Quoted from "Peryl;565564"
You've got two choices for this. In both cases they return two values.
Either do:
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Source code
1 2local TrgtMainClass, TrgtSecClass = UnitClass("target") local PriestScout = (TrgtMainClass == "Priest" and TrgtSecClass == "Scout")
or you can do:
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Source code
1 2local TrgtMainClass, TrgtSecClass = UnitClassToken("target") local PriestScout = (TrgtMainClass == "AUGUR" and TrgtSecClass == "RANGER")
The only difference here is that UnitClassToken returns those oddly named string tokens for the classes, but will work regardless of the language region while UnitClass returns the easily identifiable class names, but would need to be translated for other language regions.

(went with the 2nd option)
Quoted from "xMagus;565427"
Ok this is frustrating to me ive been trying to get Escape Danger to trigger when i am shadow prisoned or lightning in siege when using my diyce and i keep getting an error saying cant use these skills while stunned/rooted etc. however when i do it manually it works is there sumtin i need to tag on the end of the lil code to get it to work in pvp conditions?
Quoted from "xMagus;565688"
Anyone have an answer for this is there something different i should be doing in my DIYCE (like instead of "pbuffs" is it a different code altogether)? or is this not possible
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function BuffList(tgt)
local list = {}
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return list end |
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function DebuffList(tgt)
local list = {}
local buffcmd = UnitDebuff
local infocmd = UnitDebuffLeftTime
if UnitCanAttack("player",tgt) then
buffcmd = UnitBuff
infocmd = UnitBuffLeftTime
end
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local pdebuffs = DebuffList("player")
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local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function DIYCE_DebugSkills(skillList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
for i,v in ipairs(skillList) do
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE.."" use = "..WHITE..(v.use and "true" or "false"))
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
function DIYCE_DebugBuffList(buffList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Buff List:")
for k,v in pairs(buffList) do
-- We ignore numbered entries because both the ID and name
-- are stored in the list. This avoids doubling the output.
if type(k) ~= "number" then
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..k..SILVER..']: "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.." stack: "..WHITE..v.stack..LTBLUE.." time: "..WHITE..v.time)
end
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
local silenceList = {
['Annihilation'] = true,
['King Bug Shock'] = true,
['Mana Rift'] = true,
['Dream of Gold'] = true,
['Flame'] = true,
['Flame Spell'] = true,
['Wave Bomb'] = true,
['Silence'] = true,
['Recover'] = true,
['Restore Life'] = true,
['Heal'] = true,
['Curing Shot'] = true,
['Leaves of Fire'] = true,
['Urgent Heal'] = true,
}
function PriestFairySequence(arg1)
local Skill = {}
local Skill2 = {}
local i = 0
local FairyExists = UnitExists("playerpet")
local FairyBuffs = BuffList("playerpet")
local combat = GetPlayerCombatState()
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Summon Fairy
if (not FairyExists) and (not combat) then
if mainClass == "AUGUR" then
if subClass == "THIEF" then
Skill = {
{ name = "Shadow Fairy", use = true },
}
elseif subClass == "RANGER" then
Skill = {
{ name = "Water Fairy", use = true },
}
elseif subClass == "MAGE" then
Skill = {
{ name = "Wind Fairy", use = true },
}
elseif subClass == "KNIGHT" then
Skill = {
{ name = "Light Fairy", use = true },
}
elseif subClass == "WARRIOR" then
Skill = {
{ name = "Fire Fairy", use = true },
}
end
end
end
--Cast Halo
if FairyExists then
if mainClass == "AUGUR" then
if subClass == "THIEF" then
if (not FairyBuffs[503459]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Wraith Halo)", use = true },
}
end
elseif subClass == "RANGER" then
if (not FairyBuffs[503457]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Frost Halo)", use = true },
}
end
elseif subClass == "MAGE" then
if (not FairyBuffs[503461]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Windrider Halo)", use = true },
}
end
elseif subClass == "KNIGHT" then
if (not FairyBuffs[503507]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Devotion Halo)", use = true },
}
end
elseif subClass == "WARRIOR" then
if (not FairyBuffs[503455]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Accuracy Halo)", use = true },
}
end
end
--Cast Conceal
if (not MyCombat(Skill, arg1)) then
if (not FairyBuffs[503753]) then
if (arg1 == "v1") then
Msg("- Activating Conceal", 0, 1, 1)
end
Skill2 = {
{ name = "Pet Skill: 7 (Conceal)", use = true },
}
end
end
end
end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
end
function KillSequence(arg1, healthpot, manapot, foodslot)
--arg1 = "v1" or "v2" for debugging
--healthpot = # of actionbar slot for health potions
--manapot = # of actionbar slot for mana potions
--foodslot = # of actionbar slot for food (add more args for more foodslots if needed)
local Skill = {}
local Skill2 = {}
local i = 0
-- Player and target status.
