Hellnation13
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- Joined
- Mar 10, 2007
- RedCents
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Trying to Hardcode a Rouge into this macro.
As you can see..ToonRog is what I have added. any idea's or any one who is good at this wanna bust it out real quick for me ?
As you can see..ToonRog is what I have added. any idea's or any one who is good at this wanna bust it out real quick for me ?
Rich (BB code):
| dain.mac
| by blitter
| Dain #1 for 3 toons
#turbo 40
#chat tell
#chat group
| #event TTNONE "You do not currently have any task replay timers."
#event DainTimer "#*#The Founding of Thurgadin#*#"
#event MONSTER "You have been assigned the task#*#"
#event ENTERING "#*#strange magical presence prevents#*#"
#event Dead "You have been slain by#*#"
#event Proceed "#*#> Ready#*#"
#event Icewell "You have entered Icewell Keep#*#"
#event CheckEQBC "#*#Names: #1# #2# #3#"
#event getnhit "#*#and lunges for your throat.#*#"
#event getnhit "#*#You resist#*#"
#event getnhit "#*#a feral cave kokiak growls and attacks you.#*#"
#event getnhit "#*#begins to cast a spell.#*#"
#event tryagain "#*#Your ability failed. Timer has been reset.#*#"
#event inbattle "#*#Your ability failed. Timer has been reset.#*#"
#event inbattle "#*#is struck by a sudden force.#*#"
#event inbattle "#*#is struck by a bold of lightning.#*#"
#event inbattle "#*#Your target resisted the#*#"
#include ninjadvloot.inc
#include spell_routines.inc
|#include dain/dainfight.inc <made this file to modify any fight routines as i needed
Sub Main(string DGrpHeals)
/if (!${Defined[ToonCle]}) /declare ToonCle string global
/if (!${Defined[ToonPal]}) /declare ToonPal string global
/if (!${Defined[ToonBer]}) /declare ToonBer string global
/if (!${Defined[ToonRog]}) /declare ToonRog string global
/varset ToonCle ToonA
/varset ToonPal ToonB
/varset ToonBer ToonC
/varset ToonRog ToonD
| Max tries to get the Dain mission, so it wont spam 'see'
/declare MaxTries int outer 3
/declare Path[8,2,15] int outer
/declare incombat outer FALSE
/declare DeadV int outer 0
/if (!${Defined[DainNum]}) /declare DainNum int global 1
/declare TempTimer timer outer 0
/declare ToonEQBC int outer 0
/declare ContinueOn int outer 0
/declare StickTimer timer outer 0
/declare LocX int outer
/declare LocY int outer
/declare GoAhead int outer
/declare VTimer timer outer
/declare ZoneCount int outer
/declare FailNum int outer
/declare DisplayGrpHeal int outer 1
/declare DainT int outer 0
| Grp Heal messages are ON by default
/if (${DGrpHeals.Equal[0]}) /varset DisplayGrpHeal 0
/bc [+w+]DAIN #1
/bc [+w+]Make sure toons HOTKEYs are set [+x+]
/call Init
:mainloop
/call GMCheck
/varset GoAhead 0
/bc [+u+]Main loop[+x+]
| /t ${ToonCle} Dain Num ${DainNum} AAXP = ${Me.AAExp} /330 XP = ${Me.Exp} /330
/bct ${ToonCle} Dain Num ${DainNum} AAXP = ${Me.AAExp} /330 XP = ${Me.Exp} /330
:mainloop1
/varset DainT 0
/if (!${Zone.Name.Equal[The Great Divide]}) {
/doevents
/tasktimer
/doevents
/delay 2s
/doevents
/delay 6s
/doevents
/if (${DainT}==0) /call GetMission
/if (!${Zone.Name.Equal[The Great Divide]}) {
/delay 30s
/goto :mainloop1
}
}
/if (!${Zone.Name.Equal[The Great Divide]}) /goto :mainloop1
/varset DeadV 0
| Add nearestspawnloop
/varset VTimer 300
/varset ZoneCount 1
:waitforothers
/delay 1s
/if (${Bool[${NearestSpawn[1,PC ${ToonCle}]}]} && ${Bool[${NearestSpawn[1,PC ${ToonBer}]}]}
&& ${Bool[${NearestSpawn[1,PC ${ToonRog}]}]}) /goto :ContinueOn
/if (${VTimer}<1) {
/call SomeoneNotZoned
/varset VTimer 300
/varcalc ZoneCount ${ZoneCount}+1
}
/if (${ZoneCount}>3) {
/bc tried 3 times to get him in, he likely hasn't selected a monster, so....
