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{ name = "PriestFairySequence()", use = (not combat) },
{ name = "BuffParty(22)", use = (true) },
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-- Combat
if enemy then
Skill2 = {
{ name = "Action: 7 (Hidden Peril)", use = (true) },
{ name = "Action: 15 (Snipe)", use = (ChkBuff("player","Hidden Peril")) },
{ name = "Action: 20 (Autoshot)", use = ((boss) and (not ASon)) },
{ name = "Action: 5 (Shot)", use = (true) },
{ name = "Combo Shot", use = (true) },
}
end
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-- Combat
if enemy then
Skill2 = {
{ name = "Action: 7 (Hidden Peril)", use = (true) },
{ name = "Action: 15 (Snipe)", use = (ChkBuff("player","504588")) },
{ name = "Action: 20 (Autoshot)", use = ((boss) and (not ASon)) },
{ name = "Action: 5 (Shot)", use = (true) },
{ name = "Combo Shot", use = (true) },
}
end
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Quoted from "Skodziro;481902"
I found that my problem by diyce did not want to work, but now I have another problem because instead of trying to buff the name, enter its ID number.
This work
![]()
Source code
1 2 3 4 5 6 7 8 9 10 11-- Combat if enemy then Skill2 = { { name = "Action: 7 (Hidden Peril)", use = (true) }, { name = "Action: 15 (Snipe)", use = (ChkBuff("player","Hidden Peril")) }, { name = "Action: 20 (Autoshot)", use = ((boss) and (not ASon)) }, { name = "Action: 5 (Shot)", use = (true) }, { name = "Combo Shot", use = (true) }, } end
but this not work
![]()
Source code
1 2 3 4 5 6 7 8 9 10 11-- Combat if enemy then Skill2 = { { name = "Action: 7 (Hidden Peril)", use = (true) }, { name = "Action: 15 (Snipe)", use = (ChkBuff("player","504588")) }, { name = "Action: 20 (Autoshot)", use = ((boss) and (not ASon)) }, { name = "Action: 5 (Shot)", use = (true) }, { name = "Combo Shot", use = (true) }, } end
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 |
local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function DIYCE_DebugSkills(skillList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
for i,v in ipairs(skillList) do
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..i..SILVER..']: "..LTBLUE..""..WHITE..v.name..LTBLUE.."" use = "..WHITE..(v.use and "true" or "false"))
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
function DIYCE_DebugBuffList(buffList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Buff List:")
for k,v in pairs(buffList)
-- We ignore numbered entries because both the ID and name
-- are stored in the list. This avoids doubling the output.
if type(k) ~= "number" then
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..k..SILVER..']: "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.." stack: "..WHITE..v.stack..LTBLUE.." time: "..WHITE..v.time)
end
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
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Source code |
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DIYCE_DebugSkills(Skill)
DIYCE_DebugSkills(Skill2)
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DIYCE_DebugBuffList(pbuffs)
DIYCE_DebugBuffList(tbuffs)
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 |
function PriestFairySequence(arg1)
local Skill = {}
local Skill2 = {}
local i = 0
local FairyExists = UnitExists("playerpet")
local FairyBuffs = BuffList("playerpet")
[B] local combat = GetPlayerCombatState()[/B]
--Determine Class-Combo
mainClass, subClass = UnitClassToken( "player" )
--Summon Fairy
if (not FairyExists) then
