LDON Enchanter Script Question

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driftinsupra
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Post by driftinsupra » Sat Jan 31, 2004 4:13 pm

So is there no way to do what I was thinking of? Being able to check if a mob is attacking without targeting?

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blueninja
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Post by blueninja » Sun Feb 01, 2004 9:45 am

The animation stuff is in $target but not in $spawn. Took a quick look at it and it could probably be added to $spawn in a couple of minutes. Compare the two functions:
DWORD parmTarget(PCHAR szVar, PCHAR szOutput, PSPAWNINFO pChar)
and
DWORD parmSpawn(PCHAR szVar, PCHAR szOutput, PSPAWNINFO pChar)

in MQ2Parms.cpp.

Gumby
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Post by Gumby » Sun Feb 01, 2004 12:29 pm

driftinsupra wrote:So is there no way to do what I was thinking of? Being able to check if a mob is attacking without targeting?
As Mis commented; I probably overstated the case although I do try to code everything that I do with $spawn and $searchspawn instead of target; however, there are some things you simply cannot do without having the spawn on your target window and to get that, have to /target.

Keep the radius low, and it shouldn't be a problem, because as a chanter you're going to have to target each one of the mobs anyway if you're a human player to cast the mez; potential problems start creeping in when you're doing things that a player can't or wouldn't do.

For a chanter it probably doesn't matter because you're not moving around and players won't see it and you'll get plenty of delay from your spell cast after the /target to fudge the issue anyway.

G

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driftinsupra
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Post by driftinsupra » Sun Feb 01, 2004 7:51 pm

The thing I think that might look odd is that I have to target all the mobs to find which one is fighting, which means I have to target even the ones that arent fighting. The only porblem I see which probably wouldnt be a huge one is that there is a possibility that I end up targeting a mob that I cant see which probably wouldnt throw a flag but could. I really want to make it so I dont do anything that could even possibly get me looked at.

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Post by Gumby » Mon Feb 02, 2004 5:07 am

driftinsupra wrote:The thing I think that might look odd is that I have to target all the mobs to find which one is fighting, which means I have to target even the ones that arent fighting. The only porblem I see which probably wouldnt be a huge one is that there is a possibility that I end up targeting a mob that I cant see which probably wouldnt throw a flag but could. I really want to make it so I dont do anything that could even possibly get me looked at.
So change your order.

Typically I just search on a radial distance from my current loc, or from the loc of a group mate potentially, to find engaged mobs. Other than ones standing behind walls that haven't agrod (LoS check your spell casts) I've never had a problem with it.

You could $ss, /target, check if attacking, and mez if so rather than check all, then mez. What I like about your routine with the animation check is that you could use the script generically over more zones without having to customize the engage distance for each of them (though I think LDoN in general would be fine with one number as mobs are simple clones of each other non-raid AFAIK). Checking all and then going back, yeah human can't do that as quickly as a machine can. Could insert delays but don't think you're buying much... still think you're better off checking if attacking, then mez. Prob be fine on it too since $ss returns nearest mob first and then moves outward from there. If you wanted to get cute, define a highest priority target in your group (healer) and search outward from him... especially since in LDoN in my experience most casters hang towards the back on moves and the melees are further up front (battle clerics not withstanding).

G