Quoted from "Cike;600535"
cool, thanks...no more questions atm, but I'm sure more will come...
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--Begin Player Skill Sequences
--Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT,
--Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
-- Class: Champion/Rogue elseif mainClass == "PSYRON" and subClass == "THIEF" then
Skill = {
{ name = "Vacuum Wave", use = (silenceThis) },
{ name = "Electrocution", use = (silenceThis) },
{ name = "Remodeled Body", use = ((phealth <= .20) and (pbuffs[621237])) },
{ name = "Forge", use = (not pbuffs[622184]) },
{ name = "Rune Growth", use = (not pbuffs[621209]) },
{ name = "Death Arrives", use = ((pbuffs[621482]) and (boss)) }, -- Only activates when Shadow step is used
{ name = "Rune Pulse", use = (pbuffs[622185]) },
{ name = "Fearless Blows", use = ((EnergyBar1 >= 15) and (thealth <= .45)) },
{ name = "Rune Energy Influx", use = ((EnergyBar1 >= 10) and (pbuffs[621237]) and (boss)) },
{ name = "Shock Strike", use = ((EnergyBar1 >= 25) and (pbuffs[621237])) },
{ name = "Shadowstab", use = (EnergyBar2 >= 20) },
{ name = "Shadow Pulse", use = (EnergyBar2 >= 20) },
{ name = "Throw", use = (enemy) },
}
end
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-- Class: Champion/Rogue
elseif mainClass == "PSYRON" and subClass == "THIEF" then
if (mode == "1") then
Skill = {
{ name = "Vacuum Wave", use = (silenceThis) },
{ name = "Electrocution", use = (silenceThis) },
{ name = "Remodeled Body", use = ((phealth <= .20) and (pbuffs[621218])) },
{ name = "Forge", use = (not pbuffs[622184]) },
{ name = "Rune Growth", use = (not pbuffs[621209]) },
{ name = "Death Arrives", use = ((pbuffs[621482]) and (boss)) }, -- Only activates when Shadow step is used
{ name = "Rune Pulse", use = (pbuffs[622185]) },
{ name = "Fearless Blows", use = ((EnergyBar1 >= 15) and (thealth <= .45)) },
{ name = "Rune Energy Influx", use = ((EnergyBar1 >= 10) and (pbuffs[621218]) and (boss)) },
{ name = "Shock Strike", use = ((EnergyBar1 >= 25) and (pbuffs[621218])) },
{ name = "Shadowstab", use = (EnergyBar2 >= 20) },
}
elseif ((enemy) and (mode == "2")) then
Skill2 = {
{ name = "Shadow Pulse", use = (EnergyBar2 >= 20) },
{ name = "Throw", use = (enemy) },
}
end
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-- Class: Warrior/Warden
elseif mainClass == "WARRIOR" and subClass == "WARDEN" then
CreateDIYCETimer("SlashBleed", 6)
if (mode == "0") then
Skill = {
{ name = "Action: 21", use = ((not pbuffs[506675])) },
{ name = "Berserk", use = ((EnergyBar1 >= 25) and (not pbuffs[500096]) ) },
{ name = "Savage Power", use = ((EnergyBar2 >= 240) and (not pbuffs[503644]) ) },
{ name = "Enraged", use = (EnergyBar1 <= 75)},
{ name = "Action: 25", use = ((not pbuffs[501321]) ) },
{ name = "Action: 26", use = ((not pbuffs[507125]) ) },
}
end
if (mode == "1") then
Skill2 = {
{ name = "Shout", use = (silenceThis) },
{ name = "Survival Instinct", use = (phealth <= .49) },
{ name = "Elven Amulet", use = (EnergyBar2 >= 150) and (phealth <= .4) },
{ name = "Defensive Formation", use = (EnergyBar1 >= 25) and (phealth <= .30) },
{ name = "Battle Creed", use = (not pbuffs[505208]) },
{ name = "Briar Shield", use = (not pbuffs[503958]) },
{ name = "Action: 13", use = (not pbuffs[508526]) },
{ name = "Aggressiveness", use = (pbuffs[507125]) },
{ name = "Frenzy", use = (pbuffs[507125]) },
{ name = "Charged Chop", use = (EnergyBar2 >= 260) and (tbuffs[500081]) },
{ name = "Charged Chop", use = (EnergyBar2 >= 260) and (pbuffs[504901]) },
--{ name = "Tactical Attack", use = ((EnergyBar1 >= 15) and (ChkBuffCount("target",_,500081,4))) },
{ name = "Attack Weakener", use = ((EnergyBar2 >= 455) and ((tbuffs[501502]) and (not tbuffs[504584]))) },
{ name = "Open Flank", use = ((EnergyBar1 >= 10) and (tbuffs[501502])) },
