Page 51 of 61

Posted: Fri Aug 12, 2005 12:31 pm
by necroman
guess i still must be retarded.

rzmonk- I have this hot key set up exactly like that. I also turn off /assist off every single time i log in.

The autoattacking problem only happends when im kiting. If i start to tank the mob my rogue will assist and attack at the exact right time. I have checked leash stuff and everything else that i have read. believe it or not i have read the shit. i know how most people in here are just assholes who like to flame but i dont really give a fuck. If i post in vip forum i get yelled at for posting there and to post here instead and if i post here i get flamed. oh well.

Are there any other necros out ther eusing this while kiting?

Necroman

Posted: Fri Aug 12, 2005 3:53 pm
by rzmonk76
what class are you using the rogue macro on?

Posted: Fri Aug 12, 2005 10:31 pm
by necroman
im pulling with my necro which i am controlling. and im useing the rogue macro on my second pc for a rogue i box. I have set up another hotkey that just sends a tell to my rogue saying /attack and she jumps right on mob follows around and does exactly what shes supposed to do. and i cant re-interate enough how if i actually get hit atleast once from the mob my rogue will jump on like shes supposed to but damn fire mobs hit hard so i try no to get hit. i have 0 problems when im in a real group with a real tank. rogue engages and does everythign right.

Necroman

Dyncloseness not found?

Posted: Sun Aug 14, 2005 7:48 pm
by tranze204
/if (${Ini[RHSettings.ini,General,DynamicCloseness].NotEqual[NULL]}) /varset dynclose ${Ini[RHSettings.ini,General,DynamicCloseness]}
/varset failed /dynclose not found? Can someone help me please?

Posted: Sat Aug 20, 2005 6:19 pm
by rzmonk76
delete your ini and start over. mebe there is no : dynclose = true in there. if that dont work delelte yoru mac and copy from boards again.

Posted: Sat Aug 20, 2005 6:39 pm
by JimJohnson
just /declare dynclose in the declare section

Posted: Mon Aug 29, 2005 9:40 am
by raleigh29
How do I set RH to use Daggerfall instead of Assasins strike discipline? Do I need to change the echo message on my assist hotkey?

Posted: Mon Aug 29, 2005 9:53 am
by skyler
just change the name of the strike from assassin to daggerfall

Posted: Mon Aug 29, 2005 10:31 am
by raleigh29
Thanks Skyler.. that fixed it

Posted: Mon Aug 29, 2005 11:36 am
by skyler
raleigh29 wrote:Thanks Skyler.. that fixed it
praise? I'm so not used to this :lol:

Posted: Mon Aug 29, 2005 10:16 pm
by Ryatin
My newbie question is this. With this rogue helper does the level of the rogue matter? WIll you have to go in and change combat abilites to the ones yours can use?

Posted: Mon Aug 29, 2005 10:56 pm
by Everdead
Since tired of resending this in pm and email here is updated RH stuff.

Code: Select all

|--------------------------------------------------------------------------------- 
| 
| Rogue Helper (RH) Macro 
| - v6.0 by Jerle (10/26/04) 
| 
| Documentation for RH is now separated from the macro proper.  Please look for 
| RHDocs.html for syntax and use, or RHChangeLog.txt for the implementation 
| change log. 
| 
|--------------------------------------------------------------------------------- 
| 
| RH Syntax: 
| 
| Usage: /mac rh 
| 
| Default settings can be changed by their respective controlling /command 
| 
| Type /rhhelp for help or /status to see current settings! 
| 
|--------------------------------------------------------------------------------- 

#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 Daggerfall 
  /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.Underwater},uw,]} 
         } else { 
           /squelch /stick ${closeness}% behind mpause ${If[${Me.Underwater},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.Underwater},,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.Underwater},,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.Underwater},,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.Underwater},,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.Underwater},,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.Underwater},,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.Underwater},,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.Underwater},,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

Posted: Tue Aug 30, 2005 9:46 am
by necroman
gonna try again.

OK i have been useing this for a couple months now but i still cant figure out how to make my rogue autoattack whiel im kiting with my necro or while anyone is kiteing actually. My rogue will target and is ready to pounce but he just never engages unless i hit the echo button or send him a direct tell to /attack. Is anyone out there kiting while useing this. I cant stress enough that if the mainassist takes any dmg whatsoever my rogue will work like a champ but otherwise does not engage unless manually triggered. Can someone who uses this for kiting post there ini file. obviously please delete the names in there to protect the innocent. Or PM me.

Necroman

Posted: Tue Aug 30, 2005 10:33 am
by skyler
Is your assist hp % set correctly? Does your rogue have enough leash space? If those aren't the case then I'd check the code. There might be a check to make sure that someone is fighting the mob before it will engage. Infact, I believe there is. I can remember a few times having the assist % set to 99% and I'd be pulling with a BL loaded with damage shield. While trying to slow the mob was down to 98% from damage shields before it was slowed. I hadn't engaged melee cause I wasn't paying attention and the rogue didn't attack till after I was. I just assumed it was a little slow responding or pc lag or anything other then a is being tanked check.

Posted: Tue Aug 30, 2005 11:34 am
by necroman
yes assist hp% is set correctly i beleve because it does it exactly right when theres an actual tank tanking but it just wont attack anything im kiting unless its a caster who does dmg to me. i have no idea how to code so there is no way for me to check the codeing for a check.

Necroman