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Source code |
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-- BuffParty version 2.0
-- Change log:
-- 1) Modified to swap back to original target after buff is cast.
g_BPskill = {}
function BP_Msg(outstr,a1,a2,a3)
if not IsShiftKeyDown() then
DEFAULT_CHAT_FRAME:AddMessage(tostring(outstr), a1, a2, a3)
end
end
function BP_ReadSkills()
g_BPskill = {}
local skillname,slot
DEFAULT_CHAT_FRAME:AddMessage("#BuffParty: Reading Class Skills", 0, .6, 0)
for page = 2,4 do
slot = 1
skillname = GetSkillDetail(page,slot)
repeat
local a1,a2,a3,a4,a5,a6,a7,a8,skillusable = GetSkillDetail(page,slot)
if skillusable then
g_BPskill[skillname] = { ['page'] = page, ['slot'] = slot }
end
slot = slot + 1
skillname = GetSkillDetail(page,slot)
until skillname == nil
end
end
BP_ReadSkills() -- Read skills into g_BPskill table at login
function BP_CD(skillname)
local firstskill = GetSkillDetail(2,1)
if (g_BPskill[firstskill] == nil) or (g_BPskill[firstskill].page ~= 2) then
BP_ReadSkills()
end
if g_BPskill[skillname] ~= nil then
local tt,cd = GetSkillCooldown(g_BPskill[skillname].page,g_BPskill[skillname].slot)
return cd==0
else
BP_Msg("- Skill not available: "..skillname)
return false
end
end
function BP_BuffTimeLeft(thisunit, buffname)
local cnt = 1
local buff = UnitBuff(thisunit, cnt)
while buff ~= nil do
if string.find(buff,buffname) then
return UnitBuffLeftTime(thisunit, cnt)
end
cnt = cnt + 1
buff = UnitBuff(thisunit, cnt)
end
return 0
end
function BP_FreeFocusSlot()
for i = 1,11 do
if (not UnitExists("focus"..i)) then
return i
end
end
return 12
end
function BP_CastBuff(thisunit, buff, arg1)
local focus_slot = BP_FreeFocusSlot() -- Focus slot to use for target swapping
local retval = true
FocusUnit(focus_slot, "target") -- Remember original target
TargetUnit(thisunit)
if (arg1 == nil) or GetActionUsable(arg1) then
BP_Msg("- Casting "..buff.." on "..UnitName(thisunit))
CastSpellByName(buff)
else
retval = false
end
TargetUnit("focus"..focus_slot) -- Return to original target
FocusUnit(focus_slot, "")
return retval
end
function BuffParty(arg1, arg2)
-- arg1 = Quickbar slot # for targetable, instant-cast buff without a cooldown (eg. Amp Attack) for range checking.
-- arg2 = buff expiration time cutoff (in seconds) for refreshing buffs, default is 60 seconds.
local selfbuffs = { "Soul Bond", "Enhanced Armor", "Holy Seal", "Protection of Nature" }
local groupbuffs = { "Grace of Life", "Amplified Attack", "Angel's Blessing", "Essence of Magic", "Magic Barrier", "Blessed Spring Water", "Fire Ward","Savage Blessing" }
local othersbuffs = { "Holy Protection" }
local buffrefresh = arg2 or 60 -- Refresh buff time (seconds)
local spell = UnitCastingTime("player") -- Spell being cast?
