There we go :
WinDbg
(fc.848): Access violation - code c0000005 (first chance)
First chance exceptions are reported before any exception handling.
This exception may be expected and handled.
eax=00000006 ebx=0012aec8 ecx=03b96770 edx=0088bd1b esi=00000028 edi=00000001
eip=012eb4da esp=0012ae78 ebp=00000000 iopl=0 nv up ei pl nz na po nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00210206
*** WARNING: Unable to verify checksum for E:\MQ2\MQ2Main.dll
MQ2Main!MQ2CharacterType::GetMember+0xd7a:
012eb4da 8b5024 mov edx,[eax+0x24] ds:0023:0000002a=????????
0:000> r
eax=00000006 ebx=0012aec8 ecx=03b96770 edx=0088bd1b esi=00000028 edi=00000001
eip=012eb4da esp=0012ae78 ebp=00000000 iopl=0 nv up ei pl nz na po nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00210206
MQ2Main!MQ2CharacterType::GetMember+0xd7a:
012eb4da 8b5024 mov edx,[eax+0x24] ds:0023:0000002a=????????
0:000> kv
ChildEBP RetAddr Args to Child
0012ae8c 012e63d2 06ac62c0 0012b6f7 0012aec8 MQ2Main!MQ2CharacterType::GetMember+0xd7a (FPO: [EBP 0x0012b6ec] [4,2,4]) (CONV: thiscall) [E:\MQ\MQ2Main\MQ2DataTypes.cpp @ 1734]
0012b6c4 012e669a 0012b6f4 0012b6ec 06e49910 MQ2Main!ParseMQ2DataPortion+0x7e2 (FPO: [EBP 0x0012cf40] [2,517,4]) (CONV: cdecl) [E:\MQ\MQ2Main\MQ2DataAPI.cpp @ 230]
0012bef0 0130a5c6 0012cf20 00000000 013f6100 MQ2Main!ParseMacroData+0x13a (FPO: [EBP 0x00000005] [1,516,4]) (CONV: cdecl) [E:\MQ\MQ2Main\MQ2DataAPI.cpp @ 556]
0012bf00 012d3f5c 06e49910 0012cf20 0000000c MQ2Main!ParseMacroParameter+0x26 (FPO: [2,0,1]) (CONV: cdecl) [E:\MQ\MQ2Main\MQ2ParseAPI.cpp @ 124]
0012d71c 0130b90e 06e49910 02253c50 00000000 MQ2Main!HideDoCommand+0x31c (FPO: [EBP 0x0000000c] [3,1536,4]) (CONV: cdecl) [E:\MQ\MQ2Main\MQ2CommandAPI.cpp @ 120]
0012df44 0130c115 00496435 00000001 01710048 MQ2Main!DoNextCommand+0x18e (FPO: [0,514,3]) (CONV: cdecl) [E:\MQ\MQ2Main\MQ2Pulse.cpp @ 57]
*** WARNING: Unable to verify checksum for E:\Games\EverQuest\eqgame.exe
*** ERROR: Module load completed but symbols could not be loaded for E:\Games\EverQuest\eqgame.exe
0012df48 00496435 00000001 01710048 00000000 MQ2Main!Detour_ProcessGameEvents+0x5 (FPO: [0,0,0]) (CONV: cdecl) [E:\MQ\MQ2Main\MQ2Pulse.cpp @ 311]
WARNING: Stack unwind information not available. Following frames may be wrong.