if mainClass == "AUGUR" then
[B] if combat then
CastSpellByName("Last Prayer")
if (arg1 == "v1") then
Msg("- Quick Casting Pet", 0, 1, 1)
end
end[/B]
if subClass == "THIEF" then
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/run if (not PriestFairySequence()) then if (not BuffParty(14)) then KillSequence("",11,12) end end
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1 2 3 |
arrowTime = 0 SlotRWB = 16 --Action Bar Slot # for Rune War Bow SlotMNB = 17 --Action Bar Slot # for your Main Bow |
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1 2 3 |
local a1,a2,a3,a4,a5,ASon = GetActionInfo(14) -- # is your Autoshot slot number
local _,_,_,_,RWB,_ = GetActionInfo( SlotRWB )
local _,_,_,_,MNB,_ = GetActionInfo( SlotMNB )
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 |
elseif mainClass == "RANGER" and subClass == "WARDEN" then
--Ammo Check and Equip
if GetCountInBagByName("Runic Thorn") > 0 then
UseItemByName("Runic Thorn")
return true
end
if GetInventoryItemDurable("player", 9) == 0
and GetTime() - arrowTime > 2 then
if (not RWB) then
UseAction(SlotRWB)
return
end
UseEquipmentItem(10)
arrowTime = GetTime()
return true
end
if (not MNB) then
UseAction(SlotMNB)
return
end
--Potions and Buffs
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Frost Arrow", use = (not combat) and (EnergyBar1 >= 20) and ((not pbuffs['Frost Arrow']) or (pbuffs['Frost Arrow'].time <= 45)) },
{ name = "Entling Offering", use = (pctEB2 >= .15) and ((not pbuffs['Entling Offering']) or (pbuffs['Entling Offering'].time <= 45)) },
{ name = "Briar Shield", use = (pctEB2 >= .15) and ((not pbuffs['Briar Shield']) or (pbuffs['Briar Shield'].time <= 45)) },
{ name = "Blood Arrow", use = ((not combat or (phealth <= .45)) and (pbuffs['Blood Arrow'])) },
{ name = "Target Area", use = (tdead and (pbuffs['Target Area'])) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Throat Attack", use = melee and (silenceThis) },
{ name = "Blood Arrow", use = (phealth >= .95) and (not pbuffs['Blood Arrow']) and boss },
{ name = "Target Area", use = (EnergyBar1 >= 40) and (not pbuffs['Target Area']) and boss },
{ name = "Concentration", use = (not pbuffs['Concentration']) and boss },
{ name = "Savage Power", use = (pctEB2 >= .04) and boss },
{ name = "Arrow of Essence", use = (not pbuffs['Arrow of Essence']) and boss },
{ name = "Snipe", use = (pbuffs['Hidden Peril']) },
{ name = "Hidden Peril", use = (EnergyBar1 >= 30) and (CD ("Snipe"))},
{ name = "Autoshot", use = (not ASon) },
{ name = "Thorn Arrow", use = (pctEB2 >= .12) },
{ name = "Vampire Arrows", use = true },
{ name = "Combo Shot", use = true },
{ name = "Shoot", use = true },
}
end
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Quoted from "ghostwolf82;482003"
@Peryl - Your post is missing a "do". I added that code, with the ability to call the debug modes via arg1.
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 |
local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function DIYCE_DebugSkills(skillList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
for i,v in ipairs(skillList) do
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE.."" use = "..WHITE..(v.use and "true" or "false"))
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
function DIYCE_DebugBuffList(buffList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Buff List:")
for k,v in pairs(buffList) do
-- We ignore numbered entries because both the ID and name
-- are stored in the list. This avoids doubling the output.
