RH.mac
#Chat tell
#Event StrikeVic "#*#Seeking a Victim#*#"
#Event AttackOn "#*#Auto attack is on#*#"
#Event AttackOff "#*#Auto attack is off#*#"
#Event Enraged "#*#|${Target.CleanName}| has become ENRAGED#*#"
#Event NLEnraged "#*#|${Target.CleanName}| is no longer enraged#*#"
#Event TooFarAway "#*#Your target is too far away, get closer#*#"
#Event Exp "#*#You gain#*#experience#*#"
#Event Slain "#*# slain#*#"
#Event Zoned "#*#You have entered#*#"
#Event GotHit "#1#YOU for#*#points of damage."
#Event GotMissed "#1#to#*#YOU, but #*#"
#Event SpellBounced "#*#Your spell did not take hold#*#"
#Event SwitchWeapon "#*#|${switchtext}|#*#"
#Event FTrap "#*#You sense a trap in this direction."
#Event BTrap "#*#You are certain that #*#"
#Event TogEvade "[MQ2] Autoevade#*#"
#Event TogPick "[MQ2] Autopick#*#"
#Event TogStick "[MQ2] Autostick#*#"
#Event TogHS "[MQ2] Auto Hide & Sneak#*#"
#Event TogLeash "[MQ2] Leash#*#"
#Event TogAuto "[MQ2] Autoassist#*#"
#Event TogDynaggro "[MQ2] Dynaggro#*#"
#Event TogPause "[MQ2] Pause#*#"
#Event TogTSwitch "[MQ2] AutoTargetSwitch#*#"
#Event TogTraps "[MQ2] AutoTraps#*#"
#Event TogDynclose "[MQ2] Dynclose#*#"
#Event LinkParse "[MQ2] LinkParse#*#"
#Event SetStopFighting "[MQ2] SetStopFighting#*#"
#Event SetEndFloor "[MQ2] SetEndFloor#*#"
#Event SetStrikeDisc "[MQ2] SetStrikeDisc#*#"
#Event SetCloseness "[MQ2] SetCloseness#*#"
#Event SetFirstassist "[MQ2] SetMainassist#*#"
#Event SetSecondassist "[MQ2] SetSecondassist#*#"
#Event SetThirdassist "[MQ2] SetThirdassist#*#"
#Event SetAutoNinja "[MQ2] SetAutoNinja#*#"
#Event SetWeaponSwitch "[MQ2] SetWeaponSwitch#*#"
#Event SetStickDist "[MQ2] SetStickDist#*#"
#Event SetChicken "[MQ2] SetChicken#*#"
#Event SetDisc1 "[MQ2] SetDisc1#*#"
#Event SetDisc2 "[MQ2] SetDisc2#*#"
#Event SetLeashFlex "[MQ2] SetLeashFlex#*#"
#Event SetVerbosity "[MQ2] SetVerbosity#*#"
#Event SetChannel "[MQ2] SetChannel#*#"
#Event DragBodies "[MQ2] DragBodies#*#"
#Event LootMyCorpse "[MQ2] LootMyCorpse#*#"
#Event AutoFollow "[MQ2] AutoFollow#*#"
#Event AddMaster "[MQ2] AddMaster#*#"
#Event RemMaster "[MQ2] RemoveMaster#*#"
#Event ItemSet "[MQ2] ItemSet#*#"
#Event ItemBounce "[MQ2] ItemBounce#*#"
#Event ItemCast "[MQ2] ItemCast#*#"
#Event HelpInfo "[MQ2] RH Help#*#"
#Event StatInfo "[MQ2] RH Status#*#"
Sub Main
/echo Loading Rogue Helper... Please Wait!
/declare doEvade bool outer TRUE
/declare StopFightingHealth int outer 30
/declare StrikeSkill string outer Assassin
/declare MinEndurance int outer 80
/declare isEnraged bool outer FALSE
/declare strikeReady bool outer FALSE
/declare strikeTimer timer outer 0
/declare LDExp float outer ${Me.PctGroupLeaderExp}
/declare AAExp float outer ${Me.PctAAExp}
/declare Exp float outer ${Me.PctExp}
/declare doStick bool outer TRUE
/declare X float outer
/declare Y float outer
/declare behindTarget bool outer FALSE
/declare i int outer
/declare dir int outer
/declare delta int outer
/declare strafedir string outer
/declare closeness int outer 70
/declare doHideSneak bool outer TRUE
/declare doLeash bool outer FALSE
/declare leashlength int outer 0
/declare stakeX int outer ${Me.X}
/declare stakeY int outer ${Me.Y}
/declare leashholder string outer Nobody
/declare doAutoassist bool outer FALSE
/declare mainassist string outer Nobody
/declare firstassist string outer Nobody
/declare secondassist string outer Nobody
/declare thirdassist string outer Nobody
/declare assistpct int outer 98
/declare oldtargetID int outer ${Target.ID}
/declare assisttimer timer outer 0
/declare doDynaggro bool outer FALSE
/declare gotHit bool outer FALSE
/declare aggrotimer timer outer 0
/declare ialias string outer None
/declare doIclick bool outer FALSE
/declare bouncenum int outer 1
/declare ibounce string outer None
/declare itemspellname string outer None
/declare clicktimer timer outer 0
/declare isPaused bool outer FALSE
/declare ninjamode string outer OFF
/declare ninjadist int outer 50
/declare doPick bool outer FALSE
/declare doSwitch bool outer FALSE
/declare switchtext string outer +Undefined+
/declare weapon1 string outer None
/declare weapon2 string outer None
/declare wstype string outer Detrimental
/declare doTSwitch bool outer TRUE
/declare lastevent string outer None
/declare rngtarget int outer 200
/declare rngtank int outer 100
/declare useMU bool outer FALSE
/declare doTraps bool outer FALSE
/declare oldheading string outer Default
/declare doChicken bool outer FALSE
/declare nimblehealth int outer 20
/declare doEscape bool outer FALSE
/declare nimbletimer timer outer 0
/declare nimbleactive timer outer 0
/declare chickentimer timer outer 0
/declare doDisc1 bool outer FALSE
/declare disc1 string outer Deadly Precision
/declare disc1end int outer 60
/declare disc1reuse int outer 5
/declare disc1reusetimer timer outer 0
/declare doDisc2 bool outer FALSE
/declare disc2 string outer Kinesthetics
/declare disc2end int outer 60
/declare disc2reuse int outer 5
/declare disc2reusetimer timer outer 0
/declare discactive timer outer 0
/declare leashflex int outer 10
/declare doDynclose bool outer TRUE
/declare closenessdesired int outer 70
/declare acquiretimer timer outer 0
/declare snuggleup bool outer FALSE
/declare isTanking bool outer FALSE
/declare verbosity int outer 2
/declare channel string outer echo
/declare rhversion string outer 6.0
/goto :BypassVCheck
|- Check versions and load aliases if necessary
/if (${Ini[RHSettings.ini,General,Version].Equal[${rhversion}]}) /goto :EndAlias
:BypassVCheck
/if (${verbosity}>=0) /${channel} Setting Aliases...
/squelch /alias /status /echo RH Status
/squelch /alias /rhhelp /echo RH Help
/squelch /alias /autoevade /echo Autoevade
/squelch /alias /autopick /echo Autopick
/squelch /alias /stopfight /echo SetStopFighting
/squelch /alias /strikedisc /echo SetStrikeDisc
/squelch /alias /endfloor /echo SetEndFloor
/squelch /alias /autostick /echo Autostick
/squelch /alias /autohs /echo Auto Hide & Sneak
/squelch /alias /leash /echo Leash
/squelch /alias /autoassist /echo Autoassist
/squelch /alias /dynaggro /echo Dynaggro
/squelch /alias /closeness /echo SetCloseness
/squelch /alias /mainassist /echo SetMainassist
/squelch /alias /secondassist /echo SetSecondassist
/squelch /alias /thirdassist /echo SetThirdassist
/squelch /alias /drag /echo DragBodies
/squelch /alias /lootmycorpse /echo LootMyCorpse
/squelch /alias /autofollow /echo AutoFollow
/squelch /alias /iset /echo ItemSet
/squelch /alias /ibounce /echo ItemBounce
/squelch /alias /iclick /echo ItemCast
/squelch /alias /pause /echo Pause
/squelch /alias /autoninja /echo SetAutoNinja
/squelch /alias /addmaster /echo AddMaster
/squelch /alias /remmaster /echo RemoveMaster
/squelch /alias /weaponswitch /echo SetWeaponSwitch
/squelch /alias /targetswitch /echo AutoTargetSwitch
/squelch /alias /stickdist /echo SetStickDist
/squelch /alias /autotraps /echo AutoTraps
/squelch /alias /autochicken /echo SetChicken
/squelch /alias /autodisc1 /echo SetDisc1
/squelch /alias /autodisc2 /echo SetDisc2
/squelch /alias /leashflex /echo SetLeashFlex
/squelch /alias /verbosity /echo SetVerbosity
/squelch /alias /channel /echo SetChannel
/squelch /alias /dynclose /echo Dynclose
/squelch /alias /lp /echo LinkParse
:EndAlias
|-- Update the Version information
/ini "RHSettings.ini" "General" "Version" "${rhversion}"
|-- Read in INI settings, if defined... Leashing is only stored TRUE if there is a Leash-holding Master!