/gsay Get a monster
/delay 40s
}
/if (${ZoneCount}>6) {
/bc someone still not zoning
/end
}
/goto :waitforothers
:ContinueOn
|used this next line for lots of testing for each individual fight
| /goto :move##
:move1
/bc Every's zoned, continuing to setup
/if (${DeadV}==0) /call Setup
/if (${DeadV}==0) /call Move 1 1
/call GmCheck
/if (${DeadV}==0) /call Fight1
/if (${DeadV}==0) /call Move 2 1
:move2
/call GmCheck
/if (${DeadV}==0) /call Fight2
:move3
/if (${DeadV}==0) /call Move 3 1
:move3
/call GmCheck
/if (${DeadV}==0) /call Fight3
:move4
/if (${DeadV}==0) /call Move 4 1
:move41
/call GmCheck
/if (${DeadV}==0) /call Rebuff 0
/if (${DeadV}==0) /call Fight4
/if (${DeadV}==0) /call Move 5 1
/bct ${ToonCle} //mac healer 1 1 ${ToonPal} ${ToonCle} ${ToonBer} ${ToonRog} ${DisplayGrpHeal}
:move5
/call GMCheck
/if (${DeadV}==0) /call Wolves
:move6
/if (${DeadV}==0) /call Move 6 1
/bc lets go )
:move61
/call GmCheck
/if (${DeadV}==0) /call FinalFight
/if (${DeadV}==0) /call LootUp
/if (${DeadV}==0) /call ZoneOut
/bc Dain Num ${DainNum}
/goto :mainloop
/return
Sub Init
/varset Path[1,1,1] 7
/varset Path[1,2,1] 4
| Path 1
/varset Path[1,1,2] -1910
/varset Path[1,2,2] -3866
/varset Path[1,1,3] -2471
/varset Path[1,2,3] -2841
/varset Path[1,1,4] -2610
/varset Path[1,2,4] -2796
| Path 2
/varset Path[2,2,1] 4
/varset Path[2,1,2] -2594
/varset Path[2,2,2] -2684
/varset Path[2,1,3] -2678
/varset Path[2,2,3] -2667
/varset Path[2,1,4] -2698
/varset Path[2,2,4] -2785
| Path 3
/varset Path[3,2,1] 7
/varset Path[3,1,2] -2947
/varset Path[3,2,2] -2754
/varset Path[3,1,3] -3266
/varset Path[3,2,3] -2464
/varset Path[3,1,4] -4553
/varset Path[3,2,4] -1838
/varset Path[3,1,5] -5411
/varset Path[3,2,5] -910
/varset Path[3,1,6] -5532
/varset Path[3,2,6] -575
/varset Path[3,1,7] -6146
/varset Path[3,2,7] -366
| Path 4
/varset Path[4,2,1] 3
/varset Path[4,1,2] -3879
/varset Path[4,2,2] 3474
/varset Path[4,1,3] -3879
/varset Path[4,2,3] 3474
| Path 5
/varset Path[5,2,1] 3
/varset Path[5,1,2] -3454
/varset Path[5,2,2] 2340
/varset Path[5,1,3] -1404
/varset Path[5,2,3] 121
| Path 6
/varset Path[6,2,1] 5
/varset Path[6,1,2] -713
/varset Path[6,2,2] -178
/varset Path[6,1,3] -94
/varset Path[6,2,3] -206
/varset Path[6,1,4] -4
/varset Path[6,2,4] -105
/varset Path[6,1,5] 46
/varset Path[6,2,5] -108
| Path 7
/varset Path[7,2,1] 3
/varset Path[7,1,2] 37
/varset Path[7,2,2] -114
/varset Path[7,1,3] 52
/varset Path[7,2,3] -135
/return
Sub Move(int PathNum, Everyone)
/declare i int inner
/declare MTimer timer inner
/stand
/if (${Everyone}==1) /bca //mac followpath ${PathNum} ${ToonCle}
/varset ContinueOn 0
/if (${Zone.ID}== 129) {
/varset DeadV 1
/return
}
/delay 1s
| 4 mins
/varset MTimer 2400
/for i 2 to ${Path[${PathNum},2,1]}
/bc [+Y+]Path : [+y+]${PathNum} [+Y+]Point : [+y+]${i} ${Path[${PathNum},2,1]}[+x+]