local combat = GetPlayerCombatState()
local enemy = UnitCanAttack("player","target")
local EnergyBar1 = UnitMana("player")
local EnergyBar2 = UnitSkill("player")
local pctEB1 = PctM("player")
local pctEB2 = PctS("player")
local tbuffs = BuffList("target")
local pbuffs = BuffList("player")
local pdebuffs = DebuffList("player")
local tDead = UnitIsDeadOrGhost("target")
local behind = (not UnitIsUnit("player", "targettarget"))
local melee = GetActionUsable(13) -- # is your melee range spell slot number
local a1,a2,a3,a4,a5,ASon = GetActionInfo(14) -- # is your Autoshot slot number
local phealth = PctH("player")
local thealth = PctH("target")
local LockedOn = UnitExists("target")
local boss = UnitSex("target") > 2
local elite = UnitSex("target") == 2
local party = GetNumPartyMembers() >= 2
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Silence Logic
local tSpell,tTime,tElapsed = UnitCastingTime("target")
local silenceThis = tSpell and silenceList[tSpell] and ((tTime - tElapsed) > 0.1)
--Potion Checks
healthpot = healthpot or 0
manapot = manapot or 0
--Equipment and Pet Protection
if phealth <= .04 then
--SwapEquipmentItem() --Note: Remove the first double dash to re-enable equipment protection.
for i=1,6 do
if (IsPetSummoned(i) == true) then
ReturnPet(i);
end
end
end
--Check for level 1 mobs, if it is, drop target and acquire a new one.
if (LockedOn and (UnitLevel("target") < 2)) then
TargetUnit("")
return
end
--Begin Player Skill Sequences
--Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT,
--Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
-- Class: Warrior/Mage
if mainClass == "WARRIOR" and subClass == "MAGE" then
local SurpriseAttack = GetActionUsable(14)
--Potions and Buffs
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Survival Instinct", use = (phealth <= .30) and combat },
{ name = "Sense of Danger", use = (phealth <= .30) and combat },
{ name = "Action: "..manapot, use = (pctEB2 <= .40) },
{ name = "Action: "..Healslot, use = (phealth < .70) and (not combat) and (not party) },
{ name = "Action: "..HoTslot, use = (phealth < .80) and (not party) },
{ name = "Intensification", use = (pctEB2 >= .05) and (not pbuffs['Intensification']) and boss and enemy },
{ name = "Aggressiveness", use = boss and enemy },
{ name = "Electric Attack", use = (pctEB2 >= .05) and ((not pbuffs['Electric Attack']) or (pbuffs['Electric Attack'].time <= 45)) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Silence", use = (silenceThis) },
{ name = "Surprise Attack", use = SurpriseAttack },
{ name = "Enraged", use = (EnergyBar1 <= 30) and (boss or elite) },
{ name = "Electrical Rage", use = (EnergyBar1 >= 15) and (pctEB2 >=.05) and (not pbuffs['High Voltage III']) },
{ name = "Thunder Sword", use = (pctEB2 >= .05) },
{ name = "Lightning's Touch", use = (pctEB2 >= .05) },
{ name = "Attack", use = (thealth == 1) },
}
end
--Class: Rogue/Scout
elseif mainClass == "THIEF" and subClass == "RANGER" then
--Potions and Buffs
Skill = {
{ name = "Combat Master", use = ((EnergyBar2 >= 30) and (not pbuffs['Combat Master'])) },
