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-- Class: Scout/Druid
-- DIYCE 2.0
if mainClass == "RANGER" and subClass == "DRUID" then
-- 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 <= .50) },
{ name = "Action: "..manapot, use = ((EnergyBar1 <= .50) and (phealth >= .50)) }, -- only mana pot if decent health
-- Heals Druid
{ 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 = (dbuff['Poisoned']) },
-- Self Bufffs
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) }, --Druid
{ name = "Mother Earth's Protection", use = ((phealth <= .30) and not pbuffs['Mother Earth's Protection']) }, --Druid
{ 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) },
{ name = "Earth Pulse", use = (combat and melee) },
{ name = "Blood Arrow", use = (phealth >= .80 and party and combat and not pbuffs['Blood Arrow']) },
-- Shots
{ name = "Shot", use = (EnergyBar1 <= 15 and combat) },
{ name = "Autoshot", use = (not ASon and combat) },
{ name = "Vampire Arrows", use = (EnergyBar1 >= 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
{ 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
--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
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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 cnt = 1
local buffstr = "/"
local buff = UnitDebuff(tgt,cnt)
while buff ~= nil do
buffstr = buffstr..buff.."/"
cnt = cnt + 1
buff = UnitDebuff(tgt,cnt)
end
return string.gsub(buffstr, "(%()(.)(%))", "%2")
end
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 |
-- Class: Scout/Druid
-- DIYCE 2.0
if mainClass == "RANGER" and subClass == "DRUID" then
-- Potions
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .50) },
{ name = "Action: "..manapot, use = ((EnergyBar2 <= .50) and (phealth >= .50)) }, -- only mana pot if decent health
-- Heals Druid
{ 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 = (dbuff['Infection']) },
-- Self Bufffs
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) }, --Druid
{ name = "Mother Earth's Protection", use = (phealth <= .30) }, --Druid
{ 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) },
{ name = "Earth Pulse", use = (combat and melee) },
-- Shots
{ name = "Shot", use = (EnergyBar1 <= 15 and combat) },
{ name = "Autoshot", use = (not ASon and combat) },
{ name = "Vampire Arrows", use = (EnergyBar1 >= 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.
{ 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
--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
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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/Priest
elseif mainClass == "THIEF" and subClass == "AUGUR" then
--Potions and Buffs
Skill = {
{ name = "Regenerate", use = (phealth <= .90) and (pctEB2 >= .05) and (not pbuffs['Regenerate']) },
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Action: "..manapot, use = (pctEB2 <= .40) },
{ name = "Magic Barrier", use = (pctEB2 >= .05) and ((not pbuffs['Magic Barrier']) or (pbuffs['Magic Barrier'].time <= 45)) },
{ name = "Quickness Aura", use = (pctEB2 >= .05) and ((not pbuffs['Quickness Aura']) or (pbuffs['Quickness Aura'].time <= 45)) },
{ name = "Poison", use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45))},
}
--Combat
if enemy then
Skill2 = {
{ name = "Premeditation", use = (not combat) and boss and (EnergyBar1 >= 50) },
{ name = "Slowing Poison", use = boss },
{ name = "Informer", use = boss },
{ name = "Fervent Attack", use = boss },
{ name = "Assassins Rage", use = boss },
{ name = "Kick", use = (pctEB2 >= .05) },
{ name = "Sneak Attack", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Blind Spot Attack", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) and (not tbuffs[620313]) },
{ name = "Low Blow", use = (EnergyBar1 >= 30) and (tbuffs[620313]) and (not tbuffs[500704]) },
{ name = "Wound Attack", use = (EnergyBar1 >= 35) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) },
{ name = "Attack", use = (thealth == 1) },
}
end
-- Class: Scout/Druid
-- DIYCE 2.0
elseif mainClass == "RANGER" and subClass == "DRUID" then
-- Potions
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .50) },
{ name = "Action: "..manapot, use = ((EnergyBar2 <= .50) and (phealth >= .50)) }, -- only mana pot if decent health
-- Heals Druid
{ 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
--Clensing
{ name = "Antidote", use = (pdebuffs['Infection']) },
-- Self Bufffs
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) }, --Druid
{ name = "Mother Earth's Protection", use = (phealth <= .30) }, --Druid
{ 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) },
{ name = "Earth Pulse", use = (combat and melee) },
-- Shots
{ name = "Shot", use = (EnergyBar1 <= 15 and combat) },
{ name = "Autoshot", use = (not ASon and combat) },
{ name = "Vampire Arrows", use = (EnergyBar1 >= 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.
