Quoted from "GosuNinja;574309"
Is anyone else having a problem with DIYCE when they have the addon charplan? I can't seem to make my DIYCE work when i have the addon charplan but once I remove that addon my DIYCE works again. Any chance anyone know how to fix this issue?
Quoted from "mrmisterwaa;480680"
RogueScout v1.1
A few changes were added to the DIYCE.lua that ghostwolf posted in the OP.
This macro now works with other Rogues in the party.
Line 222 & 223 have the timers for Shadowstab & Low Blow, these values can be changed to ensure that energy conservation is maintained during combat (non-burns) and that during burns with Energy Thief active, it will not activate the counter on Low Blow.
Everything is working perfectly (well, as far as I can tell.)
If you want to use it, don't forget you also have to change the Action #'s for the following:
Melee Check (Line 177) (Any skill with a range of 50, Shadowstab, Low Blow, Wound Attack from your hot-bar should be put here for me it's Low Blow)
Yawaka's Blessing (Line 229),
Unbridled Enthusiam (Line 230),
Unknown Choice (Line 235),
Caviar Sandwich (Line 236),
Energy Potion (Line 240),
Strong Stimulant (Line 241),
Extinction Potion (Line 242).
A macro should be made for each one.
/run KillSequence("","0") --- Buffs
/run KillSequence("","1") --- Melee Combat
/run KillSequence("","2") --- Ranged Combat
/run KillSequence("","3") --- Long Cooldowns (Informer, Unknown Choice, Caviar Sandwich)
/run KillSequence("","4") --- Burning Cooldowns (Strong Stimluant etc.)
iluperylghostwolf.
A few changes to the OP's Customfunctions to suit my needs.
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Source code
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278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298-- 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, "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
Change log (06/11/2011): Updated to DIYCE 2.1 & Updated the silenceList with a few spells to interrupt during Sardo/Grafu.
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Source code
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['..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, ['Heavy Shelling'] = true, --Juggler Apprentice in Grafu ['Dark Healing'] = true, --Mini-boss in Sardo } 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, 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(2) -- # 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: Rogue/Scout if mainClass == "THIEF" and subClass == "RANGER" then --Timers for this class CreateDIYCETimer("SSBleed", 6.5) --Change the value between 6 -> 7.5 depending on your lag. CreateDIYCETimer("LBBleed", 8.5) --Change the value between 7 -> 8.5 depending on your lag. --goat2: 0 = Buffs, 1 = Melee, 2 = Ranged, 3 = Cooldowns & Potions, 4 = Longer Cooldowns if (goat2 == "0") then Skill = { { name = "Combat Master", use = ((not pbuffs['Combat Master'])) }, { name = "Action: 62 (Yawaka's Blessing)", use = ((not pbuffs['Yawaka's Blessing'])) }, { name = "Action: 69 (Unbridled Enthusiam)", use = ((not pbuffs['Unbridled Enthusiasm'])) }, -- Speed Potion } elseif (goat2 == "3") then Skill = { { name = "Informer", use = ((not pbuffs['Informer'])) }, { name = "Action: 64 (Unknown Choice)", use = ((EnergyBar1 > 20)) }, { name = "Action: 65 (Caviar Sandwich)", use = ((not pbuffs['Caviar Sandwich'])) }, } elseif (goat2 == "4") then Skill = { { name = "Action: 46 (Energy Potion)", use = ((EnergyBar1) <= 15 and (boss)) }, { name = "Action: 30 (Strong Stimulant)", use = ((boss) and (not pbuffs['Fervent Attack'])) }, { name = "Action: 34 (Extinction Potion)", use = ((boss) and (not pbuffs['Extinction Potion'])) }, { name = "Energy Thief", use = ((EnergyBar1 < 50) and (boss) and (not tDead)) }, { name = "Assassins Rage", use = ((boss) and (not tDead)) }, { name = "Fervent Attack", use = ((boss) and (not tDead) and (not pbuffs['Strong Stimulant'])) }, } end if ((enemy) and (goat2 == "1")) then Skill2 = { { name = "Wound Attack", use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) }, { name = "Blind Spot", use = (((EnergyBar1 >= 25) and (boss) and (behind)) and (pbuffs['Energy Thief'] or pbuffs['Premeditation'])) }, { name = "Shadowstab", use = (EnergyBar1 >= 20), timer = "SSBleed" }, { name = "Low Blow", use = (((EnergyBar1 >= 25) and (tbuffs[500654])) or (tbuffs['Energy Thief'])), timer = "LBBleed", ignoretimer = not tbuffs['Energy Thief'] }, { name = "Throat Attack", use = ((EnergyBar2 >= 50) and (boss or elite) and (silenceThis)) }, { name = "Vampire Arrows", use = (EnergyBar2 >= 20) }, { name = "Wrist Attack", use = ((EnergyBar2 >= 50) and (boss)) }, { name = "Shot", use = ((EnergyBar1 < 20 )) }, } elseif ((enemy) and (goat2 == "2")) then Skill2 = { { name = "Vampire Arrows", use = (EnergyBar2 >= 20) }, { name = "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 --Select Next Enemy if (tDead) then TargetUnit("") return end if (mainClass == "RANGER" or subClass == "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
Change log (11/11/2011): Updated to DIYCE 2.2.
Change log (12/11/2011): Fixed a tiny bug.
Change log (23/11/2011): Timers have been added.
Well if use had a value of false, it wouldn't cast that specific skill.