/squelch /Moveto loc ${Path[${PathNum},1,${i}]} ${Path[${PathNum},2,${i}]}
/if (${Zone.ID}==129) {
/varset DeadV 1
/return
}
:MoveLoop1
/delay 1
/if (${Zone.ID}==129) {
/varset DeadV 1
/return
}
/if (${MTimer}<1) {
/bc Timed out trying to get to Path ${PathNum} at Point ${i}, will try to move to next point
/varset MTimer 2400
/goto :Missit
}
/doevents
/if (!${MoveTo.Stopped}) /goto :MoveLoop1
:Missit
/next i
/bc At end of path ${PathNum} , waiting set duration for others
:waiting
/doevents
/delay 2s
/doevents
/if (${Zone.ID}==129) {
/varset DeadV 1
/return
}
/doevents
/if (${ContinueOn}<2) /goto :waiting
/bc [+u+]Everyone's ready[+x+]
/return
Sub ZoneOut
/declare W1 timer inner
/bc Zoning out
/varcalc DainNum ${DainNum}+1
/bca //mac followpath 7 ${ToonCle}
/delay 14s
/bct ${ToonBer} //mac zoneout
/delay 20s
/bct ${ToonCle} //mac zoneout
/delay 20s
/bct ${ToonRog} //mac zoneout
/delay 5s
/call Move 7 0
/delay 15s
/face heading -20
/delay 2s
:S2
/keypress FORWARD HOLD
/varset W1 1000
/delay 5s
:S1
/delay 1s
/if (${Bool[${NearestSpawn[1,NPC Historian]}]}) {
/bc ${Bool[${NearestSpawn[1,NPC Historian]}]}
/goto :S3
}
/if (${W1}<1) /goto :S2
/goto :S1
:S3
/keypress FORWARD
/delay 2s
/tar Dain
/keypress FORWARD
/delay 1s
/stick 20
/bc Waiting 2.5mins.....
/delay 150s
/return
Sub Rebuff(int Conv)
/if (${Conv}==1) /bct ${ToonCle} //tar ${ToonPal}
/tar ${Me}
/if (${Me.Buff[Conviction].Duration.Minutes}>60) /goto :next
/delay 1s
/call cast "Pure Thought" alt
/if (${Conv}==1) {
/bct ${ToonCle} //keypress 4
/delay 20s
} else {
/delay 12s
}
:next
/tar ${ToonCle}
/if (${Target.Buff[Conviction].Duration.Minutes}>5) /goto :next1
/delay 1s
/call cast "Pure Thought" alt
/if (${Conv}==1) {
/bct ${ToonCle} //tar myself
/delay 2s
/bct ${ToonCle} //keypress 4
/delay 20s
}
:next1
/tar ${ToonBer}
/if (${Target.Buff[Conviction].Duration.Minutes}>10) /return
/bct ${ToonCle} //tar ${ToonBer}
/delay 2s
/bct ${ToonCle} //keypress 4
/delay 20s
/doevents
/return
Sub SetUp
:SetLoop
/delay 2
/if (!${Zone.Name.Equal[The Great Divide]}) /goto :SetLoop
/bc [+u+]loading AA's[+x+]
/delay 6s
/keypress V
/delay 5
/notify AAWindow AAW_LoadButton leftmouseup
/delay 5
/keypress V
/bca //mac loadaa
/delay 2
/call Rebuff 1
/return
Sub ManaCheck
/bct ${ToonBer} //sit
/sit
/tar ${ToonCle}
/bct ${ToonCle} //mac dainmana
:waiting
/call CheckForAdds 1 140
/doevents
/delay 30s
/tar ${ToonCle}
/if (${Target.CurrentMana}> 95) /return
/goto :waiting
/return
Sub GetMission
/declare AttemptNum int inner 1
/declare i int inner
/bc [+u+]Getting the Mission[+x+]
:CheckToons
/bc checking toons.....
/bccmd names
/doevents
/delay 2s
/for i 1 to 5
/doevents
/delay 6
/next i
/if (${ToonEQBC}) /goto :connected
/bc [+r+]3 Toons are not connected to EQBC[+x+], 30secs to fix it
/delay 30s
/goto :CheckToons
:connected
/bc all connected...
