|---------------------------------------------------------------------------------
|
| Warrior Helper (WH) Macro
| - v6.0 RH by Jerle (10/26/04) Edited by lazyshammy to WH v1.0
|---------------------------------------------------------------------------------
|
| WH Syntax:
|
| Usage: /mac WH
|
| Default settings can be changed by their respective controlling /command
|
| Type /WHhelp for help or /status to see current settings!
|
|---------------------------------------------------------------------------------
|Add length timers to Disciplines, add up to 10 autodisciplines
#Chat tell
#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 TogAAttack "[MQ2] Aattack#*#"
#Event TogDisarm "[MQ2] Autodisarm#*#"
#Event TogTaunt "[MQ2] Autotaunt#*#"
#Event TogTank "[MQ2] Autotank#*#"
#Event TogStick "[MQ2] Autostick#*#"
#Event TogLeash "[MQ2] Leash#*#"
#Event TogAuto "[MQ2] Autoassist#*#"
#Event TogDynaggro "[MQ2] Dynaggro#*#"
#Event TogPause "[MQ2] Pause#*#"
#Event TogTSwitch "[MQ2] AutoTargetSwitch#*#"
#Event TogDynclose "[MQ2] Dynclose#*#"
#Event LinkParse "[MQ2] LinkParse#*#"
#Event SetStopFighting "[MQ2] SetStopFighting#*#"
#Event SetEndFloor "[MQ2] SetEndFloor#*#"
#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 SetDisc3 "[MQ2] SetDisc3#*#"
#Event SetDisc4 "[MQ2] SetDisc4#*#"
#Event SetDisc5 "[MQ2] SetDisc5#*#"
#Event SetDisc6 "[MQ2] SetDisc6#*#"
#Event SetDisc7 "[MQ2] SetDisc7#*#"
#Event SetDisc8 "[MQ2] SetDisc8#*#"
#Event SetDisc9 "[MQ2] SetDisc9#*#"
#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] WH Help#*#"
#Event StatInfo "[MQ2] WH Status#*#"
Sub Main
/echo Loading Warrior Helper... Please Wait!
/declare doAAttack bool outer FALSE
/declare StopFightingHealth int outer 30
/declare isEnraged bool outer FALSE
/declare LDExp float outer ${Me.PctGroupLeaderExp}
/declare AAExp float outer ${Me.PctAAExp}
/declare Exp2 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 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 doDisarm bool outer TRUE
/declare doIntim 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 oldheading string outer Default
/declare doChicken bool outer FALSE
/declare Forthealth int outer 20
/declare Forttimer timer outer 0
/declare Fortactive timer outer 0
/declare chickentimer timer outer 0
/declare doDisc1 bool outer FALSE
/declare disc1 string outer NONE
/declare disc1duration int outer 0
/declare disc1durationtimer timer outer 0
/declare disc1reuse int outer 0
/declare disc1reusetimer timer outer 0
/declare disc1end int outer 0
/declare doDisc2 bool outer FALSE
/declare disc2 string outer NONE
/declare disc2duration int outer 0
/declare disc2durationtimer timer outer 0
/declare disc2reuse int outer 0
/declare disc2reusetimer timer outer 0
/declare disc2end int outer 0
/declare doDisc3 bool outer FALSE
/declare disc3 string outer NONE
/declare disc3duration int outer 0
/declare disc3durationtimer timer outer 0
/declare disc3reuse int outer 0
/declare disc3reusetimer timer outer 0
/declare disc3end int outer 0
/declare doDisc4 bool outer FALSE
/declare disc4 string outer NONE
/declare disc4duration int outer 0
/declare disc4durationtimer timer outer 0
/declare disc4reuse int outer 0
/declare disc4reusetimer timer outer 0
/declare disc4end int outer 0
/declare doDisc5 bool outer FALSE
/declare disc5 string outer NONE
/declare disc5duration int outer 0
/declare disc5durationtimer timer outer 0
/declare disc5reuse int outer 0
/declare disc5reusetimer timer outer 0
/declare disc5end int outer 0
/declare doDisc6 bool outer FALSE
/declare disc6 string outer NONE
/declare disc6duration int outer 0
/declare disc6durationtimer timer outer 0
/declare disc6reuse int outer 0
/declare disc6reusetimer timer outer 0
/declare disc6end int outer 0
/declare doDisc7 bool outer FALSE
/declare disc7 string outer NONE
/declare disc7duration int outer 0
/declare disc7durationtimer timer outer 0
/declare disc7reuse int outer 0
/declare disc7reusetimer timer outer 0
/declare disc7end int outer 0
/declare doDisc8 bool outer FALSE
/declare disc8 string outer NONE
/declare disc8duration int outer 0
/declare disc8durationtimer timer outer 0
/declare disc8reuse int outer 0
/declare disc8reusetimer timer outer 0
/declare disc8end int outer 0
/declare doDisc9 bool outer FALSE
/declare disc9 string outer NONE
/declare disc9duration int outer 0
/declare disc9durationtimer timer outer 0
/declare disc9reuse int outer 0
/declare disc9reusetimer timer outer 0
/declare disc9end int 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 WHversion string outer 1.0
/declare doTaunt bool outer TRUE
/goto :BypassVCheck
|- Check versions and load aliases if necessary
/if (${Ini[WHSettings.ini,General,Version].Equal[${WHversion}]}) /goto :EndAlias
:BypassVCheck
/if (${verbosity}>=0) /${channel} Setting Aliases...