/if (${Ini[RHSettings.ini,General,AutoEvade].NotEqual[NULL]}) /varset doEvade ${Ini[RHSettings.ini,General,AutoEvade]}
/if (${Ini[RHSettings.ini,General,StopFightingHealth].NotEqual[NULL]}) /varset StopFightingHealth ${Ini[RHSettings.ini,General,StopFightingHealth]}
/if (${Ini[RHSettings.ini,General,StrikeSkill].NotEqual[NULL]}) /varset StrikeSkill ${Ini[RHSettings.ini,General,StrikeSkill]}
/if (${Ini[RHSettings.ini,General,MinEndurance].NotEqual[NULL]}) /varset MinEndurance ${Ini[RHSettings.ini,General,MinEndurance]}
/if (${Ini[RHSettings.ini,General,AutoStick].NotEqual[NULL]}) /varset doStick ${Ini[RHSettings.ini,General,AutoStick]}
/if (${Ini[RHSettings.ini,General,Closeness].NotEqual[NULL]}) /varset closeness ${Ini[RHSettings.ini,General,Closeness]}
/if (${Ini[RHSettings.ini,General,AutoHideSneak].NotEqual[NULL]}) /varset doHideSneak ${Ini[RHSettings.ini,General,AutoHideSneak]}
/if (${Ini[RHSettings.ini,General,Leashing].NotEqual[NULL]}) /varset doLeash ${Ini[RHSettings.ini,General,Leashing]}
/if (${Ini[RHSettings.ini,General,LeashHolder].NotEqual[NULL]}) /varset leashholder ${Ini[RHSettings.ini,General,LeashHolder]}
/if (${Ini[RHSettings.ini,General,LeashLength].NotEqual[NULL]}) /varset leashlength ${Ini[RHSettings.ini,General,LeashLength]}
/if (${Ini[RHSettings.ini,General,LeashFlex].NotEqual[NULL]}) /varset leashflex ${Ini[RHSettings.ini,General,LeashFlex]}
/if (${Ini[RHSettings.ini,General,AutoAssist].NotEqual[NULL]}) /varset doAutoassist ${Ini[RHSettings.ini,General,AutoAssist]}
/if (${Ini[RHSettings.ini,General,AssistPercentage].NotEqual[NULL]}) /varset assistpct ${Ini[RHSettings.ini,General,AssistPercentage]}
/if (${Ini[RHSettings.ini,General,MainAssist].NotEqual[NULL]}) /varset mainassist ${Ini[RHSettings.ini,General,MainAssist]}
/if (${Ini[RHSettings.ini,General,MainAssist].NotEqual[NULL]}) /varset firstassist ${Ini[RHSettings.ini,General,MainAssist]}
/if (${Ini[RHSettings.ini,General,SecondAssist].NotEqual[NULL]}) /varset secondassist ${Ini[RHSettings.ini,General,SecondAssist]}
/if (${Ini[RHSettings.ini,General,ThirdAssist].NotEqual[NULL]}) /varset thirdassist ${Ini[RHSettings.ini,General,ThirdAssist]}
/if (${Ini[RHSettings.ini,General,DynamicAggro].NotEqual[NULL]}) /varset doDynaggro ${Ini[RHSettings.ini,General,DynamicAggro]}
/if (${Ini[RHSettings.ini,General,AutoNinjaMode].NotEqual[NULL]}) /varset ninjamode ${Ini[RHSettings.ini,General,AutoNinjaMode]}
/if (${Ini[RHSettings.ini,General,AutoNinjaDistance].NotEqual[NULL]}) /varset ninjadist ${Ini[RHSettings.ini,General,AutoNinjaDistance]}
/if (${Ini[RHSettings.ini,General,AutoPickPocket].NotEqual[NULL]}) /varset doPick ${Ini[RHSettings.ini,General,AutoPickPocket]}
/if (${Ini[RHSettings.ini,General,WeaponSwitching].NotEqual[NULL]}) /varset doSwitch ${Ini[RHSettings.ini,General,WeaponSwitching]}
/if (${Ini[RHSettings.ini,General,TargetSwitching].NotEqual[NULL]}) /varset doTSwitch ${Ini[RHSettings.ini,General,TargetSwitching]}
/if (${Ini[RHSettings.ini,General,StickRangeToTarget].NotEqual[NULL]}) /varset rngtarget ${Ini[RHSettings.ini,General,StickRangeToTarget]}
/if (${Ini[RHSettings.ini,General,StickRangeToTank].NotEqual[NULL]}) /varset rngtank ${Ini[RHSettings.ini,General,StickRangeToTank]}
/if (${Ini[RHSettings.ini,General,TrapNegotiation].NotEqual[NULL]}) /varset doTraps ${Ini[RHSettings.ini,General,TrapNegotiation]}
/if (${Ini[RHSettings.ini,General,AutoChicken].NotEqual[NULL]}) /varset doChicken ${Ini[RHSettings.ini,General,AutoChicken]}
/if (${Ini[RHSettings.ini,General,NimbleHealth].NotEqual[NULL]}) /varset nimblehealth ${Ini[RHSettings.ini,General,NimbleHealth]}
/if (${Ini[RHSettings.ini,General,ContingencyEscape].NotEqual[NULL]}) /varset doEscape ${Ini[RHSettings.ini,General,ContingencyEscape]}
/if (${Ini[RHSettings.ini,General,AutoDisc1].NotEqual[NULL]}) /varset doDisc1 ${Ini[RHSettings.ini,General,AutoDisc1]}
/if (${Ini[RHSettings.ini,General,Disc1].NotEqual[NULL]}) /varset disc1 ${Ini[RHSettings.ini,General,Disc1]}
/if (${Ini[RHSettings.ini,General,Disc1Endurance].NotEqual[NULL]}) /varset disc1end ${Ini[RHSettings.ini,General,Disc1Endurance]}
/if (${Ini[RHSettings.ini,General,Disc1Reuse].NotEqual[NULL]}) /varset disc1reuse ${Ini[RHSettings.ini,General,Disc1Reuse]}
/if (${Ini[RHSettings.ini,General,AutoDisc2].NotEqual[NULL]}) /varset doDisc2 ${Ini[RHSettings.ini,General,AutoDisc2]}
/if (${Ini[RHSettings.ini,General,Disc2].NotEqual[NULL]}) /varset disc2 ${Ini[RHSettings.ini,General,Disc2]}
/if (${Ini[RHSettings.ini,General,Disc2Endurance].NotEqual[NULL]}) /varset disc2end ${Ini[RHSettings.ini,General,Disc2Endurance]}
/if (${Ini[RHSettings.ini,General,Disc2Reuse].NotEqual[NULL]}) /varset disc2reuse ${Ini[RHSettings.ini,General,Disc2Reuse]}
/if (${Ini[RHSettings.ini,General,DynamicCloseness].NotEqual[NULL]}) /varset dynclose ${Ini[RHSettings.ini,General,DynamicCloseness]}
/if (${Ini[RHSettings.ini,General,Verbosity].NotEqual[NULL]}) /varset verbosity ${Ini[RHSettings.ini,General,Verbosity]}
/if (${Ini[RHSettings.ini,General,Channel].NotEqual[NULL]}) /varset channel ${Ini[RHSettings.ini,General,Channel]}
/if (${Ini[RHSettings.ini,Weapons,Weapon1].NotEqual[NULL]}) /varset weapon1 ${Ini[RHSettings.ini,Weapons,Weapon1]}
/if (${Ini[RHSettings.ini,Weapons,Weapon2].NotEqual[NULL]}) /varset weapon2 ${Ini[RHSettings.ini,Weapons,Weapon2]}
/if (${Ini[RHSettings.ini,Weapons,SwitchText].NotEqual[NULL]}) /varset switchtext ${Ini[RHSettings.ini,Weapons,SwitchText]}
/varset closenessdesired ${closeness}
/varset wstype ${FindItem[${weapon1}].Spell.SpellType}
|- Build Empty master list in RHSettings.ini file if it doesn't exist
/if (!${Ini[RHSettings.ini,Masters,Controller1].Length}) {
|- It's not in there yet
/for i 1 to 20
/ini "RHSettings.ini" "Masters" "Controller${i}" "Nobody"
/next i
}
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Jerle's Rogue Helper Macro (v${rhversion}) Starting...
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Use "/rhhelp" to display help information
/echo RH Status
:ForeverLoop
|- Service any events
/doevents
|- If we're stunned or RH is paused, just service events
/if (${Me.State.Equal[STUN]} || ${isPaused}) {
/delay 2
/goto :ForeverLoop
}
|- While fighting or not fighting...
|- Turn attacking back on if enraged target, and no longer facing it
/if (${isEnraged} && ${Target.ID} && ${doAutoassist} && !${Me.Combat}) {
/call Check_Behind
/varset behindTarget ${Macro.Return}
/if (${Target.ID} && ${behindTarget}) {
/attack on
/if (${verbosity}>=1) /${channel} ** Attack re-started (No Enrage Risk): ${Target.CleanName}
}
}
|- Check if we should chicken out
/if (${doChicken} && (${Me.PctHPs}<=${nimblehealth}) && !${chickentimer}) {
/if (${verbosity}>=1) /${channel} Autochicken to the rescue!
/if (!${nimbletimer}) {
/disc nimble
/if (${verbosity}>=1) /${channel} Nimble mode activated!
/varset nimbletimer 21m
/varset nimbleactive 12s
} else /if (${Me.AltAbilityReady[Escape]} && !${nimbleactive}) {
/if (${verbosity}>=1) /${channel} Contingency Escape activated! (Nimble expired/unavailable)
/attack off
/alt activate 102
/varset chickentimer 30s
} else {
/if (${verbosity}>=1) /${channel} ... or not! Can't escape, can't nimble... Farewell!
/varset chickentimer 2m
}
}
|- Stop fighting if we lose our target
/if (${Me.Combat} && !${Target.ID}) /attack off
|- Are we suposed to stick to a target?
/if ((${Me.Combat} || ${strikeReady}) && ${Target.ID} && ${doStick} && (${Target.Distance}<${rngtarget}) && ${Target.Type.Equal[NPC]}) {
|- Check to see if we're too far from our tank (if applicable)
/if (${doAutoassist} && (${Spawn[${mainassist}].Distance}>${rngtank})) {
/if (${useMU} && ${Stick.Status.Equal[ON]}) /squelch /stick off
/goto :DoneSticking
}
|- Check to see if we're mounted and dismount if so
/if (${Me.Buff[Summon Drogmor].ID} || ${Me.Buff[Summon Horse].ID}) /dismount
|- Use MQ2MoveUtils ? If so, start sticking and bypass RH movement tools
/if (${useMU}) {
/varset isTanking FALSE
/if (${aggrotimer.Value} || ${Me.TargetOfTarget.Name.Equal[${Me}]}) /varset isTanking TRUE
/if (!${Stick.Status.Equal[ON]} || ${snuggleup}) {
/if (${isTanking}) {
/squelch /stick ${closeness}% mpause ${If[${Me.Swimming},uw,]}
} else {
/squelch /stick ${closeness}% behind mpause ${If[${Me.Swimming},uw,]}
}
/varset snuggleup FALSE
} else {
/if (${Stick.MoveBehind}) {
/if (${isTanking}) {
/squelch /stick off
/if (${verbosity}>=2) /${channel} Switched to frontal sticking...
}
} else {
/if (!${isTanking}) {
/squelch /stick off
/if (${verbosity}>=2) /${channel} Maneuvering behind target again...
}
}
}
/goto :DoneSticking
}
/if (${Target.ID}) /face ${If[${Me.Swimming},,nolook]}
|- If we're too far away to hit it, get 1 second closer, unless we can hit it in less time
/if (${Target.Distance}>${Math.Calc[${Target.MaxRangeTo}*${closeness}/100]}) {
|- Set current position first before potentially moving (in case we get stuck)
/varset X ${Me.X}
/varset Y ${Me.Y}
/if (!${Target.ID}) /goto :Foreverloop
|- Move
/keypress forward hold
/delay 1s ${Target.Distance}<${Math.Calc[${Target.MaxRangeTo}*${closeness}/100]}
/keypress forward
|- Check to see if we got stuck trying that
/if ((${Me.X}==${X}) && (${Me.Y}==${Y})) {
|- We're stuck, back off a second, move left or right (randomly) for .5 seconds
/if (${verbosity}>=2) /${channel} We're STUCK on something, backing up...
/keypress back hold
/delay 1s
/keypress back
/if (${Math.Rand[2]}) {
/varset strafedir STRAFE_LEFT
} else {
/varset strafedir STRAFE_RIGHT
}
/if (${verbosity}>=2) /${channel} Unsticking: Strafing ${strafedir} a half-second...
/keypress ${strafedir} hold
/delay 5
/keypress ${strafedir}
}
}
/if (!${Target.ID}) /goto :Foreverloop
|- If we are close enough to hit it (and don't have aggro), lets try to get behind it a little bit at a time
/if ((${Target.Distance}<=${Target.MaxRangeTo}) && !${aggrotimer.Value} && !${Me.TargetOfTarget.Name.Equal[${Me}]}) {
/call Check_Behind
/varset behindTarget ${Macro.Return}
|- If we're not behind it, strafe around it a little
/if (!${behindTarget}) {
|- Which way do we strafe?
