actioncd == 0) and (actiondef ~= nil) and (actioncnt > 0) then

Remove the GetActionUsable(action) and part to get this:

Source code

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if (actioncd == 0) and (actiondef ~= nil) and (actioncnt > 0) then

save and try it out.

Unfortunately, this completely removes the check to see if the action is usable. But if the game is not honouring the usable flag properly, then it may be best to remove it.
2013... The year from hell....

588

Monday, April 30th 2012, 12:36am

Removed the GetActionUseable(action) part but it's still not working.
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589

Monday, April 30th 2012, 12:40am

Quoted from "mikkehboii;528014"

Removed the GetActionUseable(action) part but it's still not working.

But it does work if you manually use the skill on the action bar?
2013... The year from hell....

590

Monday, April 30th 2012, 12:42am

Quoted from "Peryl;528015"

But it does work if you manually use the skill on the action bar?


Yea the skill works fine if I manual it, I was able to manual it before any of the editing you told me to do.
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Peryl

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591

Monday, April 30th 2012, 12:44am

Then it is likely an action that cannot be used from a macro. To make sure, try using the action with:

Source code

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/run UseAction(3)

If I'm right, this should fail (either directly in the chat edit box, or in a macro).

If this is the case, there really isn't much that can be done short of starting DIYCE in a different way.
2013... The year from hell....

592

Monday, April 30th 2012, 12:49am

Hmm.. If I spam the DIYCE key fast it doesn't work, but when I hit the key slowly, it uses the set skill...
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593

Monday, April 30th 2012, 12:51am

Quoted from "mikkehboii;528019"

Hmm.. If I spam the DIYCE key fast it doesn't work, but when I hit the key slowly, it uses the set skill...

Ahhh... So the action works, but there is some hidden cooldown on it. Unfortunately, there doesn't appear to be a way to see if the cooldown is active, but at least we know it does in fact work.
2013... The year from hell....

594

Monday, April 30th 2012, 12:53am

Quoted from "Peryl;528020"

Ahhh... So the action works, but there is some hidden cooldown on it. Unfortunately, there doesn't appear to be a way to see if the cooldown is active, but at least we know it does in fact work.


So is there anyway we can bypass that hidden cooldown?
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Peryl

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595

Monday, April 30th 2012, 12:56am

Quoted from "mikkehboii;528021"

So is there anyway we can bypass that hidden cooldown?

Nope, that's internal to the game.
2013... The year from hell....

596

Monday, April 30th 2012, 12:59am

Quoted from "Peryl;528023"

Nope, that's internal to the game.


Ahh.. Ic... well thanks for all the help anyways. :)
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597

Tuesday, May 1st 2012, 12:54pm

Quoted from "mikkehboii;527966"

This is my first time incorporating a set skill into my rotation and it doesn't seem to go off.

Source code

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Skill = {                    { name = "Elven Amulet",                 use = (phealth <= .30) },
                    { name = "Survival Instinct",            use = (phealth <= .20) },
                    { name = "Savage Whirlwind",             use = (EnergyBar2 >= 240) },
                    { name = "Action: 3",                    use = (EnergyBar1 >= 25) and (tbuffs['Vulnerable']) },
                    { name = "Open Flank",                   use = (EnergyBar1 >= 10) and (tbuffs['Vulnerable']) },
                    { name = "Attack Weakener",              use = (EnergyBar1 <= 10) and (EnergyBar2 >= 280) and (tbuffs['Vulnerable']) },
                    --{ name = "Tactical Attack",              use = (EnergyBar1 >= 15) and (tbuffs[500081]) },
                    { name = "Probing Attack",               use = (EnergyBar1 >= 20) },
                    { name = "Slash",                        use = (EnergyBar1 >= 25) },
                    { name = "Power of the Wood Spirit",     use = (EnergyBar2 >= 123) },
                    { name = "Attack",                       use = (thealth == 1) },
                        }
                end


I tried running the script with

Source code

1
/run KillSequence("debugskills")


and Action: 3 came up as true but was never used. Anyone know why?