/squelch /alias /status /echo WH Status
/squelch /alias /WHhelp /echo WH Help
/squelch /alias /aattack /echo Aattack
/squelch /alias /stopfight /echo SetStopFighting
/squelch /alias /autostick /echo Autostick
/squelch /alias /leash /echo Leash
/squelch /alias /autoassist /echo Autoassist
/squelch /alias /dynaggro /echo Dynaggro
/squelch /alias /closeness /echo SetCloseness
/squelch /alias /mainassist /echo SetMainassist
/squelch /alias /secondassist /echo SetSecondassist
/squelch /alias /thirdassist /echo SetThirdassist
/squelch /alias /drag /echo DragBodies
/squelch /alias /lootmycorpse /echo LootMyCorpse
/squelch /alias /autofollow /echo AutoFollow
/squelch /alias /iset /echo ItemSet
/squelch /alias /ibounce /echo ItemBounce
/squelch /alias /iclick /echo ItemCast
/squelch /alias /pause /echo Pause
/squelch /alias /autoninja /echo SetAutoNinja
/squelch /alias /addmaster /echo AddMaster
/squelch /alias /remmaster /echo RemoveMaster
/squelch /alias /weaponswitch /echo SetWeaponSwitch
/squelch /alias /targetswitch /echo AutoTargetSwitch
/squelch /alias /stickdist /echo SetStickDist
/squelch /alias /autochicken /echo SetChicken
/squelch /alias /autodisc1 /echo SetDisc1
/squelch /alias /autodisc2 /echo SetDisc2
/squelch /alias /autodisc3 /echo SetDisc3
/squelch /alias /autodisc4 /echo SetDisc4
/squelch /alias /autodisc5 /echo SetDisc5
/squelch /alias /autodisc6 /echo SetDisc6
/squelch /alias /autodisc7 /echo SetDisc7
/squelch /alias /autodisc8 /echo SetDisc8
/squelch /alias /autodisc9 /echo SetDisc9
/squelch /alias /leashflex /echo SetLeashFlex
/squelch /alias /verbosity /echo SetVerbosity
/squelch /alias /channel /echo SetChannel
/squelch /alias /dynclose /echo Dynclose
/squelch /alias /lp /echo LinkParse
/squelch /alias /AutoDisarm /echo TogDisarm
/squelch /alias /Autotaunt /echo TogTaunt
/squelch /alias /MainTank /echo AutoTank
:EndAlias
|-- Update the Version information
/ini "WHSettings.ini" "General" "Version" "${WHversion}"
|-- Read in INI settings, if defined... Leashing is only stored TRUE if there is a Leash-holding Master!
/if (${Ini[RHSettings.ini,General,AAttack].NotEqual[NULL]}) /varset doAAttack ${Ini[RHSettings.ini,General,AAttack]}
/if (${Ini[WHSettings.ini,General,StopFightingHealth].NotEqual[NULL]}) /varset StopFightingHealth ${Ini[WHSettings.ini,General,StopFightingHealth]}
/if (${Ini[WHSettings.ini,General,AutoStick].NotEqual[NULL]}) /varset doStick ${Ini[WHSettings.ini,General,AutoStick]}
/if (${Ini[WHSettings.ini,General,Closeness].NotEqual[NULL]}) /varset closeness ${Ini[WHSettings.ini,General,Closeness]}
/if (${Ini[WHSettings.ini,General,Leashing].NotEqual[NULL]}) /varset doLeash ${Ini[WHSettings.ini,General,Leashing]}
/if (${Ini[WHSettings.ini,General,LeashHolder].NotEqual[NULL]}) /varset leashholder ${Ini[WHSettings.ini,General,LeashHolder]}
/if (${Ini[WHSettings.ini,General,LeashLength].NotEqual[NULL]}) /varset leashlength ${Ini[WHSettings.ini,General,LeashLength]}
/if (${Ini[WHSettings.ini,General,LeashFlex].NotEqual[NULL]}) /varset leashflex ${Ini[WHSettings.ini,General,LeashFlex]}
/if (${Ini[WHSettings.ini,General,AutoAssist].NotEqual[NULL]}) /varset doAutoassist ${Ini[WHSettings.ini,General,AutoAssist]}
/if (${Ini[WHSettings.ini,General,AssistPercentage].NotEqual[NULL]}) /varset assistpct ${Ini[WHSettings.ini,General,AssistPercentage]}
/if (${Ini[WHSettings.ini,General,MainAssist].NotEqual[NULL]}) /varset mainassist ${Ini[WHSettings.ini,General,MainAssist]}
/if (${Ini[WHSettings.ini,General,MainAssist].NotEqual[NULL]}) /varset firstassist ${Ini[WHSettings.ini,General,MainAssist]}
/if (${Ini[WHSettings.ini,General,SecondAssist].NotEqual[NULL]}) /varset secondassist ${Ini[WHSettings.ini,General,SecondAssist]}
/if (${Ini[WHSettings.ini,General,ThirdAssist].NotEqual[NULL]}) /varset thirdassist ${Ini[WHSettings.ini,General,ThirdAssist]}
/if (${Ini[WHSettings.ini,General,DynamicAggro].NotEqual[NULL]}) /varset doDynaggro ${Ini[WHSettings.ini,General,DynamicAggro]}
/if (${Ini[WHSettings.ini,General,AutoNinjaMode].NotEqual[NULL]}) /varset ninjamode ${Ini[WHSettings.ini,General,AutoNinjaMode]}
