C
Ccomp5950
Nerfed...
hi hi I make this message long enough to post
hi hi I make this message long enough to post
Last edited:
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|
| SpellCast.inc
|
| Last Modified: 7/29/2005
| This will cast a spell reliably for you...
|
| Usage:
| /call Cast "spellname|itemname|AA#|AAskillname" [item|activate|gem#] [nocheck|dismount|nodismount]
|
| If no dismount or nodismount is provided it defaults to nodismount.
|
| This would essentially: /cast "Death Peace"
| example: /call Cast "Death Peace"
|
| This would essentially: Check for the spell in your spell slots, if not there mem it to spell
| gem slot 7 and then /cast "Death Peace"
| example: /call Cast "Death Peace" gem7
|
| This would essentially: /cast item "White Rope Bridle"
| example: /call Cast "White Rope Bridle" item
|
| This would essentially: /alt activate 169
| example: /call Cast "169" activate
| or...
| example: /call Cast "Divine Arbitration" activate
|
| This would dismount if your target was lost or dies mid-cast, cast Burn and mem it to spell
| slot 3 if it wasn't already memmed:
| example: /call Cast "Burn" gem3 dismount
|
| This would not dismount but would move you back and forth if your target was lost or dies mid-cast, cast Burn and mem
| it to spell slot 3 if it wasn't already memmed:
| example: /call Cast "Burn" gem3 nodismount
|
| 'nocheck' is the default for the "loss of target/target dying" value. If nocheck is specified (Or nothing was specified)
| no target checking will be performed and spellcast.inc should act like the spellcast.inc of the past.
|
| It will return the following values:
| CAST_SUCCESS
| CAST_UNKNOWNSPELL
| CAST_OUTOFMANA
| CAST_OUTOFRANGE
| CAST_CANNOTSEE
| CAST_STUNNED
| CAST_RESISTED
| CAST_TOOK2LONG
| CAST_ABILITYNOTREADY
| CAST_IMMUNESLOW
| CAST_LOSTTARGET
|
| New Vars Modification
| Plazmic's no globals needed version
|
| Oct 09, 2003 - Updated to work with new vars and $char(casting) -gf
| Oct 11, 2003 - switched some logic, removed defines -gf
| Oct 15, 2003 - Item support added by -EqMule
| XXX xx, xxxx - Modified to add automeming of spells. -Goofmester1
| Dec 26, 2003 - fd fail 1 added -m0nk
| Jan 01, 2004 - timeout(5s) added to stop "dead-time" -m0nk
| Jan 01, 2004 - switchd fdfail to a standing check. -m0nk
| Jan 01, 2004 - added silence checking as a stun check -m0nk
| Feb 17, 2004 - added AA activate capabilities -ml2517
| Apr 11, 2004 - Updated for new Parm system -ml2517
| Apr 12, 2004 - Will spit out a different message on immune to slows. -ml2517
| Apr 16, 2004 - Removed /sendkeys and replaced with /keypress. -ml2517
| Apr 17, 2004 - Various code enhancements. -Wassup
| Apr 20, 2004 - Updated all of the /if's to have parenthesis. -ml2517
| Apr 25, 2004 - Updated to new variable system. -ml2517
| Apr 29, 2004 - Fixed Item problem -ml2517
| Apr 29, 2004 - Changed the alt ability to use AltAbilityReady instead of an event. -ml2517
| May 02, 2004 - Added the ability to specify a gem slot to mem spells to. -ml2517
| May 10, 2004 - Updated for new event system.
| May 12, 2004 - Added suggestions for loss of target and stun handling change. -ml2517
| May 13, 2004 - Activate now accepts AA skill by name or number. -ml2517
| May 14, 2004 - Added the nocheck value, it is the default. This bypasses the target checking code. -ml2517
| Jul 29, 2005 - Added some delay and hopefully fixed bugged spellbook -fearless
|
#event Fizzle "#*#Your spell fizzles#*#"
#event Interrupt "#*#Your casting has been interrupted#*#"
#event Interrupt "#*#Your spell is interrupted.#*#"
#event Recover "#*#You haven't recovered yet...#*#"
#event Recover "#*#Spell recovery time not yet met.#*#"
#event Resisted "#*#Your target resisted the #*#"
#event OutOfMana "#*#Insufficient Mana to cast this spell!#*#"
#event OutOfRange "#*#Your target is out of range, get closer!#*#"
#event NoLOS "#*#You cannot see your target.#*#"
#event Stunned "#*#You cannot cast while stunned#*#"
#event Stunned "#*#You *CANNOT* cast spells, you have been silenced!#*#"
#event Standing "#*#You must be standing to cast a spell#*#"
#event Standing "#*#has fallen to the ground.#*#"
#event Collapse "#*#Your gate is too unstable, and collapses.#*#"
#event ImmuneSlow "#*#Your target is immune to changes in its attack speed.#*#"
Sub Cast(SpellName,ItemFlag,DismountFlag)
/declare HaveTarget int local 0
/declare CastBarTime timer local