{ name = "Action: 50 (Yawaka's Blessing)", use = ((EnergyBar2 >= 30) and (not pbuffs['Yawaka's Blessing'])) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Combat Master", use = (not combat) and (EnergyBar2 >= 30) and ((not pbuffs['Combat Master']) or (pbuffs['Combat Master'].time <= 45)) },
{ name = "Wound Attack", use = ((EnergyBar1 >= 35) and (tbuffs['Bleed']) and (tbuffs['Grievous Wound'])) },
{ name = "Shadowstab", use = ((EnergyBar1 >= 20) and (not tbuffs['Bleed'])) },
{ name = "Low Blow", use = ((EnergyBar1 >= 25) and (tbuffs['Bleed'])) },
{ name = "Vampire Arrows", use = (EnergyBar2 >=20) },
{ name = "Shot", use = (true) },
{ name = "Joint Blow", use = (EnergyBar2 >=15) },
}
end
--Class: Scout/Rogue
elseif mainClass == "RANGER" and subClass == "THIEF" then
--Combat
if enemy then
Skill2 = {
{ name = "Autoshot", use = (not ASon) },
{ name = "Sapping Arrow", use = ((EnergyBar2 >= 30) and (boss) and (tbuffs['Sapping Arrow'])) },
{ name = "Combo Shot", use = (true) },
{ name = "Weak Spot", use = (EnergyBar1 >= 30) },
{ name = "Vampire Arrows", use = (EnergyBar1 >=20) },
{ name = "Deadly Poison Bite", use = ((EnergyBar2 >= 30) and (boss) and (tbuffs['Vampire Arrows'])) },
{ name = "Piercing Arrow", use = (true) },
{ name = "Reflected Shot", use = (true) },
{ name = "Shot", use = (true) },
}
end
--Class: Scout/Knight
elseif mainClass == "RANGER" and subClass == "KNIGHT" then
--Potions and Buffs
Skill = {
{ name = "Enhanced Armor", use = (not pbuffs['Significantly Enhanced Armor']) },
{ name = "Frost Arrow", use = (not pbuffs['Frost Arrow']) },
{ name = "Escape Danger" use = (pdebuffs['Shadow Prison']) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Escape Danger" use = (pdebuffs['Shadow Prison']) },
{ name = "Combo Shot", use = (true) },
{ name = "Autoshot", use = (not ASon) },
{ name = "Vampire Arrows", use = (EnergyBar1 >=20) },
{ name = "Piercing Arrow", use = (true) },
{ name = "Reflected Shot", use = (true) },
{ name = "Shot", use = (true) },
{ name = "Wind Arrows", use = (EnergyBar1 >=15) },
{ name = "Healing Shot", use = (true) },
}
end
--ADD MORE CLASS COMBOS HERE.
--USE AN "ELSEIF" TO CONTINUE WITH MORE CLASS COMBOS.
--THE NEXT "END" STATEMENT IS THE END OF THE CLASS COMBOS STATEMENTS.
--DO NOT POST BELOW THE FOLLOWING "END" STATEMENT!
end
--End Player Skill Sequences
if (arg1=="debugskills") then --Used for printing the skill table, and true/false usability
DIYCE_DebugSkills(Skill)
DIYCE_DebugSkills(Skill2)
elseif (arg1=="debugpbuffs") then --Used for printing your buff names, and buffID
DIYCE_DebugBuffList(pbuffs)
elseif (arg1=="debugtbuffs") then --Used for printing target buff names, and buffID
DIYCE_DebugBuffList(tbuffs)
elseif (arg1=="debugall") then --Used for printing all of the above at the same time
DIYCE_DebugSkills(Skill)
DIYCE_DebugSkills(Skill2)
DIYCE_DebugBuffList(pbuffs)
DIYCE_DebugBuffList(tbuffs)
end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
end
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-- DIY Combat Engine version 2.2