local thisunit = "player"
if (spell ~= nil) then
return false
end
BP_Msg("- Checking self buffs on "..UnitName(thisunit))
for i,buff in ipairs(selfbuffs) do
if (g_BPskill[buff] ~= nil) and BP_CD(buff) and (BP_BuffTimeLeft(thisunit, buff) <= buffrefresh) then
if BP_CastBuff(thisunit, buff) then
return true
end
end
end
BP_Msg("- Checking group buffs on "..UnitName(thisunit))
for i,buff in ipairs(groupbuffs) do
if (g_BPskill[buff] ~= nil) and BP_CD(buff) and (BP_BuffTimeLeft(thisunit,buff) <= buffrefresh) then
if BP_CastBuff(thisunit, buff) then
return true
end
end
end
for num = 1,GetNumPartyMembers()-1 do
thisunit = "party"..num
if (UnitHealth(thisunit) > 0) then
BP_Msg("- Checking group buffs on "..UnitName(thisunit))
for i,buff in ipairs(groupbuffs) do
if (g_BPskill[buff] ~= nil) and BP_CD(buff) and (BP_BuffTimeLeft(thisunit, buff) <= buffrefresh) then
if BP_CastBuff(thisunit, buff, arg1) then
return true
end
end
end
for i,buff in ipairs(othersbuffs) do
if (g_BPskill[buff] ~= nil) and BP_CD(buff) and (BP_BuffTimeLeft(thisunit, buff) <= buffrefresh) then
if BP_CastBuff(thisunit, buff, arg1) then
return true
end
end
end
end
end
BP_Msg("- Nothing to do.")
return true
end
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Source code |
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local silenceList = {
['Annihilation'] = true,
['King Bug Shock'] = true,
['Mana Rift'] = true,
['Dream of Gold'] = true,
['Flame'] = true,
['Flame Spell'] = true,
['Wave Bomb'] = true,
['Silence'] = true,
['Recover'] = true,
['Restore Life'] = true,
['Heal'] = true,
['Curing Shot'] = true,
['Leaves of Fire'] = true,
['Urgent Heal'] = true,
['Heavy Shelling'] = true, --Juggler Apprentice in Grafu
['Dark Healing'] = true, --Mini-boss in Sardo
}
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Source code |
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elseif mainClass == "WARRIOR" and subClass == "THIEF" then
--Combat
if enemy then
Skill = {
{ name = "Survival Instinct", use = (health <= .49) }, --IMHO you should set this to trigger at .33 as an "OH SH!T"
{ name = "Splitting Chop", use = (rage >= 15) and (tbuffs['Weakened']) },
{ name = "Thunder", use = (rage >= 15) and (tbuffs['Weakened']) },
{ name = "Open Flank", use = (rage >= 10) and (tbuffs['Vulnerable']) and CD("Thunder") },
{ name = "Keen Attack", use = (energy >= 20) and (tbuffs['Vulnerable']) },
{ name = "Probing Attack", use = (rage >= 15) },
{ name = "Blood Dance", use = (health >= .50) },
{ name = "Slash", use = (rage >= 25) },
{ name = "Shadowstab", use = (energy >= 20) },
}
end
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Source code |
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local silenceList = {
['Annihilation'] = true,
['King Bug Shock'] = true,
['Mana Rift'] = true,
['Dream of Gold'] = true,
['Flame'] = true,
['Flame Spell'] = true,
['Wave Bomb'] = true,
['Silence'] = true,
['Recover'] = true,
['Restore Life'] = true,
['Heal'] = true,
['Curing Shot'] = true,
['Leaves of Fire'] = true,
['Urgent Heal'] = true,
}
function PriestFairySequence(arg1)
local Skill = {}
local Skill2 = {}
local i = 0
local FairyExists = UnitExists("playerpet")
local FairyBuffs = BuffList("playerpet")
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Summon Fairy
if (not FairyExists) and (not combat) then
if mainClass == "AUGUR" then
if subClass == "THIEF" then
Skill = {
{ name = "Shadow Fairy", use = true },
}
elseif subClass == "RANGER" then
Skill = {
{ name = "Water Fairy", use = true },
}
elseif subClass == "MAGE" then
Skill = {
{ name = "Wind Fairy", use = true },
}
elseif subClass == "KNIGHT" then
Skill = {
{ name = "Light Fairy", use = true },
}
elseif subClass == "WARRIOR" then
Skill = {
{ name = "Fire Fairy", use = true },
}
end
end
end
--Cast Halo
if FairyExists then
if mainClass == "AUGUR" then
if subClass == "THIEF" then