/varcalc delta ${Me.Heading.Clock}-${Target.Heading.Clock}
/if (${delta}>6) /varcalc delta ${delta}-12
/if (${delta}<-6) /varcalc delta ${delta}+12
/if (${delta}<0) {
/varset strafedir STRAFE_LEFT
} else {
/varset strafedir STRAFE_RIGHT
}
|- Set current position first before moving (in case we get stuck)
/varset X ${Me.X}
/varset Y ${Me.Y}
/if (!${Target.ID}) /goto :Foreverloop
|- Execute a strafe in the correct direction
/keypress ${strafedir} hold
/delay 2
/keypress ${strafedir}
/if (${Target.ID}) /face fast ${If[${Me.Swimming},,nolook]}
|- Check if we're stuck and warn if so (go through target to fix it)
/if ((${Me.X}==${X}) && (${Me.Y}==${Y})) {
/if (${verbosity}>=2) /${channel} We're STUCK trying to get behind target!
/delay 1s
}
}
}
} else {
/if (${useMU} && ${Stick.Status.Equal[ON]}) /squelch /stick off
}
:DoneSticking
|- Check on switching weapons (assuming it's a buff-weapon and buff is down)
/if (${doSwitch} && ${wstype.Equal[Beneficial]}) {
/varset itemspellname ${FindItem[${weapon1}].Spell}
/if (${itemspellname.NotEqual[${Me.Buff[${itemspellname}]}]} && !${FindItem[${weapon1}].InvSlot.Name.Equal[mainhand]} && !${FindItem[${weapon1}].InvSlot.Name.Equal[offhand]}) {
/if (${verbosity}>=1) /${channel} ** Beneficial proc-weapon swapping...
/call Weapon_Swap "${weapon1}" "${weapon2}"
}
}
|- Are we fighting?
/if (${Me.Combat}) {
|- ** We are fighting **
|- Respond to enraged targets
/if (${isEnraged} && ${Target.ID}) {
/call Check_Behind
/varset behindTarget ${Macro.Return}
/if (${Target.ID} && !${behindTarget}) {
/attack off
/if (${verbosity}>=1) /${channel} ** Attack ceased (Enrage Risk): ${Target.CleanName}
}
}
|- If we're sneaking, stop... since it serves no purpose and affects strafing
/if (${Me.Sneaking}) /doability "Sneak"
|- Check up on our autoassist targets if applicable, and switch if MA switches (1 second checks)
/if (${doTSwitch} && ${doAutoassist} && ${Target.ID} && !${assisttimer}) {
/varset oldtargetID ${Target.ID}
/assist ${mainassist}
/varset assisttimer 1s
}
|- Did we just switch targets? If so, turn off attack and start the loop over!
/if (${doAutoassist} && ${Target.ID}!=${oldtargetID}) {
/if (${verbosity}>=1) /${channel} --> *SWITCH* target to: ${Target.CleanName}
/varset oldtargetID ${Target.ID}
/attack off
/delay 2
/varset assisttimer 1s
/goto :ForeverLoop
}
|- Check for leash tugging and move back to stake some if so
/if (${doLeash}) {
/if (${leashholder.Equal[Nobody]} && (${Math.Distance[${Me.Y},${Me.X}:${stakeY},${stakeX}]}>${leashlength})) {
/if (${verbosity}>=2) /${channel} CHOKE! We're at the leash's length! (${leashlength} ft.)
/if (${verbosity}>=1) /${channel} ** Autoassist is now OFF!
/varset doAutoassist FALSE
/attack off
/if (${useMU}) /squelch /stick off
/face ${If[${Me.Swimming},,nolook]} loc ${stakeY},${stakeX}
/keypress forward hold
/delay 1s ${Math.Distance[${Me.Y},${Me.X}:${stakeY},${stakeX}]}<${Math.Calc[${leashlength}*${leashflex}/100]}
/keypress forward
|- Slow 180degree turns take time, and we may have turned off attack, so...
/goto :ForeverLoop
}
/if (!${leashholder.Equal[Nobody]} && ${Spawn[${leashholder}].ID} && (${Spawn[${leashholder}].Distance}>${leashlength})) {
/if (${verbosity}>=2) /${channel} CHOKE! Tugging on ${leashholder}'s leash! (${leashlength} ft.)
/if (${verbosity}>=1) /${channel} ** Autoassist is now OFF!
/varset doAutoassist FALSE
/attack off
/if (${useMU}) /squelch /stick off
/squelch /face ${If[${Me.Swimming},,nolook]} id ${Spawn[${leashholder}].ID}
/keypress forward hold
/delay 1s ${Spawn[${leashholder}].Distance}<${Math.Calc[${leashlength}*${leashflex}/100]}
/keypress forward
|- Slow 180degree turns take time, and we may have turned off attack, so...
/goto :ForeverLoop
}
|- Broken leash check
/if (!${leashholder.Equal[Nobody]} && !${Spawn[${leashholder}].ID}) {
/if (${verbosity}>=1) /${channel} ** Master DEAD or ZONED! Leash is BROKEN!
/varset doLeash FALSE
/varset leashholder Nobody
/ini "RHSettings.ini" "General" "Leashing" "${doLeash}"
/ini "RHSettings.ini" "General" "LeashHolder" "${leashholder}"
/goto :ForeverLoop
}
}
|- Are we standing, have a target, have backstab ready and can we stick it in the back?
/call Check_Behind
/varset behindTarget ${Macro.Return}
/if (${Target.ID} && ${Me.Standing} && !${Me.Casting.ID} && ${behindTarget} && (${Target.Distance}<${Math.Calc[${Target.MaxRangeTo}*${closeness}/100]})) {
/if (${Me.AbilityReady["Backstab"]}) {
/doability "Backstab"
/if (${verbosity}>=2) /${channel} Backstabbing: ${Target.CleanName}
}
}
|- Are we tanking? If so, just stab it in the face if we can!
/if (${Target.ID} && ${Me.Standing} && !${Me.Casting.ID} && (${aggrotimer.Value} || ${Me.TargetOfTarget.Name.Equal[${Me}]})) {
/if (${Me.AbilityReady["Backstab"]} && ${InvSlot[mainhand].Item.Type.Equal[Piercing]}) {
/doability "Backstab"
/if (${verbosity}>=1) /${channel} Tanking -> Facestabbing: ${Target.CleanName}
}
}
|- Can we evade? Should we?
/if (${doEvade} && ${Target.ID} && !${Me.Casting.ID} && ${Me.AbilityReady["Hide"]} && (!${Me.Moving} || ${Me.AltAbilityReady[Nimble Evasion]})) {
/if (${verbosity}>=2) /${channel} Evading ${Target.CleanName}
/attack off
/delay 1
/doability "Hide"
/attack on
}
|- What's it got in it's pocketses?
/if (${doPick} && ${Target.ID} && !${Me.Casting.ID} && (${Target.Distance}<15) && ${Me.AbilityReady["Pick Pockets"]}) {
/if (${verbosity}>=2) /${channel} Pick-pocketing ${Target.CleanName}
/attack off
/delay 1
/doability "Pick Pockets"
/attack on
/delay 1
/if (${Cursor.ID}) /autoinv
}
|- Are we so hurt we should stop fighting for a bit?
/if (${Me.PctHPs}<=${StopFightingHealth}) {
/attack off
/if (${verbosity}>=1) /${channel} Getting my ass kicked, ceasing combat!
}
|- Shall we do our optional discs?
/if (${doDisc1} && !${disc1reusetimer} && !${discactive} && !${strikeTimer} && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc1end}) {
/disc ${disc1}
/if (${verbosity}>=1) /${channel} Disc #1: ${disc1} activated
/delay 1s
/varset discactive 1m
/varset disc1reusetimer ${disc1reuse}m
}
/if (${doDisc2} && !${disc2reusetimer} && !${discactive} && !${strikeTimer} && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc2end}) {
/disc ${disc2}
/if (${verbosity}>=1) /${channel} Disc #2: ${disc2} activated
/delay 1s
/varset discactive 1m
/varset disc2reusetimer ${disc2reuse}m
}
} else {
|- ** We are not fighting
|- If we're not hiding or moving, check clicky maintained spells
/if (${Me.Invis} || ${Me.Moving} || ${clicktimer} || ${Me.State.Equal[BIND]}) /goto :DoneItemChecks
/varset i 1
:ItemCheckLoop
/varset ialias ${Ini[RHItems.ini].Arg[${i},|]}
/if (${ialias.NotEqual[NULL]}) {
|- Obtained an itemalias from the RHItems.ini file
|- We supposed to keep this spell up?
/if (${Ini[RHItems.ini,${ialias},KeepUp].Equal[FALSE]}) /goto :NextItem
|- Scan the item's bounce list for the active bouncers
/varset bouncenum 1
/varset doIclick TRUE
:BounceCheckLoop
/varset ibounce ${Ini[RHItems.ini,${ialias},BounceOff${bouncenum}]}
/if (${ibounce.NotEqual[NULL]}) {
/if (${ibounce.Equal[${Me.Buff[${ibounce}]}]}) /varset doIclick FALSE
} else /goto :DoneBounceChecks
/varcalc bouncenum ${bouncenum}+1
/goto :BounceCheckLoop
:DoneBounceChecks
|- By now we won't click the item if a bouncer spell is on us
|- Just have to check to see if the existing buff is on too
/varset itemspellname ${FindItem[${Ini[RHItems.ini,${ialias},FullName]}].Spell}
/if (${itemspellname.Equal[${Me.Buff[${itemspellname}]}]}) /varset doIclick FALSE
|- Finally, do it if we should
/if (${doIclick}) /docommand /iclick ${ialias}
|- Did we fail to find that previous item? (i.e. Dead and naked at bind point!)
/if (${clicktimer}) /goto :DoneItemChecks
:NextItem
/varcalc i ${i}+1
} else /goto :DoneItemChecks
/goto :ItemCheckLoop
:DoneItemChecks
|- Put the closeness value back to the user's desired setting...
/varset closeness ${closenessdesired}
|- Lets hide and sneak if not already and we're set to do so **
/if (${doHideSneak} && ${Me.AbilityReady["Sneak"]} && !${Me.Casting.ID} && ${Me.State.NotEqual[BIND]} && !${Window[TradeWnd].Open} && !${Window[MerchantWnd].Open} && !${Window[BigBankWnd].Open}) /doability "Sneak"
/if (${doHideSneak} && ${Me.AbilityReady["Hide"]} && !${Me.Casting.ID} && ${Me.Sneaking} && (!${Me.Moving} || ${Me.AltAbilityReady[Nimble Evasion]}) && ${Me.State.NotEqual[BIND]} && !${Window[TradeWnd].Open} && !${Window[MerchantWnd].Open} && !${Window[BigBankWnd].Open}) /doability "Hide"
|- It's possible we're poised for a Strike, check and fight if so
/call Check_Behind
/varset behindTarget ${Macro.Return}
/if (${Target.ID} && ${Target.Type.Equal[NPC]} && ${Me.Standing} && ${Me.State.NotEqual[BIND]} && !${Me.Casting.ID} && ${behindTarget}) {
/if (${strikeReady} && ${Me.AbilityReady["Backstab"]}) {
/doability "Backstab"
/if (${verbosity}>=1) /${channel} Executing a strike: ${Target.CleanName}
/varset strikeReady FALSE
/attack on
}
}
|- It's also possible we never got behind a target and strike expired!