{ 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
--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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Quoted from "mrmisterwaa;577539"
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Source code
1{ name = "Antidote", use = (dbuff['Infection']) },
Do you mind posting the entire thing?
I would like to see what "dbuff" is.
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local pdebuffs = DebuffList("player")
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{ name = "Antidote", use = (pdebuffs['Infection']) },
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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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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,
}
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/Priest
elseif mainClass == "THIEF" and subClass == "AUGUR" then
--Potions and Buffs
Skill = {
{ name = "Regenerate", use = (phealth <= .90) and (pctEB2 >= .05) and (not pbuffs['Regenerate']) },
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Action: "..manapot, use = (pctEB2 <= .40) },
{ name = "Magic Barrier", use = (pctEB2 >= .05) and ((not pbuffs['Magic Barrier']) or (pbuffs['Magic Barrier'].time <= 45)) },
{ name = "Quickness Aura", use = (pctEB2 >= .05) and ((not pbuffs['Quickness Aura']) or (pbuffs['Quickness Aura'].time <= 45)) },
{ name = "Poison", use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45))},
}
--Combat
if enemy then
Skill2 = {
{ name = "Premeditation", use = (not combat) and boss and (EnergyBar1 >= 50) },
{ name = "Slowing Poison", use = boss },
{ name = "Informer", use = boss },
{ name = "Fervent Attack", use = boss },
{ name = "Assassins Rage", use = boss },
{ name = "Kick", use = (pctEB2 >= .05) },
{ name = "Sneak Attack", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Blind Spot Attack", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) and (not tbuffs[620313]) },
{ name = "Low Blow", use = (EnergyBar1 >= 30) and (tbuffs[620313]) and (not tbuffs[500704]) },
{ name = "Wound Attack", use = (EnergyBar1 >= 35) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) },
{ name = "Attack", use = (thealth == 1) },
}
end
-- Class: Scout/Druid
-- DIYCE 2.0
elseif mainClass == "RANGER" and subClass == "DRUID" then
-- Potions
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .50) },
{ name = "Action: "..manapot, use = ((EnergyBar2 <= .50) and (phealth >= .50)) }, -- only mana pot if decent health
-- Heals Druid
{ 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
--Clensing
{ name = "Antidote", use = (pdebuffs['Infection']) },
-- Self Bufffs
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) }, --Druid
{ name = "Mother Earth's Protection", use = (phealth <= .30) }, --Druid
{ 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) },
{ name = "Earth Pulse", use = (combat and melee) },
-- Shots
{ name = "Shot", use = (EnergyBar1 <= 15 and combat) },
{ name = "Autoshot", use = (not ASon and combat) },
{ name = "Vampire Arrows", use = (EnergyBar1 >= 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.