0012df50 01710048 00000000 00000321 00000258 eqgame+0x96435
00000001 00000000 00000000 00000000 00000000 <Unloaded_eqmain.dll>+0x100048
Macro part thea causes the crash:
Code: Select all
/if (${Me.Class.Name.Equal[Shadow Knight]}) /if (${Target.ID}==${MobID}) /if (!${Me.Casting.ID}) /if (${Target.Distance}<=${MeleeDistance}) /goto :attackSpellsSK
/goto :attackMeleeLoop
:attackSpellsSK
| /if (${Me.SpellReady["Zevfeer's Bite"]}) /if (${Me.PctMana}>20) /if (${Target.PctHPs}<97) /echo Spell RDY
/if (${Me.SpellReady["Zevfeer's Bite"]}) /if (${Me.PctMana}>20) /if (${Target.PctHPs}<97) /call cast "Zevfeer's Bite"
| /if (${Me.SpellReady[Aura of Hate]}) /if (${Me.PctMana}>20) /if (${Target.PctHPs}<96) /call cast "Aura of Hate"
| /if (${Me.SpellReady[Spear of Decay]}) /if (${Me.PctMana}>20) /if (${Target.PctHPs}<95) /call cast "Spear of Decay"
| /if (${Me.SpellReady[Spear of Plague]}) /if (${Me.PctMana}>20) /if (${Target.PctHPs}<95) /call cast "Spear of Plague"
| /if (${Me.SpellReady[Bond of Death]}) /if (${Me.PctHPs}<90) /if (${Me.PctMana}>20) /if (${Target.PctHPs}<90) /call cast "Bond of Death"
/goto :attackMeleeLoop
The /call cast "Zevfeer's Bite" is the command that causes the casch
Now the inc file for the spellcasts. its the actual spell_routines.inc from Rusty
Code: Select all
| spell_routines.inc
|
| Written by Rusty~
| Last Modified 8/12/2004
|
| *Note: this will no longer cast AA abilities, until the AA ability struct is fixed (which i hope they havent given up on)
|
| Features:
| - Casts spells, clicks items, or uses AA abilities for you
| - Allows back to back casting without waiting on spell gems to pop all the way up
| - Will interrupt spell if target dies while casting. If on a mount, it will dismount and duck if the time left
| is greater than 7 seconds, else it will move forward a bit to interrupt, then move you back
| ** IMPORTANT: if you don't want to interrupt a spell while mounted, put this at the top of your macro: **
| ** /declare noInterrupt int outer 1 **
| - Allows you to use items in bags. Equips item, clicks it, then returns it to its previous location
| - Lets you set how long you want to keep trying to cast the spell (defaults to 0)
| If the spell is interrupted before the given time, it will recast, else it will return CAST_INTERRUPTED
| - Lets you call a custom subroutine while waiting for spell to finish casting
| Try to keep custom subroutines very small. A common use would be to interrupt the spell if a certain condition is true
| - This file also includes a sub named Interrupt. You can call this to interrupt any spell you're casting instantly.
| - You can also use the SwapItem sub included in this to swap items to certain slots
| - Note: if you don't want this to cast spells while you're invis, in your main macro have this at the top:
| /declare noInvis int outer 1
| This will wait till invis is off to cast the spell
|
|======================================================================================================================
| SwapItem: a subroutine which is used in the Cast sub itself. You don't need to do this to cast an item in a bag
| but you can call it in your macro to SwapItems (such as weapons or focus items)
| Usage:
| /call SwapItem "item name" slotname|slotID
| Examples:
|
| To swap Darkblade of the Warlord to your main hand:
| /call SwapItem "Darkblade of the Warlord" mainhand
|
| To swap stat food in one bag with other food in another bag:
| /call SwapItem "Bristlebanes Party Platter" ${FindItem[halas 10lb meat pie].InvSlot}
|
|======================================================================================================================
| Cast: the main subroutine that casts spells or items for you|
| Usage:
| /call Cast "spellname|itemname|AAname|AA#" [item|alt|gem#] [give up time][s|m] [custom subroutine name]
| Examples:
|
| To cast Howl of Tashan and mem it in slot 3 if not memmed:
| /call Cast "Howl of Tashan" gem3
|
| To cast Arcane Rune and keep trying for 7 seconds, in case of interrupts.