local g_skill = {}
local g_lastaction = ""
function Msg(outstr,a1,a2,a3)
DEFAULT_CHAT_FRAME:AddMessage(tostring(outstr),a1,a2,a3)
end
function ReadSkills()
g_skill = {}
local skillname,slot
for page = 1,4 do
slot = 1
skillname = GetSkillDetail(page,slot)
repeat
local a1,a2,a3,a4,a5,a6,a7,a8,skillusable = GetSkillDetail(page,slot)
if skillusable then
g_skill[skillname] = { ['page'] = page, ['slot'] = slot }
end
slot = slot + 1
skillname = GetSkillDetail(page,slot)
until skillname == nil
end
end
-- Read Skills on Log-In/Class Change/Level-Up
local DIYCE_EventFrame = CreateUIComponent("Frame","DIYCE_EventFrame","UIParent")
DIYCE_EventFrame:SetScripts("OnEvent", [=[
if event == 'PLAYER_SKILLED_CHANGED' then
ReadSkills()
end
]=] )
DIYCE_EventFrame:RegisterEvent("PLAYER_SKILLED_CHANGED")
function PctH(tgt)
return (UnitHealth(tgt)/UnitMaxHealth(tgt))
end
function PctM(tgt)
return (UnitMana(tgt)/UnitMaxMana(tgt))
end
function PctS(tgt)
return (UnitSkill(tgt)/UnitMaxSkill(tgt))
end
function CancelBuff(buffname)
local i = 1
local buff = UnitBuff("player",i)
while buff ~= nil do
if buff == buffname then
CancelPlayerBuff(i)
return true
end
i = i + 1
buff = UnitBuff("player",i)
end
return false
end
function BuffList(tgt)
local list = {}
local buffcmd = UnitBuff
local infocmd = UnitBuffLeftTime
if UnitCanAttack("player",tgt) then
buffcmd = UnitDebuff
infocmd = UnitDebuffLeftTime
end
-- There is a max of 100 buffs/debuffs per unit apparently
for i = 1,100 do
local buff, _, stackSize, ID = buffcmd(tgt, i)
local timeRemaining = infocmd(tgt,i)
if buff then
-- Ad to list by name
list[buff:gsub('(%()(.)(%))', '%2')] = { stack = stackSize, time = timeRemaining, id = ID }
-- We also list by ID in case two different buffs/debuffs have the same name.
list[ID] = {stack = stackSize, time = timeRemaining, name = buff:gsub("(%()(.)(%))", "%2") }
else
break
end
end
return list
end
function DebuffList(tgt)
local list = {}
local buffcmd = UnitDebuff
local infocmd = UnitDebuffLeftTime
if UnitCanAttack("player",tgt) then
buffcmd = UnitBuff
infocmd = UnitBuffLeftTime
end
-- There is a max of 100 buffs/debuffs per unit apparently
for i = 1,100 do
local buff, _, stackSize, ID = buffcmd(tgt, i)
local timeRemaining = infocmd(tgt,i)
if buff then
-- Ad to list by name
list[buff:gsub('(%()(.)(%))', '%2')] = { stack = stackSize, time = timeRemaining, id = ID }
-- We also list by ID in case two different buffs/debuffs have the same name.
list[ID] = {stack = stackSize, time = timeRemaining, name = buff:gsub("(%()(.)(%))", "%2") }
else
break
end
end
return list
end
function CD(skillname)
local firstskill = GetSkillDetail(2,1)
if (g_skill[firstskill] == nil) or (g_skill[firstskill].page ~= 2) then
ReadSkills()
end
if g_skill[skillname] ~= nil then
local tt,cd = GetSkillCooldown(g_skill[skillname].page,g_skill[skillname].slot)
return cd <= 0.4
elseif skillname == nil then
return false
else
Msg("Skill not available: "..skillname) --Comment this line out if you do not wish to recieve this error message.