if type(k) ~= "number" then
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..k..SILVER..']: "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.." stack: "..WHITE..v.stack..LTBLUE.." time: "..WHITE..v.time)
end
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
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")
local combat = GetPlayerCombatState()
--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 a1,a2,a3,a4,a5,ASon = GetActionInfo(20) -- # 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/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 == "RANGER" and subClass == "WARDEN" then
--Ammo Check and Equip
if GetCountInBagByName("Runic Thorn") > 0 then
UseItemByName("Runic Thorn")
return true
end
if GetInventoryItemDurable("player", 9) == 0
and GetTime() - arrowTime > 2 then
if (not RWB) then
UseAction(SlotRWB)
return
end
UseEquipmentItem(10)
arrowTime = GetTime()
return true
end
if (not MNB) then
UseAction(SlotMNB)
return
end
--Potions and Buffs
Skill = {
{ name = "Action: "..healthpot, use = (phealth <= .70) },
{ name = "Frost Arrow", use = (not combat) and (EnergyBar1 >= 20) and ((not pbuffs['Frost Arrow']) or (pbuffs['Frost Arrow'].time <= 45)) },
{ name = "Entling Offering", use = (pctEB2 >= .15) and ((not pbuffs['Entling Offering']) or (pbuffs['Entling Offering'].time <= 45)) },
{ name = "Briar Shield", use = (pctEB2 >= .15) and ((not pbuffs['Briar Shield']) or (pbuffs['Briar Shield'].time <= 45)) },
{ name = "Blood Arrow", use = ((not combat or (phealth <= .45)) and (pbuffs['Blood Arrow'])) },
{ name = "Target Area", use = (tdead and (pbuffs['Target Area'])) },
}
--Combat
if enemy then
Skill2 = {
{ name = "Throat Attack", use = melee and (silenceThis) },
{ name = "Blood Arrow", use = (phealth >= .95) and (not pbuffs['Blood Arrow']) and boss },
{ name = "Target Area", use = (EnergyBar1 >= 40) and (not pbuffs['Target Area']) and boss },
{ name = "Concentration", use = (not pbuffs['Concentration']) and boss },
{ name = "Savage Power", use = (pctEB2 >= .04) and boss },
{ name = "Arrow of Essence", use = (not pbuffs['Arrow of Essence']) and boss },
{ name = "Snipe", use = (pbuffs['Hidden Peril']) },
{ name = "Hidden Peril", use = (EnergyBar1 >= 30) and (CD ("Snipe"))},
{ name = "Autoshot", use = (not ASon) },
{ name = "Thorn Arrow", use = (pctEB2 >= .12) },
{ name = "Vampire Arrows", use = true },
{ name = "Combo Shot", use = true },
{ name = "Shoot", 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 (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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Quoted from "Skodziro;482052"
in my diyce are two mistakenly blocking performance of the functions and checking ID buff:
ABugCather displays such information:
[string'?']:19: bad argument#1 to 'pairs' (table expected, got nil),
[string'?']:169: attempt to call global 'PctM' (a nil value).
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Source code |
1 |
for k,v in pairs( (buffList or {}) ) do
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Source code |
1 2 3 4 5 6 7 8 9 10 11 12 13 |
-Class: Rogue/Scout
elseif mainClass == "THIEF" and subClass == "RANGER" then
--Combat
if enemy then
Skill2 = {
{ name = "Wound Attack", use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) },
{ name = "Shadowstab", use = ((EnergyBar1 >= 20) and (not tbuffs[500654])) },
{ name = "Low Blow", use = ((EnergyBar1 >= 25) and (tbuffs[500654]) and ((not tbuffs[500704]) or (pbuffs['Energy Thief']))) },
}
end
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Source code |
1 |
/run KillSequence() |
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Source code |
1 2 3 4 5 6 7 |
if ((enemy) then
Skill2 = {
{ name = "Wound Attack", use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) },
{ name = "Shadowstab", use = ((EnergyBar1 >= 20) and (not tbuffs[500654])) },
{ name = "Low Blow", use = ((EnergyBar1 >= 25) and (tbuffs[500654]) and ((not tbuffs[500704]) or (pbuffs['Energy Thief']))) },
}
end
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Quoted from "mrmisterwaa;482082"
![]()
Source code
1 2 3 4 5 6 7if ((enemy) then Skill2 = { { name = "Wound Attack", use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) }, { name = "Shadowstab", use = ((EnergyBar1 >= 20) and (not tbuffs[500654])) }, { name = "Low Blow", use = ((EnergyBar1 >= 25) and (tbuffs[500654]) and ((not tbuffs[500704]) or (pbuffs['Energy Thief']))) }, } end
That looks like mine *cough*.