I assume Action: 3 is Brash Ferocity Strike from TOSH set-skill, calling via action bar is not effective because if you spam fast enough your action bar will never be on cd = 0 so here is workaround i gave for my fellow warrior

edit this in DIYCE.lua

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function CustomAction(action)
    if action == "Brash" then
        CastSpellByName("Brash Ferocity Strike")
        return false
    end
    return false
end


and replace

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{ name = "Action: 3",                    use = (EnergyBar1 >= 25) and (tbuffs['Vulnerable']) },


with

Source code

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{ name = "Custom: Brash",               use = (EnergyBar1 >= 25) and tbuffs['Vulnerable'] },



for this, you must equip that set-skill all the time :)

598

Tuesday, May 1st 2012, 3:16pm

Im working on a friends computer to test this out at the moment and it seems to be giving me error messages in game. I'll have to see if I get the same problems on my own computer when I get home. Thanks for the tip. :)

Edit: Fixed my problem! It was me failing at scripting. :p It works great now! Thanks a lot dude! :D
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599

Friday, May 4th 2012, 12:32pm

Quoted from "Stagg3r;525993"

Ahhh to be a code Genius! It works perfecty!

Well.... Seems only fare to share the results given that everything I have done has been with the help of this board (directly and indirectly). I have removed some functions for classes I used to play but have dropped for others. M/D, D/M were the functions I had tweaked the most. Technically, you could have one function for every comby in DIYCE but it gets hard to find the one you are trying to work on. In any event, they can be found in my previous posts.

Last thing before I get to the code is that I still have a few functions that need some work. I just added the Wd/S (wardenscout - Warden/Scout) that was posted in an alternate thread. I have not made any mods to this yet. I also need to create a M/W (magewarrior - Mage/Warrior) function. I have not seen one of these around here so I'll have create one from my M/R template. I have also removed the priest fairy sequence from my functions becuse all of my present toons are Elves and it just takes up space. Lastly, please forgive the multiple formats for the class listings below. I'm trying to make it a bit easier to find these combos with search (which is a PITA due to standard abbreviations being to short to search).

So the main functions you will find here are:
M/R (magerogue - Mage/Rogue)
W/M (warriormage - Warrior/Mage)
W/Wd (warriorwarden - Warrior/Warden) -> Stock function available on this thread
Wd/W (wardenwarrior - Warden/Warrior)
W/R (warriorrogue - Warrior/Rogue)
R/M (roguemage - Rogue/Mage)


DIYCE.lua

Source code

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-- 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, "Function:") then
                action = string.gsub(Skill[x].name, "(Function:)( *)(.*)", "%3")
                if action and type(_G[action]) == "function" then
                   _G[action](unpack((Skill[x].params or {})))
                   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


CustomFunctions.lua


Source code

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local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function DIYCE_DebugSkills(skillList)
    DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
    
    for i,v in ipairs(skillList) do
        DEFAULT_CHAT_FRAME:AddMessage(SILVER.."  ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE..""  use = "..WHITE..(v.use and "true" or "false"))
    end
    DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
function DIYCE_DebugBuffList(buffList)
    DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Buff List:")
    
    for k,v in pairs(buffList) do
        -- We ignore numbered entries because both the ID and name 
        -- are stored in the list. This avoids doubling the output.
        if type(k) ~= "number" then
            DEFAULT_CHAT_FRAME:AddMessage(SILVER.."  ['..WHITE..k..SILVER..']:  "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.."  stack: "..WHITE..v.stack..LTBLUE.."  time: "..WHITE..v.time)
        end
    end
    
    DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")    
end
local silenceList = {
  ['Annihilation']  = true,
  ['King Bug Shock']  = true,
  ['Mana Rift']   = true,
  ['Dream of Gold']  = true,
  ['Flame']    = true,
  ['Flame Spell']  = true,
  ['Wave Bomb']   = true,
  ['Silence']   = true,
  ['Recover']   = true,
  ['Restore Life']  = true,
  ['Heal']    = true,
  ['Curing Shot']  = true,
  ['Leaves of Fire']  = true,
  ['Urgent Heal']  = true,
  ['Merging Rune']  = true, --Jacklin Sardo
  ['Heavy Shelling']  = true, --Juggler Apprentice in Grafu
  ['Dark Healing']    = true, --Mini-boss in Sardo
     }
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(61) -- # 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: Mage/Rogue
-- DIYCE 2.2
if mainClass == "MAGE" and subClass == "THIEF" then
--goat2: 0 = BossBuffs/long, 1 = Standard Buffs, 2 = Ranged
-- Boss Buffs
if (goat2 == "0") then
            Skill =  {
    { name = "Fang Ritual",               use = ((not pbuffs['Fang Ritual']) or (pbuffs['Fang Ritual'].time <= 45)) },
                { name = "Action: 47",                use = (not pbuffs['Unbridled Enthusiasm']) and not (pbuffs['Thunder Force']) },
    { name  = "Function: CancelBuff",     use = (pbuffs['Shadow Protection']),  params = {"Shadow Protection"} },                  
                { name = "Fire Ward",                 use = ((not pbuffs['Fire Ward']) or (pbuffs['Fire Ward'].time <= 45)) },
                { name = "Action: 16",                use = ((not pbuffs['Hero Magic Medicine']) or (pbuffs['Hero Magic Medicine'].time <= 30)) },
                { name = "Action: 17",                use = ((not pbuffs['Grassland Mix']) or (pbuffs['Grassland Mix'].time <= 30)) },
                { name = "Energy Influx",             use = (not pbuffs['Energy Influx']) },
                { name = "Electrostatic Charge",      use = (not pbuffs['Electrostatic Charge']) },
                { name = "Energy Well",               use = (not pbuffs['Energy Well']) },
    { name = "Action: 56",                use = (boss and not pbuffs['Moti Blended Sausage']) },
    { name = "Action: 55",                use = (boss and not pbuffs['Ancient Spirit Water']) },
    { name = "Action: 54",                use = (boss and not pbuffs['Arcane Potion']) },    
                { name = "Elemental Catalysis",       use = (boss and not tbuffs['Elemental Catalysis']) },
                { name = "Intensification",           use = (boss and not tbuffs['Intensification']) },
                    }
   
   
-- Buffs
  elseif (goat2 == "1") then
            Skill =  {
                { name = "Fang Ritual",               use = ((not pbuffs['Fang Ritual']) or (pbuffs['Fang Ritual'].time <= 45)) },
                { name = "Action: 47",                use = (not pbuffs['Unbridled Enthusiasm']) and not (pbuffs['Thunder Force']) }, 
                { name = "Shadow Protection",         use = ((not pbuffs['Ancient Spirit Water']) and (not pbuffs['Shadow Protection']) and (not pbuffs['Wizard Medicine'])) },                  
                { name = "Fire Ward",                 use = (not pbuffs['Fire Ward']) },
                { name = "Energy Influx",             use = (not pbuffs['Energy Influx']) },
                { name = "Electrostatic Charge",      use = (not pbuffs['Electrostatic Charge']) },
                { name = "Energy Well",               use = (not pbuffs['Energy Well']) },
                    }
            end
-- Ranged Attack
  if ((enemy) and (goat2 == "2")) then
            Skill2 = {
                --{ name = "Action: "..healthpot,         use = (phealth <= .50) },
                --{ name = "Action: "..manapot,           use = ((pctEB1  <= .50) and (phealth >= .40)) }, -- only mana pot if decent  health
    { name = "Silence",                     use = (silenceThis) },
    --{ name = "Electric Bolt",               use = (boss and not tbuffs['Electric Flow']) },
                { name = "Distract",                    use = (phealth <= .50) },
                { name = "Action: 69",                  use = (boss and (phealth <= .80)) }, --Unharmed ISS
    { name = "Elemental Weakness",          use = (boss and not tbuffs['Elemental Weakness']) },
    { name = "Kiss of the Vampire",         use = ((pbuffs['Elemental Catalysis']) or (pbuffs['Ancient Spirit Water'])) },
    --{ name = "Demoralize",                  use = ((pbuffs['Elemental Catalysis']) or (pbuffs['Ancient Spirit Water'])) },
    { name = "Flame",                       use = ((pbuffs['Elemental Catalysis']) or (pbuffs['Ancient Spirit Water'])) },
                { name = "Shadow Protection",           use = ((not pbuffs['Ancient Spirit Water']) and (not pbuffs['Shadow Protection']) and (not pbuffs['Wizard Medicine'])) },
    { name = "Action: 54",                  use = (boss and (not pbuffs['Arcane Potion']) and (not pbuffs['Ancient Spirit Water'])) }, 
                { name = "Fireball",                    use = (true) },
                { name = "Demoralize",                  use = (not tbuffs['Demoralize']) },
                { name = "Lightning",                   use = (not tbuffs['Lightning']) },
                { name = "Kiss of the Vampire",         use = (not tbuffs['Kiss of the Vampire']) },
                { name = "Cursed Fangs",                use = (EnergyBar2 >= 30) },
                { name = "Discharge",                   use = (combat and melee) },
    { name = "Flame",                       use = (boss or tbuffs['Elemental Weakness']) },
    { name = "Phoenix",                     use = (combat and melee) },
    { name = "Meteor Shower",               use = (true) },
                { name = "Plasma Arrow",                use = (not pbuffs['Charged']) },
                        }
                end    
    
