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721

Sunday, June 20th 2010, 1:23am

Unclear and problem not resolved.

Tigsman, apperently I've been unclear. The function I'm interested in is the following (I added some things):

Source code

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function kdps(arg1, arg2)
    local Skill = {}
    local i = 0
    local friendly = (not UnitCanAttack("player", "target"))
    local shield = (GetEquipSlotInfo(17) ~= nil)
    local combat = GetPlayerCombatState()
    local rage = UnitSkill("player")


    local pbuffs = BuffList("player")
    local tbuffs = BuffList("target")

    i=i+1; Skill[i] = { name = "Enhanced Armor",       use = (not string.find(pbuffs, "Enhanced Armor")) }
    i=i+1; Skill[i] = { name = "Holy Seal",            use = (not string.find(pbuffs, "Holy Seal")) }
    i=i+1; Skill[i] = { name = "Action:71(FSS)",       use = (not friendly) }
    i=i+1; Skill[i] = { name = "Slash",                use = (not friendly) and (rage > 60) }
    i=i+1; Skill[i] = { name = "Action:1(dps)",        use=  (not friendly) }

    MyCombat(Skill,arg1)
end


The problem isn't, that my will not swing his weapon and cause white attacks/damage. The problem is that my character doesn't move towards the target to attack it with the item set skill which is located at my hotbar at slot 71.

Example: Suppose the distance between me and my target is higher than 50 (range of the action 71 and HS).
If I spam kdps, I will cast enhanced armor and holy seal and then nothing happens.
If I spam maxagro, I will get the same buffs, then cast WWS and then move towards the target until i'm at 50 range from the target or below and start spamming HS and WWS when the cooldown is over.
Below a distance range of 50, both functions are working as intended.

I have tried putting the skill at action 71 in the macro in the following way:

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/run kdps()
/wait .2
/cast Flawless Scarlet Sword

(without atleast, it will screw up the function always returning cooldown from the function so just using FSS every 4 seconds). With I can't remember, but but it wasn't working as intended so I used "/cast Attack" instead, which works fine, but then the problem is it's harder to kite/impossible.

So if anyone has a good solution for my problem, please let me hear it.

Regarding maxagro to be not really really max agro, sometimes it's better to manually cast certain things. For instance, you do not want to activate Hatred Strike when a boss will become invulnerable or unhitable within the next 2 seconds wasting 13 seconds of hatred strike time. Not all bosses are hitable all the time. The same goes for other buffs and potions.

722

Sunday, June 20th 2010, 3:06pm

Quoted from "eohippus;292491"

Venomous - The reason probing attack isn't going off is because you need to think of DIYCE as a set of skill priorities for combat, if the conditions of a skill "ahead" of probing attack meets duplicate requirements, it will never be used. Try the following (note I don't have high level skills or Throat Attack in my macro, but you can add some back in, just think about where you want them, i.e. if I had a choice I would want skill A to go off first). You need to add a "not string.find" to probing attack and put it first. So that way if the target is already vulnerable, DIYCE will skip probing attack, otherwise it will apply the skill so you can get the vulnerability debuff and trigger the condition for Open Flank. You also only want shot to go off if none of your other priorities are available, so I place it after Slash.


Source code

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  function WarriorScout(arg1)
  local Skill = {}
  local i = 0
  local friendly = (not UnitCanAttack("player","target"))
  local rage = UnitMana("player")
  local focus = UnitSkill("player")
  local tbuffs = BuffList("target")
  local tspell = UnitCastingTime("target")
  i=i+1; Skill [i] = { name = "Enraged",           use = (rage <= 50) }
  i=i+1; Skill [i] = { name = "Vampire Arrows",    use = ((not friendly) and (focus >= 20)) }
  i=i+1; Skill [i] = { name = "Open Flank",        use = ((not friendly) and (rage >= 10) and (string.find(tbuffs,"Vulnerable"))) }
  i=i+1; Skill [i] = { name = "Probing Attack",    use = ((not friendly) and (rage > 20) and (not string.find(tbuffs, "Vulnerable"))) }
  i=i+1; Skill [i] = { name = "Aim for the Wound", use = ((not friendly) and (focus >= 30) and (rage < 25)) }
  i=i+1; Skill [i] = { name = "Skull Breaker",     use = ((not friendly) and (focus >= 30) and (rage < 25)) }
  i=i+1; Skill [i] = { name = "Tactical Attack",   use = ((not friendly) and (rage >= 15) and string.find(tbuffs,"Bleed")) }
  i=i+1; Skill [i] = { name = "Slash",             use = ((not friendly) and (rage >= 25)) }
  i=i+1; Skill [i] = { name = "Shot",              use = (not friendly) }
  MyCombat(Skill,arg1)
end

how come i dont see sword breath in any of these macros? i thought it was best to start off with enrage then sword breath then aim for the wound, to get maxim rage built up. not that they have to be in that order, but used somewhere in the marco. it just seems like i get more dps from doing everything manually. i dont know if im using the wrong macro, spamming it too fast, or what, but my dps should be alot higher using these macros. i'll give this one a try. thanks

