You are not logged in.

Applications: [GameMaster: OPEN] | [Volunteer Testers: OPEN]


This forum will be permanently shut down on Friday 13.07.2018
Please copy or save all important information from old forum before they will be deactivated
We have moved to new board. https://forum.runesofmagic.gameforge.com/Come join us.

1,401

Monday, July 20th 2015, 2:34am

Where is "Timer: X" defined?
Why are you passing 3 arguments to CreateDIYCETimer(timerName, waitTime)
I'm looking at DIYCE.lua 2.4.2

does the following work?

Source code

1
2
3
4
5
6
7
8
9
10
11
        CreateDIYCETimer("ExploitCooldown", 32)
        
        if ( (not tbuffs["Exploiting Shot"]) and (GetDIYCETimerValue["ExploitCooldown"] > 30) ) then 
          SetDIYCETimerDelay("ExploitCooldown", 32)
        end
        
        if (enemy) then
          Skill2 = {
            {name = "Shot",       use = true, timer = "ExploitCooldown"}
          }
        end

1,402

Monday, July 20th 2015, 4:26am

The above did not work.
Jacobmo 97Scout/97Warden/95Warrior/97Rogue/88D/85M
Allenmo 78S/77R/56P/1W/1K/1M - retired
Bteam all the way

1,403

Monday, July 20th 2015, 1:30pm

However, the code below does seem to work

Source code

1
2
3
4
5
6
7
CreateDIYCETimer("ExploitCooldown", 32)

if (tbuffs["Exploiting Shot"])  then 
StartDIYCETimer("ExploitCooldown")
end

{ name = "Shot",       use = (GetDIYCETimerValue("ExploitCooldown") == 0) },
Jacobmo 97Scout/97Warden/95Warrior/97Rogue/88D/85M
Allenmo 78S/77R/56P/1W/1K/1M - retired
Bteam all the way
This post has already been reported.

1,404

Tuesday, July 21st 2015, 8:49pm

Did ChkBuff stop working ? Can't get mine to work for some reason.

1,405

Monday, October 5th 2015, 3:06pm

I tried this w/wd diyce but something is not right as it is not doing that much dps as i expected. Also it didn't use the tactical attack as intended. Can anyone suggest some changes? I just need it for boss fights so that i don't loose on skills.

PHP Source code

1
2
Class: Warrior/Warden            elseif mainClass == "WARRIOR" and subClass == "WARDEN" then                CreateDIYCETimer("SlashBleed"6) --Change the value between 5.8 -> 6.2 depending on your lag.
            --Combat                if enemy then                Skill = {                    { name "Charged Chop",            use = (EnergyBar2 >= 264) },                    { name "Savage Whirlwind",        use = (EnergyBar2 >= 264) },                    { name "Open Flank",                use = (EnergyBar1 >= 10) and (tbuffs[501502]) },                    { name "Probing Attack",            use = (EnergyBar1 >= 20) },                    { name "Tactical Attack",            use = (EnergyBar1 >= 15) and (tbuffs[500081])},                                        { name "Slash",                    use = (EnergyBar1 >= 25), timer "SlashBleed" },                    { name "Attack",                    use = (thealth == 1) },                        }                end

1,406

Monday, October 5th 2015, 4:45pm

It is usually better to have "charged chop" outside of diyce. After removing it from your killsequence function, use the following macro in-game:

Source code

1
2
/run local ManaBar = 0 if UnitManaType("player") == 1 then ManaBar = UnitMana("player") elseif UnitSkillType("player") == 1 then ManaBar = UnitSkill("player") end if ManaBar>= 300 then ExecuteMacroLine("/cast Charged Chop") end
/run KillSequence()


Also, your combat skills should be in the Skill2 table (should still work as Skill but the author designed skill to be for non-combat things tht take priority like health potions or buffs)

This post has been edited 1 times, last edit by "BlankMinded" (Oct 5th 2015, 4:50pm)


1,407

Monday, October 5th 2015, 7:13pm

"/cast Charged Chop"
shouldn't it just be /cast Charged Chop instead of " " ?

But it still doesn't cast the tactical Attack after slash.