| /call Cast "Arcane Rune" gem5 7s
|
| To click Grim Aura earring that's in a bag:
| /call Cast "Shrunken Goblin Skull Earring" item
|
| To use AA ability Eldritch Rune:
| /call Cast "Eldritch Rune" alt
| or
| /call Cast "173" alt
|
| To call a subroutine that interrupts CH if target gets healed before it lands:
| /call Cast "Complete Healing" gem1 0 CheckHP
| Then in your macro have somewhere:
| Sub CheckHP
| /if ( ${Target.PctHPs}>=80 ) /call Interrupt
| /return
|
| Returns these values:
|----------------------+----------------------------------------------------------------------+
| CAST_CANCELLED | Spell was cancelled by ducking (either manually or because mob died) |
| CAST_CANNOTSEE | You can't see your target |
| CAST_IMMUNE | Target is immune to this spell |
| CAST_INTERRUPTED | Casting was interrupted and exceeded the given time limit |
| CAST_NOTARGET | You don't have a target selected for this spell |
| CAST_NOTMEMMED | Spell is not memmed and you gem to mem was not specified |
| CAST_NOTREADY | AA ability or spell is not ready yet |
| CAST_OUTOFMANA | You don't have enough mana for this spell! |
| CAST_OUTOFRANGE | Target is out of range |
| CAST_RESISTED | Your spell was resisted! |
| CAST_SUCCESS | Your spell was cast successfully! (yay) |
| CAST_UNKNOWNSPELL | Spell/Item/Ability was not found |
|----------------------+----------------------------------------------------------------------+
#event BeginCast "You begin casting#*#"
#event Collapse "Your gate is too unstable, and collapses.#*#"
#event Fizzle "Your spell fizzles#*#"
#event Immune "Your target is immune to changes in its attack speed#*#"
#event Immune "Your target is immune to changes in its run speed#*#"
#event Immune "Your target cannot be mesmerized#*#"
#event Interrupt "Your casting has been interrupted#*#"
#event Interrupt "Your spell is interrupted#*#"
#event NoLOS "You cannot see your target.#*#"
#event NoTarget "You must first select a target for this spell!#*#"
#event NotReady "Spell recast time not yet met.#*#"
#event OutOfMana "Insufficient Mana to cast this spell!#*#"
#event OutOfRange "Your target is out of range, get closer!#*#"
#event Recover "You haven't recovered yet...#*#"
#event Recover "Spell recovery time not yet met#*#"
#event Resisted "Your target resisted the #*#"
#event Standing "You must be standing to cast a spell#*#"
#event Stunned "You are stunned#*#"
#event Stunned "You cannot cast while stunned#*#"
#event Stunned "You *CANNOT* cast spells, you have been silenced!#*#"
Sub Cast(string spellName,string spellType,timer giveUpTimer,string mySub)
/if ( ${Me.Invis} && ${noInvis} ) /echo You're invis... waiting to cast
:wait_for_stop
/if ( ${Me.Casting.ID} || ( ${Me.Invis} && ${noInvis} ) ) {
/delay 1
/goto :wait_for_stop
}
/if ( ${Me.Speed} ) {
:wait_for_stop2
/delay 1
/if ( ${Me.Moving} ) /goto :wait_for_stop2
}
/if ( !${Defined[giveUpTimer]} ) /declare giveUpTimer timer local 0
/if ( !${Defined[spellRecastTime1]} ) {
/if ( !${Defined[noInterrupt]} ) /declare noInterrupt int outer 0
/declare lastSpell string outer
/declare refreshTime timer outer 0
/declare itemRefreshTime float outer 0
/declare i int local
/declare castReturn string outer
/delay 5
/for i 1 to 8
/declare spellRecastTime${i} timer outer
/if ( ${Me.SpellReady[${i}]} ) {
/varset spellRecastTime${i} 0
} else {
/varcalc spellRecastTime${i} 10*${Me.Gem[${i}].RecastTime}
}
/next i
}
/declare currentTarget int local
/declare currentTargetType string local
/declare swapItemBack bool local false
/declare delayTime timer local
/declare castEndTime timer local
/declare moveBack bool local
/if ( !${Defined[spellType]} ) /declare spellType string local spell
/if ( ( ${spellType.Equal[spell]} || ${spellType.Left[3].Equal[gem]} ) && !${Int[${Me.Book[${spellName}]}]} ) {
/echo Spell: "${spellName}" was not found in your book
/return CAST_UNKNOWNSPELL
}
/if ( ${spellType.Equal[spell]} || ${spellType.Left[3].Equal[gem]} ) {
/if ( !${Me.Gem[${spellName}]} ) {
/if ( ${spellType.Left[3].Equal[gem]} ) {
/memspell ${spellType.Right[1]} "${spellName}"
} else {
/return CAST_NOTMEMMED
}
/delay 6s ${Me.Gem[${spellName}]}
/if ( !${Me.Gem[${spellName}]} ) {
/echo Spell mem interrupted...