/if (${strikeReady} && ${Target.ID} && !${strikeTimer.Value} && ${Target.Type.Equal[NPC]}) {
/if (${verbosity}>=2) /${channel} Didn't find the back of a target in 30 seconds!
/varset strikeReady FALSE
/attack on
}
|- If we're set to autoassist, lets find a target
/if (${doAutoassist} && !${isEnraged} && !${Me.Casting.ID} && ${Me.State.NotEqual[BIND]}) {
|- Is main assist alive/in-zone?
/if (!${assisttimer} && !${strikeReady}) {
|- Lets try all the assists in priority order until we get an NPC to whack on
/if (!${Me.Casting.ID}) /assist ${firstassist}
/delay 1
/if (${Target.ID} && ${Target.Type.Equal[NPC]}) /goto :EngageCheck
/if (!${Me.Casting.ID}) /assist ${secondassist}
/delay 1
/if (${Target.ID} && ${Target.Type.Equal[NPC]}) /goto :EngageCheck
/if (!${Me.Casting.ID}) /assist ${thirdassist}
/delay 1
/if (${Target.ID} && ${Target.Type.Equal[NPC]}) /goto :EngageCheck
|- If we got here and don't have a target, tanks are invalid or no fighting is going on
/goto :EndAutoassist
:EngageCheck
/varset oldtargetID ${Target.ID}
/varset assisttimer ${Math.Calc[10+${Math.Rand[5]}].Int}
|- Who is the valid tank?
/if (${firstassist.Equal[Main]} || (${Math.Distance[${Target.Y},${Target.X}:${Spawn[pc ${firstassist}].Y},${Spawn[pc ${firstassist}].X}]}<${Target.MaxRangeTo})) {
/varset mainassist ${firstassist}
/goto :LastAttackCheck
}
/if (${secondassist.Equal[Main]} || (${Math.Distance[${Target.Y},${Target.X}:${Spawn[pc ${secondassist}].Y},${Spawn[pc ${secondassist}].X}]}<${Target.MaxRangeTo})) {
/varset mainassist ${secondassist}
/goto :LastAttackCheck
}
/if (${thirdassist.Equal[Main]} || (${Math.Distance[${Target.Y},${Target.X}:${Spawn[pc ${thirdassist}].Y},${Spawn[pc ${thirdassist}].X}]}<${Target.MaxRangeTo})) {
/varset mainassist ${thirdassist}
/goto :LastAttackCheck
}
/goto :EndAutoassist
:LastAttackCheck
|- Do we have an NPC targeted and is it hurt enough to attack?
/if (${Target.PctHPs}<=${assistpct} && ${Target.Animation}!=32 && ${Target.Animation}!=110) {
/if (${verbosity}>=1) /${channel} --> Assisting ${mainassist} on ${Target.CleanName} @ (${Target.PctHPs}%) HPs
/echo Seeking a Victim...
/goto :Foreverloop
}
}
}
:EndAutoassist
|- Are we supposed to look for traps?
/if (${doTraps}) {
/varset oldheading ${Me.Heading.DegreesCCW}
/if (${Me.AbilityReady["Sense Traps"]}) {
/doability "Sense Traps"
/if (${verbosity}>=2) /${channel} Looking for traps...
}
}
|- We could be on a leash, if so move 1s closer to our stake point (or master)\\
/if (${doLeash} && !${strikeReady}) {
/varset lastevent Event_Leashing
:LeashStart
|- Look for new events
/doevents
/if (!${lastevent.Equal[Event_Leashing]}) /goto :ForeverLoop
/if (${Me.Combat}) /goto :ForeverLoop
/if (${leashholder.Equal[Nobody]} && (${Math.Distance[${Me.Y},${Me.X}:${stakeY},${stakeX}]}>${Math.Calc[${leashlength}*${leashflex}/100]})) {
/if (${verbosity}>=2) /${channel} Moving closer to the Stake... ${Math.Distance[${Me.Y},${Me.X}:${stakeY},${stakeX}]} ft. away
/face ${If[${Me.Swimming},,nolook]} loc ${stakeY},${stakeX}
/keypress forward hold
/delay 1s ${Math.Distance[${Me.Y},${Me.X}:${stakeY},${stakeX}]}<${Math.Calc[${leashlength}*${leashflex}/100]}
/keypress forward
/if (${Math.Distance[${Me.Y},${Me.X}:${stakeY},${stakeX}]}<${Math.Calc[${leashlength}*${leashflex}/100]}) {
/if (${verbosity}>=2) /${channel} Arrived near enough to the Stake.
/face fast ${If[${Me.Swimming},,nolook]} away loc ${stakeY},${stakeX}
/goto :LeashEnd
}
/goto :LeashStart
}
/if (!${leashholder.Equal[Nobody]} && ${Spawn[${leashholder}].ID} && (${Spawn[${leashholder}].Distance}>${Math.Calc[${leashlength}*${leashflex}/100]})) {
/if (${verbosity}>=2) /${channel} Moving closer to ${leashholder}... ${Spawn[${leashholder}].Distance} ft. away
/if (${Target.ID}!=${Spawn[${leashholder}].ID}) /target id ${Spawn[${leashholder}].ID}
/if (${Me.Combat}) /attack off
/face ${If[${Me.Swimming},,nolook]}
/keypress forward hold
/delay 1s ${Spawn[${leashholder}].Distance}<${Math.Calc[${leashlength}*${leashflex}/100]}
/keypress forward
/if (${Spawn[${leashholder}].Distance}<${Math.Calc[${leashlength}*${leashflex}/100]}) {
/if (${verbosity}>=2) /${channel} Arrived near enough to Master (${leashholder}).
/goto :LeashEnd
}
/goto :LeashStart
}
|- Broken leash check
/if (!${leashholder.Equal[Nobody]} && !${Spawn[${leashholder}].ID}) {
/if (${verbosity}>=1) /${channel} ** Master DEAD or ZONED! Leash is BROKEN!
/varset doLeash FALSE
/varset leashholder Nobody
/ini "RHSettings.ini" "General" "Leashing" "${doLeash}"
/ini "RHSettings.ini" "General" "LeashHolder" "${leashholder}"
/goto :LeashEnd
}
:LeashEnd
}
}
/goto :ForeverLoop
/return
|---- SUBROUTINES
Sub Check_Behind
/declare behindIt FALSE
|- Are we behind our target?
/for i -1 to 1
/varcalc dir (${Target.Heading.Clock}+${i})%12
/if (${dir}<1) /varcalc dir ${dir}+12
/if (${dir}>12) /varcalc dir ${dir}-12
/if (${dir} == ${Me.Heading.Clock}) /varset behindIt TRUE
/next i
/return ${behindIt}
Sub Weapon_Swap(string weapon, string wieldedweapon)
|- Is it in a Bag?
/declare camefrom ${FindItem[${weapon}].InvSlot}
/declare goingto ${FindItem[${wieldedweapon}].InvSlot}
/if (${verbosity}>=2) /${channel} ** Looking for weapon: ${weapon}
/if (${FindItem[${weapon}].InvSlot.Pack}) {
:OpenPack
/if (!${Window[${FindItem[${weapon}].InvSlot.Pack.Name}].Open}) {
/itemnotify ${FindItem[${weapon}].InvSlot.Pack.Name} rightmouseup
/delay 2
/goto :OpenPack
}
:GrabItem
/if (!${Cursor.ID}) {
/itemnotify ${InvSlot[${camefrom}]} leftmouseup
/delay 2
/goto :GrabItem
}
/declare weaponID int local ${Cursor.ID}
:SwapIt
/if (${Cursor.ID}==${weaponID}) {
/itemnotify ${InvSlot[${goingto}]} leftmouseup
/delay 2
/goto :SwapIt
}
/delay 2
/if (${verbosity}>=2) /${channel} ** Swapping out: ${weapon}
/itemnotify ${InvSlot[${camefrom}]} leftmouseup
/delay 2
/if (${Cursor.ID}) {
/if (${verbosity}>=1) /${channel} ** Failed to use existing slot, dropping to inventory!
/autoinv
}
:ClosePack
/if (${Window[${InvSlot[${camefrom}].Pack.Name}].Open}) {
/itemnotify ${InvSlot[${camefrom}].Pack.Name} rightmouseup
/delay 2
/goto :ClosePack
}
} else {
|- It's in the main inventory
/if (${FindItem[${weapon}].InvSlot}) {
/itemnotify ${FindItem[${weapon}].InvSlot} leftmouseup
/delay 2
/itemnotify ${InvSlot[${goingto}]} leftmouseup
/delay 2
/if (${verbosity}>=2) /${channel} ** Swapping out: ${weapon}
/itemnotify ${InvSlot[${camefrom}]} leftmouseup
/delay 2
/if (${Cursor.ID}) {
/if (${verbosity}>=1) /${channel} ** Failed to use existing slot, dropping to inventory!
/autoinv
}
} else {
/if (${verbosity}>=1) /${channel} ** "${weapon}" not found!
}
}
/return
Sub NinjaLoot
|- Ninja the corpse's loot, if applicable
/if (${ninjamode.NotEqual[OFF]}) {
/declare LootTotal int local -1
/declare LootSlot int local
|- Get NPC corpse on target and continue if possible
/squelch /target npc corpse radius ${ninjadist}
/if (${Target.Type.NotEqual[CORPSE]} || !${Target.ID}) {
/if (${verbosity}>=1) /${channel} ** NPC corpse out of range or already looted!
/return
}
|- Get 5 seconds (max) closer; warning, no detecting being stuck!
/face ${If[${Me.Swimming},,nolook]} fast
/keypress forward hold
/delay 5s ${Target.Distance}<5
/keypress forward
|- Open up the loot window
/loot
/delay 1s
/if (${Me.State.NotEqual[BIND]}) {
/if (${verbosity}>=1) /${channel} ** Massive lag or error getting to corpse. Aborting!
/return
}
/if (${verbosity}>=1) /${channel} ** Looting ${Target.CleanName}
|- Get item count accurately
:LootLag
/if (${LootTotal}!=${Corpse.Items}) {
/varset LootTotal ${Corpse.Items}
/delay 5
/goto :LootLag
}
/if (!${LootTotal}) {
/if (${verbosity}>=1) /${channel} ** Empty corpse!
/goto :DoneLooting
}
|- Loot Loop
/for LootSlot 1 to ${LootTotal}
|- Check for full inventory
/if (!${Me.FreeInventory}) {
/beep
/if (${verbosity}>=1) /${channel} ** INVENTORY FULL !
/varset ninjamode OFF
/if (${verbosity}>=1) /${channel} ** AutoNinja is now OFF!
/goto :DoneLooting
}
|- Loot item if we should, skip it if not
/if (${Corpse.Item[${LootSlot}].ID}) {
/if (!${Corpse.Item[${LootSlot}].NoDrop}) /goto :LootItem
/if (${Corpse.Item[${LootSlot}].NoDrop} && ${ninjamode.Equal[ALL]}) {
/if (${verbosity}>=1) /${channel} ** Looting NODROP Item: ${Corpse.Item[${LootSlot}].Name}
/goto :LootItem
}
}
/if (${verbosity}>=1) /${channel} ** Skipping Item: ${Corpse.Item[${LootSlot}].Name}
/goto :SkipIt
:LootItem
/itemnotify loot${LootSlot} rightmouseup
/delay 3
/if (${Corpse.Item[${LootSlot}].ID}) {
/delay 2
/goto :LootItem
}
:SkipIt
/next LootSlot
/if (${verbosity}>=1) /${channel} ** Done looting ${Target.CleanName}
:DoneLooting
/delay 5
/notify LootWnd DoneButton leftmouseup
/delay 5
}
/return
|---- EVENTS
Sub Event_StrikeVic
/varset lastevent Event_StrikeVic
|- Is strike disc available, are we hiding/sneaking and do we have enough endurance to use it?