/if (${Ini[WHSettings.ini,General,AutoNinjaDistance].NotEqual[NULL]}) /varset ninjadist ${Ini[WHSettings.ini,General,AutoNinjaDistance]}
/if (${Ini[WHSettings.ini,General,WeaponSwitching].NotEqual[NULL]}) /varset doSwitch ${Ini[WHSettings.ini,General,WeaponSwitching]}
/if (${Ini[WHSettings.ini,General,TargetSwitching].NotEqual[NULL]}) /varset doTSwitch ${Ini[WHSettings.ini,General,TargetSwitching]}
/if (${Ini[WHSettings.ini,General,StickRangeToTarget].NotEqual[NULL]}) /varset rngtarget ${Ini[WHSettings.ini,General,StickRangeToTarget]}
/if (${Ini[WHSettings.ini,General,StickRangeToTank].NotEqual[NULL]}) /varset rngtank ${Ini[WHSettings.ini,General,StickRangeToTank]}
/if (${Ini[WHSettings.ini,General,AutoChicken].NotEqual[NULL]}) /varset doChicken ${Ini[WHSettings.ini,General,AutoChicken]}
/if (${Ini[WHSettings.ini,General,FortHealth].NotEqual[NULL]}) /varset Forthealth ${Ini[WHSettings.ini,General,FortHealth]}
/if (${Ini[WHSettings.ini,General,AutoDisc1].NotEqual[NULL]}) /varset doDisc1 ${Ini[WHSettings.ini,General,AutoDisc1]}
/if (${Ini[WHSettings.ini,General,Disc1].NotEqual[NULL]}) /varset disc1 ${Ini[WHSettings.ini,General,Disc1]}
/if (${Ini[WHSettings.ini,General,Disc1Duration].NotEqual[NULL]}) /varset disc1duration ${Ini[WHSettings.ini,General,Disc1Duration]}
/if (${Ini[WHSettings.ini,General,Disc1Reuse].NotEqual[NULL]}) /varset disc1reuse ${Ini[WHSettings.ini,General,Disc1Reuse]}
/if (${Ini[WHSettings.ini,General,Disc1Endurance].NotEqual[NULL]}) /varset disc1end ${Ini[WHSettings.ini,General,Disc1Endurance]}
/if (${Ini[WHSettings.ini,General,AutoDisc2].NotEqual[NULL]}) /varset doDisc2 ${Ini[WHSettings.ini,General,AutoDisc2]}
/if (${Ini[WHSettings.ini,General,Disc2].NotEqual[NULL]}) /varset disc2 ${Ini[WHSettings.ini,General,Disc2]}
/if (${Ini[WHSettings.ini,General,Disc2Duration].NotEqual[NULL]}) /varset disc2duration ${Ini[WHSettings.ini,General,Disc2Duration]}
/if (${Ini[WHSettings.ini,General,Disc2Reuse].NotEqual[NULL]}) /varset disc2reuse ${Ini[WHSettings.ini,General,Disc2Reuse]}
/if (${Ini[WHSettings.ini,General,Disc2Endurance].NotEqual[NULL]}) /varset disc2end ${Ini[WHSettings.ini,General,Disc2Endurance]}
/if (${Ini[WHSettings.ini,General,AutoDisc3].NotEqual[NULL]}) /varset doDisc3 ${Ini[WHSettings.ini,General,AutoDisc3]}
/if (${Ini[WHSettings.ini,General,Disc3].NotEqual[NULL]}) /varset disc3 ${Ini[WHSettings.ini,General,Disc3]}
/if (${Ini[WHSettings.ini,General,Disc3Duration].NotEqual[NULL]}) /varset disc3duration ${Ini[WHSettings.ini,General,Disc3Duration]}
/if (${Ini[WHSettings.ini,General,Disc3Reuse].NotEqual[NULL]}) /varset disc3reuse ${Ini[WHSettings.ini,General,Disc3Reuse]}
/if (${Ini[WHSettings.ini,General,Disc3Endurance].NotEqual[NULL]}) /varset disc3end ${Ini[WHSettings.ini,General,Disc3Endurance]}
/if (${Ini[WHSettings.ini,General,AutoDisc4].NotEqual[NULL]}) /varset doDisc4 ${Ini[WHSettings.ini,General,AutoDisc4]}
/if (${Ini[WHSettings.ini,General,Disc4].NotEqual[NULL]}) /varset disc4 ${Ini[WHSettings.ini,General,Disc4]}
/if (${Ini[WHSettings.ini,General,Disc4Duration].NotEqual[NULL]}) /varset disc4duration ${Ini[WHSettings.ini,General,Disc4Duration]}
/if (${Ini[WHSettings.ini,General,Disc4Reuse].NotEqual[NULL]}) /varset disc4reuse ${Ini[WHSettings.ini,General,Disc4Reuse]}
/if (${Ini[WHSettings.ini,General,Disc4Endurance].NotEqual[NULL]}) /varset disc4end ${Ini[WHSettings.ini,General,Disc4Endurance]}
/if (${Ini[WHSettings.ini,General,AutoDisc5].NotEqual[NULL]}) /varset doDisc5 ${Ini[WHSettings.ini,General,AutoDisc5]}
/if (${Ini[WHSettings.ini,General,Disc5].NotEqual[NULL]}) /varset disc5 ${Ini[WHSettings.ini,General,Disc5]}
/if (${Ini[WHSettings.ini,General,Disc5Duration].NotEqual[NULL]}) /varset disc5duration ${Ini[WHSettings.ini,General,Disc5Duration]}
/if (${Ini[WHSettings.ini,General,Disc5Reuse].NotEqual[NULL]}) /varset disc5reuse ${Ini[WHSettings.ini,General,Disc5Reuse]}
/if (${Ini[WHSettings.ini,General,Disc5Endurance].NotEqual[NULL]}) /varset disc5end ${Ini[WHSettings.ini,General,Disc5Endurance]}
/if (${Ini[WHSettings.ini,General,AutoDisc6].NotEqual[NULL]}) /varset doDisc6 ${Ini[WHSettings.ini,General,AutoDisc6]}
/if (${Ini[WHSettings.ini,General,Disc6].NotEqual[NULL]}) /varset disc6 ${Ini[WHSettings.ini,General,Disc6]}
