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mrmisterwaa

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1,861

Monday, October 31st 2011, 7:01am

I see no reason why Wound Attack wouldn't trigger.

Works fine for mine. o.O

ghostwolf82

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1,862

Monday, October 31st 2011, 4:03pm

I'm wondering if there isn't some sort of undocumented change done to Wound Attack due to the R/P lvl 20 elite skill "Wound Tear" which raises the chance to crit with wound attack. Sort of like S/Wd with "Shoot", but the name doesn't change anywhere... Skill book, tooltip, and combat log all say wound attack.

Any chance at getting a GM to verify if there is or isn't a change to the code for the R/P's wound attack?

1,863

Monday, October 31st 2011, 5:27pm

Quoted from "mrmisterwaa;478939"

As far as I can tell, it's working the way I want it.

I personally don't use the melee function, due to my DPS being higher if I just do it manually and result to my own logic for the bleeds. However, it does work if you choose to do it for Solo'ing.

This one can only be used if you are by yourself in a party with no other Rogues. (or Warrior Rogue, Warden Rogue etc.)

I have yet to implement some sort of Partyhealer timers for the Bleeds, it will take some time. :3

/run RogueScout("","X")

For people who don't know much, where it says arg2 == (example) "MELEE" then for X you put MELEE.

arg2:
BUFF
FAILSAFE
CD
LONGCD
MELEE
RANGED

Last thing that needs to change is the Action keys where you keep the follwoing:

Yawaka's Blessing (RT Item Set-Skill)
Unbridled Enthusiasm (House maid Speed Potion)
Swap Macro

Source code

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/run SwapEquipmentItem()
/run ReturnPet(# of slot your pet is in)
Phirius Potions
Strong Stimulant
Extinction Potion (This can be changed with Potion of Annihilation)
Energy Potion
Unknown Choice (WA Item Set-Skill)

Source code

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function RogueScout(arg1,arg2)
    local Skill = {}
    local i = 0
    
    --Player Status
    local energy = UnitMana("player")
    local mana = UnitSkill("player")
    local focus = UnitSkill("player")
    local phealth = PctH("player")
    local pbuffs = BuffList("player")
    local combat = GetPlayerCombatState()
    local behind = (not UnitIsUnit("player", "targettarget"))
    local premed = (pbuffs == string.find(pbuffs, "Premeditation"))
    
    --Target Status
    local friendly = (not UnitCanAttack("player", "target"))
    local tDead = UnitIsDeadOrGhost("target")
    local tbuffs = BuffList("target")
    local boss = ((UnitSex("target"))>=2)

    --Buffs
    if(arg2 == "BUFF") then
        i=i+1; Skill[i] = { name = "Combat Master", use = ((not combat and not string.find(pbuffs, "Combat Master"))) }
        i=i+1; Skill[i] = { name = "Enhanced Armor", use = ((not friendly) and (not string.find(pbuffs, "Enhanced Armor"))) }
        i=i+1; Skill[i] = { name = "Searing Light", use = ((not friendly)  and (not string.find(pbuffs, "Searing Light"))) }
        i=i+1; Skill[i] = { name = "Lion's Protection", use = ((not friendly)  and (not string.find(pbuffs, "Lion's Protection"))) }
        i=i+1; Skill[i] = { name = "Action: 62", use = ((not combat and not string.find(pbuffs, "Yawaka's Blessing"))) }
        i=i+1; Skill[i] = { name = "Action: 69", use = ((not combat and not string.find(pbuffs, "Unbridled Enthusiasm")))  } -- Speed Potion
    end
    
    --Potions & Swap Macro
    if(arg2 == "FAILSAFE") then
        i=i+1; Skill[i] = { name = "Action: 42", use = (combat and (phealth < .03 and (boss))) } -- Swap Macro
        i=i+1; Skill[i] = { name = "Action: 43", use = (combat and (phealth < .25 and (boss))) } -- Phirius Potion
    end
    
    --Cooldowns
    if(arg2 == "CD") then
        i=i+1; Skill[i] = { name = "Action: 46 (Energy Potion)", use = ((combat) and (energy < 15 and (boss))) } -- Energy Potion
        i=i+1; Skill[i] = { name = "Action: 30 (Strong Stimulant)", use = ((boss) and (not string.find(pbuffs, "Fervent Attack"))) }
        i=i+1; Skill[i] = { name = "Action: 34 (Extinction Potion)", use = ((boss) and (not ChkBuff("player","Extinction Potion"))) }
        i=i+1; Skill[i] = { name = "Energy Thief", use = ((combat) and (boss) and (not tDead) and (energy < 50)) }
        i=i+1; Skill[i] = { name = "Assassins Rage", use = ((boss) and (not tDead)) }
        i=i+1; Skill[i] = { name = "Fervent Attack", use = ((boss) and (not tDead) and not string.find(pbuffs, "Strong Stimulant")) }
    end
    