As far as I can tell, it's working perfectly, a little delay that I do not enjoy. But it's perfect for people who have a low-ping to the server.
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--Class: Warlock/champ elseif mainClass == "HARPSYN" and subClass == "PSYRON" then
--Potions and Buffs
Skill = {
{ name = "Mind Rune", use = (pctEB2 >= .05) and ((not pbuffs['Mind Rune']) or (pbuffs['Mind Rune'].time <= 45)) },
{ name = "Sublimation Weave Curse", use = (pctEB2 >= .05) and ((not pbuffs['Sublimation Weave Curse']) or (pbuffs['Sublimation Weave Curse'].time <= 45)) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Saces Fury", use = (true) },
{ name = "Rune Energy Devotion", use = (true) },
{ name = "Electrocution", use = (EnergyBar2 >= 20) },
{ name = "Energy Influx Strikes", use = (EnergyBar2 >= 30) },
{ name = "Warp Charge", use = (EnergyBar1 >= 30) },
{ name = "Heart Collection Strike", use = (true) },
}
end
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{ name = "Pet Skill: 7 (Magic Control)", use = boss or elite },
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{ name = "Chain of Light", use = (pctEB1 >= .05 and (not EnergyBar2 >= 50) },
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{ name = "Ice Fog 2",
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{name = "Ice Fog Rank 2",
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Quoted from "Gilderoi;576879"
What the heck is a boolean?
I am trying to work on a DYICE for my little priest/champ for boring hum drum lvling. I want to use Chain of Light but it drains my mana a little too fast. Also I am trying to start my fights with Ice Fog but since it comes in ranks, I do not know how to input it into the list.
So working on Chain of Light I thought I could work it as:I did that in hopes that it would only cast Chain of Light to gain a total of 50 rage and then not go back to that skill. Instead I get the error that I have a boolean with a number. No clue what that means.
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1{ name = "Chain of Light", use = (pctEB1 >= .05 and (not EnergyBar2 >= 50) },
Then for Ice Fog, I have triedand
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1{ name = "Ice Fog 2",but both come back as not available. Any ideas for either problem?
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1{name = "Ice Fog Rank 2",
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{ name = "Chain of Light", use = (pct >= .05) and (not EnergyBar2 >= 50) },
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{ name = "Chain of Light", use = (EnergyBar2 <=50) and (pctEB1 >= .05) },
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Quoted from "Dreamcatcher;577192"
I am very new to ROM and even newer to DIYCE. I have tried to read the posts and info on this addon but I'm very confused on how to make my class combo. I am playing a Druid/Scout. Can someone pleas help me. If someone has on already made for Druid/Scout I would love to get it and just cut and past it in. Thank you.
Quoted from "Dreamcatcher;577192"
I am very new to ROM and even newer to DIYCE. I have tried to read the posts and info on this addon but I'm very confused on how to make my class combo. I am playing a Druid/Scout. Can someone pleas help me. If someone has on already made for Druid/Scout I would love to get it and just cut and past it in. Thank you.
Quoted from "Dreamcatcher;577255"
I'm not healing on my druid/scout. I like the druids dps. I played a dps druid in WOW and though this one is different I still like it for dps. And right now this is for leveling. I will later make my scout the main and druid second so i have a self heal. I also have mage as a 3rd class.
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-- Class: Scout/Druid
elseif mainClass == "RANGER" and subClass == "DRUID" then
-- Potions
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .50) },
{ name = "Action: "..manapot, use = ((EnergyBar1 <= .50) and (phealth >= .50)) }, -- only mana pot if decent health
-- Heals
{ name = "Recover", use = ((phealth <= .60) and not pbuffs['Recover']) },
{ name = "Recover", use = (phealth <= .30) },
{ name = "Recover", use = ((phealth <= .90) and not combat) }, -- top off before fight
{ name = "Antidote", use = (pbuffs['Poisoned']) },
-- Self Bufffs
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) },
{ name = "Frost Arrow", use = (EnergyBar1 >= 20 and not pbuffs['Frost Arrow']) },
}
-- Use Throat Attack on detect enemy spell cast.
if enemy then
Skill2 = {
{ name = "Throat Attack", use = (melee and (tspell ~= nil) and (ttime >= 1) and ((ttime - telapsed) > 0.5) and pctEB1 >= 15) },
-- Combat
{ name = "Arrow of Essence", use = (EnergyBar1 >= 20 and boss) },
{ name = "Target Area", use = (combat and boss) },
{ name = "Earth Pulse", use = (combat and melee) },
-- Shots
{ name = "Shot", use = (EnergyBar1 <= 15 and combat) },
{ name = "Autoshot", use = (not ASon and combat) },
{ name = "Snipe", use = (pbuffs[ 'Hidden Peril']) },
{ name = "Vampire Arrows", use = (pctEB1 >= 50 and not tbuffs['Vampire Arrows']) },
{ name = "Piercing Arrow", use = (true) },
{ name = "Wind Arrows", use = (thealth >= .75 and EnergyBar1 >= 50) },
{ name = "Combo Shot", use = (true) },
-- Wrist and Joint- only if focus is plentiful. I dunno if Joint attack is even worthwhile- maybe for kiting?
{ name = "Wrist Attack", use = (not tbuffs['Wrist Attack'] and EnergyBar1 >= 50 and melee) },
{ name = "Joint Blow", use = (not tbuffs['Joint Blow'] and EnergyBar1 >= 50 and melee) },
}
end
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