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Peryl

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1

Monday, December 10th 2012, 4:45am

FuzzyDIYCE: Next Gen DIYCE with a twist

Hiya folks,

Being the sucker for punishment that I am, I've decided that I'll code up that next generation of DIYCE that I had hinted at some time ago (seeing as nobody took the challenge). I call it FuzzyDIYCE, mostly as a joke, but it should give old DIYCE users a warm fuzzy feeling (in a good way). However, I've also decided to put a little twist on the project.

Though there are a few tutorials for people wanting to get their feet wet with add-on creation of which a couple were written by myself (shameless self-plug), there doesn't appear to be anything a bit more advanced. Further, many folk have been having trouble getting their minds wrapped around how the code works in the current DIYCE 2 and older DIYCE 1.4 add-ons, let alone those who simply want to use DIYCE without the hassle of actually programming the durn thing.

So to attempt to alleviate these problems, I'll be creating the project in the open. That is, the entire development of FuzzyDIYCE will be posted and commented on in the forums (unless a GM/CM/FM ixnays the concept). This would then become the programmer documentation/manual. It would also mean that anyone can contribute to both development and maintenance of the project.

As to FuzzyDIYCE itself, here is a brief breakdown of what I'm thinking (subject to change, of course):

  • Fully graphical skill rotation editable in-game. Complete with drag-and-drop skills/items/etc.
  • Just-in-time cached data variable reading so that no piece of information need be queried more than once.
  • Shareable skill rotations/lists with other players both in-game and in forums.
  • In-game help system.
  • Simplified DIYCE timer usage.
  • Skill sub-lists.

...and possibly more though the above are the main highlights.

So what I'd like to know here is:
a) Do you think this would be a good thing? Want it? Would enjoy contributing?
b) Would the forum gods allow a dev thread as described?

-----

TL;DR: Looking to see if folk want a newer easier to use DIYCE, and if the GMs/CMs/FMs would allow the openess of the project as described above.
2013... The year from hell....

2

Monday, December 10th 2012, 9:15am

Yes, yes, and hell yes! Although I semi self-taught myself a few things about diyce just by reading and studying various scripts, it seems a lot of people can't wrap their heads around the coding that goes behind a result so simple as pressing a macro.

I few things though:

Would the lua coding itself be familiar and user-friendly, much like DIYCE 1 & 2? The main thing I'd be worried about is certain specifics and modifications to diyce coding I have in my own DIYCE 2 version. i.e, targetting, silencing mechanics, skill prioritization regarding specific opponent classes (bosses, elites, player classes, etc).

Maybe have 2 separate files, 1 for the in-game drag-and-drop, the other for the actual inner workings, much like DIYCE.lua in the DIYCE folder, that way we can edit 1 end internally without messing with the other end.

Overall I think it'd be a neat idea. I've basically ran out of things to do with my own diyce and a bit of newness would spice it up and hopefully contribute to new ideas :D

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Peryl

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Monday, December 10th 2012, 1:14pm

Depends on what you mean by "Lua coding".

From a user's perspective, there wouldn't be a need (or little need) for Lua coding at all.

From the perspective of someone who likes coding up some custom stuff, I've been thinking about adding a kind of plug-in system so that new functionality could be implemented. I'm also thinking of allowing some custom Lua editing directly in the add-on.

What I'm proposing to code up would be a radical departure from the first two DIYCE so there would obviously be some rather drastic differences. That's where the thread idea come into play. Since everyone can see what decisions were made during development, and how it was implemented, changes shouldn't be too hard to do.
2013... The year from hell....

RoMage

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Monday, December 10th 2012, 2:56pm

Isn't there project like that - addon that allows you to make DIYCE-like script in GUI? (can't remember it's name)

Idea is great, love it. It would be great to have option for different setups on the same toon/class combination. Something like DIYCE for PvE and another set for PvP.

Peryl

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Tuesday, December 11th 2012, 1:57am

The last point in the feature list above would allow such constructs since you could fire of a skill list based on a PvE/PvP check and other things.

I don't know of any DIYCE-like GUI project, or any other DIYCE-like project for that matter (not that I've looked really hard).

Edit: Come to think of it, it is quite possible to have different setups in DIYCE 2.0. That was one of the things Ghostwolf did to support the mutliple class combos. Wouldn't need much of a stretch to have different skill lists based on PvP/PvE detection or any other flag you cared to check for.
2013... The year from hell....

