Quoted from "pazuzzu;591243"
huh..weird. only thing i can think of is the obvious....make sure the toc file and customfunctions are saved as txt ANSI encoding. otherwise maybe create a new blank txt file and paste in your code. sometimes win7 ignores you and does what it feels is most irritating.
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Source code |
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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
DEFAULT_CHAT_FRAME:AddMessage("DIYCE.lua has loaded")
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 debuff, _, stackSize, ID = debuffcmd(tgt, i)
local timeRemaining = infocmd(tgt,i)
if debuff 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 = debuff: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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DEFAULT_CHAT_FRAME:AddMessage("DIYCE.lua has loaded")
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, but it shows maybe something was working |
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/run for i=1,100 do local n,_,_,id=UnitDebuff("target",i) if n then DEFAULT_CHAT_FRAME:AddMessage(n.." = "..id) else break end end
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Source code |
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{ name = "Tactical Attack", use = ((EnergyBar1 >= 15) and (tbuffs[123456] and tbuffs[123457].stack >= 2)) },
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Source code |
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function KillSequence(arg1)
--arg1 = "v1" or "v2" or for debugging
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(13) -- # is your melee range spell slot number
local a1,a2,a3,a4,a5,ASon = GetActionInfo(14) -- # is your Autoshot slot number
local _,_,_,_,RWB,_ = GetActionInfo( SlotRWB )
local _,_,_,_,MNB,_ = GetActionInfo( SlotMNB )
local phealth = PctH("player")
local thealth = PctH("target")
local LockedOn = UnitExists("target")
local boss = UnitSex("target") > 2
local elite = UnitSex("target") == 2
local party = GetNumPartyMembers() >= 2
local PsiPoints, PsiStatus = GetSoulPoint()
local zoneid = (GetZoneID() % 1000)
local SeigeWar = (zoneid == 402) -- The "Seige War" Zone
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Select Next Enemy
if (tDead) then
TargetUnit("")
return
end
if SeigeWar then
if (not LockedOn) or (not enemy) then
for i=1,10 do
if UnitIsPlayer("target") then
break
end
TargetNearestEnemy()
return
end
end
elseif (not SeigeWar) then
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
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_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
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,
['Rune Pulse'] = true,
['Dark Healing'] = true,
['Heavy Shelling'] = true,
['Cure'] = true,
['Earth Arrow'] = true,
['Advanced Rebirth'] = true,
['Rebirth'] = true,
['Supreme Rebirth'] = true,
['Resurrection'] = true,
['Group Heal'] = true,
['Snipe'] = true,
['Ancestral Fury'] = true,
}
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
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 tDead = UnitIsDeadOrGhost("target")
local behind = (not UnitIsUnit("player", "targettarget"))
local melee = GetActionUsable(3) -- # 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
local tgtName = UnitName("target") or ""
local pdebuffs = DebuffList("player")
local tdebuffs = DebuffList("target")
local zone = GetZoneID()
local SiegeWar = (zoneid == 402) -- The "Siege War" Zone
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--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
DEFAULT_CHAT_FRAME:AddMessage("CustomFunctions.lua has loaded")
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Quoted from "Peryl;593074"
Then everything has indeed loaded. Therefore, the macro must be incorrect or something else is interfering with DIYCE.
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Source code |
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local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function KillSequence(arg1)
--arg1 = "v1" or "v2" for debugging
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(3) -- # 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
local tgtName = UnitName("target") or ""
local pdebuffs = DebuffList("player")
local tdebuffs = DebuffList("target")
local zone = GetZoneID()
local SiegeWar = (zoneid == 402) -- The "Siege War" Zone
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--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
DEFAULT_CHAT_FRAME:AddMessage("CustomFunctions.lua has loaded")
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Source code |
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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
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,
['Rune Pulse'] = true,
['Dark Healing'] = true,
['Heavy Shelling'] = true,
['Cure'] = true,
['Earth Arrow'] = true,
['Advanced Rebirth'] = true,
['Rebirth'] = true,
['Supreme Rebirth'] = true,
['Resurrection'] = true,
['Group Heal'] = true,
['Snipe'] = true,
['Ancestral Fury'] = true,
}
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
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so ^that^ would be where the problem is|
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Source code |
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local WHITE = "|cffffffff"local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
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
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,
['Rune Pulse'] = true,
['Dark Healing'] = true,
['Heavy Shelling'] = true,
['Cure'] = true,
['Earth Arrow'] = true,
['Advanced Rebirth'] = true,
['Rebirth'] = true,
['Supreme Rebirth'] = true,
['Resurrection'] = true,
['Group Heal'] = true,
['Snipe'] = true,