{ 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
--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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Source code |
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--Class: Warden/Druid
elseif mainClass == "WARDEN" and subClass == "DRUID" then
--Potions and Buffs
Skill = {
{ name = "Action: 35", use = ((phealth <= .60) and (pctEB1 <= .60)) },
{ name = "Elven Guidance", use = (pctEB1 <= .70) and (pctEB1 >= .05) },
{ name = "Action: 14", use = (phealth <= .60) },
{ name = "Action: 13", use = (phealth <= .65) },
{ name = "Action: 12", use = (phealth <= .70) and (not pbuffs['Mysterious Herb']) },
{ name = "Recover", use = (phealth <= .65) and (pctEB1 >= .05) },
{ name = "Action: 34", use = (pctEB1 <= .70) },
{ name = "Action: 33", use = (pctEB1 <= .60) },
{ name = "Action: 32", use = (pctEB1 <= .60) and (not pbuffs['Mysterious Magic Stone']) },
{ name = "Savage Blessing", use = (pctEB1 >= .05) and (not pbuffs['Savage Blessing']) },
{ name = "Briar Shield", use = (pctEB1 >= .05) and (not pbuffs['Briar Shield']) },
{ name = "Earth Spirit Essence", use = (pctEB1 >= .05) and (not pbuffs['Earth Spirit Essence']) },
{ name = "Protection of Nature", use = (pctEB1 >= .05) and (not pbuffs['Protection of Nature']) },
{ name = "Action: 15", use = (not pbuffs['Unimaginable Salad']) },
{ name = "Action: 16", use = (not pbuffs['Magic Fruit Pie']) },
{ name = "Action: 17", use = (not pbuffs['Scarlet Love']) },
{ name = "Action: 38", use = (not pbuffs['Clear Thought']) },
{ name = "Heart of the Oak", use = (pctEB1 >= .10) },
}
--Combat
if enemy and (mode == "single") then
Skill2 = {
{ name = "Action: 18", use = (not pbuffs['Pungent Vileness']) and party },
{ name = "Cross Chop", use = (pctEB1 >= .05) },
{ name = "Thorn Sigil", use = (pctEB1 >= .05) and party and (boss or elite) and behind },
{ name = "Charged Chop", use = (pctEB1 >= .05) },
{ name = "Blade of Protection", use = (pctEB1 >= .05) },
{ name = "Savage Power", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Energy Absorb']) and (not pbuffs['Power of the Oak']) and (not pbuffs['Connection']) },
{ name = "Energy Absorb", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Savage Power']) and (not pbuffs['Power of the Oak']) and (not pbuffs['Connection']) },
{ name = "Power of the Oak", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Savage Power']) and (not pbuffs['Energy Absorb']) and (not pbuffs['Connection']) },
{ name = "Elven Prayer", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Savage Power']) and (not pbuffs['Energy Absorb']) and (not pbuffs['Power of the Oak']) },
{ name = "Elven Amulet", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Mother Earth's Protection']) },
{ name = "Mother Earth's Protection", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Elven Amulet']) },
{ name = "Explosion of Power", use = (pctEB1 >= .10) and (boss or elite) },
{ name = "Pet Skill: 7 (Magic Control)", use = boss or elite },
{ name = "Thorny Vines", use = (pctEB1 >= .05) },
{ name = "Frantic Briar", use = (pctEB1 >= .05) },
}
elseif enemy and (mode == "multiple") then
Skill2 = {
{ name = "Action: 18", use = (not pbuffs['Pungent Vileness']) and party },
{ name = "Cross Chop", use = (pctEB1 >= .05) },
{ name = "Thorn Sigil", use = (pctEB1 >= .05) and party and (boss or elite) and behind },
{ name = "Power of the Wood Spirit", use = (pctEB1 >= .05) },
{ name = "Blade of Protection", use = (pctEB1 >= .05) },
{ name = "Frantic Briar", use = (pctEB1 >= .05) },
{ name = "Savage Power", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Energy Absorb']) and (not pbuffs['Power of the Oak']) and (not pbuffs['Connection']) },
{ name = "Energy Absorb", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Savage Power']) and (not pbuffs['Power of the Oak']) and (not pbuffs['Connection']) },
{ name = "Power of the Oak", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Savage Power']) and (not pbuffs['Energy Absorb']) and (not pbuffs['Connection']) },
{ name = "Elven Prayer", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Savage Power']) and (not pbuffs['Energy Absorb']) and (not pbuffs['Power of the Oak']) },
{ name = "Elven Amulet", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Mother Earth's Protection']) },
{ name = "Mother Earth's Protection", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Elven Amulet']) },
{ name = "Explosion of Power", use = (pctEB1 >= .10) and (boss or elite) },
{ name = "Thorny Vines", use = (pctEB1 >= .05) },
}
elseif enemy and (mode == "DPS") then
Skill2 = {
{ name = "Action: 44", use = (pctEB1 >= .05) and (not pbuffs['Tranquil Wave']) },
{ name = "Cross Chop", use = (pctEB1 >= .05) },
{ name = "Charged Chop", use = (pctEB1 >= .05) },
{ name = "Blade of Protection", use = (pctEB1 >= .05) },
{ name = "Savage Power", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Energy Absorb']) and (not pbuffs['Power of the Oak']) and (not pbuffs['Connection']) },
{ name = "Energy Absorb", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Savage Power']) and (not pbuffs['Power of the Oak']) and (not pbuffs['Connection']) },
{ name = "Power of the Oak", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Savage Power']) and (not pbuffs['Energy Absorb']) and (not pbuffs['Connection']) },
{ name = "Elven Prayer", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Savage Power']) and (not pbuffs['Energy Absorb']) and (not pbuffs['Power of the Oak']) },
{ name = "Elven Amulet", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Mother Earth's Protection']) },
{ name = "Mother Earth's Protection", use = (pctEB1 >= .10) and (boss or elite) and (not pbuffs['Elven Amulet']) },
{ name = "Explosion of Power", use = (pctEB1 >= .10) and (boss or elite) },
{ name = "Thorny Vines", use = (pctEB1 >= .05) },
{ name = "Frantic Briar", use = (pctEB1 >= .05) },
}
end
|
Quoted from "Gilderoi;577570"
Forgive me if I am wrong here, as I play Wrdn/D more than D/Wrdn, but isn't antidote for poison and will not work on infection?