/if (${Ini[WHSettings.ini,General,Disc6Duration].NotEqual[NULL]}) /varset disc6duration ${Ini[WHSettings.ini,General,Disc6Duration]}
/if (${Ini[WHSettings.ini,General,Disc6Reuse].NotEqual[NULL]}) /varset disc6reuse ${Ini[WHSettings.ini,General,Disc6Reuse]}
/if (${Ini[WHSettings.ini,General,Disc6Endurance].NotEqual[NULL]}) /varset disc6end ${Ini[WHSettings.ini,General,Disc6Endurance]}
/if (${Ini[WHSettings.ini,General,AutoDisc7].NotEqual[NULL]}) /varset doDisc7 ${Ini[WHSettings.ini,General,AutoDisc7]}
/if (${Ini[WHSettings.ini,General,Disc7].NotEqual[NULL]}) /varset disc7 ${Ini[WHSettings.ini,General,Disc7]}
/if (${Ini[WHSettings.ini,General,Disc7Duration].NotEqual[NULL]}) /varset disc7duration ${Ini[WHSettings.ini,General,Disc7Duration]}
/if (${Ini[WHSettings.ini,General,Disc7Reuse].NotEqual[NULL]}) /varset disc7reuse ${Ini[WHSettings.ini,General,Disc7Reuse]}
/if (${Ini[WHSettings.ini,General,Disc7Endurance].NotEqual[NULL]}) /varset disc7end ${Ini[WHSettings.ini,General,Disc7Endurance]}
/if (${Ini[WHSettings.ini,General,AutoDisc8].NotEqual[NULL]}) /varset doDisc8 ${Ini[WHSettings.ini,General,AutoDisc8]}
/if (${Ini[WHSettings.ini,General,Disc8].NotEqual[NULL]}) /varset disc8 ${Ini[WHSettings.ini,General,Disc8]}
/if (${Ini[WHSettings.ini,General,Disc8Duration].NotEqual[NULL]}) /varset disc8duration ${Ini[WHSettings.ini,General,Disc8Duration]}
/if (${Ini[WHSettings.ini,General,Disc8Reuse].NotEqual[NULL]}) /varset disc8reuse ${Ini[WHSettings.ini,General,Disc8Reuse]}
/if (${Ini[WHSettings.ini,General,Disc8Endurance].NotEqual[NULL]}) /varset disc8end ${Ini[WHSettings.ini,General,Disc8Endurance]}
/if (${Ini[WHSettings.ini,General,AutoDisc9].NotEqual[NULL]}) /varset doDisc9 ${Ini[WHSettings.ini,General,AutoDisc9]}
/if (${Ini[WHSettings.ini,General,Disc9].NotEqual[NULL]}) /varset disc9 ${Ini[WHSettings.ini,General,Disc9]}
/if (${Ini[WHSettings.ini,General,Disc9Duration].NotEqual[NULL]}) /varset disc9duration ${Ini[WHSettings.ini,General,Disc9Duration]}
/if (${Ini[WHSettings.ini,General,Disc9Reuse].NotEqual[NULL]}) /varset disc9reuse ${Ini[WHSettings.ini,General,Disc9Reuse]}
/if (${Ini[WHSettings.ini,General,Disc9Endurance].NotEqual[NULL]}) /varset disc9end ${Ini[WHSettings.ini,General,Disc9Endurance]}
/if (${Ini[WHSettings.ini,General,DynamicCloseness].NotEqual[NULL]}) /varset doDynclose ${Ini[WHSettings.ini,General,DynamicCloseess]}
/if (${Ini[WHSettings.ini,General,Verbosity].NotEqual[NULL]}) /varset verbosity ${Ini[WHSettings.ini,General,Verbosity]}
/if (${Ini[WHSettings.ini,General,Channel].NotEqual[NULL]}) /varset channel ${Ini[WHSettings.ini,General,Channel]}
/if (${Ini[WHSettings.ini,Weapons,Weapon1].NotEqual[NULL]}) /varset weapon1 ${Ini[WHSettings.ini,Weapons,Weapon1]}
/if (${Ini[WHSettings.ini,Weapons,Weapon2].NotEqual[NULL]}) /varset weapon2 ${Ini[WHSettings.ini,Weapons,Weapon2]}
/if (${Ini[WHSettings.ini,Weapons,SwitchText].NotEqual[NULL]}) /varset switchtext ${Ini[WHSettings.ini,Weapons,SwitchText]}
/if (${Ini[WHSettings.ini,General,AutoDisarm].NotEqual[NULL]}) /varset doDisarm ${Ini[WHSettings.ini,General,AutoDisarm]}
/if (${Ini[WHSettings.ini,General,AutoTaunt].NotEqual[NULL]}) /varset doTaunt ${Ini[WHSettings.ini,General,AutoTaunt]}
/if (${Ini[WHSettings.ini,General,Tanking].NotEqual[NULL]}) /varset isTanking ${Ini[WHSettings.ini,General,Tanking]}
/varset closenessdesired ${closeness}
/varset wstype ${FindItem[${weapon1}].Spell.SpellType}
|- Build Empty master list in WHSettings.ini file if it doesn't exist
/if (!${Ini[WHSettings.ini,Masters,Controller1].Length}) {
|- It's not in there yet
/for i 1 to 20
/ini "WHSettings.ini" "Masters" "Controller${i}" "Nobody"
/next i
}
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo LazyShammy's Warrior Helper (v${WHVersion}) Mod of RH v6.0
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Use "/WHhelp" to display help information
/echo WH Status
:ForeverLoop
|- Service any events
/doevents
|- If we're stunned or WH is paused, just service events
/if (${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} && (${Me.PctHPs}<=${Forthealth}) && !${chickentimer}) {
/if (${verbosity}>=1) /${channel} Autochicken to the rescue!