-- Class: Warrior/Mage
            elseif 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 = "Fireball",                    use = (true) },
                    { 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: Warrior/warden
 elseif mainClass == "WARRIOR" and subClass == "WARDEN" then
 
   --Timers for this class
 CreateDIYCETimer("SSBleed", 6.5) 
 --Change the value between 6 -> 7.5 depending on your lag.
 --Potions and Buffs
Skill = {
{ name = "Briar Shield",       use = (pctEB2 >= .15) and ((not pbuffs['Briar Shield']) or (pbuffs['Briar Shield'].time <= 45)) },
{ name = "Battle Creed",       use = (pctEB2 >= .15) and ((not pbuffs['Battle Creed']) or (pbuffs['Battle Creed'].time <= 45)) },
{ name = "Survival Instinct",      use = (phealth <= .49) },
}
--Combat
if enemy then
Skill = {
{ name = "Elven Amulet",       use = (EnergyBar2 >= 150) and (phealth <= .4) },
{ name = "Defensive Formation",     use = (EnergyBar1 >= 25) and (phealth <= .30) }, 
{ name = "Savage Whirlwind",      use = (EnergyBar2 >= 240) },
{ name = "Tactical Attack",                    use = ((tbuffs[500081]) and (EnergyBar1 >= 16)) },
{ name = "Attack Weakener",      use = (EnergyBar2 >= 280) and (tbuffs['Vulnerable']) },
{ name = "Open Flank",        use = (EnergyBar1 >= 10) and (tbuffs['Vulnerable']) },
{ name = "Probing Attack",       use = (EnergyBar1 >= 15) },
{ name = "Slash",                               use = (EnergyBar1 >= 26), timer = "SSBleed", ignoretimer = (pbuffs['Aggressiveness']) },
{ name = "Enraged",                             use = ((EnergyBar1 < 25) and (boss or elite)) },
{ name = "Power of the Wood Spirit",    use = (EnergyBar2 >= 114) },
}
end
 
     
--Class: Warden/Warrior
            elseif mainClass == "WARDEN" and subClass == "WARRIOR" then
            
            --Potions and Buffs
            Skill = {
                { name = "Briar Shield",                  use = (EnergyBar1 >= 200) and ((not pbuffs['Briar Shield']) or (pbuffs['Briar Shield'].time <= 45)) },
                    }
                    
            --Combat
                if enemy then
                Skill2 = {
                { name = "Damage Transfer",                  use = (  phealth <= .25                                    )},    
                { name = "Elven Amulet",                     use = (  phealth <= .35                                    )},
                { name = "Energy Absorb",                    use = (  boss                                              )},                
                { name = "Enraged",                          use = (  EnergyBar2 <= 20                                  )},
    { name = "Charged Chop",                     use = ( (not combat) and (boss or elite)      )},
                { name = "Pulse Mastery",                    use = ( (EnergyBar2 >= 20) and tbuffs['Beast Sigil']       )},
                { name = "Beast Chop",                       use = ( (EnergyBar2 >= 20)                                 )},
                { name = "Double Chop",                      use = ( (EnergyBar1 >= 100)                                )}, 
                { name = "Will Attack",                      use = (  EnergyBar1 >= 200                                    )},
                { name = "Slash",                            use = (  EnergyBar2 >= 25                                    )},
                { name = "Power of the Wood Spirit",         use = (  EnergyBar1 >= 200                                    )},
                { name = "Attack",                           use =    true                                          }                   
                            }
                end
 
--Class: Warrior/Rogue
            elseif mainClass == "WARRIOR" and subClass == "THIEF" then
            