6

Tuesday, December 11th 2012, 3:11am

i dont very much about diyce or 2.0 but i believe the game has evolved enough for me to try,so i am in .
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Dionaea

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Tuesday, December 11th 2012, 8:48pm

As long as you do not discuss or create botting possibilities, this is fine by me ;)

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Tuesday, December 11th 2012, 11:20pm

Quoted from "Dionaea;580545"

As long as you do not discuss or create botting possibilities, this is fine by me ;)



This begs me to make comments :) just think of all the things you could say that would end up getting you in trouble after a comment like this....

If only this wernt my only forum account.
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Tuesday, December 11th 2012, 11:41pm

I love this idea. I know some LUA codding but even so it was hard to get going on my DIYCE.

I also would point out that for certain classes it was hard to get help on the forum to set up DIYCE. Example Druid class combo. Everyone was like "Well Druid is for healing and you should not use DIYCE." I disagree. Druids can also do ok dps and if your like me and solo allot of things DIYCE can work great.

So question. Will you be including ALL class combinations or just the ones you think are useful?

I myself use DIYCE for my Mage, Scout, Druid combos. I am no expert on these rotation combos but if you need some guid line to go by for there rotation I would be more then happy to post what I have.

Good luck on this program. I will be subscribing to this thread to see how it is coming along and crossing my fingers for the relies.

Peryl

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Tuesday, December 11th 2012, 11:54pm

I won't be creating any skill rotations myself. The entire point has always been about doing it yourself. Hence the name DIYCE or Do-It-Yourself Combat Engine.
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Wednesday, December 12th 2012, 12:04am

Ok I must have miss understood. So it is fully create your own but through a in game GUI? So when we get a new spell we can add it to are class rotation in game by just dragging the spell to wherever you have it to go or by selecting it from a drop down menu? Will it still switch rotation code when you change your classes from the house maid in game? If yes to all of the above then I bow down to your greatness and really want this program to come to life. You deserve to have a big plat of cookies.

Peryl

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Wednesday, December 12th 2012, 12:15am

Yes to all of that, plus the ability to share your rotations with others in-game, and add custom stuff as well.

There is still some questions on how some of it will end up working, but that is for me to figure out (or work around). Most of the features I've described I'm confident can be done.
2013... The year from hell....

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Wednesday, December 12th 2012, 12:27am

That would be absolutely fantastic if you could put that together :) I know alot of people who would definitely start using it since they are uncomfortable with scripting or as they put it "computer illiterate" lol. Woot Woot three cheers for Peryl :)
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Wednesday, December 12th 2012, 2:23am

<- Willing to contribute/test/bow down/fan Peryl to cool him down from all the hardword.

Mission is a go!

15

Wednesday, December 12th 2012, 2:45am

@ Peryl thx a million for this now maybe some of us not so computer savy folks will keep up in siege.
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Peryl

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Wednesday, December 12th 2012, 3:32am

Project is a go then.

I'll kick start its dev thread tomorrow. A tad busy at the moment (non-critical stuff). And I have some notes and junk I want to get together, but yeah. Work will start shortly.
2013... The year from hell....

Noguai

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Monday, December 31st 2012, 1:24am

Interesting project...
Do you plan on publishing it on curse with a repository and localization? Would be nice to see the development as the project "evolves" and it also would make the download easier for european people. DIYCE on CurseForge is abandoned, outdated and dead.

Peryl

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Monday, December 31st 2012, 2:16am

Though I understand the desire to have an easier download for EU and other locales, I want the project to be open enough that others can take it over if they desire. This would not be possible as a CurseForge project unless I kept adding others to the project list.

I guess I'm just being lazy :)
2013... The year from hell....

Noguai

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Monday, December 31st 2012, 1:39pm

Oh, this is not that problematic. ;)
As long as the project is open source/the license is open enough moderators will add others to the project when you decide to no longer work on it. If Mavoc hadn't replied to my request on AAH, Ackis would have added me without arguing. Mostly they just want people to contact the current author first. So public domain and a little note in the project description should be enough for any curse moderator to instantly add others to the FuzzyDIYCE project.

But that's your decision... :)

20

Tuesday, January 1st 2013, 1:35am

this sounds almost like the uber flex combat system.i am wondering if maybe this could speed things up for you ,if its possible to re use some of that addon.
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