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Cike

Rogue

Posts: 4,171

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1,201

Thursday, September 26th 2013, 4:57pm

after energy thief runs out, better to save the energy for WA and spam thing like throw/throw/JOINT BLOW....
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

1,202

Thursday, September 26th 2013, 9:03pm

So I recently upgraded to Version: 2.4.2 and I'm having two slight issues I was wondering if anyone could help me with. First is with 6th boss Bethomia and this is only boss diyce has an issue with for me. The diyce will function properly for burn phase then completely shuts off, I ran /run KillSequence('v1') and it just completely stops firing same as if you were targeted on snoop, I'm assuming that the diyce thinks the boss is a grey type npc or something. So I was wondering how to remove that check for grey npcs, I want the diyce to fire regardless of who you are targeted on.
Second issue I am having is seige war targetting, this version isn't auto targetting it will only find new target directly after a kill otherwise it isn't fishing for them and I've had to use pvp tab, but I hate holding down shift all of sw. Is that because of this line?
if SeigeWar then
if (not LockedOn) or (not enemy) then
for i=1,10 do
if UnitIsPlayer("target") then
break
end
TargetNearestEnemy()
StopDIYCETimer("LBBleed")
StopDIYCETimer("SSBleed")
return
end
end
Chapter 2 Elfuerte M/R reroll s/r chapter 3
Chapter 4 Eldebil S/WD/R
Chapter 5 Mizettto C/R/M/W/WL/P ( Now Wl/m buff alt)
Currently Eldebil WD/W tank/dps or S/WD dps

1,203

Friday, September 27th 2013, 6:13am

While not related to Diyce, you can actually reverse the way the "pvp macro" commonly found on the web works. That is:

/run for i=1,10 do TargetNearestEnemy() if IsShiftKeyDown() then break elseif UnitIsPlayer("target") then break end end
/run if IsShiftKeyDown then if not UnitIsPlayer("target") then TargetUnit("") end end

will target players without needing to hold shift down and will target anything while shift is held down. When I do sw, I chnged the aaction bar slot this macro is in to have Hotkey TAB. When finished sw, I reset to normal tab targetting.


The problem the posted function is that it checks if you have a target, and if it can be attacked. Note that (for some strange reason) both of these are true even if the target you have is dead. you need to change it so it reads

if (not LockedOn) or (not enemy) or UnitIsDeadOrGhost("target") then

OR

when declaring variables, we check if "enemy" is both something we can attack AND its actually alive (these two things are evidently independant in rom):

local enemy = UnitCanAttack("Player","target") and UnitIsDeadOrGhost("target")

the second fix will make sure that in all cases where we check "enemy" that is is in fact an enemy AND its a living enemy, where as the first fix changes only the siege war targetting.

This post has been edited 10 times, last edit by "BlankMinded" (Sep 27th 2013, 6:46am)


1,204

Sunday, October 20th 2013, 3:35pm

I have some problems with my diyce after the last patch. It goes random with this two. It should do stim and fervent but sometimes it goes fervent and stim idk why. And the same with my skills. Sometimes they work well, sometimes it cast them again even if there is already bleeding effects on target.

Source code

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{ name = "Action: 13 (Strong Stimulant)",      use = ((boss) and (not pbuffs["Fervent Attack"])) },
{ name = "Fervent Attack",                     use = ((boss) and (not pbuffs["Strong Stimulant"])) },


Source code

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{ name = "Wound Attack",                       use = (EnergyBar1 >= 35) and (tbuffs[620313]) and (tbuffs[620314]) }, 
{ name = "Low Blow",                           use = (EnergyBar1 >= 35) and (tbuffs[620313]) or (pvp) },
{ name = "Shadowstab",                         use = (EnergyBar1 >= 20) and (not tbuffs[620313])  },


@ghostwolf82

Spoiler Spoiler


Source code

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function KillSequence(arg1, mode, healthpot)
    --arg1 = "v1" or "v2" for debugging
    --mode = "PvE" or "PvP"
    --healthpot = # of actionbar slot for health potions
    --foodslot = # of actionbar slot for food 

    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(1) -- # 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
Just have some damn fun! That's why we play games right?

ghostwolf82

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1,205

Sunday, October 20th 2013, 5:38pm

This problem only occurs with these specific skills? No other skills give any similar issues? Are other rogues out there having this issue?

Also, how fast are you spamming the macro? That might have something to do with it, I've had issues when I press the macro key too fast/often and slowing down just a bit to allow for lag helps clear things up for me.

1,206

Sunday, December 1st 2013, 1:27am

Mage/Scout advice

I downloaded DIYCE from Curse, tried the default mage/rogue and warrior/mage combo's, seems it works ok for me. Stuff gets attacked and killed.

I also use Mage/Scout a lot and since it was not in the default script I thought I would have a go adding it in and starting with buffs. Just for starters I was just wanting to get it to buff Wind Fire Cultivation if the buff was not detected. But I am getting nothing, adding in the V1 or V2 options im not getting anything in my chat window. So I am not sure if diyce is even getting to my section I added.