/if (!${Forttimer}) {
/disc Fortitude
/if (${verbosity}>=1) /${channel} Fortitude mode activated!
/varset Forttimer 40m
/varset Fortleactive 12s
} else {
/if (${verbosity}>=1) /${channel} ... or not! can't Fortitude ... 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

oneSticking
}
|- Check to see if we're mounted and dismount if so
/if (${Me.Buff[Summon Drogmor].ID} || ${Me.Buff[Summon Horse].ID}) /dismount
|- Use MQ2MoveUtils ? If so, start sticking and bypass WH movement tools
/if (${Target.Class.Name.Equal[Destructible Object]}) {
/varset closeness 30
/delay 5
}
/if (${useMU}) {
/if (${Ini[WHSettings.ini,General,Tanking].Equal[FALSE]}) /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

oneSticking
}
/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
}

oneSticking
|- 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 "WHSettings.ini" "General" "Leashing" "${doLeash}"
/ini "WHSettings.ini" "General" "LeashHolder" "${leashholder}"
/goto :ForeverLoop
}
}
|- If Target is Box/Barrel/Etc
/if (${Target.Class.Name.Equal[Destructible Object]} && ${Me.Combat} && ${Target.Distance}<10) {
/open
/delay 7
/varset closeness ${closenessdesired}
/call NinjaLoot
}
|- Are we standing, have a target, have a Kick Ready?
/if (${Target.ID} && ${Me.Standing} && !${Me.Casting.ID} && (${Target.Distance}<${Math.Calc[${Target.MaxRangeTo}*${closeness}/100]})) {
/if (${Me.AbilityReady["Kick"]}) {
/doability "Kick"
/if (${verbosity}>=2) /${channel} kicking: ${Target.CleanName}
}
}
|- Are we standing, have a target, have Taunt ready?
/if (${doTaunt} && ${Target.ID} && ${Me.Standing} && !${Me.Casting.ID} && (${Target.Distance}<${Math.Calc[${Target.MaxRangeTo}*${closeness}/100]})) {
/if (${Me.AbilityReady["Taunt"]}) {
/doability "Taunt"
/if (${verbosity}>=2) /${channel} Taunting: ${Target.CleanName}
}
}
|- Are we trying to steal its weapon?
/if (${doDisarm} && ${Target.ID} && !${Me.Casting.ID} && (${Target.Distance}<15) && ${Me.AbilityReady["Disarm"]}) {
/if (${verbosity}>=2) /${channel} Disarming ${Target.CleanName}
/doability "Disarm"
}
|- Are we so hurt we should stop fighting for a bit?
/if (${Me.PctHPs}<=${StopFightingHealth}) {
/attack off
/if (${verbosity}>=1) /${channel} Getting my ass kicked, ceasing combat!
}
|- Shall we do our optional discs?
/if (${doDisc1} && ${disc1reusetimer}==0 && (${discactive}==0 || ${disc1duration}==0) && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc1end}) {
/if (${disc1durationtimer}==0) {
/disc ${disc1}
/if (${verbosity}>=1) /${channel} Disc #1: ${disc1} activated
/varset discactive ${disc1duration}s
/varset disc1durationtimer ${disc1duration}s
/varset disc1reusetimer ${disc1reuse}s
/delay 1s
}
}
/if (${doDisc2} && ${disc2reusetimer}==0 && (${discactive}==0 || ${disc2duration}==0) && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc2end}) {
/if (${disc2durationtimer}==0) {
/disc ${disc2}
/if (${verbosity}>=1) /${channel} Disc #2: ${disc2} activated
/varset discactive ${disc2duration}s
/varset disc2durationtimer ${disc2duration}s
/varset disc2reusetimer ${disc2reuse}s
/delay 1s
}
}
/if (${doDisc3} && ${disc3reusetimer}==0 && (${discactive}==0 || ${disc3duration}==0) && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc3end}) {
/if (${disc3durationtimer}==0) {
/disc ${disc3}
/if (${verbosity}>=1) /${channel} Disc #3: ${disc3} activated
/varset discactive ${disc3duration}s
/varset disc3durationtimer ${disc3duration}s
/varset disc3reusetimer ${disc3reuse}s
/delay 1s
}
}
/if (${doDisc4} && ${disc4reusetimer}==0 && (${discactive}==0 || ${disc4duration}==0) && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc4end}) {
/if (${disc4durationtimer}==0) {
/disc ${disc4}
/if (${verbosity}>=1) /${channel} Disc #4: ${disc4} activated
/varset discactive ${disc4duration}s
/varset disc4durationtimer ${disc4duration}s
/varset disc4reusetimer ${disc4reuse}s
/delay 1s
}
}
/if (${doDisc5} && ${disc5reusetimer}==0 && (${discactive}==0 || ${disc5duration}==0) && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc5end}) {
/if (${disc5durationtimer}==0) {
/disc ${disc5}
/if (${verbosity}>=1) /${channel} Disc #5: ${disc5} activated
/varset discactive ${disc5duration}s
/varset disc5durationtimer ${disc5duration}s