/if ((${Me.Invis} && ${Me.PctEndurance}>=${MinEndurance}) && !${strikeTimer.Value}) {
/if (${verbosity}>=2) /${channel} Taking careful aim: ${Target.CleanName}
/varset strikeTimer 30s
/disc ${StrikeSkill}
/varset strikeReady TRUE
} else {
|- Guess not, just attack normally then
/attack on
/varset strikeReady FALSE
}
/return
Sub Event_AttackOn
/varset lastevent Event_AttackOn
/if (${verbosity}>=1) /${channel} Autoattack activated! Target: ${Target.CleanName}
/varset acquiretimer 2s
/return
Sub Event_AttackOff
/varset lastevent Event_AttackOff
/if (${verbosity}>=1) /${channel} Autoattack turned off! Target: ${Target.CleanName}
/return
Sub Event_Enraged
/varset lastevent Event_Enraged
/if (${verbosity}>=1) /${channel} Enrage detected! Target: ${Target.CleanName}
/varset isEnraged TRUE
/return
Sub Event_NLEnraged
/varset lastevent Event_NLEnraged
/if (${verbosity}>=1) /${channel} Enrage done! Target: ${Target.CleanName}
/varset isEnraged FALSE
/if (${Target.ID} && ${doAutoassist}) /attack on
/return
Sub Event_Exp(string Line)
/varset lastevent Event_Exp
|- Ignore leadership experience event triggers (redundant trigger)
/if (${Line.Find[leadership]}) /return
|- Manage aggro control here optionally
/if (${doDynaggro} && ${doAutoassist}) {
/if (${gotHit}) {
|- Got hurt that fight, drop it 1%
/if (${assistpct}>1) /varcalc assistpct ${assistpct}-1
/varset gotHit FALSE
/if (${verbosity}>=1) /${channel} ** Had Aggro! Reducing assist% to ${assistpct}%
} else {
|- Did not get hurt that fight, raise it 1%
/if (${assistpct}<99) /varcalc assistpct ${assistpct}+1
/if (${verbosity}>=1) /${channel} ** No Aggro! Raising assist% to ${assistpct}%
}
}
|- Experience calculation and reporting
/if (${verbosity}>=1) /${channel} ** XP-Delta: REG (${Math.Calc[${Me.PctExp}-${Exp}]}%), AA (${Math.Calc[${Me.PctAAExp}-${AAExp}]}%), LDR (${Math.Calc[${Me.PctGroupLeaderExp}-${LDExp}]}%)
/varset LDExp ${Me.PctGroupLeaderExp}
/varset AAExp ${Me.PctAAExp}
/varset Exp ${Me.PctExp}
|- If target died while enraged, reset it so autoassist isn't broken...
/varset isEnraged FALSE
|- Do weapon swapping (back to weapon1), if applicable
/if (${doSwitch} && ${wstype.Equal[Detrimental]}) {
/call Weapon_Swap "${weapon1}" "${weapon2}"
}
/return
Sub Event_Slain
/varset lastevent Event_Slain
/call NinjaLoot
/return
Sub Event_Zoned
/varset lastevent Event_Zoned
/if (${verbosity}>=1) /${channel} ** Zoned... Setting Leash and Autoassist to OFF!
/varset doLeash FALSE
/varset doAutoassist FALSE
/ini "RHSettings.ini" "General" "AutoAssist" "${doAutoassist}"
/ini "RHSettings.ini" "General" "Leashing" "${doLeash}"
/return
Sub Event_TooFarAway
/varset lastevent Event_TooFarAway
/if (${doDynclose} && !${acquiretimer}) {
/if (${verbosity}>=1) /${channel} ** Too far away - Getting 20% closer now!
/varset closeness ${Math.Calc[${closeness}*0.8].Int}
/if (${closeness}<20) /varset closeness 20
/varset acquiretimer 2s
/varset snuggleup TRUE
}
/return
Sub Event_FTrap
/varset lastevent Event_FTrap
/if (${verbosity}>=1) /${channel} ** Floor Trap discovered...
/if (${Me.AbilityReady[Disarm Traps]}) {
/if (${verbosity}>=2) /${channel} ** Disarming...
/doability "Disarm Traps"
} else {
/if (${verbosity}>=2) /${channel} ** Can't disarm yet...
}
|- Face our "old" heading, in case we were spun around
/face nolook fast heading ${oldheading}
/return
Sub Event_BTrap
/varset lastevent Event_FTrap
/if (${verbosity}>=1) /${channel} ** Box Trap (${Target.CleanName}) discovered...
/if (${Me.AbilityReady[Disarm Traps]}) {
/if (${verbosity}>=2) /${channel} ** Disarming...
/doability "Disarm Traps"
} else {
/if (${verbosity}>=2) /${channel} ** Can't disarm yet...
}
|- Face our "old" heading, in case we were spun around
/face nolook fast heading ${oldheading}
/return
Sub Event_TogEvade
/varset lastevent Event_TogEvade
/if (${doEvade}) {
/varset doEvade FALSE
/if (${verbosity}>=1) /${channel} ** Auto-Evading target is now OFF!
} else {
/varset doEvade TRUE
/if (${verbosity}>=1) /${channel} ** Auto-Evading target is now ON!
}
/ini "RHSettings.ini" "General" "AutoEvade" "${doEvade}"
/return
Sub Event_SetStopFighting(string Line)
/varset lastevent Event_SetStopFighting
/if (${Line.Arg[3].Length}) /varset StopFightingHealth ${Line.Arg[3]}
/if ((${StopFightingHealth}<0) || (${StopFightingHealth}>100)) {
/if (${verbosity}>=0) /${channel} Whacko stopfighting percentage input! Defaulting...
}
/if (${verbosity}>=0) /${channel} ** Cease Combat when at: ${StopFightingHealth}% HP
/ini "RHSettings.ini" "General" "StopFightingHealth" "${StopFightingHealth}"
/return
Sub Event_SetStrikeDisc(string Line)
/varset lastevent Event_SetStrikeDisc
/if (${Line.Arg[3].Length}) /varset StrikeSkill ${Line.Arg[3]}
/if (${verbosity}>=0) /${channel} ** Strike Discipline set to: "${StrikeSkill}"
/ini "RHSettings.ini" "General" "StrikeSkill" "${StrikeSkill}"
/return
Sub Event_SetEndFloor(string Line)
/varset lastevent Event_SetEndFLoor
/if (${Line.Arg[3].Length}) /varset MinEndurance ${Line.Arg[3]}
/if ((${MinEndurance}<0) || (${MinEndurance}>101)) {
/if (${verbosity}>=0) /${channel} Whacko endurance percentage input! Defaulting...
}
/if (${verbosity}>=0) /${channel} ** Endurance Floor: ${MinEndurance}%
/ini "RHSettings.ini" "General" "MinEndurance" "${MinEndurance}"
/return
Sub Event_TogStick
/varset lastevent Event_TogStick
/if (${doStick}) {
/varset doStick FALSE
/if (${verbosity}>=0) /${channel} ** Auto-Sticking target is now OFF!
} else {
/varset doStick TRUE
/if (${verbosity}>=0) /${channel} ** Auto-Sticking target is now ON!
}
/ini "RHSettings.ini" "General" "AutoStick" "${doStick}"
/return
Sub Event_TogHS
/varset lastevent Event_TogHS
/if (${doHideSneak}) {
/varset doHideSneak FALSE
/if (${verbosity}>=0) /${channel} ** Auto-Hiding & Sneaking is now OFF!
} else {
/varset doHideSneak TRUE
/if (${verbosity}>=0) /${channel} ** Auto-Hiding & Sneaking is now ON!
}
/ini "RHSettings.ini" "General" "AutoHideSneak" "${doHideSneak}"
/return
Sub Event_TogLeash(string Line)
/varset lastevent Event_TogLeash
/if (${Line.Arg[3].Equal[ON]}) {
/varset doLeash TRUE
/if (${verbosity}>=0) /${channel} ** Leashing is now ON!
/ini "RHSettings.ini" "General" "Leashing" "${doLeash}"
} else /if (${Line.Arg[3].Equal[OFF]} || (${Int[${Line.Arg[3]}]}<=0)) {
/varset doLeash FALSE
/varset leashholder Nobody
/if (${verbosity}>=0) /${channel} ** Leashing is now OFF!
/ini "RHSettings.ini" "General" "Leashing" "${doLeash}"
} else {
/if (${Line.Arg[4].Length}) {
/varset leashholder ${Line.Arg[4]}
/if (${Spawn[${leashholder}].ID}) {
/varset doLeash TRUE
/varset leashlength ${Int[${Line.Arg[3]}]}
/if (${verbosity}>=0) /${channel} ** Leashing is now ON! Leashlength: ${leashlength} ft.
/if (${verbosity}>=0) /${channel} ** Leash-holding master is: ${leashholder}
/ini "RHSettings.ini" "General" "Leashing" "${doLeash}"
} else {
|- This spawn/thing/target doesn't exist
/if (${verbosity}>=0) /${channel} ** Can't find "${leashholder}" -- Who is that?!
/if (${verbosity}>=0) /${channel} ** Leashing is now OFF!
/varset doLeash FALSE
/varset leashholder Nobody
}
} else {
/varset doLeash TRUE
/varset leashholder Nobody
/varset leashlength ${Int[${Line.Arg[3]}]}
/varset stakeX ${Me.X}
/varset stakeY ${Me.Y}
/if (${verbosity}>=0) /${channel} ** Leashing is now ON! Leashlength: ${leashlength} ft.
/if (${verbosity}>=0) /${channel} ** Stake planted at X:${stakeX}, Y:${stakeY}
}
}
/ini "RHSettings.ini" "General" "LeashHolder" "${leashholder}"
/ini "RHSettings.ini" "General" "LeashLength" "${leashlength}"
/return
Sub Event_SetLeashFlex(string Line)
/varset lastevent Event_SetLeashFlex
/if (${Line.Arg[3].Length}) /varset leashflex ${Line.Arg[3]}
/if ((${leashflex}<10) || (${leashflex}>101)) {
/if (${verbosity}>=0) /${channel} Leash flexibility must be between 10 and 100! Defaulting to 10...
/varset leashflex 10
}
/if (${verbosity}>=0) /${channel} ** Leash Flexibility: ${leashflex}%
/ini "RHSettings.ini" "General" "LeashFlex" "${leashflex}"
/return
Sub Event_TogAuto(string Line)
/varset lastevent Event_TogAuto
/if (${Line.Arg[3].Equal[OFF]}) {
/varset doAutoassist FALSE
/if (${verbosity}>=0) /${channel} ** Autoassist is now OFF!
} else /if (${Line.Arg[3].Equal[ON]}) {
/varset doAutoassist TRUE
/if (${verbosity}>=0) /${channel} ** Autoassist is now ON!
