Hey there guys im looking for a dps snippit , that i can incorporate into my macro . I have one that i found on Mq2 boards but not 100 % sure if the way i have incorporated it would work . Basically what i want to do is have it check my dps while attack is on and report the dps #'s after attack is switched off . here is what i have any suggestions would be greatly appreciated.
Will the bolded areas do the job ? or do i need to have it resest after every new target? and how do i get the calc to reset to zero once it has another target ?
Rich (BB code):
#Event dp1 "#*#You slash #*#for #1# points#*#"
#Event dp2 "#*#You crush #*#for #1# points#*#"
#Event dp3 "#*#You pierce #*#for #1# points#*#"
#Event dp4 "#*#has taken #1# damage#*#"
Sub Main
/call ExpPrep
/echo Loading Includes...
/declare Hide bool outer TRUE
/declare Shank bool outer FALSE
/declare lastevent string outer None
/declare dps int outer
/declare dmg int outer
/declare crush int outer
/declare pierce int outer
/declare seconds int outer
/declare nonmelee int outer
/declare slash int outer
:main
:SNEAK0
/if (!${Me.Combat} && !${Window[TradeWnd].Open} && !${Window[MerchantWnd].Open} && !${Window[BankWnd].Open} && !${Window[BigBankWnd].Open}) {
/if (${Hide} && !${Me.Sneaking} && ${Me.AbilityReady["Sneak"]}) {
/doability "Sneak"
}
/IF (${Hide} && !${Me.Invis} && ${Me.AbilityReady["Hide"]}) {
/doability "Hide"
}
/if (!${Me.Sneaking} && !${Me.Invis}) /GOTO :SNEAK0
}
/if (!${Target.ID} && ${Me.Combat}) {
/attack off
}
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
||| Start Of Combat
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
:COMBAT
/if (${Me.Combat} && ${Target.ID}) {
/doevents
/if (${Me.AbilityReady["BackStab"]} && ${Target.Distance}<60) /doability "BackStab"
/if (${Target.Distance}<20 && ${Target.PctHPs}<=25 && ${Me.AltAbilityReady[Ligament Slice]}) {
/Echo using Ligament Slice on ${Target.CleanName}
/popup using Ligament Slice on ${Target.CleanName}
/alt activate 672
/delay 2s
}
/if (${Shank} && ${Target.Distance}<20 && ${Target.PctHPs}<=80 && ${Me.AltAbilityReady[Twisted Shank]}) {
/delay 2s
/Echo using Twisted Shank on ${Target.CleanName}
/popup using Twisted Shank on ${Target.CleanName}
/alt activate 670
/delay 4s
}
/if (${Target.ID} && !${Me.Casting.ID} && ${Me.AbilityReady["Hide"]} && (!${Me.Moving} || ${Me.AltAbilityReady[Nimble Evasion]})) {
/echo Evading ${Target.CleanName}
/attack off
/delay 1
/doability "Hide"
/attack on
}
/doevents
/if (${Target.ID} && ${Me.Combat}) {
/doevents
/delay 1s
/varcalc seconds ${seconds}+1
/GOTO :COMBAT
}
}
/if (!${Target.ID} && ${Me.Combat}) {
/attack off
}
/doevents
/if (${Hide} && !${Target.ID} && !${Me.Casting.ID} && !${Me.Moving}) {
/attack off
/if (${Me.AbilityReady["Sneak"]}) /doability "Sneak"
/if (${Me.AbilityReady["Hide"]}) /doability "Hide"
}
/goto :main
Sub Event_Exp
/call ExpTrack
/varcalc dps ${dmg}/${seconds}
/echo I have done ${dmg} in ${seconds} seconds. ${dps} dps.
/echo slash: ${slash} crush: ${crush} pierce: ${pierce} non-melee: ${nonmelee}
:SNEAK1
/if (${Hide} && !${Target.ID} && !${Me.Sneaking} && ${Me.AbilityReady["Sneak"]}) {
/doability "Sneak"
}
/IF (${Hide} && !${Target.ID} && !${Me.Invis} && ${Me.AbilityReady["Hide"]}) {
/doability "Hide"
}
/if (!${Target.ID} && !${Me.Sneaking} && !${Me.Invis}) /GOTO :SNEAK1
/return
Sub Event_dp1(string line, int hit)
/varcalc dmg ${dmg}+${hit}
/varcalc slash ${slash}+${hit}
/return
Sub Event_dp2(string line, int hit)
/varcalc dmg ${dmg}+${hit}
/varcalc crush ${crush}+${hit}
/return
Sub Event_dp3(string line, int hit)
/varcalc dmg ${dmg}+${hit}
/varcalc pierce ${pierce}+${hit}
/return
Sub Event_dp3(string line, int hit)
/varcalc dmg ${dmg}+${hit}
/varcalc nonmelee ${nonmelee}+${hit}
/return
Will the bolded areas do the job ? or do i need to have it resest after every new target? and how do i get the calc to reset to zero once it has another target ?