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|
-- DIY Combat Engine version 2.2
local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function DIYCE_DebugSkills(skillList)
SELECTED_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
for i,v in ipairs(skillList) do
SELECTED_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE.."" use = "..WHITE..(v.use and "true" or "false"))
end
SELECTED_CHAT_FRAME:AddMessage(GREEN.."----------")
end
function DIYCE_DebugBuffList(buffList)
SELECTED_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
SELECTED_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..k..SILVER..']: "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.." stack: "..WHITE..v.stack..LTBLUE.." time: "..WHITE..v.time)
end
end
SELECTED_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,
}
local MprotectThis = {
['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,
}
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 pdbuffs = DebuffList("player")
local tDead = UnitIsDeadOrGhost("target")
local behind = (not UnitIsUnit("player", "targettarget"))
local melee = GetActionUsable(5) -- # is your melee range spell slot number
local melee2 = GetActionUsable(6) -- # is your melee range spell slot number
local a1,a2,a3,a4,a5,ASon = GetActionInfo(7) -- # 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 ProtectMe = false
for k,v in pairs(pdbuffs) do
if MprotectThis[v] then
ProtectMe = true
break
end
end
--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 19
manapot = manapot or 18
--Equipment and Pet Protection
if phealth <= .04 then
--SwapEquipmentItem() --Note: Remove the first double dash to re-enable equipment protection.
for i=1,6 do
if (IsPetSummoned(i) == true) then
ReturnPet(i);
end
end
end
--Check for level 1 mobs, if it is, drop target and acquire a new one.
if (LockedOn and (UnitLevel("target") < 2)) then
TargetUnit("")
return
end
--Begin Player Skill Sequences
--Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT,
--Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
-- Class: Scout/Druid
if mainClass == "RANGER" and subClass == "DRUID" then
Skill = {
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .40) },
{ name = "Action: "..manapot, use = ((pctEB1 <= .50) and (phealth >= .50)) },
-- Heals
{ name = "Recover", use = ((phealth <= .60) and not pbuffs['Recover']) },
{ name = "Recover", use = (phealth <= .30) },
{ name = "Recover", use = ((phealth <= .90) and not combat) },
{ name = "Antidote", use = (ProtectMe) }, --Don't know if it works
-- Bufffs
{ name = "Frost Arrow", use = (EnergyBar1 >= 20 and not pbuffs['Frost Arrow']) },
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) },
{ name = "Mother Earth's Protection", use = (phealth <= .40 and (boss or elite)) },
{ name = "Concentration", use = (combat and (boss or elite) and not pbuffs['Concentration']) },
{ name = "Arrow of Essence", use = (combat and (boss or elite) and not pbuffs['Arrow of Essence']) },
{ name = "Target Area", use = (combat and (boss or elite) and not pbuffs['Target Area']) },
}
if enemy then
Skill2 = {
-- Use Throat Attack on detect enemy spell cast.
{ name = "Throat Attack", use = ((melee or melee2) and (tSpell ~= nil) and (tTime >= 1) and ((tTime - tElapsed) > 0.5) and EnergyBar1 >= 15) },
-- Shots
{ name = "Autoshot", use = (not ASon and combat) },
{ name = "Combo Shot", use = (true) },
{ name = "Vampire Arrows", use = (EnergyBar1 >= 50 and not tbuffs['Vampire Arrows']) },
{ name = "Piercing Arrow", use = (combat and (boss or elite)) },
{ name = "Shot", use = (EnergyBar1 <= 15 and combat) },
{ name = "Wind Arrows", use = (thealth >= .75 and EnergyBar1 >= 15) },
{ name = "Reflected Shot", use = (combat and (boss or elite)) },
{ name = "Earth Pulse", use = (EnergyBar2 >= 40 and combat and (melee or melee2)) },
-- Wrist and Joint- only if focus is plentiful.
{ name = "Wrist Attack", use = ((melee or melee2) and not tbuffs['Wrist Attack'] and EnergyBar1 >= 50) },
{ name = "Joint Blow", use = ((melee or melee2) and not tbuffs['Joint Blow'] and EnergyBar1 >= 50) },
}
end
-- Class: Scout/Mage
elseif mainClass == "RANGER" and subClass == "MAGE" then
Skill = {
-- Silence Mage
{ name = "Silence", use = (silenceThis) },
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .40) },
{ name = "Action: "..manapot, use = ((pctEB1 <= .50) and (phealth >= .50)) },
-- Bufffs
{ name = "Frost Arrow", use = (EnergyBar1 >= 20 and not pbuffs['Frost Arrow']) },
{ name = "Arrow of Essence", use = (EnergyBar1 >= 20 and boss) },
{ name = "Concentration", use = (EnergyBar1 >= 20 and not pbuffs['Concentration']) },
{ name = "Fire Ward", use = (not pbuffs['Fire Ward']) },
{ name = "Intensification", use = (not pbuffs['Intensification']) },
{ name = "Target Area", use = (combat and (boss or elite) and not pbuffs['Target Area']) },
}
-- 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 or melee2) and (tSpell ~= nil) and (tTime >= 1) and ((tTime - tElapsed) > 0.5) and EnergyBar1 >= 15) },
-- Combat
{ name = "Autoshot", use = (not ASon and combat) },
{ name = "Combo Shot", use = (true) },
{ name = "Vampire Arrows", use = (EnergyBar1 >= 50 and not tbuffs['Vampire Arrows']) },
{ name = "Fireball", use = (true) },
{ name = "Lightning", use = (not tbuffs['Lightning']) },
{ name = "Piercing Arrow", use = (combat and (boss or elite)) },
{ name = "Shot", use = (EnergyBar1 <= 15 and combat) },
{ name = "Wind Arrows", use = (thealth >= .75 and EnergyBar1 >= 15) },
{ name = "Reflected Shot", use = (combat and (boss or elite)) },
-- Wrist and Joint- only if focus is plentiful.