Source code

1
-- Class: Warrior/Warden			elseif mainClass == "WARRIOR" and subClass == "WARDEN" then				CreateDIYCETimer("SlashBleed", 6) --Change the value between 5.8 -> 6.2 depending on your lag.           --Potions and Buffs			Skill = {									}								--Combat				if enemy then				Skill2 = {					{ name = "Savage Whirlwind",        use = (EnergyBar2 >= 264) },			        { name = "Open Flank",				use = (EnergyBar1 >= 10) and (tbuffs[501502]) },					{ name = "Probing Attack",			use = (EnergyBar1 >= 20) },					{ name = "Tactical Attack",			use = (EnergyBar1 >= 15) and (tbuffs[500081])},                    					{ name = "Slash",					use = (EnergyBar1 >= 25), timer = "SlashBleed" },					{ name = "Attack",					use = (thealth == 1) },						}				end

This post has been edited 1 times, last edit by "runic" (Oct 5th 2015, 7:30pm)


1,408

Monday, October 5th 2015, 7:56pm


shouldn't it just be /cast Charged Chop instead of " " ?

But it still doesn't cast the tactical Attack after slash.


No, since you are quoting what the line would be if typed in by itself. Looks right to me, did you try having the tactical line moved up higher? Other skills might just be taking priority over it.

1,409

Tuesday, October 6th 2015, 1:21am

In regards to computer code (and not predefined functions like /cast NameOfSkill), there is a difference between -- "/cast Charged Chop" -- and -- /cast Charged Chop -- .....one is a string, and the other is not. ExecuteMacroLine() needs a string as input. The entire point of that macro is to check your mana, and then cast charged chop...If you don't check mana costs first, you end up trying to spam charged chop when no you don't have enough mana....and a mana check can only be done in lua code where /cast Charged Chop doesn't work by itself.

There's nothing wrong with your function. You're either running out of rage before you cast tactical attack, the enemy dies, probing attack comes off cooldown (maybe you get stunned for example), or you are playing in a group with another warrior. When multiple warriors play in party, there's an interesting interraction between their probing attack debuffs. If player A casts probing attack, player B can use as many open flanks as they want until player A's probing attack debuff gets consumed by player A (or it expires). However, if player B also uses probing attack, his next Open Flank will consume his own debuff, before activating off of player A's probing (so only 1 player will get infinite Open Flanks....this works well for w/wd or w/s + a w/m who doesn't use open flank).

This means the following sequence of events could be possible:
1) you cast probing
2) you cast open flank
3) you cast slash
4) A different warrior casts probing
5) you use open flank again

This post has been edited 3 times, last edit by "BlankMinded" (Oct 6th 2015, 1:30am)


1,410

Wednesday, October 7th 2015, 7:27am

Having the charged chop outside saves a bit of processing time?

If you want a simple test for slash/tactical, strip out the other rage skills:

Source code

1
2
3
4
5
6
if (mode == "temp") then
  Skill2 = {
    { name = "Slash",			   use = (EnergyBar1 >= 25) and (not tbuffs[500081]) },
    { name = "Tactical Attack",	   use = (EnergyBar1 >= 15) and (tbuffs[500081]) },
    { name = "Enraged",               use = (EnergyBar1 <= 30) },
  }

Cike

Rogue

Posts: 4,171

Occupation: Being Human

  • Send private message

1,411

Wednesday, October 7th 2015, 7:33am

Having the charged chop outside saves a bit of processing time?

sort of.

it halves the amount of keypresses needed for the same # skill activations. if you put CC outside DIYCE, then you can get CC+skill every single keypress, instead of 1 CC OR 1 skill each keypress.


it has also been reported that putting CC outside the DIYCE also increases consistency of CC weaves. you shouldn't need DIYCE to manage mana for you, but if you do, you could always just pop in a ppot mana% check into your attack macro, instead of putting conditionals on CC itself.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

1,412

Wednesday, October 7th 2015, 4:37pm

There's nothing wrong with his function. Inspecting it, I see nothing wrong, and after copying/pasting/trying it myself, it worked fine, and used Tactical attack. So the problem isn't solely within diyce. Its some other issue. Repeating from my previous post...

