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1,021

Monday, March 25th 2013, 1:38am

You need to put the skill in an action bar slot and call it that way. The same way you do a melee check.
Formerly known as GhostWolf.
AddOn: Auto Ding
AddOn: DIY Combat Engine v2

1,022

Tuesday, March 26th 2013, 5:46pm

Ok, either there are a lot of new people using this, or you guys have simply forgotten a lot of the things I taught you along the way...

To call a skill the way you are looking for, put the skill in an action bar slot, and set a local variable to check if it is ready for use. The way you are wanting to do this, it becomes a range check for that specific skill only. I did this with my k/m for the set skill 'Lion King Battle Roar' a long time ago. It looks something like this...

Source code

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local LKBR = GetActionUsable(20) -- # is Lion King Battle Roar spell slot number

if enemy then
     Skill2 = {
{ name = "Action: 20",     use = (pctEB1 >= .07) and LKBR and party and boss },
         }
Formerly known as GhostWolf.
AddOn: Auto Ding
AddOn: DIY Combat Engine v2

1,023

Tuesday, March 26th 2013, 7:45pm

Quoted from "SkyFyre;595290"

Ok, either there are a lot of new people using this, or you guys have simply forgotten a lot of the things I taught you along the way...

To call a skill the way you are looking for, put the skill in an action bar slot, and set a local variable to check if it is ready for use. The way you are wanting to do this, it becomes a range check for that specific skill only. I did this with my k/m for the set skill 'Lion King Battle Roar' a long time ago. It looks something like this...

Source code

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local LKBR = GetActionUsable(20) -- # is Lion King Battle Roar spell slot number

if enemy then
     Skill2 = {
{ name = "Action: 20",     use = (pctEB1 >= .07) and LKBR and party and boss },
         }


Sorry couldnt reply so quickly but finally understand what you are talking about, and got it to work. Thank you very much.

But now I ran into another issue with my Rogue/Scout side. It was working earlier but now wound attack will not trigger. I dont know if the latest patch change the bleed ID on shadowstab or low blow. Here is my code

Source code

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 if enemy then
            Skill2 = {
                { name = "Wound Attack",                        use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) },
                { name = "Blind Spot",                         use = (((EnergyBar1 >= 35) and (boss) and (behind)) and (pbuffs['Energy Thief'] or pbuffs['Premeditation'])) },
                { name = "Low Blow",                           use = (((EnergyBar1 >= 45) and (tbuffs[500654])) or (pbuffs['Energy Thief'])) },
                { name = "Shadowstab",                         use = (EnergyBar1 >= 45) },
                { name = "Throat Attack",                      use = ((EnergyBar2 >= 50) and (boss or elite) and (silenceThis)) },
                { name = "Vampire Arrows",                     use = (EnergyBar2 >= 20) },
                { name = "Wrist Attack",                       use = ((EnergyBar2 >= 50) and (boss)) },
                { name = "Shot",                               use = ((EnergyBar1 < 20 )) },
                    }
            end


P.S. Yes i am new, just started using DIYCE 1 week ago and have been reading and reading all these post. I cant wait till the GUI version comes out. And thank you for the replies.

1,024

Tuesday, March 26th 2013, 8:52pm

Search through the first 30 pages or so on how to check buff and debuff ID numbers and use those instead of the de/buff names for using rogue skills.
Formerly known as GhostWolf.
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AddOn: DIY Combat Engine v2

RoMunited

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1,025

Tuesday, March 26th 2013, 10:42pm

Source code

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/run for i=1,100 do local n,_,_,id=UnitBuff("player",i) if n then DEFAULT_CHAT_FRAME:AddMessage(n.." = "..id) else break end end


^your own buffs
There are other r/s posts in this thread that show the ids as well

mrmisterwaa

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1,026

Wednesday, March 27th 2013, 12:45am

Quoted from "Hukster75;595332"

Sorry couldnt reply so quickly but finally understand what you are talking about, and got it to work. Thank you very much.