if (not FairyBuffs[503459]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Wraith Halo)", use = true },
}
end
elseif subClass == "RANGER" then
if (not FairyBuffs[503457]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Frost Halo)", use = true },
}
end
elseif subClass == "MAGE" then
if (not FairyBuffs[503461]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Windrider Halo)", use = true },
}
end
elseif subClass == "KNIGHT" then
if (not FairyBuffs[503507]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Devotion Halo)", use = true },
}
end
elseif subClass == "WARRIOR" then
if (not FairyBuffs[503455]) then
if (arg1 == "v1") then
Msg("- Activating Halo", 0, 1, 1)
end
Skill = {
{ name = "Pet Skill: 6 (Accuracy Halo)", use = true },
}
end
end
--Cast Conceal
if (not MyCombat(Skill, arg1)) then
if (not FairyBuffs[503753]) then
if (arg1 == "v1") then
Msg("- Activating Conceal", 0, 1, 1)
end
Skill2 = {
{ name = "Pet Skill: 7 (Conceal)", use = true },
}
end
end
end
end
if (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
end
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(13) -- # is your melee range spell 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/Mage
if mainClass == "WARRIOR" and subClass == "MAGE" then
local SurpriseAttack = GetActionUsable(14)
--Potions and Buffs
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Survival Instinct", use = (phealth <= .30) and combat },
{ name = "Sense of Danger", use = (phealth <= .30) and combat },
{ name = "Action: "..manapot, use = (pctEB2 <= .40) },
{ name = "Action: "..Healslot, use = (phealth < .70) and (not combat) and (not party) },
{ name = "Action: "..HoTslot, use = (phealth < .80) and (not party) },
{ name = "Intensification", use = (pctEB2 >= .05) and (not pbuffs['Intensification']) and boss and enemy },
{ name = "Aggressiveness", use = boss and enemy },
{ name = "Electric Attack", use = (pctEB2 >= .05) and ((not pbuffs['Electric Attack']) or (pbuffs['Electric Attack'].time <= 45)) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Silence", use = (silenceThis) },
{ name = "Surprise Attack", use = SurpriseAttack },
{ name = "Enraged", use = (EnergyBar1 <= 30) and (boss or elite) },
{ name = "Electrical Rage", use = (EnergyBar1 >= 15) and (pctEB2 >=.05) and (not pbuffs['High Voltage III']) },
{ name = "Thunder Sword", use = (pctEB2 >= .05) },
{ name = "Lightning's Touch", use = (pctEB2 >= .05) },
{ name = "Attack", use = (thealth == 1) },
}
end
--Class: Rogue/Priest
elseif mainClass == "THIEF" and subClass == "AUGUR" then
--Potions and Buffs
Skill = {
{ name = "Regenerate", use = (phealth <= .90) and (pctEB2 >= .05) and (not pbuffs['Regenerate']) },
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Action: "..manapot, use = (pctEB2 <= .40) },
{ name = "Magic Barrier", use = (pctEB2 >= .05) and ((not pbuffs['Magic Barrier']) or (pbuffs['Magic Barrier'].time <= 45)) },
{ name = "Quickness Aura", use = (pctEB2 >= .05) and ((not pbuffs['Quickness Aura']) or (pbuffs['Quickness Aura'].time <= 45)) },
{ name = "Poison", use = ((not pbuffs['Poisonous']) or (pbuffs['Poisonous'].time <= 45))},
}
--Combat
if enemy then
Skill2 = {
{ name = "Premeditation", use = (not combat) and boss and (EnergyBar1 >= 50) },
{ name = "Slowing Poison", use = boss },
{ name = "Informer", use = boss },
{ name = "Fervent Attack", use = boss },
{ name = "Assassins Rage", use = boss },
{ name = "Kick", use = (pctEB2 >= .05) },
{ name = "Sneak Attack", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Blind Spot Attack", use = (EnergyBar1 >= 20) and boss and behind and party },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) and (not tbuffs[620313]) },
{ name = "Low Blow", use = (EnergyBar1 >= 30) and (tbuffs[620313]) and (not tbuffs[500704]) },
{ name = "Wound Attack", use = (EnergyBar1 >= 35) },