} else {
/varset doAutoassist TRUE
/if (${Line.Arg[3].Length}) /varset firstassist ${Line.Arg[3]}
/varset mainassist ${firstassist}
/if (${Line.Arg[4]} > 0) /varset assistpct ${Line.Arg[4]}
/if (${verbosity}>=0) /${channel} ** Autoassist is now ON!
/if (${verbosity}>=0) /${channel} ** Assisting: ${mainassist} @${assistpct}% target health
/if (${verbosity}>=0) /${channel} ** SA is ${secondassist} & TA is ${thirdassist}
}
/ini "RHSettings.ini" "General" "AutoAssist" "${doAutoassist}"
/ini "RHSettings.ini" "General" "MainAssist" "${firstassist}"
/ini "RHSettings.ini" "General" "AssistPercentage" "${assistpct}"
/return
Sub Event_TogPause
/varset lastevent Event_TogPause
/beep
/if (${isPaused}) {
/varset isPaused FALSE
/if (${verbosity}>=0) /${channel} ** Rogue Helper is now RESUMING!
} else {
/varset isPaused TRUE
/if (${verbosity}>=0) /${channel} ** Rogue Helper is now PAUSED!
}
/return
Sub Event_TogDynaggro
/varset lastevent Event_TogDynaggro
/if (${doDynaggro}) {
/varset doDynaggro FALSE
/if (${verbosity}>=0) /${channel} ** Dynamic Aggro Control is now OFF!
} else {
/varset doDynaggro TRUE
/if (${verbosity}>=0) /${channel} ** Dynamic Aggro Control is now ON!
}
/ini "RHSettings.ini" "General" "DynamicAggro" "${doDynaggro}"
/return
Sub Event_TogDynclose
/varset lastevent Event_TogDynclose
/if (${doDynclose}) {
/varset doDynclose FALSE
/if (${verbosity}>=0) /${channel} ** Dynamic Closeness Control is now OFF!
} else {
/varset doDynclose TRUE
/if (${verbosity}>=0) /${channel} ** Dynamic Closeness Control is now ON!
}
/ini "RHSettings.ini" "General" "DynamicCloseness" "${doDynclose}"
/return
Sub Event_TogPick
/varset lastevent Event_TogPick
/if (${doPick}) {
/varset doPick FALSE
/if (${verbosity}>=0) /${channel} ** Auto-Pickpocketing is now OFF!
} else {
/varset doPick TRUE
/if (${verbosity}>=0) /${channel} ** Auto-Pickpocketing is now ON!
}
/ini "RHSettings.ini" "General" "AutoPickPocket" "${doPick}"
/return
Sub Event_TogTSwitch
/varset lastevent Event_TogTSwitch
/if (${doTSwitch}) {
/varset doTSwitch FALSE
/if (${verbosity}>=0) /${channel} ** Auto-Target Switching is now OFF!
} else {
/varset doTSwitch TRUE
/if (${verbosity}>=0) /${channel} ** Auto-Target Switching is now ON!
}
/ini "RHSettings.ini" "General" "TargetSwitching" "${doTSwitch}"
/return
Sub Event_TogTraps
/varset lastevent Event_TogTraps
/if (${doTraps}) {
/varset doTraps FALSE
/if (${verbosity}>=0) /${channel} ** Auto-Trap Negotiation is now OFF!
} else {
/varset doTraps TRUE
/if (${verbosity}>=0) /${channel} ** Auto-Trap Negotiation is now ON!
}
/ini "RHSettings.ini" "General" "TrapNegotiation" "${doTraps}"
/return
Sub Event_SetCloseness(string Line)
/varset lastevent Event_SetCloseness
/if (${Line.Arg[3].Length}) /varset closeness ${Line.Arg[3]}
/if ((${closeness}<1) || (${closeness}>100)) {
/if (${verbosity}>=0) /${channel} Whacko closeness percentage input! Defaulting...
/varset closeness 70
}
/varset closenessdesired ${closeness}
/if (${verbosity}>=0) /${channel} ** AutoStick: ${doStick}, Closeness: ${closeness}
/ini "RHSettings.ini" "General" "Closeness" "${closeness}"
/return
Sub Event_SetFirstassist(string Line)
/varset lastevent Event_SetFirstassist
/if (${Line.Arg[3].Length}) /varset firstassist ${Line.Arg[3]}
/varset mainassist ${firstassist}
/if (${verbosity}>=0) /${channel} ** Assisting: ${mainassist} @${assistpct}% target health
/if (${verbosity}>=0) /${channel} ** SA is ${secondassist} & TA is ${thirdassist}
/ini "RHSettings.ini" "General" "MainAssist" "${firstassist}"
/return
Sub Event_SetSecondassist(string Line)
/varset lastevent Event_SetSecondassist
/if (${Line.Arg[3].Length}) /varset secondassist ${Line.Arg[3]}
/if (${verbosity}>=0) /${channel} ** Assisting: ${mainassist} @${assistpct}% target health
/if (${verbosity}>=0) /${channel} ** SA is ${secondassist} & TA is ${thirdassist}
/ini "RHSettings.ini" "General" "SecondAssist" "${secondassist}"
/return
Sub Event_SetThirdassist(string Line)
/varset lastevent Event_SetThirdassist
/if (${Line.Arg[3].Length}) /varset thirdassist ${Line.Arg[3]}
/if (${verbosity}>=0) /${channel} ** Assisting: ${mainassist} @${assistpct}% target health
/if (${verbosity}>=0) /${channel} ** SA is ${secondassist} & TA is ${thirdassist}
/ini "RHSettings.ini" "General" "ThirdAssist" "${thirdassist}"
/return
Sub Event_SetAutoNinja(string Line)
/varset lastevent Event_SetAutoNinja
|- Set the new ninja distance, if supplied
/if (${Line.Arg[4].Length}) /varset ninjadist ${Line.Arg[4]}
|- Set the mode, toggle off if unknown
/if (${Line.Arg[3].Equal[ALL]}) {
/varset ninjamode ALL
/if (${verbosity}>=0) /${channel} ** AutoNinja ON - Will loot ALL items
/docommand /lootnodrop never
} else /if ((${Line.Arg[3].Equal[DROP]}) || (${Line.Arg[3].Equal[DROPABLE]})) {
/varset ninjamode DROPABLE
/if (${verbosity}>=0) /${channel} ** AutoNinja ON - Will loot only DROPABLE items
/docommand /lootnodrop never
} else {
/varset ninjamode OFF
/if (${verbosity}>=0) /${channel} ** AutoNinja is now OFF!
}
/if (${verbosity}>=0) /${channel} ** AutoNinja distance is ${ninjadist} ft.
/ini "RHSettings.ini" "General" "AutoNinjaMode" "${ninjamode}"
/ini "RHSettings.ini" "General" "AutoNinjaDistance" "${ninjadist}"
/return
Sub Event_SetWeaponSwitch(string Line)
/varset lastevent Event_SetWeaponSwitch
|- Sanity Check
/if (${Line.Arg[3].Equal[OFF]} || !${Line.Arg[5].Length} || ${Line.Arg[6].Length}) {
/varset doSwitch FALSE
/if (${verbosity}>=0) /${channel} ** Auto Weapon Switching is OFF
/goto :SaveSwitchSettings
}
|- Set the weaponswitching information
/if (${Line.Arg[3].Length}) /varset weapon1 ${Line.Arg[3]}
/if (${Line.Arg[4].Length}) /varset switchtext ${Line.Arg[4]}
/if (${Line.Arg[5].Length}) /varset weapon2 ${Line.Arg[5]}
/varset doSwitch TRUE
/if (${verbosity}>=0) /${channel} ** Auto Weapon Switching is ON
/if (${verbosity}>=0) /${channel} ** ${weapon1} will be swapped out for ${weapon2}
/if (${verbosity}>=0) /${channel} ** if the text "${switchtext}" is encountered.
:SaveSwitchSettings
/doevents flush
/ini "RHSettings.ini" "General" "WeaponSwitching" "${doSwitch}"
/ini "RHSettings.ini" "Weapons" "Weapon1" "${weapon1}"
/ini "RHSettings.ini" "Weapons" "Weapon2" "${weapon2}"
/ini "RHSettings.ini" "Weapons" "SwitchText" "${switchtext}"
/varset wstype ${FindItem[${weapon1}].Spell.SpellType}
/return
Sub Event_SetStickDist(string Line)
/varset lastevent Event_SetStickDist
|- Sanity Check
/if (!${Line.Arg[3].Length} || !${Line.Arg[4].Length}) {
/if (${verbosity}>=0) /${channel} ** What? Bad Syntax.
/if (${verbosity}>=0) /${channel} Syntax:
/if (${verbosity}>=0) /${channel} /stickdist <range_to_target> <range_to_tank>
/return
}
|- Set the weaponswitching information
/varset rngtarget ${Line.Arg[3]}
/varset rngtank ${Line.Arg[4]}
/if (${verbosity}>=0) /${channel} ** Auto Stick: ${doStick}, Closeness: ${closeness}% MaxRange
/if (${verbosity}>=0) /${channel} ** -- Range to Target: ${rngtarget} -- Range to Tank: ${rngtank}
/ini "RHSettings.ini" "General" "StickRangeToTarget" "${rngtarget}"
/ini "RHSettings.ini" "General" "StickRangeToTank" "${rngtank}"
/return
Sub Event_SetChicken(string Line)
/varset lastevent Event_SetChicken
/if (${Line.Arg[3].Equal[OFF]}) {
/varset doChicken FALSE
/if (${verbosity}>=0) /${channel} ** Autochicken is now OFF!
} else /if (${Line.Arg[3].Equal[ON]}) {
/varset doChicken TRUE
/if (${verbosity}>=0) /${channel} ** Autochicken is now ON!
} else {
/varset doChicken TRUE
/if (${Line.Arg[3].Length}) /varset nimblehealth ${Line.Arg[3]}
/if (${Line.Arg[4].Equal[ESCAPE]}) {
/varset doEscape TRUE
} else {
/varset doEscape FALSE
}
/if (${verbosity}>=0) /${channel} ** Auto Chicken: ${doChicken} -- Nimble: ${nimblehealth}% Escape: ${doEscape}
}
/ini "RHSettings.ini" "General" "AutoChicken" "${doChicken}"
/ini "RHSettings.ini" "General" "NimbleHealth" "${nimblehealth}"
/ini "RHSettings.ini" "General" "ContingencyEscape" "${doEscape}"
/return
Sub Event_SetDisc1(string Line)
/varset lastevent Event_SetDisc1
/if (${Line.Arg[3].Equal[OFF]}) {
/varset doDisc1 FALSE
/if (${verbosity}>=0) /${channel} ** Autodisc #1 is now OFF!
} else /if (${Line.Arg[3].Equal[ON]}) {
/varset doDisc1 TRUE
/if (${verbosity}>=0) /${channel} ** Autodisc #1 is now ON!
} else {
/varset doDisc1 TRUE
/if (${Line.Arg[3].Length}) /varset disc1 ${Line.Arg[3]}
/if (${Line.Arg[4]} > 0) /varset disc1end ${Line.Arg[4]}
/if (${Line.Arg[5]} > 0) /varset disc1reuse ${Line.Arg[5]}
/if (${verbosity}>=0) /${channel} ** Auto Disc #1: ${doDisc1} -> ${disc1}/${disc1reuse} mins - End: ${disc1end}
}
/ini "RHSettings.ini" "General" "AutoDisc1" "${doDisc1}"
/ini "RHSettings.ini" "General" "Disc1" "${disc1}"
/ini "RHSettings.ini" "General" "Disc1Endurance" "${disc1end}"
/ini "RHSettings.ini" "General" "Disc1Reuse" "${disc1reuse}"
/return
Sub Event_SetDisc2(string Line)
/varset lastevent Event_SetDisc2
/if (${Line.Arg[3].Equal[OFF]}) {
/varset doDisc2 FALSE
/if (${verbosity}>=0) /${channel} ** Autodisc #2 is now OFF!