723

Monday, June 21st 2010, 9:11am

A little help here please. When I hit the macro it works like a charm, but when target is dead I get the error message:

Source code

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[string '?']:102: bad argument #1 to 'GetActionCooldown' (number expected, got nil)


At line 102 I have:

Source code

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for x,tbl in ipairs(Skill) do
		if Skill[x].use 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, "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
			end
		end
	end


I'm also having trouble to get the pots to work and to turn of the "Blood Arrow" when it's on.

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function SR(arg1,arg2)
	local Skill = {}
	local i = 0
	local friendly = (not UnitCanAttack("player","target"))
	local a1,a2,a3,a4,a5,ASon = GetActionInfo(5)  -- # is your Autoshot slot number
	
	-- Player Attributes
	local pHealth = PctH("player")
	local pFocus = UnitMana("player")
	local pEnergy = UnitSkill("player")
 
	-- Player BuffStrings
	local pBuffs = BuffList("player")
	local pFrostArrow = string.find(pBuffs,"Frost Arrow")
	local pBloodArrow = string.find(pBuffs,"Blood Arrow")
 
	-- Target (de)BuffStrings
	local tBuffs = BuffList("target")
	local tFrostSlowdown = string.find(tBuffs,"Frost Slowdown")
	local tLasso = string.find(tBuffs,"Enhanced Lasso")
	local tVampireArrows = string.find(tBuffs,"Vampire Arrows")
 
	-- Target Actions
	local tSpell,tTime,tElapsed = UnitCastingTime("target")
 
	-- Other Status Checks
	local enemy = UnitCanAttack("player", "target")
	local combat = GetPlayerCombatState()
	local tDead = UnitIsDeadOrGhost("target")
 
	-- Modifier Keys
	local useShift = IsShiftKeyDown()
	local useCtrl = IsCtrlKeyDown()
	local useAlt = IsAltKeyDown()
 
        -- Easy Debugging
	if useCtrl then arg1 = "v2" end
 
	-- Health Monitoring
	i=i+1; Skill[i] = { name = "Action: 12 (HP Short CD)", use = (pHealth <= .80) and (arg2 == "Boss") }
	i=i+1; Skill[i] = { name = "Action: 12 (HP Short CD)", use = (pHealth <= .80) }
 
	-- Loot or normal attack
	i=i+1; Skill[i] = { name = "Action: 1 (Loot/Attack)", use = ((not combat) and tDead) }
 
	-- Buffs
	i=i+1; Skill[i] = { name = "Frost Arrow", use = (not string.find(pBuffs,"Frost Arrow")) }
 
	-- Combat (primary actions)
	i=i+1; Skill[i] = { name = "Blood Arrow",    use = ((pHealth >= .95) and (not string.find(pBuffs, "Blood Arrow")) and (arg2 == "Boss")) }
	i=i+1; Skill[i] = { name = "Blood Arrow",    use = ((pHealth < .5) and string.find(pBuffs, "Blood Arrow") and (arg2 == "Boss")) }
	i=i+1; Skill[i] = { name = "Blood Arrow",    use = ((pHealth < .5) and string.find(pBuffs, "Blood Arrow")) }
	i=i+1; Skill[i] = { name = "Weak Spot",      use = (enemy and (arg2 == "Boss") and (pFocus >= 30)) }
	i=i+1; Skill[i] = { name = "Sapping Arrow",  use = (enemy and (arg2 == "Boss")) }
	i=i+1; Skill[i] = { name = "Vampire Arrows", use = (enemy and (arg2 == "Boss") and (pFocus >= 20)and (not string.find (tBuffs,"Vampire Arrows"))) }
	
	i=i+1; Skill[i] = { name = "Combo Shot",     use = (enemy) }
	i=i+1; Skill[i] = { name = "Autoshot",     	 use = (enemy) }
	i=i+1; Skill[i] = { name = "Shot",           use = (enemy) }
	i=i+1; Skill[i] = { name = "Piercing Arrow", use = (enemy) }
	i=i+1; Skill[i] = { name = "Wind Arrows",    use = (enemy and (pFocus >= 15)) }
		
	i=i+1; Skill[i] = { name = "Shadowstab",     use = (enemy and (pEnergy >= 35)) }
  
	MyCombat(Skill,arg1)
end

724

Monday, June 21st 2010, 7:04pm

Quoted from "henkze;292548"

