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1,261

Wednesday, January 1st 2014, 10:29pm

Hmm okay BlandMinded. Which key would you suggest having as a "second shift"? The attack skills I have from DIYCE are on the actionbar of 3-4. So I am using Shift + 3 or 4 and that works good. Now I am trying to find a "second shift" to use for the Blind Spot. I dont know which more buttons I could chose from expect the normal "Shift" which is already working perfectly.

1,262

Wednesday, January 1st 2014, 10:36pm

How about alt or ctrl? just go into your control scheme aka hotkeys and make sure nothing is ALT 3/4 or CTRL 3/4

1,263

Wednesday, January 1st 2014, 11:07pm

Thanks once again BlankMinded, works great.

-B

1,264

Sunday, January 5th 2014, 12:59am

Instant Shadow R/M

Just found a line of code for a older version of DIYCE (I think), from Darwec's Rogue Guide.

Source code

1
i=i+1; Skill[i] = { name = "Instant Shadow", use = ((_target == UnitName("player")) and (_type == "DODGE")) }


Can I use it in the newest version if I add EnergyBar or does it require some more adjustments?
The skill requires 15 Energy and 6% MP to cast. How does this look in DIYCE? EnergyBar1 >= 15 and EnergyBar2 >= 0.6?
Also need a advice where to place it, as it quickly conceals you when you do a dodge, where should it be placed in DIYCE? As I dont use any separate macros for farm/burst etc, would a good idea be to place it on the top and add a statement of "PvP" on it?

1,265

Monday, January 6th 2014, 2:57pm

You could incorporate this code into diyce version 2.0 or later, you just need to change the syntax (structure) to match that of diyce 2.0+. You also need to find a way, if your current version doesn't do it, to record/determine whether you dodge. I haven't looked but I don't think current versions of DIYCE do this, but it is possible.

There was an addon called crit counter, which keeps a running total of crits vs non crits. This addon is fairly basic, so you should be able to just look through the code and find the line that determines whether a hit is a critical or a normal, then modify it to look for dodges instead of crits. Or just ask the source of the code you just posted xD

ghostwolf82

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1,266

Monday, January 6th 2014, 4:33pm

As far as I can recall, using the dodge mode in that way doesn't require anything special to be done to the rest of the DIYCE code. IIRC, it is something the game code pics up on. Now, it has been a LONG time since I first added that syntax into DIYCE for my W/R to use Feint and it worked perfectly, but the thread that I first added that into has long since been deleted/lost in the "forum update", so I can't tell you at this point that for sure 100% nothing else was added, but I don't believe it was. As I no longer play a w/r I have no need to worry about keeping it current, so there are little things over time that I have come to forget, sorry. :o :doofy:

1,267

Monday, January 6th 2014, 6:51pm

Instant Shadow

Ahh, thanks for the replies. Just did some more research of the skill and its advantages and disadvantages. Its quite useless in a close battle, if you put bleed on your target and then your target hits you and you dodge, if you use the skill here you will vanish but then pop out from the vanish because of the bleeds you did on your target.

So the only advantage here is if you dont have any bleeds/debuffs on your target and ur kiting, this would be perfect moment to use it if you dodge your opponents hits.

This is what I've heard atleast.

-B

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1,268

Tuesday, January 7th 2014, 7:21am

Ok, I have ran into a problem that I can't seem to find a workaround for. The level 60 elite I have will not cast for me. It is a white skill, non-levelable, and can be cast only by putting it into an action bar slot and hitting it that way. All prerequisites for the skill are met.

UseAction
CastSpellByName
"Action: "..RSslot

None of these methods work to call it. Does anyone have a solution to calling the 60 elite via code?

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1,269

Tuesday, January 7th 2014, 4:40pm

IDK, did you try ID no. instead of name?
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:

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1,270

Tuesday, January 7th 2014, 7:41pm

Source code

1
{ name =  499854,	use = true  },


Also didn't work.

No errors are being thrown, and when I use "v2" it says IDLE, so there's nothing wrong with the code, it just gets stuck or something. I'm confused as to what to try next, which hasn't happened to me in a long time lol.

1,271

Tuesday, January 7th 2014, 9:47pm

Ultimate Destruction (champion set skill) was giving me IDLE as well, unless i activated via calling an action bar slot. I figured it is similar to your situation, and the solution I found is the following:

Add

Source code

1
2
3
4
elseif string.find(Skill[x].name, "Macro:") then
				action = string.gsub(Skill[x].name, "(Macro:)( *)(.*)", "%3")
				ExecuteMacroLine(action)
				return true


into the if statements in mycombat() function in DIYCE.lua, it works similar to the action or item checks. Use example:

Source code

1
{name = "Macro:/cast Ultimate Desturction",	use = true }



EDIT: ExecuteMacroLine("string") could be used to combine in game " / " functions and/or other addon functions with lua coding.