But now I ran into another issue with my Rogue/Scout side. It was working earlier but now wound attack will not trigger. I dont know if the latest patch change the bleed ID on shadowstab or low blow. Here is my code

Source code

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 if enemy then
            Skill2 = {
                { name = "Wound Attack",                        use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) },
                { name = "Blind Spot",                         use = (((EnergyBar1 >= 35) and (boss) and (behind)) and (pbuffs['Energy Thief'] or pbuffs['Premeditation'])) },
                { name = "Low Blow",                           use = (((EnergyBar1 >= 45) and (tbuffs[500654])) or (pbuffs['Energy Thief'])) },
                { name = "Shadowstab",                         use = (EnergyBar1 >= 45) },
                { name = "Throat Attack",                      use = ((EnergyBar2 >= 50) and (boss or elite) and (silenceThis)) },
                { name = "Vampire Arrows",                     use = (EnergyBar2 >= 20) },
                { name = "Wrist Attack",                       use = ((EnergyBar2 >= 50) and (boss)) },
                { name = "Shot",                               use = ((EnergyBar1 < 20 )) },
                    }
            end


P.S. Yes i am new, just started using DIYCE 1 week ago and have been reading and reading all these post. I cant wait till the GUI version comes out. And thank you for the replies.


I would look into my code for R/S, it might help you out as a reference.

1,027

Wednesday, March 27th 2013, 1:20am

I would agree with Sekrit, even from the start he had a well put together r/s script. Mine is a little different from his, but it works for him, and has worked for countless others.
Formerly known as GhostWolf.
AddOn: Auto Ding
AddOn: DIY Combat Engine v2

1,028

Wednesday, March 27th 2013, 1:41am

Hey,
My rotation is working fine for the r/m now. But just in the wrong order. The current rotation looks like:

Source code

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                    { name = "Silence",                               use = (silenceThis) },
                    { name = "Wound Attack",                       use = ((EnergyBar1 >= 35) and ((tbuffs[620313]) and (tbuffs[620314]))) },
                    { name = "Low Blow",                           use = (((EnergyBar1 >= 30) and (tbuffs[620313]))) or (pvp) },
                    { name = "Shadowstab",                         use = (EnergyBar1 >= 20) },
                    { name = "Day of Rain",                        use = (boss or elite) },
                    { name = "Throw",                               use = (true) },
                    { name = "Combo Throw",                        use = (true) },
                    { name = "Attack",                             use = (thealth > 0) },

The rotation I would like to have is like below:
-Shadowstab
-Day of Rain
-Throw
-Low blow
-Wound Attack (Use whenever the CD is gone)
-Combo Throw
I have tried to add the ID of Shadowstab to Day or Rain so Day of Rain skill will be cast when the target got SS bleed on it, but that affects me in longer fights when SS barely being used. Would appreciate some help.

Edit: Here is the rotation I made where I added the ID of Shadowstab to Shadowstab and Day of Rain. (This caused that Shadowstab were only used once.)

Source code

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                    --{ name = "Wound Attack",                       use = (EnergyBar1 >= 35) and (tbuffs[620313]) and (tbuffs[620314]) },
                    --{ name = "Day of Rain",                        use = (boss or elite) and (tbuffs[620313]) },
                    --{ name = "Shadowstab",                         use = (EnergyBar1 >= 20) and (not tbuffs[620313])  },
                    --{ name = "Throw",                               use = (true) },
                    --{ name = "Low Blow",                           use = (EnergyBar1 >= 30) and (tbuffs[620313]) or (pvp) },
                    --{ name = "Combo Throw",                        use = (true) },
                    --{ name = "Attack",                             use = (thealth > 0) },


Thanks, B

1,029

Wednesday, March 27th 2013, 7:21am

Working to fix up my knight/mage script. Not playing the toon, just don't like to have code laying around that doesn't work properly. The elite skill Mana Shield is where I am having issues. I want to cast the skill when low on mana, and immediatly turn it off.

Here are the two lines of code to do that, but the turning it off portion isn't working.

Source code

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{ name = "Function: CancelBuff",    use = (pbuffs['Mana Shield']), params = {"Mana Shield"} },
{ name = "Mana Shield",                use = (pctEB1 <= .25) },


Peryl, any ideas?
Formerly known as GhostWolf.
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AddOn: DIY Combat Engine v2

Peryl

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1,030

Wednesday, March 27th 2013, 12:39pm

As long as you have the DIYCE modification in your version, then that should work. The only thing I can think of that would make it fail is if the name of the buff you are trying to get rid of isn't right. This could happen since the BuffList function strips off some parts of the buff name mainly for convenience.