--the mob dies before you get to tactical attack
--you are running out of rage before casting tactical
--your probing are coming off cooldown before you can tactical (maybe you get stunned or run away from boss for some duration)
--Other warriors are providing the debuff from probing attack but aren't following with open flank (w/m for example)
--Some other problem i can't think of

1,413

Thursday, October 8th 2015, 8:02am

it halves the amount of keypresses needed for the same # skill activations. if you put CC outside DIYCE, then you can get CC+skill every single keypress, instead of 1 CC OR 1 skill each keypress.


To be more precise, I was thinking of comparing the execution of:

Source code

1
2
/run KillSequence()
/run KillSequence()

to

Source code

1
2
/cast Charged Chop
/run KillSequence()

Where the first KillSequence in the first macro would normally evaluate to charged chop, but not always depending on silence logic or such.

Cike

Rogue

Posts: 4,171

Occupation: Being Human

  • Send private message

1,414

Thursday, October 8th 2015, 8:15am

i see.

like i said before though, multiple people report better consistancy with CC weaving when it's outside of DIYCE.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

1,415

Thursday, October 15th 2015, 7:08pm

Just tested my diyce on a better ping :P Well it's just the ping since there were alot of skills in there and it never reached till T.A.
Thanks for the help :)

1,416

Friday, October 23rd 2015, 12:30am

Hi, was wondering if anyone could help me with a better timer. I play w/wd or wd/w so i mash the bajeebuz out of my diyce key for a CC weave. I want to have slash highest priority skill and to hit every 8 second, but with default diyce timer if you are mashing key the second there has been one instance of diyce trying to use slash it will start the timer even if slash hasn't hit.
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

1,417

Friday, October 23rd 2015, 9:00am

I'm 100% certain I'm misunderstanding what you want :D but why not just use the slash bleed as your timer.

1,418

Friday, October 23rd 2015, 6:11pm

I'm 100% certain I'm misunderstanding what you want :D but why not just use the slash bleed as your timer.

This isn't possible. There's no function or method that's been discovered in over 3 years that allows one to determine which debuff belongs to which player. In other words, when there are 4 slash bleeds on the boss, there's no function to find out which one, if any, belong to you, and thus you can't base your timer off a bleed unless you're the only one applying it.

One could count the number of slash bleeds appearing and base actions off of that number, but this also relies heavily on the consistancy of other players.

His issue is the following: The use conditions for slash are true, and there's a timer attached. He's running to a boss, spamming diyce macro. The first skill diyce uses....isn't slash. This is because the use conditions were true and diyce tried to use slash, but it also started the timer....even if he never used slash or hit the boss with it.

This post has been edited 1 times, last edit by "BlankMinded" (Oct 23rd 2015, 6:17pm)


1,419

Friday, October 23rd 2015, 8:14pm

His issue is the following: The use conditions for slash are true, and there's a timer attached. He's running to a boss, spamming diyce macro. The first skill diyce uses....isn't slash. This is because the use conditions were true and diyce tried to use slash, but it also started the timer....even if he never used slash or hit the boss with it.
This is a really weird scenario because I don't understand why if the use conditions are true and you have slash as the top priority skill, as mizetto said in the first post, why wouldn't slash cast? I do see the problem when there are other players who can also cast slash bleeds, however.

Anyway, I'm not familiar with the code for timers in diyce 2.0 yet, but I suppose you can base the timer then on whether savage whirlwind (when playing W/Wd) or beast chop (when playing Wd/W) are available because those have 8 and 7 sec cooldowns respectively.

1,420

Friday, October 23rd 2015, 8:23pm

Can you cast slash from 300 range? No. However, at 300 range, if all use conditions are true, the timer will start.

There's a disjoint between timers and successful skill ACTIVATIONS. A skill activating is not the same as the use conditions being true. For example, if you had 0 rage, but the use conditions you have for the skill slash were still true (user/coding error), diyce would try to use slash, and then start the slash bleed timer, even thought you didn't cast any skill. Mizetto's problem is that diyce is "trying to cast slash", which starts the timer, even if you're 300 range away and didn't actually use the skill b/c target is too far.