{ name = "Wrist Attack", use = ((melee or melee2) and not tbuffs['Wrist Attack'] and EnergyBar1 >= 50) },
{ name = "Joint Blow", use = ((melee or melee2) and not tbuffs['Joint Blow'] and EnergyBar1 >= 50) },
}
end
-- Class: Druid/Mage
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 >= .50)) },
-- 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))}, -- use this ahead of Recover if low on Natures Power
{ name = "Recover", use = ((phealth <= .60) and (not pbuffs['Recover'])) },
{ name = "Blossoming Life", use = ((phealth <= .80) and (not pbuffs['Blossoming Life'])) },
{ name = "Purify", use = (ProtectMe) }, --Don't know if it works
{ name = "Antidote", use = (ProtectMe) }, --Don't know if it works
-- 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 = ((boss or elite) and not pbuffs['Intensification']) },
{ name = "Body Vitalization", use = ((boss or elite) and not pbuffs['Body Vitalization']) },
{ name = "Mother Earth's Protection", use = (phealth <= .40 and (boss or elite)) },
}
if enemy then
Skill2 = {
{ 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']) },
{ name = "Mother Nature's Wrath", use = (not tbuffs['Mother Nature's Wrath']) },
{ name = "Withering Seed", use = ((boss or elite) and (not tbuffs['Withering Seed'])) },
{ name = "Weakening Seed", use = ((boss or elite) and (not tbuffs['Weakening Seed'])) },
{ name = "Fireball", use = (true) },
{ name = "Lightning", use = (not tbuffs['Lightning']) },
{ name = "Rockslide", use = (true) },
{ name = "Earth Arrow", use = (true) },
{ name = "Earth Pulse", use = (true) },
}
end
-- Class: Druid/Scout
elseif mainClass == "DRUID" and subClass == "RANGER" then
Skill = {
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .40) },
{ name = "Action: "..manapot, use = ((pctEB1 <= .50) and (phealth >= .50)) },
-- Heals
{ name = "Recover", use = (phealth <= .40) },
{ name = "Curing Seed", use = (phealth <= .50) },
{ name = "Restore Life", use = ((phealth <= .60) and (pbuffs['Nature's Power']))},
{ name = "Recover", use = ((phealth <= .60) and not pbuffs['Recover']) },
{ name = "Blossoming Life", use = ((phealth <= .80) and not pbuffs['Blossoming Life']) },
-- Buffs
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) },
{ name = "Concentration Prayer", use = (not pbuffs['Concentration Prayer']) },
{ name = "Body Vitalization", use = ((boss or elite) and not pbuffs['Body Vitalization']) },
{ name = "Mother Earth's Protection", use = (phealth <= .40 and (boss or elite)) },
}
if enemy then
Skill2 = {
-- Use Throat Attack on detect enemy spell cast.
{ name = "Throat Attack", use = ((melee or melee2) and (tSpell ~= nil) and (tTime >= 1) and ((tTime - tElapsed) > 0.5) and EnergyBar2 >= 15) },
-- Combat
{ name = "Binding Silence", use = (tSpell ~= nil and tTime >= 1 and (tTime - tElapsed) > 0.5 and EnergyBar1 >= .05) },
{ name = "Vampire Arrows", use = (EnergyBar2 >= 50 and not tbuffs['Vampire Arrows']) },
{ name = "Briar Entwinement", use = (not tbuffs['Briar Entwinement']) },
{ name = "Withering Seed", use = ((boss or elite) and not tbuffs['Withering Seed']) },
{ name = "Weakening Seed", use = ((boss or elite) and not tbuffs['Weakening Seed']) },
{ name = "Mother Nature's Wrath", use = (not tbuffs['Mother Nature's Wrath']) },
{ name = "Rockslide", use = (true) },
{ name = "Earth Arrow", use = (true) },
{ name = "Earth Pulse", use = (combat and (melee or melee2)) },
-- Wrist and Joint- only if focus is plentiful.
