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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)
healthpot = 9
healthpot1 = 8
manapot = 8
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(13) -- # is your melee range spell slot number
local a1,a2,a3,a4,a5,ASon = GetActionInfo(14) -- # 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
local party = GetNumPartyMembers() >= 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
healthpot = healthpot or 0
manapot = manapot or 0
--Equipment and Pet Protection
if phealth <= .04 then
--SwapEquipmentItem() --Note: Remove the first double dash to re-enable equipment protection.
for i=1,6 do
if (IsPetSummoned(i) == true) then
ReturnPet(i);
end
end
end
--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/Rouge
if mainClass == "WARRIOR" and subClass == "THIEF" then
--Potions and Buffs
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Throw", use = enemy },
{ name = "Survival Instinct", use = (phealth <= .50) and combat },
}
--Combat
if enemy then
Skill2 = {
{ name = "Berserk", use = (EnergyBar1 >= 25) },
{ name = "Blasting Cyclone", use = (EnergyBar1 >= 35) },
{ name = "Whirlwind", use = (EnergyBar1 >= 30) },
{ name = "Keen Attack", use = (EnergyBar2 >= 20) and (tbuffs["Vulnerable"]) },
{ name = "Slash", use = (EnergyBar1 >= 25) },
{ name = "Probing Attack", use = (EnergyBar1 >= 20) },
{ name = "Open Flank", use = (EnergyBar1 >= 10) and (tbuffs["Vulnerable"]) },
{ name = "Thunder", use = (EnergyBar1 >= 15) and (tbuffs["Weakened"]) },
{ name = "Shadowstab", use = (EnergyBar2 >= 20) },
{ name = "Attack", use = (thealth == 1) },
}
end
--Class: Warrior/Knight
elseif mainClass == "WARRIOR" and subClass == "KNIGHT" then
--Potions and Buffs
Skill = {
{ name = "Enhanced Armor", use = (not pbuffs["Enhanced Armor"] ) and combat },
{ name = "Blocking Stance", use = (not pbuffs["Blocking Stance"] ) and combat },
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Survival Instinct", use = (phealth <= .50) and combat },
{ name = "Action: "..healthpot1, use = (phealth <= .75) and combat },
{ name = "Aggressiveness", use = (EnergyBar1 >= 50) and combat },
{ name = "Frenzy", use = (EnergyBar1 >= 40) and combat },
{ name = "Enraged", use = (EnergyBar1 >= 20) and combat },
}
--Combat
if enemy then
Skill2 = {
{ name = "Throw Shield", use = (EnergyBar2 >= 360) },
{ name = "Strike of Punishment", use = (EnergyBar2 >= 44) and (tbuffs["Surprise Attack Effect"]) },
{ name = "Surprise Attack", use = enemy },
{ name = "Terror", use = (EnergyBar1 >= 99) },
{ name = "Blasting Cyclone", use = (EnergyBar1 >= 35) },
{ name = "Shout", use = (EnergyBar1 >= 30) },
{ name = "Whirlwind", use = (EnergyBar1 >= 25) },
{ name = "Berserk", use = (EnergyBar1 >= 25) },
{ name = "Slash", use = (EnergyBar1 >= 25) },
{ name = "Probing Attack", use = (EnergyBar1 >= 20) },
{ name = "Open Flank", use = (EnergyBar1 >= 10) and (tbuffs["Vulnerable"]) },
{ name = "Thunder", use = (EnergyBar1 >= 15) and (tbuffs["Weakened"]) },
{ name = "Shield Bash", use = (EnergyBar2 >= 228) and (tbuffs["Disarmament IV"]) },
{ name = "Strike of Punishment", use = (EnergyBar2 >= 44) },
{ name = "Disarmament", use = (pctEB2 >= .05) },
{ name = "Attack", use = (thealth == 1) },
}
end
--Class: Knight/Warrior
elseif mainClass == "KNIGHT" and subClass == "WARRIOR" then
--Potions and Buffs
Skill = {
{ name = "Enhanced Armor", use = (not pbuffs["Enhanced Armor"] ) and combat },
{ name = "Action: "..healthpot, use = (phealth <= .80) },
{ name = "Action: "..manapot, use = (EnergyBar1 <= 6000) },
{ name = "Shield of Valor", use = (EnergyBar1 >= 360) and combat },
{ name = "Resolution", use = (phealth <= .80) and combat },
{ name = "Holy Shield", use = (phealth <= .80) and combat },
{ name = "Holy Power Explosion", use = (EnergyBar1 <= 2500 ) and combat },
{ name = "Action: "..manapot, use = (pctEB1 <= .50) and combat },
{ name = "Quick Reflexes", use = (EnergyBar2 >= 20) and combat },
{ name = "Master of Parry", use = (EnergyBar2 >= 30) and (phealth <= .90) and combat },
{ name = "Authoritative Deterrence", use = (EnergyBar2 >= 10) and (phealth <=.70) and combat },
{ name = "Hall of Dead Heroes", use = (phealth <= .60) and combat },
{ name = "Holy Strength", use = (EnergyBar1 >= 300) and (phealth <= .75) and combat },
}
--Combat
if enemy then
Skill2 = {
{ name = "Charge", use = enemy },
{ name = "Shock", use = (EnergyBar1 >= 150) and (tbuffs["Charge Effect"]) },
{ name = "Berserk", use = (EnergyBar2 >= 25) and (tbuffs["Shock Stun"]) },
{ name = "Punishment", use = (EnergyBar1 >= 140) and (tbuffs["Holy Seal 4"]) },
{ name = "Strike of Punishment", use = (EnergyBar1 >= 68) and (tbuffs["Disarmament IV"]) },
{ name = "Holy Seal", use = (EnergyBar1 >= 198) },
{ name = "Slash", use = (EnergyBar2 >= 25) },
{ name = "Truth Shield Bash", use = (EnergyBar1 >= 160) },
{ name = "Holy Strike", use = (EnergyBar1 >= 174) and (tbuffs["Bleed"]) },
{ name = "Disarmament", use = (pctEB1 >= .05) },
{ name = "Whirlwind", use = (EnergyBar2 >= 40) },
{ name = "Whirlwind Shield", use = (EnergyBar2 >= 180) },
{ name = "Fearless", use = (EnergyBar2 >= 35) },
{ name = "Attack", use = (thealth == 1) },
}
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("")
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
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