actions.decision+=/call_actlion_list,name=은 if=이하의 조건을 충족할 시 name=이하의 딜사이클을 불러옵니다.
위의 예문에서는 if=이하에 talent.clarity_of_power.enabled와 !talent.insanity.enabled가 &연산자로 묶여 있지요. name=이하에는 cop가 할당되어 있습니다. 즉, 특성에서 명료를 선택했지만 정신이상을 선택하지 않았다면 cop라는 딜사이클을 시행하게 된다는 것입니다.
딜사이클에 대한 스크립트는 actions.pvp_dispersion+=/call_action_list,name=decision 아래에서부터 시작됩니다.
딜사이클을 변경하기 위해서는, 이 두 부분을 고쳐주어야 합니다.
actions.decision=call_action_list,name=main,if=(!talent.clarity_of_power.enabled&!talent.void_entropy.enabled)|(talent.clarity_of_power.enabled&buff.bloodlust.up&buff.power_infusion.up)
actions.decision+=/call_action_list,name=vent,if=talent.void_entropy.enabled&!talent.clarity_of_power.enabled&!talent.auspicious_spirits.enabled
actions.decision+=/call_action_list,name=cop,if=talent.clarity_of_power.enabled&!talent.insanity.enabled
actions.decision+=/call_action_list,name=cop_dotweave,if=talent.clarity_of_power.enabled&talent.insanity.enabled&target.health.pct>20&active_enemies<=6
actions.decision+=/call_action_list,name=cop_insanity,if=talent.clarity_of_power.enabled&talent.insanity.enabled
이것을
actions.decision=call_action_list,name=main,if=(!talent.clarity_of_power.enabled&!talent.void_entropy.enabled)|(talent.clarity_of_power.enabled&buff.bloodlust.up&buff.power_infusion.up)
actions.decision+=/call_action_list,name=vent,if=talent.void_entropy.enabled&!talent.clarity_of_power.enabled&!talent.auspicious_spirits.enabled
actions.decision+=/call_action_list,name=프로필명,if=talent.활성화된 특성.enabled&talent.활성화된 특성2.enabled
로 바꾸어 주시면 됩니다.
활성화된 특성 2를 지정할 필요가 없을 경우, &talent.활성화된 특성2.enabled 전체를 지워 주시면 됩니다.
● 프로필
빈 곳에 복붙한 다음 엔터 적당히 팡팡 쳐주시면 됩니다. 엔터를 치면 정돈된 느낌이 들어서 기분이 좋아집니다.
3.2 딜사이클 프로필
*딜사이클은 http://www.inven.co.kr/board/powerbbs.php?come_idx=38&l=76211를 토대로 분류되었습니다.
*상서 특성 시뮬레이션은 EP값 확인 이상의 의미가 없다고 보기 때문에, 상서 프로필은 작성하지 않았습니다.
*개인적으로만 사용해왔던-즉 피드백을 전혀 받지 못했던-스크립트이기 때문에, 완벽하지 않습니다. 말 그대로의 optimize와는 거리가 멀지요.
그러니 수정점이 있다면 제언 부탁드립니다 :)
*이거 몇몇 스크립트가 계속 짤리네여;; 혹시 오류 뜨면 제보 부탁드립니다.
● 도트 없는 정신이상(아키장신구)
actions.cop_nonweave+=/mind_blast,if=cooldown_react&target.debuff.mental_fatigue.remains>gcd*3
actions.cop_nonweave+=/insanity,if=(target.debuff.mental_fatigue.remains<gcd*1.5|target.debuff.mental_fatigue.stack<5),interrupt=1,chain=1
actions.cop_nonweave+=/mind_flay,if=(target.debuff.mental_fatigue.remains<1.5|target.debuff.mental_fatigue.stack<5),interrupt=1,chain=1,interrupt_if=target.debuff.mental_fatigue.remains>9&target.debuff.mental_fatigue.stack=5
actions.cop_nonweave+=/mind_blast,if=cooldown_react
actions.cop_nonweave+=/shadow_word_death,if=target.health.pct<20
actions.cop_nonweave+=/devouring_plague,if=shadow_orb>=3&(cooldown.mind_blast.remains<gcd*2|(target.health.pct<20&cooldown.shadow_word_death.remains<gcd*2)|target.debuff.mental_fatigue.remains<gcd*4)
actions.cop_nonweave+=/insanity,interrupt=1
actions.cop_nonweave+=/shadowfiend
actions.cop_nonweave+=/mind_spike,if=target.debuff.mental_fatigue.remains>=gcd*1.5&target.debuff.mental_fatigue.stack=5
프로필명: cop_nonweave
활성화된 특성: clarity_of_power
활성화된 특성 2: insanity
● 환마(아키장신구)
actions.cop_m+=/devouring_plague,if=target.dot.devouring_plague_tick.ticks_remain>1
actions.cop_m+=/mind_blast,if=cooldown_react
actions.cop_m+=/mind_flay,if=(target.debuff.mental_fatigue.remains<1.5|target.debuff.mental_fatigue.stack<5),interrupt=1,chain=1,interrupt_if=target.debuff.mental_fatigue.remains>9&target.debuff.mental_fatigue.stack=5
actions.cop_m+=/shadow_word_death,if=target.health.pct<20&shadow_orb<=4&target.debuff.mental_fatigue.remains>4,cycle_targets=1