{ name = "Wrist Attack", use = ((melee or melee2) and not tbuffs['Wrist Attack'] and EnergyBar2 >= 50) },
{ name = "Joint Blow", use = ((melee or melee2) and not tbuffs['Joint Blow'] and EnergyBar2 >= 50) },
}
end
-- Class: Mage/Druid
elseif mainClass == "MAGE" and subClass == "DRUID" then
Skill = {
{ name = "Silence", use = (silenceThis) },
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .40) },
{ name = "Action: "..manapot, use = ((pctEB1 <= .50) and (phealth >= .50)) },
-- Heals
{ name = "Recover", use = ((phealth <= .60) and not pbuffs['Recover']) },
{ name = "Recover", use = (phealth <= .30) },
{ name = "Recover", use = ((phealth <= .90) and not combat) },
{ name = "Antidote", use = (ProtectMe) }, --Don't know if it works
-- Buffs
{ name = "Savage Blessing", use = (not pbuffs['Savage Blessing']) },
{ name = "Fire Ward", use = (not pbuffs['Fire Ward']) },
{ name = "Elemental Catalysis", use = ((boss or elite) and not pbuffs['Elemental Catalysis']) },
{ name = "Intensification", use = ((boss or elite) and not pbuffs['Intensification']) },
{ name = "Electrostatic Charge", use = (combat and (boss or elite) and not pbuffs['Electrostatic Charge']) },
{ name = "Energy Influx", use = (combat and (boss or elite) and not pbuffs['Energy Influx']) },
{ name = "Energy Well", use = ((pctEB1 <= .60) and (boss or elite) and not pbuffs['Energy Well']) },
-- In case Electrostatic Charge is still on cooldown and you're getting hit hard
{ name = "Mother Earth's Protection", use = (phealth <= .40 and (boss or elite)) },
}
if enemy then
Skill2 = {
{ name = "Elemental Weakness", use = ((boss or elite) and not tbuffs['Elemental Weakness']) },
{ name = "Flame", use = ((boss or elite) and tbuffs['Elemental Weakness']) },
{ name = "Fireball", use = (true) },
{ name = "Lightning", use = (not tbuffs['Lightning']) },
{ name = "Electric Bolt", use = ((boss or elite) and not tbuffs['Electric Current']) },
{ name = "Plasma Arrow", use = (not pbuffs['Charged']) },
{ name = "Electric Explosion", use = (pbuffs['Charged']) },
{ name = "Thunderstorm", use = (true) },
{ name = "Earth Pulse", use = (true) },
{ name = "Discharge", use = (combat and (melee or melee2)) },
}
end
-- Class: Mage/Scout
elseif mainClass == "MAGE" and subClass == "RANGER" then
Skill = {
-- Silence
{ name = "Silence", use = (melee and (tSpell ~= nil) and (tTime >= 1) and ((tTime - tElapsed) > 0.5) and EnergyBar1 >= 15) },
-- Potions
{ name = "Action: "..healthpot, use = (phealth <= .40) },
{ name = "Action: "..manapot, use = ((pctEB1 <= .50) and (phealth >= .50)) },
-- Buffs
{ name = "Fire Ward", use = (not pbuffs['Fire Ward']) },
{ name = "Elemental Catalysis", use = ((boss or elite) and not pbuffs['Elemental Catalysis']) },
{ name = "Intensification", use = ((boss or elite) and not pbuffs['Intensification']) },
{ name = "Electrostatic Charge", use = (combat and (boss or elite) and not pbuffs['Electrostatic Charge']) },
{ name = "Energy Influx", use = (combat and (boss or elite) and not pbuffs['Energy Influx']) },
{ name = "Energy Well", use = ((pctEB1 <= .60) and (boss or elite) and not pbuffs['Energy Well']) },
}
if enemy then
Skill2 = {
-- Use Throat Attack on detect enemy spell cast.
{ name = "Throat Attack", use = ((melee or melee2) and (tSpell ~= nil) and (tTime >= 1) and ((tTime - tElapsed) > 0.5) and EnergyBar2 >= 15) },
-- Combat
{ name = "Elemental Weakness", use = ((boss or elite) and not tbuffs['Elemental Weakness']) },
{ name = "Vampire Arrows", use = (EnergyBar2 >= 50 and not tbuffs['Vampire Arrows']) },
{ name = "Flame", use = ((boss or elite) and tbuffs['Elemental Weakness']) },
{ name = "Fireball", use = (true) },
{ name = "Lightning", use = (not tbuffs['Lightning']) },
{ name = "Electric Bolt", use = ((boss or elite) and not tbuffs['Electric Current']) },
{ name = "Plasma Arrow", use = (not pbuffs['Charged']) },
{ name = "Electric Explosion", use = (pbuffs['Charged']) },
{ name = "Thunderstorm", use = (true) },
{ name = "Discharge", use = (combat and (melee or melee2)) },
-- Wrist and Joint- only if focus is plentiful.
{ name = "Wrist Attack", use = ((melee or melee2) and not tbuffs['Wrist Attack'] and EnergyBar2 >= 50) },
{ name = "Joint Blow", use = ((melee or melee2) and not tbuffs['Joint Blow'] and EnergyBar2 >= 50) },
}
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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