
. Nerve gear is fail imo
if you were trying to kill someone in pvp I guess, but pretty pointless for pve/questing|
|
Source code |
1 |
{ name = "Stepping Mechanism", use = (EnergyBar1 >= 25) },
|
it will be more viable endgame in pve/pvp so better to learn now
still good dps though|
|
Source code |
1 2 3 4 |
/script CastSpellByName("Thunderstorm")
/wait 0.15
/script CastSpellByName("Thunderstorm")
/script SpellTargetUnit()
|
Quoted from "RoMunited;593759"
I haven't played r/champion in awhile, but don't you need to place those down like you would with Thunderstorm on mage?
Quoted from "RoMunited;593759"
Most of r/champion's skills are situational and there is no point in making a DIYCE because for it to actually be useful you would need to put a lot of code in and time to make that code when you can just see with your eyes. Nerve gear is fail imo
if you were trying to kill someone in pvp I guess, but pretty pointless for pve/questing.
Quoted from "RoMunited;593759"
Which skills are working and which aren't?
Quoted from "RoMunited;593759"
"CD" before every line is redundant because DIYCE 2.2 already checks for that so just take that out. melee isn't needed either
Quoted from "RoMunited;593759"
Just telling you now, unless you can really optimize your diyce for rogue, it is better to just play manually especially for quests. There isn't a point to create a diyce except for some learning experience on a class you aren't focuing on, better to do it for your main if you want to to learn anyway
I wanna see your champion diyce![]()
Now that my champion/rogue code works I have been playing around with my other combos. I think anyone playing Rogue/Champion or Rogue/Warlock could benefit from DIYCE as they have alot of CD based skills. Personally I don't even need DIYCE or macros for the Rogue/Warlock. The gameplay of the class is pretty smooth.|
|
Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 |
-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 = (EnergyBar1 >= 25) and (not tbuffs['Burial Secret']) },
{ name = "Electrocution Mechanism", use = (EnergyBar2 >= 20) and (not tbuffs['Burial Secret']) and (not tbuffs['Stepping Lock']) },
{ name = "Burying Mechanism", use = (EnergyBar1 >= 25) and (not tbuffs['Stepping Lock']) and (not tbuffs['Electrocution'] ) },
{ name = "Shadowstab", use = (EnergyBar1 >= 25) },
{ name = "Heavy Bash", use = (EnergyBar2 > 35) },
{ name = "Attack", use = (thealth == 1) },
}
end
|
Quoted from "Malignatus;593896"
Quick! I need a DIYCE script for P/S that doesn't suck!
Oh, wait. Never mind. That can't be done.
... and numerous others Semi-retired

troll somewhere else unless you are trying to create your own diyce ;p
Quoted from "RoMunited;593906"
you're not funny

Quoted from "Peryl;593965"
Sure it can you just need to actually put some effort into it. DIYCE stands for Do-It-Yourself Combat Engine. Your DIYCE rotation will only be as good as what you put into it.
So if your DIYCE sucks ... well you get the picture.
Quoted from "RoMunited;594143"
Borella already switched to P/M no need to talk about p/s anymore
Really though this is one of the few quality threads left on these forumstroll somewhere else unless you are trying to create your own diyce ;p

... and numerous others Semi-retired
|
|
Source code |
1 |
{ name = "Perception Extraction", use = (EnergyBar1 >= 15) and (not tbuffs['Soul Brand IV']) },
|
Quoted from "SkyFyre;594770"
So, has any warlock/mage figured out how to tell when Soul Brand has stacked four times?
This isn't working the way it does for my Knight/Mage's Disrmament IV
![]()
Source code
1{ name = "Perception Extraction", use = (EnergyBar1 >= 15) and (not tbuffs['Soul Brand IV']) },
And the debuff number desn't change with each stack either.
|
|
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 |
--Class: Rogue/Mage
elseif mainClass == "THIEF" and subClass == "MAGE" then
--Combat
if ((enemy) and (goat2 == "1")) then
--if enemy then
Skill2 = {
{ name = "Wound Attack", use = (EnergyBar1 >= 35) and (tbuffs[500654]) and (tbuffs[620314]) },
{ name = "Low Blow", use = (EnergyBar1 >= 30) and (tbuffs[500654]) or (pvp) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) },
{ name = "Day of Rain", use = (true) and (boss or elite) },
{ name = "Throw", use = (true) },
{ name = "Combo Throw", use = (true) },
{ name = "Attack", use = (thealth > 0) },
}
elseif ((enemy) and (goat2 == "2")) then
Skill2 = {
{ name = "Throw", use = (true) },
{ name = "Combo Throw", use = (true) },
}
elseif ((enemy) and (goat2 == "3")) then
Skill2 = {
}
elseif ((enemy) and (goat2 == "4")) then
Skill2 = {
}
end
|

|
|
Source code |
1 2 3 4 5 6 7 |
{ name = "Shadowstab", use = (EnergyBar1 >= 20) },
{ name = "Day of Rain", use = (boss or elite) },
{ name = "Throw", use = true },
{ name = "Low Blow", use = (((EnergyBar1 >= 30) and (tbuffs[500654]))) or (pvp) },
{ name = "Combo Throw", use = true },
{ name = "Wound Attack", use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[620314]))) },
{ name = "Attack", use = (thealth > 0) }
|
Quoted from "Hukster75;594928"
Is it possible for DIYCE to check the range and use a certain skill depending on what the range of the target is?.. ie for scout/rogue my current setup is:
if enemy then
Skill2 = {
{ name = "Weak Spot", use = (EnergyBar1 >= 40) },
{ name = "Piercing Arrow", use = (true) },
{ name = "Wind Arrows", use = (EnergyBar1 >= 35) },
{ name = "Reflected Shot", use = (true) },
{ name = "Vampire Arrows", use = (EnergyBar1 >=20) },
{ name = "Autoshot", use = (not ASon) },
But if they come within reflect arrow range which is 200, i would like that to have priority over weak spot and wind arrows.
Thanks for the help
Quoted from "SkyFyre;594942"
However, you can make it check if a skill is available, and trigger that first if it is.