            --Potions and Buffs-- Potions
            
            
   Skill = {   
    { name = "Action: 48",                use = (phealth <= .50) },
                { name = "Action: 43",                    use = (not pbuffs['Unbridled Enthusiasm']) and not (pbuffs['Thunder Force']) },
                { name = "Action: 44",                    use = (not pbuffs['Clear Thought']) and not (pbuffs['Strong Stimulant']) },
                    }
                    
            --Combat
                if enemy then
                Skill2 = {
                { name = "Survival Instinct",                use = (  phealth <= .49                                                                                        )},
                { name = "Enraged",                          use = (  EnergyBar1 <= 20                                                                                         )},
                { name = "Splitting Chop",                   use = ( (EnergyBar1 >= 15) and tbuffs['Weakened']                                                                )},
                { name = "Open Flank",                       use = ( (EnergyBar1 >= 10) and tbuffs['Vulnerable'] and not tbuffs['Shattered Armor'] and CD("Splitting Chop") )},
                { name = "Keen Attack",                      use = ( (EnergyBar2 >= 20) and tbuffs['Vulnerable']                                                             )},
                { name = "Open Flank",                       use = ( (EnergyBar1 >= 10) and tbuffs['Vulnerable'] and CD("Splitting Chop")                                     )},
                { name = "Probing Attack",                   use = ( (EnergyBar1 >= 20)                                                                                       )},
                { name = "Blood Dance",                      use = (  phealth >= .85                                                                                           )},
                { name = "Slash",                            use = (  EnergyBar1 >= 25                                                                                           )}, 
                { name = "Shadowstab",                       use = (  EnergyBar2 >= 20                                                                                           )},
                { name = "Attack",                           use =    true                                                                                                         },                 
                            }
                end
--Class: Rogue/Mage
 -- DIYCE 2.2
   elseif mainClass == "THIEF" and subClass == "MAGE" then
--goat2: 0 = BossBuffs/long, 1 = Standard Buffs, 2 = Ranged
            
-- Boss Buffs
if (goat2 == "0") then
            Skill =  {
                { name = "Action: 47",                  use = (not pbuffs['Unbridled Enthusiasm']) and not (pbuffs['Thunder Force']) },                 
                { name = "Fire Ward",                    use = ((not pbuffs['Fire Ward']) or (pbuffs['Fire Ward'].time <= 45)) },
                --{ name = "Action: 16",                 use = (not pbuffs['Hero Potion']) },
                --{ name = "Action: 17",              use = (not pbuffs['Grassland Mix']) },
    { name = "Informer",                     use = boss },
                { name = "Intensification",             use = (boss and not tbuffs['Intensification']) },
    { name = "Fervent Attack",               use = boss },
    --{ name = "Action: 56",                 use = (boss and not pbuffs['Moti Blended Sausage']) },
    --{ name = "Action: 55",                 use = (boss and not pbuffs['Ancient Spirit Water']) },
    { name = "Create Opportunity",          use = ((boss or elite) and not pbuffs['Create Opportunity']) },
                { name = "Assassins Rage",               use = boss },
                    }
   
   
-- Short Buff and Traps
  elseif (goat2 == "1") then
            Skill =  {
                { name = "Poison",                      use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 20)) },
                { name = "Action: 43",                  use = (not pbuffs['Unbridled Enthusiasm']) and not (pbuffs['Thunder Force']) }, 
                { name = "Action: 44",                  use = (not pbuffs['Clear Thought']) and not (pbuffs['Strong Stimulant']) },                  
                { name = "Fire Ward",                    use = ((not pbuffs['Fire Ward']) or (pbuffs['Fire Ward'].time <= 45)) },
                { name = "Premeditation",               use = (not combat) and (EnergyBar1 >= 50) and not pbuffs['Premeditation'] },   
                { name = "Poison Trap",                 use = true },    
                { name = "Paralyzing Trap",            use = true },   
                { name = "Booby Trap",                   use = true },
     }
            end
   