} else /if (${Line.Arg[3].Equal[ON]}) {
/varset doDisc2 TRUE
/if (${verbosity}>=0) /${channel} ** Autodisc #2 is now ON!
} else {
/varset doDisc2 TRUE
/if (${Line.Arg[3].Length}) /varset disc2 ${Line.Arg[3]}
/if (${Line.Arg[4]} > 0) /varset disc2end ${Line.Arg[4]}
/if (${Line.Arg[5]} > 0) /varset disc2reuse ${Line.Arg[5]}
/if (${verbosity}>=0) /${channel} ** Auto Disc #2: ${doDisc2} -> ${disc2}/${disc2reuse} mins - End: ${disc2end}
}
/ini "RHSettings.ini" "General" "AutoDisc2" "${doDisc2}"
/ini "RHSettings.ini" "General" "Disc2" "${disc2}"
/ini "RHSettings.ini" "General" "Disc2Endurance" "${disc2end}"
/ini "RHSettings.ini" "General" "Disc2Reuse" "${disc2reuse}"
/return
Sub Event_SetVerbosity(string Line)
/varset lastevent Event_SetVerbosity
/if (${Line.Arg[3].Length}) /varset verbosity ${Line.Arg[3]}
/if ((${verbosity}<0) || (${verbosity}>2)) {
/if (${verbosity}>=0) /${channel} Verbosity must be between 0 and 2! Defaulting to 2...
/varset verbosity 2
}
/if (${verbosity}>=0) /${channel} ** Verbosity Level: ${verbosity}
/ini "RHSettings.ini" "General" "Verbosity" "${verbosity}"
/return
Sub Event_SetChannel(string Line)
/varset lastevent Event_SetChannel
/if (${Line.Arg[3].Length}) /varset channel ${Line.Arg[3]}
/if (${verbosity}>=0) /${channel} ** RH Output Channel: ${channel}
/ini "RHSettings.ini" "General" "Channel" "${channel}"
/return
Sub Event_SwitchWeapon
/varset lastevent Event_SwitchWeapon
/if (${doSwitch}) {
/call Weapon_Swap "${weapon2}" "${weapon1}"
}
/return
Sub Event_GotHit
/varset lastevent Event_GotHit
/if (!${aggrotimer}) /if (${verbosity}>=1) /${channel} ** AGGRO Detected (struck) **
/varset gotHit TRUE
/varset aggrotimer 5s
/return
Sub Event_GotMissed
/varset lastevent Event_GotMissed
/if (!${aggrotimer}) /if (${verbosity}>=1) /${channel} ** AGGRO Detected (whiff) **
/varset gotHit TRUE
/varset aggrotimer 5s
/return
Sub Event_SpellBounced
/varset lastevent Event_SpellBounced
/varset clicktimer 60s
/beep
/beep
/beep
/if (${verbosity}>=1) /${channel} ** Just detected a BOUNCED spell!
/if (${verbosity}>=1) /${channel} ** Use /ibounce to update click-item info!
/return
Sub Event_DragBodies(string Line)
/varset lastevent Event_DragBodies
/declare ArgNum int local 3
/declare bodycount int local
:CountCorpses
/if (${Line.Arg[${ArgNum}].Length}) {
|- There's a body name for this argument
/varcalc ArgNum ${ArgNum}+1
/goto :CountCorpses
}
/varcalc ArgNum ${ArgNum}-1
/if (${ArgNum}==2) {
/if (${verbosity}>=0) /${channel} ** No corpse names supplied!
/return
} else {
/if (${verbosity}>=0) /${channel} ** Target self (F1) to stop dragging!
}
:DragLoop
/for bodycount 3 to ${ArgNum}
/if (${Target.CleanName.Equal[${Me.Name}]}) {
/if (${verbosity}>=0) /${channel} ** Body dragging ceased.
/goto :CeaseDragging
}
/target ${Line.Arg[${bodycount}]}'s
/corpse
|- Lower this delay at your own risk; too many /corpse commands too fast = cheater!
/delay 4
/next bodycount
/goto :DragLoop
:CeaseDragging
/return
Sub Event_LootMyCorpse
/varset lastevent Event_LootMyCorpse
|- Logic ripped off from Loot.mac and simplified somewhat
/declare LootTotal int local 0
/declare LootSlot int local
|- Get corpse on target and continue looting if possible
/squelch /target mycorpse
/if (${Target.Type.NotEqual[CORPSE]} || !${Target.ID}) {
/if (${verbosity}>=0) /${channel} ** Can't target my corpse.
/return
}
/corpse
/delay 1s
/loot
/delay 1s
/if (${Me.State.NotEqual[BIND]}) {
/if (${verbosity}>=0) /${channel} ** Massive lag right now... Aborting looting.
/return
}
|- Get item count accurately
:LootLag
/if (${LootTotal}!=${Corpse.Items}) {
/varset LootTotal ${Corpse.Items}
/delay 5
/goto :LootLag
}
|- Loot Loop
/for LootSlot 1 to ${LootTotal}
:LootItem
/itemnotify loot${LootSlot} rightmouseup
/delay 3
/if (${Corpse.Item[${LootSlot}].ID}) {
/delay 2
/goto :LootItem
}
/next LootSlot
/delay 5
/if (${verbosity}>=0) /${channel} ** Done looting my corpse.
/notify LootWnd DoneButton leftmouseup
/return
Sub Event_AutoFollow(string Line)
/varset lastevent Event_AutoFollow
/declare distance int local 30
/if (${Ini[RHSettings.ini,General,FollowDistance].NotEqual[NULL]}) /varset distance ${Ini[RHSettings.ini,General,FollowDistance]}
/if (${Line.Arg[3].Length}) /target ${Line.Arg[3]}
/if (${Line.Arg[4].Length}) /varset distance ${Line.Arg[4]}
/if (${distance}<10) /varset distance 10
/ini "RHSettings.ini" "General" "FollowDistance" "${distance}"
/if (${Target.ID}) {
/if (${verbosity}>=0) /${channel} ** Autofollow on: ${Target.CleanName} (${distance} ft.)
/if (${verbosity}>=0) /${channel} ** Change targets to stop autofollowing.
} else {
/if (${verbosity}>=0) /${channel} ** Can't activate Autofollow -- no valid target!
/return
}
/declare followID int local ${Target.ID}
:FollowingLoop
|- Look for new events
/doevents
/if (!${lastevent.Equal[Event_AutoFollow]}) {
/if (${verbosity}>=0) /${channel} ** Autofollow blocked by: ${lastevent}
/goto :StopFollowing
}
/if (${Target.ID}==${followID}) {
/if (${Target.ID}) /face fast
/if (${Target.Distance}>${distance}) {
/keypress forward hold
/delay 1s ${Target.Distance}<=${distance}
/keypress forward
}
/goto :FollowingLoop
}
:StopFollowing
/if (${verbosity}>=0) /${channel} ** Autofollow ended.
/return
Sub Event_ItemSet(string Line)
/varset lastevent Event_ItemSet
|- Sanity check parameters
/if (!${Line.Arg[5].Length} || ${Line.Arg[6].Length}) {
/if (${verbosity}>=0) /${channel} ** Improper use of /iset
/if (${verbosity}>=0) /${channel} -- /iset <itemalias> keepup|nokeepup <"Item Name">
/if (${verbosity}>=0) /${channel} -- For example:
/if (${verbosity}>=0) /${channel} -- /iset gobby keepup "Shrunken Goblin Skull Earring"
/return
}
/ini "RHItems.ini" "${Line.Arg[3]}" "FullName" "${Line.Arg[5]}"
/ini "RHItems.ini" "${Line.Arg[3]}" "KeepUp" "${If[${Line.Arg[4].Equal[keepup]},TRUE,FALSE]}"
/if (${verbosity}>=0) /${channel} ** ${Line.Arg[5]} (KeepUp=${If[${Line.Arg[4].Equal[keepup]},TRUE,FALSE]}) updated in INI!
/return
Sub Event_ItemBounce(string Line)
/varset lastevent Event_ItemBounce
|- Sanity check parameters
/if (!${Line.Arg[4].Length}) {
/if (${verbosity}>=0) /${channel} ** Improper use of /ibounce
/if (${verbosity}>=0) /${channel} -- /ibounce <itemalias> "Some Spell Name"
/if (${verbosity}>=0) /${channel} -- For example:
/if (${verbosity}>=0) /${channel} -- /ibounce gobby "Strength of Tunare"
/return
}
|- Look for that item's section, return if non-existent
/if (!${Ini[RHItems.ini,${Line.Arg[3]}].Length}) {
/if (${verbosity}>=0) /${channel} ** [${Line.Arg[3]}] not in INI file!
/return
}
|- Find the next available BounceOff key number and store the spell
/declare bindex int local 1
:CheckNextKey
/if (${Ini[RHItems.ini,${Line.Arg[3]},BounceOff${bindex}].Length}) {
|- This one is in use...
/varcalc bindex ${bindex}+1
/goto :CheckNextKey
} else {
|- This one not defined (yet). Good.
/ini "RHItems.ini" "${Line.Arg[3]}" "BounceOff${bindex}" "${Line.Arg[4]}"
/if (${verbosity}>=0) /${channel} ** Added "${Line.Arg[4]}" to [${Line.Arg[3]}]'s bounce list
}
/return
Sub Event_ItemCast(string Line)
/varset lastevent Event_ItemCast
|- Sanity check parameter
/if (!${Line.Arg[3].Length}) {
/if (${verbosity}>=0) /${channel} ** Improper use of /icast
/if (${verbosity}>=0) /${channel} -- /icast <itemalias>
/if (${verbosity}>=0) /${channel} -- For example:
/if (${verbosity}>=0) /${channel} -- /icast gobby
/return
}
|- Look for that item's section, return if non-existent
/if (!${Ini[RHItems.ini,${Line.Arg[3]}].Length}) {
/if (${verbosity}>=0) /${channel} ** [${Line.Arg[3]}] not in INI file!
/return
}
/declare fullname string local ${Ini[RHItems.ini,${Line.Arg[3]},FullName]}
|- Is it in a Bag?