I can't believe I never noticed pdebuffs before. As a wrdn/d tank I have Antidote and Remove Curse. I wonder if someone knows a debuff list those work on so that I could add them to my rotation?
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Source code |
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if mainClass == "RANGER" and subClass == "DRUID" then
-- 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
Skill = {
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .50) },
{ name = "Action: "..manapot, use = ((EnergyBar2 <= .50) and (phealth >= .50)) },
-- Heals
{ name = "Recover", use = (phealth <= .40) },
{ name = "Recover", use = ((phealth <= .60) and (not pbuffs['Recover'])) },
{ name = "Antidote", use = (pbuffs['Poisoned']) }, --Don't know if it works
-- Bufffs
{ name = "Frost Arrow", use = (EnergyBar1 >= 20 and not pbuffs['Frost Arrow']) },
{ name = "Concentration", use = (EnergyBar1 >= 20 and not pbuffs['Concentration']) },
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) },
}
if enemy then
Skill2 = {
-- 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 EnergyBar1 >= 15) },
-- Combat
{ name = "Arrow of Essence", use = (EnergyBar1 >= 20 and boss) },
{ name = "Target Area", use = (combat and boss) },
{ name = "Blood Arrow", use = (phealth >= .80 and party and combat and not pbuffs['Blood Arrow']) },
-- Shots
{ name = "Autoshot", use = (not ASon and combat) },
{ name = "Vampire Arrows", use = (EnergyBar1 >= 50 and not tbuffs['Vampire Arrows']) },
{ name = "Combo Shot", use = (true) },
{ name = "Mother Earth's Protection", use = (EnergyBar2 >= .10) and (boss or elite) },
{ name = "Shot", use = (EnergyBar1 <= 15 and combat) },
{ name = "Earth Pulse", use = (combat and melee) },
{ name = "Snipe", use = (true) },
{ name = "Piercing Arrow", use = (true) },
{ name = "Wind Arrows", use = (thealth >= .75 and EnergyBar1 >= 50) },
{ name = "Reflected Shot", use = (true) },
-- Wrist and Joint- only if focus is plentiful.
{ 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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Source code |
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elseif mainClass == "RANGER" and subClass == "MAGE" then
-- 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
Skill = {
-- Silence Mage
{ name = "Silence", use = (silenceThis) },
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .50) },
{ name = "Action: "..manapot, use = ((EnergyBar2 <= .50) and (phealth >= .50)) },
-- Bufffs
{ name = "Frost Arrow", use = (EnergyBar1 >= 20 and not pbuffs['Frost Arrow']) },
{ name = "Concentration", use = (EnergyBar1 >= 20 and not pbuffs['Concentration']) },
{ name = "Fire Ward", use = (not pbuffs['Fire Ward']) },
{ name = "Intensification", use = (not pbuffs['Intensification']) },
}
-- Use Throat Attack on detect enemy spell cast.