['Ancestral Fury'] = true,
}
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
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 tDead = UnitIsDeadOrGhost("target")
local behind = (not UnitIsUnit("player", "targettarget"))
local melee = GetActionUsable(3) -- # 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
local tgtName = UnitName("target") or ""
local pdebuffs = DebuffList("player")
local tdebuffs = DebuffList("target")
local zone = GetZoneID()
local SiegeWar = (zoneid == 402) -- The "Siege War" Zone
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Universal Immunes
if LockedOn and tdebuff['Fearless'] then
DEFAULT_CHAT_FRAME:AddMessage("Target is Fearless, aborting DIYCE")
return
end
--Magic Immunes
local mImmuneList = {
['Serenstum'] = true,
}
--Physical Immunes
local pImmuneList = {
['Rainbow Crystal Candy'] = true,
}
--Immune Logic
local pimmune = tSpell and pImmuneList[tSpell]
local mimmune = tSpell and mImmuneList[tSpell]
--Magical Immune
if LockedOn and tSpell and mImmuneList[tSpell] then
DEFAULT_CHAT_FRAME:AddMessage("Target has Magical Immunity, aborting DIYCE")
return
end
--Physical Immune
if LockedOn and tSpell and pImmuneList[tSpell] then
DEFAULT_CHAT_FRAME:AddMessage("Target has Physical Immunity, aborting DIYCE")
return
end
--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 <= .5 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
--Champion = Psyron, Warlock = Harpsyn
-- Class: Champion/Rogue
if mainClass == "PYSRON" and subClass == "THIEF" then
local Shadowstab = GetActionUsable(3)
--Potions and buffs
Skill = {
{ name = "Forge", use = (not pbuffs['Forge']) or (pbuffs['Forge'].time <= 45) },
}
--Combat
if enemy and (mode == "DPS") then
Skill2 = {
{ name = "Shield Form", use = (phealth <= 0.10) and (not pbuffs['Shield Form']) },
{ name = "Shield Form", use = (phealth >= 0.20) and (pbuffs['Shield Form']) },
{ name = "Remodled Body", use = (phealth <= 0.075) and (pbuffs['Shield Form']) },
-- { name = "Overrule", use = pdebuffs[Tests with skill] and (EnergyBar1 >= 20) },
{ name = "Electrocution", use = (EnergyBar1 >= 20) and (silenceThis) },
{ name = "Throw", use = true },
{ name = "Rune Growth", use = true },
{ name = "Rune Overload", use = boss and (pbuffs['Death Arrives']) },
{ name = "Heavy Bash", use = (EnergyBar1 >= 20) and (tbuffs[621616]) and ((not tbuffs['Heavy Bash']) or (tbuffs['Heavy Bash'].stack < 3)) },
{ name = "Rune Pulse", use = tgtName == "Kulech Inspector" or tgtName == "Kulech Patrol" or tgtName == "Kulech Corpse Carrier" or tgtName == "Kulech Bandit" or tgtName == "Kulech Lookout" or(boss and pbuffs['Chain Drive']) },
{ name = "Shadowstab", use = (EnergyBar2 >= 20) },
{ name = "Attack", use = (thealth == 1) },
}
elseif enemy and (mode == "farm") then
Skill2 = {
{ name = "Shadowstab", use = (EnergyBar2 >= 20) },
}
elseif enemy and (mode == "tank") and pbuffs['Shield Form'] then
Skill2 = {
{ name = "Remodled Body", use = (phealth <= 0.1) },
{ name = "Smoke Diffusion", use = false },
{ name = "Rune Overload", use = boss and (pbuffs['Death Arrives']) },
{ name = "Electrocution", use = (EnergyBar1 >= 20) and (silenceThis) },
{ name = "Rune Energy Influx", use = (EnergyBar1 >= 10) and boss },
{ name = "Shock Strike", use = (EnergyBar1 >= 25) },
{ name = "Heavy Bash", use = (EnergyBar1 >= 20) and (tbuffs[621616]) and ((not tbuffs['Heavy Bash']) or (tbuffs['Heavy Bash'].stack < 3)) },
{ name = "Rune Pulse", use = tgtName == "Kulech Inspector" or tgtName == "Kulech Patrol" or tgtName == "Kulech Corpse Carrier" or tgtName == "Kulech Bandit" or tgtName == "Kulech Lookout" or(boss and pbuffs['Chain Drive']) },
{ name = "Shadowstab", use = (EnergyBar2 >= 20) },
{ name = "Throw", use = true },
{ name = "Attack", use = (thealth == 1) },
}
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
DEFAULT_CHAT_FRAME:AddMessage("CustomFunctions.lua has loaded")
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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 |
--Universal Immunes
if LockedOn and tdebuff['Fearless'] then
DEFAULT_CHAT_FRAME:AddMessage("Target is Fearless, aborting DIYCE")
return
end
--Magic Immunes
local mImmuneList = {
['Serenstum'] = true,
}
--Physical Immunes
local pImmuneList = {
['Rainbow Crystal Candy'] = true,
}
--Immune Logic
local pimmune = tSpell and pImmuneList[tSpell]
local mimmune = tSpell and mImmuneList[tSpell]
--Magical Immune
if LockedOn and tSpell and mImmuneList[tSpell] then
DEFAULT_CHAT_FRAME:AddMessage("Target has Magical Immunity, aborting DIYCE")
return
end
--Physical Immune
if LockedOn and tSpell and pImmuneList[tSpell] then
DEFAULT_CHAT_FRAME:AddMessage("Target has Physical Immunity, aborting DIYCE")
return
end
|
Should that work?
Just add the mImmuneList/pImmuneList to the necessary skill lines
. Smartbb with buff filters should be more than enough 
Quoted from "RoMunited;593127"
![]()
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 30function 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 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
Quoted
--Class: Rogue/Champion
elseif mainClass == "THIEF" and subClass == "PSYRON" then
--Potions and Buffs
Skill = {
{ name = "Poison", use = (not combat) and (not pbuffs['Poisonous']) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Stepping Mechanism", use = (CD("Stepping Mechanism")) and (EnergyBar1 >= 25) and melee },
{ name = "Burying Mechanism", use = (CD("Burying Mechanism")) and (EnergyBar1 >= 25) and melee },
{ name = "Foot Mechanism", use = (CD("Foot Mechanism")) and (EnergyBar2 >= 20) and melee },
{ name = "Electrocution Mechanism", use = (CD("Electrocution Mechanism")) and (EnergyBar2 >= 20) and melee },
{ name = "Shadowstab", use = (EnergyBar1 >= 25) and melee },
{ name = "Heavy Bash", use = (EnergyBar2 > 35) and melee },
{ name = "Attack", use = (thealth == 1) },
}
end