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1,281

Wednesday, February 12th 2014, 3:19pm

i'll try to find a way to combine fast switch between normal mode, shield mode and even setskill mode.
I already found a decent way to do this if i remember. Haven't tried it recently to see if it still works, but I can send via message on forums if you'd like the code.

hangman04

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1,282

Wednesday, February 12th 2014, 3:28pm

I am still testing to see how viable it is the disassembly mode. I get kinda low Hp since i stat all my gear similar to a wr/wd (3x str/patt + 2x str/stam + another str/hp or str/stam red). I am not sure on how much dmg do i get from the 300% skill and if the cast skill (700% dps) realy worths it. Have to do some testing 1st.

Btw where to add this :

Source code

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

1,283

Wednesday, February 12th 2014, 3:50pm

In case you didn't know, the 300% damage set skill doesn't trigger gcd (like charged chop). Also like usual, any skill with cast bar doesn't trigger GCD either.


You add that in the Diyce.lua file in MyCombat(xxxx) function. There is section with similar "string.find(~~~) stuff in it, put it in that If statement.

hangman04

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1,284

Wednesday, February 12th 2014, 3:58pm

I know, but i want to see the actual dmg. It might be that shadowpulse + shadow + vendeta + rune, to give a lot more dmg on average.

1,285

Wednesday, February 12th 2014, 3:59pm

Well for c/r i think Shadowstab is always best filler skill. Other champions like c/m don't have that option though. I don't think is good idea for c/r to use the set skill abilities.

ghostwolf82

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1,286

Wednesday, February 12th 2014, 4:21pm

Just for informational purposes, and yes, this is starting to get off topic from DIYCE, but the 700% damage ISS for champs (from WA) is broken horribly. Does not do much damage at all.

1,287

Wednesday, February 12th 2014, 4:24pm

>.>

<.<

/continue off topic rambling

I use it to kill bugs in tosh. It hits for 2x what my imprisonment pulse hits for roughly. Assuming we're talking about the aoe skill that forces you out of shield form. Self buffs only on c/m, 380k crits or so vs 185 from imprisonment pulse (single hit). Comparing, for a single hit it does a lot of damage, so good for trash mobs and in pvp. For boss burn, idk, other skills seem better. But best thing is it uses no rage so that could be bonus.

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1,288

Wednesday, February 12th 2014, 4:28pm

Let's try to avoid derailing the Diyce thread "too much" please, it would be a nightmare to clean up.

@Ghostwolf, If a post needs to be removed then just let me know and I will take a closer look at it, I wouldn't want to remove anything important by mistake.

Thank You ~Majik
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1,289

Thursday, February 13th 2014, 10:22am

Hi there!

Farming GC easy for mems, I tried yesterday to install DIYCE but get some issues:

[string '?']:377:attempt to concatenate local 'Healslot' (a nil value)


after read almost all this topic, I found this answer from Auros which recommended to comment out the line...


--Potions and Buffs Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Survival Instinct", use = (phealth <= .33) and combat },
[[{ name = "Action: "..Healslot, use = (phealth < .70) and (not combat) and (not party) }]],
[[{ name = "Action: "..HoTslot, use = (phealth < .80) and (not party) }]],
}


Is that ok?

last things, shall the skill name be translated in my natural language (French) or should I keep them in english?

Thanks for your help.

ghostwolf82

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1,290

Thursday, February 13th 2014, 10:59am

--Potions and Buffs Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Survival Instinct", use = (phealth <= .33) and combat },
[[{ name = "Action: "..Healslot, use = (phealth < .70) and (not combat) and (not party) }]],
[[{ name = "Action: "..HoTslot, use = (phealth < .80) and (not party) }]],
Not quite... Make it like this instead:

Source code

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--Potions and Buffs 
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Survival Instinct", use = (phealth <= .33) and combat },
--{ name = "Action: "..Healslot, use = (phealth < .70) and (not combat) and (not party) },
--{ name = "Action: "..HoTslot, use = (phealth < .80) and (not party) },
    	}


Any line with a double dash -- in front of it will not be read by the compiler engine of diyce/rom and thus will be skipped.

1,291

Thursday, February 13th 2014, 11:11am

Thanks for your time Ghost, hope it will help me for my next GC easy mem farm.

As you do not comment regarding language, shall I understand that it will not affect program?

:pillepalle:

1,292

Thursday, February 13th 2014, 4:29pm

I think you need to change the skill names to whatever they appear in your client (french, german w/e language your game is in).

OR

You can modify your diyce with some code that I posted that will allow you to use Skill ID instead of skill name. This method will work regardless of what language you play in. (see hangman04 / Blankminded recent posts on the code and where to put it). Once you get it, you replace name = "SkillName" with name = 124365 or w/e the skill ID is.