{ name = "Savage Whirlwind", use = (EnergyBar2 >= 390) and (not pbuffs[504901]) },
{ name = "Slash", use = (EnergyBar1 >= 25), timer = "SlashBleed" },
{ name = "Probing Attack", use = ((EnergyBar1 >= 20) and (boss)) },
{ name = "Charged Chop", use = (enemy) },
}
end
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Quoted from "Ravesden;599332"
Too lazy to look through your code, but heres my own diyce with the w/m only section. Edit it how you see fit.
![]()
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 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168-- ## DIYCE Script 2.2 (Author: Ghostwolf) -- ## Skill Rotations and Updated SilenceList edited and coded by Ravesden @Reni -- ## Scout/Warrior, Scout/Knight, Rogue/Scout, Scout/Warden, Warrior/Mage DIYCE - Chapter 5 -- ## Special thanks to Peryl @ Runes of Magic US Forums local WHITE = "|cffffffff" local SILVER = "|cffc0c0c0" local GREEN = "|cff00ff00" local LTBLUE = "|cffa0a0ff" function DIYCE_DebugSkills(skillList) DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:") for i,v in ipairs(skillList) do DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE.."" use = "..WHITE..(v.use and "true" or "false")) 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 = { ['Flame'] = true, ['Flame Spell'] = true, ['Heal'] = true, ['Healing Ripple'] = true, ['Thunderstorm'] = true, ['Iron Wing'] = true, --Furious Wodjin ['Flame Jet'] = true, --Spider Mandara ['Explosive Burn'] = true, --Spider Mandara ['Burning Fireball'] = true, --Spider Mandara ['Crackling Flash'] = true, --AC chest mobs ['Ancestral Fury'] = true, --Tosh third boss ['Heavy Shelling'] = true, --Juggler Apprentice in Grafu ['Dark Healing'] = true, --Mini-boss in Sardo ['Targonharl's Fury'] = true, --TB North boss ['Myrmex Survival'] = true, --Kulech 5th boss ['Storm's Pulse'] = true, --Kulech 3th boss ['Amplified Punishment'] = true, --Kulech 6th boss } -- PVE Sequence -- PvE -- PvE 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(21) -- # is your melee range spell slot number local a1,a2,a3,a4,a5,ASon = GetActionInfo(22) -- # 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 --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 --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: Warrior/Mage if mainClass == "WARRIOR" and subClass == "MAGE" then if enemy then Skill = { { name = "Silence", use = ((silenceThis) and ((not tbuffs['Silence']) or (tbuffs['Silence'].time <= 4.9))) }, { name = "Sense of Danger", use = ((phealth <= .30) and (combat) and (not tDead)) }, { name = "Lightning's Touch", use = (true) and (not boss) }, { name = "Electrical Rage", use = ((EnergyBar1 >= 15) and (boss) and (not pbuffs['High Voltage I']) and (not pbuffs['High Voltage II']) and (not pbuffs['High Voltage III'])) }, { name = "Electrical Rage", use = ((EnergyBar1 >= 15) and (boss) and (pbuffs['High Voltage I']) or (pbuffs['High Voltage II'])) }, { name = "Electrical Rage", use = ((EnergyBar1 >= 15) and (pbuffs['High Voltage III']) and (pbuffs['High Voltage III'].time <= 3.3) and (not tDead)) }, { name = "Enraged", use = ((true) and (combat) and (EnergyBar1 <= 30)) }, { name = "Lightning's Touch", use = (true) }, } 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("") end if not UnitExists("target") or UnitIsDeadOrGhost("target") or not UnitCanAttack("player","target") then TargetNearestEnemy() for i=1,10 do if not UnitMaster("target") then break end TargetNearestEnemy() end if UnitMaster("target") then TargetUnit("") end end end
You may have to do some modifications depending on whether you have the 70 elite or not, changes the ID of High Voltage or something, makes it 1/2/3 stacks versus having it names High Voltage I, II, III. Never got the 70 on the w/m as I don't see a real benefit to it, but there it is.