The problem isn't, that my will not swing his weapon and cause white attacks/damage. The problem is that my character doesn't move towards the target to attack it with the item set skill which is located at my hotbar at slot 71.


The reason for this is one of the checks I do for "Action:" definitions is GetActionUsable(). GetActionUsable() checks several things itself, one of which is a range check. Since that returns false when the target is out of range, it won't even attempt to use the skill.

725

Monday, June 21st 2010, 7:17pm

Quoted from "DawwtheElf;293090"

A little help here please. When I hit the macro it works like a charm, but when target is dead I get the error message:

Source code

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[string '?']:102: bad argument #1 to 'GetActionCooldown' (number expected, got nil)
I'm also having trouble to get the pots to work and to turn of the "Blood Arrow" when it's on.


I'm assuming you get the same error when it gets to the potion lines? I don't see anything wrong with your code that would cause that error. I'll keep looking, but right now I'm missing it. Until that gets fixed, you might want to remove those lines or just comment them out, otherwise it will get stuck trying to keep executing them.

For Blood Arrow turning off, remove those 2 lines and add this:

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    i=i+1; Skill[i] = { name = "Blood Arrow",    use = (((not combat) or (pHealth < .5)) and pBloodArrow) }
You might want to put that as the first Skill in the list as well.

Also, your Autoshot line has to include the ASon variable check or your code won't execute anything past it. So change it to this:

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    i=i+1; Skill[i] = { name = "Autoshot",          use = ((enemy) and (not ASon)) }

727

Tuesday, June 22nd 2010, 10:39pm

Yeah Marc! I love your guide and I really hope you'd expanding it. I used your profile as base for the clean disposition, it's great. It would be nice to have bank with 100% working setups in different classes and variations for others to loan and steal. Mostly in this thread the posted setups are those that doesn't work.

mrmarc0001

Beginner

Posts: 3

Location: SF Bay Area

Occupation: Web Producer @ UCSF

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728

Tuesday, June 22nd 2010, 10:45pm

That means a lot, Daww. Thanks. I'm glad it helps. As for the working examples, I am still trying to find the time, but it is something I want to do along the lines of how I posted my own custom function.

The goal is to have working base functions for each class as well as possilbe pluggable solutions that will work for secondary class combos.

729

Wednesday, June 23rd 2010, 4:01pm

Hi need help in my funktion,
first my code is for German-Skills
next i have an Item witch i will yous to buff me (buff time 2min) it works but to use this item i must first target me and in combat it is a bit dificult if i must first target me then use the item and then target the enemy back. so is it possible
too modifi my funktion that if the buff ends and i must rebuff me that i (in combat/ a enemy is in targete but not in combat)
1.automatikly fokus the enemy
2. target me
3. use the item
4 target back the enemy
or when (not in combat/and no enemy is in target)
1. target me
2. use the item

for the moment i disabled the item ("Spiegel der Verteidigung")

Source code

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function RoguePriest(arg1, arg2)
    local Skill = {}
    local i = 0
    local energy = UnitMana("player")
    local focus = UnitSkill("player")
    local friendly = (not UnitCanAttack("player", "target"))
    local combat = GetPlayerCombatState()
    local tspell,ttime,telapsed = UnitCastingTime("target")
    local pbuffs = BuffList("player")
    local tbuffs = BuffList("target")

