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UberFlex AutoCombat System (continued)

 

Project Updated:
Files Updated: Mon, Nov 9 2009
Supports Game Version: 2.0.11.1872
Category: Quests & Leveling
Tags:

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Project Manager: apoc1024
Additional Authors: No additional authors
Current Version: fan-update-v1.5.1.zip
License: MIT License
Development Site: CurseForge.com
Avg Daily DL (last 30 days): 75
Downloads Total: 4,694
Favorites: 17
Comments: 56
  • Contests
  • About UberFlex AutoCombat System (continued)
  •  

18-OCT-2009

  • Project restarted. I have got the permision from the original author(os008) to continue and support this addon.
  • This addon is still in beta stage due to lots of LUA functions changed after game patch 2.1.1. I will try to make it work as usual as possible.
  • Thanks for the original author(os008) and lots of people who contribute to this addon.
  • I will focus on making it work as the same as the original design mainly and keep it compatible with the latest patch.

Manual

Features:

  • Complete combat system, no need to press ANYTHING during!
  • YOU set the script (/configacs) for combat, not i. (Been asked a lot)
  • Target mob, make sure you're in range! Then '/engage' using a macro and the mod will do the rest.
  • Long term buffs are cast OUT of combat if down (or the cheap ones in-combat too, you choose).
  • Heals are cast when necessary.
  • Potions are used when necessary.
  • Settings change automatically if classes are switched.
  • Combatible with Knight 'count' based buffs.
  • Automatic healing and buffing of target. (if friendly)
  • Help buttons at the top right of the configuration panel.
    New feature in fan update version :
  • Debuff when necessary.
  • Heal/Buff/Debuff your target and yourself at the same time.
  • You can use skill/spell to interrupt your target when your target is casting spell or using skill.

Commands:

  • Engage: make this marcro: /engage, or /acs
  • Manual disengage: make this macro: /disengage, or /acsend
  • Toggling the whole add-on: make this macro: /toggleacs, or /acstoggle
  • Configuration Panel: make this macro: /configacs

Installation and usage:

  • Extract the archive to: <drive>\<... any parent folders ...>\Runes of Magic\Interface\AddOns
  • When you login to a 'character' for the first time, run /configacs (or just make a macro for it).
  • Check the picture for explanations.
  • There're 2 types of potions, Health and Mana. Just put the desired potion into a hotbar slot, then put that number in and when do you want it to trigger.
  • Add ALL the spells you need to use on the hotbar for them to work

Hotbar Numbering
Main Bar (lower): 1-20
Upper Bar: 21-40
Right Bar: 41-60
Left Bar: 61-80

Screenshots

  • coming soon

Known Bugs\Hints (if any):

  • Still buggy from time to time. Please report anything you find. Thank you.

To do list:

  • Support for Warden's pet
  • Support for Druid's nature power
  • Update online manual

CREDITS:

  • Downloads (7)
  •  
File Name Release Type Game Version Downloads Date
Addon Curse.com Beta 2.3.3 0 9/29/2008
  File Name Release Type Game Version Downloads Date  
  UberFlex AutoCombat System (continued) fan-update-v1.5.1.zip Release 2.0.11.1872 1,104 11/9/2009
  UberFlex AutoCombat System (continued) fan-update-v1.5.zip Release 2.0.11.1872 260 11/7/2009
  UberFlex AutoCombat System (continued) fan-update-v1.4.zip Release 2.0.11.1872 582 11/3/2009
  UberFlex AutoCombat System (continued) fan-update-v1.3r.zip Release 2.0.11.1872 526 10/31/2009
  UberFlex AutoCombat System (continued) fan-update-v1.2.zip Release 2.0.11.1872 668 10/27/2009
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  • qaz1qaz1qa said

    This is simply an amazing pice of work. And thanks for the hard work keeping it updated.
    If I can offer a suggestion to help out , it appears most people over look the Guild House. Buffing in there often interrupts over night activities.

    According to update v1.5.1 at line 725 change:
    if ( HouseFrame:IsVisible() ) then acsPlayerInHouse=true; end

    to

    if ( HouseFrame:IsVisible() or GuildHouseFrame:IsVisible() ) then acsPlayerInHouse=true; end

    And at line 378 change
    if ( acsPlayerInHouse and GetZoneID() ~= 400) then acsPlayerInHouse=false; end

    to

    if ( acsPlayerInHouse and GetZoneID() ~= 400 and GetZoneID() ~= 401) then acsPlayerInHouse=false; end

    I think all of us are very willing to help you keep this addon working. again thanks for stepping forward to handle the large bulk of this and keep it ordered.

    Reply Report Permalink
  • apoc1024 said

    Thank you for the feedback and the code improvement as well. I will put it into the next version.

    Reply Report Permalink
  • lakyass said

    Thanks for this perfect Addon :D

    Reply Report Permalink
  • rv55 said

    revangel thank for the idea but it didn't work. Sneak Attack never triggered when set up as a buff.

    Reply Report Permalink
  • revangel said

    rv55: i think it will be hard for a script to make out the difference between the elite and the no elite skill. Therefore i suggest to try to use it as buff instead of fight, maybe it works then. It did for me when using "Vorsatz" in the buff section (fight, fight only) and i also use "Fearless/Furchtlos" and the "Mörderischer Zorn" buffs in combat and combat only.

    Reply Report Permalink
  • rv55 said

    "2. When you checked the 'manual' option and activate this addon, it will not defense/buff/heal/use potion when you're mounted or hiding(rogue) but you still can fight or loot. "

    Thanks for that.