/varset disc5reusetimer ${disc5reuse}s
/delay 1s
}
}
/if (${doDisc6} && ${disc6reusetimer}==0 && (${discactive}==0 || ${disc6duration}==0) && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc6end}) {
/if (${disc6durationtimer}==0) {
/disc ${disc6}
/if (${verbosity}>=1) /${channel} Disc #6: ${disc6} activated
/varset discactive ${disc6duration}s
/varset disc6durationtimer ${disc6duration}s
/varset disc6reusetimer ${disc6reuse}s
/delay 1s
}
}
/if (${doDisc7} && ${disc7reusetimer}==0 && (${discactive}==0 || ${disc7duration}==0) && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc7end}) {
/if (${disc7durationtimer}==0) {
/disc ${disc7}
/if (${verbosity}>=1) /${channel} Disc #7: ${disc7} activated
/varset discactive ${disc7duration}s
/varset disc7durationtimer ${disc7duration}s
/varset disc7reusetimer ${disc7reuse}s
/delay 1s
}
}
/if (${doDisc8} && ${disc8reusetimer}==0 && (${discactive}==0 || ${disc8duration}==0) && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc8end}) {
/if (${disc8durationtimer}==0) {
/disc ${disc8}
/if (${verbosity}>=1) /${channel} Disc #8: ${disc8} activated
/varset discactive ${disc8duration}s
/varset disc8durationtimer ${disc8duration}s
/varset disc8reusetimer ${disc8reuse}s
/delay 1s
}
}
/if (${doDisc9} && ${disc9reusetimer}==0 && (${discactive}==0 || ${disc9duration}==0) && ${Target.ID} && ${Target.PctHPs}>=50 && ${Me.PctEndurance}>=${disc9end}) {
/if (${disc9durationtimer}==0) {
/disc ${disc9}
/if (${verbosity}>=1) /${channel} Disc #9: ${disc9} activated
/varset discactive ${disc9duration}s
/varset disc9durationtimer ${disc9duration}s
/varset disc9reusetimer ${disc9reuse}s
/delay 1s
}
}
} else {
|- ** We are not fighting
|- If we're not hiding or moving, check clicky maintained spells
/if (${Me.Invis} || ${Me.Moving} || ${clicktimer} || ${Me.State.Equal[BIND]} || ${Me.Combat}) /goto

oneItemChecks
/varset i 1
:ItemCheckLoop
/varset ialias ${Ini[WHItems.ini].Arg[${i},|]}
/if (${ialias.NotEqual[NULL]}) {
|- Obtained an itemalias from the WHItems.ini file
|- We supposed to keep this spell up?
/if (${Ini[WHItems.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 ${Ini[WHItems.ini,${ialias},BounceOff${bouncenum}]}
/if (${ibounce.NotEqual[NULL]}) {
/if (${ibounce.Equal[${Me.Buff[${ibounce}]}]}) /varset doIclick FALSE
} else /goto

oneBounceChecks
/varcalc bouncenum ${bouncenum}+1
/goto :BounceCheckLoop

oneBounceChecks
|- 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[WHItems.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

oneItemChecks
:NextItem
/varcalc i ${i}+1
} else /goto

oneItemChecks
/goto :ItemCheckLoop

oneItemChecks
|- Put the closeness value back to the user's desired setting...
/varset closeness ${closenessdesired}
|- If we're set to autoassist, lets find a target
/if (${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...
/attack on
/goto :Foreverloop
}
}
}
:EndAutoassist
|- 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 "WHSettings.ini" "General" "Leashing" "${doLeash}"
/ini "WHSettings.ini" "General" "LeashHolder" "${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

oneLooting
}
|- 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

oneLooting
}
|- 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}

oneLooting
/delay 5
/notify LootWnd DoneButton leftmouseup
/delay 5
}
/return
|---- EVENTS
Sub Event_TogAAttack
/varset lastevent Event_TogAAttack
/if (${doAAttack}) {
/varset doAAttack FALSE
/if (${verbosity}>=1) /${channel} ** Auto-Attacking target when hit is now OFF!
} else {
/varset doAAttack TRUE
/if (${verbosity}>=1) /${channel} ** Auto-Attacking target when hit is now ON!
}
/ini "RHSettings.ini" "General" "AAttack" "${doAAttack}"
/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[${Me.PctExp}-${Exp2}]}%), AA (${Math.Calc[${Me.PctAAExp}-${AAExp}]}%), LDR (${Math.Calc[${Me.PctGroupLeaderExp}-${LDExp}]}%)
/varset LDExp ${Me.PctGroupLeaderExp}
/varset AAExp ${Me.PctAAExp}
/varset Exp2 ${Me.PctExp}
|- If target died while enraged, reset it so autoassist isn't broken...
/varset isEnraged FALSE
|- Do weapon swapping (back to weapon1), if applicable
/if (${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) /${channel} ** Zoned... Setting Leash and Autoassist to OFF!