-- Ranged Attack
  if ((enemy) and (goat2 == "2")) then
            Skill2 = {
    { name = "Silence",                      use = (silenceThis) },
    { name = "Evasion",                     use = (phealth <= .70) },
    { name = "Sprint",                      use = (phealth <= .25) },
    { name = "Vanish",                       use = combat and (phealth <= .20) },
                --{ name = "Shadow Step",                  use = (not combat) and (boss or elite) and (EnergyBar1 >= 50) },
    { name = "Sneak Attack",                 use = (not combat) and (boss or elite) and (EnergyBar1 >= 20) and behind },
    { name = "Shadow Step",                  use = (not combat) and (EnergyBar1 >= 50) },
                { name = "Blind Spot",                   use = (EnergyBar1 >= 20) and behind },
    { name = "Lightning",                    use = (not tbuffs['Lightning']) }, 
                { name = "Magic Breaker",                use = (boss or elite) }, 
    { name = "Fireball",                     use = (true) },
    { name = "Poison Flame",                 use = (not tbuffs['Poison Flame']) },
                { name = "Trap Master",                  use = (boss or elite) },
                { name = "Wound Attack",                 use = (EnergyBar1 >= 35) and tbuffs['Grievous Wound'] },
                { name = "Low Blow",                     use = (EnergyBar1 >= 30) and tbuffs['Bleed'] },
    { name = "Shadowstab",                   use = (EnergyBar1 >= 20) },
                --{ name = "Combo Throw",                  use = (true) },
                --{ name = "Throw",                        use = (true) },
                { name = "Attack",                       use = (thealth == 1) },
                        }
                end    
    
-- Class: Warden/Scout
-- DIYCE 2.0
        elseif mainClass == "WARDEN" and subClass == "RANGER" then
        local PetExists = UnitExists("playerpet")
        local petname = UnitName("playerpet")
        local pethealth = PctH("playerpet")
        local petAttackActive = false
        
        if (PetExists and UnitExists("pettarget") and UnitCanAttack("player","pettarget") and combat) then
            petAttackActive = true
        end
    --  Cancel Blood Arrows out of combat or at less than 40% health, without invoking the GCD.    
        if friendly or (not UnitExists("target")) or tdead or (phealth <= .40) and (pbuffs['Blood Arrow']) then 
            CancelBuff("Blood Arrow")
        end
    -- Potions
            Skill = {
                { name = "Action: "..healthpot,           use = (phealth <= .60) },
                { name = "Action: "..manapot,             use = ((pctEB1  <= .50) and (phealth >= .40)) }, -- only mana pot if decent  health
                { name = "Elven Prayer",                   use = ((pethealth <= .70) and PetExists) },
    -- Buffs
                { name = "Briar Shield",                  use = (not pbuffs['Briar Shield']) },
                { name = "Protection of Nature",         use = (not pbuffs['Protection of Nature']) },
    -- Pet
                { name = "Summon Spirit of the Oak",     use = ((not  PetExists) and (not pbuffs['Heart of the Oak']) and (not combat)) },
                { name = "Summon Spirit of the Oak",     use =  ((PetExists) and (not string.find(petname,"Spirit of the Oak")) and (not  pbuffs['Heart of the Oak']) and (not combat)) } ,
        -- Cheaper to Recast weak pet than to heal        
                { name = "Summon Spirit of the Oak",     use =  ((pethealth <= .25) and (PetExists) and (not pbuffs['Heart of the  Oak'])) },
        -- Hold Shift to Absorb Spirit of the Oak to Tank 
                { name = "Heart of the Oak",             use =  (IsShiftKeyDown() and (not combat) and (PetExists) and  (string.find(petname,"Spirit of the Oak")) and (not pbuffs['Heart of the  Oak'])) },
            }
    -- Combat
            if enemy then
            Skill2 = {
            -- the following is my pet's basic attack command, and it is  listed first in order to use it as a combat opener and help ensure that  the pet gets first aggro, making aggro management easier.
                { name = "Pet Skill: 6 (Pet Attack)",     use = ((not petAttackActive) and (not tdead) and PetExists) },
            -- Make sure pet is assisting me.
                { name = "Pet Skill: 6 (Pet Attack)",     use =  ((petAttackActive) and (not UnitIsUnit( "playerpettarget",  "playertarget" )) and PetExists) }, 
            --  Use Throat Attack on detect enemy spell cast.                
                { name = "Throat Attack",                use = (melee  and (tspell ~= nil) and (ttime >= 1) and ((ttime - telapsed) >  0.5) and pctEB1 >= 15) },
                { name = "Damage Transfer",                use =  (PetExists and combat and (pctEB1 <= .50) and (not pbuffs['Energy  Absorb'])) },
                { name = "Energy Absorb",               use = (combat  and (pctEB1 <= .50) and (not pbuffs['Energy Absorb'])) },
                { name = "Blood Arrow",                    use =  ((phealth >= .80) and party and combat and (not pbuffs['Blood  Arrow'])) },
                { name = "Savage Power",                   use = (combat and (not pbuffs['Savage Power'])) },
                { name = "Elven Amulet",                   use = (combat  and (UnitIsUnit( "targettarget", "player" )) and (not pbuffs['Elven  Amulet'])) },
                { name = "Vampire Arrows",                 use = ((EnergyBar2 >= 40) and (not tbuffs['Vampire Arrows'])) },
                { name = "Anti-Magic Arrow",             use = (true) },
                { name = "Shot",                         use = (combat) },
                { name = "Wrist Attack",                  use = ((melee)  and (not tbuffs['Wrist Attack']) and (EnergyBar2 >= 50)) },
                { name = "Thorny Vines",                 use = ((pctEB1  >= .05) and melee and (not tbuffs['Thorny Vines'])) },
                { name = "Power of the Wood Spirit",     use = (melee) },
                { name = "Untamable",                     use = ((EnergyBar2 >= 60) and melee) },
                { name = "Cross Chop",                     use = (melee) },
                { name = "Charged Chop",                 use = (melee) },
                { name = "Frantic Briar",                 use = (melee) },
            }
        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 == "MAGE" 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 ~= "MAGE" then     --Let all other classes auto target.
  if (not LockedOn) or (not enemy) then
   TargetNearestEnemy()
   return
  end
 end
end