return
end
end
function MyCombat(Skill, arg1)
local spell_name = UnitCastingTime("player")
local talktome = ((arg1 == "v1") or (arg1 == "v2"))
local action,actioncd,actiondef,actioncnt
if spell_name ~= nil then
if (arg1 == "v2") then Msg("- ['..spell_name..']", 0, 1, 1) end
return true
end
for x,tbl in ipairs(Skill) do
local useit = type(Skill[x].use) ~= "function" and Skill[x].use or (type(Skill[x].use) == "function" and Skill[x].use() or false)
if useit then
if string.find(Skill[x].name, "Action:") then
action = tonumber((string.gsub(Skill[x].name, "(Action:)( *)(%d+)(.*)", "%3")))
_1,actioncd = GetActionCooldown(action)
actiondef,_1,actioncnt = GetActionInfo(action)
if GetActionUsable(action) and (actioncd == 0) and (actiondef ~= nil) and (actioncnt > 0) then
if talktome then Msg("- "..Skill[x].name) end
UseAction(action)
return true
end
elseif string.find(Skill[x].name, "Custom:") then
action = string.gsub(Skill[x].name, "(Custom:)( *)(.*)", "%3")
if CustomAction(action) then
return true
end
elseif string.find(Skill[x].name, "Item:") then
action = string.gsub(Skill[x].name, "(Item:)( *)(.*)", "%3")
if talktome then Msg("- "..Skill[x].name) end
UseItemByName(action)
return true
elseif CD(Skill[x].name) then
if talktome then Msg("- "..Skill[x].name) end
CastSpellByName(Skill[x].name)
return true
elseif string.find(Skill[x].name, "Pet Skill:") then
action = string.gsub(Skill[x].name, "(Pet Skill:)( *)(%d+)(.*)", "%3")
UsePetAction(action)
if (arg1 == "v2") then Msg(Skill[x].name.." has been fully processed") end
return true
end
end
end
if (arg1 == "v2") then Msg("- [IDLE]", 0, 1, 1) end
return false
end
function CustomAction(action)
if CD(action) then
if IsShiftKeyDown() then Msg("- "..action) end
g_lastaction = action
CastSpellByName(action)
return true
else
return false
end
end
function BuffTimeLeft(tgt, buffname)
local cnt = 1
local buff = UnitBuff(tgt,cnt)
while buff ~= nil do
if string.find(buff,buffname) then
return UnitBuffLeftTime(tgt,cnt)
end
cnt = cnt + 1
buff = UnitBuff(tgt,cnt)
end
return 0
end
function BuffParty(arg1,arg2)
-- arg1 = Quickbar slot # for targetable, instant-cast buff without a cooldown (eg. Amp Attack) for range checking.
-- arg2 = buff expiration time cutoff (in seconds) for refreshing buffs, default is 45 seconds.
local selfbuffs = { "Soul Bond", "Enhanced Armor", "Holy Seal" }
local groupbuffs = { "Grace of Life", "Amplified Attack", "Angel's Blessing", "Essence of Magic", "Magic Barrier", "Blessed Spring Water", "Fire Ward", "Savage Blessing", "Concentration Prayer", "Shadow Fury" }
local buffrefresh = arg2 or 45 -- Refresh buff time (seconds)
local spell = UnitCastingTime("player") -- Spell being cast?
local vocal = IsShiftKeyDown() -- Generate feedback if Shift key held
if (spell ~= nil) then
return
end
if vocal then Msg("- Checking self buffs on "..UnitName("player")) end
for i,buff in ipairs(selfbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
TargetUnit("player")
CastSpellByName(buff)
return
end
end
if vocal then Msg("- Checking group buffs on "..UnitName("player")) end
for i,buff in ipairs(groupbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
TargetUnit("player")
CastSpellByName(buff)
return
end
end
for num=1,GetNumPartyMembers()-1 do
TargetUnit("party"..num)
if GetActionUsable(arg1) and (UnitHealth("party"..num) > 0) then
if vocal then Msg("- Checking group buffs on "..UnitName("party"..num)) end
for i,buff in ipairs(groupbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("target",buff) <= buffrefresh) then
if UnitIsUnit("target","party"..num) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("target")) end
CastSpellByName(buff)
return
else
if vocal then Msg("- Error: "..UnitName("target").." != "..UnitName("party"..num)) end
end
end
end
else
if vocal then Msg("- Player "..UnitName("party"..num).." out of range or dead.") end
end
end
if vocal then Msg("- Nothing to do.") end
end
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Quoted from "Peryl;565747"
Did you try running it with the debug options?
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Source code |
1 |
/run KillSequence("debugskills")
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Quoted from "Peryl;565881"
Call DIYCE with
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Source code
1/run KillSequence("debugskills")
This will make DIYCE show the skill list as it sees it. That is, it will show you the skill names and a true/false value. The first value in the list that it sees as true will be the skill attempted. If it isn't on cooldown, it will be used and the rest of the list is not processed.
Try the above and see if it ever actually uses that desired skill or if it keeps attempting to use something else first under those conditions. If so, then you'll need to move the skill up in the list.