/varset doLeash FALSE
/varset doAutoassist FALSE
/ini "WHSettings.ini" "General" "AutoAssist" "${doAutoassist}"
/ini "WHSettings.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 (${closeness}<20) /varset closeness 20
/varset acquiretimer 2s
/varset snuggleup TRUE
}
/return
Sub Event_SetStopFighting(string Line)
/varset lastevent Event_SetStopFighting
/if (${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: ${StopFightingHealth}% HP
/ini "WHSettings.ini" "General" "StopFightingHealth" "${StopFightingHealth}"
/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) /${channel} ** Auto-Sticking target is now ON!
}
/ini "WHSettings.ini" "General" "AutoStick" "${doStick}"
/return
Sub Event_TogLeash(string Line)
/varset lastevent Event_TogLeash
/if (${Line.Arg[3].Equal[ON]}) {
/varset doLeash TRUE
/if (${verbosity}>=0) /${channel} ** Leashing is now ON!
/ini "WHSettings.ini" "General" "Leashing" "${doLeash}"
} else /if (${Line.Arg[3].Equal[OFF]} || (${Int[${Line.Arg[3]}]}<=0)) {
/varset doLeash FALSE
/varset leashholder Nobody
/if (${verbosity}>=0) /${channel} ** Leashing is now OFF!
/ini "WHSettings.ini" "General" "Leashing" "${doLeash}"
} else {
/if (${Line.Arg[4].Length}) {
/varset leashholder ${Line.Arg[4]}
/if (${Spawn[${leashholder}].ID}) {
/varset doLeash TRUE
/varset leashlength ${Int[${Line.Arg[3]}]}
/if (${verbosity}>=0) /${channel} ** Leashing is now ON! Leashlength: ${leashlength} ft.
/if (${verbosity}>=0) /${channel} ** Leash-holding master is: ${leashholder}
/ini "WHSettings.ini" "General" "Leashing" "${doLeash}"
} else {
|- This spawn/thing/target doesn't exist
/if (${verbosity}>=0) /${channel} ** Can't find "${leashholder}" -- Who is that?!
/if (${verbosity}>=0) /${channel} ** Leashing is now OFF!
/varset doLeash FALSE
/varset leashholder Nobody
}
} else {
/varset doLeash TRUE
/varset leashholder Nobody
/varset leashlength ${Int[${Line.Arg[3]}]}
/varset stakeX ${Me.X}
/varset stakeY ${Me.Y}
/if (${verbosity}>=0) /${channel} ** Leashing is now ON! Leashlength: ${leashlength} ft.
/if (${verbosity}>=0) /${channel} ** Stake planted at X:${stakeX}, Y:${stakeY}
}
}
/ini "WHSettings.ini" "General" "LeashHolder" "${leashholder}"
/ini "WHSettings.ini" "General" "LeashLength" "${leashlength}"
/return
Sub Event_SetLeashFlex(string Line)
/varset lastevent Event_SetLeashFlex
/if (${Line.Arg[3].Length}) /varset leashflex ${Line.Arg[3]}
/if ((${leashflex}<10) || (${leashflex}>101)) {
/if (${verbosity}>=0) /${channel} Leash flexibility must be between 10 and 100! Defaulting to 10...
/varset leashflex 10
}
/if (${verbosity}>=0) /${channel} ** Leash Flexibility: ${leashflex}%
/ini "WHSettings.ini" "General" "LeashFlex" "${leashflex}"
/return
Sub Event_TogAuto(string Line)
/varset lastevent Event_TogAuto
/if (${Line.Arg[3].Equal[OFF]}) {
/varset doAutoassist FALSE
/if (${verbosity}>=0) /${channel} ** Autoassist is now OFF!
} else /if (${Line.Arg[3].Equal[ON]}) {
/varset doAutoassist TRUE
/if (${verbosity}>=0) /${channel} ** Autoassist is now ON!
} else {
/varset doAutoassist TRUE
/if (${Line.Arg[3].Length}) /varset firstassist ${Line.Arg[3]}
/varset mainassist ${firstassist}
/if (${Line.Arg[4]} > 0) /varset assistpct ${Line.Arg[4]}
/if (${verbosity}>=0) /${channel} ** Autoassist is now ON!
/if (${verbosity}>=0) /${channel} ** Assisting: ${mainassist} @${assistpct}% target health
/if (${verbosity}>=0) /${channel} ** SA is ${secondassist} & TA is ${thirdassist}
}
/ini "WHSettings.ini" "General" "AutoAssist" "${doAutoassist}"
/ini "WHSettings.ini" "General" "MainAssist" "${firstassist}"
/ini "WHSettings.ini" "General" "AssistPercentage" "${assistpct}"
/return
Sub Event_TogPause
/varset lastevent Event_TogPause
/beep
/if (${isPaused}) {
/varset isPaused FALSE
/if (${verbosity}>=0) /${channel} ** Warrior Helper is now RESUMING!
} else {
/varset isPaused TRUE
/if (${verbosity}>=0) /${channel} ** Warrior Helper is now PAUSED!
}
/return
Sub Event_TogDynaggro
/varset lastevent Event_TogDynaggro
/if (${doDynaggro}) {
/varset doDynaggro FALSE
/if (${verbosity}>=0) /${channel} ** Dynamic Aggro Control is now OFF!
} else {
/varset doDynaggro TRUE
/if (${verbosity}>=0) /${channel} ** Dynamic Aggro Control is now ON!
}
/ini "WHSettings.ini" "General" "DynamicAggro" "${doDynaggro}"
/return
Sub Event_TogDynclose
/varset lastevent Event_TogDynclose
/if (${doDynclose}) {
/varset doDynclose FALSE
/if (${verbosity}>=0) /${channel} ** Dynamic Closeness Control is now OFF!