/return CAST_INTERRUPTED
}
:wait_for_mem
/delay 15s ${Me.SpellReady[${spellName}]}
/if ( !${Me.SpellReady[${spellName}]} ) {
/if ( ${giveUpTimer} ) /goto :wait_for_mem
/return CAST_NOTREADY
}
}
/varset spellType spell
}
/if ( ${spellName.Find[illusion: ]} ) /alt activate 217 | && ${Me.AltAbility[project illusion]} ) /call Cast "project illusion" "alt"
/declare slotName int local
/declare slotID int local
/declare oldSlotID int local
/declare oldItemName string local
:clear_events
/if ( ${Me.SpellReady[${spellName}]} ) /varset spellRecastTime${Me.Gem[${spellName}]} 0
/call ClearReturn
/doevents Recover
/doevents BeginCast
/doevents Fizzle
/doevents Interrupt
/doevents Standing
/doevents OutOfRange
/doevents OutOfMana
/doevents NoLOS
/doevents Resisted
/doevents Immune
/doevents Stunned
/doevents Collapse
/doevents NoTarget
/doevents NotReady
/if ( !${castReturn.Equal[CAST_SUCCESS]} ) {
/delay 1
/goto :clear_events
}
/varset giveUpTimer ${giveUpTimer.OriginalValue}
/declare recoverWaitTime timer local 30
:cast_loop
/if ( ${Me.Ducking} ) /keypress duck
/if ( !${Me.Standing} ) /stand
/if ( ${spellType.Equal[item]} ) {
/if ( !${FindItem[${spellName}].InvSlot} ) {
/echo Cannot find item: ${spellName}
/return CAST_UNKNOWNSPELL
}
/if ( ${FindItem[${spellName}].InvSlot}>29 ) {
/varset swapItemBack true
/if ( ${FindItem[${spellName}].WornSlot[1]} ) {
/varset slotName ${FindItem[${spellName}].WornSlot[1]}
} else {
/varset slotName pack8
}
/varset slotID ${InvSlot[${slotName}].ID}
/varset oldSlotID ${FindItem[${spellName}].InvSlot.ID}
/varset oldItemName ${InvSlot[${slotID}].Item.Name}
/call SwapItem "${spellName}" ${slotID}
}
/varset itemRefreshTime ${Math.Calc[${MacroQuest.Running}+200]}
/echo Casting: ${FindItem[${spellName}].Spell.Name}${If[!${FindItem[${spellName}].Spell.TargetType.Equal[PB AE]} && !${FindItem[${spellName}].Spell.TargetType.Equal[self]} && ${Target.ID}, on >> ${Target.CleanName} <<,]}
/cast item "${spellName}"
} else /if ( ${spellType.Equal[spell]} ) {
:wait_for_spell
/if ( ${spellRecastTime${Me.Gem[${spellName}]}} ) {
/if ( !${giveUpTimer} ) /return CAST_NOTREADY
/delay 1
/goto :wait_for_spell
}
/if ( !${refreshTime} ) /goto :skip_delay
:wait_on_refresh
/if ( ${refreshTime}>0 ) {
/delay 1
/goto :wait_on_refresh
}
/varcalc delayTime 10*(1.5-${Spell[${spellName}].MyCastTime})
:cast_delay_loop
/if ( ${delayTime}>0 ) {
/delay 1
/goto :cast_delay_loop
}
:skip_delay
/cast "${spellName}"
} else {
/if ( !${Me.AltAbilityReady[${spellName}]} ) /return CAST_NOTREADY
/varset itemRefreshTime ${Math.Calc[${MacroQuest.Running}+200]}
/echo Using AA Ability: ${AltAbility[${spellName}].Name}
