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local i = 3 -- i is 3 here for i = 1, 5 do -- the i here is not the same and will go from 1 to 5 end -- i here is the local declared above and is still 3 |
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MyShareableVars = { ack = 0, oop = 1, somethingelse = false }
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local vars = MyShareableVars -- assign local vars to access the global |
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if not vars.somethingelse then vars.ack = 2 + vars.oop end |
This post has been edited 1 times, last edit by "Peryl" (Jan 27th 2015, 6:21pm)
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function DebuffList(tgt)
local dlist = {}
local buffcmd = UnitDebuff
local infocmd = UnitDebuffLeftTime
-- 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
dlist[buff:gsub("(%()(.)(%))", "%2")] = { stack = stackSize, time = timeRemaining or 0, id = ID }
-- We also list by ID in case two different buffs/debuffs have the same name.
dlist[ID] = {stack = stackSize, time = timeRemaining or 0, name = buff:gsub("(%()(.)(%))", "%2") }
else
break
end
end
return dlist
end
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local pbuffs = BuffList("player")
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local pdbuffs = DebuffList("player")
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{ name = "Overrule", use = (EnergyBar1 >= 20) and (pdbuffs[503837]) }, --503837 is lightning debuff
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This post has been edited 1 times, last edit by "pkkozza" (Feb 11th 2015, 3:47pm)
This post has been edited 1 times, last edit by "BlankMinded" (Feb 11th 2015, 3:23pm)
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{ name = "Overrule", use = EnergyBar1 >= 20 and pdebuffs[503628] },
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. Any help would be appreciated.|
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Source Code
{ name = "Custom: Puzzlement", use = ((EnergyBar1 >= 20) and (tbuffs["Weakened"]) and (g_lastaction ~= "Custom: Psychic Arrows")) },
{ name = "Heart Collection Strike", use = ((EnergyBar1 <= 50) and (tbuffs["Weakened"]))},
{ name = "Warp Charge", use = ((EnergyBar1 >= 30) and (not pbuffs["Ancient Spirit Water"])and (not pbuffs["Warp Charge"])) },
{ name = "Custom: Psychic Arrows", use = (PsiPoints <= 6) },
}
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... and numerous others Semi-retired
I originally did not post the whole thing. but here's what i have been messing with so far. It all works fine except for my attempts of having psychic arrows cast once before using puzzlement. For some reason my g_lastaction command isn't working correctly.I do not see how you could get what you want with that code.
You are not going to cast puzzlement or HCS unless you are depending on someone else to cast "Weakening Weave Curse" to put your target in the "weakened" state.
It looks to me like you will cast Warp Charge and follow with Psychic arrows until warp charge comes up again, rinse and repeat, until psi =>6 then a lot of standing around. I assume you then take manual control to cast either of the two psi states.
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if enemy then Skill2 = {
{ name = "Willpower Blade", use = (PsiPoints == 6) and (not pbuffs["Saces' Impulse"]) },
{ name = "Saces' Impulse", use = ((pbuffs ["Willpower Blade"]) and (PsiPoints >= 2) and (not pbuffs["Saces' Impulse"])) },
{ name = "Weakening Weave Curse", use = ((EnergyBar1 >= 20) and (not tbuffs["Weakened"])) },
{ name = "Electrocution", use = ((EnergyBar2 >= 20) and (not tbuffs["Electrocution"])) },
{ name = "Custom: Puzzlement", use = ((EnergyBar1 >= 20) and (tbuffs["Weakened"]) and (g_lastaction ~= "Custom: Psychic Arrows")) },
{ name = "Heart Collection Strike", use = ((EnergyBar1 <= 50) and (tbuffs["Weakened"]))},
{ name = "Warp Charge", use = ((EnergyBar1 >= 30) and (not pbuffs["Ancient Spirit Water"])and (not pbuffs["Warp Charge"])) },
{ name = "Custom: Psychic Arrows", use = (PsiPoints <= 6) }, } end
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This post has been edited 4 times, last edit by "BlankMinded" (Feb 17th 2015, 1:40am)
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CreateDIYCETimer("ExploitCooldown", 32, false)
if (enemy and (mode == "DPS")) then
Skill2 = {
{ name = "Timer: ExploitCooldown", use = (tbuffs['Exploiting Shot']), timer = "ExploitCooldown" },
{ name = "Snipe", use = true },
{ name = "Sapping Arrow", use = true },
{ name = "Autoshot", use = (not ASon) },
{ name = "Shot", use = (GetDIYCETimerValue("ExploitCooldown") == 0) },
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Quoted
Well it looks like you aren't using the timers properly.
I'd recommend the following changes.
First remove the first entry (the "Timer: ExploitCooldown" line), it is redundant.
Second, change the Shot line to:
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{ name = "Shot", use = true, timer = "ExploitCooldown" },
Also, check that there isn't a call to StartDIYCETimer() in the KillSequence function.
I think this may fix the delays, though I can't be certain.
This post has been edited 1 times, last edit by "mohjo" (Jul 19th 2015, 5:20pm)