   i=i+1; Skill[i] = { name = "Werfen",      ['use'] = ((not friendly) and (ttime >= 1) and ((ttime - telapsed) > 0.5)) }
   i=i+1; Skill[i] = { name = "Gift",    use = (not ChkBuff("player","Giftig") and not combat) }
   i=i+1; Skill[i] = { name = "Aura der Schnelligkeit",    use = (not string.find(pbuffs, "Aura der Schnelligkeit") and not combat) }
   i=i+1; Skill[i] = { name = "Magischer Schutz",    use = (not ChkBuff("player","Magischer Schutz") and not combat) }
   i=i+1; Skill[i] = { name = "Gesegnetes Quellwasser",    use = (not ChkBuff("player","Gesegnetes Quellwasser") and not combat) }
   i=i+1; Skill[i] = { name = "Regenerieren",        use =  ((PctH("player") < .95) and (not string.find(pbuffs, "Regenerieren"))) }
   i=i+1; Skill[i] = { name = "Gesegnete Aura",        use =  ((PctH("player") < .15) ) }
   i=i+1; Skill[i] = { name = "Spitzel",  use = ((not string.find(pbuffs, "M\195\182rderischer Zorn")) and (not string.find(pbuffs, "Spitzel")) and combat) }
   i=i+1; Skill[i] = { name = "Ausweichen",  use = ((not string.find(pbuffs, "Ausweichen")) and combat) }   
   i=i+1; Skill[i] = { name = "Wilder Angriff",  use = ((PctH("player") < .40) and (string.find(pbuffs, "Ausweichen")) and combat) }   
  -- i=i+1; Skill[i] = { name = "Item: Siegel der Verteidigung",    use = (not string.find(pbuffs,"Siegel der Verteidigung")) }
   i=i+1; Skill[i] = { name = "M\195\182rderischer Zorn",  use = ((not string.find(pbuffs, "M\195\182rderischer Zorn")) and (not string.find(pbuffs, "Spitzel")) and combat) }
   i=i+1; Skill[i] = { name = "Vorsatz",    use = (not ChkBuff("player","Vorsatz") and not combat) }
   i=i+1; Skill[i] = { name = "Hinterhalt",   use = ((not friendly) and (energy >= 20) and (arg2 == "behind")) }
   i=i+1; Skill[i] = { name = "Toter Winkel-Angriff",       use = ((not friendly) and (energy >= 25) and string.find(tbuffs, "Blutende Wunde") and (arg2 == "behind")) }
   i=i+1; Skill[i] = { name = "Blendung",   use = ((not friendly) and (energy >= 20) and not string.find(tbuffs, "Blind") and string.find(tbuffs, "Blutende Wunde") and string.find(tbuffs, "Starke Blutung")) }
   i=i+1; Skill[i] = { name = "Wunden angreifen",   use = ((not friendly) and (energy >= 35) and string.find(tbuffs, "Blutende Wunde") and string.find(tbuffs, "Starke Blutung")) }
   i=i+1; Skill[i] = { name = "Gemeiner Schlag",       use = ((not friendly) and (energy >= 35) and string.find(tbuffs, "Blutende Wunde")) }
   i=i+1; Skill[i] = { name = "Meucheln",     use = ((not friendly) and (energy >= 35) and not string.find(tbuffs, "Blutende Wunde") and not string.find(tbuffs, "Hinterhalt-Blutende Wunde")) }

   MyCombat(Skill,arg1)
end

function RogueBoss(arg1, arg2)
    local Skill = {}
    local i = 0
    local energy = UnitMana("player")
    local focus = UnitSkill("player")
    local friendly = (not UnitCanAttack("player", "target"))
    local combat = GetPlayerCombatState()
    local tspell,ttime,telapsed = UnitCastingTime("target")
    local pbuffs = BuffList("player")
    local tbuffs = BuffList("target")


