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RoMunited

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Posts: 889

Location: Reni

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1,141

Thursday, May 9th 2013, 11:11pm

Quoted from "Cike;600535"

cool, thanks...no more questions atm, but I'm sure more will come...

You used to be able to check range, but they took it out

You can use a local like pdebuffs and then replicate the buff lua code, but replace where it says buffs with debuffs and create the list ghost was talking about

I was messing around making an immune list that would check to see the target has immuned and would put something like "and not mImmune List (magic immunes) for my skills that used magic stuffs. You could do something similar.

I don't play no mores so I didn't really test anything out and the code wasn't finished. It was pretty basic code, so ghost will be able to do it

ghostwolf82

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1,142

Friday, May 10th 2013, 12:00pm

Quoted from "RoMunited;600537"

It was pretty basic code, so ghost will be able to do it


What is this code thing? I don't know how to make addons o.O ...

1,143

Saturday, May 11th 2013, 7:18pm

I just figure out that I can call item from item bag (both cds and non-cds) so I get to clean up the UI a little bit. I know this question may not be related to DIYCE but is there an addon/macro that whisper the cds for pots and skills.

Adrianell

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1,144

Monday, May 13th 2013, 4:13pm

can someone share Champion/Rogue DIYCE ?
It would be nice to get 1 for Dps and second for tank skills.

atm i have something like that

Source code

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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


But its not working ;/

In game macro is : /run KillSequence()

Help plz

ghostwolf82

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1,145

Monday, May 13th 2013, 6:04pm

The current version up on Curse has ch/r included in it.

Adrianell

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1,146

Monday, May 13th 2013, 6:11pm

Quoted from "ghostwolf82;600837"

The current version up on Curse has ch/r included in it.


Thanks. Awsome job m8. Ofc soon you will get something from me for help and awsome job :)

1,147

Tuesday, May 14th 2013, 12:22am

My Champion/Rouge Diyce

Source code

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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


P.S you will have to make two in-game Macro, one for Melee and one for Range

/run KillSequence("","1") < Melee
/run KillSequence("","2") < Range

Sorry I had made a few changes on my dyice, but this should work with the original dyice.

Enjoy =)
Skyomega = Warrior/Champion/Rogue 72/55/50 <Retire
Skylotus = Knight/Warrior/Scout 72/72/59 <Retire
luminousindigo.guildlaunch.com
[img][/img]

1,148

Tuesday, May 14th 2013, 12:44am

Here is Warrior/Warden Dyice

Source code

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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


P.S you will need to make two In-game macro, one for Buffs and Melee

/run KillSequence("","0") < Buff
/run KillSequence("","1") < Melee

There is also some action # you need to change for your own personal preferences.

I want to Thank everyone here on the Dyice Community for all the help you give me. =)
Happy Rom play
Skyomega = Warrior/Champion/Rogue 72/55/50 <Retire
Skylotus = Knight/Warrior/Scout 72/72/59 <Retire
luminousindigo.guildlaunch.com
[img][/img]

1,149

Tuesday, May 21st 2013, 11:54am

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

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-- ## 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.





Although I normally don't normally share code often, I find my W/M script to be much better as it works with pre-70 elite and post-70 elite. Here is a better way to do it.
For melee, use

Source code

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/run WarriorSequence("","1")


For ranged, use

Source code

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/run WarriorSequence("","2")




Source code

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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

1,150

Tuesday, May 21st 2013, 6:46pm

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 ;)

Ravesden, D/S/Wd 80/75/62
Retired. Click siggy for old RoM vids, among other things.

1,151

Tuesday, May 21st 2013, 7:19pm

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 ;)


People sharing stuff on forums. That's so funny.

Panix shared some stuff from RT days 2 years later

http://forum.us.runesofmagic.com/showthread.php?t=68762

Best programming work never hits forums. There is enough crying as it is.

ghostwolf82

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  • "ghostwolf82" started this thread

Posts: 859

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Occupation: It's dark in here

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1,152

Tuesday, May 21st 2013, 9:04pm

So, I'm not sure why I didn't make this optimization sooner, seeing as I did this in the priest-fairy sequence, but I have been moving bits of the code around to have all the class combos grouped into a more effecient code model. What I mean by this is...