Don't forget that you have to change your Player and target status to reflect your interface. Also you will need to change any Action locations (Pots and such) to match your interface. I'll try to update this as I fill in the other classes.


UPDATE:
04/21/12

Mage/Rogue
  • Corrected some buff names.
  • Added Arcane Potion to Boss Buff rotation.
  • Added timers on long term buffs so that they will be recast if there are 30 second or less remaining on the buffs.
  • Tweaked Distract and Unharmed HP trigger points


Rogue/Mage -- Fully reworked

  • Changed to a "goat" system similar to M/R (boss, normal buffs & traps, attack)
  • After standard pre-combat buffing, the "goat == "1"" sequence will lay traps as they are available (good for farming)



Hi, ty vm for this, w/r macro works well.I have only one problem and can't figure it out, actually 2 problems:

1. Each time i use /run KillSequence() i spam in /say chat ingame with empty messages. How can i change it so it doesn't spam?

2. How can i disable autotarget? I tried playing with -- in front of different lines but couldn't disable the function.

Thx in advance

LE: Problem 1 solved, was smth related to my macro. Only problem 2 remains :)

600

Friday, May 4th 2012, 7:27pm

So this the is part of code that controls what gets auto targeted and when. You can find it at the very end of the CustomFunctions.lua file

Source code

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--Select Next Enemy
 if (tDead) then
  TargetUnit("")
  return
 end
 if mainClass == "MAGE" 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 ~= "MAGE" then     --Let all other classes auto target.
  if (not LockedOn) or (not enemy) then
   TargetNearestEnemy()
   return
  end


Basically, I have it set up so that, if I am on my main (Mage) and I am *not in a party* DIYCE will auto target based on where the camera is pointing.

However, if I am on my Mage and I am in a group, DIYCE will recognize this and not target. So. if I am in ToSH and an errant shot means death, I have no worries that DIYCE will target and fire away. I have to either tab or click to target. I find this to be the best way to go about things as I can just let it mow down everything in sight when farming but not get us all killed in instances. That said, here is how you fix it for your W/R.

  • If you want to have DIYCE perform as I explained above, you just have to change "MAGE" out and put "WARRIOR" in its place.
  • If you just want to get rid of auto targeting altogether you can just comment out this section entirely


Source code

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--Select Next Enemy
 --if (tDead) then
  --TargetUnit("")
  --return
 --end
 --if mainClass == "MAGE" 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 ~= "MAGE" then     --Let all other classes auto target.
  --if (not LockedOn) or (not enemy) then
   --TargetNearestEnemy()
   --return
  --end
 --end


You may need to comment out one more or one less "end" in the codes but that will kill all of it. Hope that helps!
-- 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)