/if (${Group.GroupSize}<3) {
/bc One or more of the toons are not in the group, 30secs to fix it
/delay 30s
/goto :CheckToons
}
:GetMissionLoop
/if (${Zone.Name.Equal[The Great Divide]}) /return
/if (!${Bool[${NearestSpawn[1,NPC Historian Duggan].ID}]}) {
/bc Dain Historian is not up....will wait 15mins and try again
/delay 15m
/goto :GetMissionLoop
}
/bca //tar Dain
/bca //mac SelectMonster ${ToonCle}
/tar Dain
/delay 2s
/doevents
/delay 5s
/say see
/delay 3s
/doevents
/delay 1s
/doevents
/delay 1s
/doevents
/if (${AttemptNum}>${MaxTries}) {
/bc Tried ${AttemptNum} num of times, maximum tries is ${MaxTries}.....ending dain
/endm
}
/varcalc AttemptNum ${AttemptNum}+1
/goto :GetMissionLoop
/return
Sub Event_Monster
/bc Choosing Pally
/delay 1s
/notify TaskTemplateSelectWnd TaskTemplateSelectListRequired listselect 1
/delay 2
/notify TaskTemplateSelectWnd TaskTemplateSelectListRequired leftmouse 2
/delay 3s
/notify TaskTemplateSelectWnd TaskTemplateSelectAcceptButton leftmouseup
/delay 3s
/keypress esc
/keypress esc
/delay 4s
/tar dain
/delay 25s
/say ready
/return
Sub Event_TTNone
/bc No task timer
/call GetMission
/return
Sub Event_DainTimer
/varset DainT 1
/return
Sub Event_Proceed
/varcalc ContinueOn ${ContinueOn}+1
/echo ready.
/call CheckForAdds 0 80
/return
Sub Event_Dead
/varset DeadV 1
/bc ${ToonPal} is DEAD !
/bct ${ToonCle} Failed, Num = ${FailNum}
/bca //end
:deadloop
/bca //end
/bca //moveto off
/delay 1s
/bca //keypress BACK
/delay 30s
/if (${Zone.ID}==118) /goto :deadloop
/delay 20s
/bc [+u+]Zoned, restarting macro[+x+]
/mac dain
/return
Sub GMCheck
/if (${Spawn[gm].ID} || ${Spawn[GM].ID} ) {
/echo GM has entered the zone!
/keypress forward
/keypress back
/beep
/beep
/beep
:gmhere
/waiting 30 seconds for gm to leave
/delay 30s
/if (!${Spawn[gm].ID}) /return
/goto :gmhere
}
/return
Sub Event_IceWell
/bc [+u+]Icewell event[+x+]
/bca //end
/delay 5s
/bca //end
/bca //moveto off
/moveto off
/delay 20s
/varset DeadV 1
/return
Sub LootUp
/bca //end
/tar corpse
/delay 2s
/bct ${ToonBer} //mac lootdain
/delay 25s
/bct ${ToonRog} //mac lootdain
/delay 25s
/bct ${ToonCle} //mac lootdain
/delay 25s
/squelch /Moveto ID
/delay 3s
/loot
/delay 3s
/call lootitem 2 Keep right
/delay 3s
/nomodkey /notify LootWnd LW_DoneButton leftmouseup
/delay 5s !${Corpse.Open}
/delay 3s
/t ${ToonCle} Sucess ${DainNum}
/bc exiting loot loop
/return
Sub SomeoneNotZoned
/bca //tar dain
/delay 1s
/bca //moveto ID
/delay 15s
/bca //say ready
/return
Sub Event_CheckEQBC(Line1,ToonA,ToonB,ToonC,ToonD)
/varset ToonEQBC 1
/echo ${ToonC} was found -> 3rd toon.
/return
Sub Fight1
/echo checking for adds before we pull guard!