if enemy then
Skill2 = {
-- 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 EnergyBar1 >= 15) },
-- Combat
{ name = "Arrow of Essence", use = (EnergyBar1 >= 20 and boss) },
{ name = "Target Area", use = (combat and boss) },
{ name = "Blood Arrow", use = (phealth >= .80 and party and combat and not pbuffs['Blood Arrow']) },
{ name = "Autoshot", use = (not ASon and combat) },
{ name = "Vampire Arrows", use = (EnergyBar1 >= 50 and not tbuffs['Vampire Arrows']) },
{ name = "Fireball", use = (true) },
{ name = "Lightning", use = (not tbuffs['Lightning']) },
{ name = "Combo Shot", use = (true) },
{ name = "Shot", use = (EnergyBar1 <= 15 and combat) },
{ name = "Snipe", use = (true) },
{ name = "Piercing Arrow", use = (true) },
{ name = "Wind Arrows", use = (thealth >= .75 and EnergyBar1 >= 50) },
{ name = "Reflected Shot", use = (true) },
-- Wrist and Joint- only if focus is plentiful.
{ 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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Source code |
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elseif mainClass == "MAGE" and subClass == "RANGER" then
-- Scout 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
Skill = {
-- Silence
{ name = "Silence", use = (silenceThis) },
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .50) },
{ name = "Action: "..manapot, use = ((EnergyBar1 <= .50) and (phealth >= .50)) },
-- Buffs
{ name = "Fire Ward", use = (not pbuffs['Fire Ward']) },
{ name = "Electrostatic Charge", use = (not pbuffs['Electrostatic Charge']) },
{ name = "Elemental Catalysis", use = (not pbuffs['Elemental Catalysis']) },
{ name = "Intensification", use = (not pbuffs['Intensification']) },
}
if enemy then
Skill2 = {
-- Scout 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 EnergyBar2 >= 15) },
{ name = "Blood Arrow", use = (phealth >= .80 and party and combat and not pbuffs['Blood Arrow']) },
{ name = "Vampire Arrows", use = (EnergyBar2 >= 50 and not tbuffs['Vampire Arrows']) },
{ name = "Fireball", use = (true) },
{ name = "Lightning", use = (melee and not tbuffs['Lightning']) },
{ name = "Flame", use = (boss or tbuffs['Elemental Weakness']) },
{ name = "Phoenix", use = (combat and melee) },
{ name = "Discharge", use = (combat and melee) },
{ name = "Meteor Shower", use = (true) },
{ name = "Plasma Arrow", use = (not pbuffs['Charged']) },
-- Scout Wrist and Joint- only if focus is plentiful.
{ name = "Wrist Attack", use = (not tbuffs['Wrist Attack'] and EnergyBar2 >= 50 and melee) },
{ name = "Joint Blow", use = (not tbuffs['Joint Blow'] and EnergyBar2 >= 50 and melee) },
}
end
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 |
elseif mainClass == "MAGE" and subClass == "DRUID" then
Skill = {
{ name = "Silence", use = (silenceThis) },
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .50) },
{ name = "Action: "..manapot, use = ((pctEB1 <= .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
-- Buffs
{ name = "Perception", use = (not pbuffs['Perception']) }, -- Mage/Druid Elite 15
--{ name = "Magic Target", use = (not combat and not pbuffs['Magic Target']) }, -- Mage/Druid Elite 20
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) },
--{ name = "Fire Ward", use = (not pbuffs['Fire Ward']) },
{ name = "Electrostatic Charge", use = (not pbuffs['Electrostatic Charge']) },
-- In case Electrostatic Charge is still on cooldown and you're getting hit hard
{ name = "Mother Earth's Protection", use = ((phealth <= .30) and not pbuffs['Electrostatic Charge']) },
{ name = "Elemental Catalysis", use = (boss and not tbuffs['Elemental Catalysis']) },
{ name = "Intensification", use = (boss and not tbuffs['Intensification']) },
}
if enemy then
Skill2 = {
--{ name = "Electric Bolt", use = (boss and not tbuffs['Electric Flow']) },
{ name = "Elemental Weakness", use = (boss and not tbuffs['Elemental Weakness']) },
{ name = "Magma Blade", use = (true) },
{ name = "Fireball", use = (true) },
{ name = "Lightning", use = (melee and not tbuffs['Lightning']) },
{ name = "Flame", use = (boss or tbuffs['Elemental Weakness']) },
{ name = "Phoenix", use = (combat and melee) },
{ name = "Discharge", use = (combat and melee) },
{ name = "Meteor Shower", use = (true) },
{ name = "Earth Pulse", use = (combat and melee) },
{ name = "Plasma Arrow", use = (not pbuffs['Charged']) },