This post has been edited 5 times, last edit by "BlankMinded" (Jan 7th 2014, 10:50pm)


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1,272

Saturday, January 11th 2014, 3:50am

Ghost you have a new PM
LifeFire - Eternal - Grimdal
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1,273

Saturday, February 1st 2014, 12:49pm

Ghost you have a new PM

You have also a new PM :))

Ghost: what happens in lua if i negate nill? for example (not behind), if
behind = true - i get false if behind is false i get true but if behind
is nill, what do i get ? :/

This post has been edited 1 times, last edit by "hangman04" (Feb 2nd 2014, 3:23am)


1,274

Tuesday, February 11th 2014, 11:19am

Hi,
1)After downloading 2.4v i have this bug message:
string "?"]:30 bad agument #1 to "find" (string expected, got table)
All I have in line 30 is:
i=i+1; Skill = { name = "Wybuch \197\154wi\196\153tej Mocy", use = not string.find(pbuffs, "Wybuch \197\154wi\196\153tej Mocy") and (arg2 == "threaten") }

With i=i+1; Skill[i] at the beginning. I don't know why its edited to Skill = {, after I post here

In 1.4 I had no such bug message.

2)As for wd/... , is there a way, to force diyce to check, if Charge Chop has cd>0.6 before using next skill from the list?

I already have tryied CD("Charge Chop)>0.6 (this one gave me some
message on chat, but not spam skill), and I'm not sure if g_lastaction
will be of any of use in here.

1,275

Tuesday, February 11th 2014, 1:05pm

2)As for wd/... , is there a way, to force diyce to check, if Charge Chop has cd>0.6 before using next skill from the list?

I already have tryied CD("Charge Chop)>0.6 (this one gave me some
message on chat, but not spam skill), and I'm not sure if g_lastaction
will be of any of use in here.
the CD() function returns true if skill is available. that means completely off-cd.

if u want to check the real cd (not just T/F) of CC, then u need to use GetSkillCooldown(a,b), where "a" is the tab where the skill is (tab 1:4) and "b" the actual position of the tab, i.e. 1st column = 1:5, 2nd column = 6-10, next page 1st column = 11-15, etc.

Specifically for CC, if u r a wd/- then its on (2,1) and if -/wd then on (3,1)

the function returns 2 variables, where u need the second one.

_, cc_cd = GetSkillCooldown(2,1) --for the wd/- case

1,276

Tuesday, February 11th 2014, 3:05pm

Hi there, asking here on behalf of a friend, does anyone maybe know a line of code that could inspect your targets buffs and for example if it sees candy then to cast holy strike etc.. I did look through some pages but 64 was a lot :D
99/99/99/99/99/99 W/WD/S/D/R/M

1,277

Tuesday, February 11th 2014, 3:43pm

Hi there, asking here on behalf of a friend, does anyone maybe know a line of code that could inspect your targets buffs and for example if it sees candy then to cast holy strike etc.. I did look through some pages but 64 was a lot
How bout looking at page 1? Or at any of the other example custom functions in this thread or the diyce version he/she downloaded? While looking, keep in mind you want to know something about Target Buffs *hint hint wink wink*


@Hellotoyou:
An easy (but not quite right) explanation is Diyce verson 1.XX and Diyce version 2.XX have different syntax. By syntax, I mean that the structure, ordering, and selection of words and symbols you use to get the addon to do the same thing in dyice is different in version 1.xx compared to 2.xx. An easy but not quite the same example of Syntax Variations are:
1000
1,000
1 000
10 x 10 x 10
500 + 500
1.000 (some european countries use periods in place of commas in numbers)
0001011111

All of those represent the same number but are written differently. To explain your error, you need to look at examples of diyce 2.4 custom functions, and compare with yours. See how they are the same and how they are different, change yours so it is written the same way and if done correctly your error messages will go away. In Diyce 2.4 there are tons of class functions you can use for reference.


Quoted

Ghost: what happens in lua if i negate nill? for example (not behind), if

behind = true - i get false if behind is false i get true but if behind

is nill, what do i get ? :/
not behind creates a boolean value out of behind. Booleans being only true or false. If a variable doesn't store true of false (or 0 or 1), then converting it to a boolean usually results in { False when the variable has value nil, True otherwise}. You can think of this as checking whether the variable exists or not, or if it has a value or not.

Behind stores a boolean value because of what the variable itself stores. So if it is nil ( you didn't assign the variable any value or your target's target is nil), [ not behind ] returns true, and [behind] returns false.

This post has been edited 8 times, last edit by "BlankMinded" (Feb 11th 2014, 4:14pm)


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1,278

Wednesday, February 12th 2014, 1:19pm

My advice, dont put CC in dyice at all, leave there only GCD skills. Instead put it in a macro like this:

/run _,cd = GetSkillCooldown(x,y) if(cd == 0) then UseAction(z) else KillSequence() end (thank you Lifefire for the help with this)

x = table = 2 or 3, y = skill place = 1 , z = actionbar number = (i use 3).

Yes ty BlankMinded, Noguai also explained that to me on the EU forums.

Anyway "UnitIsUnit("player", "targettarget")" can be used better in the case u are tank or u get aggro.
For my ch ill be puting another variable iTank = UnitIsUnit("player", "targettarget") , and i'll try to find a way to combine fast switch between normal mode, shield mode and even setskill mode.

1,279

Wednesday, February 12th 2014, 2:00pm

For me , skills and pots from
Skills ={ ...
works only while I have some mob on target.
Note, its not
if enemy then
Skill2 ={....

Is this normal?

Many thanks for help. So far it's going better and better with diyce v2

This post has been edited 2 times, last edit by "hellotoyou" (Feb 12th 2014, 2:29pm)


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1,280

Wednesday, February 12th 2014, 2:23pm

no. skill = { should work regardlessly, and has nothing to do with the target variable. there must be some othe condition that messes up the function.