/declare CastCurrLocY float local 0
/declare CastCurrLocX float local 0
/varset CastCurrLocY ${Me.Y}
/varset CastCurrLocX ${Me.X}
/if (${Target.ID}>0) /varset HaveTarget 1
/if (!${Defined[CastGiveUpTime]}) /declare CastGiveUpTime timer local
/if (!${Defined[ItemFlag]}) /declare ItemFlag string local
/if (!${Defined[DismountFlag]}) {
/declare DismountFlag string local nocheck
/if (${ItemFlag.Find["dismount"]}) /varset DismountFlag ${ItemFlag}
}
/if (!${Me.Standing} && !${Me.Mount.ID}>0) /stand
/if (${Me.Moving}) {
/keypress forward
/keypress back
/delay 8
} else {
/delay 4
}
/if (${ItemFlag.Equal["Item"]} || ${ItemFlag.Equal["Activate"]}) /goto :StartCast
/if (!${Me.Gem["${SpellName}"]}) {
/if (${ItemFlag.Find[gem]}) {
/if (${Int[${ItemFlag.Right[1]}]}>0 && ${Int[${ItemFlag.Right[1]}]}<9) {
/memspell ${ItemFlag.Right[1]} "${SpellName}"
/delay 5s ${Me.Gem["${SpellName}"]}
/if ( ${Window[SpellBookWnd].Open} ) /timed 20 /stand
} else {
/goto :GenericMem
}
} else {
:GenericMem
/memspell 5 "${SpellName}"
/delay 5s ${Me.Gem["${SpellName}"]}
/if ( ${Window[SpellBookWnd].Open} ) /timed 20 /stand
}
}
:StartCast
/varset CastGiveUpTime 15s
:CastNow
/if (${ItemFlag.Equal["Item"]}) {
/call ClearReturnValue
/cast item "${SpellName}"
} else /if (${ItemFlag.Equal["Activate"]}) {
/call ClearReturnValue
/if (!${Me.AltAbilityReady[${SpellName}]}) /return CAST_ABILITYNOTREADY
/alt activate ${Me.AltAbility[${SpellName}].ID}
/varset CastBarTime ${Me.Casting.CastTime}
} else {
/if (!${Me.Gem["${SpellName}"]}) /return CAST_UNKNOWNSPELL
/call ClearReturnValue
/if (!${Me.SpellReady["${SpellName}"]}) {
/if (${CastGiveUpTime}==0) /return CAST_TOOK2LONG
/delay 1
/goto :CastNow
}
/cast "${SpellName}"
/varset CastBarTime ${Math.Calc[${Me.Casting.CastTime}*10]}
}
:WaitCast
/if (${Me.Casting.ID}) {
/if ((!${Target.ID}>0 || ${Target.Type.Equal[CORPSE]}) && !${DismountFlag.Find[nocheck]} && ${HaveTarget}==1) {
/if (${Me.Mount.ID}>0) {
/if (${DismountFlag.Equal[dismount]}) {
/dismount
} else {
/if (!${ItemFlag.Equal["Item"]}) {
/if (${CastBarTime}<7) {
:Interrupt
/keypress FORWARD hold
/delay 6
/keypress FORWARD
/keypress BACK hold
/delay 8
/keypress BACK
} else {
:HoldForSpell
/delay 1
/if (${CastBarTime}<7) /goto :Interrupt
/goto :HoldForSpell
}
} else {
/keypress FORWARD hold
:Forward
/delay 1
/if (${Math.Distance[${CastCurrLocY},${CastCurrLocX}]}<6) /goto :Forward
/keypress FORWARD
/keypress BACK hold
:Backward
/delay 1
/if (${Math.Distance[${CastCurrLocY},${CastCurrLocX}]}>4) /goto :Backward
/keypress BACK
/if (!${Me.Casting.ID}>0) /goto :DuckTime
}
}
}
:DuckTime
/keypress FORWARD
/keypress BACK
/if (!${Me.Ducking}) /keypress DUCK
/delay 1
/if (${Me.Ducking}) /keypress DUCK
/return CAST_LOSTTARGET
}
/delay 1
/goto :WaitCast
}
/delay 1
/doevents Fizzle
/doevents Interrupt
/doevents Interrupt
/doevents Recover
/doevents Standing
/doevents OutOfRange
/doevents OutOfMana
/doevents NoLOS
/doevents Resisted
/doevents ImmuneSlow
/doevents Stunned
/doevents Collapse
/if (${Macro.Return.Equal["CAST_RESTART"]}) /goto :StartCast
/if (!${Macro.Return.Equal["NULL"]}) /return ${Macro.Return}
/return CAST_SUCCESS
Sub ClearReturnValue
/return NULL
Sub Event_Fizzle
/return CAST_RESTART
Sub Event_Interrupt
/return CAST_RESTART
Sub Event_Recover
/delay 5
/return CAST_RESTART
Sub Event_Standing
/stand
/return CAST_RESTART
Sub Event_Collapse
/return CAST_RESTART
Sub Event_OutOfMana
/return CAST_OUTOFMANA
Sub Event_OutOfRange
/return CAST_OUTOFRANGE
Sub Event_NoLOS
/return CAST_CANNOTSEE
Sub Event_Stunned
/delay 2s !${Me.Stunned}
/return CAST_RESTART
Sub Event_Resisted
/return CAST_RESISTED
Sub Event_ImmuneSlow
/return CAST_IMMUNESLOW
Sub Event_Invite(Junk,string Nameb)
/invite ${Nameb}
/taskadd ${Nameb}
/pause 1s
/return
Sub Event_Invite(Junk,string Nameb)
/invite ${Nameb}
/taskadd ${Nameb}
/delay 1s
/return
Very nice work Ccomp9590. Is there anyway you could add a check to see if the spell got resisted, and if so, warp back and cast again when it's clear instead of waiting the 45 seconds like normal?
trmptbuddy said:I also changed the sub warper to include a /fade and 20 second delay. That way it always cleared aggro before returning to melee.
<y> <x> <z>
/warp -234 -423 -43
/Lootn Never
Acidon said:LOL.. tin foil hats ftfw. that always cracks me up.
/for g 0 to ${Group.Members}
/varcalc g2 ${Group.Members}-${g}
/taskremove ${Group.Member[${g2}]}
/next g