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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 KillSequence(arg1, mode)
--arg1 = "v1" or "v2" for debugging
--mode = "pve" or "pvp"
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:Scout/Rogue
if mainClass == "RANGER" and subClass == "THIEF" then
--Potions and Buffs
Skill = {
{ name = "Archer's Glory", use = (not pbuffs['Archer's Glory']) and (EnergyBar1 >=60) and boss },
{ name = "Target Area", use = (not pbuffs['Target Area']) and (EnergyBar1 >=90) and combat and boss },
{ name = "Arrow of Essence", use = (not pbuffs['Arrow of Essence']) and (not pbuffs['Archer's Glory']) and boss },
}
--Combat
if enemy and (Mode == "pve") then
Skill2 = {
{ name = "Snipe", use = (CD['Snipe']) and boss },
{ name = "Sapping Arrow", use = (CD['Sapping Arrow']) and boss and elite },
{ name = "Autoshot", use = (not ASon) and boss and elite },
{ name = "Vampire Arrows", use = (CD['Vampire Arrows']) and (EnergyBar1 >=20) },
{ name = "Piercing Arrow", use = (CD['Piercing Arrow']) },
{ name = "Combo Shot", use = (CD['Combo Shot']) },
{ name = "Shot", use = (CD['Shot']) },
{ name = "Weak Spot", use = (CD['Weak Spot']) and (EnergyBar1 >=30) },
{ name = "Deadly Poison Bite", use = (CD['Deadly Poison Bite']) and (EnergyBar1 >=30) and boss },
{ name = "Reflected Shot", use = (CD['Reflected Shot']) },
}
--Combat
elseif enemy and (Mode == "pvp") then
Skill2 = {
{ name = "Neck Strike", use = melee and (silenceThis) },
{ name = "Throat Attack", use = melee and (silenceThis) },
{ name = "Detection", use = (not pbuffs['Detection']) },
{ name = "Piercing Arrow", use = (CD['Piercing Arrow']) },
{ name = "Vampire Arrow", use = (CD['Vampire Arrow']) and (EnergyBar1 >=30) },
{ name = "Shot", use = (CD['Shot']) },
{ name = "Combo Shot", use = (CD['Combo Shot']) },
{ name = "Reflected Shot", use = (CD['Reflected Shot']) },
}
end
--Class: Scout/Warden
elseif mainClass == "RANGER" and subClass == "WARDEN" then
--Potions and Buffs
Skill = {
{ name = "Briar Shield", use = (not pbuffs("Briar Shield")) },
{ name = "Entling Offering", use = (not pbuffs("Entling Offering")) },
{ name = "Target Area", use = (not pbuffs("Target Area")) and combat and boss and (EnergyBar1 >=90) },
{ name = "Archer's Glory", use = (not pbuffs("Archer's Glory")) and (EnergyBar >=50) and boss },
}
--Combat & PVE
if enemy and (mode == "pve") then
Skill2 = {
{ name = "Snipe", use = (pbuffs("Hidden Peril")) },
{ name = "Autoshot", use = (not ASon) },
{ name = "Combo Shot", use = (CD("Combo Shot")) },
{ name = "Vampire Arrows", use = (CD("Vampire Arrows")) and (EnergyBar1 >= 30) },
{ name = "Thorn Arrow", use = (CD("Torn Arrow")) },
{ name = "Hidden Peril", use = (CD("Hidden Peril") and (EnergyBar1 >= 30)) },
{ name = "Piercing Arrow", use = (CD("Piercing Arrow")) },
{ name = "Reflected Shot", use = (CD("Reflected Shot")) },
{ name = "Shoot", use = (CD("Shoot")) },
}
--Combat & PVP
elseif enemy and (mode == "pvp") then
Skill2 = {
{ name = "Neck Strike", use = melee and (silenceThis) },
{ name = "Throat Stab", use = melee and (silenceThis) },
{ name = "Detection", use = (not pbuffs("Detection")) },
{ name = "Snipe", use = (pbuffs("Hidden Peril")) },
{ name = "Piercing Arrow", use = (CD("Piercing Arrow")) },
{ name = "Hidden Perril", use = (CD("Hidden Perril") and (EnergyBar1 >=30)) },
{ name = "Vampire Arrows", use = (CD("Vampire Arrows")) },
{ name = "Shot", use = (CD("Shot")) },
{ name = "Thorn Arrow", use = (CD("Torn Arrow")) },
{ name = "Combo Shot", use = (CD("Combo Shot")) },
{ name = "Reflected Shot", use = (CD("Reflected Shot")) },
}
end
--ADD MORE CLASS COMBOS HERE.
--USE AN "ELSEIF" TO CONTINUE WITH MORE CLASS COMBOS.
--THE NEXT "END" STATEMENT IS THE END OF THE CLASS COMBOS STATEMENTS.
--DO NOT POST BELOW THE FOLLOWING "END" STATEMENT!
end
--End Player Skill Sequences
if (arg1=="debugskills") then --Used for printing the skill table, and true/false usability
DIYCE_DebugSkills(Skill)
DIYCE_DebugSkills(Skill2)
elseif (arg1=="debugpbuffs") then --Used for printing your buff names, and buffID
DIYCE_DebugBuffList(pbuffs)
elseif (arg1=="debugtbuffs") then --Used for printing target buff names, and buffID
DIYCE_DebugBuffList(tbuffs)
elseif (arg1=="debugall") then --Used for printing all of the above at the same time
DIYCE_DebugSkills(Skill)
DIYCE_DebugSkills(Skill2)
DIYCE_DebugBuffList(pbuffs)
DIYCE_DebugBuffList(tbuffs)
end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
--Select Next Enemy
if (tDead) then
TargetUnit("")
return
end
if mainClass == "RANGER" and (not party) then --To keep scouts from pulling mobs without meaning to.
if (not LockedOn) or (not enemy) then
TargetNearestEnemy()
return
end
elseif mainClass ~= "RANGER" then --Let all other classes auto target.
if (not LockedOn) or (not enemy) then
TargetNearestEnemy()
return
end
end
end
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