    --60 Second Buffs
    if(arg2 == "LONGCD") then
        i=i+1; Skill[i] = { name = "Informer", use = ((not string.find(pbuffs, "Informer"))) }
        i=i+1; Skill[i] = { name = "Action: 64 (Unknown Choice)", use = ((energy > 20)) }
        i=i+1; Skill[i] = { name = "Action: 65 (Caviar Sandwich)", use = ((not string.find(pbuffs, "Caviar Sandwich"))) }
    end
        
    --Melee
    if(arg2 == "MELEE") then
        i=i+1; Skill[i] = { name = "Wound Attack", use = (((not friendly) and (energy >= 35)) and (string.find(tbuffs, "Bleed") and string.find(tbuffs, "Grievous Wound"))) }
        i=i+1; Skill[i] = { name = "Low Blow", use = ((((not friendly) and (energy >= 25)) and (string.find(tbuffs, "Bleed") and ((not string.find(tbuffs, "Grievous Wound"))))) or (string.find(pbuffs, "Energy Thief"))) }
        i=i+1; Skill[i] = { name = "Shadowstab", use = (((not friendly) and (energy >= 20)) and (not string.find(tbuffs, "Bleed"))) }
        i=i+1; Skill[i] = { name = "Blind Spot", use = ((not friendly) and (string.find(pbuffs, "Energy Thief") or (premed)) and (behind)) }
        i=i+1; Skill[i] = { name = "Wrist Attack", use = ((not friendly) and (boss) and (focus >=50)) }
        i=i+1; Skill[i] = { name = "Vampire Arrows", use = ((not friendly)) }
        i=i+1; Skill[i] = { name = "Shot", use = ((not friendly)) }
    end
    
    --Ranged
    if(arg2 == "RANGED") then
        i=i+1; Skill[i] = { name = "Vampire Arrows", use = ((not friendly)) }
        i=i+1; Skill[i] = { name = "Shot", use = ((not friendly)) }
    end
    
    --RogueKnight Section (Third Class)
    if(arg2 == "RK") then
        i=i+1; Skill[i] = { name = "Disarmament", use = ((not friendly)) }
        i=i+1; Skill[i] = { name = "Holy Strike", use = ((not friendly)) }
    end
    
    MyCombat(Skill,arg1)
end
If anyone notices anything I didn't in the code, please let me know. I have been tweaking it all day and might have missed something.

Changelog: Fix a tiny bug in the Cooldown section where it would be trigging Strong Stimulant (or Fervent Attack) when it shouldn't.




1 problem, efect will be not working yet, shadow, lowblow woundattack... whit is that better

mrmisterwaa

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1,864

Monday, October 31st 2011, 7:30pm

Keresztes,

Sorry I didn't understand what you said, can you rephrase that?

ghostwolf82

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1,865

Monday, October 31st 2011, 11:18pm

Did some testing, and yes... The debuff does indeed change for the R/P. Grievous Wound changes from 620314 to 500704, however this still does not work. Neither does calling it from an action bar slot.

Source code

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{ name = "Action: 20", use = (EnergyBar1 >= 35) and (tbuffs[620313]) and (tbuffs[500704]) },
Starting to wonder what the heck is with this skill for this combo. Something somewhere is very broken (yes, another something...) .

Peryl

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1,866

Monday, October 31st 2011, 11:24pm

Quoted from "ghostwolf82;479610"

Did some testing, and yes... The debuff does indeed change for the R/P. Grievous Wound changes from 620314 to 500704, however this still does not work. Neither does calling it from an action bar slot.

Source code

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{ name = "Action: 20", use = (EnergyBar1 >= 35) and (tbuffs[620313]) and (tbuffs[500704]) },
Starting to wonder what the heck is with this skill for this combo. Something somewhere is very broken (yes, another something...) .

Check to make sure you are using the updated version of the BuffList function. I added the code to record the buff IDs but the original code didn't have it in there.