Keeping the code as small as possible at this point I wanted it to turn the buff on if the buff is currently not on, just so I can see it work.
This is my small test, and this code added at the correct place above the --ADD MORE CLASS COMBOS ABOVE THIS LINE.


--Class: Mage/Scout
elseif mainClass == "MAGE" and subClass == "RANGER" then
--Potions and Buffs
Skill = {
{ name = "Wind Fire Cultivation", use = (not pbuffs["Wind Fire Cultivation"]) },
}
end

I basicly copied from one of the other class combo's and changed the skill name for this one. Anyone able to steer me in the right direction. Before I get in to the combat part I want to have my usually buffs checked if not on then turn them on, like magic damage food, hero potion, grassland etc..

1,207

Sunday, December 1st 2013, 1:29am

Is there any rogue/warden's out there with a nice script?

Cike

Rogue

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1,208

Sunday, December 1st 2013, 2:03am

:dash:

i'd start at page 1, or do a quick forum search...

or u can post YOUR incomplete r/wdn script and people would love to help you with it...

or just make a macro for each attack skill and put a CC on a .05 sec wait after and play it like a regular rogue...
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

ghostwolf82

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1,209

Sunday, December 1st 2013, 2:10am

@Gorgar - Looks like you are headed in the right direction :) Keep at it, and keep asking questions along the way. More than happy to help someone asking legitimate questions and showing the effort. For the potions, you will need to add more args to the arg list at the right of FUNCTION KILLSEQUENCE, the args are in the parenthesis. Once you have a look at how I have it set up for the health and mana pots to work with the args, it isn't too hard to extrapolate that idea into adding more potions.

1,210

Sunday, December 1st 2013, 2:27am

@Gorgar - Looks like you are headed in the right direction :) Keep at it, and keep asking questions along the way. More than happy to help someone asking legitimate questions and showing the effort. For the potions, you will need to add more args to the arg list at the right of FUNCTION KILLSEQUENCE, the args are in the parenthesis. Once you have a look at how I have it set up for the health and mana pots to work with the args, it isn't too hard to extrapolate that idea into adding more potions.
Thanks for a positive feedback. I will slowly get to the potions etc, but for now I am stuck with the Wind Fire Cultivation buff, trying different combinations after use == and even without use == I still can not get the buff to turn on. If I start my class combo as w/m or m/r they work until I change to m/s, if I then switch back to either of those first two they no longer work. I can't tell if Diyce has exited and stopped running, or if it is stuck in a loop from me attempts and making it buff that elite skill.

EDIT: Using notepad++ there is a RED bar down the left, after my END it was still red, so I had to put in two END commands and the red bar disapeared. Now it is buffing the elite skill. Going to recheck the default script if the red bar is there.

Well seems for me was a misunderstanding of what I read in the other examples of each elseif == class combo's. At least now I can move on.

This post has been edited 2 times, last edit by "Gorgar" (Dec 1st 2013, 2:48am)


1,211

Sunday, December 1st 2013, 5:26am

I have slowly progressed to extending the args for more buffs. I am stuck though with the magical damage food and physical defense food, they stop diyce from running. Can someone pick up on what is wrong, maybe type-o or formatting. This is all I have done so far and note I have commented out the two food buffs that stop diyce, and sorry its not posted in a code window, but chrome was converting it all to a single long line of code :



--Class Mage/Scout
elseif mainClass == "MAGE" and subClass == "RANGER" then
--Potions and Buffs
Skill = {
{ name = "Wind Fire Cultivation", use = (pctEB1 >= .05) and ((not pbuffs["Wind Fire Cultivation"]) or (pbuffs["Wind Fire Cultivation"].time <= 45)) },
{ name = "Fire Ward", use = (pctEB1 >= .05) and ((not pbuffs["Fire Ward"]) or (pbuffs["Fire Ward"].time <= 45)) },
--{ name = "Action: "..plyrmdmg, use = (not pbuffs["Berry Sandwich"]) }, <-------- giving me problems lvl 80 magic damage food
--{ name = "Action: "..plyrphysdef, use = (not pbuffs["Berry Cake"]) }, <---------also giving me problems lvl 80 physical defense desert
{ name = "Action: "..plyrheropot, use = (not pbuffs["Hero Magic Medicine"]) },
{ name = "Action: "..plyrcritfood, use = (not pbuffs["Moti Blended Sausage"]) },
{ name = "Action: "..speedpot, use = (not pbuffs["Unbridled Enthusiasm"]) },
}

--this is my kill sequence args
--KillSequence(arg1, mode, healthpot, manapot, Healslot, foodslot, speedpot, ragepot, HoTslot, plyrmdmg, plyrphysdef, plyrheropot, plyrcritfood)

--this is my game macro where 77 is magic damage and 78 is physical defense
--/run KillSequence("v2","","","","","","57","","",77,78,80,6)

--ADD MORE CLASS COMBOS ABOVE THIS LINE.
--USE AN "ELSEIF" TO CONTINUE WITH MORE CLASS COMBOS.
--THE NEXT "END" STATEMENT IS THE END OF THE CLASS COMBOS STATEMENTS.
--DO NOT ADD ANYTHING BELOW THE FOLLOWING "END" STATEMENT!
end
--End Player Skill Sequences

ghostwolf82

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1,212

Sunday, December 1st 2013, 8:50am

Make sure you have the correct buffs listed in the code. Use the following in a macro to see both the buff name and the buffID to make sure you have it exactly right.