   i=i+1; Skill[i] = { name = "Werfen",      ['use'] = ((not friendly) and (ttime >= 1) and ((ttime - telapsed) > 0.5)) }
   i=i+1; Skill[i] = { name = "Gift",    use = (not ChkBuff("player","Giftig") and not combat) }
   i=i+1; Skill[i] = { name = "Aura der Schnelligkeit",    use = (not ChkBuff("player","Aura der Schnelligkeit") and not combat) }
   i=i+1; Skill[i] = { name = "Magischer Schutz",    use = (not ChkBuff("player","Magischer Schutz") and not combat) }
   i=i+1; Skill[i] = { name = "Gesegnetes Quellwasser",    use = (not ChkBuff("player","Gesegnetes Quellwasser") and not combat) }
   i=i+1; Skill[i] = { name = "Regenerieren",        use =  ((PctH("player") < .95) and (not string.find(pbuffs, "Regenerieren"))) }
   i=i+1; Skill[i] = { name = "Gesegnete Aura",        use =  ((PctH("player") < .15) ) }
   i=i+1; Skill[i] = { name = "Spitzel",  use = ((not string.find(pbuffs, "M\195\182rderischer Zorn")) and (not string.find(pbuffs, "Spitzel")) and combat) }
   i=i+1; Skill[i] = { name = "Ausweichen",  use = ((not string.find(pbuffs, "Ausweichen")) and combat) }   
   i=i+1; Skill[i] = { name = "Wilder Angriff",  use = ((PctH("player") < .40) and (string.find(pbuffs, "Ausweichen")) and combat) }   
   i=i+1; Skill[i] = { name = "Item: Siegel der Verteidigung",    use = (not string.find(pbuffs,"Siegel der Verteidigung")) }
   i=i+1; Skill[i] = { name = "M\195\182rderischer Zorn",  use = ((not string.find(pbuffs, "M\195\182rderischer Zorn")) and (not string.find(pbuffs, "Spitzel")) and combat) }
   i=i+1; Skill[i] = { name = "Verbergen",    use = (not ChkBuff("player","Verbergen") and not combat) }
   i=i+1; Skill[i] = { name = "Schattengef\195\164ngnis",   use = ((not friendly) and (energy >= 50) and not string.find(tbuffs, "Schattengef\195\164ngnis")) }
   i=i+1; Skill[i] = { name = "Schattenschritt",   use = ((not friendly) and (energy >= 20) and string.find(tbuffs, "Schattengef\195\164ngnis")) }

   i=i+1; Skill[i] = { name = "Hinterhalt",   use = ((not friendly) and (energy >= 20) and (arg2 == "behind")) }
  
   i=i+1; Skill[i] = { name = "Item: Trank der herausragenden Fertigkeit",    use = (energy <= 10) }

   i=i+1; Skill[i] = { name = "Toter Winkel-Angriff",       use = ((not friendly) and (energy >= 25) and string.find(tbuffs, "Blutende Wunde") and (arg2 == "behind")) }
   i=i+1; Skill[i] = { name = "Blendung",   use = ((not friendly) and (energy >= 20) and not string.find(tbuffs, "Blind") and string.find(tbuffs, "Blutende Wunde") and string.find(tbuffs, "Starke Blutung")) }
   i=i+1; Skill[i] = { name = "Wunden angreifen",   use = ((not friendly) and (energy >= 35) and string.find(tbuffs, "Blutende Wunde") and string.find(tbuffs, "Starke Blutung")) }
   i=i+1; Skill[i] = { name = "Gemeiner Schlag",       use = ((not friendly) and (energy >= 35) and string.find(tbuffs, "Blutende Wunde")) }
   i=i+1; Skill[i] = { name = "Meucheln",     use = ((not friendly) and (energy >= 35) and not string.find(tbuffs, "Blutende Wunde") and not string.find(tbuffs, "Hinterhalt-Blutende Wunde")) }


   MyCombat(Skill,arg1)
end

Thanks for Help.

730

Wednesday, June 23rd 2010, 5:57pm

Quoted from "Neon82;294177"

Hi need help in my funktion,
first my code is for German-Skills
next i have an Item witch i will yous to buff me (buff time 2min) it works but to use this item i must first target me and in combat it is a bit dificult if i must first target me then use the item and then target the enemy back. so is it possible
too modifi my funktion that if the buff ends and i must rebuff me that i (in combat/ a enemy is in targete but not in combat)
1.automatikly fokus the enemy
2. target me
3. use the item
4 target back the enemy
or when (not in combat/and no enemy is in target)
1. target me
2. use the item

for the moment i disabled the item ("Spiegel der Verteidigung")


Is there a reason this item doesn't work with the "self-cast" game option?

731

Wednesday, June 23rd 2010, 6:00pm

i don't know. it just don't work if a enemy is my target (error : can

mrmarc0001

Beginner

Posts: 3

Location: SF Bay Area

Occupation: Web Producer @ UCSF

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733

Wednesday, June 23rd 2010, 8:50pm

Quoted from "mrmarc0001;294260"

EDIT: Oops, I mixed up my code there. Is it still not possible to set focus via Lua?


You mean with FocusUnit()??

734

Wednesday, June 23rd 2010, 8:58pm

Quoted from "Neon82;294237"

i don't know. it just don't work if a enemy is my target (error : can


Hmm interesting. Well in that case, I'm going to let the cat out of the bag and give you the big surprise for my next release... I'm going to incorporate the ability to call your own custom "skill execution" function. This will be the ultimate in customization because you'll be able to do pretty much whatever you want it to do.