Source code

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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


Once done, I will upload a new version to Curse. As always, when you grab the new version, have a back-up of your current version saved elsewhere so you can easily put back in your modified sections.


Edit: Also working on a new system for how buffs work in DIYCE, hoping to really make a significant change in this area. This one could take some time, so bear with me on this.

1,153

Wednesday, May 22nd 2013, 4:02pm

Quoted from "Cike;600456"

I think you are in the wrong thread, this is the DIYce thread, not the CE thread...



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.
EU - Macantacht 70/54/58 S/W/P

ghostwolf82

Professional

  • "ghostwolf82" started this thread

Posts: 859

Location: Kalvans Trunk

Occupation: It's dark in here

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1,154

Wednesday, May 22nd 2013, 7:00pm

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.


You asked for a script for it, not a rotation. I also suggested you use the search feature to help yourself find what you are looking for. You could also help yourself by showing us the work you have already done on the scripts you need help with. We are not in the business of just handing out entire meals here, we give the ingredients that help you make your own meal. Once you are done, you can share what you have for others to work off of (which is what a lot of people do, including myself), but no one builds an entire script for anyone else.

tl;dr - We want to teach you how to fish, not just give you one.

1,155

Friday, May 24th 2013, 1:03pm

Quoted from "Ravesden;601784"

But cant let people have all the good stuff ;)


You can have my good stuff whenever you want. :o

1,156

Wednesday, June 5th 2013, 9:24am

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.

Peryl

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Wednesday, June 5th 2013, 12:08pm

<sigh>... here we go again...

Quoted from "SmokeNasty187;603485"

How is this program not illegal and not a violation of EULA rules?

It is not illegal because there is no law against DIYCE or its use.
It is not a violation of the EULA as it doesn't apply.
It is not a violation of the ToS (terms of service, which is what you likely actually meant) because it abides by the requirements of the ToS.

Quoted from "SmokeNasty187;603485"

Could someone explain this to me since its seems it would give an unfair advantage to those who use it.

It may confer advantages, but not as much as you seem to think. There are plenty of people on these forums who claim that DIYCE actually slows you down and/or is a disadvantage in PvP.

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.

That is your opinion.
2013... The year from hell....

Auros

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Wednesday, June 5th 2013, 7:36pm

You go Peryl...
Govinda P/W/K/M 100x4 :pump:
Wl/R/M/Ch 100x4 :borg:
Wd/W/S 100/100/100
W/M 100/100 Glass Cannon: oh gawd, not again :pinch: ... and numerous others Semi-retired :pillepalle:

Cike

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Wednesday, June 5th 2013, 9:25pm

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.


i never use diyce....never have...but i have absolutely no objection to other people using it...i think it's neat actually...i just enjoy watching all me CD's on the 8-9 skills in my rotation(scout, they all do about the same damage, so interchangeable for the most part), and firing them off as soon as they are up, but again, that's just my opinion...

btw, it's obvious in pvp when some1 is using diyce...not to knock it, but it don't have the flexibility manual does(unless u actually knew how the class worked before u got diyce)...case in point: i(scout) see a rogue creeping around...i shoot him, pop him out of hide...he uses shadowprison...i use pvp gloves...he uses shadowprison again, immediately, now he's out of energy...then he wait for a couple seconds until his energy reaches 30, then crits me for 3x my HP...and this was a r/s, who could have easily 1 shot me with either shot or VA...so yeah diyce only works when you know how to play your class w/o it...

but yeah, sorry to derail...

yay for diyce!
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

krssrb

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Monday, June 10th 2013, 10:27pm

Is posible ( and how :D ) to separate "function KillSequence()" to multiple files, for every class combo, difrent file, it would be easyer to maintain?
Warrior80/Mage80/Warlock80