}
end
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 |
elseif mainClass == "DRUID" and subClass == "RANGER" then
-- Scout 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
Skill = {
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .40) },
{ name = "Action: "..manapot, use = ((EnergyBar1 <= .50) and (phealth >= .40)) },
-- Heals
{ name = "Recover", use = (phealth <= .40) },
{ name = "Curing Seed", use = (phealth <= .50) },
{ name = "Restore Life", use = ((phealth <= .60) and (pbuffs['Nature's Power'].stack <=2))},
{ name = "Recover", use = ((phealth <= .60) and (not pbuffs['Recover'])) },
{ name = "Antidote", use = (pbuffs['Poisoned']) }, --Don't know if it works
{ name = "Purify", use = (pbuffs['Curse']) },
{ name = "Blossoming Life", use = ((phealth <= .80) and (not pbuffs['Blossoming Life'])) },
{ name = "Blossoming Life", use = ((phealth <= .90) and not combat) },
-- Buffs
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) },
{ name = "Concentration Prayer", use = (not pbuffs['Concentration Prayer']) },
}
if enemy then
Skill2 = {
-- Scout 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 EnergyBar2 >= 15) },
-- Combat Scout
{ name = "Blood Arrow", use = (phealth >= .80 and party and combat and not pbuffs['Blood Arrow']) },
-- Shots Scout
{ name = "Vampire Arrows", use = (EnergyBar2 >= 50 and not tbuffs['Vampire Arrows']) },
-- Ranged Attack
{ name = "Binding Silence", use = (tspell ~= nil and ttime >= 1 and (ttime - telapsed) > 0.5 and EnergyBar1 >= .05) },
{ name = "Briar Entwinement", use = (not tbuffs['Briar Entwinement'] or BuffTimeLeft("target", "Briar Entwinement") <=2) },
{ name = "Mother Earth's Protection", use = (EnergyBar1 >= .10) and (boss or elite) },
{ name = "Earth Pulse", use = (combat and melee) },
{ name = "Weakening Seed", use = ((boss or elite) and (not tbuffs['Weakening Seed']) and (pbuffs['Nature's Power'].stack >= 3)) },
{ name = "Rockslide", use = (true) },
{ name = "Earth Arrow", use = (true) },
-- Scout Wrist and Joint- only if focus is plentiful.
{ name = "Wrist Attack", use = (not tbuffs['Wrist Attack'] and EnergyBar2 >= 50 and melee) },
{ name = "Joint Blow", use = (not tbuffs['Joint Blow'] and EnergyBar2 >= 50 and melee) },
}
end
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 |
elseif mainClass == "DRUID" and subClass == "MAGE" then
Skill = {
{ name = "Silence", use = (silenceThis) },
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .40) },
{ name = "Action: "..manapot, use = ((pctEB1 <= .50) and (phealth >= .40)) }, -- only mana pot if decent health
-- Heals
{ name = "Mother Earth's Protection", use = (phealth <= .30) },
{ name = "Recover", use = (phealth <= .40) },
{ name = "Curing Seed", use = (phealth <= .50) },
{ name = "Restore Life", use = ((phealth <= .60) and (pbuffs['Nature's Power'].stack <=2))}, -- use this ahead of Recover if low on Natures Power
{ name = "Recover", use = ((phealth <= .60) and (not pbuffs['Recover'])) },
{ name = "Antidote", use = (pbuffs['Poisoned']) },
{ name = "Purify", use = (pbuffs['Curse']) },
{ name = "Blossoming Life", use = ((phealth <= .80) and (not pbuffs['Blossoming Life'])) },
{ name = "Blossoming Life", use = ((phealth <= .90) and not combat) },
-- Buffs
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) },
{ name = "Concentration Prayer", use = (not pbuffs['Concentration Prayer']) },
{ name = "Fire Ward", use = (not pbuffs['Fire Ward']) },
{ name = "Intensification", use = (enemy and not pbuffs['Intensification']) },
}
-- Ranged Attack
if enemy then
Skill2 = {
{ name = "Binding Silence", use = (tspell ~= nil and ttime >= 1 and (ttime - telapsed) > 0.5 and pctEB1 >= .05) },
{ name = "Mother Nature's Wrath", use = (true) },
{ name = "Fireball", use = (combat) },
{ name = "Earth Pulse", use = (combat) },
{ name = "Weakening Seed", use = ((boss or elite) and (not tbuffs['Weakening Seed']) and (pbuffs['Nature's Power'].stack >= 3)) },
{ name = "Lightning", use = (not tbuffs['Lightning']) },
{ name = "Rockslide", use = (true) },
{ name = "Earth Arrow", use = (true) },
{ name = "Briar Entwinement", use = (not tbuffs['Briar Entwinement'] or BuffTimeLeft("target", "Briar Entwinement") <=2) },
}
end
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Quoted from "Linaquel;577619"
Okay. I've got one big problem.