Change targets, cancel buffs, equip arrows when empty, remember the last skill used, keep skill counters, perform pet related actions... as long as you can build the code to perform the action, it will do it.

mrmarc0001

Beginner

Posts: 3

Location: SF Bay Area

Occupation: Web Producer @ UCSF

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735

Wednesday, June 23rd 2010, 10:00pm

Quoted from "Sixpax;294344"

You mean with FocusUnit()??


Yeah, I wrote something that didn't make sense earlier, but now I came up with

Source code

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-- Requires DIYCE
function Switchback()
  if (not string.find(BuffList("player"),"BUFFNAME")) then
    if (not UnitExists("focus1")) then
      FocusUnit(1,"target")
    end
    TargetUnit("player")
  else TargetUnit("focus1") --or use TargetNearestEnemy()
  end
end


Rough, I'm sure.

mrmarc0001

Beginner

Posts: 3

Location: SF Bay Area

Occupation: Web Producer @ UCSF

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736

Wednesday, June 23rd 2010, 10:01pm

Quoted from "Sixpax;294349"

I'm going to incorporate the ability to call your own custom "skill execution" function.


Sweet. Calling other functions from the skill execution? Niiiice.

737

Thursday, June 24th 2010, 1:12pm

Quoted from "Sixpax;294349"

I'm going to incorporate the ability to call your own custom "skill execution" function. This will be the ultimate in customization because you'll be able to do pretty much whatever you want it to do.

Change targets, cancel buffs, equip arrows when empty, remember the last skill used, keep skill counters, perform pet related actions... as long as you can build the code to perform the action, it will do it.


Sounds sweet! Could this function be inplemented: Use the skill in the prio list that have the current range even if it's last in the prio list. Now when I hit the go button, my toon runs to the target and engages. I want it to stand still and use the skill that is within range. This was standard in UFACS and would be great for me if you could work here.

Quoted

i=i+1; Skill = { name = "Blood Arrow", use = (((not combat) or (pHealth < .5)) and pBloodArrow) }


This turn Blood Arrow off at once, but I want it to turn off when under a certain %hp, but how do I engage it? Help plz.

Tigsman

Trainee

Posts: 126

Location: ATL

Occupation: Fixing Things

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738

Thursday, June 24th 2010, 2:59pm

Quoted from "DawwtheElf;294545"

Sounds sweet! Could this function be inplemented: Use the skill in the prio list that have the current range even if it's last in the prio list. Now when I hit the go button, my toon runs to the target and engages. I want it to stand still and use the skill that is within range. This was standard in UFACS and would be great for me if you could work here.



This turn Blood Arrow off at once, but I want it to turn off when under a certain %hp, but how do I engage it? Help plz.

without knowing the context of that line Daww, I would say that pHealth is your %hp, currently set to less than 50%. But that's just a guess. Obviously change .5 to something else if you prefer, like .75 which appears to represent 75%.


T

739

Thursday, June 24th 2010, 3:05pm

Quoted from "DawwtheElf;294545"

Sounds sweet! Could this function be inplemented: Use the skill in the prio list that have the current range even if it's last in the prio list. Now when I hit the go button, my toon runs to the target and engages. I want it to stand still and use the skill that is within range. This was standard in UFACS and would be great for me if you could work here.


If I understand you correctly, you're asking to have a particular skill run to the target and attack when click-to-move is disabled? I've had others request this and I briefly looked at the UFACS code to try to figure out how it's accomplishing this, but have yet to figure it out. I'm sure it's possible, but I have no idea how to code it.

Quoted from "DawwtheElf;294545"

This turn Blood Arrow off at once, but I want it to turn off when under a certain %hp, but how do I engage it? Help plz.


I'm not clear on what you're asking. Can you be a bit more detailed?

740

Thursday, June 24th 2010, 4:12pm

Quoted from "Sixpax;294561"

If I understand you correctly, you're asking to have a particular skill run to the target and attack when click-to-move is disabled? I've had others request this and I briefly looked at the UFACS code to try to figure out how it's accomplishing this, but have yet to figure it out. I'm sure it's possible, but I have no idea how to code it.



I'm not clear on what you're asking. Can you be a bit more detailed?


Sorry if I was unclear. I edited my post twice becouse of the chages that occured when trying things around. I got it working now. The Blood Arrow got turned off at once because of the

Source code

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(not combat)


Thx Tigsman for your answer. I now have the Blood Arrow turned on at 95% hp or more and turned off at 50% hp or less and at once when NOT in combat. Works very well.