Edit:
Did a quick check, the version you have posted in the link in your sig is the older version. I did edit the post I had made so the link to it you provide does have the updated version.
2013... The year from hell....

ghostwolf82

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1,867

Monday, October 31st 2011, 11:46pm

Yeah, I had made those changes already. I have a few versions of DIYCE I work on, and when I grabbed the code posted in the link in my sig I grabbed from one that had the older version, not from my master version. Sorry for the confusion. I shall soon post a work around for this issue soon, but would still love to really fix it altogether so there just is no problem. (Not a fan of leaving a problem intact.)

Edit:

Ok, here is the R/P code as I currently have it. This is how it shall remain until a fix is figured out for Wound Attack. At least it works for now though, for anyone using a R/P.

Source code

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            --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
            end

Peryl

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1,868

Tuesday, November 1st 2011, 12:19am

Quoted from "ghostwolf82;479618"

Yeah, I had made those changes already. I have a few versions of DIYCE I work on, and when I grabbed the code posted in the link in my sig I grabbed from one that had the older version, not from my master version. Sorry for the confusion. I shall soon post a work around for this issue soon, but would still love to really fix it altogether so there just is no problem. (Not a fan of leaving a problem intact.)

No worries, I just thought it might have been the ID thing.

I understand about not wanting to leave a bug around too.

One thought comes to mind (it's a long shot, but hey! weirder things have happened). Check that the character between "Wound" and "Attack" is indeed a space and not Shift-Space (or conversely, if it is a space, try Shift-Space). Some editors always convert Shift-Space to space, but I can't remember if Notepad++ does or not.
2013... The year from hell....

ghostwolf82

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1,869

Tuesday, November 1st 2011, 4:15am

Attempted the Shift+Space, still a no go. Good idea though, I hadn't thought about that. I know certain spells (like the one for the p/w) use symbols as well for debuffs. So perhaps there is some symbol for the space instead.

1,870

Tuesday, November 1st 2011, 3:03pm

Warprince

Hey can somebody help me with a code to check if Autoshot is activated. If it's not then I want to cast it, if it is then I want it to move on with the rest of the rotation.
Also how can i go through an entire rotation before a skill activates again even if it is ready before i use all the rotation. For example when fully buffed Shoot becomes a spammable skill. I have it set up where Shoot is at the beginning of my rotation. But since shoot is spammable all it does is use shoot. Is there a way to fix that. Thanks for the help.

ghostwolf82

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1,871

Tuesday, November 1st 2011, 3:47pm

Look at just about any scout script in this entire thread for the autoshot function.

For shot, either move it to the bottom of the list, or set it as a Custom, and have it not go off again until another Custom is used (probably at the bottom of your list).

1,872

Sunday, November 6th 2011, 12:58am

script

i set up my dyice and put a script in it and its not working can some 1 give me a 3 line long code just to say some thing

Peryl

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1,873

Sunday, November 6th 2011, 4:07am

Quoted from "gunny1444;481003"

i set up my dyice and put a script in it and its not working can some 1 give me a 3 line long code just to say some thing

As you haven't posted the code, or even any error(s) (if any) so we really can't say what might be wrong with it.

As for the rest of your request, I'm really not sure what you are asking for, but here are three lines say say "some thing":

Source code

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    DEFAULT_CHAT_FRAME:AddMessage("This says")
    DEFAULT_CHAT_FRAME:AddMessage("  some")
    DEFAULT_CHAT_FRAME:AddMessage("     thing")


(sorry, couldn't resists :p)
2013... The year from hell....

1,874

Sunday, November 6th 2011, 7:15am

test1

-------------------------------------------------------------------

function Test1(arg1)
local Skill = {}
local i = 0
local energy = UnitMana("player")
local friendly = (not UnitCanAttack("player","target"))
local pbuffs = BuffList("player")
local tbuffs = BuffList("target")
-- DEFAULT_CHAT_FRAME:AddMessage("Test")


-- i=i+1; Skill = { ['name'] = "Combat Master", ['use'] = (not string.find(pbuffs,"Combat Master")) }
-- i=i+1; Skill[i] = { ['name'] = "Poison", ['use'] = ((not combat) and (not string.find(pbuffs,"Poison"))) }
-- i=i+1; Skill[i] = { ['name'] = "Wound Attack", ['use'] = ((not friendly) and (energy >=35) and (string.find(tbuffs,"Bleed") and (string.find(tbuffs,"Grievous Wound")))) }
-- i=i+1; Skill[i] = { ['name'] = "Low Blow", ['use'] = ((not friendly) and (energy >=35) and (string.find(tbuffs,"Bleed"))) }
-- i=i+1; Skill[i] = { ['name'] = "Shadowstab", ['use'] = ((not friendly) and (energy >=35)) }
i=i+1; Skill[i] = { ['name'] = "Vampire Arrows", ['use'] = (not friendly) }
-- i=i+1; Skill[i] = { ['name'] = "Shot", ['use'] = (not friendly) }