} else {
/varset doDynclose TRUE
/if (${verbosity}>=0) /${channel} ** Dynamic Closeness Control is now ON!
}
/ini "WHSettings.ini" "General" "DynamicCloseness" "${doDynclose}"
/return
Sub Event_TogDisarm
/varset lastevent Event_TogDisarm
/if (${doDisarm}) {
/varset doDisarm FALSE
/if (${verbosity}>=0) /${channel} ** Auto-Disarming is now OFF!
} else {
/varset doDisarm TRUE
/if (${verbosity}>=0) /${channel} ** Auto-Disarming is now ON!
}
/ini "WHSettings.ini" "General" "AutoDisarm" "${doDisarm}"
/return
Sub Event_TogTaunt
/varset lastevent Event_TogTaunt
/if (${doTaunt}) {
/varset doTaunt FALSE
/if (${verbosity}>=0) /${channel} ** Auto-Taunting is now OFF!
} else {
/varset doTaunt TRUE
/if (${verbosity}>=0) /${channel} ** Auto-Taunting is now ON!
}
/ini "WHSettings.ini" "General" "AutoTaunt" "${doTaunt}"
/return
Sub Event_TogTank
/varset lastevent Event_TogTank
/if (${isTanking}) {
/varset isTanking FALSE
/if (${verbosity}>=0) /${channel} ** Tanking is now OFF!
} else {
/varset isTanking TRUE
/if (${verbosity}>=0) /${channel} ** Auto-Taunting is now ON!
}
/ini "WHSettings.ini" "General" "Tanking" "${isTanking}"
/return
Sub Event_TogTSwitch
/varset lastevent Event_TogTSwitch
/if (${doTSwitch}) {
/varset doTSwitch FALSE
/if (${verbosity}>=0) /${channel} ** Auto-Target Switching is now OFF!
} else {
/varset doTSwitch TRUE
/if (${verbosity}>=0) /${channel} ** Auto-Target Switching is now ON!
}
/ini "WHSettings.ini" "General" "TargetSwitching" "${doTSwitch}"
/return
Sub Event_SetCloseness(string Line)
/varset lastevent Event_SetCloseness
/if (${Line.Arg[3].Length}) /varset closeness ${Line.Arg[3]}
/if ((${closeness}<1) || (${closeness}>100)) {
/if (${verbosity}>=0) /${channel} Whacko closeness percentage input! Defaulting...
/varset closeness 70
}
/varset closenessdesired ${closeness}
/if (${verbosity}>=0) /${channel} ** AutoStick: ${doStick}, Closeness: ${closeness}
/ini "WHSettings.ini" "General" "Closeness" "${closeness}"
/return
Sub Event_SetFirstassist(string Line)
/varset lastevent Event_SetFirstassist
/if (${Line.Arg[3].Length}) /varset firstassist ${Line.Arg[3]}
/varset mainassist ${firstassist}
/if (${verbosity}>=0) /${channel} ** Assisting: ${mainassist} @${assistpct}% target health
/if (${verbosity}>=0) /${channel} ** SA is ${secondassist} & TA is ${thirdassist}
/ini "WHSettings.ini" "General" "MainAssist" "${firstassist}"
/return
Sub Event_SetSecondassist(string Line)
/varset lastevent Event_SetSecondassist
/if (${Line.Arg[3].Length}) /varset secondassist ${Line.Arg[3]}
/if (${verbosity}>=0) /${channel} ** Assisting: ${mainassist} @${assistpct}% target health
/if (${verbosity}>=0) /${channel} ** SA is ${secondassist} & TA is ${thirdassist}
/ini "WHSettings.ini" "General" "SecondAssist" "${secondassist}"
/return
Sub Event_SetThirdassist(string Line)
/varset lastevent Event_SetThirdassist
/if (${Line.Arg[3].Length}) /varset thirdassist ${Line.Arg[3]}
/if (${verbosity}>=0) /${channel} ** Assisting: ${mainassist} @${assistpct}% target health
/if (${verbosity}>=0) /${channel} ** SA is ${secondassist} & TA is ${thirdassist}
/ini "WHSettings.ini" "General" "ThirdAssist" "${thirdassist}"
/return
Sub Event_SetAutoNinja(string Line)
/varset lastevent Event_SetAutoNinja
|- Set the new ninja distance, if supplied
/if (${Line.Arg[4].Length}) /varset ninjadist ${Line.Arg[4]}
|- Set the mode, toggle off if unknown
/if (${Line.Arg[3].Equal[ALL]}) {
/varset ninjamode ALL
/if (${verbosity}>=0) /${channel} ** AutoNinja ON - Will loot ALL items
/docommand /lootnodrop never
} else /if ((${Line.Arg[3].Equal[DROP]}) || (${Line.Arg[3].Equal[DROPABLE]})) {
/varset ninjamode DROPABLE
/if (${verbosity}>=0) /${channel} ** AutoNinja ON - Will loot only DROPABLE items
/docommand /lootnodrop never
} else {
/varset ninjamode OFF
/if (${verbosity}>=0) /${channel} ** AutoNinja is now OFF!
}
/if (${verbosity}>=0) /${channel} ** AutoNinja distance is ${ninjadist} ft.
/ini "WHSettings.ini" "General" "AutoNinjaMode" "${ninjamode}"
/ini "WHSettings.ini" "General" "AutoNinjaDistance" "${ninjadist}"
/return