/if (${verbosity}>=1) /${channel} ** Attempting to use: ${fullname}
/if (${FindItem[${fullname}].InvSlot.Pack}) {
:OpenPack
/if (!${Window[${FindItem[${fullname}].InvSlot.Pack.Name}].Open}) {
/itemnotify ${FindItem[${fullname}].InvSlot.Pack.Name} rightmouseup
/delay 2
/goto :OpenPack
}
/declare camefrom ${FindItem[${fullname}].InvSlot}
:GrabItem
/if (!${Cursor.ID}) {
/itemnotify ${InvSlot[${camefrom}]} leftmouseup
/delay 2
/goto :GrabItem
}
/declare clickyID int local ${Cursor.ID}
/declare wornat int local ${Cursor.WornSlot[1]}
:SwapFirst
/if (${Cursor.ID}==${clickyID}) {
/itemnotify ${InvSlot[${wornat}]} leftmouseup
/delay 2
/goto :SwapFirst
}
|- Click it
/delay 2
/if (${verbosity}>=1) /${channel} ** Clicking: ${fullname}
/declare previousID ${Cursor.ID}
/itemnotify ${InvSlot[${wornat}]} rightmouseup
:SwapAgain
/if (${Cursor.ID}==${previousID}) {
/itemnotify ${InvSlot[${wornat}]} leftmouseup
/delay 2
/goto :SwapAgain
}
|- Put it back
:PutItBack
/if (${Cursor.ID}==${clickyID}) {
/itemnotify ${InvSlot[${camefrom}]} leftmouseup
/delay 2
/goto :PutItBack
}
:SummonedCheck
/if (${Cursor.ID}) {
|- Something was summoned
/autoinv
/delay 2
/goto :SummonedCheck
}
:ClosePack
/if (${Window[${InvSlot[${camefrom}].Pack.Name}].Open}) {
/itemnotify ${InvSlot[${camefrom}].Pack.Name} rightmouseup
/delay 2
/goto :ClosePack
}
} else {
|- Just click it
/if (${FindItem[${fullname}].InvSlot}) {
/if (${verbosity}>=1) /${channel} ** Clicking: ${fullname}
/itemnotify ${FindItem[${fullname}].InvSlot} rightmouseup
/delay 2
} else {
/if (${verbosity}>=0) /${channel} ** "${fullname}" not found!
}
}
:CastLoop
/delay 1
/if (${Me.Casting.ID}) /goto :CastLoop
/return
Sub Event_LinkParse(string Line)
/varset lastevent Event_LinkParse
/if (${Line.Arg[3].Length}) {
/declare comtext string ${Line.Right[-16]}
/declare linksub ${comtext.Token[1,*]}0013895-00001-00001-00001-00001-00001A04D01F5${comtext.Token[2,*]}${comtext.Token[3,*]}
/docommand ${linksub}
}
/return
Sub Event_AddMaster(string Line)
/varset lastevent Event_AddMaster
/declare index int local
/if (${Line.Arg[3].Length}) {
/for index 1 to 20
/if (${Ini[RHSettings.ini,Masters,Controller${index}].Equal[Nobody]}) {
/ini "RHSettings.ini" "Masters" "Controller${index}" "${Line.Arg[3]}"
/if (${verbosity}>=0) /${channel} ** ${Line.Arg[3]} added as a controller...
/goto :FallOut
}
/next index
/if (${verbosity}>=0) /${channel} ** Master controller slots all filled! Get rid of some!
} else {
/if (${verbosity}>=0) /${channel} ** Huh?
}
:FallOut
/return
Sub Event_RemMaster(string Line)
/varset lastevent Event_RemMaster
/declare index int local
/if (${Line.Arg[3].Length}) {
/for index 1 to 20
/if (${Ini[RHSettings.ini,Masters,Controller${index}].Equal[${Line.Arg[3]}]}) {
/ini "RHSettings.ini" "Masters" "Controller${index}" "Nobody"
/if (${verbosity}>=0) /${channel} ** ${Line.Arg[3]} removed from controller list...
/goto :FallOut
}
/next index
/if (${verbosity}>=0) /${channel} ** Can't find ${Line.Arg[3]} in access list!
} else {
/if (${verbosity}>=0) /${channel} ** Huh?
}
:FallOut
/return
Sub Event_Chat(ChatType, Sender, ChatText)
/varset lastevent Event_Chat
|- Authenticate if valid controller
/declare authorized bool local FALSE
/for i 1 to 20
/if (${Ini[RHSettings.ini,Masters,Controller${i}].Equal[${Sender}]}) /varset authorized TRUE
/next i
/if (${authorized} && ${ChatText.Left[1].Equal[/]}) {
/if (${verbosity}>=1) /${channel} ** User ${Sender} Authenticated!
/if (${verbosity}>=0) /${channel} Action --> "${ChatText}"
/if (${Me.AFK}) /delay 2s
/tell ${Sender} Command received, performing: ${ChatText}
/docommand ${ChatText}
}
/return
Sub Event_HelpInfo
/varset lastevent Event_HelpInfo
/if (${verbosity}>=0) /${channel} --------=========(RH Help)=========----------
/if (${verbosity}>=0) /${channel} /rhhelp - Display this information!
/if (${verbosity}>=0) /${channel} /status - Display status of all RH modes
/if (${verbosity}>=0) /${channel} /pause - Suspends the operations of RH
/if (${verbosity}>=0) /${channel} /autoevade - Toggle autoevading on or off
/if (${verbosity}>=0) /${channel} /stopfight <%> - Set % of your health to stop attacking
/if (${verbosity}>=0) /${channel} /strikedisc <StrikeSkill> - Set to your best strike skill
/if (${verbosity}>=0) /${channel} /endfloor <%> - Set % of your endurance needed to strike
/if (${verbosity}>=0) /${channel} /autostick - Toggle autosticking to NPCs while attacking
/if (${verbosity}>=0) /${channel} /stickdist <range_target> <range_tank> - Set stick thresholds
/if (${verbosity}>=0) /${channel} /autohs - Toggle automatic hiding/sneaking while not fighting
/if (${verbosity}>=0) /${channel} /closeness <%> - Set % of max hit range while autosticking
/if (${verbosity}>=0) /${channel} /dynclose - Toggle automatic real time closeness adjustments
/if (${verbosity}>=0) /${channel} /autoassist <main_assist> <%health> - Activate autoassist
/if (${verbosity}>=0) /${channel} /autoassist off - Disable autoassisting
/if (${verbosity}>=0) /${channel} /autoassist on - Turn on autoassist w/existing tank info
/if (${verbosity}>=0) /${channel} /mainassist <player> - Sets main assist to <player>
/if (${verbosity}>=0) /${channel} /secondassist <player> - Sets secondary assist to <player>
/if (${verbosity}>=0) /${channel} /thirdassist <player> - Sets third assist to <player>
/if (${verbosity}>=0) /${channel} /dynaggro - Toggle dynamic management of assist health %
/if (${verbosity}>=0) /${channel} /leash <distance> - Activate leash with <distance> ft.
/if (${verbosity}>=0) /${channel} /leash <distance> <master> - Activate leash w/a master
/if (${verbosity}>=0) /${channel} /leash off - Disable leashing
/if (${verbosity}>=0) /${channel} /leashflex <%length> - Set leash flexibility
/if (${verbosity}>=0) /${channel} /drag <body1> <body2> ... <bodyN> - Drag corpses
/if (${verbosity}>=0) /${channel} /lootmycorpse - Loot your own corpse completely
/if (${verbosity}>=0) /${channel} /iset <itemalias> keepup|nokeepup <"Item Name"> - Item settings
/if (${verbosity}>=0) /${channel} /ibounce <itemalias> <"Spell Name"> - Add bounce-off spell
/if (${verbosity}>=0) /${channel} /iclick <itemalias> - Click cast item defined in <itemalias>
/if (${verbosity}>=0) /${channel} /autoninja <mode> [<range>] - Automatic NPC corpse looting
/if (${verbosity}>=0) /${channel} /autofollow [<name>] [<distance>] - Follow <name> at <distance>
/if (${verbosity}>=0) /${channel} /autopick - Toggle pick-pocketing during combat on or off
/if (${verbosity}>=0) /${channel} /weaponswitch <weapon1> <"switch text"> <weapon2> - weapon swap
/if (${verbosity}>=0) /${channel} /targetswitch - Toggle autoswitching of targets in autoassist
/if (${verbosity}>=0) /${channel} /autotraps - Toggle autonegotiation of traps
/if (${verbosity}>=0) /${channel} /autochicken [ON|OFF|<nimble%>] [ESCAPE] - Preseves your life
/if (${verbosity}>=0) /${channel} /autodisc1 "Discipline Name"|ON|OFF <end%> <reuse> - Auto disc 1
/if (${verbosity}>=0) /${channel} /autodisc2 "Discipline Name"|ON|OFF <end%> <reuse> - Auto disc 2
/if (${verbosity}>=0) /${channel} /addmaster <name> - Add a master to remote control users
/if (${verbosity}>=0) /${channel} /remmaster <name> - Remove a master from remote control users
/return
Sub Event_StatInfo
/varset lastevent Event_StatInfo
/if (${verbosity}>=0) /${channel} -------=======(Current Status)=======--------
|- Check for the presense of MQ2MoveUtils plugin
/if (${Stick.Status.Length}) {
/varset useMU TRUE
/if (${verbosity}>=0) /${channel} ** MQ2MoveUtils ENABLED (Enhanced Movement ON)
} else {
/varset useMU FALSE
/if (${verbosity}>=0) /${channel} ** MQ2MoveUtils NOT FOUND (Enhanced Movement OFF)
}
/if (${verbosity}>=0) /${channel} ** Auto Evade: ${doEvade}, Cease Combat: ${StopFightingHealth}% HP
/if (${verbosity}>=0) /${channel} ** Auto Stick: ${doStick}, Closeness${If[${doDynclose},[DYN],]}: ${closeness}% MaxRange
/if (${verbosity}>=0) /${channel} ** -- Range to Target: ${rngtarget} -- Range to Tank: ${rngtank}
/if (${verbosity}>=0) /${channel} ** Auto Hide&Sneak: ${doHideSneak}, Auto Pickpocket: ${doPick}
/if (${verbosity}>=0) /${channel} ** Auto Chicken: ${doChicken} -- Nimble: ${nimblehealth}% Escape: ${doEscape}
/if (${verbosity}>=0) /${channel} ** Auto Ninja: ${ninjamode}, Distance: ${ninjadist} ft.
/if (${verbosity}>=0) /${channel} ** Auto TargetSwitching: ${doTSwitch}, Auto Traps: ${doTraps}
/if (${verbosity}>=0) /${channel} ** Auto Assist: ${doAutoassist}, Assist at ${assistpct}% HP
/if (${verbosity}>=0) /${channel} ** MA: ${firstassist}, SA: ${secondassist}, TA: ${thirdassist}
/if (${verbosity}>=0) /${channel} ** Leashing: ${doLeash} (${leashlength} ft.), Master: ${leashholder}, Flex: ${leashflex}
/if (${verbosity}>=0) /${channel} ** Strike Skill: "${StrikeSkill}", End. Floor: ${MinEndurance}%
/if (${verbosity}>=0) /${channel} ** Auto Disc #1: ${doDisc1} -> ${disc1} / ${disc1reuse} mins - End: ${disc1end}%
/if (${verbosity}>=0) /${channel} ** Auto Disc #2: ${doDisc2} -> ${disc2} / ${disc2reuse} mins - End: ${disc2end}%
/if (${verbosity}>=0) /${channel} ** Dynamic Aggro Control: ${doDynaggro}
/if (${verbosity}>=0) /${channel} ** WeaponSwitching: ${doSwitch}, ${weapon1}->${weapon2} (${switchtext})
/if (${verbosity}>=0) /${channel} ** Authorized remote controllers:
/for i 1 to 20
/if (${Ini[RHSettings.ini,Masters,Controller${i}].NotEqual[Nobody]}) /if (${verbosity}>=0) /${channel} ---- ${Ini[RHSettings.ini,Masters,Controller${i}]} allowed...
/next i
/doevents flush
/return