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Dps Snippit (1 Viewer)

macduw30

New member
Joined
Jun 15, 2006
RedCents
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.

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 ?
 

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