Quoted from "bilalab;529586"
lol ur response time is awesome on this thread.

Quoted from "bilalab;529586"
I'm just learning the various functions and just wanted to confirm the functions actually do what I think they do. UnitIsPlayer seems to target only players, but since you guys modified the targetting system globally using UnitIsPlayer I thought it might actually do something extra too![]()
Quoted from "blitzclub06;529603"
So I guess my main question is, can I incorporate both targeting mobs and players only into my diyce or do I have to actually set up a macro for the player target only? This is the code that I have written into my diyce and when I wrote it in the diyce would no longer target mobs.
Quoted from "Peryl;529613"
Something like this was posted somewhere in this thread using the "pve" and "pvp" parameters (though it might have been in a private message. Can't really remember).
Quoted from "blitzclub06;529627"
It was most likely done in private messages because I have looked through this thread from front to back and can not find anything on the pve/pvp parameters at all. I didnt think it would be this hard to to write a code to not select pets. Boy was I wrong
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Source code |
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--Select Next Enemy
if (tDead) then
TargetUnit("")
return
end
if mode == "PvP" then
if (not LockedOn) or (not enemy) then
for i=1,10 do
TargetNearestEnemy()
if UnitIsPlayer("target") then
break
end
end
end
else
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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Source code |
1 |
/run KillSequence("","PvE")
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Source code |
1 |
/run KillSequence("","PvP")
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Source code |
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for j = 1,10 do
if UnitName("target") ~= "Specific Name of Mob Here" then
break
end
TargetNearestEnemy()
end
if UnitName("target") == "Specific Name of Mob Here" then
TargetUnit("")
end
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Source code |
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local NoTargetList = {
['Mob Name 1'] = true,
['Mob Name 2'] = true,
-- Add more names to this list as needed following above format.
}
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Source code |
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for j = 1,10 do
if not NoTargetList[UnitName('target')] then
break
end
TargetNearestEnemy()
end
if NoTargetList[UnitName('target')] then
TargetUnit("")
end
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Source code |
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if tDead then
TargetUnit("")
return
end
TargetNearestEnemy()
if UnitName("target") ~= "XXX" then
break
end
end
if UnitName("target") == "XXX" then
TargetUnit("")
end
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Source code |
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{ name = "Wound Attack", use = (EnergyBar1 >= 35) and ((tbuffs['620297']) and (tbuffs['620314']) or (tbuffs['620297']) and (tbuffs['500704'])) },
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Quoted from "schrutefarms;531331"
I'm trying to get wound attack to work with my blind spot bleed (id:620297) and my low blow bleed (id:620314) or a r/s low blow bleed (id:500704). Currently I have this but it never casts wound attack even when I use blind spot and low blow manually first. Any help?
![]()
Source code
1{ name = "Wound Attack", use = (EnergyBar1 >= 35) and ((tbuffs['620297']) and (tbuffs['620314']) or (tbuffs['620297']) and (tbuffs['500704'])) },
Quoted from "Peryl;531349"
I suspect a problem with the logic here, likely caused by the mix of and and or statements. See my guide to using Lua's logic operators for more details then you care to know about how this stuff works (pay attention to the sections on mixing multiple logic operators and also the section on simulating the conditional operator).
Quoted from "schrutefarms;531413"
Thanks for the help Peryl, but I have no idea what any of that means.
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Source code |
1 |
{ name = "Wound Attack", use = (EnergyBar1 >= 35) and tbuffs['620297'] and (tbuffs['620314'] or tbuffs['500704']) },
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Quoted from "Peryl;531540"
Sigh... I'm guessing you didn't bother actually reading the guide.
Anyway, your problem basically boils down to an incorrectly formed logic line. What you stated you wanted was to have Wound Attack cast when Blind Spot and either Low Blow or Rogue Bleed is on the target.
That last sentence is a better description from which to do for your logic line. This would make the logic become:
![]()
Source code
1{ name = "Wound Attack", use = (EnergyBar1 >= 35) and tbuffs['620297'] and (tbuffs['620314'] or tbuffs['500704']) },
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Source code |
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{ name = "Wound Attack", use = (EnergyBar1 >= 35) and (tbuffs['500704']) },
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Quoted from "schrutefarms;531561"
Actually, I did read the guide over and over, but I am a dullard so I did not understand it.
Quoted from "schrutefarms;531561"
I used the line you wrote and it still doesn't work. I also double checked the bleed ID's and those are correct. I even tried to make it as simple as this and it did not work. Any idea why?
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Source code |
1 |
{ name = "Wound Attack", use = (EnergyBar1 >= 35) and (tbuffs[500704]) },
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Quoted from "Peryl;529613"
Yes you can, though you will likely require to pass a parameter to KillSequence() in order to differentiate the modes. Something like this was posted somewhere in this thread using the "pve" and "pvp" parameters (though it might have been in a private message. Can't really remember).