You can get skill IDs by using ItemPreview addon.

ghostwolf82

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1,293

Thursday, February 13th 2014, 5:10pm

Sorry, had been a long day/night for me and forgot to answer regarding languages. As BM has said, I would say to use the ID numbers of skills and buffs/debuffs due to them being the same across all versions of the game. As I discussed with someone looking to do this in spanish recently, make sure to comment your code heavily as to what line is what skill so when you return later to look at it, you don't have to go and figure out what is what. I comment my own code when using ID names and buff numbers for that exact reason.

Also, @Majik, thank you. Seems we are all good overall, only slightly off topic for a couple posts there, but nothing major. Looks like the thread has corrected itself :)

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1,294

Saturday, February 15th 2014, 11:23am

Attended botting?

So, could someone explain how this isn't considered automating gameplay. My whole take of the script is to simplify button clicking to the point of making the game near impossible to play for a person who doesn't use such OP, IMO, add-ons.

I mean really, if this isn't in violation of the spirit of gameplay I don't know what isn't.

hangman04

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1,295

Saturday, February 15th 2014, 2:06pm

Because if you don't push a button nothing happens so it's not automated.

1,296

Saturday, February 15th 2014, 4:08pm

please read regarding diyce vs botting here: Discussion: Is the use of DIYCE botting?

This post has been edited 1 times, last edit by "BlankMinded" (Feb 15th 2014, 4:16pm)


1,297

Sunday, February 16th 2014, 2:01am

What would be the funcion, to check if slot with pot is not empty?

When I run out of the pots, it seems that skills aren't used as I wish.

My guess would be

Quoted

--Potion & Food Checks
healthpot = healthpot or 0
manapot = manapot or 0
speedpot = speedpot or 0
foodslot = foodslot or 0




But its not any of those pots.

This is my funcion so far:

{ name = "Action: 53", use = (enemy and (thealth < .99) and boss and ((not (pbuffs["xxxx"])) or (pbuffs["xxxx"].time < 10)) }

Edit: I think I'll try with "getactionusable"

This post has been edited 2 times, last edit by "hellotoyou" (Feb 16th 2014, 2:34am)


ghostwolf82

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1,298

Sunday, February 16th 2014, 4:53am

Create a new variable for the code to read, and then call it in your macro just like you would any of the others.

Source code

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function KillSequence(arg1, mode, healthpot, manapot, Healslot, foodslot, speedpot, ragepot, HoTslot, PSIslot, newpothere)

	newpothere = newpothere or 0


Then a macro which uses the mode feature, health and mana pots, and this new potion would look like this:

/run KillSequence("","dps","58","17","","","","","","","12")

1,299

Sunday, February 16th 2014, 6:52pm

Detect target in hide not working as expected

I am trying to make a rotation based on whether the target is a rogue. Essentially, when I engage him, I want to use Hide Scent so that he loses me for a moment before I attack (mode == DPS allows me to have multiple rotations and is working fine).

This is what I expected to work:

Source code

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if enemy and (mode == "DPS") and tbuffs["Hide"] then
Skill2 = {
{ name = "Hide Scent", use = (CD("Hide Scent")) },
{ name = "Hidden Peril", use = (CD("Hidden Peril")) },
{ name = "Thorn Arrow", use = (CD("Thorn Arrow")) }, 
{ name = "Wind Arrows", use = (EnergyBar2 >= 15) },
{ name = "Shot", use = (CD("Shot")) },
}


When I try it on a rogue friend, it never goes off and, I believe tbuffs["Hide"] is always false. I looked up the id for Hide and it is 500675 (as far as I can tell) and the above with the number instead of "Hide" doesn't work.

So now I am running with the above commented out and the below inserted into my normal attack rotation to test theories. But it never fires either.

Source code

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{ name = "Hide Scent",                    use = tbuffs[500675] and (CD("Hide Scent")) },


Any ideas how to detect if the target is in Hide?
I don't support 1 Server. I just like the Anagram - GOAT GRIP!

1,300

Sunday, February 16th 2014, 8:21pm

Firstly, you don't need to check CD on the skill you're trying to use. Diyce does that already so use = CD(skillname) is pointless if your checking the CD of the skill itself. If you want a skill to use every time regardless of conditions, just put use = true.

Secondly, tbuffs[] is a list of debuffs on target, not buffs. It is slightly misleading. To check if a unit is hidden use

Source code

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local hide = false for i =1,50 do if UnitBuff("target", i) == "Hide" then hide = true break elseif not UnitBuff("target",i) then break end end 


An alternative is to rename and add in another table, tdbuffs, tbuffs to distinguishe and record both debuffs and buffs of the target. Or you can just make 1 list I guess to check both and call it tbuffs[], though again the name would be slightly misleading since it would not contain only buffs.

Also note that some classes, such as r/wd, have elite skills for hide so the buff id may be different, maybe not. Something to check for.