Try adding this line before the while loop in CancelBuff:

Source code

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    local buff = string.gsub(buff, "(Function:)( *)(.*)", "%3")

This should then at least make the names match.
2013... The year from hell....

1,031

Thursday, March 28th 2013, 2:33am

Yeah, I have the modifications in there, and am working on reading through the 50-60 pages I missed to make sure catch up.

The name of the buff is correct as far as I can tell, and I also added that into the CancelBuff function, but still a no go. I also tried using the buff ID number.

Source code

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{ name = "Function: CancelBuff",    use = (pbuffs[501797]), params = {501797} },

Source code

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{ name = "Function: CancelBuff",    use = (pbuffs[501797]), params = {"Mana Shield"} },


If I can get this working, and they ever unban my main account, I will update the first post with v2.3 to at least hold people over until you can get FuzzyDIYCE out to them.
Formerly known as GhostWolf.
AddOn: Auto Ding
AddOn: DIY Combat Engine v2

RoMage

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1,032

Thursday, March 28th 2013, 12:10pm

Do what Sekret has done, post it here, and add it to you signature as link.

They messed our signatures and mad tons of limitations, like 3 lines thing....

1,033

Tuesday, April 2nd 2013, 3:30am

Hey if I wanted to use the skill hide only when not in combat it would look like this right? cause it doesn't seem to work... Help pls =)

{ name = "Hide", use = (true) and (not combat) },
Skyomega = Warrior/Champion/Rogue 72/55/50 <Retire
Skylotus = Knight/Warrior/Scout 72/72/59 <Retire
luminousindigo.guildlaunch.com
[img][/img]

1,034

Tuesday, April 2nd 2013, 4:22am

Try

Source code

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{ name = "Hide",   use =  (not combat) },
Formerly known as GhostWolf.
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AddOn: DIY Combat Engine v2

Peryl

Intermediate

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1,035

Tuesday, April 2nd 2013, 4:26am

Quoted from "Skylotus;596239"

Hey if I wanted to use the skill hide only when not in combat it would look like this right? cause it doesn't seem to work... Help pls =)

{ name = "Hide", use = (true) and (not combat) },

Effectively yes, though you don't actually need the true and part as it adds nothing so just use:

Source code

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{ name = "Hide",                               use = not combat },


There is also something else to take notice of. The way DIYCE's KillSequence function is setup, if you put this in any of the Skill2 lists, it will only work if an enemy is currently targeted since those lists are only ever filled/created under those conditions. So it would be best to put it in one of the Skill lists instead.

Edit:
Ghost beat me to the shortened version, hehe
2013... The year from hell....

1,036

Tuesday, April 2nd 2013, 5:30am

Sweet! thx you guys =)
Skyomega = Warrior/Champion/Rogue 72/55/50 <Retire
Skylotus = Knight/Warrior/Scout 72/72/59 <Retire
luminousindigo.guildlaunch.com
[img][/img]

1,037

Wednesday, April 3rd 2013, 9:05pm

Once approved, DIYCE v2.3 will be up on Curse. Will update with a link once it is.
Formerly known as GhostWolf.
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AddOn: DIY Combat Engine v2

RoMunited

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1,038

Thursday, April 4th 2013, 1:04am

Quoted from "SkyFyre;596444"

Once approved, DIYCE v2.3 will be up on Curse. Will update with a link once it is.

coolio

Is this new or just an update to the addon on curse?

Peryl

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1,039

Thursday, April 4th 2013, 1:31am

It's Ghost's latest updated version of DIYCE 2.

Though it has yet to be included in Curse's "Newest RoM Add-ons" list, you can find it here: http://www.curse.com/addons/rom/diy-combat-engine-v2
2013... The year from hell....

1,040

Thursday, April 4th 2013, 1:58am

Thanks Peryl! Hadn't checked it in awhile, you got to it before I did haha! That should hold people for awhile until you have FD ready to roll out. I'm looking forward to seeing it. When you have it ready, if you need a beta tester, I'll give it a go.

Edit: Now showing in the New Addons section as well. http://www.curse.com/addons/rom/new
Formerly known as GhostWolf.
AddOn: Auto Ding
AddOn: DIY Combat Engine v2