I don't know how to make DIYCE ,,spaming" 2 types of skills in 1 s. I mean there is Charged Chop ( from Warden General skills) which is making Gloobal Cooldown separate with other skills ( warrior skills). It's looks like CC is counting like a ,,casting global cooldown" and other skills like slash, TA, probing attack, open flank etc. are counted as ,,physical global cooldown" so there is possibilty to use both Charged Chop and Slash in one second. Maybe it's just my imagine but spaming 20 skills in 10 seconds sounds great and over power and and and ...
There is problem then how to make conditionals to use 2 skills in one second. Is it the problem in the conditionals or in the DIYCE engine. Thank you for any ideas, tips and answers.
Quoted from "Dreamcatcher;577573"
(pdebuffs) Was not part of the original code. I found it in a post from someone ells asking how to get Antidote to work. And yes I believe Antidote is used to clear poison. But I was just following what the answer given to me on here. I'm new to DIYEC and don't know all to do. Any way my OP dos not work.
Quoted from "Gilderoi;577640"
There is nothing special needed. Charged Chop has a CD. It is just not on the GCD so just add it to your priority list and it will fire off while everything else is on GCD. Then as soon as it is fired, GCD is done and instantly it will cast your slash or what ever is available and highest priority. Just look at my wrdn/d code.
Quoted from "Galenwaithien;577651"
I thought that diyce automatically added a virtual "gcd" after each skill, so I simply wrote a macro where I fire cc, then immediately call diyce. I'll try it later
Quoted from "Gilderoi;577641"
It seems to have this type of thing added, there will have to be a debuff list made. IE, for my wrdn/d I have Antidote and Dispell Curse. Antidote works on poisons but you can't just have it say, "use = (tbuffs['Poisoned'])" because there are so many different types of poison debuffs. For example, Bite that is cast from the mummies in KT is a poison that is cured with antidote but if you use that 'use' line, it would not cast antidote when you had Bite. To have these dispells work, I think there really would be a need for something similar to the silenceThis code.
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Source code |
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local poisonList = {
['Black Poison Arrow'] = true,
['Corpse Poison'] = true,
['Corrosive Poison'] = true,
['Deadwood Spider Poison'] = true,
['Fierce Poison'] = true,
['Malignant Poison I'] = true,
['Malignant Poison II'] = true,
['Malignant Poison III'] = true,
['Malignant Poison IV'] = true,
['Poison Flame Jet'] = true,
['Poison Spurt'] = true,
['Poisoned'] = true,
['Poisonous Bite'] = true,
['Poisonous Infection'] = true,
['Spider Poison'] = true,
['Spreading Corpse Poison'] = true,
}
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Source code |
1 2 3 |
--Antidote Logic
local tSpell,tTime,tElapsed = UnitCastingTime("target")
local antidoteThis = tSpell and poisonList[tSpell] and ((tTime - tElapsed) > 1.1)
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Source code |
1 |
{ name = "Antidote", use = (antidoteThis) },
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