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/run WarriorSequence("","1")
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Source code |
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/run WarriorSequence("","2")
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-- Class: Warrior/Mage
if mainClass == "WARRIOR" and subClass == "MAGE" then
-- Msg("Warrior/Mage detected for ver 1.0.1")
--Combat
if (goat2 == "1") then
local noVoltage = (not pbuffs['High Voltage'])
local noVoltageStack = ((not pbuffs['High Voltage']) or (pbuffs['High Voltage'].stack < 3))
local noVoltageStackTime = ((not pbuffs['High Voltage']) or (pbuffs['High Voltage'].stack < 3) or (pbuffs['High Voltage'].time <= 3))
--Msg("No Voltage "..noVoltage)
--Msg("No Voltage Stack "..noVoltageStack)
--Msg("No Voltage Stack and Time "..noVoltageStackTime)
Skill2 = {
{ name = "Silence", use = ((boss or elite or pvp) and silenceThis) },
{ name = "Lightning Burn Weapon", use = ((not pbuffs['Lightning Burn Weapon']) or (pbuffs['Lightning Burn Weapon'].time < 10)) },
{ name = "Sense of Danger", use = (phealth <= .30) },
{ name = "Survival Instinct", use = (phealth <= .50) },
{ name = "Electrical Rage", use = (EnergyBar1 >= 15) and (EnergyBar2 >= 200) and noVoltageStackTime },
{ name = "Attack", use = (true) },
}
elseif (goat2 == "2") then
Skill2 = {
{ name = "Silence", use = ((boss or elite or pvp) and silenceThis) },
{ name = "Lightning Burn Weapon", use = ((not pbuffs['Lightning Burn Weapon']) or (pbuffs['Lightning Burn Weapon'].time < 10)) },
{ name = "Sense of Danger", use = (phealth <= .30) },
{ name = "Survival Instinct", use = (phealth <= .50) },
{ name = "Fireball", use = (EnergyBar2 >= 200) },
{ name = "Thunder Sword", use = (EnergyBar2 >= 200) },
{ name = "Lightning", use = (EnergyBar2 >= 200) },
}
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
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Quoted from "Ravesden;601784"
Yeah, mine is as minimalist as I could go. There is actually an improvememt on the diyce I wrote, optimalized by Paz. But cant let people have all the good stuff![]()
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--Warlock
elseif mainClass == "HARPSYN" then
--Champion
if subClass == "PSYRON" then
---> skill code here <---
--Mage
elseif subClass == "MAGE" then
---> skill code here <---
end
end
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Quoted from "BitiUS;601849"
Maybe you don't understand me, I asked for skill rotations if anybody created one what working, like the half of the posts for othet class combos.
Quoted from "SmokeNasty187;603485"
How is this program not illegal and not a violation of EULA rules?
Quoted from "SmokeNasty187;603485"
Could someone explain this to me since its seems it would give an unfair advantage to those who use it.
Quoted from "SmokeNasty187;603485"
I say play your toon as it was intened to be played, claim your work, not let a third program do the majority of your work for you.
Quoted from "SmokeNasty187;603485"
How is this program not illegal and not a violation of EULA rules? Could someone explain this to me since its seems it would give an unfair advantage to those who use it. I say play your toon as it was intened to be played, claim your work, not let a third program do the majority of your work for you.
