- Joined
- Mar 24, 2018
- RedCents
- 5,569¢
I am not a coder so I figured out how to make this by reading others and asking a few questions and generally being a smarty pants. But it didn't actually work, so not smart enough! My goal is to have the 3 disciplines I like to use get cycled during a named fight, and during none named, just one of them get used.
holyshit0=/if (${Me.Combat} && ${Me.CombatAbilityReady[${Spell[Last Stand Discipline].RankName}]} && (${Target.Named} || ${Me.XTarget}>4)) /multiline ; /stopdisc ; /timed 5 ; /disc Last Stand Discipline ; /echo Last Stand Engaging
holyshit1=/if (${Me.Combat} && ${Me.CombatAbilityReady[${Spell[Fortitude Discipline].RankName}]} && ${Target.Named} && !${Me.CombatAbilityReady[${Spell[Last Stand Discipline].RankName}]} && ${If[${Me.ActiveDisc.Name.Find[Stand]},TRUE,FALSE]}) /multiline ; /stopdisc ; /timed 5 ; /disc Fortitude Discipline ; /echo Fortitude Engaging
holyshit2=/if (${Me.Combat} && ${Me.CombatAbilityReady[${Spell[Stout Defense].RankName}]} && !${Target.Named} || !${Me.CombatAbilityReady[${Spell[Last Stand Discipline].RankName}]} && !${Me.CombatAbilityReady[${Spell[Fortitude Discipline].RankName}]}) /multiline ; /disc Stout Defense ; /echo Stout Defense
So the first one, it checks for named or lots of mobs (I put that part in brackets but not even sure if I should have), and then if so, it runs stopdisc (to get rid of any lesser discs active, then engages my uber Last Stand.
Step 2, the idea is to not run this unless the Last Stand has expired, so it checks for nameds, checks for last stand, again removes my weaker disc if that is active, then engages Fortitude.
Step 3, if not a named, so on 99% of the stuff I fight, then use this general disc (Stout Defense). OR, if the other two discs are down, run this one.
Sounds convoluted but it makes sense in my head. I just gotta work out how to code it. I tested it on a noob named and it engaged Last Stand for 2 seconds then disabled it and did nothing else. I figured I could get this to work if I kept trial and error-ing it, but if any helpful coders here felt like saving me a job, please go ahead
holyshit0=/if (${Me.Combat} && ${Me.CombatAbilityReady[${Spell[Last Stand Discipline].RankName}]} && (${Target.Named} || ${Me.XTarget}>4)) /multiline ; /stopdisc ; /timed 5 ; /disc Last Stand Discipline ; /echo Last Stand Engaging
holyshit1=/if (${Me.Combat} && ${Me.CombatAbilityReady[${Spell[Fortitude Discipline].RankName}]} && ${Target.Named} && !${Me.CombatAbilityReady[${Spell[Last Stand Discipline].RankName}]} && ${If[${Me.ActiveDisc.Name.Find[Stand]},TRUE,FALSE]}) /multiline ; /stopdisc ; /timed 5 ; /disc Fortitude Discipline ; /echo Fortitude Engaging
holyshit2=/if (${Me.Combat} && ${Me.CombatAbilityReady[${Spell[Stout Defense].RankName}]} && !${Target.Named} || !${Me.CombatAbilityReady[${Spell[Last Stand Discipline].RankName}]} && !${Me.CombatAbilityReady[${Spell[Fortitude Discipline].RankName}]}) /multiline ; /disc Stout Defense ; /echo Stout Defense
So the first one, it checks for named or lots of mobs (I put that part in brackets but not even sure if I should have), and then if so, it runs stopdisc (to get rid of any lesser discs active, then engages my uber Last Stand.
Step 2, the idea is to not run this unless the Last Stand has expired, so it checks for nameds, checks for last stand, again removes my weaker disc if that is active, then engages Fortitude.
Step 3, if not a named, so on 99% of the stuff I fight, then use this general disc (Stout Defense). OR, if the other two discs are down, run this one.
Sounds convoluted but it makes sense in my head. I just gotta work out how to code it. I tested it on a noob named and it engaged Last Stand for 2 seconds then disabled it and did nothing else. I figured I could get this to work if I kept trial and error-ing it, but if any helpful coders here felt like saving me a job, please go ahead