/varset FailNum 1
/declare qtimer timer inner 0
/delay 2s
/bct ${ToonCle} //mac healer 1 0 ${ToonPal} ${ToonCle} ${ToonBer} ${ToonRog}${DisplayGrpHeal}
/delay 2s
/varset qtimer 850
/tar Kromzek
/delay 1s
/if (${Target.Type.Equal[Corpse]} || ${Target.Distance} >250) /return
/if (${qtimer}<1) /return
/keypress 4
/call cast "Stun" alt
/bct ${ToonBer} ${ToonRog} //tar ${Target.Name}
/call KillTarget 1
/delay 5s
/return
Sub Fight2
/varset incombat FALSE
/delay 10s
/call ManaCheck
/echo Fight #2
/varset FailNum 2
/delay 2s
/bct ${ToonCle} //mac healer 1 0 ${ToonPal} ${ToonCle} ${ToonBer} ${ToonRog} ${DisplayGrpHeal}
/delay 2s
/bct ${ToonBer} //mac ramp
/delay 2s
/bct ${ToonRog} //mac ramp
:GetAgain
/bc [+u+]pulling[+x+]
/squelch /Moveto loc -2765 -2610
/delay 6s
/tar Chief
/if (${Int[${Target.PctHPs}]}<=0) /return
/if (!${Target[1,NPC chief].ID}) /return
/bct ${ToonBer} //tar ${Target.Name}
/delay 2s
/bct ${ToonRog} //tar ${Target.Name}
/delay 2s
/call cast "Stun" alt
/delay 5s
/doevents
/squelch /Moveto loc -2697 -2781
/delay 7s
/call KillTarget 1
:f2
/delay 1
/if (${Target.Type.Equal[NPC]}) /goto :f2
/varset incombat FALSE
/return
Sub Fight3
/varset incombat FALSE
/bct ${ToonCle} //tar ${ToonBer}
/delay 1s
/bct ${ToonCle} //keypress 8
/delay 4s
/bct ${ToonBer} //sit
/delay 2s
/bct ${ToonRog} //sit
/call ManaCheck
:waiting3
/call CheckForAdds 1 150
/doevents
/delay 10s
/tar ${ToonCle}
/if (${Target.CurrentMana}> 95) /goto :contf3
/goto :waiting3
:contf3
/echo Fight #3
/varset FailNum 3
/declare PullTimer timer inner
/squelch /Moveto loc -6371 -487
/tar Chief
/if (${Int[${Target.PctHPs}]}<=0) /return
/if (!${Target[1,NPC chief].ID}) /return
/bct ${ToonBer} //mac runner
/delay 4s
/bct ${ToonRog} //mac runner
/delay 2s
/varset PullTimer 200
/bct ${ToonCle} //mac healer 0 1 ${ToonPal} ${ToonCle} ${ToonBer} ${ToonRog} ${DisplayGrpHeal}
:Fight3Loop
/delay 2
/if (${PullTimer}<1) {
/varset PullTimer 300
/bct ${ToonBer} //mac runner
}
/if (${Target.Speed}<1) /goto :Fight3Loop
/if (${temp1}==0) {
/call cast "Stun" alt
/delay 5s
/doevents
/squelch /Moveto loc -6090 -373
/delay 5s
}
/call KillTarget 0
/doevents
/if (${Bool[${NearestSpawn[1,NPC chief].Name.Find[01]}]}) {
/tar ${NearestSpawn[1,NPC chief]}
/delay 2s
/stick 15
/attack on
:f3
/delay 1
/if (${Target.Type.Equal[NPC]}) /goto :f3
}
/return
Sub Fight4
/call ManaCheck
/echo Fight #4
/varset FailNum 4
/declare PullTimer timer inner
/tar ${NearestSpawn[1,NPC chief]}
/if (${Int[${Target.PctHPs}]}<=0) /return
/if (!${Target[1,NPC chief].ID}) /return
/bct ${ToonBer} //mac runner2
/squelch /Moveto loc -4027 3562
/delay 4s
/tar Chief
/varset PullTimer 200
:Fight4Loop
/delay 2
/if (${PullTimer}<1) {
/varset PullTimer 300
/bct ${ToonBer} //mac runner2
}
/if (${Target.Speed}<1) /goto :Fight4Loop
/call cast "Stun" alt
/delay 5s
/squelch /Moveto loc -3890 3470
:filoop2
/delay 3
/if (!${MoveTo.Stopped}) /goto :filoop2
/delay 4
/bct ${ToonCle} //mac healer 0 1 ${ToonPal} ${ToonCle} ${ToonBer} ${DisplayGrpHeal}
/call KillTarget 0