Please post your entire CustomFunctions.lua please.
thats urs
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Source code |
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local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function DIYCE_DebugSkills(skillList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
for i,v in ipairs(skillList) do
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE.."" use = "..WHITE..(v.use and "true" or "false"))
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
function DIYCE_DebugBuffList(buffList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Buff List:")
for k,v in pairs(buffList) do
-- We ignore numbered entries because both the ID and name
-- are stored in the list. This avoids doubling the output.
if type(k) ~= "number" then
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..k..SILVER..']: "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.." stack: "..WHITE..v.stack..LTBLUE.." time: "..WHITE..v.time)
end
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
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")
local combat = GetPlayerCombatState()
--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 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/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
--Class: Rogue/Scout
elseif mainClass == "THIEF" and subClass == "RANGER" then
--Combat
if enemy then
Skill2 = {
{ name = "Wound Attack", use = ((EnergyBar1 >= 35) and ((tbuffs[500654]) and (tbuffs[500704]))) },
{ name = "Shadowstab", use = ((EnergyBar1 >= 20) and (not tbuffs[500654])) },
{ name = "Low Blow", use = ((EnergyBar1 >= 25) and (tbuffs[500654]) and ((not tbuffs[500704]) or (pbuffs['Energy Thief']))) },
}
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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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
local a1,a2,a3,a4,a5,ASon = GetActionInfo(4) -- # is your Autoshot slot number
--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
if (LockedOn and (UnitLevel("target") < 2)) then
TargetUnit("")
TargetNearestEnemy()
return
end
--Begin Player Skill Sequences
--Priest = AUGUR, Druid = DRUID, Mage = MAGE, Knight = KNIGHT,
--Scout = RANGER, Rogue = THIEF, Warden = WARDEN, Warrior = WARRIOR
-- Class: Scout/Warden
if mainClass == "RANGER" and subClass == "WARDEN" then
-- Self Bufffs
Skill = {
{ name = "Frost Arrow", use = (not combat) and (EnergyBar1 >= 20) and ((not pbuffs['Frost Arrow']) or (pbuffs['Frost Arrow'].time <= 45)) },
{ name = "Entling Offering", use = (pctEB2 >= .15) and ((not pbuffs['Entling Offering']) or (pbuffs['Entling Offering'].time <= 45)) },
{ name = "Briar Shield", use = (pctEB2 >= .15) and ((not pbuffs['Briar Shield']) or (pbuffs['Briar Shield'].time <= 45)) },
}
-- Combat
if enemy then
Skill2 = {
{ name = "Throat Attack", use = melee and (silenceThis) },
{ name = "Snipe", use = (pbuffs['Hidden Peril']) },
{ name = "Hidden Peril", use = (EnergyBar1 >= 30) and (CD ("Snipe"))},
{ name = "Autoshot", use = (not ASon) },
{ name = "Thorn Arrow", use = (pctEB2 >= .12) },
{ name = "Vampire Arrows", use = true },
{ name = "Combo Shot", use = true },
{ name = "Shoot", use = true },
}
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
--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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Source code |
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-- DIY Combat Engine version 2.2
local g_skill = {}
local g_lastaction = ""
function Msg(outstr,a1,a2,a3)
DEFAULT_CHAT_FRAME:AddMessage(tostring(outstr),a1,a2,a3)
end
function ReadSkills()
g_skill = {}
local skillname,slot
for page = 1,4 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_skill[skillname] = { ['page'] = page, ['slot'] = slot }
end
slot = slot + 1
skillname = GetSkillDetail(page,slot)
until skillname == nil
end
end
-- Read Skills on Log-In/Class Change/Level-Up