/alt activate ${AltAbility[${spellName}].ID}
}
/if ( ${Me.Casting.ID} ) {
/varcalc castEndTime ${Me.Casting.MyCastTime}*10
/if ( ${spellType.Equal[spell]} ) /echo Casting: ${Me.Casting.Name}${If[!${Me.Casting.TargetType.Equal[PB AE]} && !${Me.Casting.TargetType.Equal[self]} && ${Target.ID}, on >> ${Target.CleanName} <<,]}
}
/varset currentTarget ${Target.ID}
/varset currentTargetType ${Target.Type}
/varset moveBack false
:wait_cast_loop
/if ( ${Defined[mySub]} ) /call ${mySub}
/if ( ${Me.Casting.ID} ) {
/if ( ${currentTarget} && !${Spawn[${currentTarget}].Type.Equal[${currentTargetType}]} ) {
/if ( !${Me.Casting.TargetType.Equal[PB AE]} && !${Me.Casting.TargetType.Equal[self]} && !${moveBack} && ( !${Me.Mount.ID} || !${noInterrupt} ) ) {
/if ( !${Me.Mount.ID} || ${castEndTime}>70 ) {
/call Interrupt
} else /if ( ${Me.Casting.RecastTime}>3 && ${spellType.Equal[spell]} ) {
/keypress forward hold
/delay 6
/keypress forward
/varset moveBack true
/varset castReturn CAST_CANCELLED
}
}
}
/if ( ${Me.State.Equal[DUCK]} ) /varset castReturn CAST_CANCELLED
/delay 1
/goto :wait_cast_loop
}
/if ( ${moveBack} ) {
/keypress back hold
/delay 6
/keypress back
/delay 15 !${Me.Moving}
}
/if ( ${swapItemBack} ) {
/if ( ${FindItem[${oldItemName}].ID} ) {
/call SwapItem "${oldItemName}" ${slotID}
} else /if ( ${FindItem[${spellName}].ID} ) {
/call SwapItem "${spellName}" ${oldSlotID}
}
}
/if ( ${castReturn.Equal[CAST_CANCELLED]} ) {
/echo Spell was cancelled...
/return CAST_CANCELLED
}
/call ClearReturn
/doevents Recover
/doevents BeginCast
/doevents Fizzle
/doevents Interrupt
/doevents Standing
/doevents OutOfRange
/doevents OutOfMana
/doevents NoLOS
/doevents Resisted
/doevents Immune
/doevents Stunned
/doevents Collapse
/doevents NoTarget
/doevents NotReady
/if ( !${castReturn.Equal[CAST_SUCCESS]} ) {
/if ( ${castReturn.Equal[CAST_NOTREADY]} ) /return CAST_NOTREADY
/if ( ${castReturn.Equal[CAST_FIZZLE]} ) {
/echo Spell Fizzled. Recasting...
/goto :cast_loop
}
/if ( ${castReturn.Equal[CAST_RECOVER]} && ${spellType.Equal[spell]} ) {
/if ( !${recoverWaitTime} ) {
/varcalc spellRecastTime${Me.Gem[${spellName}]} 10*${Spell[${spellName}].RecastTime}
/if ( !${giveUpTimer} ) /return CAST_NOTREADY
}
/goto :cast_loop
}
/if ( ${castReturn.Equal[CAST_RESTART]} ) /goto :cast_loop
/if ( ${castReturn.Equal[CAST_STUNNED]} ) {
/if ( ${Me.Stunned} ) {
/delay 3s !${Me.Stunned}
} else {
/delay 7
}
/goto :cast_loop
}
/if ( ${castReturn.Equal[CAST_INTERRUPTED]} ) {
/if ( ${giveUpTimer} ) {
/echo Spell was interrupted. Recasting...
/goto :cast_loop
}
/echo Spell was interrupted...