/if (${Bool[${NearestSpawn[1,NPC chief].Name.Find[02]}]}) {
/tar ${NearestSpawn[1,NPC chief]}
/delay 2
/stick 15
/attack on
:f4
/delay 1
/if (${Target.Type.Equal[NPC]}) /goto :f4
}
/return
Sub Wolves
/varset FailNum 5
/call ManaCheck
/bca //squelch /Moveto loc -1416 39
/squelch /Moveto loc -1416 39
/delay 6s
/bct ${ToonCle} //mac Healer 1 1 ${ToonPal} ${ToonCle} ${ToonBer} ${DisplayGrpHeal}
/declare WolfTimer timer inner 0
:GetAnother
/varset WolfTimer 300
/keypress esc
/delay 1s
/if (!${Target.ID}) {
/doevents
/bc [+g+]Finding a wolf[+x+]
/delay 2s
/tar ${NearestSpawn[heart]}
/delay 2s
/if (!${Target.ID[heart]}) /return
:w1
/squelch /Moveto ID
/delay 1s
/if (${Target.PctHPs}<=0) {
/tar corpse
/delay 2s
/loot
/delay 1s
/keypress esc
/delay 1s
/keypress esc
}
/if (${Target.Distance}<130) {
/squelch /MoveTo off
/keypress DOWN
/range
/delay 1s
/squelch /Moveto loc -1416 39
/if (${Target.PctHPs}<=20) /call KillTarget 1
:w2
/delay 1s
/if (!${MoveTo.Stopped}) /goto :wfw
/goto :w2
}
/if (!${MoveTo.Stopped}) /goto :w1
:wfw
/delay 1s
/if (${WolfTimer}<=1 && ${Target.Distance}>100) {
/echo apperantly ${ToonPal} wasnt able to pull a wolf
/goto :GetAnother
}
/if (${Target.Distance}>20) /goto :wfw
/squelch /MoveTo ID
/delay 1s
/call KillTarget 1
/if (${Target.PctHPs}<=0) {
/tar corpse
/delay 2s
/loot
/delay 1s
/keypress esc
/delay 1s
/keypress esc
}
/if (!${Target.ID[heart]}) /got :GetAnother
}
/if (${Zone.ID}==129) {
/varset DeadV 1
/return
}
/bc reentered wolf loop
/if (!${Target.ID[heart]}) /goto :GetAnother
/return
Sub FinalFight
/echo Final Fight
/varset FailNum 6
/bct ${ToonBer} //sit
/sit
:waiting
/doevents
/delay 5s
/tar ${Me}
/if (${Me.PctMana}< 99 && ${Me.PctHPs}< 99 ) /goto :waiting
/tar ${ToonBer}
/if (${Target.PctHPs}<99) /goto :waiting
/tar ${ToonCle}
/delay 1s
/if (${Target.PctHPs}<99 && ${Target.CurrentMana}<99 ) /goto :waiting
/delay 1s
/tar ${ToonCle}
/delay 2s
/call cast "Pure Thought" alt
/delay 2s
/call ManaCheck
/squelch /Moveto loc 16 -123
| /bct ${ToonBer} //squelch /Moveto loc 16 -123
/delay 4s
/squelch /Moveto loc 17 -133
| /bct ${ToonBer} //squelch /Moveto loc 17 -133
/delay 4s
/bct ${ToonCle} //mac BigHeal ${ToonPal} ${ToonCle} ${ToonBer} ${DisplayGrpHeal}
/bct ${ToonBer} //mac ramp
/tar Krom
/delay 4s
/face nolook
/call cast "Stun" alt
/delay 2s
/bct ${ToonBer} //tar Krom
/delay 3s
/call KillTarget 2
/doevents
/return
Sub KillTarget(int Fight)
/declare TempID int inner
/declare KillTimer timer inner 0
/varset TempID ${Target.ID}
/bc [+G+]killing [+g+]${Target.DisplayName}[+x+]
/face nolook
/varset KillTimer 10
:waitingloop
/delay 1s
/if (${Target.Distance}>100 && ${KillTimer}> 0) /goto :waitingloop
/bc Out of Waiting loop, kill timer is ${KillTimer}
/if (${KillTimer}<1) {
/bc Didn't kill ${Target.Name} for some reason
/attack on
/stick
}
/bct ${ToonBer} //tar ${Target.Name}
/delay 1s
/stick
/if (${Bool[${NearestSpawn[1,NPC heart radius 100].ID}]}) {
/stick 10
} else {
/stick 25
}
/attack on
/call cast "Stun" alt
/if (${Fight}==1) {
/delay 1s
/bct ${ToonBer} //stick 12
