Charm Break Macro?

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daerck
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Post by daerck » Tue Feb 24, 2004 4:19 pm

How about something like this for the Rune check

Code: Select all

#event BeingHit "YOUR magical skin absorbs the blow"
[...]
/doevents BeingHit
[...]
Sub Event_BeingHit
   /call cast "Arcane Rune"
/return
It would require you to have the "Attk missing me" filter turned on though.

bob_the_builder
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Post by bob_the_builder » Tue Feb 24, 2004 4:50 pm

SimpleMynd_01,

Can you check the EldritchRuneTImer I set in the above macro. Not sure how to get it to count from 606s to 0.
I think its /declare timer

Thanks in advance.

daerck,

I like that, though I think might be better to call BeingHit as:

Code: Select all

#event BeingHit "you were hit for" 
[...] 
/doevents BeingHit 
[...] 
Sub Event_BeingHit 
   /call cast "Arcane Rune" 
/return 
This way it knows the rune is off cause your being hit. Well I think I'll add that, not sure if that is proper text for "being hit" will check later in EQ game.

Bob

daerck
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Post by daerck » Tue Feb 24, 2004 5:50 pm

I thought the point of this was to check if your rune is at full power or not?

If you want to check if the rune is down, the $char(buff,"Arcane Rune") is the way to go. If you want to check if the rune is at full power or not you could use my example.

Thinking about it a bit more though, you'd have to add a /doevents Flush in the Event_BeingHit, to avoid it recasting the rune once for each hit.

About the timer, if a var is declared as timer it will automatically tick down.

bob_the_builder
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Post by bob_the_builder » Tue Feb 24, 2004 6:34 pm

the point of this was to check if your rune is at full power or not
There seem to be too many ways of YOU being hit, kick, slash, bite . etc

Going to change it, make it the way was suggested with $char(buff,"Arcane Rune")==0

Bob

bob_the_builder
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Post by bob_the_builder » Tue Feb 24, 2004 9:07 pm

Thanks all for the input. Tested it tonight. WOnderful macro

Going to post in MacroDepot

Bob

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SimpleMynd_01
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Post by SimpleMynd_01 » Wed Feb 25, 2004 1:01 pm

Bob,

Timers start counting down to zero as soon as you set them. So as soon as you set it to 606s it starts counting backwards for you automatically.

-SimpleMynd

bob_the_builder
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Post by bob_the_builder » Wed Feb 25, 2004 1:11 pm

Your speaking of:

Code: Select all

      /varset RuneTimer 0
as not being needed?

Bob

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SimpleMynd_01
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Post by SimpleMynd_01 » Wed Feb 25, 2004 3:08 pm

You've got it right in your script. I always start my scripts assuming that Eldritch Rune is ready. So initializing it to zero would be correct. I was just trying to explain a bit about how timers work for ya. But you've obviously figured them out already. :)

-SimpleMynd