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RoMunited

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1,061

Tuesday, April 9th 2013, 12:28am

Skylotus change "Fearless Blows" to "Fearless Blow"

ArkanaROM

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1,062

Tuesday, April 9th 2013, 12:39am

Quoted from "Skylotus;597092"

I would also have to add this to my code as well correct?
CreateDIYCETimer("Slash", 8)

Source code

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{ name = "Slash",   use = (EnergyBar1 >= 25) and (not tbuffs[500081]), timer = "Slash" },


For the timer it should be just under the appropriate mainclass/subclass part of your customfunctions.lua and look something like:

Source code

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-- Class: MainClass/SubClass
elseif mainClass == "MainClass" and subClass == "Subclass" then
    CreateDIYCETimer("SlashBleed", 6)


And then further below in your skills list would be triggered using:

Source code

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{ name = "Slash",    use = (EnergyBar1 >= 25), timer = "SlashBleed" },


Basically you don't want it checking for the slashbleed id when deciding whether to use the skill as if there was another Warrior in party whose slashbleed was active it would never trigger. In this case the timer is simply there to stop it from being spammed whilst at the same time using it as needed to refresh *your* slashbleed. The "6" used in the timer can be w/e you need it to be, I forget how long the bleed from Slash lasts.

1,063

Tuesday, April 9th 2013, 1:02am

Quoted from "ArkanaROM;597103"

Basically you don't want it checking for the slashbleed id when deciding whether to use the skill as if there was another Warrior in party whose slashbleed was active it would never trigger. In this case the timer is simply there to stop it from being spammed whilst at the same time using it as needed to refresh *your* slashbleed. The "6" used in the timer can be w/e you need it to be, I forget how long the bleed from Slash lasts.


Correct, this is how you will check for your own personal slash bleed. Imagine if a party had 3 warriors in it, and only one of them was ever triggering the skill slash... the DPS loss from the other two would be HUGE. Not just from the bleed, but from the front end damage too.
Formerly known as GhostWolf.
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AddOn: DIY Combat Engine v2

1,064

Tuesday, April 9th 2013, 1:55am

Thanks guys this info has been very helpful =)
Skyomega = Warrior/Champion/Rogue 72/55/50 <Retire
Skylotus = Knight/Warrior/Scout 72/72/59 <Retire
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ghostwolf82

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1,065

Tuesday, April 9th 2013, 5:44pm

Hello my old friends! Just letting you guys know I am back in my old "skin" as it were! I shall update the link on the first page now :)

(Just realized, and became sad, but my post count is gone... /cry)

Auros

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Tuesday, April 9th 2013, 6:39pm

Quoted from "ghostwolf82;597153"

Hello my old friends! Just letting you guys know I am back in my old "skin" as it were! I shall update the link on the first page now :)

(Just realized, and became sad, but my post count is gone... /cry)


Noob /jk
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scanderson

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1,067

Tuesday, April 16th 2013, 4:31pm

Thanks to all that put in such hard work into making this resource available to the public.

I am currently using a modified version of mrmisterwaa's R/S custom function and it works OK for the most part. I notice that Ghostwolf has a more current version of the DIYCE 2 posted at Curse Forge. Will my current custom functions (based on mrmisterwaa's original script) be compatible with the new version or will I have to do alot of editing of the code? Haven't tried it yet - and will - but wondered if anyone had experienced this already.

Thanks!

ghostwolf82

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Tuesday, April 16th 2013, 5:53pm

The version on Curse just adds functionality to a few of the existing sections as well as including DIYCE in AddonManager now. Nothing about how the code works has been changed like it was when going from Six's original to my version. Just make sure to save your code somewhere, as when you do an install from curse it will erase what you have and replace it with the curse version.

scanderson

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1,069

Tuesday, April 16th 2013, 7:01pm

Hi Ghostwolf. Thank you so much for your kind reply - I really appreciate it.

I have a quick question. As I said, I am using Mrmisterwaa's original R/S DIYCE 2.2 files and it works pretty well, though I am having some issues. It's seems like targeting is slow, especially for the melee script.

I found what appears to be a few errors in his code (i.e. he uses "tbuff" for Energy Thief where he should use "pbuff" I believe) example:


Source code

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{ name = "Low Blow",                           use = (((EnergyBar1 >= 25) and ([B]tbuffs[/B][500654])) or (tbuffs['Energy Thief'])),      timer = "LBBleed",   ignoretimer = not[B] tbuffs[/B]['Energy Thief'] },


I have fixed those in my version, but for some reason, the targeting when using the melee attack sequence is often sticky. Not sure if this is due to the built in auto-targeting or the timers, but I wondered if you have any insight. I am slowly learning the code and getting competent (using Notepad ++, etc.) and reading through all the threads and tutorials - which have been helpful - but it seems Mrmisterwaa's code doesn't work quite right for me. Do you have any suggestions?

I am not getting any errors. It just seems that when I target using Melee mode, nothing happens sometimes, even if I spam my hotkey.

If you have any suggestions, please let me know. His original code is here:

http://forum.us.runesofmagic.com/showthr…?t=65376&page=6

and the only issues I am having is with:

/run KillSequence("","1") --- Melee Combat

All other sequences work fine.

Thank you in advance for any suggestions you may have.

ghostwolf82

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1,070

Tuesday, April 16th 2013, 7:56pm

In the version on curse I have added a fix from Peryl for stopping the timers. Not sure, but that may be the issue. I currently have no issue from any of my melee targeting from rogues.

I am working on updating the ammocheck since I have found it to not be working on my ch/r to load throwing daggers.

scanderson

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1,071

Tuesday, April 16th 2013, 8:16pm

Thanks - is the fix in the DIYCE.lua file or the customfunctions.lua file in the curse download?