/return CAST_INTERRUPTED
}
}
/if ( ${spellType.Equal[spell]} ) {
/varset lastSpell ${spellName}
/if ( !${castReturn.Equal[CAST_CANNOTSEE]} && !${castReturn.Equal[CAST_OUTOFRANGE]} && !${castReturn.Equal[CAST_OUTOFMANA]} && !${castReturn.Equal[CAST_NOTARGET]} ) {
/varcalc refreshTime 10*${Spell[${spellName}].RecoveryTime}
/varcalc spellRecastTime${Me.Gem[${spellName}]} 10*${Spell[${spellName}].RecastTime}
}
} else {
/varset lastSpell ${spellType}
:wait_item_loop
/if ( ${itemRefreshTime} > ${MacroQuest.Running} ) {
/delay 1
/goto :wait_item_loop
}
}
/if ( ${castReturn.Equal[CAST_COLLAPSE]} ) {
/varset giveUpTimer 200
/goto :cast_loop
}
/return ${castReturn}
Sub SwapItem(string itemName,string slotName)
/if ( ${Me.Inventory[${slotName}].Name.Equal[${itemName}]} ) /return
/declare slotID int local
/declare oldSlotID int local
/declare oldItem string local
/varset slotID ${InvSlot[${slotName}].ID} | slotID = slot you're swapping item to
/varset oldSlotID ${FindItem[${itemName}].InvSlot.ID} | oldSlotID = slot the item was originally in
/varset oldItem ${InvSlot[${slotName}].Item.Name} | oldItem = name of item in the slot you're swapping to
/if ( !${slotID} ) {
/echo Invalid slot name: ${slotName}
/return
}
/if ( !${oldSlotID} ) {
/echo Could not find item ${itemName}
/return
}
:auto_inv
/if ( ${Cursor.ID} && !${Cursor.Container} ) {
/autoinventory
/goto :auto_inv
}
:pick_up_item
| if the item is in a bag and it's not open, then open it!
/if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup
| if the slot you're putting it in is inside a bag and it's not open, then open it!
/if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup
| ok.. pick up the item now!
/squelch /nomodkey /shiftkey /itemnotify ${InvSlot[${oldSlotID}]} leftmouseup
| if item isn't on your cursor, try again!
/if ( !${Cursor.Name.Equal[${itemName}]} && ${FindItem[${itemName}].ID} ) /goto :pick_up_item
:exchange_items
/if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup
/if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup
| put the item in the new slot, and pick up whatever item was there
/squelch /nomodkey /shiftkey /itemnotify ${slotID} leftmouseup
| if it didnt get exchanged, try again!
/if ( !${InvSlot[${slotID}].Item.Name.Equal[${itemName}]} && ${Cursor.Name.Equal[${itemName}]} ) /goto :exchange_items
:drop_item
/if ( !${Cursor.Container} || ( ${InvSlot[${oldSlotID}]}<30 && ${InvSlot[${oldSlotID}]}>=22 ) ) {
/if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup
/if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup
/squelch /nomodkey /itemnotify ${oldSlotID} leftmouseup
/if ( ${Cursor.ID} ) {
/if ( !${Cursor.Name.Equal[${oldItem}]} && !${Cursor.Container} ) /autoinventory
/goto :drop_item
}
}
:close_pack
/if ( ${InvSlot[${oldSlotID}].Pack} && ${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} && ( ${Cursor.Name.Equal[${itemName}]} || ${FindItem[${itemName}].ID} ) ) {
/squelch /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup
/goto :close_pack
}
/if ( ${InvSlot[${slotID}].Pack} && ${Window[${InvSlot[${slotID}].Pack.Name}].Open} && ( ${Cursor.Name.Equal[${itemName}]} || ${FindItem[${itemName}].ID} ) ) {
/squelch /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup
/goto :close_pack
}
/return
Sub Interrupt
/if ( ${Me.Mount.ID} ) /dismount
/if ( !${Me.Ducking} ) {
/keypress duck
/keypress duck
}
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_CANCELLED
/return ${Macro.Return}
Sub ClearReturn
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_SUCCESS
/return
Sub Event_Fizzle
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_FIZZLE
/return
Sub Event_Resisted
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_RESISTED
/return
Sub Event_Interrupt
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_INTERRUPTED
/return
Sub Event_Recover
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_RECOVER
/return
Sub Event_Immune
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_IMMUNE
/return
Sub Event_Stunned
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_STUNNED
/return
Sub Event_NoLOS
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_CANNOTSEE
/return
Sub Event_Standing
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_RESTART
/return
Sub Event_Collapse
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_COLLAPSE
/return
Sub Event_OutOfMana
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_OUTOFMANA
/return
Sub Event_OutOfRange
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_OUTOFRANGE
/return
Sub Event_NoTarget
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_NOTARGET
/return
Sub Event_NotReady
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_NOTREADY
/return
Sub Event_BeginCast
/if ( ${Defined[castReturn]} ) /varset castReturn CAST_SUCCESS
/return