MyCombat(Skill,arg1)
end
-----------------------------------------------------------------------

it displays chat but does not trigger any attacks.

mrmisterwaa

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1,875

Sunday, November 6th 2011, 7:33am

How about you try DIYCE 2.0 and just use my RogueScout DIYCE macro?

ghostwolf82

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1,876

Sunday, November 6th 2011, 11:38am

Please use the code tags to wrap code. Secondly, you didn't define "combat". Thirdly, try learning DIYCE 2.0 as sekrit suggests.

1,877

Tuesday, November 15th 2011, 7:34pm

is there a way to ChkBuff on a buff that uses rage i tryed this did not work

Source code

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i=i+1; Skill[i] = { name = "Mental Focus", use = ((not ChkBuff("player","Mental Focus") and (rage >=30)) }


and i have this in also

local rage = UnitSkill("player")

MachineOfHate

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1,878

Wednesday, November 16th 2011, 2:30am

I think you need a space after the =. IE

Source code

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(rage >= 30)) }
Started June 24, 2009 on Artemis.
Iamhell - 70/55 - W/wd + Panix - 70/70/70 W/r/s
The Superbad DPS Engine

ghostwolf82

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1,879

Wednesday, November 16th 2011, 5:13am

In diyce v1.4 this would be done with this line:

Source code

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i=i+1; Skill[i] = { name = "Mental Focus", use = ((not string.find(pbuffs, "Mental Focus") and (rage >= 30)) }

1,880

Thursday, December 1st 2011, 6:52am

I know most have moved to the newer version of DIYCE, but I have not made the move as of yet. I am working on a code for my s/r and I am having trouble defining a cooldown.

For Exploiting shot, the skill is defined as follows:

Quoted


When your shot makes a critical hit, your target receives additional 2% physical damage. Lasts 8 seconds. (Cooldown is 20 seconds after skill has stopped).


Here is my DIYCE code to try and define how the skill operates:

Source code

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Skill[1] = { name = "Shot", use = ((CD("Exploiting Shot")) and (not string.find(tbuffs, "Exploiting Shot"))) }


Here is my problem..Diyce recognizes not to fire shot when the buff is active, but when it is in the 20 sec cooldown period, it just keeps trying to fire shot.. Below is the whole code. I need help on trying to have DIYCE recognize the 20 second cooldown period..

Source code

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if enemy then
 Skill[1] = { name = "Autoshot", use = (not ASon) }
 if not Skill[1].use then
  Skill[1] = { name = "Sapping Arrow", use = ((not string.find(tbuffs, "Sapping Arrow")) and (CD("Sapping Arrow"))) }
  if not Skill[1].use then
   Skill[1] = { name = "Shot", use = ((CD("Exploiting Shot")) and (not string.find(tbuffs, "Exploiting Shot"))) }
   if not Skill[1].use then      
    Skill[1] = { name = "Reflected Shot", use = (CD("Reflected Shot")) }
    if not Skill[1].use then   
     Skill[1] = { name = "Vampire Arrows", use = CD("Vampire Arrows") }
     if not Skill[1].use then
      Skill[1] = { name = "Deadly Poison Bite", use = CD("Deadly Poison Bite") }
      if not Skill[1].use then
       Skill[1] = { name = "Piercing Arrow", use = (CD("Piercing Arrow")) }
       if not Skill[1].use then   
        Skill[1] = { name = "Combo Shot", use = CD("Combo Shot") }
        if not Skill[1].use then
         Skill[1] = { name = "Weak Spot", use = CD("Weak Spot") }
         if not Skill[1].use then
          Skill[1] = { name = "Wind Arrows", use = (CD("Wind Arrows")) and (focus >= 35) }
          end
         end
        end 
       end  
      end 
     end    
    end
   end
  end
 end 


Thanks for any help that can be offered...
Jacobmo 97Scout/97Warden/95Warrior/97Rogue/88D/85M
Allenmo 78S/77R/56P/1W/1K/1M - retired
Bteam all the way