actions.cop_m+=/devouring_plague,if=shadow_orb=5&cooldown.mind_blast.remains&target.health.pct>20
actions.cop_m+=/mindbender,if=talent.mindbender.enabled
actions.cop_m+=/mind_flay,if=target.dot.devouring_plague_tick.ticks_remain>1,interrupt=1,chain=1
actions.cop_m+=/devouring_plague
actions.cop_m+=/mind_spike,if=target.dot.devouring_plague_tick.remains<4
actions.cop_m+=/mind_spike
프로필명: Cop_m
활성화된 특성: clarity_of_power
활성화된 특성 2: mindbender
● 환마 변형(아키장신구)
actions.cop_mi+=/mind_flay,if=target.debuff.mental_fatigue.stack<5,chain=1
actions.cop_mi+=/mind_blast,if=cooldown_react&target.debuff.mental_fatigue.remains>3
actions.cop_mi+=/mind_spike,if=!ticking&target.debuff.mental_fatigue.remains>4&target.debuff.mental_fatigue.stack=5&shadow_orb=!3&!ticking
actions.cop_mi+=/mindbender,if=talent.mindbender.enabled
actions.cop_mi+=/devouring_plague,if=shadow_orb>=3,if=
)|(target.health.pct
actions.cop_mi+=/shadow_word_death,if=target.health.pct<20&shadow_orb<=4&target.debuff.mental_fatigue.remains>3,cycle_targets=1
actions.cop_mi+=/mind_spike,if=target.dot.devouring_plague_tick.remains<=4&target.debuff.mental_fatigue.remains>3
actions.cop_mi+=/mind_flay,if=target.debuff.mental_fatigue.remains<2,interrupt=1,interrupt_if=target.debuff.mental_fatigue.remains>9
actions.cop_mi+=/shadow_word_death,if=target.health.pct<20&shadow_orb<=4,cycle_targets=1
actions.cop_mi+=/mind_spike,if=target.dot.devouring_plague_tick.remains<=4
actions.cop_mi+=/devouring_plague
actions.cop_mi+=/mind_spike
프로필명: Cop_mi
활성화된 특성: clarity_of_power
활성화된 특성 2: mindbender
*actions.cop_mi+=/devouring_plague,if=shadow_orb>=3,if= 이하의 조건을 그림으로 넣은 이유는 저게 계속 짤려서입니다. 손으로 직접 쳐 주세여;;
*가능한 최대값은 이보다 약간 높습니다.
컴퓨터에게 유도리의 케이스를 모두 가르쳐주기엔 너무 귀찮았습니다.
결과값에서 +200~1000정도 하시면 올바른 값이 나옵니당. 죄송합니다;;
● 환마
actions.cop_m+=/devouring_plague,if=target.dot.devouring_plague_tick.ticks_remain>1
actions.cop_m+=/mind_blast,if=cooldown_react
actions.cop_m+=/shadow_word_death,if=target.health.pct<20&shadow_orb<=4&target.debuff.mental_fatigue.remains>4,cycle_targets=1
actions.cop_m+=/devouring_plague,if=shadow_orb=5&cooldown.mind_blast.remains
actions.cop_m+=/mindbender,if=talent.mindbender.enabled
actions.cop_m+=/mind_flay,if=target.dot.devouring_plague_tick.ticks_remain>1,interrupt=1,chain=1
actions.cop_m+=/mind_spike,if=target.dot.devouring_plague_tick.remains
actions.cop_m+=/mind_spike
프로필명: Cop_m
활성화된 특성: clarity_of_power
활성화된 특성 2: mindbender
● 환마 변형
actions.cop_mi+=/mind_blast,if=cooldown_react
actions.cop_mi+=/mindbender,if=talent.mindbender.enabled
actions.cop_mi+=/devouring_plague,if=shadow_orb>=3&
actions.cop_mi+=/shadow_word_death,if=target.health.pct<20&shadow_orb<=4,cycle_targets=1
actions.cop_mi+=/mind_spike
프로필명: Cop_mi
활성화된 특성: clarity_of_power
활성화된 특성 2: mindbender
● 고흡 유지
actions.cop_r+=/mind_blast,if=cooldown
actions.cop_r+=/vampiric_touch,if=!dot.vampiric_touch.ticking
actions.cop_r+=/shadow_word_pain,if=!dot.shadow_word_pain.ticking
actions.cop_r+=/shadow_word_pain,if=dot.shadow_word_pain.remains<4*3
actions.cop_r+=/vampiric_touch,if=dot.vampiric_touch.remains<4*3
actions.cop_r+=/shadow_word_death,if=target.health.pct<20,cycle_targets=1
actions.cop_r+=/mindbender,if=talent.mindbender.enabled
actions.cop_r+=/shadowfiend,if=!talent.mindbender.enabled
actions.cop_r+=/insanity,if=buff.insanity.remains,interrupt=1,chain=1
actions.cop_r+=/mind_flay,interrupt=1,chain=1
프로필명: Cop_r
활성화된 특성: clarity_of_power
활성화된 특성 2: 지정할 필요 없음
*하지 말라는 의미에서 만들어 드렸읍니다.