Source code

1
/run for i=1,100 do local n,_,_,id=UnitBuff("player",i) if n then DEFAULT_CHAT_FRAME:AddMessage(n.." = "..id) else break end end

1,213

Sunday, December 1st 2013, 9:19am

Thanks, I run the script and I am sure what I get as a result is the same name/spelling. If I want to substitute the name Berry Cake for its ID number what part needs changing, Berry Cake ID is 507022... In the mean time i will try a few things more with the ID number.

{ name = "Action: "..plyrphysdef, use = (not pbuffs["Berry Cake"]) },

I have change it to:

{ name = "Action: "..plyrmdmg, use = (not pbuffs[507067]) },

{ name = "Action: "..plyrphysdef, use = (not pbuffs[507022]) },


It now allows diyce to keep running, but it doesn't use the items in slot 77 and 78

Slot 77 Berry Sandwich <-doesn't work
Slot 78 Berry Cake <--- doesn't work

Slot 80 Hero Potion <--- works fine
Slot 6 Moti Sausage <--- works fine
Slot 57 Unbridled Enthusiasm <--- works fine

This post has been edited 1 times, last edit by "Gorgar" (Dec 1st 2013, 9:34am)


ghostwolf82

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1,214

Sunday, December 1st 2013, 8:10pm

That...makes no sense that it would be just skipping those two and picking up after them... :huh:

1,215

Monday, December 2nd 2013, 5:24am

Another day, slightly fresh mind, I changed the spelling of the arg plyrphysdef to plyrdef and now it is working. Spelling was correct before cause if I highlighted it the other args with the same spelling highlighted in green (notepad++).

Buffing is out of the way, now for arrows and more stuff. See how I go.

By the way, how spamable is diyce. Just how many times per second can the add-on be called, and what happens if it is called again before it has finished its last access.

This post has been edited 1 times, last edit by "Gorgar" (Dec 2nd 2013, 5:52am)


ghostwolf82

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1,216

Monday, December 2nd 2013, 8:10pm

That is really odd if changing the spelling is the only thing that was causing an error. You can press DIYCE non stop, it will only activate when GCD is not affecting your skills.

Mrpushpop

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1,217

Thursday, December 5th 2013, 2:05pm

I got a question for you ghost. I am not sure how to incorporate a couple of the new warlock set skills into my diyce so I have been manually punching them in when needed. The goal is too have diyce cast Essence of the dark soul when the PSI bar is full but before willpower blade is used to waste any seconds on willpower blade. Do i just need to put it above willpower blade? which is my first line?
{ name = "Essence of the dark soul", use = ((PsiPoints == 6) and (not pbuffs["Willpower Blade"])) },

{ name = "Willpower Blade", use = ((PsiPoints == 6) and (not pbuffs["Willpower Blade"])) },


Also I would like to cast Dark halo during the PSI burn but not at the very start. It would be pointless to use it with a full bar. Would the answer be to say?

{ name = "Dark Halo", use = ((PsiPoints > 5) and (pbuffs["Willpower Blade"])) },

1,218

Thursday, December 5th 2013, 2:57pm

Is there any add-on that interfers with Diyce ?.. If I change class to say w/m it no longer works, I have to relog. When it stops working I also dont get log message with V1 or V2. But the default lua has a w/m profile that I would expect to be working.

ghostwolf82

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1,219

Thursday, December 5th 2013, 6:32pm

@gorgar - not that I know of. DIYCE2 is meant to keep working even when you change classes. Actually, that was part of the core design change from DIYCE1, so if you find out which addon is interfering with it, please let me know. (To test, take out all addons except DIYCE and add them back in one at a time and run a test.)

@mrpushpop - (PsiPoints >= 5) would be needed, the way you have it is basically saying (PsiPoints == 6) As for the other, you could add it like that, right above the WPB line. However, if you find that it doesn't trigger at the proper time like you are wanting (which I have ran into while spamming the macro) just put it into a different function by itself (much like I have the potion function) and call it in the macro before you call the killsequence (since I know you have been following diyce since for...ever... I can call up that I did this as a p/s a long time ago in a major rotation and maybe you will remember seeing it (and iirc it is in one of the first couple of posts how I used this kind of "super macro" to use different functions for that toon)).

Also, my personal preference for Dark Halo is at the start of my rotation to get to WPB sooner yes, but if you have it timed correctly, you will get the extra 2 psi right in the middle of your first WPB burn which is VERY useful.

Mrpushpop

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1,220

Thursday, December 5th 2013, 7:04pm

Thanks for your help, I will play with it when I get off work. I have not been able to get the 2 psi to land directly in my willpower burn consistently. Normally I beat it with all my casting speeds going. I will play with that some more also. I experimented using Dark Halo during the "countdown" but each fight is different in running distance and it is unreliable for me. I am glad you are having success landing the 2 inside the burn and it gives me hope that I can match.