local DIYCE_EventFrame = CreateUIComponent("Frame","DIYCE_EventFrame","UIParent")
DIYCE_EventFrame:SetScripts("OnEvent", [=[
if event == 'PLAYER_SKILLED_CHANGED' then
ReadSkills()
end
]=] )
DIYCE_EventFrame:RegisterEvent("PLAYER_SKILLED_CHANGED")
function PctH(tgt)
return (UnitHealth(tgt)/UnitMaxHealth(tgt))
end
function PctM(tgt)
return (UnitMana(tgt)/UnitMaxMana(tgt))
end
function PctS(tgt)
return (UnitSkill(tgt)/UnitMaxSkill(tgt))
end
function CancelBuff(buffname)
local i = 1
local buff = UnitBuff("player",i)
while buff ~= nil do
if buff == buffname then
CancelPlayerBuff(i)
return true
end
i = i + 1
buff = UnitBuff("player",i)
end
return false
end
function BuffList(tgt)
local list = {}
local buffcmd = UnitBuff
local infocmd = UnitBuffLeftTime
if UnitCanAttack("player",tgt) then
buffcmd = UnitDebuff
infocmd = UnitDebuffLeftTime
end
-- There is a max of 100 buffs/debuffs per unit apparently
for i = 1,100 do
local buff, _, stackSize, ID = buffcmd(tgt, i)
local timeRemaining = infocmd(tgt,i)
if buff then
-- Ad to list by name
list[buff:gsub('(%()(.)(%))', '%2')] = { stack = stackSize, time = timeRemaining, id = ID }
-- We also list by ID in case two different buffs/debuffs have the same name.
list[ID] = {stack = stackSize, time = timeRemaining, name = buff:gsub("(%()(.)(%))", "%2") }
else
break
end
end
return list
end
function CD(skillname)
local firstskill = GetSkillDetail(2,1)
if (g_skill[firstskill] == nil) or (g_skill[firstskill].page ~= 2) then
ReadSkills()
end
if g_skill[skillname] ~= nil then
local tt,cd = GetSkillCooldown(g_skill[skillname].page,g_skill[skillname].slot)
return cd <= 0.4
elseif skillname == nil then
return false
else
Msg("Skill not available: "..skillname) --Comment this line out if you do not wish to recieve this error message.
return
end
end
function MyCombat(Skill, arg1)
local spell_name = UnitCastingTime("player")
local talktome = ((arg1 == "v1") or (arg1 == "v2"))
local action,actioncd,actiondef,actioncnt
if spell_name ~= nil then
if (arg1 == "v2") then Msg("- ['..spell_name..']", 0, 1, 1) end
return true
end
for x,tbl in ipairs(Skill) do
local useit = type(Skill[x].use) ~= "function" and Skill[x].use or (type(Skill[x].use) == "function" and Skill[x].use() or false)
if useit then
if string.find(Skill[x].name, "Action:") then
action = tonumber((string.gsub(Skill[x].name, "(Action:)( *)(%d+)(.*)", "%3")))
_1,actioncd = GetActionCooldown(action)
actiondef,_1,actioncnt = GetActionInfo(action)
if GetActionUsable(action) and (actioncd == 0) and (actiondef ~= nil) and (actioncnt > 0) then
if talktome then Msg("- "..Skill[x].name) end
UseAction(action)
return true
end
elseif string.find(Skill[x].name, "Custom:") then
action = string.gsub(Skill[x].name, "(Custom:)( *)(.*)", "%3")
if CustomAction(action) then
return true
end
elseif string.find(Skill[x].name, "Item:") then
action = string.gsub(Skill[x].name, "(Item:)( *)(.*)", "%3")
if talktome then Msg("- "..Skill[x].name) end
UseItemByName(action)
return true
elseif CD(Skill[x].name) then
if talktome then Msg("- "..Skill[x].name) end
CastSpellByName(Skill[x].name)
return true
elseif string.find(Skill[x].name, "Pet Skill:") then
action = string.gsub(Skill[x].name, "(Pet Skill:)( *)(%d+)(.*)", "%3")
UsePetAction(action)
if (arg1 == "v2") then Msg(Skill[x].name.." has been fully processed") end
return true
end
end
end
if (arg1 == "v2") then Msg("- [IDLE]", 0, 1, 1) end
return false
end
function CustomAction(action)
if CD(action) then
if IsShiftKeyDown() then Msg("- "..action) end
g_lastaction = action
CastSpellByName(action)
return true
else
return false
end
end
function BuffTimeLeft(tgt, buffname)
local cnt = 1
local buff = UnitBuff(tgt,cnt)
while buff ~= nil do
if string.find(buff,buffname) then
return UnitBuffLeftTime(tgt,cnt)
end
cnt = cnt + 1
buff = UnitBuff(tgt,cnt)
end
return 0
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 45 seconds.