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/run UseAction(29) /wait 0.2 /run UseAction(29) /wait 0.2 /run UseAction(28) |
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Source code |
1 |
{ name = "Action: 33", use = (pdebuffs['Shadow Prison']) },
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Source code |
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--Equipment and Pet Protection
if phealth <= .05 then
SwapEquipmentItem()
for i=1,6 do
if (IsPetSummoned(i) == true) then
ReturnPet(i);
end
end
end
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Source code |
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--Equipment and Pet Protection
if phealth <= .05 then
GetEuipmentNumber() == 1 or GetEuipmentNumber() == 2 then SwapEquipmentItem(2) else SwapEquipmentItem(0)
for i=1,6 do
if (IsPetSummoned(i) == true) then
ReturnPet(i);
end
end
end
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Quoted from "BloodyArrow;567296"
Hello all,
I'm looking for a Rogue/Warrior DIYCE rotation. If thats to much to ask then I would like to learn how to search for a specific thing in those 75 pages. That would become so much easier instead of reading page 1 - 75. And of course, the thing I want to search for is Rogue/Warrior DIYCE.
- B

Quoted from "doodoobird;567511"
it is easy.
just look at the sample script in the addon, and change the skills to your rotation.
you DO know how to play w/r don't you?
because if you don't, dyice won't help your dps.
Quoted from "xMagus;567514"
He said Rogue/Warrior not Warrior/Rogue at least read before you insult someone.

Quoted from "doodoobird;567527"
it was a typo obviously
an i didnt mean to insult, but look at the other diyce bashing threads. it is all because of ppl who want everything mouth fed and generic.
and to quote you:
at least think before you try to troll. if you were, you could have seen it was a typo, and even if it wasn't it is not relevant. noone will do okay dps with these generic scripts.
and ppl like you are the reason i don't post my functions here.

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Source code |
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if ((enemy) and (goat2 == "1")) then
Skill2 = {
{ name = "Toter Winkel", use = (((EnergyBar1 >= 25) and (behind)) and ((Boss) or pbuffs['Vorsatz']) and (melee)) },
{ name = "Wunden angreifen", use = ((EnergyBar1 >= 25) and (tbuffs['Starke Blutung']) and ((tbuffs['Blutung']) or (tbuffs['Toter Winkel-Blutung'])) and (melee)) },
{ name = "Gemeiner Schlag", use = (((EnergyBar1 >= 25) and (not tbuffs['Starke Blutung']) and (tbuffs['Blutung'] or tbuffs['Toter Winkel-Blutung'])) and (melee)) },
{ name = "Meucheln", use = ((EnergyBar1 >= 20) and (not tbuffs['Blutung']) and (not tbuffs['Toter Winkel-Blutung']) and (melee)) },
{ name = "Vampirpfeil", use = ((EnergyBar2 >= 20) or (not melee)) },
{ name = "shot", use = ((EnergyBar1 < 20) or (not melee)) },
}
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Quoted from "BloodyArrow;567925"
Hey!
Uhm I dont where to start. But okay, I play R/S, S/R, S/Warr, so I pretty much know how the rotation goes. My purpose was just to see how they seted up the Death's Touch, Decay, Poison Spray and Poisonous Infection.
@ doodoobird: I know DIYCE dont increase my dps. And please dont insult me next time. I didnt mean anything bad. If I offended someone please forgive me, because I really didnt mean to.
Thx for ur time all who replied.
- B
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Source code |
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function IsBagItemUsable(itemname)
if (GetCountInBagByName(itemname) == 0) then
return false
end
i=1
while (i < 180)
do
local inventoryIndex, icon, name, itemCount, locked, invalid = GetBagItemInfo ( i )
if (name == itemname) then
local maxCD, CurrentCD = GetBagItemCooldown ( inventoryIndex )
if (locked == true) then
return false
elseif (CurrentCD == 0) then
return true
else
return false
end
end
i = i + 1
end
end
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Source code |
1 |
{ name = "Item: Potion: Clear Thought", use = ((not pbuffs['Clear Thought']) and (not pbuffs['Thunder Force']) and (IsBagItemUsable("Potion: Clear Thought"))) },
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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 behind = (not UnitIsUnit("player", "targettarget"))
----> local melee = GetActionUsable(18) -- # is your melee range spell slot number <------------------------
local a1,a2,a3,a4,a5,ASon = GetActionInfo(20) -- # 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 PsiPoints, PsiStatus = GetSoulPoint()
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