*Update - Wait, I think I see the fix in the diyce.lua file.

As a side bar, the whole timers issue is confusing to me and I haven't quite wrapped my head around why they are needed. I wish I could just disable them in my current modified script.

I think what I will try is loading your new DIYCE.lua core file and see if it works with my existing custom functions. Based on what you said, it shouldn't be incompatible, but I'll find out.

Thanks for all your input and help!

ghostwolf82

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1,072

Tuesday, April 16th 2013, 8:27pm

DIYCE.lua has the updates. You need the timers to determine if YOU cast the bleed or if it was someone else. Without the timers, you will see a bleed cast by someone else, and skip shadowstab thus lowering your DPS. So remove them if you figure out how, but know that if you do, no one will want you in endgame due to the fact you will have far less dps than rogues that use the timers.

scanderson

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1,073

Tuesday, April 16th 2013, 8:31pm

Understood. I'll try your updated DIYCE.lua file with the timer code fix with my current customfunctions and see if it solves my problems.

Last question:

How do you attenuate the CreateDIYCETimer setting? They give a range value and suggest that you are supposed to set them according to lag. If my lag is low, do I set a higher value or a lower value?

ghostwolf82

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1,074

Wednesday, April 17th 2013, 12:08am

The less lag you have, the lower the value. If you have no lag, try setting it to 6

scanderson

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1,075

Wednesday, April 17th 2013, 4:44pm

Aghhh! Sorry to burden with yet another question.

The autotargeting of the custom functions is giving me some issues. Is there a way to turn off auto-targeting temporarily? I found this in the threads:

Source code

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   --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


What I want to do is use my own targeting macro, which skips pets in siege. Would the above approach work so I can do my own targeting? Also, do I understand correctly that surrounding the above script in --[[ x ]]-- will disable and that ---[[ x ]]--- will enable?

Thanks as usual for the very kind help. I'm learning, but it's a serious curve!

Peryl

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1,076

Wednesday, April 17th 2013, 5:07pm

Quoted from "scanderson;598275"

Aghhh! Sorry to burden with yet another question.

The autotargeting of the custom functions is giving me some issues. Is there a way to turn off auto-targeting temporarily? I found this in the threads:

Source code

1
2
   --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

You'll likely end up with comment problems when everything is on one line as shown.

Also, you may have a extra end statement at the end of that, though it may just have been extra from a cut/paste.
Commenting the code out like that means that if the target is seen as dead, then it will clear your current target.

Quoted from "scanderson;598275"

What I want to do is use my own targeting macro, which skips pets in siege. Would the above approach work so I can do my own targeting?

Unless there is some other targeting code at the start of the function or elsewhere, this should be fine. Be aware that there are posts in this thread for targeting non-pets as well as only players, so you could use that as well.


Quoted from "scanderson;598275"

Also, do I understand correctly that surrounding the above script in --[[ x ]]-- will disable and that ---[[ x ]]--- will enable?

You are mostly correct.

Technically Lua block comments start start with --[[ and end with ]]. You can also put any number of equal signs between the double brackets and Lua will look for a matching closing set. For example, --[===[ is closed with ]===].

The triple dash trick to disable the block comment works because Lua's single line comment is the double dash. Adding the extra dash to --[[ mean that Lua sees this as a line comment instead of the block comment which effectively disables the block comment. But this means that the close block comment is now alone and will cause an error, so putting a double dash in front of it will ensure that it works in either case. Note that we don't need to put the triple dash for the close block comment.

Example of a block comment active

Source code

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    --[[
        some stuff here
    --]]


Example of de-activated block comment

Source code

1
2
3
    ---[[
        some stuff here
    --]]


Quoted from "scanderson;598275"

Thanks as usual for the very kind help. I'm learning, but it's a serious curve!

It can be, but the more you learn, the easier it gets.
2013... The year from hell....

ghostwolf82

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1,077

Wednesday, April 17th 2013, 7:27pm

Two quick things:

1.) The current CustomFunctions.lua has the fix for targeting pets in SW. So look through that for the fix, and add that to your own, or add your section of the killsequence to the new one (which would honestly IMO be the way to go, so you make sure to have everything new).

2.) The curve is rather steep, but you are showing a willinness to learn, and as always that goes a LONG way with us being willing to help to teach you.

ghostwolf82

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1,078

Thursday, April 18th 2013, 2:36am

Check tomorrow for an update to the files on Curse. Here is the Change Log for v2.4.2 which will go live soon.

Quoted


Version 2.4.2
1.) Clearing of the g_lastaction is now done upon the end of combat, allowing the next iteration of the KillSequence to be ran through properly.
2.) Changed CD to .2 (from .4 to allow non GCD triggering skills to pass through without having to wait).
3.) Made the Ammo Check work properly for all classes that do not have a bow to make arrows. (Note: If you run out of daggers/arrows the DIYCE will stop working and keep reminding you to get more!)
4.) More class combo's included at the end of CustomFunctions.lua (Champion/Rogue and Champion/Warlock - for examples of how to get them working).


scanderson

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1,079

Friday, April 19th 2013, 3:09pm

Still working on getting my sea legs with lua, but I was trying to test the Curse Dyce download in it's pure form and it doesn't work for me. I loaded all the files, but when I try to test it using the /run AttackSequence() macro, nothing happens at all. Ironically, it works fine with mrmisterwaas basic custom functions (with some adjustments). I am not getting any error messages at all either. Not sure how to troubleshoot this.

Any suggestions as to what might be wrong. I checked the code and nothing apparent that stood out. Am I testing it correctly?

Thanks as always for any help. I'll keep plugging away and learning to the best of my ability.

Auros

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1,080

Friday, April 19th 2013, 4:38pm

Isn't it "KillSequence" not "AttackSequence"?
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