    "1. Fixed bug : fixed 'Sneak attack' not working"

    Still not working for me. Only continues to other skills if Sneak Attack debuff is on target. When it wears off, other skills stop and Sneak Attack doesn't go again. If I move in closer Sneak Attack goes again and the other skills follow. Have you taken into account that I have the Elite Skill that allows me to use Sneak Attack during combat?

    Reply Report Permalink
  • rv55 said

    Thanks aloc1024 for all of your efforts in keeping this vital addon alive.

    There are 2 things still bothering me. The first is, if I have acs in manual mode and engaged, it will still caste buffs even when mounted or hidden. I think it should only ever dismount or unhide you when you engage an enemy, never for buffs.

    Second I can't use all my skills. At the moment I've had to simplify to Shadowstab/Low Blow/Wound Attack combo because if I add Sneak Attack at beginning it goes through the skills only once.

    Keep up the good work.

    Reply Report Permalink
  • apoc1024 said

    Ok, I fixed the problem when using sneak attack. This problem was caused by distance between you and your target is not close enough to cast sneak attack but the sneak attack action button is already useable(not red color). When in priority mode, UFACS will hang there and cast sneak attack forever.

    I check sneak attack before casting every spell. If it is sneak attack then do a normal melee attack before sneak attack.

    Reply Report Permalink
  • apoc1024 said

    The two issues you have mentioned bothers me, too.

    For the first one, if I change it to 'Do not fight/heal/buff/use potion when you're hiding or mounted in manual mode', will someone bite me? LOL

    I can also add a new option 'Stop acs when you are mounted or hiding' in Gerenal tab.

    For the second one, I will check the priority mode again to see if there is anything wrong.

    Reply Report Permalink
  • rv55 said

    If I have ufacs in manual mode and engaged I don't mind if it dismounts me to attack when I target a mob in range or a mob attacks me and I enter into combat mode. I think that's the way it should work when set like that.

    But if I'm not targeting any enemies and am not in combat mode why would I possibly want to dismount or unhide to buff? I don't think it should and I don't think anyone would complain if you changed it.

    With healing I'm not so sure. Fact is you shouldn't need healing unless you are under attack in which case it should dismount and attack anyway.

    Reply Report Permalink
  • Any Reason why get errors and doesnt work in pvp?

    Reply Report Permalink
  • apoc1024 said

    PvP not working was fixed in v1.5.

    Reply Report Permalink
  • revangel said

    Thanks for fixing so much on that nice plugin! Youre doing a great job!

    Reply Report Permalink
  • Chenook said

    Ah and one more Idea i have (please don't hit me for spamming new ideas :-) If it's too much, say no... :-) )

    Is it possible, to give the settings own names with a pulldown?
    i.e. not PVE1, PVE2, PVP but
    "guarding tank"
    "leveling"
    "guarding group"
    "stun boss with silence"
    "guard main-att/main-tank"
    ...
    So you could define your settings with more significant words and more scenarios than 3

    Reply Report Permalink
  • apoc1024 said

    I try to let this addon not only focus on one class. Maybe someone who is interested in creating a new addon for priest, uber's code is there for everyone. Besides, the way this addon works would not allow such complicated 'target switching'. If I do so, this addon will become extremely unstable.

    After game patch 2.1.1, some important LUA functions had changed so that this addon have to change its code structure and the way it works. I am sorry to say that your suggestions are good ideas but they could not be done due to limited LUA functions at this moment.

    I will try to implement some of these suggestions into this addon if possible. But in my humble opinion, start a new project to focus on healer class will be the best solution for all I can tell.

    Reply Report Permalink
  • Chenook said

    Hi apoc,

    thx for that statement. I thought so, that it's not easy and our friends from frogster hae killed some good functions with that patch, that's true. So I'll wait for the changes you'll do and will write some small makros or functions with the additional code I need and which I'm able to wite.

    Reply Report Permalink
  • Chenook said

    A big thx for fixing the mount-error an implementing the "buff-others-only".

    I think this will be good for my live as Priest guarding my group. Do you think, it's possible to get the other wishes from my last post too? It's no problem, if they are not within the next patch, but it would be good to know, if you are planning to implement guarding two targets (i.e. main-attacker/maint-tank) or buffing the whole group or if you think you can interrupt a buff, if the existing buff of the target is in same or higher level than the own one.

    Reply Report Permalink
  • rhyparo said

    "Buffs others only" : you know what ? I'm happy :)

    Reply Report Permalink
  • Wahn128 said

    Can anyone tell me how to deal with the "focus"-bar that keeps blinking on and off in half second intervals while my scout is shooting? Apoc said its "not a problem", but that blinking thing gets really annoying... so is there an easy way to shut it off that I just don't know or is it a problem after all?

    Reply Report Permalink
  • Chenook said

    I dont know how that works with icon-texture, I think you will analyze the buff-icon, which I can see in the top of my screen.
    When going with my mouse over that icon, yo can see a tooltip. Is it possible to analyze that tooltip? Because than it would be a very very fine function, if you could give us a trigger with the skill-height for our buffs. Sry for my english, I am german. ie: If I am buffing "Gunst des Lebens +51", it would be fine to buff that skill, if the other one has no buff or a buff with lower skill, i.e. "Gunst des Lebens +48". But if there is a skill "Gunst des Lebens +55", it would be bad, so there should be a trigger to only cast that spell, if my buff is higher than that one, which my target has.

    And in addition: Is it possible to give the spells not only to me and my target, but also to my whole group or only to one or two group-members and not to me? In inis we have one ore two tanks in front, so it would be fine to give them "Wellenpanzer" I think it means "WaveArmor", I dont need that buff than, caused by the distance to that mob, but I'm getting it all the time.

    Reply Report Permalink
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