local selfbuffs = { "Soul Bond", "Enhanced Armor", "Holy Seal" }
local groupbuffs = { "Grace of Life", "Amplified Attack", "Angel's Blessing", "Essence of Magic", "Magic Barrier", "Blessed Spring Water", "Fire Ward", "Savage Blessing", "Concentration Prayer", "Shadow Fury" }
local buffrefresh = arg2 or 45 -- Refresh buff time (seconds)
local spell = UnitCastingTime("player") -- Spell being cast?
local vocal = IsShiftKeyDown() -- Generate feedback if Shift key held
if (spell ~= nil) then
return
end
if vocal then Msg("- Checking self buffs on "..UnitName("player")) end
for i,buff in ipairs(selfbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
TargetUnit("player")
CastSpellByName(buff)
return
end
end
if vocal then Msg("- Checking group buffs on "..UnitName("player")) end
for i,buff in ipairs(groupbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("player",buff) <= buffrefresh) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("player")) end
TargetUnit("player")
CastSpellByName(buff)
return
end
end
for num=1,GetNumPartyMembers()-1 do
TargetUnit("party"..num)
if GetActionUsable(arg1) and (UnitHealth("party"..num) > 0) then
if vocal then Msg("- Checking group buffs on "..UnitName("party"..num)) end
for i,buff in ipairs(groupbuffs) do
if (g_skill[buff] ~= nil) and CD(buff) and (BuffTimeLeft("target",buff) <= buffrefresh) then
if UnitIsUnit("target","party"..num) then
if vocal then Msg("- Casting "..buff.." on "..UnitName("target")) end
CastSpellByName(buff)
return
else
if vocal then Msg("- Error: "..UnitName("target").." != "..UnitName("party"..num)) end
end
end
end
else
if vocal then Msg("- Player "..UnitName("party"..num).." out of range or dead.") end
end
end
if vocal then Msg("- Nothing to do.") end
end
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Source code |
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local WHITE = "|cffffffff"
local SILVER = "|cffc0c0c0"
local GREEN = "|cff00ff00"
local LTBLUE = "|cffa0a0ff"
function DIYCE_DebugSkills(skillList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Skill List:")
for i,v in ipairs( (skillList or {}) ) do
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..i..SILVER..']: "..LTBLUE.."" "..WHITE..v.name..LTBLUE.."" use = "..WHITE..(v.use and "true" or "false"))
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
end
function DIYCE_DebugBuffList(buffList)
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."Buff List:")
for k,v in pairs( (buffList or {}) ) do
-- We ignore numbered entries because both the ID and name
-- are stored in the list. This avoids doubling the output.
if type(k) ~= "number" then
DEFAULT_CHAT_FRAME:AddMessage(SILVER.." ['..WHITE..k..SILVER..']: "..LTBLUE.."id: "..WHITE..v.id..LTBLUE.." stack: "..WHITE..v.stack..LTBLUE.." time: "..WHITE..v.time)
end
end
DEFAULT_CHAT_FRAME:AddMessage(GREEN.."----------")
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 a1,a2,a3,a4,a5,ASon = GetActionInfo(20) -- # 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: Scout/Warden
if mainClass == "RANGER" and subClass == "WARDEN" then
--Combat
if enemy then
Skill2 = {
{ name = "Action: 7 (Hidden Peril)", use = (true) },
{ name = "Action: 15 (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 (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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