{ name = "Shadowstab", use = (EnergyBar1 >= 20) },
{ name = "Attack", use = (thealth == 1) },
}
end
elseif mainClass == "WARRIOR" and subClass == "THIEF" then
--Combat
if enemy then
Skill = {
{ name = "Survival Instinct", use = (health <= .49) }, --IMHO you should set this to trigger at .33 as an "OH SH!T"
{ name = "Splitting Chop", use = (rage >= 15) and (tbuffs['Weakened']) },
{ name = "Thunder", use = (rage >= 15) and (tbuffs['Weakened']) },
{ name = "Open Flank", use = (rage >= 10) and (tbuffs['Vulnerable']) and CD("Thunder") },
{ name = "Keen Attack", use = (energy >= 20) and (tbuffs['Vulnerable']) },
{ name = "Probing Attack", use = (rage >= 15) },
{ name = "Blood Dance", use = (health >= .50) },
{ name = "Slash", use = (rage >= 25) },
{ name = "Shadowstab", use = (energy >= 20) },
}
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 (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
--Select Next Enemy
if (tDead) then
TargetUnit("")
return
elseif (not LockedOn) or (not enemy) then
TargetNearestEnemy()
return
end
end
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Quoted from "gimlear;481685"
I've been looking all over the place, but I can't seem to find out how to look up buff/debuff ids. It would seem like there should either be 1 or 2 lines of code to show you in-game or a table somewhere with this information.
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Source code |
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elseif mainClass == "WARRIOR" and subClass == "THIEF" then
--Combat
if enemy then
Skill = {
{ name = "Survival Instinct", use = (phealth <= .49) },
{ name = "Splitting Chop", use = (EnergyBar1 >= 15) and (tbuffs['Weakened']) },
{ name = "Thunder", use = (EnergyBar1 >= 15) and (tbuffs['Weakened']) },
{ name = "Open Flank", use = (EnergyBar1 >= 10) and (tbuffs['Vulnerable']) and CD("Thunder") },
{ name = "Keen Attack", use = (EnergyBar2 >= 20) and (tbuffs['Vulnerable']) },
{ name = "Probing Attack", use = (EnergyBar1 >= 15) },
{ name = "Blood Dance", use = (phealth >= .50) },
{ name = "Slash", use = (EnergyBar1 >= 25) },
{ name = "Shadowstab", use = (EnergyBar2 >= 20) },
}
end
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Source code |
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local silenceList = {
['Annihilation'] = true,
['King Bug Shock'] = true,
['Mana Rift'] = true,
['Dream of Gold'] = true,
['Flame'] = true,
['Flame Spell'] = true,
['Wave Bomb'] = true,
['Silence'] = true,
['Recover'] = true,
['Restore Life'] = true,
['Heal'] = true,
['Curing Shot'] = true,
['Leaves of Fire'] = true,
['Urgent Heal'] = true,
}
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(13) -- # is your melee range spell 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=1,3 do
if (IsPetSummoned(i) == true) then
ReturnPet(i);
end
end
end
if (LockedOn and (UnitLevel("target") < 2)) then
TargetUnit("")
TargetNearestEnemy()
return
end
--Begin Player Skill Sequences
-- Class: Scout/Warden
-- DIYCE 2.0
if mainClass == "RANGER" and subClass == "WARDEN" then
-- Cancel Blood Arrows out of combat or at less than 40% health, without invoking the GCD.
if friendly or (not UnitExists("target")) or tdead or (phealth <= .40) and (pbuffs['Blood Arrow']) then
CancelBuff("Blood Arrow")
end
-- Combat
if enemy then
Skill = {
{ name = "Action: 7 (Hidden Peril)", use = (true) },
{ name = "Snipe", use = (pbuffs['Hidden Peril']) },
{ name = "Action: 20 (Autoshot)", use = ((boss) and (not ASon)) },
{ name = "Action: 5 (Shot)", use = (true) },
{ name = "Combo Shot", 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 (not MyCombat(Skill, arg1)) then
MyCombat(Skill2, arg1)
end
--Select Next Enemy
if (tDead) then
TargetUnit("")
TargetNearestEnemy()
return
elseif (not LockedOn) or (not enemy) then
TargetNearestEnemy()
return
end
end
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