/delay 1s
/bct ${ToonBer} //attack on
}
/if (${Fight}==2) {
/bct ${ToonBer} //stand
/delay 4s
/bct ${ToonBer} //stick 12 behind
/delay 1s
/bct ${ToonBer} //attack on
}
/varset StickTimer 15
/bc entering kill loop
:killloop
/doevents
/delay 5s
/doevents
/if (${Zone.ID}==129) {
/varset DeadV 1
/return
}
/if (!${Target.ID}==${TempID}) {
/if (${Target.ID}) {
/bc killed one, but i think more adds
/attack on
/stick 15
/bct ${ToonBer} //tar ${Target.Name}
/delay 1s
/bct ${ToonBer} //stick 12 behind
/delay 1s
/bct ${ToonBer} //attack on
/return
}
}
/if (${NearestSpawn[2,NPC radius 60].ID} && !${Target.Fleeing}) {
/varset TempID ${Target.ID}
/bc Changing to add
/if (${NearestSpawn[1,NPC radius 120].ID}==${TempID}) {
/tar ${NearestSpawn[2,NPC radius 120]}
} else {
/tar ${NearestSpawn[1,NPC radius 120]}
}
/varset KillTimer 15
:A3
/delay 1
/if (${KillTimer}<1) /goto :A4
/if (${Target.ID}==${CurrentID}) /goto :A3
:A4
/delay 4
/attack on
/stick
/stick 12
/delay 9s
/bc Changing back to original target
/tar ${Spawn[${TempID}]}
/delay 12
/face nolook
/stick 19
/attack on
}
/if (${NetBots[${ToonCle}].PctHPs} <40) {
/stick off
/tar ${ToonCle}
/delay 7
/bc [+r+]Healing [+y+]<${Target.Name}>[+x+]
/call cast "Heal Wounds" alt
/delay 1s
/call cast "Heal Wounds" alt
/delay 1s
/call cast "Heal Wounds" alt
/delay 5s
/tar ${Spawn[${TempID}]}
/delay 2s
/bc Back to Target ${Target.Name}
/attack on
/stick 15
/delay 1s
}
/if (${Me.PctHPs}<20) {
/tar myself
/delay 2
/bc [+r+]Healing Myself [+y+]<${Target.Name}>[+x+]
/call cast "Heal Wounds" alt
/delay 5
/call cast "Heal Wounds" alt
/delay 3
/tar ${NearestSpawn[1,NPC]}
/delay 8
/bc Back to ${Target.Name}
}
/if (${Fight}==2 && ${Me.PctMana}>20 && ${Target.PctHPs}>1) {
/bc [+R+]Nuking ${Target.Name}[+X+]
/keypress 1
/delay 7s
}
/if (${Me.PctMana}>20 && ${Target.PctHPs}>20) {
/bc [+R+]Nuking ${Target.Name}[+X+]
/keypress 1
/delay 7s
}
/if (!${Target.ID} || !${Target.Type.Equal[NPC]}) {
/attack off
/if (${Fight}==1 || ${Fight}==2 ) /bct ${ToonBer} //attack off
/bc [+o+]killed one[+x+]
/return
}
/doevents
/if (${StickTimer}<1) {
/varset StickTimer 15
/if (${NearestSpawn[1,NPC heart radius 100].ID}) {
/squelch /stick
/squelch /stick 10
} else {
/squelch /stick
/squelch /stick 25
}
/attack on
}
/goto :killloop
/return
Sub CheckForAdds(int Fight, LookRange)
| Note i check for combat status to determine if anymore mobs are around me
/varset TempTimer 100
/bc [+u+]Checking for Adds[+x+]
/keypress esc
:combatloop
/doevents
/if (${TempTimer}<=1) {
/bc Exiting ADDS due to Timer
/return
}
/if (${Bool[${NearestSpawn[1,NPC radius ${LookRange}].ID}]}) {
/tar ${NearestSpawn[1,NPC radius ${LookRange}]}
/delay 1s
/varset LocX ${Me.X}
/varset LocY ${Me.Y}
/call cast "Stun" alt
/delay 4
/call cast "Stun" alt
/delay 5s
/call KillTarget ${Fight}
/bc Moving back
/moveto loc ${LocY} ${LocX}
:A2
/delay 1
/if (${Zone.ID}==129) {
/varset DeadV 1
/return
}
/doevents
/if (!${MoveTo.Stopped}) /goto :A2
}
/delay 1
| /if (${Me.CombatState.Equal[COMBAT]}) /goto :combatloop
/return